Favors of the Immortals are awarded to adventurers as a blessing for showing devotion through offerings and sacrifice. They are mostly used to avoid some of the consequences of death and allow a player to be resurrected by a cleric.
To gain a Favor you must first obtain a Favor Orb bearing the name of one of the Immortals. Once you have obtained an orb, you're told that you must find a suitable sacrifice to fill the orb. All orbs use the same sacrifice: your unabsorbed experience pool. The more favors or circles you have, the more experience is needed to fill them. In fact, one circle is the same as having one extra favor.
- A player must have at least one favor to be resurrected by a cleric. Having more favors makes this process easier/quicker.
- One favor is not the recommendation, it's the absolute mechanical minimum to be resurrected. The recommendation is a minimum of 15 favors.
- A favor is consumed whenever an adventurer DEPARTs, or when a cleric is resurrected using Murrula's Flames.
- Having sufficient favor allows a player to DEPART COINS, DEPART ITEMS, or DEPART FULL.
- Being sacrificed by a cleric will instantly drain all favors from a player and prevent them from being resurrected.
A favor orb is an "orb of light" which shines different colors depending on the guild guild the person who received is of.
It also shines different levels of brightness depending on how much you have sacrificed to the orb.
Once the orb is filled completely you may place it on the proper alter to obtain your favor.
A player may obtain multiple favor orbs at the same time, however, if more than two favor orbs are filled simultaneously it can be come impossible to return the third orb for a favor. For this reason it is not recommended to carry more than two favor orbs at a time.
How to Fill
When it comes to filling the orb there are two methods available to you, you can either RUB the orb to take a small amount of experience from your active pools or you can HUG the orb to give up all experience that has not been drained. You may rub a favor orb inside of a container, but must hold the orb to hug it.
- glows faintly and wavers slightly
- glows faintly
- glows a pale (color), wavering slightly
- glows a steady pale (color)
- glows strong (color), wavering slightly
- glows a strong and steady (color)
- (no response when overfilled)
Orb Colors vary by guild. There have been some cases of people claiming their orb does not match the prescribed color. These have been called "rogue orbs" by Sorenne, and they do not appear to be a common occurrence.
Favors have different descriptors the more experience you put into them, starting off with no color, then becoming pale, steady and finally strong before being properly prepared for sacrifice. If an orb is overfilled, such as by filling them and dying before redeeming them, looking at them will produce no reaction at all.
|white||Commoner, Necromancer, Trader|
- PRAY at the altar three times
- SAY the name of one of the Thirteen neutral aspects
- STAND and GET the favor orb.
- Upon getting the orb, an arch or trees will open up for you to proceed. In order to exit the favor area, you must solve a series of puzzles (the puzzles through the trees are generally the more difficult of the two). The puzzles vary, and typically require you to perform some task before you can leave the room. For example, you might need to open the window for a smothering plant, light candles, or clean the altar. After you have solved enough puzzles, you will return to the altar. The number of puzzles you must solve increases with the number of Favors you already posses.
There are a lot of altars strewn about the Realms that are dedicated to specific Immortals and several of them may be used to get an orb from that specific Immortal. Altars for the Thirteen and their light and dark aspects can be found in the Eyes of the Thirteen in the Crossing Temple.
Unlike the General Altars, the task to get a favor requires the sacrifice of a physical object; what object is acceptable is dependent on which Immortal that altar is dedicated to. For example, the Hodierna altar on the third tier of Ratha will take any of the proper offerings for Hodierna: healing herbs, unicorn beads, parchment unicorn primers, or Immortal Hodierna Cards.
You must put the sacrifice on the altar and PRAY. After about a minute the sacrifice will be replaced with a favor orb.
To use an aspect specific altar dedicated to a neutral or dark aspect, it usually must first be cleaned with holy water. Anyone with holy water may clean an altar. Necromancers are not encouraged to clean altars. A list of altars can be found here.
You may return full favor orbs from any of the 39 to any general altar but Immortal-specific altars only accept their own Immortal's orbs.
Unlike favor orbs, it is possible to carry as many symbols as you wish. The symbols only drain specific experience pools and do not need to be returned to an altar; they automatically convert to favors when full.
The Orb Myth
There is a prevalent myth about experience leaking from a favor. This most likely originated in the confusion with cambrinth orbs that leak mana.
Favors will never ever lose experience that has been placed inside it. The perception of "leakage" comes from when multiple orbs are filled simultaneously. The orb size is based solely on the number of favors and circles you have at the time of rubbing it.
If you have two orbs both at maximum experience and place one on an altar, the second orb will expand and need more experience since you now have more favors.
The same is true with departing. If you have an orb that is partially filled (based on the look) and die and depart, losing one or more favors, it can potentially be full when next rubbed.