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View Full Version : Some animate questions



whiteflash
05-22-2010, 05:19 PM
Played with that spell for the first time, was fairly entertained. Couple questions about duration and animate usage in the rift. About how long do those things last? 50 ranks of necro lore, using someone elses 150 rank crystals, assume diamond level gem. Also, any way to keep your animate when going back to the caverns, or are animates basically one use in the rift.

Oh, and the reason I tried it was because I wanted this witches sword.

An animated raving lunatic swings a gold-hilted steel claidhmore at a Vvrael witch!
AS: +371 vs DS: +358 with AvD: +31 + d100 roll: +96 = +140
... and hits for 96 points of damage!
A mighty hit turns the Vvrael witch's insides to outsides!
The Vvrael witch crumples to the ground motionless.
The brilliant luminescence fades from around a Vvrael witch.
The bright luminescence fades from around a Vvrael witch.
The silvery luminescence fades from around a Vvrael witch.
A Vvrael witch becomes solid again.
A Vvrael witch glances around, looking a bit less confident.
The tingling sensation and sense of security leaves a Vvrael witch.
The Vvrael witch no longer bristles with energy.
A Vvrael witch appears somehow different.
P>stance guard
P>
You are now in a guarded stance.
P>stand
You stand back up.
>sear wit
You search the Vvrael witch.
She had an ora longsword.
You discard the witch's remaining useless equipment.
She didn't carry any silver.
She had a white opal on her!
You pick up a white opal.
She had nothing else of value.
Black tendrils of anti-mana seep from a Vvrael witch's corpse, consuming her.
>stow l
Away assumes that l is short for lapis.
Away: Putting lapis with other Gems using STOW.
You put a white opal in your spidersilk backpack.
>get long
You pick up an ora longsword.

Fallen
05-22-2010, 06:43 PM
For some odd reason I don't think creatures of the Rift are allowed to leave it. As for duration, i'm not sure exactly how lore and gems augment the duration, but here is the info from the official site:



Animate Dead works off a concept called Maximum Animatable Level (MAL). This means that if a creature is above your Maximum Animatable Level, it is not animatable. The MAL is based on the sorcerer’s level, Sorcerous Lore, Necromancy ranks, and the quality of crystals used. The quality of crystals is based on the Sorcerous Lore, Necromancy ranks of the sorcerer who created it (it is possible to use crystals created by another sorcerer) and the level of the creature from which the components for it were gathered. Training in Mana Control, Elemental and Mana Control, Spiritual also contributes to the success of animation.
When animating creatures, the duration is based on the number of levels the sorcerer’s MAL is above the creature being animated. For example, a level 90 sorcerer animating a level 10 creature will have a very long duration. Another important factor in duration is the level of animation success. This is based on d100 warding roll, Sorcerous Lore, Necromancy ranks, and the Discipline stat. The final duration factor lies in the value of the gem that was used in the alchemic process. Gems with higher value will add to animation duration. Any gem used with a value below 600 silvers will decrease the duration.