Rituals

From secret content wiki
Jump to navigation Jump to search
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.

Item Prices
Name Icon Cost Description
Nothing 0 - 300
Odd-looking skull 301 - 400 It thrums with evil power.
note on rituals 401 - 800 a hastily scribbled note on rituals
Thaumometer 801 - 1300 Used to analyze the power and strength of rituals. Will only show the currently stored power/strength of the ritual.
Sacrifical dagger 1301 - 1999 Used to trigger sacrifical sigils without triggering the entire ritual.
(Colour) ritual chalk 2000 - 4000 Ritual chalk used to draw sigals for rituals. it looks like it only has about 15 uses left!
note on rituals 2000 - ∞ a hastily scribbled note on rituals
(Colour) ritual chalk 4001 - 6500 Ritual chalk used to draw sigals for rituals. it looks like it only has about 22 uses left!
Glowing Spirit shard 4001 - ∞ Condensed magical energy. It contains 5 power and 5 strength.
Ritual chalk 6501 - ∞ Ritual chalk used to draw sigals for rituals. it looks like it only has about 60 uses left!

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 Info Notes
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.
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. When used with Ignis, Creates a fire sprite, When used with Aer, Creates an air sprite
Aer Summon, Modifier The sigil of air. Floats objects in the airs, if used with mutatio it can levitate objects on objetum. mobs gain a pushing aura, duration last with ritual strength.
Terra Summon, Modifier The sigil of earth. Spawns a stack of 7 ores, ore type scales with strength. 0-5. rock, steel, mauxite, copper, pharosium, glass. 6-10. cobry, bohrum, molitz, claretien, bone, bamboo, wendigohide. 10-20. electrum, cerenkite, syreline, gold, uqil, miracle, erebite, telecrystal. 21-inf. starstone, kingwendigohide, carbonfibre, ectofibre, iridiumalloy.
Aqua Summon, Modifier The sigil of water.
Ignis Summon, Modifier The sigil of fire.
Obscurum Summon, Modifier The sigil of darkness. Makes stuff almost invisible, duration lasting with ritual strength.
Motus Modifier The sigil of movement. Makes the target faster, if corrupted will make target slower. Duration lasting with ritual strength.
Apis Summon, Modifier The sigil of BEES. When used next to something like Evoco, you can summon a bee, looks change depending on ritual strength, 1-2. bee larva, 3-5. small bee, 6-8. domestic space bee, 18-inf, fancy space bee. If the ritual is corrupted, 1-9. zombee, 20-inf. lich bee. Placing something like Ignis will make the bee shoot fire.
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. Blood from skeletons may not work. Not confirmed.
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.
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. To sacrifice people, they must first be dead, once you sacrifice them they will turn into a husk.
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.
Extendo Energy, Range The sigil of reach. Can be used to increase the targeting range of rituals for 2 energy.
Persisto Energy The sigil of persistance. Prevents sigils from disappearing but costs 3 energy.
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.
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.
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.
Sano Core, Modifier The sigil of healing.
Mutatio Core, Modifier The sigil of change. When used next to something like Evoco > Apis, It'll transform the floors material into bee's wool.
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.
Portus Core, Energy The sigil of travel and transportation. Costs 2 energy.
Corruptus Corruption 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.
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.