Difference between revisions of "Animate Dead (730)/saved posts"
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*[[SACRIFICE (verb)/saved posts]]
*[[SACRIFICE (verb)/saved posts]]
Latest revision as of 22:46, 14 March 2017
HSN Update Release
Hi Everybody! It's time for Animate Dead (730) to get its big update!
First, the Maximum Animatable Level (MAL) for animates has been revised to: (700s ranks, capped at level) - 10 + (700s ranks over level / 10, max of 5) + (WIS Bonus / 5) + (Necromancy Lore Ranks / 10). The entire formula is capped at the caster's level + 15.
Second, the components of the spell are now optional! Feel free to simply PREP and CAST the spell to make it work. With this change the duration of the spell has changed to a flat 10 minutes, but if crimson salts are used the duration is 20 minutes + 6 seconds per level of troll blood used. Using SACRIFICE CHANNEL will refresh the duration to the original value.
Third, 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.
Fourth, Sorcerers may now use ASSESS on a corpse to see if it is suitable for animation before casting at it.
LAST BUT NOT LEAST (My favorite part), animates have learned a new ability: Corpse Explosion! Simply TELL ANIMATE TO EXPLODE will cause your animate to... explode! The explosion is player friendly, and will affect a number of targets up to 2 + 1 per every 20 Necromancy Lore ranks. The explosions are elementally themed based on the caster's attunement, and elemental lore training in the element of the explosion will increase the damage of the explosion. The explosion uses the Standard Maneuver Roll and training in Necromancy Lore increases the chances for the explosion to hit its targets.
Here are some additional updates:
- Animate Dead (730) has been updated so that the maximum animatable level is now caster's level + 20.
- Due to the significantly increased accessibility of the spell, we've had to lower the duration of enhancement spells cast by animates. The duration is limited to the remaining duration of the animate itself.
- Soulstone wands now: (1) increase the caster's MAL by 5 (able to go above the normal cap), (2) boost the animate's level by 10 (still stacks with a gem), and (3) when POINTed at an animate, will renew its duration.
- Wyrwood rattles now grant a sizeable bonus (~25%) when held and summoning a demon (stacks with a runestone).
One other update to Animate Dead (730): you may now re-animate a player once the first animation ends (due to time running out, being disconnected, etc).
Troll's blood for Animate Dead (730) has been updated such that Grimswarm trolls of any level will contribute to the animate's duration (no longer capped at level 63). In addition, every level of the troll that is used will now increase the animate's duration by 15 seconds (formerly 6) per. As such, an animate can now last up to 45 minutes when using level 100 troll's blood.
Follow-up post #3451: "Unfortunately, it's only effective for new blood collected hence forth." -Estild (re level of troll)
> Since hurling is off the table on systems getting fixed, can animates be coded to not hurl just like they have been coded to not hide?
Alrighty! Animates should no longer decide that it's a good idea to hurl a non-throwing weapon... They'll still throw throwing weapons if they're holding them though.
> If I understand correctly, if you decide to use components, then you can use either a gem or crystals, or you can use both.
> Except for the kind of blood used to make crystals, does the quality of salt crystals affect MAL or anything else? What I really want to know is if there is still a reason for me to put on my large collection of necromancy enhancives when making crystals.
Nope. The quality doesn't affect MAL or anything like that. I WOULD suggest wearing all those necromancy enhancives during the corpse explosion though. :)
> I've exploded a corpse a few times and it's been cold damage each time. I am not attuned to any specific element. Is it actually random or is cold the default?
It is actually random. There is no default.
> As for giant kobolds... sounds fun, but I mean, we can't make them THAT big, can we? With a 8000-silver gem, they'd be level 21? (BTW would purified gems increase the animate level further?)
The value of the gem is all that matters for the consideration of increasing creature level with 730. As far as giant kobolds, you can probably only actually make them so big, yes. But if someone DID manage to have a 32k-silver gem, that would make a level 81 kobold! Hilarity value is probably the only actual reason to do this though. (Famous last words...)
> I was just updating the Wiki to reflect the HSN changes to the spell and noticed MAL applied to players as well as creatures (I honestly had no clue that was the case, but I've never really had the need to transport a players corpse that was much higher then my own level). Is this still the case after the changes and, if so, is the formula to determine the MAL for a player's corpse the same as that used for creatures (the Wiki presently hints two different formula are used)?
MAL is not calculated differently for player corpses. It is still used to as part of the 'Modifiers' that the caster sees in the roll, but it does not stop you from animating a player. As an example, a sorcerer with a MAL of 40 is still allowed to animate a level 60 player where they would not be allowed to animate a level 60 critter. However, a sorcerer with a MAL of 40 would have a more difficult time animating a level 60 player than a sorcerer with a MAL of 80 would.