Animate Dead (730): Difference between revisions
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[[Category:Sorcerer Base Spells]] |
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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 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]]. |
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]]. |
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;* [[death|corpse]] |
;* [[death|corpse]] |
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:[[construct family creatures|Construct]]s, [[golem]]s, [[Elemental family creatures|elementals]], and [[non-corporeal]] [[undead]] [[creature]]s ''cannot'' be animated by this magic. Other dead creatures are suitable so long as the sorcerer's [[Maximum Animatable Level |
:[[construct family creatures|Construct]]s, [[golem]]s, [[Elemental family creatures|elementals]], and [[non-corporeal]] [[undead]] [[creature]]s ''cannot'' be animated by this magic. Other dead creatures are suitable so long as the sorcerer's [[Maximum Animatable Level]] (MAL) is equal to or higher then the creature's level, preferably not [[wound]]ed ones. If a creature's suitability for animation is in question, [[ASSESS (verb)|ASSESS]] may be used prior to casting. All player characters can be animated. |
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;* [[crimson salt crystals]] |
;* [[crimson salt crystals]] |
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: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 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. |
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: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. |
: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. |
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==Maximum Animatable Level== |
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== Selecting a Corpse for Animation & Duration == |
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MAL is used to determine the highest level of creature a sorcerer can animate. The following formula is used to determine a sorcerer's MAL (note: a player's MAL is capped at their level + 15): |
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<div {{prettydiv|margin-right=325px}}><tt>'''MAL = (700s ranks, capped at level) - 10 |
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::'''+ (700s ranks over level ÷ 10, max of 5) |
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::'''+ (WIS Bonus ÷ 5) |
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::'''+ (Necromancy Lore Ranks ÷ 10)</tt></div> |
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<blockquote> |
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===Determining Target Level=== |
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[[Corrupt Essence (703)]] has a TD pushdown that is partially based on creature level relative to the sorcerer's level. ([[BCS]] creatures will generate on a range of levels centered around the creature's base level. Example: Shan are a base level of 42, though you may find individual Shan to range from the high 30's to mid 40's.) When animating near one's MAL, it is important to keep track of the individual creature one is attempting to animate. Failure will result in injury. To determine the level of a creature using [[Corrupt Essence (703)]], use the following equation: |
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<div {{prettydiv|margin-right=400px}}><center><tt>'''TD Pushdown = (WISDOM bonus − 1) + (Caster's level - Creature's level)'''</tt></center></div> |
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<div {{prettydiv|margin-right=400px}}><center><tt>'''Creature Level = Caster level + (WISDOM bonus - 1) - TD Pushdown'''</tt></center></div> |
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First, one must determine the creature's normal TD vs. [[Sorcerer Base|sorcerous magic]]. [[Mind Jolt (706)]] is generally the best choice for this purpose, because it will not damage the potential animate's body, and will also stun the target. Next, cast [[Corrupt Essence (703)]] at it. The TD pushdown is the original TD used against the first spell minus the corrected TD against [[Corrupt Essence (703)]]. A character's level and Wisdom bonus values can be found in the [[INFO]] verb. |
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Example: |
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'Sorcerer A' casts [[Pain (711)]] at the creature whose level is to be determined, resulting in a TD of 189. 'Sorcerer B' then immediately casts [[Corrupt Essence (703)]] at the same creature, and the resulting TD is 156. Sorcerer B is level 44 and their Wisdom bonus is 30. Solve for 'C' which is the value of the creature's level. (189-156)=(30-1)+(44-C); 33 = 29 + 44 - C; C = 40. This tells us that the creature in question is level 40, or 4 levels below Sorcerer B. Now the sorcerer may determine, based on their MAL, whether or not they will be able to animate that particular creature. |
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== [[Creature]] Animates == |
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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. |
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. |
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: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 [[claidhmore]]s or [[flare|flaring]] weapons) to drastically increase their damage potential. |
: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 [[claidhmore]]s or [[flare|flaring]] weapons) to drastically increase their damage potential. |
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== [[Character]] Animates == |
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Primarily used as an alternative to dragging fallen comrades, the success of player character animation also has an MAL check based on the target. If a sorcerer's MAL is lower then the character's level, it will NOT make it impossible for the player to animate the corpse, but it will make it more difficult to successfully animate it. |
Primarily used as an alternative to dragging fallen comrades, the success of player character animation also has an MAL check based on the target. If a sorcerer's MAL is lower then the character's level, it will NOT make it impossible for the player to animate the corpse, but it will make it more difficult to successfully animate it. |
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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. |
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. |
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== |
==Resources== |
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*[[Animate Dead (730) (saved posts)]] |
*[[Animate Dead (730) (saved posts)]] |
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*[[Necromantic regeneration potion]] |
*[[Necromantic regeneration potion]] |
Revision as of 16:19, 22 September 2015
Pages with this banner have been affected by development and are in various stages of update progress, but not yet complete.
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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 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 Maximum Animatable Level (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.
Maximum Animatable Level
MAL is used to determine the highest level of creature a sorcerer can animate. The following formula is used to determine a sorcerer's MAL (note: a player's MAL is capped at their level + 15):
- + (700s ranks over level ÷ 10, max of 5)
- + (WIS Bonus ÷ 5)
- + (Necromancy Lore Ranks ÷ 10)
Determining Target Level
Corrupt Essence (703) has a TD pushdown that is partially based on creature level relative to the sorcerer's level. (BCS creatures will generate on a range of levels centered around the creature's base level. Example: Shan are a base level of 42, though you may find individual Shan to range from the high 30's to mid 40's.) When animating near one's MAL, it is important to keep track of the individual creature one is attempting to animate. Failure will result in injury. To determine the level of a creature using Corrupt Essence (703), use the following equation:
TD Pushdown = (WISDOM bonus − 1) + (Caster's level - Creature's level) Creature Level = Caster level + (WISDOM bonus - 1) - TD Pushdown First, one must determine the creature's normal TD vs. sorcerous magic. Mind Jolt (706) is generally the best choice for this purpose, because it will not damage the potential animate's body, and will also stun the target. Next, cast Corrupt Essence (703) at it. The TD pushdown is the original TD used against the first spell minus the corrected TD against Corrupt Essence (703). A character's level and Wisdom bonus values can be found in the INFO verb.
Example: 'Sorcerer A' casts Pain (711) at the creature whose level is to be determined, resulting in a TD of 189. 'Sorcerer B' then immediately casts Corrupt Essence (703) at the same creature, and the resulting TD is 156. Sorcerer B is level 44 and their Wisdom bonus is 30. Solve for 'C' which is the value of the creature's level. (189-156)=(30-1)+(44-C); 33 = 29 + 44 - C; C = 40. This tells us that the creature in question is level 40, or 4 levels below Sorcerer B. Now the sorcerer may determine, based on their MAL, whether or not they will be able to animate that particular creature.
Creature Animates
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.
Character Animates
Primarily used as an alternative to dragging fallen comrades, the success of player character animation also has an MAL check based on the target. If a sorcerer's MAL is lower then the character's level, it will NOT make it impossible for the player to animate the corpse, but it will make it more difficult to successfully animate it.
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.
Resources