Ritual Information


Descriptions of some of the priest rituals, especially handy for any newbie priests.


Imbue

When I 'imbue' an item, I put a spell (any spell of your choice that I have) into it. This means that, if you have high enough skill, you can cast the ritual imbued in the item. The imbue only lasts for one charge, so after the imbued ritual has been used once, it will disappear.

For example, a warrior would be able to cast cure critical wounds from his weapon, or a wizard would be able to combine his TPA with a Major Shield.

Imbuing items successfully is extremely difficult; there is a large chance that the item to be imbued will explode, being completely destroyed. Expensive or rare items have a better chance of survival then cheaper ones.

Casting an imbue is based on the fa.ri.mi bonus, and casting a ritual imbued in an object is based on the fa.ob bonus.

A block of holy incense is consumed in the process, even if the ritual fails.


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Aegis

Aegis is a specialised Gufnork ritual that creates an invisible aura of divine protection. It lasts for several minutes, and *greatly* reduces all damage to whoever it is cast on. It can be very useful when fighting the Basilisk, and when combined with Major Shield, it can be impenetrable.

Aegis is dependant on the fa.ri.de bonus


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Major Shield

This is an extremely powerful defensive ritual that creates an invisible, protective barrier around the target, absorbing large amounts of damage from almost all attacks (excluding fired/thrown objects). It is vastly superior to minor shield, and will last for several minutes.

The duration of the major shield can be lengthened beyond triple its usual when a priest stacks 'minor shields' on top, a very useful, but gp-draining skill.

Unfortunately, a shield (any shield, it makes no difference) must be consumed in the process.

Major Shield is dependant on the fa.ri.de bonus


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Raise Dead

After dying, there are three ways of returning to life - visit Harry's (10 south, seven east, south, west, up, east from just outside the Drum - Harry is an NPC who will 'raise' you automatically if you are dead.), ask a priest to 'resurrect' you, or ask a priest to 'raise' you.

Only Pishe priests ('who priests' will show you which priests are online) can 'resurrect', restoring a percentage of the experience points you had before you died (the amount restored increases as the priests skill increases).

Most other guilds can 'raise dead', bringing you back to life without the slight restoration of experience points. If you didn't have much exp when you died, it may be easier and quicker to ask for a 'raise', as more priests will be able to help.


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Ward

Upon successfully casting the ritual, I create a magical warding glyph and attack it to an item. If the item is ever to be stolen or shoplifted whilst warded, the ward will explode doing an amount of damage depending on my skills, to the offender, possibly making him/her come out of hiding and dropping the item. The item will remain unharmed.

Wards remain good for only one use, but for a PK with little perception, wards can be invaluable.

The success and effectiveness of a ward is based on the fa.ri.of bonus.


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(Air) Passage

Priests may use divine transportation in the way of 'passages' to travel vast distances in mere seconds (I usually use the term 'portal' because it is more commonly recognised). There is no danger involved in this, and almost any location can be 'remembered' by the priest (although passages are usually only known for the regular places, such as the centre of main towns or areas).

Unfortunately, priest portals are moderately difficult to perform, take up huge amounts of guild points (200 and an additional 50 for each passenger), and the number of 'passengers' is limited to the casters gp and skill in fa.ri.mi.ta bonus

Air Passage can be first learnt when the fa.ri.mi.ta bonus skill reaches level 150.


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Dust Devil

Priests from all guilds can create clouds of swirling debris and command them to their bidding. This costs 50gp per devil, and multiple devils can be summoned when the fa.ri.mi.ar bonus rises above 300.

Dust devils range in size according to the casters skill.




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