Welcome to Elderfield Rituals Guide

Last updated: 2026-09-28 · 9 min read

Rituals are Elderfield's spell list, and the game is quietly generous with them: several are sold from a vending machine for pocket change, one is free from an NPC who never mentions it, and two more are handed over by characters you would not expect. This page is the full table of what each one does and costs, followed by the order worth collecting them in — because the cheapest rituals are also the ones that carry the early game.

Quick answer

Three purchases do most of the work early: Lesser Mending (25g), Cosmic Premonition (50g) and Torrent of Darkness (100g) from the Mall vending machine. Warp is free — talk to the shopper on the far right of the Ultra Video store in Mall F1, next to the camera display, and it costs you nothing. And before you ever use Heretical Blow, read the last column of the skill table: it inflicts a random curse on you, and the curse stays after the battle ends.

Rituals vs Skills

The game files them together under one menu and the official wiki lists them on the same page, but they are two different things and it matters for what you can do outside a fight.

  • Rituals are the magic side. Some are usable outside battle — Lesser and Greater Mending are the ones that matter, because they let you heal on the road without spending food.
  • Skills are the physical side. They are battle-only, and several add combat points rather than raw damage.
  • Both cost MP, and both are learned rather than levelled — you either have the ability or you do not.

MP is therefore the real constraint, not the ability list. That is why the cheap rituals matter more than the expensive ones for most of the game, and why Lesser Mending at 10 MP for 20 HP is a better early investment than anything at 25 MP.

An interior room in Welcome to Elderfield set up as a ritual altar with candles and pedestals

FIG. 01 — Ritual rooms and braziers are where several abilities come from. The Old Woods and Sewers chamber doors each hide one.

The Ritual Table

Every ritual and skill in the game, with its cost and where it comes from. Where a cost is left blank, the game does not state one.

Unlock conditions come in three shapes, and knowing which one applies saves a trip. Free pickups are objects and people you simply interact with — the Old Braiser near your house, the shopper who teaches Warp, and the chamber doors in the Old Woods and the Sewers. Buying means the Mall vending machine: you buy a tome and then use it from your inventory before the ability appears in your list. Everything else is task-locked, and those are the ones worth planning around — Dark Blast waits on Build-A-Wife, and Ghost Blast comes from a character rather than a shop.

RitualEffectMPHow you get it
WarpWarps you homeFreeTaught by the shopper on the far right of the Ultra Video store — the first shop you reach inside Mall F1, next to the camera display
Energy ShotA weak shot of energy2Learned from the Old Braiser, which sits on a large tree stump north-east of your house. The game begins you with Guard only
Dark Shield+20% Defence and M. Defence for 3 turns; adds +1 Recovery3Loot from the Office Slime in front of the Mall F1 Hallway door
Cosmic PremonitionReduces enemy Attack and Defence by 20% for 3 turns; adds +1 Recovery3Mall vending machine, 50g
Induce Anxiety+20% Agility and Hit Rate for 3 turns; adds +1 Swift3Found in the Lost Woods Mines, and from a book in the Mall Mine
Dark BlastDarkness damage; adds +1 Fatal; may inflict Hex5Taught by Old Man Jackson after completing Build-A-Wife
Ghost BlastCurse damage; adds +1 Fatal; may inflict Fear5Gifted by Pete, the laundry ghost in the apartment laundry room
Mind BlastInsight damage; adds +1 Lethal; may inflict Chaos5Found in the Library
Lesser MendingRestores 20 HP; adds +1 Recovery; usable outside battle10Mall vending machine, 25g
Torrent of DarknessA wide wave of energy; Darkness damage; hits all enemies10Mall vending machine, 100g
Greater MendingRestores 40 HP; adds +1 Recovery; usable outside battle20Found in the Library
Mark of DeathReduces enemy Defence by 40% for 3 turns25Found in the Library
Energizing Blast15% chance to generate 1 APNot recordedFound in the Library
Pumpkin BlastNot stated in gameNot recordedAfter opening the chamber doors in the Old Woods
Chaos ThornsNot stated in gameNot recordedAfter opening the chamber doors in the Sewers

Worth noticing how much of this one table gives you: four separate rituals are found in the Library, including both Greater Mending and Mark of Death. The Library is not a story detour, it is your spell shop — and it is also where the Stone Tower task starts, so a single trip does double duty.

Welcome to Elderfield's farm and the town beyond it, with fences in the foreground

FIG. 02 — The farm, the fences, and the town beyond them. In the battle menu, Ritual sits alongside Attack, Guard and Item, and every option draws on the same MP pool.

The Skill Table

SkillEffectMPHow you get it
GuardBlocks the next damaging attack; usable once per turn3Given at the start of the game
All or NothingDouble damage; adds +1 Fatal; half as likely to hit5Mall vending machine, 25g
Heavy Blow25% chance to stun the target5Mall vending machine
Energizing Strike15% chance to generate 1 AP5Not recorded
Frenzy SlashHits three times; adds +1 Swift; physical insanity damage8Not recorded
Heretical BlowHigher damage; adds +1 Fatal; inflicts the user with a random curse that remains after battle8Not recorded
★ Heretical Blow is a trap if you are stacking blessings

Every other skill on that list costs MP. Heretical Blow also costs you a status effect, and the curse persists after the fight — which means it is still on you when you walk into the next encounter, and it counts against the stack. If you have been deliberately building blessings before a boss, this single skill undoes the preparation. See the blessings and curses guide for how stacks and clearing work before you press it.

Frenzy Slash is the opposite case and the skill most people underrate because of how it reads. Three hits at 8 MP also means three chances to add Swift, and it is the cheapest way in the early game to hit a high-AP enemy more than once in your turn.

The Order to Collect Them

An ordering by return on cost rather than by power, since MP and travel time are the real limits:

PriorityGet thisWhy now
1WarpFree, one conversation, and it removes the walk home from every single trip. Nothing else in the game changes as much per gold spent as this
2Lesser Mending (25g)20 HP for 10 MP and it works outside battle, so it replaces food during early exploration
3Cosmic Premonition (50g)Two enemy stats down 20% for three turns for 3 MP — the cheapest boss-opener in the game and it carries the early mines
4Dark ShieldFree loot from the Office Slime you have to fight anyway, and +20% to both defences for 3 turns
5Greater MendingFree in the Library on the same trip as the tower task. Doubles Lesser Mending's healing
6Induce Anxiety3 MP for Agility and Hit Rate, and the +1 Swift stacks with Frenzy Slash
7Torrent of Darkness (100g)Only worth the 100g once you are regularly fighting groups. Against single enemies it is a 10 MP single-target blast
8Mark of Death / Mind BlastBoth in the Library. Mark of Death's 40% Defence cut is the strongest debuff available, at 25 MP; Mind Blast adds Lethal
A Welcome to Elderfield prompt asking whether to investigate further, with Yes or No options

FIG. 03 — Several rituals come from interacting with things the game does not flag as rewards, including chamber doors and event pickups.

Where They Come From

Grouped by source, because the sources are what you actually have to plan around:

  • Mall vending machine: Lesser Mending (25g), All or Nothing (25g), Cosmic Premonition (50g), Torrent of Darkness (100g). Four abilities, one trip, no quest — and what you buy is a tome, so use it from your inventory to actually learn the ability.
  • The Library: Greater Mending, Mark of Death, Mind Blast, Energizing Blast. The single best building in the game for abilities.
  • NPC gifts and teaching: Warp from the Ultra Video shopper, Dark Blast from Old Man Jackson after Build-A-Wife, Ghost Blast from Pete the laundry ghost.
  • Mines and chambers: Induce Anxiety in the Lost Woods Mines and from a book in the Mall Mine; Pumpkin Blast from the Old Woods chamber doors; Chaos Thorns from the Sewers chamber doors.
  • Loot: Dark Shield from the Office Slime at the Mall F1 Hallway door.

Getting Your First Ritual

One piece of housekeeping is worth sorting out in your first hour, because it is easy to walk straight past: touch the Old Braiser — the large tree stump north-east of your house — to learn Energy Shot. It is the ability you lean on long before the Mall shops matter.

Older references may call the ability Energy Blast. The current pickup is Energy Shot: interact with the Old Braiser before leaving the home area, and you will have a 2 MP ranged option before your first trip to the Mall.

The ability you definitely begin with is Guard, not Energy Shot. Guard blocks the next damaging attack and is the single reason your first fights are survivable — use it on the turn you cannot afford to take a hit, and remember it only works once per turn.

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