Guide to Resurrection

This guide is written for both young clerics, new to the Resurrection ability and at the end will have some tips for more advanced clerics to hopefully speed up their processes.

*** Outline ***

Resurrection is the spell and act through which a properly trained and devout cleric can reach across the Bridge of Life to pull a mortal’s soul from the void back to the land of the living (and the Plane of Abiding). Resurrection is a spell that can be learned at 30th circle and requires the Infusion Ability.

Resurrection is a spell pattern which must be infused (fed) additional mana that’s channeled through the existing matrix in addition to the cyclic mana required to maintain the spell’s pattern in the first place. The infusion of additional mana increases the cleric’s vision into the spirit world so that the body and spirit can be rejoined.

*** Why Bother Being Resurrected in the First Place? ***

If you die, being resurrected is great first and foremost so that you don’t need to burn a favor or three. Additionally, being resurrected will restore a small to moderate amount of your field experience and has a chance at preserving the memory of invoked spell scrolls – the amount of experience and chances of saving a scroll are dictated by the number of favors you have, not the skill of the cleric. Of course it also prevents you from having to deal with Death’s Sting. Clerics benefit from performing resurrection by way of free favors (one favor for every ten resurrections performed, up to a limit of 15), and a small amount of theurgy training for a successful raise.

*** How to Perform a Resurrection ***

0. Pre-Resurrection:

Just a quick mention here, a body must have at least one favor to be resurrected. If a body is without favor, there is no way, under any circumstances, to perform a resurrection. Paladins cannot bestow favors, clerics cannot supercede, it cannot be done, ever.

You must obviously have learned the spell which has the prerequisites of knowing the process of Infusion and the spells: Bless, Rejuvenation, Soul Bonding, and either Vigil OR Soul Sickness.

You would also be well advised to have the Raw Channeling Feat. If you don’t, this guide will not work for you exactly as described.

1. Prepare:

First, prepare the resurrection pattern at an appropriate amount of mana, keeping in mind the mana you’ll require to maintain the spell in the first place. For example, if you prepare Resurrection at 10 mana (prep res 10), each cyclic pulse of the spell will require 10 mana (actually 9 since all clerics above 2nd circle will have the Efficient Channeling Feat which reduces spell upkeep by 10%).

The spell must be fully prepared before casting. Once cast, a few seconds will pass before you’ll see this messaging:

The last of the silvery vapors enter your eyes, tinting your vision with a pale blue light.  Adjusting to your new sight, you begin to see the faint spirits of all living beings around you.  You prepare to look for the lost spirits of the dead

Once you see this message, you’re ready to begin infusing mana. This must be done alone, clerics cannot help each other infuse mana and there is no longer a shared harness ability anyway.

2. Infuse:

Infusing resurrection is essentially gathering mana and channeling it into Resurrection’s spell matrix to power your supernatural vision. Think of it like this: Resurrection is like putting on a set of battery powered night vision goggles. Infusing mana increases the power of your goggles, thus enhancing your vision into the darkness. Once you can locate the spirit, you can rejoin it to the corpse, but not until you can see fully see the spirit (even if you have to strain and struggle to do it).

When you first learn to resurrect, you’ll need to harness the mana before infusing it, like this:

>harn 5
>infuse res 5

With sufficient skill, you can infuse directly into resurrection simply performing the “infuse res 5” step.

When you infuse mana into the spell, you’ll see a message like this:

A bright flash negates your field of vision momentarily.  When you can see again, the grey shades of the spirit realm appear more defined, and you experience a greater clarity that lets you peer farther into the Void.
You sense a spirit nearby, but you are unable to make it out clearly.

In this instance, I can’t see the spirit of the body, so I have to continue infusing more mana. So, continue the process until you can see the name of the person you’re looking for. Keep in mind, the higher the circle of the target, the more mana is required to find their spirit. This is mitigated by having more favors. Even still, a very high-circle player even with many favors will still pose a challenge for new clerics.

This is how the messaging might look once you find the person’s spirit:

A bright flash negates your field of vision momentarily.  When you can see again, the grey shades of the spirit realm appear more defined, and you experience a greater clarity that lets you peer farther into the Void.
You clearly sense the spirit of Tenike in the Void.

Now that you have the spirit found, you must prepare the body to accept the spirit. You must do two things: bind the soul to the body and protect the memories (experience) of the corpse.

3. Rejuvenate:

Rejuvenation is an easy cleric spell that restores lost experience to the body. The longer the body has decayed, the more experience s/he has lost and the more rejuvenation the body requires. When you rejuvenate, you’ll see a colored nimbus over the body’s head that indicates how much memory is lost. From most-lost to least, the gradient goes: black, blue, violet, red, pink, orange, yellow, golden, and finally, silver indicates the memories are fully protected.

To do this, PREPARE REJ, CAST <player>. You’ll almost definitely need more than minimum mana to complete this task, so harness, charge cambrinth, or whatever other means you prefer to get it done. Messaging for rejuvenation will look like this:

A thin <color> nimbus surrounds Tenike.

Once a body is protected by a silver nimbus, the memories will remain protected the duration of protection expires. The more rejuvenated a person is (through a higher cast of rejuvenation), the longer the protection will last.

IMPORTANT: Keep in mind, your infusion will lose power over time, so it is recommended that you periodically infuse a small amount of mana into your resurrection if the rejuvenation is taking more than a single cast. If a spirit slips beyond your sight, you will need to find the spirit from scratch as in stage 2.

4. Soul Bond:

Soul bonding is a simple spell that, predictably enough, binds a spirit to a place. When cast on a living person or creature, it holds the target firmly to the ground and prevents them from fleeing the area. When cast on a dead body, the spirit is bound to the location of the corpse. The duration of soul bonding is short, so you’ll want to cast right before you’re prepared to resurrect the body. Most do it after rejuvenation, after the spirit has been found via infusion.

To do this, PREPARE SB, CAST <player>. This is the messaging for soul bonding a body:

Tenike is outlined by a silvery corona for a moment.

5. Resurrect:

Once you have found the spirit, bound it, and rejuvenated the body, you’re ready to complete the task. It is recommended if you’re unsure of your abilities to double check that the body is ready by infusing mana one more time. You can infuse a single stream to get the appropriate messaging to confirm:

You clearly sense the spirit of Tenike in the Void.  You see ethereal cords of <color> tethering his soul to his body.

If you see the spirit but nothing after it, you need to re-bind the soul. If the color of the cords is not silver, you need to rejuvenate the body again.

To perform the resurrection itself, simply gesture at the corpse:

>gesture tenike
As you intone a quiet prayer to Chadatru, your hands begin to glow with a faint silver nimbus.  You extend a glowing hand towards the body of Tenike.
Dark crimson bands of light flow about the body of Rhodium, pulsating with a heartbeat rhythm.  Silvery-grey tendrils twine around the red bands, seeping into the corpse.  As the last tendril vanishes from view, the bands explode with a brilliant flash and Tenike blinks dazedly, wobbling on his feet.
Roundtime: 2 sec.

*** Cautions ***

Over Infusion:

You CANNOT infuse more mana than the amount with which you prepared the spell. If you attempt to shove more mana through your matrix, you will lose your Resurrection spell entirely, all infused mana, and all progress in your resurrection. This is the messaging you’ll see if this happens:

The spell pattern collapses, unable to support an infusion of this magnitude.
The supernatural sight granted to you fades, returning your vision to normal.

At this point, you would need to prepare the spell again and restart the whole process.

Spirit Death:

A body that was killed through spirit draining means cannot under any circumstances be resurrected. The body will have but ten minutes before forced-departure, so summoning a cleric quickly to protect memories is prudent.

Bleeding Body:

Depending on your skill in Theurgy, the body will be brought back with no mana and varying amounts of vitality, stamina, spirit, and concentration. A bleeding body or a body still at risk from attackers is extremely vulnerable and could die again, so use prudence on when and where you perform your resurrection. A body’s bleeding wounds will be staunched for about half a minute to allow tending or healing, but that is not much of a window if the person has 1% vitality.

Unprotected Memories:

Resurrecting a body that has not been fully rejuvenated, either through intent or carelessness, will suffer experience loss. The Immortals punish such lapses of discipline severely with a massive drain to your current devotion level, rendering you in a long roundtime, and draining three quarters of your spirit life if you bring someone back to life without protected memories. This is why it’s important for inexperienced clerics to double check that the body is ready to resurrect before gesturing.

Advanced Clericing:

For more advanced clerics, here are a few suggestions to make things go faster and more smoothly.

  • Highlight appropriate messaging for rejuvenation or soul bonding spells expiring.
  • Highlight the messaging you see when other clerics cast resurrection and/or infuse mana so you don’t waste time and energy if they’re already mid-process.
  • If the body is nearing total decay (measured by spirit-life remaining), casting vigil will transfer spirit health from you to the body and thus extending the time until the forced-departure of decaying.
  • Infuse mana while rejuvenation is preparing, then harness mana to cast rejuvenation.
  • Consider moving the body to a higher mana room if possible, and if not, you can move to another room, harness the mana and come back to the body to infuse/cast.
  • Alternatively, if you have vigil cast on the body, you can rejuvenate and soul-bond from another room, perhaps where there is more mana or where it is more safe for you.

Expert Clericing:

These are tips for very advanced clerics with excellent understanding of the process and gameplay mechanics.

  • Use Eylhaar’s Feast or Bitter Feast to resupply mana for a particularly tough body or when you’re otherwise tapped for power.
  • If there’s multiple bodies to resurrect, cast a capped-mana rejuvenation as CAST MASS to create a cloud that will continuously pulse room-wide rejuvenation. This requires the Ring of Blessings meta-spell (scroll only) which costs four (!) spell slots.
  • If there’s multiple bodies to resurrect, consider using ring of blessings before casting resurrection to rejuvenate all the bodies, soul-bond all the bodies at more than minimum-prep mana, casting resurrection, then preparing your next resurrection spell while infusing mana into the current resurrection.

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