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CaptContagious
03-30-2007, 12:14 PM
A grizzled greater bog troll grunts, pointing at you!
!>708 troll right leg
*** TypoHelp: Converted "708 troll right leg" to PREP 708 and CAST troll right leg

You trace an intricate sign that contorts in the air while forcefully invoking Limb Disruption...
Your spell is ready.
!>
You gesture at a grizzled greater bog troll.
CS: +XXX - TD: +151 + CvA: +8 + d100: +36 == +122
Warding failed!
The greater bog troll's right leg snaps in pain.
A grizzled greater bog troll screams and falls to the ground grasping his mangled right leg!
Cast Roundtime 3 Seconds.
!>

A long thorny vine suddenly sprouts from the ground and begins to thrash about violently!
The long thorny vine lashes out at you, wraps itself around your body and pulls you to the ground where it entangles you.
... 25 points of damage!
Hard blow to stomach knocks you back and winds you.
You are stunned for 7 rounds!
Roundtime: 5 sec.
!SPR>
A severed troll leg snaps suddenly, sending droplets of congealing blood in all directions. Its muscles convulse violently, as if with purpose, and it flings itself at a grizzled greater bog troll, but flies wide.
!SPR>
An animated jungle troll chieftain swings a drake greataxe at a grizzled greater bog troll!
AS: +192 vs DS: +99 with AvD: +37 + d100 roll: +40 = +170
... and hits for 38 points of damage!
Wild slash scratches the back of the greater bog troll's hand.

** An animated jungle troll chieftain's drake greataxe flares with a burst of flame! **

... 30 points of damage!
Minor burns to back. Looks uncomfortable.
The greater bog troll howls in agony as the flames dance over his body!
... 15 points of damage!
Minor burns to left eye. Foe blinks back the tears.

!SPR>
The greater bog troll's skin sizzles from his recent burns.

A grizzled greater bog troll stands up with a grunt.
!SP>
An animated jungle troll chieftain swings a drake greataxe at a grizzled greater bog troll!
The greater bog troll dodges just in the nick of time!
!SP>
The long thorny vine lashes out at you, but is unable to grasp you.
!SP>
A severed troll leg wriggles across the ground, twitching like a snake slithering towards its prey, and leaving a trail of blood and flesh. Quickly, it flings itself at a grizzled greater bog troll, but flies wide.
!SP>stand
You are still stunned.
!SP>
The greater bog troll's skin sizzles from his recent burns.

A grizzled greater bog troll swings a rusted peat axe at you!
AS: +250 vs DS: +295 with AvD: +31 + d100 roll: +44 = +30
A clean miss.
!SP>stand
You are still stunned.
!SP>stand
An animated jungle troll chieftain swings a drake greataxe at a grizzled greater bog troll!
The greater bog troll barely dodges the attack!
!SP>
You are still stunned.
The long thorny vine lashes out at you, wraps itself around your body and entangles you on the ground.
... 35 points of damage!
Impressive chest grapple snaps ribs!
Roundtime: 9 sec.
!SPR>
A severed troll leg goes still for a moment, then begins to twitch violently. Soon, it flings itself at a grizzled greater bog troll, knocking him to the ground.
!SPR>
...wait 9 seconds.
!SPR>
An animated jungle troll chieftain swings a drake greataxe at a grizzled greater bog troll!
AS: +192 vs DS: +95 with AvD: +37 + d100 roll: +75 = +209
... and hits for 70 points of damage!
Hard slash to belly severs a few nerve endings.

[You have completed this portion of your Adventurer's Guild task.]
The greater bog troll's body goes rigid and his eyes roll back into his head as he dies.
The deep blue glow leaves a grizzled greater bog troll.
A grizzled greater bog troll seems to lose an aura of confidence.
A grizzled greater bog troll seems to lose some dexterity.
The chieftain wails at the smell of fresh blood!
!SPR>stand
You are still stunned.
!SP>stand
You stand back up.
Roundtime: 5 sec.
!R>
The long thorny vine suddenly stops moving, drops to the ground, and dissolves away.
!R>
A severed troll leg flings itself in to the air one last time, then falls to the ground, still twitching.

Need I say more?

Izzy
03-30-2007, 01:10 PM
You gesture at a grizzled greater bog troll.
CS: +XXX - TD: +151 + CvA: +8 + d100: +36 == +122
Warding failed!
The greater bog troll's right leg snaps in pain.
A grizzled greater bog troll screams and falls to the ground grasping his mangled right leg!
Cast Roundtime 3 Seconds.


If you want to hide your CS, you should take out the endroll, too. It's pretty easy to calculate ;)

Numbers
03-30-2007, 01:31 PM
More often than not, animates are too much of a pain in the ass to get going, and they don't last nearly long enough for all the shit you've gotta go through to even use the spell.

Necromancer
03-30-2007, 02:20 PM
Depends on how smart you are about the process. If you collect a few flasks worth of blood and water at once and simply make your crystals via scripts between hunts, it's not particularly time-consuming at all.

Numbers
03-30-2007, 02:29 PM
Nope, it's still a pain in the ass for not enough payoff.

CaptContagious
03-30-2007, 02:34 PM
Well first I really don't care whom knows my CS. Its just I have seen most people hide it so I continued the policy. As for it not lasting long and being to hard to get going, I make crystals as I wait from being saturated, the troll blood i use to make the crystals is = to my ranks in Neco lore so the duration is great! And I just go and pick out an animate as soon as I am at "you must rest" and by the time i am numb... boom! I got a great animate with plenty of time left and fully spelled and full mana myself.

Skeeter
03-30-2007, 02:35 PM
If you want to hide your CS, you should take out the endroll, too. It's pretty easy to calculate ;)

::cough:::cough::: 245 :::cough:::cough:::

CaptContagious
03-30-2007, 02:38 PM
not even close... its 229 thank you.

CaptContagious
03-30-2007, 02:39 PM
so much for it being easy eh? oh and I would get that cough look'd at.

Skeeter
03-30-2007, 03:11 PM
never said I was good at math.

And I would say it was close, I just subtracted the CVA when I should've added. 16pt difference

Bobmuhthol
03-30-2007, 03:14 PM
<<I just subtracted the CVA when I should've added>>

(other way around)

Skeeter
03-30-2007, 04:32 PM
Le sigh... English and math weren't my best subjects.

Gym and Recess were where my real strengths were.

CaptContagious
03-30-2007, 08:43 PM
So, i want to try and get an animate that is an archer... I know that and critter that carries a weapon can swing anything from OHE to a 2hander Pole arm.. but i have noticed that if you give them a bow.. they swing the bow instead of fire arrows... does it have to be an archer prior to animation for that to work?

Davenshire
03-31-2007, 01:13 AM
That animate post is the shit.

Good way to use them. I am jealous :(


PS - hate HATE!

Fallen
03-31-2007, 11:43 AM
I've only ever found 2 creatures worth going through the trouble of dealing with the spell to animate. A Muscular Supplicant and Ithzir Scouts. I have heard Tritons make good animates, but you are talking about a shit ton of Necro lore.

Necromancer
03-31-2007, 02:03 PM
Certain creatures will use bows. Trali, Supplicants, Scouts, Janissaries, etc. You just learn through trial and error. If it occasionally gens with a bow, then you know it can use it.

As far as Scouts and Supplicants being the only worthwhile animates...that's hardly the case. Though it is the case that they are some of the best animates in the game.

Dybbuk, Shan Rangers (for attacking, mobility, and resist elements), Shan Wizards (for thurfel's and strength), Shan Warriors (for attacking), Fenghai (for thurfel's), Bendiths, Trali, Black Forest Ogre rogues, Black Forest Ogre Wizards (thurfel's), Moulis (strength), Hierophants (mobility, resist elements, attacking), Illoke Jarls, Illoke Elders, War Griffins (try it some time!), Adepts (mote is fun), and any Triton (yes, they really are that good) are some of the better animates in the game.

It's unfortunate that a truly dedicated necromancer doesn't see the truly impressive results of their training until the higher levels, but believe me when I say it's well worth it at that point.

A quick sample of two hunts I found on a log. (Sorry, I'm far too lazy to go searching for the really good clips...like the dissembler I had that imploded about seven creatures to death during one hunt. That was fun)

>An animated triton magus places one hand on top of the other, crossing his palms toward a triton executioner!
An animated triton magus closes his eyes for a moment as he slowly raises his hands to shoulder-level. You hear and feel a resounding low thrumming sound just as a multitude of sharp pieces of debris splinter off from underfoot, savagely assailing the area!
**A triton executioner is forced out of hiding.**
The surroundings advance upon a triton executioner with relentless fury!
CS: +433 - TD: +279 + CvA: +20 + d100: +69 == +243
Warding failed!
One of the large, pointed slivers of mist-covered debris hits a triton executioner!
... 43 points of damage!
... 40 points of damage!
Strike punctures thigh and shatters femur!
A triton executioner falls to the ground grasping her mangled left leg!
The triton executioner is stunned!
... 55 points of damage!
The triton executioner's abdomen is parboiled. The smell is nauseating.
The triton executioner gurgles once and goes still, a wrathful look on her face.
The surroundings advance upon a triton executioner with relentless fury!
CS: +433 - TD: +285 + CvA: +20 + d100: +64 == +232
Warding failed!
A triton executioner is struck by a sharp piece of mist-covered debris!
... 41 points of damage!
... 35 points of damage!
Slash across back of hand, tendons sliced!
The triton executioner is stunned!
... 40 points of damage!
Fuming water vapors make the triton executioner's knees all wobbly.
The triton executioner collapses, gurgling once with a wrathful look on his face before expiring.
As swiftly as the chaos came to be, it recedes again into the surroundings.

>An animated triton magus removes a sapphire-tipped arrow from in his rough leather quiver.
An animated triton magus fires a sapphire-tipped arrow at a triton radical!
AS: +431 vs DS: +237 with AvD: +23 + d100 roll: +91 = +308
... and hits for 93 points of damage!
Strike to wrist severs right hand quite neatly!
The radical's bronze scaling fork falls to the ground.
The sapphire-tipped arrow sticks in a triton radical's right hand!

An animated triton magus drops his seaweed-wrapped longbow and snatches up a corroded bronze scaling fork!
An animated triton magus thrusts with a corroded bronze scaling fork at a triton radical!
AS: +441 vs DS: +251 with AvD: +29 + d100 roll: +78 = +297
... and hits for 140 points of damage!
Blow shatters knee and severs lower leg!
The triton radical gurgles once and goes still, a wrathful look on her face.
A white glow rushes away from a triton radical.

An animated triton dissembler concentrates intently on a siren, and a pulse of pearlescent energy ripples toward her.
CS: +398 - TD: +366 + CvA: +20 + d100: +74 == +126
Warding failed!
The siren shudders with moderate convulsions as pearlescent ripples envelop her body.
The siren is smashed for 26 points of damage!
... 35 points of damage!
Massive blow removes the siren's right forearm at the elbow!
The siren is stunned!
... 35 points of damage!
Massive blow removes the siren's left forearm at the elbow!
The siren's scallop shell shield falls to the ground.
The siren gives a plaintive wail before she slumps to her side and dies.

>An animated triton dissembler points a single golden nail toward a triton radical!
A pale, flickering nimbus coalesces around the triton radical, then vanishes in a brilliant flash!
The white light leaves a triton radical.
The very powerful look leaves a triton radical.
The dull golden nimbus fades from around a triton radical.
A white glow rushes away from a triton radical.

>An animated triton dissembler thrusts with a white ora lance at a triton combatant!
AS: +437 vs DS: +132 with AvD: +32 + d100 roll: +99 = +436
... and hits for 168 points of damage!
Incredible blast shatters head into a red spray.
The triton combatant gurgles once and goes still, a wrathful look on her face.
The triton combatant appears a bit less vulnerable.

Necromancer
03-31-2007, 03:07 PM
>An animated grizzled Ithzir scout swings a troll sword at an Ithzir initiate!
AS: +483 vs DS: +312 with AvD: +44 + d100 roll: +79 = +294
... and hits for 112 points of damage!
Deep slash to the Ithzir initiate's right forearm!
The scintillating white light surrounding the sword fades some.
>target other scoutYou are now targeting an Ithzir scout.
>incant 720
>Youtrace an intricate sign that contorts in the air while forcefully invoking Implosion...
>Your spell is ready.
>You gesture at an Ithzir scout.
>Just as you incant, the Ithzir scout shimmers and fades away, leaving you incanting at nothingness!
Cast Roundtime 3 Seconds.
>Could not find a valid target to loot.
>An animated grizzled Ithzir scout swings a troll sword at an Ithzir initiate!
AS: +483 vs DS: +308 with AvD: +44 + d100 roll: +37 = +256
... and hits for 93 points of damage!
Fast slash to the Ithzir initiate's neck exposes her windpipe.
Quick anatomy lesson, anyone?
The Ithzir initiate vainly struggles to rise, then goes still.

>An Ithzir seer reaches down and jerks an Ithzir janissary upright.
>An Ithzir scout makes no sound as he slips in.
>A greater construct swings its arms together in an attempt to trap you! Encircled by the two massive arms, you are unable to slip out and are crushed between them.
... 30 points of damage!
Hard strike to your left arm breaks tendons and bone!
You are stunned for 5 rounds!
***D'Oh!****


>[Old Ta'Faendryl, Market Road]
A massive wall of earth and vegetation extends on each side of the road and continues on to the east and the west. Here and there, through the obscuring layer of dirt can be seen a gleaming patch of white. To the north the ruined walls and towers of a large city struggle valiantly beneath the weight of the encroaching forest. You also see an *Ithzir scout*, a twisted crystal-tipped staff, *an Ithzir seer*, *an animated grizzled Ithzir scout*, a robed figure, *an Ithzir janissary*, *a greater construct* and a twisted crystal-tipped staff.
Obvious paths: north, south
>An animated grizzled Ithzir scout swings a troll sword at an Ithzir seer!
AS: +483 vs DS: +310 with AvD: +44 + d100 roll: +71 = +288
... and hits for 154 points of damage!
Incredible smash to what used to be a stomach!
The Ithzir seer falls to the ground in a crumpled heap.
The opalescent aura fades from around an Ithzir seer.
>An Ithzir janissary swings a spiral-hafted handaxe at you!
AS: +411 vs DS: +570 with AvD: +29 + d100 roll: +24 = -106
A clean miss.
>An Ithzir scout grimaces as he fumbles helplessly with his drake greataxe.
> * Eridal joins the adventure.
>An Ithzir scout swings a gleaming steel broadsword at you!
AS: +412 vs DS: +534 with AvD: +33 + d100 roll: +97 = +8
A clean miss.
>An animated grizzled Ithzir scout throws a troll sword at an Ithzir janissary!
AS: +468 vs DS: +277 with AvD: +36 + d100 roll: +14 = +241
... and hits for 65 points of damage!
Deep slash to the Ithzir janissary's right forearm!
The scintillating white light surrounding the sword fades some.
Momentum carries a troll sword past an Ithzir janissary to land nearby.
>A greater construct raises its massive foot and attempts to smash you!
AS: +459 vs DS: +544 with AvD: +42 + d100 roll: +89 = +46
A clean miss.


>An animated grizzled Ithzir scout snatches up a twisted crystal-tipped staff!
>Meyhymm just arrived.
>You are still stunned.
>Meyhymm just went north.
>An Ithzir scout swings a gleaming steel broadsword at you!
AS: +412 vs DS: +534 with AvD: +33 + d100 roll: +31 = -58
A clean miss.
>look[Roll result: 124 (open d100: 33)]
An Ithzir janissary swings a spiral-hafted handaxe at your emerald ritual staff and connects!
Your emerald ritual staff is knocked to the ground!
Roundtime: 6 sec.
**Really bad now**

>Meyhymm just arrived.
>An animated grizzled Ithzir scout drops his crystal-tipped staff and snatches up a troll sword!
An animated grizzled Ithzir scout swings a troll sword at an Ithzir janissary!
AS: +483 vs DS: +254 with AvD: +36 + d100 roll: +97 = +362
... and hits for 167 points of damage!
Masterful slash to the Ithzir janissary's lower back!
Spinal cord and life are just memories now.
The Ithzir janissary falls to the ground in a crumpled heap.
The scintillating white light surrounding the sword fades some.
>An Ithzir seer walks in, calmly surveying the surroundings.
>A greater construct raises its massive foot and attempts to smash Meyhymm!
AS: +459 vs DS: +635 with AvD: +39 + d100 roll: +11 = -126
A clean miss.

>An Ithzir scout swings a gleaming steel broadsword at you!
AS: +412 vs DS: +508 with AvD: +33 + d100 roll: +10 = -53
A clean miss.
>An animated grizzled Ithzir scout swings a troll sword at an Ithzir scout!
AS: +483 vs DS: +328 with AvD: +40 + d100 roll: +28 = +223
... and hits for 102 points of damage!
Incredible slash to the Ithzir scout's neck!
Throat and vocal cords destroyed!
Zero chance of survival.
The Ithzir scout falls to the ground in a crumpled heap.
The scintillating white light surrounding the sword fades some.
>You are still stunned.
>Meyhymm gestures while calling upon the lesser spirits for aid...
>Meyhymm gestures at you.
You are no longer stunned.
**Phew!**

>An animated grizzled Ithzir scout swings a troll sword at an Ithzir scout!
AS: +483 vs DS: +324 with AvD: +40 + d100 roll: +40 = +239
... and hits for 95 points of damage!
The Ithzir scout is backed up by a strong slash to his abdomen!
The Ithzir scout is stunned!

** As an animated grizzled Ithzir scout's sword lands home, it sucks the air surrounding it away! **
... 20 points of damage!
Elbow shatters under sudden decompression!
The scintillating white light surrounding the sword fades some.

>An Ithzir seer closes her eyes and bows her head slightly.
>A greater construct swings a massive arm at you!
AS: +463 vs DS: +536 with AvD: +42 + d100 roll: +78 = +47
A clean miss.
> * Aela joins the adventure.
>You pick up a dark emerald ritual staff with a sinuous golden-eyed viper wrapped around it.
>Meyhymm nods.

>An animated grizzled Ithzir scout swings a troll sword at an Ithzir scout!
AS: +483 vs DS: +293 with AvD: +40 + d100 roll: +94 = +324
... and hits for 187 points of damage!
A mighty hit turns the Ithzir scout's insides to outsides!

[You have 11 kills remaining.]
The Ithzir scout clutches at his wounds as he falls, the life fading from his eyes.
The scintillating white light surrounding the sword fades some.
>Meyhymm just went north.
>[Old Ta'Faendryl, Market Road]
A massive wall of earth and vegetation extends on each side of the road and continues on to the east and the west. Here and there, through the obscuring layer of dirt can be seen a gleaming patch of white. To the north the ruined walls and towers of a large city struggle valiantly beneath the weight of the encroaching forest. You also see a dark emerald ritual staff with a sinuous golden-eyed viper wrapped around it, a twisted crystal-tipped staff, *an Ithzir seer*, the Meyhymm disk, *an Ithzir scout that appears dead*, *an Ithzir scout that appears dead*, *an Ithzir seer that appears dead*, *an animated grizzled Ithzir scout*, a robed figure, *an Ithzir janissary that appears dead*, a greater construct and a twisted crystal-tipped staff.
Obvious paths: north, south
>An Ithzir seer walks north.
>An animated grizzled Ithzir scout swings a troll sword at a greater construct!
AS: +483 vs DS: +318 with AvD: +29 + d100 roll: +70 = +264
... and hits for 55 points of damage!
Smash to the kneecap.
The shimmering gold aura surrounding the greater construct flickers momentarily.
The scintillating white light surrounding the sword fades some.
>An animated grizzled Ithzir scout throws a troll sword at a greater construct!
AS: +468 vs DS: +293 with AvD: +29 + d100 roll: +31 = +235
... and hits for 45 points of damage!
Bones in right arm crack.
The shimmering gold aura surrounding the greater construct flickers momentarily.


What're the odds that I would've survived that without my handy dandy animate? (Oh, and a rather convenient unstun didn't hurt either)

This happened right after I posted the last one. I just had to post it; the timing was too good. This is why I love AD.

Fallen
03-31-2007, 05:30 PM
Yeah, I was jelous of that Grizzled Scout when I saw you with it. A lot of those animates you listed are only good for spells. A healthy scroll collection replaces the lot of them. Moulis do cast Mobility, which is important to note.

CaptContagious
03-31-2007, 08:41 PM
I personally am seeing the benefit of animates at my level now. What I started with just a simple jungle troll chieftain, i have now moved on to Hisskra warriors, chieftains and shamans... the manuvers are awesome (tail swipe) and they every now and then shoot poison darts as well as hurling their tridents. The spells the shamans cast are kinda weak and does no good to me, but I wonder if an animated hisskra shaman will raise you if you die...

:: ponders ::

Ignot
03-31-2007, 09:00 PM
I want a necro now.

Fallen
03-31-2007, 09:51 PM
Actually, looks like Moulis do NOT cast Mobiles. Still, strength is useful, if you lack the scroll.

Fallen
03-31-2007, 09:53 PM
One trick to note is to always (if your MAL permits) animate the oldest creature of the type you can find. Often enough, this will make them swing harder, possibly even faster. A good way of testing an animates level is Appraise, which will give you a general sense of how old they are. Another way is to cast 704 (phase) at the creature. The higher the TD (Not counting if they wear spells), the higher the level the animate is.

Note, though, that this will likely affect how long you can keep the creature animated. Still, I rather have a very fast animate for a short while than a very slow animate for a slightly longer while.

Necromancer
03-31-2007, 11:34 PM
I'm actually going to disagree with you there Evarin. The highest level creature is often not your best bet. Not only are you eating it for duration for the sake of a few AS points, but you may be choosing an inferior creature in terms of speed and other abilities. Generally you want to choose the lowest level swinging creature that can do a sufficient amount of damage against what you are hunting. You may be able to animate Dhu Goleras, but a muscular supplicant will still be the better animate hands down. Plus you'll keep it around quite a bit longer.

CaptContagious
04-01-2007, 05:22 AM
Anyone know if animates can pick up and keep weapons that fell off a critter which normally would fall apart and turn into dust? I was hunting Skeletal soldiers and had an animated hisskra warrior with me. a lesser moor wight came in and first off was wielding a characol-grey invar broadsword... which I havent hunted lesser moor wights alot but I didnt think they carried them. I killed one and when i searched it... no broadsword... so the next one that came in was also wielding the same type of broadsword. I 708'd its weapon arm and it dropped it. almost instantly my animate snatched it up and started using it. When the moor wight died.. the broadsword was gone and my animate was empty handed... I bugged it but was wondering if this has happened to anyone else?

Fallen
04-01-2007, 11:38 AM
I'm actually going to disagree with you there Evarin. The highest level creature is often not your best bet. Not only are you eating it for duration for the sake of a few AS points, but you may be choosing an inferior creature in terms of speed and other abilities. Generally you want to choose the lowest level swinging creature that can do a sufficient amount of damage against what you are hunting. You may be able to animate Dhu Goleras, but a muscular supplicant will still be the better animate hands down. Plus you'll keep it around quite a bit longer. >>

I probably should have better stated my viewpoint on animating the oldest. What I meant was, if you are set on animating a Muscular Supplicant, then try to animate the oldest Supplicant you can. You will suffer a loss of duration, which could be slight to moderate depending on your necro ranks and level. However, you will gain a Supplicant that is faster, and swings harder.

I would never advocate animating the oldest thing you can. Hence my statement of all but 4-5 creatures in the game suck for animating (For combat purposes).

Also, casting Strength at an animate seems to be the most efficient way to get the most out of one in terms of spell placement. I very rarely see an animate get attacked outside of maneuvers and area affect spells. So, running the full gamut of defensive spells as I used to do seems rather useless. Dont waste your mana.

Finally, the best weapon I have found for an animate is an E-bladed lance. Animates do not take into account weapon weight or type (If they swing a weapon to begin with) they will swing a dagger as fast as they will a lance. If you are hunting something that is puncture proof, I believe either a claidhmore (will have a lower AS, and can't hit magical creatures) or an E-bladed Troll Sword, as Querthose often plays with is in order.

StrayRogue
04-01-2007, 11:41 AM
Can you animate Grizzled mobs?

Fallen
04-01-2007, 11:42 AM
Anyone know if animates can pick up and keep weapons that fell off a critter which normally would fall apart and turn into dust? I was hunting Skeletal soldiers and had an animated hisskra warrior with me. a lesser moor wight came in and first off was wielding a characol-grey invar broadsword... which I havent hunted lesser moor wights alot but I didnt think they carried them. I killed one and when i searched it... no broadsword... so the next one that came in was also wielding the same type of broadsword. I 708'd its weapon arm and it dropped it. almost instantly my animate snatched it up and started using it. When the moor wight died.. the broadsword was gone and my animate was empty handed... I bugged it but was wondering if this has happened to anyone else? >>

Most creature weapons only remain around for as long as the creature that genned is alive. Once the creature is dead and looted, the weapon will turn to dust on the next interaction with it. They used to turn to dust instantly once outside the creature's hands, but they changed that as people could just disarm a creature, then break its weapon. They have to make them crumble at ALL because some creature weapons have tweaked stats. Weighting and the like. Also, a ton of clutter on the ground slows the game after a certain point.

You are always going to be better off bringing a weapon for the animate to use. Phase it if weight is a problem, or pull a Querthose and have your demon carry it. I would suggest an E-bladed Lance, an E-bladed maul (for puncture proof), or a claidhmore. That +20 DS is nice, though.

Necromancer
04-01-2007, 11:43 AM
Lances and Awl-Pikes are a necromancer's best friend

Fallen
04-01-2007, 11:43 AM
Can you animate Grizzled mobs? >>

Yes. Querthose posted a log of it earlier in this thread.

StrayRogue
04-01-2007, 11:44 AM
Heh, I'll post next time I get a boss mission against one then, if they're that useful.

Fallen
04-01-2007, 11:45 AM
Oh, another trick for getting your animate spells is to have them attack a (preferably consenting, heh) wizard/ranger. As so long as the wizard can take the shots that the creature is dishing out, they will be able to cast any defensive spell they want at it which isn't self spell only.

Fallen
04-01-2007, 11:47 AM
Heh, I'll post next time I get a boss mission against one then, if they're that useful. >>

What do you hunt? An animated Seer or Adept wont be TOO useful. You cannot animate Constructs. A Grizzled War Griffin would be fun, if you have insano Necro lore. If in the Temple, I think there are several awesome types.

No idea if Vaespillions or Lost Souls can be animated.

StrayRogue
04-01-2007, 11:49 AM
I usually hunt the temple. The guild sometimes gives me keen monsters though. Most usually it's supplicants I'm set after.

Liberi Fatali
04-01-2007, 11:57 AM
Did I ever post the log of when I invaded Solhaven and GM-Brauden fucked me over? I brought an animate MTK into Solhaven, then I WARNED EVERYONE that I was about to invade, giving them a five-minute head-start to clear the streets before I came in. I then proceeded to make 25 troll kings, with about 8 arms still growing. All of a sudden, then:

>
An animated massive troll king just arrived.
>l
[Solhaven, Bayside Road]
The cobblestone street runs southwest, parallel to the Bay. To the northeast, the road begins climbing the cliffs. An oddly shaped structure stands nearby, a polished wooden plaque hanging over the door. Well-dressed residents head purposefully in and out of the building. You also see an animated massive troll king.
Obvious paths: northeast, south, southwest
>l
[Solhaven, Bayside Road]
The cobblestone street runs southwest, parallel to the Bay. To the northeast, the road begins climbing the cliffs. An oddly shaped structure stands nearby, a polished wooden plaque hanging over the door. Well-dressed residents head purposefully in and out of the building. You also see an animated massive troll king.
Obvious paths: northeast, south, southwest
>l
[Solhaven, Bayside Road]
The cobblestone street runs southwest, parallel to the Bay. To the northeast, the road begins climbing the cliffs. An oddly shaped structure stands nearby, a polished wooden plaque hanging over the door. Well-dressed residents head purposefully in and out of the building. You also see an animated massive troll king.
Obvious paths: northeast, south, southwest
>

The city official says, "Well, Jenovadeath, I hope you've learned your lesson now. You may go." With that, the official walks over to you and sets you free.

The city official mutters something under his breath as two burly assistants come in and drag the set of wooden stocks and the basket away.
>l
[Solhaven, Bayside Road]
The cobblestone street runs southwest, parallel to the Bay. To the northeast, the road begins climbing the cliffs. An oddly shaped structure stands nearby, a polished wooden plaque hanging over the door. Well-dressed residents head purposefully in and out of the building. You also see an animated massive troll king.
Obvious paths: northeast, south, southwest
>l
[Solhaven, Bayside Road]
The cobblestone street runs southwest, parallel to the Bay. To the northeast, the road begins climbing the cliffs. An oddly shaped structure stands nearby, a polished wooden plaque hanging over the door. Well-dressed residents head purposefully in and out of the building. You also see an animated massive troll king.
Obvious paths: northeast, south, southwest
>peer ne
You peer northeast and see ...

[Solhaven, Bayside Road]
You can barely hear the roar of the Cairnfang falling into Solhaven Bay from here. The Bay stretches out before you, moonlight glinting on the deep blue waters. Dwarves, elves, half-elves, and humans push southward, headed into the city. You also see some broad flagstone steps.
Obvious paths: south, southwest
>peer sw
You peer southwest and see ...

[Solhaven, Bayside Road]
The crowds thicken as they push deeper into town. To the southwest, you notice the outline of a dock against the waters of the bay. Eastward, you can see wagons trundling down the street towards the cliffs. Nearby, a lone fisherman stands poised on the rocks, casting his line into the sea.
Obvious paths: northeast, east, south, southwest
>peer s
l
>You peer south and see ...

[Solhaven, Conch Street]
A small clapboard warehouse stands nearby, painted a drab grey. Giantmen pull small wagons loaded with boxes eastward, towards the foot of the cliffs. Guards trot alongside, eyeing the crowd for signs of trouble.
Obvious paths: north, east, west
>
[Solhaven, Bayside Road]
The cobblestone street runs southwest, parallel to the Bay. To the northeast, the road begins climbing the cliffs. An oddly shaped structure stands nearby, a polished wooden plaque hanging over the door. Well-dressed residents head purposefully in and out of the building. You also see an animated massive troll king.
Obvious paths: northeast, south, southwest
>
The wall of force disappears from around you.
>140
You gesture while calling upon the lesser spirits to aid you with the Wall of Force spell...
Your spell is ready.
You gesture.
A wall of force surrounds you.
Cast Roundtime 3 Seconds.
>
* Xorsha just bit the dust!
>think Time's up!
You focus on projecting your thoughts...
Roundtime: 5 seconds.
>l
[Solhaven, Bayside Road]
The cobblestone street runs southwest, parallel to the Bay. To the northeast, the road begins climbing the cliffs. An oddly shaped structure stands nearby, a polished wooden plaque hanging over the door. Well-dressed residents head purposefully in and out of the building. You also see an animated massive troll king.
Obvious paths: northeast, south, southwest
>
A huge Vornavian soldier runs in.
>
A huge Vornavian soldier swings a claidhmore at you!
AS: +1000 vs DS: +745 with AvD: +34 + d100 roll: +77 = +366
... and hits for 173 points of damage!
Brain driven into neck by mammoth downswing!
The brilliant luminescence fades from around you.
The silvery luminescence fades from around you.
You feel less confident than before.
The tingling sensation and sense of security leaves you.
The powerful look leaves you.
You return to normal color.
You become solid again.
You no longer feel so dextrous.
The air about you stops shimmering.
You feel your extra strength departing.
The glowing specks of energy surrounding you suddenly shoot off in all directions, then quickly fade away.
A dark shadow seems to detach itself from your body, swiftly dissipating into the air.
The dim aura fades from around you.
The very powerful look leaves you.
The white light leaves you.
The bright luminescence fades from around you.
The deep blue glow leaves you.
You sense a loss of the connection between you and your animate.
The troll king continues to struggle for life!
An animated massive troll king falls to the ground in a heap.
The air calms down around you.
The buzz of thoughts in your mind subsides.
You feel less secure.
The wall of force disappears from around you.
The light blue glow leaves you.

It seems you have died, my friend. Although you cannot do anything, you are keenly aware of what is going on around you...

You realize that you have no outstanding favors which Lorminstra owes you, and without having accomplished a deed for Her, your soul is in danger of vanishing from the land forever!

...departing in 10 mins...
>
* Jenovadeath just bit the dust!
>l
[Solhaven, Bayside Road]
The cobblestone street runs southwest, parallel to the Bay. To the northeast, the road begins climbing the cliffs. An oddly shaped structure stands nearby, a polished wooden plaque hanging over the door. Well-dressed residents head purposefully in and out of the building. You also see a huge Vornavian soldier and a massive troll king.
Obvious paths: northeast, south, southwest
>
A huge Vornavian soldier runs out.
>
You sense Kinshack looking in on you.
>
Suddenly you have the strangest feeling that you are being watched.
The feeling fades as quickly as it came.
>
Suddenly you have the strangest feeling that you are being watched.
The feeling fades as quickly as it came.
>l
[Solhaven, Bayside Road]
The cobblestone street runs southwest, parallel to the Bay. To the northeast, the road begins climbing the cliffs. An oddly shaped structure stands nearby, a polished wooden plaque hanging over the door. Well-dressed residents head purposefully in and out of the building. You also see a massive troll king.
Obvious paths: northeast, south, southwest
>
Kinshack's group just arrived.
>
Kinshack's group just went northeast.
>
Kinshack's group just arrived.
>
[Roll result: 150 (open d100: 10)]
Kinshack hurls himself at a massive troll king and connects!
Kinshack knocks a massive troll king flat and quickly jumps to his feet!
>
Kinshack says, "Nice work Jenovadeath."
>report I'm not smirking in the least at that micky mouse bull squash.
Kinshack swings a burnished silver katana at a massive troll king!
AS: +492 vs DS: +401 with AvD: +34 + d100 roll: +97 = +222
... and hits for 79 points of damage!
Gruesome slash opens the troll king's forehead!
Grey matter spills forth!
The troll king continues to struggle for life!
The troll king continues to struggle for life!
>
REPORT should only be used to notify the GemStone IV staff of emergency situations or gamewide technical errors. Please use ASSIST for general support.

___________________________

Notice how he fucked up? It gave me the "you have been released from the stocks message", even though I wasn't in any stocks.

So after that, I got raised and went back to Darkstone and got another MTK. I came back again and made more TK's, when Brauden showed up with his huge soldier once more. Instead of killing me and the MTK's, he just made them disappear. No messaging at all. They just started to vanish. It was such a load of bullshit.

Drisco
04-01-2007, 12:36 PM
A huge Vornavian soldier swings a claidhmore at you!
AS: +1000 vs DS: +745 with AvD: +34 + d100 roll: +77 = +366
... and hits for 173 points of damage!


Wow he kicked your ass. Could anyone be able to stand up against that attack?

TheEschaton
04-01-2007, 12:37 PM
Tsin could. I imagine a few others could as well, with outside help (Tsin has outside help which is controlled by him).

-TheE-

GuildRat
04-01-2007, 12:47 PM
1000 AS with a claid and even Tsin has his ass for breakfast.

Drisco
04-01-2007, 01:05 PM
What is the highest DS Attainable with self spells?

Liberi Fatali
04-01-2007, 02:09 PM
What is the highest DS Attainable with self spells?

I'm not exactly sure without giving it a try (but my accounts have been closed for a while now, so someone else will have to attempt). I'd say around 850, though. However, that includes my 10x shield, 8x weapon, 10x armour, and DB items -- so it will vary from person to person, I reckon.

The highest I've ever got my DS is 1023, and that was with every spell on a scroll I could find, as well as the Cleric-cast spells 307, 310. I did not have a Bard with me at the time, so I assume it could go even higher than 1023. Yes, I also had darkness and spirit fog going as well.

Drisco
04-01-2007, 03:49 PM
ahh toatly had a brain fart.. Forgot about enchanted armor shields and what not.

Fallen
04-01-2007, 04:39 PM
The highest I've ever got my DS is 1023, and that was with every spell on a scroll I could find, as well as the Cleric-cast spells 307, 310. I did not have a Bard with me at the time, so I assume it could go even higher than 1023. Yes, I also had darkness and spirit fog going as well. >>

I have gotten my DS above 1000, but it was much the same as Jenova, I was wearing every spell available. With a 10x DB item, I could do pretty good against a 1000 AS. But, if the GM was willing to cheat that badly, he would just double the AS to 2k.

Necromancer
04-01-2007, 04:39 PM
Adepts are actually quite useful as animates. They cast Call Wind, Cone of Lightning, and use their mote often enough. Just make sure they have a nice weapon. Seers are next to worthless honestly; though they do a good job of keeping things in RT with maneuvers. Griffins are easy to overlook, but they're actually quite neat. They have a nice DF with one of their physical attacks, they call wind often, and they're great at putting everything in the room into RT with shriek. It's also a lot of fun to watch them kick arse with their charge maneuver and their grab-and-drop (even though it doesn't do much against most creatures)

In the Temple I prefer Dissemblers (for their FI and empathy), Radicals (for their 1630, 1615, and great AS), and Magi (for casting Nature's Fury whenever an executioner is hiding). Sirens can be fun as well, though they don't ward things particularly well (they do swing really quickly if you are strategic about their Song of Tonis).

Drisco
04-01-2007, 04:42 PM
Any Animate that can cast Haste on you?

Fallen
04-01-2007, 04:47 PM
Hmm. Not that I know of. However, animates can have haste can ON them, and it speeds their movements up a bit. Atleast Supplicants, Scouts, ect. Dont know about non-BCS creatures.

Drisco
04-01-2007, 04:56 PM
Nah was more intrested in having Haste casted on me, then I wouldnt have to be jelouse of my wizard and its 1 sec rt.