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Ritual Effects

Give your rituals additional effects not supported by the base game.

These go after newritual or selectritual.

More in the game's manual

The game's own ritual commands are in Illwinter's official modding manual, under "Ritual Modding".

randomequip New

Gives the caster one item, picked at random from the ritual's addstring "|<item>" lines, like the game's Enter Soul Contract.

randomequip
addstring "|Elven Cloak"
addstring "|Ring of Protection"
#!@randomequip
addstring "|Elven Cloak"
addstring "|Ring of Protection"

Put the | lines first

If another addstring line comes before them, the ritual gives no item.

randartifact [group] New

Gives the caster a random magic item, like the game's Create Artifact.

  • group: An item group, by name or number. Items in no group, your mod's new items included, can come too. Each item's group is in "Magic Item Data" in the CoE5 Data thread.

Any item:

randartifact

Or a fire item:

randartifact fire

Any item:

#!@randartifact

Or a fire item:

#!@randartifact fire

noexplode [parts | start | end] New

Keeps the dice in the addstring above it from exploding, for summoning and farsummon. A die that lands on its highest face stops there instead of rolling again, so 1d6 gives 1 to 6.

  • parts: Parts of the string above, by number, counted from 1 at each &. Name more than one with spaces: noexplode 1 3. With no number, no die in the string explodes. A part named needs dice (2d6*Wight has them, c*Mound King doesn't): a part without dice, or a number past the last part, makes the line change nothing.
  • start, end: Every addstring and every weapon from a noexplode start line to a noexplode end line, but not the weapon whose block start is in: put start above the first newweapon it's for. Without an end, it runs to the end of your mod's files.

Every die in the string above:

addstring "1d3+2*Wight & 3d6*Soulless"
noexplode

Or only the Wights, so they come 3 to 5 while the Soulless still explode:

addstring "1d3+2*Wight & 3d6*Soulless"
noexplode 1

Or every summoning string and weapon between two lines:

noexplode start
noexplode end

Every die in the string above:

addstring "1d3+2*Wight & 3d6*Soulless"
#!@noexplode

Or only the Wights, so they come 3 to 5 while the Soulless still explode:

addstring "1d3+2*Wight & 3d6*Soulless"
#!@noexplode 1

Or every summoning string and weapon between two lines:

#!@noexplode start
#!@noexplode end

Put it right under its addstring

Each noexplode changes the last addstring above it, so put one right under each string it's for. Above the ritual's first addstring it changes nothing, and your players' summons still explode.

For players without CoE5SE

In the .c5m, their game skips the #!@ line, so those dice still explode.

Item groups

Names and numbers of the five item groups
Name Number Items
fire 1 Fire themed
water 2 Water themed
air 4 Air themed
earth 8 Earth themed
books 16 Books & scrolls

Example rituals

newritpow

newritual "Gifts of the Galadhrim"
descr "The Lady of the Golden Wood gives a guest one of her people's treasures."
level 2
randomequip
addstring "|Elven Cloak"
addstring "|Elven Armor"
addstring "|Ring of Protection"

newritual "Forge of Eregion"
descr "The smiths of Eregion forge a treasure as in the old days."
level 3
randartifact

newritual "Barrow Summons"
descr "The Witch-king calls up the dead of the Barrow-downs."
level 1
summoning
addstring "1d3+2*Wight & 3d6*Soulless"
noexplode 1
newritpow

newritual "Gifts of the Galadhrim"
descr "The Lady of the Golden Wood gives a guest one of her people's treasures."
level 2
#!@randomequip
addstring "|Elven Cloak"
addstring "|Elven Armor"
addstring "|Ring of Protection"

newritual "Forge of Eregion"
descr "The smiths of Eregion forge a treasure as in the old days."
level 3
#!@randartifact

newritual "Barrow Summons"
descr "The Witch-king calls up the dead of the Barrow-downs."
level 1
summoning
addstring "1d3+2*Wight & 3d6*Soulless"
#!@noexplode 1