Category Archives: Guides

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.

Guide to the New 3.1 Symbioses

BEFORE READING THIS SYMBIOSIS GUIDE, I RECOMMEND READING THE RESEARCH GUIDE HERE

A few things before I begin. Symbiosis, emphasis on the -is, is singular. Symbioses, notice the -es, is plural. Also, this is just an introduction based on what I’ve had the time and opportunity to investigate so far, so please feel free to comment if you see any errors or suggestions for improving this guide.

*** What is a Symbiotic Magic? ***

Symbiotic Magic is a form of meta-magic, allowing a spellcaster with proper training to weave a special type of spell pattern into an existing spell, essentially piggybacking a new player-created spell onto an existing matrix. It is advanced spellcasting and attempting it is challenging for even experienced spellcasters.

A Symbiosis is the spell pattern you create via RESEARCH SYMBIOSIS, giving you the advantage of a self-researched meta-spell, essentially a self-crafted buff at the cost of making the next spell you cast considerably more difficult. This, in itself, is a blessing and a curse, as the spell is harder to pull off and likely will be at non-capped mana for most spellcasters (meaning less potent and shorter duration), but will teach magic even beyond the limits of what the spell would normally teach.

For example, an introductory spell like Ethereal Shield (ES) will only teach to about 500 ranks of Warding and Primary Magic. Beyond that skill level, even casting the spell at maximum mana will not yield experience. However, stacking a symbiosis to the spell will increase the difficulty well beyond esoteric level, making it harder to cast and granting experience from a successful cast.

*** How do you Create a Symbiosis? ***

First, one must learn one of the feats associated with RESEARCH SYMBIOSIS. The feats associated with Symbioses are:

Symbiotic Research, Physical Matrices, Mental Matrices, Survivalist, and Scholar

Each of these feats will open up a group of options via RESEARCH LIST. This is not confirmed, but it seems that Symbiotic Research allows for magic-buffing symbioses, Physical and Mental Matrices boost physical and mental stats respectively, and Survivalist and Scholar grant survival and lore boost respectively.

With this feat, you must begin a RESEARCH SYMBIOSIS project. Similar to performing a normal Magical Research project, you must select have Gauge Field (GAF) cast before starting. From your RESEARCH LIST, you select which Symbiosis you want to create. Symbioses are tied to a particular skill, and you must have at least 800 ranks in a skill to have the option to create a Symbiosis for it.

An example of a Symbiosis is the ACTIVATE SYMBIOSS which is an Arcana skill buff. In order to begin a research project for an activate symbiosis, you would have to enter RESEARCH SYMBIOSIS ACTIVATE [time amount between 30-300 seconds]. Symbiosis projects seem to take 6 minutes, so an interval of 300 followed by 60 should complete the project. Alternatively, you could begin other types of symbiosis projects such as STRENGTH or PERFORM, amongst many other options.

*** How do you use a Symbiosis after you’ve created it? ***

Once you’ve completed the Symbiosis, you are ready to prepare the meta-magic spell pattern. To do this, PREPARE SYMBIOSIS. There is no prep time or roundtime associated with this action and it can be done before or after preparing the spell you’re stacking it on. The result of a prepared symbiosis is that your next non-combat spell you cast will be significantly more difficult, but upon successful casting, will grant you the benefits of your symbiosis – in the case of the example above, an arcana boost and spellcasting experience. If your spell backfires or you release the spell, your prepared symbiosis remains and will affect the next non-battle spell you cast.

Symbiosis buffs seem to last about 30 minutes, but this is only barely tested so far.

From a roleplay perspective, a symbiosis is essentially a spell of your of your own creation. With sufficient skill in magic and on your chosen topic, you’re well-versed enough to create your own magic to further influence your ability using that skill. In order to create the spell, you must spend time preparing the subtle nuances of the spell matrix you’re planning to superimpose over an existing pattern.

*** Upon completion of an individual Symbiosis session, you’ll see a message like: ***

You make definite progress in your project about the Activate symbiosis and decide to take a break.
However, there is still more to learn before you arrive at a breakthrough.

*** Upon completion of a Symbiosis Project, you’ll see a messages like: ***

You complete reviewing your knowledge of the Activate symbiosis and commit the details to memory.

You dismiss the knowledge of the Harness symbiosis from your mind, replacing it with knowledge of the Activate symbiosis.

*** You can check your progress towards the project via RESEARCH STATUS: ***

You believe that you’re 14% complete with a portion of research about the Activate symbiosis.  You estimate that you will complete it a few minutes from now.

This information is telling me that I’m 14% complete with the total RESEARCH SYMBIOSIS project.

Similarly to Magical Research, interrupting a RESEARCH SYMBIOSIS session clears all progress you’ve made during that session, while any completed session progress will be kept. Losing an active GAF cast will cause the total research project to fade away.

Guide to the new 3.1 Research option

*** What is Magical Research? ***

Researching is a new way of training magic skills predictably, quietly, and without needing mana or learned spells, all at the cost of multitasking. Researching a project will yield a full MIND LOCK’s worth of training in roughly 15-20 minutes depending on which project is selected. This will either be a full lock in one skill or a half-locks in two or three skills.

You can perform research projects silently, say if you’re at an auction or party and in an area without strong mana. Research assures you that you’ll gain a predictable amount of experience in a predictable amount of time. The disadvantages of researching is that you cannot perform a lot of actions while conducting research, as it takes a fair amount of attention to the project at hand.

*** How do you DO research? ***

In order to begin a research project, you must cast an analogous spell called GAUGE FLOW (GAF). This is a UTILITY SPELL that grants you a deeper insight into mana, itself – the energy through which magic flows. Gauge Flow’s mana requirements are 5-100 mana and its duration is 30-89 minutes. From a roleplay perspective, GAF allows you to visualize mana in a more “scientific” way than through simply perceiving the quantity of it.

Once GAF is active, you must begin a research project. Research projects take between 12-20 minutes to complete and are performed in timed periods that you dictate between 30-300 seconds. If a project will take 12 minutes and you research in 300 second blocks, it will automatically reduce the third session to just 120 seconds.

*** Upon completion of an individual session, you’ll see a message like: ***

You make definite progress in your project about Sorcerous Research and decide to take a break.  However, there is still more to learn before you arrive at a breakthrough.

*** You can check your progress towards the project via RESEARCH STATUS: ***

You have completed 45% of a project about Sorcerous Research.  You believe that you’re 1% complete with a portion of research about Sorcerous Research.  You estimate that you will complete it a few minutes from now.

This information is telling me that I’m 45% complete with the total project and 1% complete through my individual research session.

*** Upon completion of the total project, you’ll see a message like: ***

Breakthrough!
Emotionally exhausted, yet triumphant, you have managed to push ever deeper into the irrational realm of Sorcery.

From a roleplay perspective, research involves actually manipulating graphs and sigils in your field of vision with your mind, as if you were working with quill and paper. You must remain attentive to your project in order to accurately perform the research and commit the results to memory.

You can lose your session AND/OR project by interrupting your work. Interruption of your session will cause you to lose all progress in that session – none of it is saved. However, completed sessions counting towards the total project length will be saved. If GAF is dispelled, released, or if the duration ends before your project is complete, you lose your current session and gradually over time lose the research you’ve performed so far. So try make sure GAF remains active the entire time you work.

*** What can you do and not do while researching? ***

For a good list of research options and things you can and can’t do to multitask while researching, consult the Elanthipedia site’s page for research here: https://elanthipedia.play.net/mediawiki/index.php/Research

*** What do you want to research? ***

Possible research projects can be seen via RESEARCH LIST. As an example, a possible research topic is AUGMENTATION PATTERNS RESEARCH; if you were to undertake this project, it would produce a full mind lock in AUGMENTATION SKILL after completion.

Some projects are dangerous, such as SORCEROUS PATTERNS (Sorcery mind lock) or MANA FIELD THEORY (split of sorcery, attunement, and primary magic). At the end of these projects it is possible to blow your hands off via sorcerous backlash, so be appropriately cautious when using these.