Mysticism

The powers that be speak to you in their own way. Maybe it’s magic. Maybe it’s madness. Either way, you listen—and sometimes, you help others hear it too. Whether to uplift them with whispers of hope or denounce the darker voices, you act as both guide and gatekeeper to the unseen.
You are welcome to invoke the religions of the past, but we encourage you to forge new beliefs, born of ice, survival, and the silence between stars. Please see Religion for more clarification.
Mysticism represents your character’s relationship with faith, ritual, prophecy, and conviction. Its abilities are strongest when used in sacred spaces, with trusted companions, or through objects of spiritual importance.
Skill Perks
| Perk | Requirement | Description |
|---|---|---|
| Guided Prayer | 25% | Prayer provides the same benefits of meditation extended to others. The benefits are related to group size, with a cap, and the Mysticism skill of the preacher. |
| Divination | 50% | You become proficient in Divination Tools. Attempt to consort with whatever higher power you believe in, allowing you and your party to receive a random buff according to the signs presented to you. |
| Deus Vult | 75% | Gain the Deus Vult ability. This halts sanity reduction and adds a 25% Resolve reduction when used for a duration of X minutes. This action uses Divination Tools and can be applied to a character once per day. |
| Divine Purpose | 100% | Passive: It takes longer for you to die of lethal injury by X time. If you die, there is a 1% chance you come back. Ability: You can add X time to another character’s death timer. Time added is based on their Mysticism skill. |
Tenets of Faith
Tenets of Faith represent the principles, taboos, and sacred doctrines that shape your character’s belief system. These are selected through the Mysticism interface and may modify how your prayers and religious abilities function.
You unlock Tenet slots as your Mysticism skill increases:
| Mysticism Skill | Tenet Slots |
|---|---|
| 0% | 0 |
| 25% | 1 |
| 50% | 2 |
| 75% | 3 |
| 100% | 4 |
Some Tenets may conflict with others. If two beliefs are opposed, selecting one may prevent the selection of another.
| Tenet | Effect | Skill Requirement |
|---|---|---|
| Mercy | Your prayers are more effective when aiding the injured, sick, or mortally wounded. +10% bonus when treating injuries or illness. | 25% |
| Wrath | Your offensive or violent religious effects are strengthened. | 25% |
| Tenet of Endurance | Your prayers grant improved resistance against hunger, thirst, cold, fatigue, or despair. | 50% |
| Tenet of Revelation | Divination effects are improved, extended, or made more reliable. | 50% |
| Tenet of Communion | Guided Prayer effects are improved when used with a group or party. | 75% |
| Tenet of Sacrifice | Your prayers may impose a greater personal cost in exchange for stronger effects on others. | 75% |
| Tenet of Judgment | Deus Vult and similar effects are empowered against those considered enemies of the faith. May conflict with Tenets focused on mercy or reconciliation. | 100% |
| Tenet of Deliverance | Divine Intervention and death-related Mysticism effects are improved. | 100% |
Abilities
Mysticism abilities represent prayer, ritual, prophecy, blessing, confession, and religious fervor. The exact form these abilities take should reflect your character’s faith, whether traditional, improvised, delusional, philosophical, or something stranger.
| Ability | Description |
|---|---|
| Pray | Praying provides a slight restoration of Sanity and, at higher levels, can temporarily reduce feelings of hunger, thirst, and cold. Provides Sanity regeneration based on your Mysticism skill, or the highest Mysticism skill of all players within 6 tiles. Usable once every 24 hours. Must be in a Sanctuary region to use. |
| Guided Prayer | A guided sermon that raises the Sanity of all members of the user’s party. The amount of sanity regained, as well as the amount of focus required, scales with the size of the group and skill of the preacher. Costs 10 Focus for every party member, including the caster. Usable only once every 24 hours. Players may only benefit from a Guided Prayer once every 24 hours. Can only be used in a Sanctuary area. |
| Divination | The user divines the fate of the target. This ability represents a confessional, palm reading, fortune telling, blessing, omen, or however else the user would like to roleplay it. The receiving player will receive a random buff of +10 STR, +10 DEX, or +10 INT for 2 hours. Players may have this ability used on them once every hour, replacing the existing buff if they have one. Costs 20 Focus. A religious Totem must be held by the user. |
| Deus Vult | An incitement of righteous religious violence upon your heathen enemies. The caster and members of their group will receive the Deus Vult buff for 30 minutes. While under its effects, they receive no Sanity penalty for killing Human NPCs, and the Sanity penalty for killing or maiming Human Players is halved. Killing Human Players in a Sanctuary area causes no Sanity damage while under the effects of Deus Vult. This ability can be used once every 24 hours, and players may only receive this buff once every 24 hours. Costs 10 Focus per party member, including the caster. The caster must be holding a religious Totem. |
| Divine Intervention | Target a mortally wounded player to add time to their bleed-out timer. Can only be used once per day per player. Costs 100 Focus. |
Return to Skills