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Basic Guide to Playing Ritualist
This guide is intended as a guide for starter Ritualists.

This guide was created by Cebe of the Guildwars Guru Forums. All credit for this guide goes to him To see the original posting of this click here.

Article Contents
1. Ritualists
2. Attributes
3. Weapons
4. Runes
5. PvE Skills
6. Secondary Profession Choices
7. Ritualist Elites
8. Common Ritualist Builds
9. Farming with the Ritualist
10. End Notes

1. Ritualists
Ritualists are often described as a "Jack-of-all-Trades". Ritualists can act in both support and offensive roles, and can bring a lot of utility to any team. The Ritualist profession brings with it some skill types which are not seen on any other profession, namely:

Binding Rituals - a method of binding souls from another realm and using them for your own end.
Items - holding items can give you a bonus, or can have a devastating effect when dropped near foes.
Weapon Spells - unstrippable buffs which can be cast on yourself, or other players.

A Ritualist is a caster profession, although Ritualists can make good use of weapons, such as Spears or Daggers for example, with their elite skill [[Spirit's Strength], which will be touched upon later.

2. Attributes
Let's take a look at a Ritualist's attribute lines:

Spawning Power - This is the Ritualist's Primary Attribute. Spawning's passive ability grants a +4% health per rank to Summoned Creatures (which includes Rangers' Nature Rituals, and Necromancer's Minions), as well as a +2% per rank lengthening of Weapon Spells. Spawning Power's skills, however, see little use with the exception of a few. [Boon of Creation] is good energy management for Spirit Spammers, and this attribute line also includes some useful elites such as [Spirit's Strength], [Spirit Channeling], [Attuned was Songkai] and [Ritual Lord].

Channeling Magic - Channeling Magic incorporates great damage with great energy management for a Ritualist. Some Channeling skills are simply devastating if used correctly. For monsters who are too stupid to step to one side, [Spirit Rift] can deal some stunning Area of Effect (AoE) damage, along with [Ancestors' Rage]. [Splinter Weapon] is another amazing Ritualist skill, and when used on a melee character, or a Ranger (especially one with Volley or Barrage), Splinter Weapon can create an fantastic amount of AoE damage. Energy managagement within the Channeling Magic attribute comes in Elite form with [Offering of Spirit] and [Signet of Spirits], and in non-elite form as [Essence Strike].

Communing - This is the attribute most Spirit Spammers invest highly in, as Communing contains many of the popular Binding Rituals. Unfortunately, Communing's use outside of Spirit Spamming is very limited. One useful skill contained in the Communing line is [Vital Weapon], but this does not require great investment in Communing to make it useful. Another skill to look out for is [Brutal Weapon], which is liked by some physical damage dealers who are not planning on being enchanted. Communing pairs well with Spawning Power for Spirit Spamming builds, as the passive effect of the Primary Attribute increases the health of your spirits, as well as Spawning Power containing [Ritual Lord] which, for a long time, was widely used though is now often surpassed by the PvE skill [Summon Spirits].

Restoration Magic - This is the Ritualist's ultimate support attribute. Ritualist healers, replacing Monks, are not uncommon in groups due to some of the potent heals contained within this attribute. Restoration Magic includes some very useful defensive Item and Weapon spells such as [Weapon of Warding], [Resilient Weapon], and [Protective was Kaolai]. In addition, Restoration Magic includes several Binding Rituals which provide partywide benefits from party healing to condition duration reduction. Finally, it is worth mentioning [Vengeful was Khanhei]. This elite allows Ritualists to "farm" in numerous location in the world of Guild Wars.

Restoration Magic also contains 3 of the 4 Ritualist "Hard Res" options. Namely, [Flesh of my Flesh], [Death Pact Signet] and [Lively was Naomei]. The other skill, [Restoration], can be found under Communing. Lively was Naomai and Restoration have limited usefulness. Flesh of my Flesh (commonly abbrevatated to FomF), and Death Pact Signet (commonly abbreviated to DPS) are very widely used by primary and secondary Ritualists alike.

3. Weapons
This section evaluates some of the weapon modifiers which can be used on staves.

Staff Heads
Hale - Always good. +Health is always useful, since it will help you survive longer, plain and simple.
Insightful - Insightful grnts the user +5 energy. While this weapon modifier would seem useful, it is surpassed by others, since more energy does not automatically mean good energy management. In the long run, it would be better to learn other energy management techniques, rather than increase your overall energy.
Defense - The +5 Armor from this modifier will not help you againse armor ignoring damage and health degeneration, however, it will reduce all physical and elemental damage you receive, and is comparable in usefulness to a Fortitude mod.
Adept - This weapon modifier became available on the release of Nightfall and will half the casting time of spells in a given attribute line. It is not overly useful for a Ritualist as most spells do not take long to cast as it is, and it is probably worth stressing that it only affects spells. A Binding Ritual is not a Spell.

Staff Wrappings
Fortitude - Always good. +Health is always useful, since it will help you survive longer, plain and simple.
Enchanting - Ritualists use few enchantments so this mod is less useful for Ritualists. Spawning Power does incorporate some enchantments, but you need to assess whether the enchantment you're using actually needs lengthening more than you need extra health or armor.
Defense - The +5 Armor from this modifier will not help you againse armor ignoring damage and health degeneration, however, it will reduce all physical and elemental damage you receive, and is comparable in usefulness to a Fortitude mod.
Mastery - Mastery mods give you a 20% chance to gain +1 attribute point in a given attribute line. Novel as these mods may be, their functionality is surpassed by Fortitude and Defense mods on the whole.

Wands:
There is never a great deal of variation as far as wands are concerned. Most wands give you a conditional energy bonus, or Half Casting Time in the inscription slot, and a Halves Spell Recharge bonus as a wand "wrapping".

Foci:
Like wands, foci can only be modified in two different ways, a focus core and an inscription. Popular focus cores are Fortitude, and Aptitude cores. Fortutide cores grant you up to +30HP, and Aptitude cores grant you up to a 20% chance to half the casting time of spells of a given attribute. Unlike wands, however, the inscription slots for foci are more varied. Half Spell Recharge is a popular inscription, and probably best for those starting out as Ritualist. For a full list of possible focus inscriptions, see Guildwiki.

Note: When using an Item Spell, you essentially lose your weapon, and any mods on it. For example. If you have a +60HP staff, and you cast Lively was Naomei, you will lose the +60HP, and any other energy, casting time, skill recharge bonuses (etc..) on the Staff or Wand + Focus.

4. Runes
For one armor set as most beginners have, the following should generally be sufficient:

Headpiece: It is worth investing in a headpiece for Channeling Magic, Restoration Magic and Communing, and applying the respective minor/major runes to them. A Spawning Power headwrap is worth investing in if you plan on playing [Spirit's Strength] builds.
Chest: Vigor rune
Hands: +1 Spawning Power rune.
Legs: +1 Restoration Magic rune
Feet: Vitae rune.

Spawning Power and Restoration Magic tend to be used as secondary attribute lines to Communing and Channeling Magic, and in that respect, it is useful to keep minor runes for those attributes on your armor. if you decide to invest in more than one armor set, it is a great plan to further customise your rune setup so as you make as much use out of your armor as you can.

5. PvE Skills
There are two Ritualist-specific PvE skills:

- [[Vampirism]
Available From: Shiloh (Sunspear Great Hall)
This is a Binding Ritual which increases in potency as your Sunspear Rank title track increases. The health Vampirism steals from the foe, is gained by the caster.

(Luxon Logo) - [Summon Spirits (Luxon)]

(Kurzick Logo) - [Summon Spirits (Kurzick)]
Available From: Luxon Scavenger (Cavalon or Guild Hall), Kurzick Bureaucrat (House Zu Heltzer or Guild Hall)

Summon Spirits has become a great alternative to [Ritual Lord] for Spirit Spammers, allowing them to take a different (and more fun) elite such as [[Wanderlust]. Where Ritual Lord recharged Binding Rituals faster, so they could be cast more frequently as you move from fight to fight, Summon Spirits allows you to take the Spirits with you, so there is only a need to re-cast them when they die.

6. Secondary Profession Choices
Next, let's take a look at Secondary Profession choices for the Ritualist.

Mesmer - Mesmer secondary is a very important one for the Ritualist. The Mesmer profession allows the Ritualist to make use of [Arcane Echo] as a device allowing the Rit to echo [Vengeful was Khanhei] in the ever popular Vengeful Echo Farming Build. The Mesmer Inspiration Magic line can prove useful for many caster professions, as it contains skills such as [Power Drain], an interrupt and energy gain skill in one. The Mesmer profession also brings many Hex Removal skills to the table, including [Expel Hexes] which can work very well on a Restoration Ritualist, since Ritualists have no way of removing hexes.

Assassin - Ritualist/Assassin is a very popular profession combination for those using [Spirit's Strength]. Daggers have a fast attack speed, and because of that, trigger Spirit's Strength more. A typical Spirit's Strength build is shown later on.

Elementalist - Despite being in Energy Storage, [Glyph of Lesser Energy] can act as energy management, though is rarely needed in most builds due to the high use of [Offering of Spirit] and [Attuned was Songkai]. Channeling Magic already has the offensive aspect of the Ritualist pretty well covered, so the Elementalist can not offer a great deal as a Secondary Profession to Ritualist.

Monk - For those Ritualists wanting to make great use of Restoration Magic, Monk also allows Rits to remove hexes, as hex removal is one aspect which Restoration Magic is lacking. Furthermore, Monks allow Ritualists to use a few different condition removal skills, and can aid Ritualists in Farming.

Necromancer - Spawning Power and Death Magic complement each other very nicely indeed. Ritualists have, for a long time, been using "Minion Bomber" builds, utilising skills such as [Explosive Growth], [Boon of Creation] and [Spirit's Gift], and using the fact that Spawning Power increases the health of the minions.

Warrior - Warrior, aside from occaisionally being used with Spirit's Strength, doesn't help the Ritualist out a great amount as a secondary profession.

Ranger - Rangers and Splinter Weapon, for a long time now, have gone very well together. The good old Splinter-Barrage technique can be used in reverse also with a Ritualist using [Barrage] and/or [Volley] with [Splinter Weapon]. Bows generally work well with weapon spells, and combining [Nightmare Weapon] with the Ranger Luxon / Kurzick PvE skill [Triple Shot (Luxon)] can make for a very nice damage spike.

If you own Nightfall, you will of course have access to Dervish and Paragon:

Paragon - Spears are also popular with Spirit's Strength Ritualists as it allows a Ritualist to use a Ranged Weapon, and sometimes a shield if necessary. The fact that the Spear is a ranged weapon benefits a Ritualist in that the "squishy" Rit doesn't need to get too close to the big, bad enemies. However, while the Spear has a faster attack speed than a Bow, it does not match that of a Dagger.

Dervish - Again, Spirits Strength has been known to be used with a Scythe-Rit, since Scythes can hit multiple foes.

7. Ritualist Elites
This section will quickly, and generally, appraise some of the Ritualist elite skills.

[Offering of Spirit] - Convenient method of energy gain, even if you don't have a spirit within earshot.

[Signet of Spirits] - Recent changes to this skill make it a must-have for many spirit spamming builds It's quick recharge makes it pair nicely with Feast of Souls.

[Grasping was Kuurong] - Often abbreviated to "GwK", this skill is one of the few Rit skills to cause Knockdown. It can prove very useful in keeping foes in the area of a [Spirit Rift] until the Rift ends, or just AoE knockdown of foes to interrupt them.

[Weapon of Fury] - A great skill when used on physical damage dealers to help buff their energy and adrenaline gain. Heroes use this skill very well.

[Destructive was Glaive] - Obtainable early on in Elona, this powerful pbAoE (Point Blank Area of Effect) skill can cause some pretty devastating damage. The downside of this is that you need to be up close to your foes, and risk being hit.

[Wanderlust] - This skill is a great replacement for Ritual Lord for those who have the PvE skill Summon Spirits. This skill also pairs well with [Earthbind] which keeps foes "licking floor" for longer.

[Weapon of Quickening] - This is the first Rit elite available to Ritualists in Factions. There is a 50/50 chance of the boss appearing in the Vizunah Square mission. This skill does recharge Binding Rituals faster, which is a useable replacement for Ritual Lord, or Summon Spirits for those wanting to Spirit Spam.

[Spirit Light Weapon] - This powerful weapon spell grants health to the ally over time, and is a way of getting around the "10-Health Regeneration" cap. This skill works even better if a spirit is within earshot.

[Vengeful was Khanhei] - This elite, though surpassed by others for general PvE play, is the core of the well known "Vengeful Echo" farming build.

[Weapon of Remedy] - This is an elite version of [Vengeful Weapon]. It steals more health and causes target ally to lose a condition. This has become a very popular skill in many Restoration Magic builds.

[Xinrae's Weapon] - Since the August 7th Update this skill has been moved to Restoration Magic, and has been buffed to be an excellent protective weapon spell.

[Attuned was Songkai] - This elite drastically reduces the cost of your spells and binding rituals with a decent investment in Spawning Power. When used with [Ghostly Haste] or [Serpent's Quickness] it can be kept up just about all the time. This skill pairs well with [Renewing Surge] and [Channeled Strike].

[Consume Soul] - This skill can be used offensively versus foes to steal health, or versus any summoned creature to kill it (including spirits and minions).

[Ritual Lord] - This skill is widely used by Spirit Spammers to allow a faster recharge of Binding Rituals. This skill is often surpassed by [[Summon Spirits] for offensive Spirit Spamming, which allows you to take your spirits with you, instead of re-casting them at the start of every fight.

[Spirit Channeling] - Straight up energy management skill. If the Enchantment ends after 10 seconds, the health you gain from being within earshot of a spirit replaced the health lost during the enchantment's activity.

[Spirit's Strength] - The applications of this skill have been pointed out throughout this guide so far. This skill works well with physical weapons so buff the damage from them, and combines well with [Sight Beyond Sight] and [Vital Weapon].

8. Common/Tested Ritualist Builds
I've included this elite-less build for those who have just started Ritualist on Shing Jea Island:

Cantha Starter

[Generous was Tsungrai][Spirit Rift][Channeled Strike][Bloodsong][Weapon of Warding][Spirit Light][No Skill][Flesh of my Flesh]

Spread the attribute points between Channeling and Restoration. This build should allow you to deal damage, while being able to heal yourself and support the team. All the skills, with the exception of Flesh of my Flesh are available at the skill trainer in Shing Jea Monastery, or through quest rewards available before Minister Cho's Estate. Flesh of my Flesh is available from Ran Musu Gardens. It would be auspicious to drop Channeled Strike in favour of [Ancestors' Rage] when you can, and buy [Splinter Weapon] when you can. If you want to use a secondary profession skill in the optional slot, make it a sensible one. A good choice might be [Glyph of Lesser Energy], which despite being in Energy Storage, will mean you have access to some sort of energy management earlier on in the game.
Channeling-Restoration Hybrid

Chan-Resto Hybrid

[Offering of Spirit][Spirit Rift][Ancestors' Rage][Splinter Weapon][Protective was Kaolai][Spirit Light][Life][Death Pact Signet]

Channeling Magic: 12 + 1 + 2
Restoration Magic: 12 + 1
Spawning Power: 3 + 1

Use Ancestors' Rage and Splinter Weapon on a Melee character, hero or henchman as often as you can. Whenever Life dies, recast it. Use Essence Strike and offering of Spirit to regain energy, although both may not be required, in which case you could consider switching Essence Strike out for Spirit Rift, or another Restoration skill. For party healing and added utilityis taken care of with [Protective was Kaolai].

Factions-Only Version

[Attuned was Songkai][Ancestors' Rage][Splinter Weapon][No Skill][Weapon of Warding][Mend Body and Soul][Life][No Skill]

Channeling Magic: 11 + 1 + 2
Restoration Magic: 10 + 1
Spawning Power: 10 + 1

The variable skills could be any of the following: [Flesh of my Flesh], [Resilient Weapon], [Spirit Light], [Spirit Rift], [Feast of Souls] or by going Rt/E and using [Glyph of Swiftness] to aid the recharge of Attuned was Songkai.

GwK Channeler

[Grasping was Kuurong][Spirit Rift][Ancestors' Rage][Essence Strike][Bloodsong][Weapon of Shadow][Soothing Memories][Flesh of my Flesh]

Channeling Magic: 12 + 1 + 2
Restoration Magic: 12 + 1
Spawning Power: 3 + 1

This build works very well in Alliance Battles, though the energy management can be a little dodgy. The main purpose of this build is to create an AoE spike of damage. Always hold GwK as much as possible. Cast Spirit Rift on foe, run up and drop GwK, and use Ancestors' Rage on yourself. Casting Bloodsong just outside aggro range can be a good move as it allows you to use Essence Strike after to regain some energy. Use Weapon of Shadow on yourself to help disable any physicals who may be attacking you. If in an Alliance Battle, replace Death Pact Signet with something like [Resilient Weapon], or [Weapon of Warding].

Spirit Spammer

[Boon of Creation][Pain][Wanderlust][No Skill][No Skill][Summon Spirits (Luxon)][Painful Bond][Death Pact Signet]

Channeling Magic: 8 + 1
Communing: 12 + 1 + 2
Spawning Power: 10 + 1

The 10 + 1 points in Spawning Power hits the 5-energy breakpoint of Boon of Creation. The two optional Rituals could be any of: [Shadowsong], [Anguish], [Bloodsong] or even [Earthbind] if you have a knockdown-heavy team. Cast Painful Bond on groups of foes to deal extra damage and use Summon Spirits when you move between fights. If you cannot use Summon Spirits, perhaps consider [Ritual Lord] instead of Wanderlust.

Placement of the spirits on the battlefield can be crucial, more so if you cannot teleport them to another location with Summon Spirits. Spirits should generally be cast apart so minimise the chance of them all taking AoE damage from enemy Elementalists and the like.

Restoration Ritualist

[Spirit Light Weapon][Protective was Kaolai][Spirit Light][Mend Body and Soul][No Skill][Splinter Weapon][Life][Death Pact Signet]

Restoration Magic: 12 + 1 + 2
Spawning Power: 3 + 1
Channeling Magic: 12 + 1

If you find energy is an issue with this build, consider replacing Spirit Light weapon with [Offering of Spirit], or moving points into Spawning Power and using [Attuned was Songkai]. [Soothing Memories] makes for a cheap heal so long as you are holding Protective was Kaolai, and can be used as an alternative heal, or an additional heal if used in an Optional Slot if required. Mend Body and Soul can remove a condition providing Life (or another spirit) is within earshot. Spirit Light is a big heal. The optional slot could be [Recovery], [Feast of Souls] for a controlled use of Life, or another Weapon Spell such as [Weapon of Warding] or [Resilient Weapon]. Alternatively you could dip into a second profession such as Monk or Mesmer for some Hex Removal.

Spirit's Strength Ritualist

[Spirit's Strength][Sight Beyond Sight][Vital Weapon][Golden Fox Strike][Wild Strike][Death Blossom][No Skill][Death Pact Signet]

Or

[Spirit's Strength][Sight Beyond Sight][Weapon of Aggression][Spear of Lightning][Merciless Spear][Blazing Spear][No Skill][Death Pact Signet]


Keep Spirit's Strength and Vital Weapon up all the time. Use the attack chain when attacking the foe. Use Sight Beyond Sight to avoid being blinded.

Using Ghost Forge insignia on your armor will give you additional armor when under the effects of a weapon spell. This comes in particularly useful since, especially when using Daggers, you'll be up close to your foes.

When playing these builds in PvE, it can be both useful and fun to have a friend bring along [Great Dwarf Weapon] to cast on you, as this will also meet the requirement of the Weapon Spell. Thanks to timebandit for that suggestion. Note: The Rt/P build does allow you to use a shield, and even though you will not meet the requirement of any shield, you will still gain the minimum +8 armor, and the shield mods, from equipping it with your spear.

Explosive Minion Bomber Ritualist/Necromancer

[Jagged Bones][Animate Bone Minions][Death Nova][Blood of the Master][Explosive Growth][Boon of Creation][Spirit's Gift][Death Pact Signet]

Spawning Power: 12 + 1 + 2
Death Magic: 12

This build is designed to deal damage to nearby foes whenever you create a minion, and when it dies. Keep Explosive Growth, Boon of Creation and Spirit's Gift active at all times. When a corpse is available, cast Animate Bone Minions, and keep raising minions when there are corpses available. Use Blood of the Master to keep minions alive between fights, though in some instances this may be changed for [Putrid Flesh]. Cast Death Nova on as many minions as you can, and Jagged Bones on the minions close to death. A Death Magic staff with "Halves Casting Time of Death Magic spells" mod is advised.

Dual Alliance Battle Ritualists

[Offering of Spirit][Cruel was Daoshen][Ancestors' Rage][No Skill]["Make Haste!"][Weapon of Warding][Agony][Soothing Memories]

Or

[Offering of Spirit][Cruel was Daoshen][Ancestors' Rage][No Skill]["Make Haste!"][Weapon of Shadow][Destruction][Soothing Memories]

Channeling Magic: 12 + 1 + 1
Restoration Magic: 10 + 1
Command: 8

This build, with 2 human Ritualists is highly amusing in Alliance Battles. You need to be well coordinated in order for it to work. Idea is to keep Daoshen up as much as possible. Cast spirits just out of range of a mob, aggro the mob and draw them toward the spirit (just so they are in range), charge in and re-cast Daoshen, drop Daoshen and cast Ancestors' Rage. With 2 Ritualists you get 4 × Daoshen + 2 × Ancestors' Rages. Use "Make Haste!" on each other when running between mobs or shrines. This build can be fun in PvE when playing on your own also, it's just even more fun with 2 human Ritualists.

The optional skill could be a spirit-destruction skill ([Feast of [email protected]], [Gaze of [email protected]]), or [Essence [email protected]] for additional energy management, perhaps [Splinter [email protected]] if you team with someone who could use it.

Note: Ritualist builds tend to be very flexible. Take the Channeling build for instance. You'd rather have more support? Easy - drop Spirit Rift and take Weapon of Warding, Resilient Weapon, or Mend Body and Soul.

~More builds may be added at a later date~

9. Farming with the Ritualist

Vengeful Echo Farming Build
I felt it was only right to mention the farming capabilities a Ritualist has. Several farming builds have been developped including a 55HP Ritualist, however, the more famous and popular of them all has to be the "Vengeful Echo" build, and all it's variants. The core of the build looks like this:

[Arcane Echo][Vengeful was Khanhei][Vengeful Weapon][Soothing Memories]
The Vengeful Echo build requires an Ritualist with a Mesmer secondary. The basic tactic is to use Arcane Echo to produce a copy of Vengeful was Khanhei. After 3 uses of Vengeful was Khanhei, spamming Vengeful Weapon all the while, foes should be dead. Soothing Memories works well as an emergency heal.

It is often necessary to take other survival skills however, including [Channeling] for energy management, [Physical Resistance] and [Elemental Resistance] for additional defense, [Ancestor's Visage] and/or [Sympathetic Visage] to help disable some of your enemies.

The following is an example build:

[Channeling][Arcane Echo][Vengeful was Khanhei][Vengeful Weapon][Physical Resistance][Soothing Memories][Ancestor's Visage][Sympathetic Visage]

Restoration Magic: 12 + 1 + 3
Inspiration Magic: 8
Illusion Magic: 10

This build works well on most physical damage dealing mobs. An example of such is the group of 3 Jade Brotherhood just outside The Marketplace in the Wajjun Bazaar. The general useage is to cast Channeling and Physical Resistance. Cast Arcane Echo, and then aggro the 3 Jade Brotherhood Knights. As they approach you cast Vengeful was Khanhei - this will cause Arcane Echo to be replaced by a Copy of this skill. Use Sympathetic / Ancestor's Visage to drain the Knights of energy and adrenaline (often not necessary, but for the purposes of this example we'll run with it). Spam Vengeful Weapon as often as it recharges, and use Soothing Memories if you really need extra healing. After 3 rounds of Khanhei the Knights shouls be dead. It's that easy.

To finish off, let's just take a look at an alternative build just to demonstrate how it can be adapted for different situations.

This build should work on Kappa in the Maishang Hills outside Gyala Hatchery:

[Channeling][Arcane Echo][Vengeful was Khanhei][Vengeful Weapon][Mantra of Frost][Soothing Memories][Mend Body and Soul][No Skill]

Restoration Magic: 12 + 1 + 3
Inspiration Magic: 12 (can be reduced if you want to use a third attribute)

The activation is much the same as the previous build, but this time, you use Mantra of Frost instead of Physical Resistance, since the Kappas use Cold Damage. I've stuck in 2 heals at the end, sometimes the Kappa get lucky.
Play around with the Farming build. Find out what areas you can farm, and adjust accordingly to suit the area.

330HP Vengeful Spirit Bond Farmer
Another option is the 330HP Vengeful Spirit Bond farmer. A link to a full guide to the build is here, and a youtube video here.

10. End Notes
A small amount of inspiration has come from Guildwiki, though hopefully no plagiarism has taken place

If anyone wants me to add a build on here, or thinks anything should be changed, please post here or PM me. Hopefully I covered all the basics of Ritualists but if I've got something wrong, or left something out, please let me know. I'm trying not to be too technical, since this is more aimed at beginners - it is possible to write a lot, lot more, but I had to try to stop somewhere. Hopefully it will inspire young Rits to create their own builds, before asking for builds on this forum.

If you want to leave a build for me to put insert please do so, but please leave notes on Attribute Spread, and usage.

Discussion on other sub-topics may be added at a later date.

Please report any spelling errors to me and I'll do my best to fix them.

Hope anyone who needed to found this useful

 

 

 

                               

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