Heaven Blessing and Lucky Time
In short: Heaven Blessing (a Praying Stone: no exp loss to players, revive in place, a free double-exp hour) and Lucky Time (pray with Bless to bank a bonus drop stream).
Heaven Blessing comes from a Praying Stone (sold in the Shopping Mall) and lasts for days. Lucky Time is charged by praying with the Bless skill, which only a twice-reborn character knows, and is spent in minutes. They are two different things that people often confuse -- this page separates them.
Bless comes only from a second rebirth. The Rebirth Planner shows what a second rite would leave you holding, Bless included.
Heaven Blessing
Use a Praying Stone and the blessing runs for real days, whether you play or not:
| Stone | Blessing |
|---|---|
| Praying Stone (S) | 3 days |
| Praying Stone (M) | 7 days |
| Praying Stone (L) | 30 days |
Using another stone while blessed adds its days to what you have left.
What a blessed character gets
- +20% experience from killing monsters.
- +50 maximum stamina (the extra segment on your bar), so weapon skills fire more often before you have to rest.
- No experience lost when an unblessed player kills you -- and that killer is cursed for about five minutes.
- "Revive Here" -- the second button on the death window raises you where you fell instead of walking you back from town. It only appears while you are blessed, and not on the guild war map, its prison, or inside the Eight-Diagram maze.
- One free hour of double experience a day: ask the Love Stone (Market) or the Matchmaker (Desert City) to bless your hunting.
- Free offline training: the Boxer on the Training Grounds will let you train while you are away. He logs you out, and your next login converts the time into experience.
What it pays is worked out from what you could have earned yourself -- your attack (or your magic, if that is the hand you fight with), how fast your weapon swings, and the gear behind your battle power. About 5% of it, so eight hours of sleeping is worth roughly twenty-four minutes of your own hunting. Better arms mean better sparring, and the Boxer will quote you the figure before you start.
Two limits keep it a thank-you rather than a second way to level: a session counts for at most eight hours, and a full night can never be worth more than a tenth of your current level.
Lucky Time
Lucky Time is charged, not bought. A character who has reborn twice knows the Bless skill; casting it (100 stamina) starts praying.
- While you pray you bank 3 seconds of Lucky Time per real second, up to a maximum of 2 hours. Standing, sitting -- the rate is the same.
- Any action ends the prayer: a step, a swing, a spell, or being hit. You keep whatever you banked.
- The banked time then drains as you play. It only runs down while you are online, so it waits for you between sessions.
- While you are praying you glow. Once the prayer ends the glow stops even though the banked time is still there -- the aura marks the praying, not the luck.
Praying together
A prayer is not a private thing. It reaches 2 cells in every direction, and everyone standing inside that circle banks Lucky Time at the same rate you do -- they do not need the Bless skill, they do not need to have reborn, they only need to be there. They glow too, with the absorbing aura, so you can see at a glance who is sharing the prayer, and a line in the corner tells them whose prayer they joined.
The one who prays leads the circle: sit down, and everyone sharing your prayer sits with you; lie down, and they lie down. It is meant to look like the gathering it is.
Two things worth knowing:
- Your own prayer always wins. If you are praying yourself, you charge from that -- the two never stack.
- Walk out of the circle and your share stops within a couple of seconds. Whatever you banked stays banked.
So the fastest way to fill a bank of luck is to find a twice-reborn friend who will pray for the group, and sit with them.
What luck does
While banked Lucky Time is running:
- A bonus drop -- and the only road to a +N stone in the field. Every monster you kill rolls the rare stream a second time, at a twentieth of its strength for Meteors and DragonBalls (a pinch on top, not a booster) -- but that second roll is the only one in the game that can drop a PlusStone -- the +1 and +2 today; the +3 and +4 have been taken out of the field for now. On Bird Island a blessed hunter sees a +1 about once in 9,000 kills and a +2 once in 27,000. When it pays, the game tells you what dropped. What a kill is worth depends on the monster, exactly as it does without a blessing: spending Lucky Time on the strongest thing you can kill is worth far more than spending it on the weakest. See drop rates for the numbers.
- Double hit. Roughly one melee blow in twelve strikes twice -- a full second swing, damage, experience and all.
- Damage immunity. Roughly one incoming blow in twelve is shrugged off completely: no health lost, no wear on your armour.
- XP soar. Everything that charges your potency orb counts double, so XP skills come around twice as fast.
- Luck at the forge. Every upgrade roll gains ten percentage points: the DragonBall quality forge, the Meteor level forge, the Artisans and the ToughDrill socket. It helps the desperate rolls most -- a 5% chance becomes 15% -- but it can never make an impossible upgrade possible. The Artisan quotes the improved number in his dialog, so you can see it working.
How our version differs
The client's own Praying Stone text promises "a double hit, damage immunity, XP soar etc." and "good luck in improving or composing items" without ever saying by how much, and no version of the game we can consult spells it out. The numbers above are ours, chosen to feel like a good day rather than a different character, and they are easy for us to adjust -- if luck feels too weak or too strong on Aurenfall, say so on the test board.
Lucky Time affects monsters only. None of it applies to player-versus-player combat.
Where to find them
| NPC | Where | Cell |
|---|---|---|
| Love Stone | the Market | 192, 193 |
| Matchmaker | Desert City | 462, 589 |