Mysticism

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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[edit]

Perk Requirement Description
Guided Prayer 25% Ability Guided 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% AbilityYou 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.
Divine Purpose 75% Passive: It takes longer for you to die of lethal injury by X minutes. If you die, there is a 1% chance you will recover without losing a limb. Time added is based on Mysticism skill.

Divine Invervention 100% Ability: Target a dying player to increase their bleed-out timer by X minutes. Time added is based on Mysticism skill. Usable once per day.

Tenets of Faith[edit]

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, illness, or using bandages. 25%
Wrath Your faith empowers you with righteous fury. Pray imparts +10 STR for its duration. 25%
Contemplation Your faith empowers you with holy clarity. Pray imparts +10 INT for its duration. 25%
Revelation Divination buffs are doubled. 50%
Fortitude Faith fills your belly when food can not. Hunger decays 15% slower. 50%
Providence Grants access to the Lay Hands ability. 50%
Communion Guided Prayer effects are increased by 50%. 75%
Sacrifice Guided Prayer effects are doubled, but you will receive no positive effects yourself. 75%
Judgement Grants access to the Castigate ability. 75%
Fury Guided Prayer grants +5% HCI 100%
Deliverance Guided Prayer grants +5% DCI 100%
Righteousness Grants access to the Deus Vult ability. 100%
Damnation Grants access to the Condemn ability. 100%

Abilities[edit]

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.
Lay Hands You lay your hands upon your target in an attempt to ease their pain.

Costs 10 Focus, non-humans and players with the Skeptic adaptation are immune to the effects. Can not be used on self, both hands must be free to use.
Castigate The user instills holy fear within their target. Damages Focus by 30 and disrupts actions.

Costs 10 Focus, non-humans and players with the Skeptic adaptation are immune to the effects.
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.
Condemn The user condemns his target, promising them an unpleasant afterlife. Disrupts your target's actions and hobbles them for 10 seconds.

Costs 30 Focus, non-humans and players with the Skeptic adaptation are immune to the effects.
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.

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