Animate Dead (730): Difference between revisions
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'''Animate Dead''' allows the caster to animate a dead body to bring it under his or her control. |
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Sorcerers can '''Animate Dead''' corpses of [[creature]]s or fellow [[character]]s, then maintain an amount of control over the reanimated body. Creature animates can attack, cast defensive magic, and hold items for their master. Player animates can only move. Each corpse must first be treated with [[crimson salt crystals]] which act as a unique form of [[preservation]], preparing the body for life after death. Crystals must be prepared prior, and are created from sea water, troll blood, and a moonflower which are all mashed into a homogenous solution, then lit aflame via [[Dark Catalyst]]. |
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== Supplies Needed == |
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* A flask or vial of sea water |
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* A vial to measure, if using flasks |
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* A mortor and pestel for mixing |
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== |
== Necessary Components == |
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One time purchases at any local alchemist's shop: |
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;* mortar and pestle |
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:These are required in order to mix the other ingredients together. Mortars cost about 12,000 silver, pestles roughly 7,000. |
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;* glass vial |
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:At least one vial is required to collect liquids with and then dose them out, roughly 12,500 silver. |
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;* [[small crystal flask]]s to store large quantities of each liquid |
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:Two flasks are recommended, each flask holds 20 vials' worth of one type of liquid. The cost is appoximately 1,000 silver each. Liquid can be transfered with a vial using the [[POUR (verb)]]. |
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For each batch of crystals: |
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;* a vial's measure of [[Sea water (animate dead)|sea water]] |
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:Appropriate water can be collected in parts of [[Kharam Dzu]], [[River's Rest]], [[Solhaven]] and [[Wehnimer's Landing]]. Holding an empty vial in one hand COLLECT WATER WITH VIAL. |
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:Blood can be collected from the bleeding corpse of any [[troll]], though the more powerful the troll the more potent the magic. Holding an empty vial in one hand COLLECT BLOOD FROM {troll}. |
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:Moonflowers can only be [[FORAGE (verb)|foraged]] for in certain parts of [[Icemule Trace]], and only during the night hours. |
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For the act of animation itself: |
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;* [[dead|corpse]] |
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:[[Construct]]s, [[golem]]s, [[Elemental (creature)|elementals]], and [[non-corporeal]] [[undead]] [[creature]]s can ''not'' be animated by this magic. Other dead creatures are suitable, preferably not [[wound]]ed ones. All player characters can be animated. |
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;* [[crimson salt crystals]] |
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:SPREAD CYSTALS ON {corpse} prepares the body for animation, and acts as a form of [[preservation]] as well. |
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:Gem value is only a factor in the duration of the animation. Valuble gems such as [[diamond]]s or [[emerald]]s are recommended, and any gem valued under 600 silver decreases the duration. Gem must be held in hand when casting. |
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== Selecting a Corpse for Animation == |
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=== [[Character]]s === |
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Primarily used as an alternative to [[DRAG (verb)|dragging]] fallen comrades, the success of player character animation is automatic (there is no MAL restriction). The target must have their [[group]] open or the spell will fail. Once animated, players may UNLINK ANIMATION to release themselves from the caster's control, causing their body to return to a [[dead]] state. The duration is 600 sec + 4 sec per [[Sorcerous Lore, Necromancy]] rank. Gem value also adds to the duration, but less so than when animating creatures. |
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=== [[Creature]]s === |
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== Commands == |
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== More Information == |
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== Related Articles == |
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*[[Maximum Animatable Level]] |
Revision as of 01:02, 4 April 2006
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Sorcerers can Animate Dead corpses of creatures or fellow characters, then maintain an amount of control over the reanimated body. Creature animates can attack, cast defensive magic, and hold items for their master. Player animates can only move. Each corpse must first be treated with crimson salt crystals which act as a unique form of preservation, preparing the body for life after death. Crystals must be prepared prior, and are created from sea water, troll blood, and a moonflower which are all mashed into a homogenous solution, then lit aflame via Dark Catalyst.
Necessary Components
One time purchases at any local alchemist's shop:
- mortar and pestle
- These are required in order to mix the other ingredients together. Mortars cost about 12,000 silver, pestles roughly 7,000.
- glass vial
- At least one vial is required to collect liquids with and then dose them out, roughly 12,500 silver.
- small crystal flasks to store large quantities of each liquid
- Two flasks are recommended, each flask holds 20 vials' worth of one type of liquid. The cost is appoximately 1,000 silver each. Liquid can be transfered with a vial using the POUR (verb).
For each batch of crystals:
- a vial's measure of sea water
- Appropriate water can be collected in parts of Kharam Dzu, River's Rest, Solhaven and Wehnimer's Landing. Holding an empty vial in one hand COLLECT WATER WITH VIAL.
- a vial's measure of troll's blood
- Blood can be collected from the bleeding corpse of any troll, though the more powerful the troll the more potent the magic. Holding an empty vial in one hand COLLECT BLOOD FROM {troll}.
- one moonflower
- Moonflowers can only be foraged for in certain parts of Icemule Trace, and only during the night hours.
For the act of animation itself:
- Constructs, golems, elementals, and non-corporeal undead creatures can not be animated by this magic. Other dead creatures are suitable, preferably not wounded ones. All player characters can be animated.
- SPREAD CYSTALS ON {corpse} prepares the body for animation, and acts as a form of preservation as well.
- Gem value is only a factor in the duration of the animation. Valuble gems such as diamonds or emeralds are recommended, and any gem valued under 600 silver decreases the duration. Gem must be held in hand when casting.
Selecting a Corpse for Animation
Characters
Primarily used as an alternative to dragging fallen comrades, the success of player character animation is automatic (there is no MAL restriction). The target must have their group open or the spell will fail. Once animated, players may UNLINK ANIMATION to release themselves from the caster's control, causing their body to return to a dead state. The duration is 600 sec + 4 sec per Sorcerous Lore, Necromancy rank. Gem value also adds to the duration, but less so than when animating creatures.