Granting another player meditation uses Religion
>So! My question is, what is the mystery variable? Does anyone know? Does alignment matter? Overtraining one of the lore types beyond the minimum required for the chrism blessing (and in the case of Blessings, training beyond 65 ranks)? Is there any chance a NIR could simply tell us? -Lumi
Spiritual Lore, Religion is the hidden factor, but it only applies to the effect when used to grant another player meditation (waving at a non-corpse).
Granting another player meditation uses Religion II
>Er...I'm confused, Estild. Could you explain that a bit further? I didn't realize there was any variance at all in the meditation effect (does anyone use that?)...I thought it was just like using the MEDITATE verb. -Lumi
"Second, when used upon the living, the gem has the power to bestow the ability for other players to enter a state of meditation like Clerics, Empaths and Savants. They will receive an enhanced rate of recovery to their health, mana and spirit pools as well. This only lasts for a set amount of time, determined by ranks in Spiritual Lore, Religion and gem value, and will only work in rooms where one can meditate."
Death's Sting and Vibrancy of the Gem
You're misunderstanding what I said. The descriptor of the gem only applies to the relevance of using it as a meditation effect for a living person. If the gem is "bright" or "vibrant" has no effect upon Death's Sting. The descriptor is determined by the gem's value and the Cleric's Spiritual Lore, Religion ranks. Gem value also reduces the effect of Death's Sting. The reason you can't base the Death's Sting mitigation benefit off of the descriptor is because a caster could have a significant amount of lore to offset the gem cost. So the gem will appear to be higher quality, and it is for the meditation effect, but the base value could still only be about 3k. Having an "ordinary" or "vibrant" gem that has a 3k value is the same for the Death's Sting mitigation benefit.
>That's really interesting. I always thought that the more valuable chrism gem used would produce a better effect to reduce the death sting, because you're spending more. -CLAUDE209
A more valuable gem does produce a better effect to reduce Death's Sting. A more "vibrant" gem doesn't necessarily.
Minimum Value for the maximum level of Death's Sting Mitigation
>Okay, I'm with you so far. But that still leaves me with the same question, just phrased differently, I suppose: what is the minimum value for the maximum level of DS mitigation? -Lumi
For all intents, there is no such minimum. (It technically does exist, but it far exceeds the value of any gem in the game).
>Also, while you're here and in such a generous mood with chrism information, approximately how long does an "ordinary" chrism's meditation effect last? What about a "glowing" chrism? -Lumi
I only offer technical details as points of clarification, especially when it could impact player training. For something that can easily be tested in the game, it's up to you. :)
>Alright, still confused, but we're getting there. Are you saying that this feature (DS mitigation) doesn't operate on a scale of critical thresholds, but on a sliding scale (i.e., a gem worth 3000 silvers will mitigate a certain amount, a 3010 silver gem will mitigate a very slightly greater amount, a 10000 silver gem will mitigate a much greater amount, and a 12000 silver gem will mitigate a still greater amount)? -Lumi
>If that is the case, it would be virtually impossible to reliably produce "perfect" chrism gems...ugh.-Lumi
You won't even be doing it unreliably. Gem values are no where near the value needed for a "perfect" chrism gem (as defined by 100% Death's Sting mitigation).
>Loresinging still affects this, right? If a 10k gem is sung up to 15k, it's worth more than an unsung gem of the same base value (10k), right? - SILVERPHOENIX21
>It was mentioned that religion lore affected the meditation side of the chrism, but can it also affect the stat mitigation side? - NOVAESKYE
No, only gem value determines the stat mitigation. Also, just as a side note, players probably won't ever encounter "glowing" with normal treasure gems, since it's going to require a gem valued at over 20k.
Chrism gems, crafted via Holy Receptacle (325, tier 4), have had their LOOK descriptions updated to reveal additional information about their benefits. Previously, the luminescent factor of the cobalt liquid inside the gem would provide hints as to how powerful the benefit was when used to grant another character the ability to meditate. However, chrism gems are rarely used for this purpose, so it now provides hints as to how much statistic recovery weakness will be mitigated when used on a corpse. The benefit would previously cap with a gem valued at 8,000 silver, but this cap has been removed. In addition, you can now tell how much experience retention will be provided by the gem by measuring the amount of liquid inside. Here is an example of the update:
The now translucent outer shell of the <almost full> uncut emerald allows you to see the <vibrant> cobalt liquid inside undulating.
Additional details about Chrism can be found at http://www.play.net/gs4/info/spells/receptacle.asp.
F2P Update 5/6/2015
Chrism gems have been updated so that they can only be waved by level 18 Clerics who know the Raise Dead (318) spell. In addition, F2P Clerics may only wave them if they have a Resurrection Pass active.