Rituals
| Powergaming Is against the Rules. Powergaming is against the Rules and may lead to things being nerfed if constantly abused, Report anyone constantly Powergaming by using F1 to Ahelp. |
Rituals are a secret feature that is only available in the month of October during the Halloween event. They allow for players to spend their hard-earned Spacebux on magical supplies, which they can then use to write sigils down and cast magic.
The Altar
This is an eldritch altar.
A strange altar with strangely familiar symbols etched into it.. Seems to have two different symbols on either side of it. It looks, uhh spooky.
A few minutes after roundstart, a purple altar will appear somewhere in the chapel. You can sacrifice cash, organs, and limbs on the left side of the altar to increase the strength of your sacrifice, which currently seems to do nothing. You can sacrifice Spacebux on the right side of the altar to increase the actual value of your sacrifice.
Trying to attack the altar will usually just throw you back. Trying to destroy the altar with REAL PUNCH FORCE (the Hulk gene) will blow both your arms off. Explosions make it unhappy, and prompt it to leave this plane.
Item Prices
Spacebux is the currency you spend to do anything with rituals. You can get Spacebux in physical form by going to an ATM and selecting the Spacebux tab. Spacebux is earned by being gifted it, or by surviving to the end of a round. Your Spacebux reward at the end of every round depends on your job's wage, whether you ended the round in the pilot's seat of the shuttle, whether you survived and escaped the station, and how many crew objectives you completed. There is a bonus for completing all crew objectives.
You can offer Spacebux or items to the altar by clicking the altar on the side you want with the item in hand. You can complete the offering by clicking the altar once while the offerings are floating. Trying to click the altar without an offering or with harm intent will make it retaliate against you. If you offer Spacebux on the left side of the altar, it will count as 25% less Spacebux. If you offer items on the left side outside of the chapel, it will count as 30% less strength.
Need to Know Info
To begin, You'll want ritual chalk, Before we make rituals we want to first understand how they work. Any ritual starts with a ritual anchor drawn on the ground using ritual chalk. The anchor is the most important part of any ritual and ties together the rest of it. Directly above the anchor goes the core component of a ritual. "Evoco" for example will, in a wider sense, summon or create things, Such as using "Apis" next to "Evoco" will summon a bee. Any components directly adjacent to the core component will directly modify said core component. They will not be used for any secondary effects. Components next to the core are core exclusive. Other components that are not directly adjacent to the core will provide secondary effects, Such as placing an "Ignis" or "Aer" next to the "Apis" will summon a bee that shoots fire balls, and a bee that pushes people around it respectively. Adding a "Hominem" to the bee summoning will summon it to a nearby human, Which isn't very useful but hey, It's something. Once you've arranged all your components it's time to do some magic. Simply say the name of every component in your ritual out loud - it's that easy. If you placed an "Evoco" and an "Apis", All you have to say is "Evoco Apis" to activate it, you can also just say each name Individually and they'll light up, waiting for the other sigals to be spoken out loud. This doesn't include the anchor, so don't go scream "Anchor" everywhere. If everything went alright, something will happen. Who knows what. It's magic. Deal with it, Not even the eldrich horrors who made it know how it works. Chances are however, that not everything went alright. Chances are your first try fizzled. But why?
Power and Energy
The most important parts of a ritual that you can NOT see (unless you use a thaumometer) are ritual power and energy. Energy describes the fuel of your ritual. If you don't have enough juice for what you're trying to do then it's not gonna work. Some components will use energy, others are free. You can get more energy from such things as sacrifices. Power is the strength of the effect that you're producing. More power means more dramatic and impressive results. Power can mostly be gained in the same ways as Energy. And here's why a chaplain will have an easier time with this stuff: Having a chaplain close to the ritual will automatically provide it with 2 Power and 2 Energy, Neat.
Casting Rituals
Tooltips on the chalk menu will tell you what roles a component can provide. In the end it all comes down to experimentation. See what works together and what doesn't. On that note, you might find that some objects on the station can be used as ritual components. A quick example would be Start by placing down an anchor sigil. Next place your core sigil north of it. This is the only fixed part of a ritual's layout. In this case we're going to use "Evoco".
The tiles directly adjacent to your core, in this case "Evoco", are reserved for exclusive use by the core sigil. Adjacent includes all 8 tiles around the core sigil. Though one will be taken up by the anchor already. For clarity, they are the green-colored tiles in the image above.
Let's add Apis next to the core - this will cause it to summon a bee. No other part of the ritual will use apis, since it is adjacent to the core. Now let's add some secondary effects and modifiers. First let's make our summoned bee a bit fiery. Simply add an ignis sigil -outside- the core's range. That is outside the adjacent tiles discussed above. An example would be the red-colored tiles in the image. If you were to place the ignis next to the core, you might end up summoning fire instead. Ooops. The ritual still needs some power and we can use sacrificum for that. Simply place it down outside the core range and put some sacrifices on it. People, body parts, money, spirit shards ... I'm sure you can find something. Now say the names of all the sigils included in the ritual..
And with any luck we get..
Well ... It's definitely a bee.
Sigils
| Icon | Sigil Name | Modifier | Description | Transumation | Creation |
|---|---|---|---|---|---|
![]() |
Anchor | None | Every ritual requires an anchor to link sigils together, the core part of the ritual must be placed above the anchor, and modifiers which modify that core must be placed next to the core. | The most essential piece of a ritual, all cores should be placed directly north of it. | N/A |
![]() |
Anima | Summon | The sigil of souls, Spirits created by this sigil may be overloaded unpredictably when more than one sigil is used to modify them. | Brings things to life, If used with an Aer sigil, it'll create an air sprite, if used with the ignis sigil. it'll create a fire sprite, get creative with it! You can mix an Apis and Ignis sigil to get a fire shooting bee! | N/A |
![]() |
Aer | Summon, Modifier | The sigil of air. | Adds Air-related effects to targets. If it's an item, it'll reduce the stamina cost, This goes away after a duration (200*V.strength), with a maximum of 30, and makes the item visibly float. If it's an object, like a critter or item, it'll apply the air status affect, which will add a visual overlay showing it's infused with air energy, and everything in its adjacent tiles will be pushed away if it isn't anchored. For critters this does not run out. If the object ever gets a status like Stunned, Pinned, Disoriented, Etc, It'll immediately removed the Status. If it's a mob, it'll decrease suffocation damage, make them cough, and give the player Air Infused Energy, Which will push away objects adjacent to it, If the player ever gets a status like Stunned, Pinned, Disoriented, Etc, It'll immediately removed the Status. |
If you use it without an AoE, It'll create oxygen on that tile and remove any fluid on that tile, the more strength the more air, but it'll never add more than 1/18th of the total air capacity of the tile. If using it with an AoE, It'll iterate through all the turfs in it's AoE until it runs out of energy, removing fluids, and adding oxygen. It will only ever add 1/25th of the tiles max air capacity. |
![]() |
Terra | Summon, Modifier | The sigil of earth. | Spawns a stack of 7 ores, ore type scales with strength, There's different lists on the ores that can be picked depending on if you Transmute an object into existence, or modify something existing. If you're creating an object out of thin air, the list is: |
If you're modifying an existing thing to change the material, the list is: 0-5 Strength (Rock, Steel, Mauxite, Copper, Pharosium, Glass) 6-10 Strength (Bohrum, Molitz, Claretine, Bone, Bamboo, Wendigo Hide) 10-20 Strength (Electrum, Cerenkite, Syreline, Gold, Uqill, Erebite, Miracle Matter) 21-Inf Strength (Starstone, King Wendigo Hide, Carbon Fibre, Ecto-Fibre, Iridium Alloy) |
![]() |
Aqua | Summon, Modifier | The sigil of water. | If it's a mob or critter, it'll extinguish any fire on them For objects, it'll cool any objects down for turfs, it'll add Water onto the ground |
Will simply add Water to the turf. |
![]() |
Ignis | Summon, Modifier | The sigil of fire. | If the sigil is CORRUPTED, it'll directly set anyone with a level 3 burn for 120 seconds * strength, If it is not CORRUPTED and it is a mob, it'll give the target fiery energy, making the target shoot out fire balls for 120 seconds * strength. If it is an object, it'll raise the objects temperature. If it is a turf, it'll simply set the turf on fire with a hot-spot of heat. |
Spawns a fire-flash at the object, if it's an AoE It'll spawn multiple fire-flashes. |
![]() |
Obscurum | Summon, Modifier | The sigil of darkness. | Makes stuff almost invisible, duration lasting with ritual strength. If it's a mob, it'll apply the cloaked status making them partially invisible, for a minimum of 30 seconds * strength. If it's an object, it'll apply the same cloaked status, and it'll make it shadowed/invisible. If it's a turf, it'll make the turf visually dark over 30 ticks, then after 100 seconds * Strength, it'll revert to normal. |
If it's CORRUPTED, it'll spawn an evil tentacle that hits you for 20 BRUTE It'll spawn a darkness object which is just a very dark object blocking whatever is above it, it cannot be moved, It disappears after 100 seconds. |
![]() |
Motus | Modifier | The sigil of movement. | Makes the target faster, If it's an object, it'll randomly throw the object to a selected target within 2-10 tiles. If it's a mob and if the ritual is CORRUPTED It will apply a slow down effect for a minimum of 30 seconds * strength If it's not CORRUPTED then it will apply a hastened/speed buff for 30 seconds * strength. If it's a tile, it'll make it slippery for 20 seconds * strength, then it dries up. |
N/A |
![]() |
Apis | Summon, Modifier | The sigil of BEES. | Bee. It's about bee's! Transforms everything into bee related things, or summons bees! If it's an object, it'll simply change the material to bee wool. If it's a mob, it'll change all their items and clothing into bee wool If it's a turf, it'll change it's material to bee wool. |
When summoning, it will create different types of bee's depending on the ritual strength, If it has an AoE target it'll spawn one bee per energy in the view radius of the target, stops when the ritual runs out of energy. Here is a list of the different types of bees varying from the ritual strength, the list is: 1-2 Strength (Bee Larva) 3-5 Strength (Small Bee) 6-17 Strength(Regular Bee) 18+ Strength (Fancy Bee) OR If it's CORRUPTED The List Is:1-19 Strength (Zombee) 20+ (Zombee Lich) |
![]() |
Sanguis | Energy, Sacrifice | The sigil of blood. Consumes blood on itself to provide power. Use the sacrificial dagger on blood on this sigil to store power. | Each Blood Value gives 2 Energy | N/A |
![]() |
Exalto | Strength | The sigil of power. Provides 1 strength if it's the only one of it's kind. | Every ritual should have this somewhere, as it gives 1 free strength. | N/A |
![]() |
Sacrificum | Energy, Strength, Sacrifice | The sigil of sacrifice. Provides power/strength for money, people, limbs, or spirit shards when sacrificed. Use a sacrificial dagger on things on this sigil to store power. You can only sacrifice up to 3 things per ritual. | The list of things you can sacrifice are here: 1 Power Per 2000 Credits 1 Power and Strength per Limb, Robotic and Synthetic Limbs are Ignored. 1 Power and Strength per Organ, Robotic and Synthetic Organs are Ignored. 3 Power and Strength Per Aggressive Creature (or 1 Power and 3 Strength if it's a passive critter) Player controlled characters will give 12 Power and 12 Strength with a 50% chance to make it corrupted, while Non-Player Controller characters will give 3 Strength and Power, with a 5% chance to make it corrupted. Husks and already sacrificed people cannot be sacrificed. Spirit shards will add their Power and Strength to the ritual, if it's corrupted it'll add it's corruption. |
N/A |
![]() |
Spatium | Energy, Range | The sigil of space. Can be used to increase the area of effect of rituals based on Ritual Strength, at the cost of 5 Energy. | Each 2 Strength = +1 Area of Effect range, with a minimum +1 | N/A |
![]() |
Extendo | Energy, Range | The sigil of reach. Can be used to increase the targeting range of rituals for 2 Energy. | Each 2 Strength = +1 targeting range, with a minimum +1 | N/A |
![]() |
Persisto | Energy | The sigil of persistance. Prevents sigils from disappearing but costs 3 energy. | N/A | N/A |
![]() |
Hominem | Summoning, Energy, Target | The sigil of humans. Can be used to target nearby humans. If blood or body parts are placed on top, the owner of the blood/body parts will be targeted, If within range, Costs 1 energy. Targeting a specific person costs 5 energy. | Similar to objectum, but targets humans instead of objects. | N/A |
![]() |
Objectum | Energy, Target | The sigil of objects. Can be used to target objects on the sigil or nearby objects If additional range is added. Costs 1 energy. | Similar to hominem, but targets objects instead of humans. | N/A |
![]() |
Conditum | Core, Energy, Strength | When used as the core of a ritual, this will store all excess power and strength in a spirit shard. | When you finish a ritual, and said ritual has power and or strength, It'll take it all and put it into a spirit shard, which you can use with Sacrificum. | N/A |
![]() |
Sano | Core, Modifier | The sigil of healing. | Will heal the target for 200 seconds * Strength, and will instantly heal the target y, If you're using AoE for the ritual it'll be 70 seconds * Strength and apply the healing status effect to anyone in the AoE Radius, If it's used with the AoE It will not use the formula and instead use the healing status effect to heal everyone for 0.5 of all damage every second. The amount you are healed is calculated based off this formula: Healing=round(strength / 3) + strength The more strength the more you'll be healed. OR If it's CORRUPTED It'll do the opposite, It will instead damage the target. |
N/A |
![]() |
Mutatio | Core, Modifier | The sigil of change. | Mutatio does nothing on it's own, But when used with other Modifier Sigils, it'll apply any Adjacent modifiers to the target, So it'd used a modifier Sigil like Apis and was used on a turf, It'd transform the turf into bee wool, If it used with Sano and an Extendo, It'd heal anyone nearby | N/A |
![]() |
Evoco | Core, Energy | The sigil of summoning. Costs 1 energy. Required when summoning things like bee's or ores. Used as a core, so must be placed ABOVE the anchor. | N/A | N/A |
![]() |
Portus | Core, Energy | The sigil of travel and transportation. Costs 2 energy. | If it's used on an object: Teleports the object to its target, anchored objects are ignored, The further you teleport any the more strength is required, as well as needing more strength to teleport more things, with a maximum of 100, It uses this formula: (Range = clamp(round((log(Strength)^2)*2 - 6), 0, 100); MaxAtoms = min(100, Strength*1.5)), If you can't understand, then an example would be if you used 6 Strength, you'd get 0 distance and 9 atoms moved, if you used 30 Strength you'd get 16 distance and 45 max atoms moved, if your ritual doesn't have enough strength it'll just do nothing. If it's a mob: It will teleport any mob that isn't anchored down to the target destination |
N/A |
![]() |
Corruptus | Corrupted | The sigal of sin. when used with conditum it makes an unholy shard. | Place the skull near a ritual, say corruptus, if it gets a white glow its activated. Using the unholy shard on rituals will make them CORRUPTED | N/A |
![]() |
Sanctus | Holy | The sigal of holiness. when used with conditum it turns a unholy shard back to normal. | Place the bible near a ritual, say sanctus, if it gets a white glow its activated. If the holy shard is used on a corrupted ritual, it'll remove all corruption. | N/A |


























