Animate Dead (730): Difference between revisions

The official GemStone IV encyclopedia.
Jump to navigation Jump to search
mNo edit summary
Line 14: Line 14:
[[Category:Sorcerer Base Spells]]
[[Category:Sorcerer Base Spells]]


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]].
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 may first be treated with [[crimson salt crystals]] which extend the duration of the spell. 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 ==
== Necessary Components ==
Line 42: Line 42:
=== [[Character]]s ===
=== [[Character]]s ===


Primarily used as an alternative to dragging fallen comrades, the success of player character animation also has an MAL check based on the target (although it appears to be significantly easier than animating creatures). 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 without crimson salts is a flat 10 minutes. If crimson salts are used the duration is 20 minutes + 6 seconds per level of the troll blood used to make them.
Primarily used as an alternative to dragging fallen comrades, the success of player character animation also has an MAL check based on the target (although it appears to be significantly easier than animating creatures). 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 without crimson salts is a flat 10 minutes. If crimson salts are used the duration is 20 minutes + 6 seconds per level of the troll blood used to make them. Using either a [[White flask|white flask]] or [[Symbol of Preservation]] on the corpse prior to casting is recommended to prevent the player from decaying.


== Commands ==
== Commands ==

Revision as of 10:30, 11 September 2015

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 may first be treated with crimson salt crystals which extend the duration of the spell. 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 so long as the sorcerer's MAL is equal to or higher then the creature's level, preferably not wounded ones. If a creature's suitability for animation is in question, ASSESS may be used prior to casting. All player characters can be animated.
If crimson salts are used the duration is 20 minutes + 6 seconds per level of troll blood used rather then the flat 10 minute duration without them. Using SACRIFICE CHANNEL will refresh the duration to the original value. SPREAD CYSTALS ON {corpse} prior to casting to get their benefit. For information on creating crystals, refer to the link provided.
If a gem is used for the animation process it will boost the level of the animated creature by +1 for every 400 value of the gem used, maxed at the caster's MAL. This will include the appropriate combat stats for the creature. The gem must be held in hand when casting to obtain this benefit, though the spell can be cast without a gem if desired.

Selecting a Corpse for Animation & Duration

Creatures

When animating a creature, the duration without crimson salts is a flat 10 minutes. If crimson salts are used the duration is 20 minutes + 6 seconds per level of the troll blood used to make them.

Creatures 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 also has an MAL check based on the target (although it appears to be significantly easier than animating creatures). 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 without crimson salts is a flat 10 minutes. If crimson salts are used the duration is 20 minutes + 6 seconds per level of the troll blood used to make them. Using either a white flask or Symbol of Preservation on the corpse prior to casting is recommended to prevent the player from decaying.

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
EXPLODE Animate will explode, injuring other near-by creatures in the process. (player-friendly, animate is lost) 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 This is the only option for hitting vvrael witches/warlocks (though their DS is usually too high to make it practical). Be sure to tell your animate to stop following before you leave the rift, or else you'll lose it on the way out.
Ithzir scout/Ithzir janissary 89/92 Some of the other ithzir has high DS, but these are still fairly useful. They'll frequently hurl their weapon, though - keep an eye on it.
Triton executioner/Spectral triton defender/Triton combatant/Triton radical 96/98/98/100 All reasonable choices. Defender might be best because it doesn't get wounds, mostly attacks, swings fairly fast, and can hit other defenders without a blessed weapon.

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.

See Also

Return to the top of this page.