Heaven Blessing and Lucky Time
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.
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. A full eight-hour session is worth about 24 minutes of real hunting -- a small thank-you for sleeping, not a second way to 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.
What luck does
While banked Lucky Time is running:
- A bonus drop. Every monster you kill rolls one extra chance at a Meteor, a PlusStone +1 or a DragonBall. When it pays, the game tells you what dropped.
- 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.