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The '''Raise Dead''' spell allows a [[Cleric]] to resurrect a [[death|dead]] adventurer. When used successfully it can result in significant [[experience]] gain for the [[Cleric]], from a minimum of 250 up to approximately 400-500 points. It will also grant the target 50% of the experience the cleric received as [[Experience_pool#Long-term_Experience|long-term experience]], up to a cap of 250 LTE per day for the receiver. |
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The '''Raise Dead''' spell allows a [[Cleric]] to resurrect a [[death|dead]] adventurer. When used successfully it can result in significant [[experience]] gain for the [[Cleric]] (up to approximately 400-500 points.) |
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Note that it can be dangerous to cast Raise Dead without having at least a bonus of 100 in [[Spiritual Mana Control]]. Excluding enhancives, this generally means 24 ranks of Spiritual Mana Control. |
Note that it can be dangerous to cast Raise Dead without having at least a bonus of 100 in [[Spiritual Mana Control]]. Excluding enhancives, this generally means 24 ranks of Spiritual Mana Control. |
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After the resurrection the Cleric remains linked to the person. If, for any reason, during this time the person dies again the Cleric receives this message: |
After the resurrection the Cleric remains linked to the person. If, for any reason, during this time the person dies again the Cleric receives this message: |
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<pre{{log2|margin-right=35%}}> |
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You have a foreboding sense of darkness enveloping your soul as you realize XXX has died while both of you are still soul linked!<br> |
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You can sense the tugging of XXX's soul clinging on to life, pulling you headlong into the long dark.<br> |
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It takes every ounce of spiritual energy you have to sever the link and claw yourself back to the world of the living!<br> |
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You feel empty and torpid, unable to focus your spiritual self. |
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</pre> |
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Once this occurs the Cleric temporarily loses the ability to resurrect the dead for one hour. |
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You have a foreboding sense of darkness enveloping your soul as you realize Player has died while both of you are still soul linked! You can sense the tugging of Player's soul clinging on to life, pulling you headlong into the long dark. It takes every ounce of spiritual energy you have to sever the link and claw yourself back to the world of the living! You feel empty and torpid, unable to focus your spiritual self. |
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Once this occurs the Cleric temporarily loses the ability to resurrect the dead. |
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== Healing == |
== Healing == |
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A prudent cleric makes sure the corpse is not [[bleeding]] prior to casting the spell; most people that are dead have a good reason for |
A prudent cleric makes sure the corpse is not [[bleeding]] prior to casting the spell; most people that are dead have a good reason for being so, and failure to fix this (by calling upon the services of an [[empath]], use of {{boldmono|[[POUR (verb)|POUR]]}}able [[herbs]], or simply {{boldmono|[[TEND (verb)|TEND]]}}ing the wounds with the [[First Aid]] skill) could result in the newly-arisen meeting a second death - before the link between cleric and client drops. If that happens, the cleric will be unable to use [[Well of Life (308)]], and therefore be unable to cast Raise Dead successfully, for one hour. |
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== Costs == |
== Costs == |
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Casting Raise Dead will drain the caster of [[spirit points]], based upon the maximum spirit of the target and the degree of training in the [[Cleric Base]] Spells the |
Casting Raise Dead will drain the caster of [[spirit points]], based upon the maximum spirit of the target and the degree of training in the [[Cleric Base]] Spells the cleric possesses. Overtraining DOES trigger these benefits. |
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*At 18 ranks, the spell is '''Raise Dead''' and costs 75% of the target's maximum spirit, and restores them to 1 health and spirit. |
*At 18 ranks, the spell is '''Raise Dead''' and costs 75% of the target's maximum spirit, and restores them to 1 health and spirit. |
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*At 25 ranks, the spell is '''Life Restoration''' and costs 50% of the target's maximum spirit. This stronger version of '''Raise Dead''' grants the newly-arisen 10% of maximum health and spirit. |
*At 25 ranks, the spell is '''Life Restoration''' and costs 50% of the target's maximum spirit. This stronger version of '''Raise Dead''' grants the newly-arisen 10% of maximum health and spirit. This will also cost the cleric 25 mana. |
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*At 40 ranks, the spell is '''Resurrection''' and costs 25% of the target's maximum spirit, and restores the target to 50% of maximum health. This will also cost the cleric 40 mana. |
*At 40 ranks, the spell is '''Resurrection''' and costs 25% of the target's maximum spirit, and restores the target to 50% of maximum health. This will also cost the cleric 40 mana. |
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Attempting to cast Raise |
Attempting to cast Raise Dead with insufficient spirit usually results in a [[spirit death]] for the [[cleric]] involved. It is recommended to {{boldmono|[[APPRAISE]]}} the target to see how much spirit they have and make sure you're ready to take the spirit loss. |
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;Spirit Loss Chart |
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:{| {{prettytable}} align="center" |
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!align="center"|Their Spirit||1||2||3||4||5||6||7||8||9||10||11||12||13 |
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|- |
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|align="center"|18 ranks||0||1||2||3||3||4||5||6||6||7||8||9||9 |
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|- |
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|align="center"|25 ranks||0||1||1||2||2||3||3||4||4||5||5||6||6 |
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|- |
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|align="center"|40 ranks||0||0||0||1||1||1||1||2||2||2||2||3||3 |
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|} |
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== [[Chrism]] Raising == |
== [[Chrism]] Raising == |
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Using a chrism gem on the body, activated by WAVING it at the body, along with Raise Dead will allow the deader to retain some, even up to all, of his or her experience that he or she had when dying. The base chrism gem raise will allow the body to retain 50% of their experience, and every seed increase in Blessing lore after that retains an additional 5%, up to 100% at 65 Blessing lore ranks. The base lore required to create a chrism gem used in raising is: 25 ranks [[Spiritual Lore, Religion]]; 10 ranks of [[Spiritual Lore, Blessings]]; and 15 ranks of [[Spiritual Lore, Summoning]]. (This can be achieved at level 25 with 2x training in lores.) |
Using a chrism gem on the body, activated by {{boldmono|WAVING}} it at the body, along with Raise Dead will allow the deader to retain some, even up to all, of his or her experience that he or she had when dying. The base chrism gem raise will allow the body to retain 50% of their experience, and every seed increase in Blessing lore after that retains an additional 5%, up to 100% at 65 Blessing lore ranks. The base lore required to create a chrism gem used in raising is: 25 ranks [[Spiritual Lore, Religion]]; 10 ranks of [[Spiritual Lore, Blessings]]; and 15 ranks of [[Spiritual Lore, Summoning]]. (This can be achieved at level 25 with 2x training in lores.) |
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Clerics with a [[F2P subscription]] cannot use a chrism without first purchasing a Resurrection Pass. |
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==Messaging== |
==Messaging== |
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{{Spells-Arkati-LST}} |
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;[[Charl]] |
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*Moisture beads on the skin of Cleric and Body as the former's eyes cloud over with the darkness of a rising storm. Power builds upon the air, causing the hair upon your arms to rise, and as Cleric utters the last words of his spell you hear the rumble of thunder in his voice. The rolling sound collides with Body's prone form, its very touch creating a brilliant flash that suffuses her in raw spiritual energy. |
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;[[Cholen]] |
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*{{addmetext}} |
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;[[Eonak]] |
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*Chanting slowly, the sound reminiscent of cogs moving through a large machine, Cleric gazes down at Body with a sense of greater understanding in his eyes. Briefly touching upon Body's forehead, Cleric reignites the spark of life within himself. |
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;[[Imaera]] |
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*{{addmetext}} |
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;[[Jastev]] |
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*Slowly exhaling the last syllable of his chant, Phungoidmatar closes his eyes for several moments. Upon opening his eyes, hundreds of images appear to hover over the prone form of Jadah. Each image is different from that of the woman that lays lifeless. With firm conviction, Phungoidmatar pulls at one of the images in the air and slowly coaxes Jadah's ghostly form back into her body. The film slips from Phungoidmatar's eyes as Jadah is filled with the breath of life. |
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;[[Kai]] |
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*{{addmetext}} |
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;[[Koar]] |
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*{{addmetext}} |
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;[[Lorminstra]] |
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*Thin at first, a fine layer of rime coats Simulacra's hands and fingertips. The hoarfrost smoothly glides across the space between Simulacra and Valeyn, turning to a light powder in the open air. The white substance clings to Valeyn's eyelashes and cheeks for a moment before it becomes charged with spiritual power, then it slowly melts away. |
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;[[Lumnis]] |
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*Lifting her finger, Zenaxa begins to chant and draws a series of conjoined circles in the air. Each circle turns to mist and takes on a different hue - white, blue, black, red, and green. As the last ring is completed, she spreads her fingers and gently allows the tips to touch each color and pushes the misty creation towards Inoak. A shock of energy courses through Zenaxa's body as the mist seeps into Inoak's chest and life is slowly returned to his body. |
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;[[Oleani]] |
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*Rich and lively, the scent of wild flowers suddenly fills the air as Cleric finishes he chant, and an aura of energy forms a rose-hued nimbus around himself. Lifting his fingers, Cleric gently touches Body's brow and the nimbus drains away from Cleric as it fills Body with life. |
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;[[Phoen]] |
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*{{addmetext}} |
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;[[Ronan]] |
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*Weaving your hands as you speak the words of your prayer, you are momentarily mesmerized by the silver nimbus that your movements create. The world around you takes on a dream-like quality and the nimbus at your fingertips turns into the image of a slender blade. Grasping it by the hilt, you plunge the silver light into XXXXX 's chest and feel the shock of impact tear the blade from your hands. As XXXXX draws the breath of life into her lungs, the blade becomes ethereal and disperses into the air. |
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==Resources== |
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*Weaving her hands as she speaks the words of her prayer, XXXXX is momentarily mesmerized by the silver nimbus that her movements create. The world around you takes on a dream-like quality and the nimbus at XXXXX's fingertips turns into the image of a slender blade. Grasping it by the hilt, XXXXX plunges the silver light into XXXXX 's chest and the shock of its impact fills XXXXX with life. As XXXXX draws her first breath, the blade becomes ethereal and disperses into the air. |
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*[[SERVICE (verb)]] |
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*{{addmetext}} |
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=== Lornon Arkati === |
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;[[Andelas]] |
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*Shadows shift and roll around Weryn as his lips part in a soft chant that is no louder than a gentle purr. Taking on definition and contrast, the shadows around Weryn morph into the semblance of a large feline stretching languidly and his eyes take on a yellow cast as he gazes at you. A deeper, louder purr accompanies Weryn's as he touches your forehead and the feeling of raw power that burst over you blinds you. When your vision clears the shadows are long and his eyes have returned to normal. |
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*A feeling of deep lassitude overcomes you as your lips part in a soft chant that is no louder than a gentle purr. Deep within your body you feel as though something is stretching languidly and slowly waking. The world takes on a black and white hue as another, deeper purr joins your own and at its climax you touch Body on the forehead. You feel a deep contentment at the exchange of raw power that your touch causes within his, and you feel the cat within return to quiet slumber; the experience leaving you to feel slightly weakened. |
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;[[Eorgina]] |
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*{{addmetext}} |
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;[[Fash'lo'nae]] |
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*As you begin to chant you notice the scent of dry, dusty parchment and feel a cool mist cling to your skin somewhere near your feet. You sense the ethereal tendrils of the mist as they coil about your body and notice that the world turns to a yellowish hue as the mist settles about your head. Focusing on XXXXX, you feel the transfer of energy pass between you as you return him to life. |
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*As Maleisse begins to chant the scent of dry, dusty parchment fills the air and a topaz mist wreathes her body. The coiling, ethereal tendrils circle about her and slowly rise from her feet to her head where they form a slit-eye. The eye opens, its focus upon Annelie and a surge of energy passes between the two. |
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;[[Ivas]] |
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*Rolling green mist seeps from Bellaja's skin and glides across her fingertips only to swirl through the air towards Dhuul. As the mist connects with the prone form, a surge of power can be seen dancing across his skin and his writhes beneath its erratic gyrations. |
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;[[Luukos]] |
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*{{addmetext}} |
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;[[Marlu]] |
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*Murmuring softly, XXX calls out in a harsh, commanding voice that slowly dwindles to an alien chant difficult to follow. Circling darkly around XXX's body is a series of dark shadows infused with a crimson light. Suddenly, his issues a forceful, sharp command that sends the shadows crashing into YYY's chest. |
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;[[Mularos]] |
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*Murmuring softly, a mournful chant slips from your lips and you feel welts appear upon your wrists. Dipping them briefly, you smear the crimson liquid the leaks from these sudden wounds in a thin line down TARGET's face. Tingling with each second that your skin touches his, you feel the transference of your raw energy pass into TARGET and momentarily reel with the pain of its release. Slowly, the wounds on your wrists heal, though a lingering throb remains. |
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*Murmuring softly, a mournful chants slips from CASTER's lips and crimson rents appear upon his wrist. Dipping them briefly, CASTER smears the crimson liquid that leaks from his wounds in a thin line down your face and the warm rawness of the life begins to bleed into you. The pain of renewal is almost as sharp as the rawness of the energy that suddenly fills you. Slowly, though you are dazed, you watch the wounds upon CASTER's wrists heal. |
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;[[Sheru]] |
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*{{addmetext}} |
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;[[V'tull]] |
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*{{addmetext}} |
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=== Neutral Arkati === |
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; [[Gosaena]] |
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*Wrapped in an aura of chill, Misun closes her eyes and softly begins to chant. As the cold air that surrounds her condenses it beings to ripple outward in waves that turns the breath of those nearby into a fine mist. This mist swiftly moves to encompass Misun and slowly coalesces into a pair of ethereal wings that settle into a protective arc over Deader. With the last words of her chant, the wings surge forward and gently caress Deader, only to dissipate moments later taking the chill of the air with it. |
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*Wrapped in an aura of chill, you close your eyes and softly begin to chant. As the cold air that surrounds you condenses you feel it slowly ripple outward in waves that turn the breath of those nearby into a fine mist. This mist swiftly moves to encompass you and you feel a pair of wings arc over your back. With the last words of your chant, you open your eyes and watch as foggy wings rise above you and gently brush against Deader. As they dissipate in a cold rush against Deader, you feel a surge of power spill forth from you and into him. |
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; [[Zelia]] |
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*{{addmetext}} |
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=== Lesser Spirits & Immortals === |
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; [[Aeia]] |
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*{{addmetext}} |
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; [[Amasalen]] |
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*Guttural and primal, the words of Uraag's chant are torn from Uraag throat with enough force to slice the very air. He clenches his hands into tight fists and within moments blood begins to seep from between his fingers. Bending at the waist, Uraag opens his hands and presses his right hand to Strydyr's forehead, and the other to his lips. Power surges through the connected bodies and within moments Strydyr draws his first breath of life. |
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; [[Arachne]] |
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*{{addmetext}} |
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; [[The Huntress]] |
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*Crouching beside the prone form of XXX, you softly issue the last syllable of your chant. Breathing deeply, you take in the scents around you and let the feel of your surroundings infuse you. With only your gaze, you track the area and recreate the circumstances of XXX's death within your mind. Touching XXX, you follow the lines of the web that holds his soul in place and force it back into his body. Raw energy courses through you and you feel your sense of justice and vengeance filling XXX with life. |
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*Crouching beside your prone form, Nottinghamm softly issues the last syllables of his chant and takes a deep breath. Calmness steals over his features, and as he lifts his eyes to the surroundings, you are reminded of a wild animal tracking its prey. Slowly, and with deliberate movement, Nottinghamm's gaze slips over your body and you feel him reach out to you. With force, Nottinghamm slams your soul back into your body and the transference of raw energy that brings you back to life is filled with justice and vengeance. |
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*Crouching beside XXX's prone form, Nottinghamm softly issues the last syllables of his chant and takes a deep breath. Calmness steals over his features, and as he lifts his eyes to the surroundings, you are reminded of a wild animal tracking its prey. Slowly, and with deliberate movement, Nottinghamm's gaze slips over XXX's body and you watch as he plucks something that only he can see from the air. With force, Nottinghamm slams his fist into XXX's body and the raw energy transfers between them is filled with justice and vengeance |
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; [[Illoke]] |
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*{{addmetext}} |
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; [[Jaston]] |
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*{{addmetext}} |
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; [[Khaarne]] |
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*{{addmetext}} |
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; [[Kuon]] |
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*{{addmetext}} |
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; [[Laethe]] |
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*{{addmetext}} |
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; [[Leya]] |
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*Releasing all of the air from her body, Leyann lets the last syllables of her chant fall from her lips and you watch her grow perfectly still. Narrowing the focus of her attention to Tolwyr's lifeless form, Leyann shifts her stance and carefully lays her hand upon his forehead. Slowly, a deep blue nimbus begins to glow around Leyann's body, and as she withdraws her hand from Tolwyr's forehead, you notice that the glowing light begins to seep into the dagger-shaped brand seared upon it. Moments later, Tolwyr draws breath and the brand upon his forehead disappears. |
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; [[Meyno]] |
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*{{addmetext}} |
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; [[Niima]] |
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*You weave your hands in a fluid pattern before you, matching the tempo of your soft incantation. The subtle scent of the ocean tickles your nose as power rises within your being like the day's tide. With a wide smile, you caress Ichiko's cheek before placing your hand above her heart. Wisps of rainbowed energy flow from your fingertips and into the body of Ichiko, washing over her and rescuing her from the clutches of the abyss. |
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; [[Onar]] |
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*Almost imperceptible, you chant solemnly before Jarlstrom, and the air around your hands begins to shimmer. Materializing out of nothingness, menacing shadows can be seen clinging to Jarlstrom's cold body. With surgical precision, you strike at each dark tendril with a single finger, cutting them away from him. Slowly, you draw a single line across Jarlstrom's neck, releasing him from the last bond of death. |
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; [[Tilamaire]] |
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*{{addmetext}} |
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; [[Voaris]] |
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*{{addmetext}} |
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; [[Voln]] |
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*{{addmetext}} |
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== External Links == |
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* [http://www.play.net/gs4/info/spells/spelllist.asp?circle=7#318 Cleric Base Spells: Raise Dead], on Play.net |
* [http://www.play.net/gs4/info/spells/spelllist.asp?circle=7#318 Cleric Base Spells: Raise Dead], on Play.net |
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[[Category:Cleric Base Spells]] |
Latest revision as of 15:46, 12 April 2024
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The Raise Dead spell allows a Cleric to resurrect a dead adventurer. When used successfully it can result in significant experience gain for the Cleric, from a minimum of 250 up to approximately 400-500 points. It will also grant the target 50% of the experience the cleric received as long-term experience, up to a cap of 250 LTE per day for the receiver.
Note that it can be dangerous to cast Raise Dead without having at least a bonus of 100 in Spiritual Mana Control. Excluding enhancives, this generally means 24 ranks of Spiritual Mana Control.
Linking
The first step is establishing a spiritual link to the body by casting Well of Life at the corpse. After 15 seconds of roundtime (and any desired rites or rituals), the Cleric may cast Raise Dead at the body. The Cleric will sustain heavy roundtime (35-45 seconds), and both the Cleric and the recently resurrected will be stunned. Failure to cast Well of Life before casting Raise Dead (as well as casting Raise Dead on oneself) will cause a spiritual backlash and a significant stun.
After the resurrection the Cleric remains linked to the person. If, for any reason, during this time the person dies again the Cleric receives this message:
You have a foreboding sense of darkness enveloping your soul as you realize XXX has died while both of you are still soul linked!
You can sense the tugging of XXX's soul clinging on to life, pulling you headlong into the long dark.
It takes every ounce of spiritual energy you have to sever the link and claw yourself back to the world of the living!
You feel empty and torpid, unable to focus your spiritual self.
Once this occurs the Cleric temporarily loses the ability to resurrect the dead for one hour.
Healing
A prudent cleric makes sure the corpse is not bleeding prior to casting the spell; most people that are dead have a good reason for being so, and failure to fix this (by calling upon the services of an empath, use of POURable herbs, or simply TENDing the wounds with the First Aid skill) could result in the newly-arisen meeting a second death - before the link between cleric and client drops. If that happens, the cleric will be unable to use Well of Life (308), and therefore be unable to cast Raise Dead successfully, for one hour.
Costs
Casting Raise Dead will drain the caster of spirit points, based upon the maximum spirit of the target and the degree of training in the Cleric Base Spells the cleric possesses. Overtraining DOES trigger these benefits.
- At 18 ranks, the spell is Raise Dead and costs 75% of the target's maximum spirit, and restores them to 1 health and spirit.
- At 25 ranks, the spell is Life Restoration and costs 50% of the target's maximum spirit. This stronger version of Raise Dead grants the newly-arisen 10% of maximum health and spirit. This will also cost the cleric 25 mana.
- At 40 ranks, the spell is Resurrection and costs 25% of the target's maximum spirit, and restores the target to 50% of maximum health. This will also cost the cleric 40 mana.
Attempting to cast Raise Dead with insufficient spirit usually results in a spirit death for the cleric involved. It is recommended to APPRAISE the target to see how much spirit they have and make sure you're ready to take the spirit loss.
- Spirit Loss Chart
Their Spirit 1 2 3 4 5 6 7 8 9 10 11 12 13 18 ranks 0 1 2 3 3 4 5 6 6 7 8 9 9 25 ranks 0 1 1 2 2 3 3 4 4 5 5 6 6 40 ranks 0 0 0 1 1 1 1 2 2 2 2 3 3
Chrism Raising
Using a chrism gem on the body, activated by WAVING it at the body, along with Raise Dead will allow the deader to retain some, even up to all, of his or her experience that he or she had when dying. The base chrism gem raise will allow the body to retain 50% of their experience, and every seed increase in Blessing lore after that retains an additional 5%, up to 100% at 65 Blessing lore ranks. The base lore required to create a chrism gem used in raising is: 25 ranks Spiritual Lore, Religion; 10 ranks of Spiritual Lore, Blessings; and 15 ranks of Spiritual Lore, Summoning. (This can be achieved at level 25 with 2x training in lores.)
Clerics with a F2P subscription cannot use a chrism without first purchasing a Resurrection Pass.
Messaging
When casting this spell, the messaging will be different depending upon the caster's CONVERT-chosen deity, except with the rare exception Well of Life (308) where it instead detects the target's deity. Expand the chart below to see all known possibilities. Any missing information can be added at the deity messaging page.
Arkati/Spirit | Messaging |
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Pantheon of Liabo | |
Charl |
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Cholen |
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Eonak |
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Imaera |
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Jastev |
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Kai |
|
Koar |
|
Lorminstra |
|
Lumnis |
|
Oleani |
|
Phoen |
|
Ronan |
|
Tonis |
|
Pantheon of Lornon | |
Andelas |
|
Eorgina |
|
Fash'lo'nae |
|
Ivas |
|
Luukos |
|
Marlu |
|
Mularos |
|
Sheru |
|
V'tull |
|
Pantheon of Neutrality | |
Gosaena |
|
Zelia |
|
Lesser Spirits | |
Aeia |
|
Amasalen |
|
Arachne |
|
Ghezresh |
|
The Huntress |
|
Jaston |
|
Kuon |
|
Laethe |
|
Leya |
|
Niima |
|
Onar |
|
Tilamaire |
|
Voaris |
|
Voln |
|
Other | |
Other |
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Resources
- SERVICE (verb)
- Cleric Base Spells: Raise Dead, on Play.net