Basics
When you die past level 5, you lose exp - yeah I know everyone knows that, bear with me.
At lower levels this exp loss is pretty insignificant and can usually be regained in anywhere
from 10 minutes to an hour of hunting. However, at higher levels this exp loss becomes more painful
and can take hours, days, or even weeks (depending on your playtime) to regain.
The first of the rez line of spells that a Cleric gets is Revive (level 29)
Reanimation (lvl 19 - Paladin lvl 22) which simply teleports a dead player back to his corpse
with no exp regained. This can be very useful because it can save non-casters a very long run back
to their corpse. The Cleric (or Paladin) simply targets the corpse (you can also do this by typing
/tar <name>'s corpse) and casts the spell. After the player accepts it, they are transported
back to their corpse, where they can promptly loot the items and return to fighting once the rez
effects wear off.
At higher levels, Clerics (and Paladins, and even Necros) get resurrection spells which will
*restore* most of the exp that was lost from death. The highest-level rez spell restores 96 percent
of the exp that you lost when you died. |
Restrictions on rez/revive
1) The person must be online.
2) The corpse must not be over 3 hours old.
Corpses older than 3 hours cannot be rezzed. If the corpse is too old the
rezzer will get a message to that effect. NOTE: The 3 hour time limit is
ACCOUNT time, that means you cannot be logged into your account AT ALL
without the timer clicking down the minutes.
3) The person must accept the rez.
If a player is offline or zoning or otherwise occupied (ie. in spellbook or
in inventory) when rez is cast on them, the rezzer will get a message like
'You were unable to restore this corpse at this time you might have more success later'.
The rezzer should always send a tell asking if they are ready for the rez. The
person receiving the rez needs finish banking, trading, or whatever they might be doing
before acknowledging that they are ready.
There are many things a person can be doing that will cause the rez not to take, or
cause the query box to go away with out an answer. When this happens and rez is tried
again, the Priest will get a message that they cannot rez this person at this time,
try again later. That person will have to either zone, or relog in order to be rezzed.
(The latest patch message says that this bug has been fixed, we shall see.) |
The Rez
The priest has to cast the spell, then the person receiving the rez/revive will
see a confirmation box saying 'Soandso wants to cast <spell name>
on you. Do you wish this?' if they click yes:
1) They are transported to their corpse from anywhere in the world,
(note that if they are in zone and aggroed, getting rezzed does NOT remove aggro).
2) If the spell was Resuscitate or better, they regain some experience.
3) It puts on them a thing called Ressurection Effects, which cannot be
dispelled and lasts about 2 minutes. It causes health to drop to about 40%, mana
goes down to 0 and any buffs prior to getting rez'd disappear. It also causes a big
drop in stats.
Because of the reduced stats due to "rez effects" it is generally a good idea to get
the corpse to a safe location before doing a rez.
Corpses can be rezzed multiple times,
but only the first rez counts if you receive exp back, the ones after the first
only bring the person to the corpse with the normal rez effects. So don't accept a revive
if you expect a higher level rez. |
Exp loss and restore
The amount of experience you lose per death is calculated based
on the amount needed to achieve the current level you are in.
This is the reason why in later levels people experience post-hell death
penalties, which are seen as high experience losses at certain
levels because of just having completed a hell level. Since completing a
hell level requires an increase in the experience required to level up,
when you die in the consecutive level, the experience loss will be calculated
from this extraordinarly high experience requirement, leaving you with a
pretty large chunk of experience missing.
The amount lost due to death is ten percent of the amount needed to
complete the prior level. ie, if you have 1,000,000 total exp and it took you
100,000 to gain your current level, dying will cost you 10,000 exp.
If you then get a 90% rez, you will gain back 90% of what you lost, or 9,000 exp
in the example above, for a net loss of 1,000 exp. |
|
Rez line of Spells |
| Spell |
Exp returned |
Mana |
Level |
PAL |
| Reanimation (NEW) |
none |
150 |
14 |
22 |
| Reconstitution (NEW) |
10% |
200 |
19 |
30 (NEW) |
| Reparation (NEW) |
20% |
250 |
24 |
- |
| Revive |
35% (was none) |
300 |
29 |
39 (was 49) |
| Renewal (NEW) |
50% |
400 |
34 |
49 (NEW) |
| Resuscitate |
60% (was 50%) |
500 |
39 |
- |
| Restoration (NEW) |
75% |
600 |
44 |
55 (NEW) |
| Ressurection |
90% |
700 |
49 |
59 |
| Reviviscence |
96% |
600 |
56 |
- |
| |
|
The cleric epic weapon, Water Sprinkler of Nem Ankh, is obtainable
at level 50 or above. It has a right-click effect, Reviviscence.
Casting time is around 6 seconds, with no recast time. A cleric
with a "click stick" can rez around 20 corpses in about 2 minutes
with zero mana cost. |
|
Raids and Rezzing
At higher levels, if a raid deep in a dungeon or in a plane gets overrun
and is about to turn sour, the raid leader will call for the clerics to camp out,
right there in the dungeon. When the fight area is clear of
mobs, the clerics (who usually camp and log onto an alternate
character so they can tell what's going on) are told to log back on.
Then, even with the whole party dead at the bottom of a dungeon, if one
Cleric survived he/she can bring the entire raid party back to
that location without having to fight back down.
Other options at high levels include having a level 59+ Paladin
rez a level 56+ Cleric, who will then do all the rest of the rezzes.
Or having a 53+ Necromancer perform a 93% exp rez on the Cleric, but
the convergence spell requires an expensive component (a level 45-59
player must be sacrificed to die an un-rezzable death to create the
essence emerald).
Variations on the above technique are often used in Plane of Air to bring
in reinforcements or bring party members up to the higher level islands without
the need for keys. Players duel each other on the first island and a camped cleric
then revives them. Immediately after, a necro high above with the rest of the raid,
summons their corpse. Finally, another cleric high above with the rest of the raid
revives the player again using the summoned corpse and voila, they're up with the
main raid party. A word of caution though,you must be quick!
If you don't revive/summon/revive quickly, you won't be able to revive the second time.
The ability to revive a second time is very short, only about three minutes. If the necro
or clerics go linkdead in this relatively short time, it throws a serious wrench into the
works. This also means that nobody should be killed unless the necro and both clerics are
sure to have enough mana to do their work as soon as the player dies. |