Praying Angels Father Urhney (from 'The Restless Ghost' quest) is at deep sorrow. The people of RuneScape no longer do good deeds, and he is concerned that Saradomin would not take this as lightly as people think. It's an absolut Sodom and Gomorrah here, in Lumbridge. Especially with all those H.A.M members. Our father needs your help (as surprising as this may be to you!)- He wants you to teach kids the way of kindess and charity, he wants you to remind adults the importance of helping those who seek help, he wants you to bring goodness back to the people of RuneScape. Requirements Must have completed 'The Restless Ghost' quest. For Falador- Must have completed 'Recuitment drive' quest. For Al-Kharid- Must have completed 'Prince Ali Rescue' quest. For Draynor- Must have completed 'Vampire Slayer', 'Animal Magnetism' and 'Ernest the Chicken' quests. For Varrock- Varrock is free. Extended version requires 'Shield of Arrav' quest completed. For Brimhaven- Must have completed 'Tribal Totem' quest. For Burthrope- Must have completed 'Death Plateau' quest. For Canifis- Obviously, must have completed 'Priest in Peril' quest. For East Ardougne- Must have completed 'Biohazard' quest. For West Ardougne- Obviously, must have completed 'Plague City' quest. For Relleka- Must have completed 'The Fremennik Trials' quest. For the extended version of Neitiznot and Jatizso, must have completed 'The Fremennik Isles quest. For seers' village- Must have completed 'Merlins Crystal' quest. For Shilo village- Obviously, must have completed 'Shilo Village' quest. For Lunar isle- Obviously, must have completed 'Lunar Diplomacy' quest. For Pollnivneach- Must have completed 'Smoking Kills' quest. The rest of the towns and cities either require no quests completed, or do not contain any humans. Basicly, any place that has human habitants is acceptable. Notice that not all quests have a noticeable reason as to why they are required, I added them in simply to make it harder to practice 'Praying Angels' in certain places. How does it work? So, how does it work? As you probably have suspected by the requirements, this mini-game is played over most of Gielinor. Quite simple, for every man and woman, child and parent, King and beggar (well, you get the point ;) ), that you lead into doing 'nice deeds', you get charisma points. Not all charisma points are the same for every NPC you work with- For example, if you lead a follower of Zamorak into giving some charity money, you'd get a nice sum of extra points. You also get extra points for the KIND of good deed you convinced NPCs into. In addition, you get extra points for any town or city that have become completely sin-free (this is also based on the town/city's size- You don't expect to get the same amount of charisma points for both Edgeville and Varrock now, do you?). A side note: People turn back to their evil ways about a week after you 'convince' them that the ways of kindness are the way to go, inwhich case you will have the ability to lead them back to good deeds. I hope you find the humour in there :lol: . How do you convince people to turn back from the dark side? As expected, there will be lots and lots of talking in this mini-game, and if this game was ever to be implemented, I think JaGeX would have a harder time typing-in text rather than coding. Once you have talked to Father Urhney about the doom expected to come, you can start your way in leading people to the good side. From now on, any human NPC would have a 'Praying Angels' option when you talk to them, in which case you will try to convince them. For every 'Praying Angels' conversation you have, will be added a bar, which represents how close this certain NPC is to performing good deeds. By clicking on the bar, a pop-up will bounce in which you will see what that NPC is closest to doing. Each deed has it's charisma points number which you can see below. All points are multiplied by the 'level' of difficulty that certain NPC has. [hide=Points per deed]Points are listed from easiest to hardest. All points are multiplied by the NPCs difficulty. For a simple acknowledgement of 'the good side' you get 10 charisma points. For teaching NPCs about the benefits of goodness you get 15 charisma points (only available for children NPCs/ people of Canifis). For causing the NPC to pray you also get 15 charisma points. For causing NPCs to use the 'Prayer' skill you get 20 charisma points. For causing NPCs to use "visible" Prayers (such as protect from any part of the Combat Triagle, Smite etc) you get charisma 25 points (not all NPCs can do this! Only adult NPCs that have nothing to do with Zamorak can). For causing an NPC to make peace with his/her friend you get 25 charisma points (this can be available randomly on different NPCs, and will change from week to week). For causing an NPC to make 2 other NPCs make peace you get 30 charisma points (extremly rare, and will not be available every week). Lastly, for causing an NPC to donate charity money*, you get 30 charisma points. *All charity money is added into a box, which you will have to give to Father Urhney. Please note that you cannot have more than one deed performed by the same NPC, once an NPC had done one, none will be available until the next Sunday.[/hide] Some conversations will be so easy that you would probably have a harder time logging into the game than taking points from. Some, however, some will turn out to be very hard, some would even lead you into doing favors for that same NPC or giving him certain items. For example, there is a very good possibility that Duke Horiaco would ask you to talk to goblins and try to make peace with a few in order for him to give charity money, or that a witch would ask you to get her some herbs and potions. Below you can find the different NPCs' difficutly level. (As stated before- Deeds' points multiplied by difficulty level equals the number of charisma points you get). [hide=Difficulty levels]1.All followers of Saradomin (priests, church fathers, the wise old man, paladins, Ardougne knights, etc). 2.All reguler men, women and children (this includes store owners, bankers etc). 3.All farmers. 4.'Reguler' barbarians. 5.Gunthor the Brave (sort of a 'boss' barbarian), all guards, soldiers and warriors of all types. 6.Canifis (human) Habitants, all followers of Guthix. 7.All thieves and rulebreakers (these include bandits, muggers, etc). This also includes any H.A.M. followers except for round characters such as Sigmund. 8.All witches and wizards, all "leaders" and royality (kings, queens, sirs, chiefs, etc), all Slayer masters. 9.Evil Dave, Wilderness Habitants, etc. 10.All followers of Zamorak. Note: Some of you may have noticed that certain NPCs fit into more than 1 category, in which case they will belong to the 'more specific' category. If, for example, you tried to convince a banker in Canifis, he would be level 6 rather than 2. Another example would be a follower of Zamorak that lives in the Wilderness, in this case the NPC is level 9 and not 10.[/hide] As I had already mentioned, you get extra points for leading whole cities/towns to the good side. You can see the amount of points below. [hide=Extra town/city points]For all guilds you get 40 extra charisma points. For barbarian village, Tai Bwo Wannai, Hemenster and Yannile you get 120 extra charisma points. For Al Kharid, Draynor village, Edgeville, Brimhaven, Burghe de Rott, Miscellania and Etceteria, and Witchaven you get 210 extra charisma points. For Port Sarim, Shilo village, Falador, Burthrope, Relleka and Cathebry you get 350 extra charisma points. For Lunar Isle and both Fremennik Isles you get 375 extra charisma points. For East and West Ardougne (points for each), Varrock, Port Khazard, Seers' village & Camelot (points for both) and Taverly you get 450 extra charisma points. For Sophanem you get 540 extra charisma points. For Nardah you get 600 extra charisma points. For Pollnivneach you get 630 extra charisma points. Please note that any human NPCs wandering faraway from civilization are not a part of this mini game. Any human NPCs that are outside a city/town, are a part of it, and you will not get any extra points if you don't work on their attitude aswell (for example, the makeover mage IS a part of Falador). Please also note that extra points were not only given by the city's size, but also by it's habitants' difficulty level, and aura requirement (explained below). Falador, for example, is a city in which most are followers of Saradomin, and Pollniveach is both 'hard to get to', has an aura requirement and is filled with rule-breakers. One last note: You can only play a role of good once per city/ town/ port/ guild etc. Which means you can only take part of 7 cities'/towns' residesnts' opinions. I feel that as I am only one person I may have had some mistakes here and there, or that my view point may be wrong to some extent. Which is why I request that any of you who found a city or a town too easy or too hard than I thought it would be, will correct me. Thanks in advance- Romy.[/hide] I decided to edit in a few examples of items and favors certain NPCs could ask for. Since there are so many possibilities, these are just mere examples other than main ways of item/favor use. [hide=Items & favors]As you probably already know if you read this far, some NPCs would ask for certain items or favors for them to cooperate. For example, witch Betty could ask for a herb. As I don't want this to be 'too hard', I figured herb gardens could be next to most witches around RuneScape. Please note, however, that the herbs have a bit of a different name, for example- 'Betty's dwarf weed'. Also, you can still use reguler herbs, these are just there for convenience. All potions you make with these herbs will not be usable, and could only be given to NPCs. (Special credit to Forerunner for the idea of unique garden herbs.) Another example I already talked about, is Duke Horaico asking you to make peace with a few goblins before he gives out charity money. You'd then have to go outside the castle, and simply talk a few goblins into giving you a 'peace certificate', which you could use to show Duke Horaico. The Zamorak mage hanging in Varrock could also ask for items (essence and runes mostly), or favors such as killing "that dumb stray dog hanging all day long out side of my house!". If you hadn't completed some quests, Romeo & Juliet for example, you might be asked by Romeo to deliver some flowers or a jewel to his loved one. Farmers all across Gielinor might ask you to get them some flour, or that you (this is a new option), check the health of their crops (assuming you have the Farming requirements, ofcourse). A store owner could ask you to deliver some goods to another NPC. I could give a few more examples, but I think you got the point. You probably noticed that some of the favors required you to do something that you cannot do currently (such as kill a stray dog or check the health of a farmer's crops), these will only be available if you got them as a request from an NPC during your playtime of 'Praying Angels'. I must point out though that NPCs could also ask for dangerous favors, or semi-dangerous (Oziach could ask you to kill a green dragon for example) and that some NPCs would give you 'extra' rewards for helping them. All extra rewards will be related to their point of interest or their expertise. Oziach might give you a rune bar, or a rune item, while Aubury might give you some runes or essence. a witch could give you a dye or a potion, while Juliet's father could give you cash. Another note: If you give an NPC any items or do favors for them, you're almost guranteed (unless you ruin it with words) to either make them make peace with another NPC, make them make 2 other NPCs stop fighting, use a visible Prayer, or give away charity money. One last note: Favors and items are never enough. In order for you to be requested by an NPC for a favor or an item, you'd have to scroll into a conversation and lead them to talk about it, and even after you've done your favor, you may still bring their bar down if you say the wrong words.[/hide] Please also note, that many human NPCs are aggressive, what are you supposed to do when you can't talk to them because they attack you? Well, one of the rewards is an aura which solves this :D . Rewards Now for the fun part : . After you think you've collected enough charisma points, you can turn to Father Urhney for your rewards . The rewards are as follows: 1.For a pack of 100 elemental runes (air, water, earth or fire) you must pay 1,000 charisma points. 2.For an aura* you must pay 10,000 charisma points (this is not as much as it seems). 3.For a Charm shield** you must pay 15,000 charisma points. 4.For 50 Prayer potions you must pay 10,000 charisma points. 5.For a pack of 200 random charms you must pay 2,200 charisma points. 6.For a random level clue scroll you must pay 7,000 charisma points. 7.For Re-viewing any cutscenes you may have had throughout your questing career you must pay 1,500 charisma points. 8.For 10 random Farming seeds you must pay 2,000 charisma points (you can even get rare seeds!) 9.For 100 big bones you must pay 3,500 charisma points. *An Aura is wielded in a new slot in the equipment menu. The aura will appear hovering on top of the player's head, similar to Wilderness skulls, Bounty Hunter skulls, etc. The Aura will completely remove aggressivness of human NPCs, as long as you have the requirements to play 'Praying Angels' in that same city. **A Charm shield has the exact same stats as a Falador shield 3, except it has a whooping 11 Prayer bonus, and no mage/range attack penalties (so the stats are - 0 0 0 0 0 27 31 29 -1 29 30 0 11). [hide=Support list!