Animate Dead (730): Difference between revisions

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== Necessary Components ==
== 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 flask]]s 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 (animate dead)|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 [[Trolls (animate dead)|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 [[FORAGE (verb)|foraged]] for in certain parts of [[Icemule Trace]], and only during the night hours.
----
For the act of animation itself:
;* [[dead|corpse]]
;* [[dead|corpse]]
:[[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.
:[[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.
;* [[crimson salt crystals]]
;* [[crimson salt crystals]]
:SPREAD CYSTALS ON {corpse} prepares the body for animation, and acts as a form of [[preservation]] as well.
: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]]
;* [[gem]]
: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.
: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.


== Selecting a Corpse for Animation ==
== Selecting a Corpse for Animation ==

=== [[Creature]]s ===

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 [[maneuver]]s. 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 weild 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 weild a weapon of their masters choice (commonly [[claidhmore]]s or [[flare|flaring]] weapons) to drastically increase their damage potential.


=== [[Character]]s ===
=== [[Character]]s ===


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.
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.

=== [[Creature]]s ===


== Commands ==
== Commands ==


{| {{prettytable}}
== More Information ==
|-bgcolor=#cccccc
*[[Animate Dead (guide)|Querthose's Guide to Using Animate Dead]]
![[TELL (verb)|TELL ANIMATE TO...]]
!Action
!Creature-only
!Player-only
|-
|ATTACK
|Animate will attack any foe in sight.
!X
!
|-
|ATTACK <nowiki>{creature|player}</nowiki>
|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 <nowiki>{direction|portal}</nowiki>
|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.
!
!
|}


== References ==
*[http://www.play.net/gs4/info/spells/animate_dead.asp Official Animate Dead Guide]
*[http://www.play.net/gs4/info/spells/animate_dead.asp Official Animate Dead Guide]
*[[Animate Dead (guide)|Querthose's Guide to Using Animate Dead]]
== Related Articles ==
*[[Maximum Animatable Level]]
*[[Maximum Animatable Level]]

Revision as of 19:56, 4 April 2006

Animate Dead (730)
Mnemonic [ANIMATEDEAD]
Duration Special
Type Attack / 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 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. For information on creating crystals, refer to the link provided.
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

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 weild 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 weild 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.


References