Animate Dead (730): Difference between revisions

The official GemStone IV encyclopedia.
Jump to navigation Jump to search
Line 136: Line 136:
|[[Shan ranger]]
|[[Shan ranger]]
|42
|42
|Only slightly lower AS than a shan ranger, and can be told to cast mobility on you
|Only slightly lower AS than a shan warrior, and can be told to cast mobility on you
|-
|-
|[[Tomb troll]]
|[[Tomb troll]]

Revision as of 12:14, 11 February 2014

Animate Dead (730)
Mnemonic [ANIMATEDEAD]
Duration Special
Utility Magic  
Subtype Attack 
Components a gem, crimson salt crystals
Sorcerer Base Spells
Blood Burst (701) Attack
Mana Disruption (702) Attack
Corrupt Essence (703) Attack
Phase (704) Utility
Disintegrate (705) Attack
Mind Jolt (706) Attack
Eye Spy (707) Utility
Limb Disruption (708) Attack
Grasp of the Grave (709) Attack
Energy Maelstrom (710) Attack
Pain (711) Attack
Cloak of Shadows (712) Defensive
Balefire (713) Attack
Scroll Infusion (714) Utility
Curse (715) Attack
Pestilence (716) Attack
Evil Eye (717) Attack
Torment (718) Attack
Dark Catalyst (719) Attack
Implosion (720) Attack
Minor Summoning (725) Utility
Animate Dead (730) Utility
Ensorcell (735) Utility
Planar Shift (740) Utility

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

Constructs, golems, elementals, and non-corporeal undead creatures cannot 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. For information on creating crystals, refer to the link provided.
Gem value is only a factor in the duration of the animation. Valuable 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

Creatures

These can be broken down into three distinct types:

  • animal
These are generally quadrupeds, they use natural attacks (bite, claw, etc.) and may also attack with maneuvers. This type is the least effective animate overall because their attacks do poor damage and cannot be bolstered by the use of a weapon, and they know no magic to be of defensive use either.
  • magical
Creatures which rely primarily on magic as their means of attack. These are generally the least effective attacking animates, though they may know certain defensive spells which can be quite useful to their master. It is important to note that only creatures on the BCS system cast defensive magic upon their masters.
  • warrior
These are creatures which wield weapons and shields. Generally bipedal and often even intelligent these are the best choices for offensive animates. The faster the creature, the better animate it will make. Once animated they may also be instructed to wield a weapon of their masters choice (commonly claidhmores or flaring weapons) to drastically increase their damage potential.

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.

Commands

TELL ANIMATE TO... Action Creature-only Player-only
ATTACK Animate will attack any foe in sight. X
ATTACK {creature|player} Instructs animate to attack the specified target. X
GUARD Animate will attack any creatures that attack its master. Non-BCS animates are not able to guard. X
GO {direction|portal} Animate moves in the specified direction (must be in same room).
FOLLOW Animate will follow its master. Using this command again will stop the animate from following.
STOP Animate will cease most recent command. Will not stop the animate from following.
GET {item} Animate picks up specified item (maximum 2 items). X
DROP {item} Animate will drop specified item. X
MAGIC Instructs the animate to cast defensive/enhancive magic at its master (must be in same room). X
SIT Animate will sit. X
LIE Animate will lay down. X
STAND Animate will stand up. X
DIE Breaks the master's control over the animate. Body will return to its original dead state.

Useful animates

Per Querthose's Guide, the most useful animates tend to be warriors - those that swing a weapon and do little else. Such animates can usually swing a claidhmore (provided by their animator), which can be very effective. Here are some examples of creatures that fit this mold:

Creature Average Level Notes
Bandit Varies If you can afford to take a few swings, look for a fast swinger, and not one with a bow.
Shan warrior 42 Physical attacks, disarm
Shan ranger 42 Only slightly lower AS than a shan warrior, and can be told to cast mobility on you
Tomb troll 52 Rapidly regenerates from any wounds received
Decaying Citadel guardsman 58 Undead animates can hit other undead animates without a blessed weapon
Massive pyrothag 58
Black forest ogre 60 Make sure to pick out a rogue rather than a wizard
Muscular supplicant 67 Ideal animate. Does nothing but swing. If you look around, you can find ones with 3 second attack RT.
Raving lunatic 77 You lose your animate on the way out of the rift, but this is the only option for hitting vvrael (though their DS is usually too high to make it practical).

Ranged hunted can also be useful (e.g. Rotting Citadel arbalester). They will swing a claidhmore at 0 AS, so let them keep the bow. They do not run out of arrows. They will do considerably less damage per attack, but generally attack very quickly.

References