The Faith section is believed to be done by FreyAlise the nosy witch.
To get follower rituals, you need to become a follower of a god. To do this, get to a god's high altar, then 'pray' to the god. You can worship six gods(not simultaneously, of course). Each of the gods has an alignment range. If you stray from that range, you are no longer able to perform rituals from neither rods nor memory. In addition, if you are out of the god's alignment, you are unable to 'pray' to Him. Each god has an unique ritual bonus, which reduces the GP cost of rituals. Every god's ritual bonus has a different condition that has to be fulfilled in order to get the GP reduction.
| God | Alignment | Ritual bonus |
| Gufnork | Quite good - Neutral | When wearing fluffy things |
| Gapp | Quite good - Neutral | When wearing fashionable clothing¹ |
| Sandelfon | Barely good - Barely evil | When indoors |
| Fish | Neutral -Evil | When underwater |
| Hat | Neutral - Quite evil | When in the company of 4 priests, when at any high altar |
| Sek | Barely evil - Extremely evil | When in combat |
¹ 'finger gapp' for fashion trends
In addition, you get ritual bonuses for:
* being near a high altar of your God
* being at the high altar of your God
* when you have recently prayed
Also, you get penalties for:
* being nearly out of alignment
* being far from a high altar of your God
* being drunk
* being poisoned
Your alignment, found out by using 'score align', determines whether you can perform rituals. It is influenced by shattering relics, killing stuff and praying.
Of these, relic shattering has the most impact on your alignment. All relics belong to a specific god. Shattering a god's relic will move you away from that god's ideal alignment, thus Pishe's and Sek's relics are the ones with the most effect. Sandelfon is an exception, as shattering His relic will make your alignment shift towards neutral.
Relics can be obtained from temple shops across the disc, but they are rather hefty in price, costing A$150. They can be shoplifted with ease from Sek's and Gufnork's temple shops in Ohulan-Cutash with no resulting trouble from the local authorities. They are also in the inventories of some of the stronger NPC priests.
Killing things will make your alignment go towards the opposite of your victim's alignment. Thus, if you were quite evil and killed a barely good target, your alignment would move towards barely evil, the opposite of barely good. The further your alignment is from the opposite of your target's alignment, the more it will shift. In addition, killing itself is slightly evil, so killing neutral things will make you slightly evil as well.
Praying isn't a very efficient method of altering your alignment, but it becomes more efficient the more you have strayed from your ideal alignment and the greater your fa.ri.sp bonus. It also has a plus of never pushing you out of the other side of the alignment you are trying to achieve.
A NPC's alignment can be found out by using the ritual detect alignment, using red-hilted daggers from Sandelfon's temple shop, or, in the case of followers and priests, using 'say Pishe Sek Gufnork Fish Hat Sandelfon Gapp'. This will make the follower or priest tell you his god and therefore his alignment.
Breathe underwater
Items required: none
GP cost: 20
Provided by: Fish @ 25 levels of faith.rituals.misc
Skills used: faith.rituals.misc.self/target
Breathe underwater makes the target gain divine gills, allowing them to be underwater without danger of drowning. The gills fade away quickly if the target is on dry land. With Breathe underwater, you can even perform rituals underwater. The bigger your bonus in fa.ri.mi.se/ta, the longer you or the target have the gills. This ritual is stackable. Not much use to an assassin, unless your target is a Fish priest who refuses to come out of the ocean.
Calm
Items required: none
GP cost: 25
Provided by: Sandelfon @ 3 levels of faith
Skills used: faith.rituals.defensive.target
Calm makes the target calm down, i.e. stop fighting you. This allows for two backstabs in a row. Not much use in PK, unless your target is idling happily, although it might be possible to pull off the calm + backstab trick. Note that Calm only stops the target from fighting you, your groupmates will still keep fighting him or her.
Cure light/medium/serious wounds
Items required:
GP cost:
Provided by: Cure light wounds, Gufnork @ 1 level of faith
Skills used: faith.rituals.curing.self/target
These rituals restore HP. CLW restores around [insert your fa.ri.cu.relevant bonus here] HP, seems to be capped around 300 hp. CMW restores around 2x your relevant bonus worth of HP, and probably is capped too. CSW restores around 3x your relevant bonus worth of HP and probably is not capped. CLW can be of immense usefulness as it allows instant healing with no burden, as opposed to blue water(burden), healing tea(burden) and bandages(not-so-instant and needs skills, although TM's well and doesn't burden too much)
Cool & Warm
Items required: Holy symbol
GP cost: 35
Provided by: Hat(warm), Gapp(cool) @ 30 levels of faith.rituals.misc
Skills used: faith.rituals.misc.self/target
Cool and Warm cool you down and warm you up, respectively. Not of much use as the magnitudes aren't that big.
Dark sight
Items required: Holy symbol
GP cost: 15
Provided by: Hat @ 25 levels of faith.rituals.misc.target
Skills used: faith.rituals.misc.area
Dark sight makes your eyes super-sensitive to light. This means that you can see, without a light source, in darker areas than before. Also, it makes you see nothing while in rooms with more light in them. Useful, since it allows you to see in dark areas without compromising your stealth with light. However, there is a certain location where you can gather berries that bestow the same Dark sight effect on you. As your fa.ri.mi.ar skill increases, so does the ritual's duration and efficiency, meaning that you won't go blind as easily and can see in darker rooms.
Detect alignment
Items required: none
GP cost: 30
Provided by: Sandelfon @ 7 levels of faith.rituals
Skills used: faith.rituals.misc.self/target
Detect alignment has recently been changed from a grey, black or white glow to an elaborate vision of your god kneeling before a balance or a scale. Each god has a different vision to deliver the message, but there will be an expression of both good and evil and a number expressing how good or evil the target is.
Approximate values are provided:
Extremely good/evil - 24 to 50;
Very good/evil - 12 to 23;
Quite good/evil - 6 to 11;
Good/Evil - 3 to 5;
Barely good/evil - 1-2;
Neutral - 0-1.
Mend
Items required: Holy amulet
GP cost: 30
Provided by: Gapp @ 26 levels of faith.rituals.misc.target
Skills used: faith.rituals.misc.target
Mend is performed on a piece of clothing. It will restore some of it's condition, acting like a portable Gapp's low altar. Useful for assassins for mending clothes that get hit when someone stabs you, but you can achieve the same effect by learning a little needlework.
Parch
Items required: None
GP cost: 20
Provided by: Sek @ 14 levels of faith.rituals.misc
Skills used: faith.rituals.misc.self/target
Parch removes all moisture from the target. Could be used to prevent colds from happening, otherwise of not much use. It could be thought of as a weightless GP-draining towel.
Splash
Items required: None
GP cost: 30
Provided by: Fish @ 30 levels of faith.rituals.misc.target
Skills used: faith.rituals.misc.self/target
Splash makes the target wet. Each consecutive cast will make the target more wet. Technically could be used to make someone's hide a bit less useful, but with sufficient hiding bonus they'll just stay hidden even when squelching.
Summon fluff
Items required: None
GP cost: 25
Provided by: Gufnork @ 30 levels of faith.rituals.misc.area
Skills used: faith.rituals.misc.area
Summon fluff creates a piece of consecrated fluff out of thin air. It can be thrown at people, eaten and used with remember place. Not of much use.
To get rituals other than the ones your god gives out to worshippers, you need faith rods. Rods are either batons, canes, rods/maces or polearms.
| Weapon | Weight | Rituals held | Weight per ritual |
| Baton | 1 1/2 lbs | 1 | 1 1/2 lbs |
| Cane | 1 1/2 lbs | 2 | 3/4 lbs |
| Mace | 4 lbs | 3 | 1 1/3 lbs |
| Rod | 6 lbs | 3 | 2 lbs |
| Polearm | 10 lbs | 4 | 2 1/2 lbs |
Of these, canes are the most weight-efficient form of carrying rituals around. To actually get rituals into faith rods, you need a priest of the same god as you to 'bestow' the ritual(s) onto the rod, then charge it by holding it and 'pray'ing repeatedly until it reaches 'imprinted' status. It is possible to acquire rituals from priests of different gods, but this requires three times as much charging as a rod from your God's priest, so be prepared to pay much more since charging is very labour-intensive and as such forms the bulk of a rod's cost. Rituals are harder to perform from rods than from memory and require faith.items.rod bonus, which scales with the GP cost of the ritual you are trying to pull off.
Divine hand
Items required: Holy symbol, something with a place imprinted on it via
GP cost: 200 base + 50 each passenger(anything that is following you counts as a passenger, fruitbats are 25
gp instead of 50)
Provided by: All gods
Skills used: faith.rituals.misc.target
An incredibly useful ritual as it rids you of your dependency on taxies/cabbies. However, it is very DP-intensive to cast constantly. It works by transporting you and any passengers into a special room called a passage room, which is basically a safehouse. Then when you want to reach your destination, you need to leave the room by typing a command, for example, in Sek's passage room it is "enter flame". This command can be found out by taking a look at the room. It should be noted that it is impossible to misportal using Divine hand.