DragonBreak Online · Player Codex

The Nine and the Sixteen

Choose a god, kneel at their shrine and pray. Every prayer you finish counts toward your Priest skill, and now and then your god answers with a blessing.

How religion works

A character holds one god at a time and may only pray at that god's shrines (eight faiths need none: seven of the older faiths, and Ithelia). Praying is a short test of devotion: you kneel, and in each of three verses you speak the line that belongs to your god's prayer. A finished prayer counts toward your Priest skill. It only rarely earns a blessing.

First
Take a god
The god picker is the last step of making your character, and the first choice is free and needs no shrine. After that, the Deity tab of your journal (F3) holds every god; /deity opens it.
Then
Use the shrine
Using your own god's shrine opens the prayer panel, and you kneel. Another god's shrine tells you so and gives nothing.
Speak
Three verses
Each verse offers three lines. Choose the one that belongs to your god's prayer. Two wrong lines are forgiven; a third, or two minutes gone, and the prayer slips away.
Rarely
The blessing
A roll when the prayer is finished. A Priest is answered far more often than anyone else. The answer tells you what the blessing does, and the blessing shows under Active Effects.
2%
Anyone
5–30%
Priest, by tier
8–24 h
Blessing lasts
2 min
To speak three verses
60 min
Per shrine
7 days
Between conversions
35
Gods and faiths

The prayer panel

Walk up to a shrine of your god and use it. You kneel, and the prayer panel opens with the shrine's name and a reminder of what your god holds. Each of the three verses offers three lines: one belongs to your prayer, and the others come from the prayers of gods of another kind, such as a Prince's words in a prayer to a Divine. Click the line that belongs, or press 1, 2 or 3. A wrong line falters and you choose again. The prayer bears two wrong lines, and a third ends it. You have two minutes for the whole prayer, so there is no need to hurry. Press Stand up or Escape to rise early.

The shrines of Molag Bal, Hircine, Arkay and Stendarr keep a rite as well as a prayer, so using one of them first opens a shrine panel with two choices: Pray or Perform the Rite. A follower of that shrine's god also finds an offering box there (see Offerings below). Whatever you cannot do there, the panel tells you why. Molag Bal and Hircine give their curses; Arkay and Stendarr lift them for a filled black soul gem. A rite always shows what it can cost before anything happens. Fail the rite at Hircine's or Molag Bal's shrine and neither shrine will give you its rite for a day; come through Hircine's Great Hunt unmarked and his rite waits a day too. Praying there is not affected. These waits count for all your characters, not just the one who ran the rite. The Supernatural Guide has the rest.

ONE VERSE OF A PRAYER TO AKATOSH 1 Kneel early and it is over sooner Molag Bal's prayer 2 Time turns, and I turn with it the line that belongs 3 Let the chase be long and the ending quick Hircine's prayer VERSES WRONG LINES BORNE Click a line or press 1-3. Escape to stand up.
An example: the second verse of a prayer to Akatosh, with the first verse already spoken. Of the three lines, one belongs to the prayer and the others to the prayers of Princes. The beads count the verses spoken and the wrong lines the prayer can still bear.

Rest between prayers

Once a prayer is finished, that shrine will not hear you again for an hour. Your god's other shrines will. A prayer that slips away, or that you rise from after choosing a line, rests the shrine for five minutes. Rising before you choose your first line costs nothing.

Blessings

Every finished prayer rolls for your god's blessing. The odds and how long the blessing lasts depend on your Priest tier. When your god answers, the message tells you what the blessing does and for how many hours. You carry one blessing at a time. It ends when its hours run out, when a new blessing replaces it or when you turn to another god. If you die while blessed, the blessing comes back a few seconds after you stand up.

Who praysChance of a blessingBlessing lasts
Anyone without the Priest skill2%8 hours
Priest, Novice5%8 hours
Priest, Apprentice10%8 hours
Priest, Adept15%12 hours
Priest, Expert20%16 hours
Priest, Master30%24 hours

The faiths that need no shrine (seven of the older faiths, and Ithelia) answer half as often and for half as long: 1% for anyone, 2.5% to 15% for a Priest, for 4 to 12 hours.

Every blessing shows under Active Effects for as long as it lasts. That includes the blessings the server keeps itself, which have no spell of their own: Sanguine, Hermaeus Mora, the Hist, the Ancestors, the Yokudan Gods and Ithelia. Clavicus Vile is the one god who still gives no blessing.

The blessings that quicken health, magicka or stamina (Akatosh, Meridia, Hircine, the Hist, the Yokudan Gods, the Worm Cult and Ithelia) are kept up by the server itself, so the faster regeneration really counts.

Blessings in a fight. The server adds the fighting blessings itself, so they count in every fight, against players and creatures alike: Talos, Boethiah, Auri-El, Malacath and Mehrunes Dagon each add 10% to the damage they name, Azura and Trinimac take 10% and 25% off the spells that hit you, and the Ancestors take a quarter off fire. Your Defense skill, a blessing and your race's resistance together never take more than three quarters off a hit. The server does not count the Block, armour or poison-resistance parts of a blessing in a fight yet: Stendarr's and Malacath's Block, Trinimac's armour, and Peryite's and the Deep Serpents' resistance to poison.

Curing the fever

Of all prayers, only one finished at a shrine of the Divines (Auri-El and Talos among them) breaks the fever that comes before vampirism or lycanthropy. A prayer to a Daedric Prince (Ithelia too) or to one of the older faiths does not, and neither does a prayer away from a shrine. If you carry the fever, the shrine warns you first: pray again within a minute to go on. Besides prayer, a Cure Disease potion still cures it. The Supernatural Guide has the fever in full.

Offerings

Use your god's shrine, then within two minutes type /offer <gold> to leave an offering of 5 to 1,000 gold (a faith that needs no shrine takes one anywhere). Touching the shrine opens the prayer panel; close it with Escape before you choose a line and it costs nothing. At the four shrines that open a shrine panel first (Molag Bal, Hircine, Arkay and Stendarr), a follower of that god can skip the typing: the panel has an offering box, so enter 5 to 1,000 gold and press Offer.

Half the gold is consumed as the offering itself, and half goes to the treasury of the town it is made in, for the temple's upkeep. For the next hour your god listens more closely: your next prayer's chance of a blessing grows with the offering, up to double at 100 gold, and that prayer spends it.

Choosing your god

Choosing a god is the last step of making your character. Your first choice is free and needs no shrine, or press Not yet and type /deity when you are ready. From then on, the Deity tab of your journal (F3, or /deity) is where you look up and change your god. It lists every god and faith under The Divines, The Daedric Princes and Other faiths, with what each rules, its boon, its shrines in Bruma and what the law says, and it marks the outlawed faiths Unlawful.

You may change faith once every seven days, counted from your last choice, from the Deity tab and wherever you stand. Turning to another god takes away any blessing you carry. (You can also turn by hand: use the new god's shrine and type /deity <name> there.)

The staff can reset your faith if something has gone wrong with it. That clears your god, the seven-day wait, any blessing, offering and shrine waits, and you choose again as if for the first time.

Two rules worth knowing. Auri-El is Akatosh under his Aldmeri name, so a worshipper of either may kneel at either's shrine. Auri-El also has a shrine of his own in Bruma county. And Talos is outlawed: in 4E 211 his worship is forbidden throughout the Empire under the White-Gold Concordat, and Bruma is Imperial land: its Great Chapel of Talos has been rededicated as the Cathedral of St Martin. North of the Jerall Mountains each Jarl decides for their own hold. In Cyrodiil the Thalmor enforce the Concordat: their First Emissary, Justiciars and Inquisitors may arrest a follower of Talos, and only the Thalmor can release someone early from the Concordat's sentence. Their informants report when anyone kneels at a shrine of Talos in Cyrodiil: which shrine, where and when, but never who. See Law and the Concordat and the Thalmor.

Most Daedric Princes, the Dragon Cult and the Worm Cult are proscribed in the Empire too, though Malacath, Azura and Meridia are tolerated. You are reminded of the law the first time you kneel at a forbidden shrine. For these faiths nothing more happens: nobody stops you.

The Divines

AkatoshAuri-El · Bormahu
Time. Chief of the Divines, the Dragon God whose covenant with Alessia binds the Empire.
Magicka returns 10% faster
ArkayTu'whacca · Orkey
The cycle of birth and death. His priests bury the dead so they stay buried.
Health +25
Dibella
Beauty, love and art. Her chapels teach that beauty is a form of worship.
Illusion +10
JulianosJhunal
Wisdom, logic and law. Patron of mages and of the Council that writes the Empire down.
Magicka +25
KynarethKyne, the Kiss at the End
Air, wind and sky. The first to agree to Lorkhan’s plan, she gave the space in the void where the world was made.
Stamina +25
Mara
Love, compassion and the hearth. Worshipped in every province under one name or another.
Restoration +10
StendarrStuhn
Mercy and justice; the shield against the unnatural. His Vigilants hunt Daedra.
Block +10
TalosYsmir · Hjalti Early-Beard
The man who became the Ninth and founded the Empire that outlawed him. Forbidden in the Empire under the White-Gold Concordat.
Two-handed +10: two-handed weapons deal 10% more damage unlawful
ZenitharZ'en
Work and honest trade. Wealth follows craft, never the other way round.
Carry weight +50
Auri-Elan aspect of Akatosh
The Aldmeri Akatosh, held by the Snow Elves as the founder of their line.
Marksman +10: bows and crossbows deal 10% more damage

The Princes

Sixteen Daedric Princes may be worshipped here, Mehrunes Dagon among them, whose Great Gate once opened outside Bruma. Jyggalag has no cult in this age. Of these sixteen, only Malacath, Azura and Meridia are lawful in the Empire. One more Prince, Ithelia, has no shrine: she is prayed to anywhere, so she stands with the other faiths below, and the Deity tab does not mark her Unlawful.

Azura
Dusk and dawn, prophecy, the Moonshadow. The kindest of them, which is not saying much.
Magic resisted by 10%: spells hurt you 10% less
Boethiah
Plots and secret murder, and the teacher who makes the Chimer strong by testing them to destruction.
One-handed +10: one-handed weapons deal 10% more damage
Clavicus Vile
Power through bargains. Every wish granted exactly as worded, and the wording is never yours.
No blessing yet: his bargain is not in the game, so a prayer to him counts toward Priest and nothing more
Hermaeus Mora
Knowledge, memory and fate. He does not bargain; he collects.
Books you finish count twice toward Scholar, and skill books can turn up in dungeon chests and on bodies
Hircine
The Hunt and the Great Game. The Huntsman; werewolves are his.
Stamina returns three times as fast
Malacath
The sworn oath, the broken curse, and every people the others cast out. Trinimac was, and Malacath is.
Weapons deal 10% more damage, and Block +15
Mehrunes Dagon
Destruction and ambition. Bruma above all has met him: the Great Gate opened here, and the Hero of Kvatch closed it.
Destruction +10, and your spells deal 10% more damage
Mephala
Lies, sex and secret murder; the Webspinner, who taught the Morag Tong their trade.
Alchemy +10
Meridia
The energies of living things, and a hatred of the undead so total she is counted a Prince by elimination.
Health regenerates 25% faster
Molag Bal
Domination and the enslavement of mortals. The father of vampires; the reason a black soul gem is black.
Conjuration +10
Namira
The ancient darkness and everything that revolts: spirits, spiders, the eaten dead.
Sneak +10, and you see in the dark
Nocturnal
Night, luck, and things not where they were left. The Nightingales answer to her; nobody else gets an answer.
Sneak +10
Peryite
Pestilence, and the ordering of the lowest realms. The weakest Prince, and the one most concerned with tidiness.
Poison resisted by 50%
Sanguine
Revelry and passionate indulgence. The only Prince most people would drink with twice.
Hunger comes on half as fast
Sheogorath
Madness. Was Jyggalag, and will be again, and is not, and both of those are true.
Another god's blessing, chosen at random each time he answers
Vaermina
Dreams and nightmares, and the memories torn out of them.
You see in the dark, as if dreaming
Sheogorath is the one worth noticing. The Madgod has no blessing of his own: each time he answers, he hands you another god's, chosen at random, and tells you whose it is. Sanguine is the other: his blessing halves how fast your hunger builds.

The older faiths

Not every people kneels to the Divines or bargains with the Princes. Eight older faiths are open to anyone, and so is Ithelia, a Daedric Prince whose very name was lost (last in the list). Seven of the older faiths and Ithelia need no shrine: kneel wherever you are and type /pray to open the prayer panel. The same three verses, the same Priest credit, one rest of an hour between prayers wherever you kneel. Because they can be prayed to anywhere, their blessings come half as often and last half as long as a shrine god's. The Deep Serpents are prayed to at their own shrine, the Serpent Stone, and answer as often and as long as any shrine god. Each older faith's boon is its people's own gift, and the Dragon Cult and the Worm Cult are outlawed in the Empire.

The HistThe Root
The great trees of Black Marsh, older than memory, whose sap made the Saxhleel what they are. The Hist remembers, and it gives.
Health regenerates 50% faster
The AncestorsThe New Temple
The honoured dead of House and family, the heart of Dunmer faith. The Tribunal is gone since the Third Era; the New Temple keeps the ancestors and the three Good Daedra.
Fire magic burns you a quarter less
The Yokudan GodsHoonDing, Tu'whacca, Satakal
The gods the Redguards brought from drowned Yokuda: Satakal the world-skin, Tu'whacca who guards the Far Shores, and HoonDing, the Make-Way god.
Stamina returns twice as fast
The Riddle'TharThe Two-Moons Dance
The Khajiiti faith of Masser and Secunda, and the cosmic order that shapes every Khajiit by the moons of their birth.
You see in the dark, as the moons' children do
TrinimacThe Champion of Auri-El
The Aldmeri warrior god, strongest of the elven gods before Boethiah devoured him and he rose again as Malacath. Some Orsimer still keep his name, and most of their kin despise them for it.
Armour +50, and spells hurt you 25% less
The Deep SerpentsThe Serpents of the Deep
The faith of the Maormer: the great sea serpents of Pyandonea, which the Sea Elves ride to war across the misty southern seas and revere as the oldest powers of the deep. Prayed to at the Serpent Stone on the lake shore north-east of Bruma, and open to anyone.
Breathe water, and resist poison 25%
The Dragon CultThe Dragon Priests
Worship of the dragons as the children of Akatosh and rightful lords of mortals, served by masked Dragon Priests who ruled in their name in ancient Skyrim. An old Nordic heresy, rarely pressed in Cyrodiil.
Shouts recover 20% faster unlawful
The Worm CultThe King of Worms
The followers of Mannimarco, who seek mastery over death itself. Necromancy is hunted in the Empire since the Mages Guild's war on the King of Worms.
Magicka regenerates twice as fast unlawful
ItheliaThe Prince of Paths
A Daedric Prince once written out of all memory, her name found again only in the Second Era. Few in Tamriel know it; those who do keep it close. She has no shrine: pray to her anywhere.
Stamina returns 50% faster

Where to pray

Every Divine has shrines in Bruma county, and the Cathedral of St Martin in Bruma holds most of them. Talos is the exception: his shrines stand out in the county, not in the cathedral. Auri-El has a shrine of his own in the county, and his faithful may also pray at any shrine of Akatosh.

The Princes' shrines lie in the wilds of the county. Meridia's statue stands near Namira's shrine in Bruma's hills and now shows a prayer prompt; standing beside it and typing /pray works too, and /deity Meridia straight after takes her as your god if you are free to turn. The Deep Serpents are prayed to at the Serpent Stone on the lake shore north-east of Bruma. The other older faiths and Ithelia need no shrine. The Deity tab tells you how many shrines each god has in Bruma. Every god on the list has somewhere you can pray, even while the server is held to Bruma.

The temple orders

The Great Faiths are the players' own order of the Eight Divines, and they keep the Cathedral of St Martin in Bruma. Their ranks run from Novice through Acolyte, Knight, Priest, Knight-Captain and Prior to High Priest. At the Cathedral's Scholars' Ledger members buy Restoration and Alteration tomes, by rank as the colleges' members do, and its Priests and above teach those spells to the order's members there. Schools of Magic has the tomes and the teaching.

The Imperial Cult, the Empire's own worship of the Divines, is a faction too. Its chapel, tome shop and teaching come later.

Each order counts as your one guild, and its faithful cannot also serve a Daedric cult. The Holds & Factions Guide has the faction limits. Anyone, in an order or not, can change their prepared spells inside the Cathedral, as in a college.

Sermons

A follower of one of the Divines with Priest at Expert or higher may preach at a temple pulpit. In Bruma the pulpit stands in the Cathedral of St Martin. Anyone may listen, whatever their god, and the sermon counts toward their Priest skill.

Begin
The preacher uses the pulpit and chooses a Restoration spell they know, no higher than their own Priest rank. It sets the sermon's rank. A preacher may begin a new sermon an hour after finishing the last.
Sign up
Listeners join at the same pulpit, inside the temple, in the first 10 minutes, up to 12 of them. Without the Priest skill you listen as a Novice.
Stay
The sermon runs 30 minutes, and everyone stays in the temple. A preacher gone for 5 minutes (a disconnect counts) cancels it, and nobody gains. A listener gone for 5 minutes drops out.
The end
When the time is up the preacher ends it at the pulpit, and every listener still in the temple gains toward Priest, by their Priest rank against the sermon's (below).
Again
A listener gains from one sermon every 12 hours.
A sermon ofWhat a listener gains
Your own Priest rankA full share
One rank above yoursSeven tenths of a share
Novice, for an ApprenticeHalf a share
Anything elseNothing, so you cannot sign up

The sermon's spell

When the preacher ends the sermon, every listener who stayed and gained is offered the sermon's spell, as at a college class: Learn or Decline, for three minutes. The usual rules hold. You need the Priest skill at a rank that allows the spell, and the spell must be within the rank you could be taught: Apprentice for anyone, Expert for a Priest or higher of the Great Faiths, or a Senior rank or above in a college. The sermon costs its preacher one tome of the spell, or their tome purchase, once for the whole sermon, spent when the first listener accepts. A preacher with neither cannot hand the spell out.

Last updated 13 October 2026.