Necromancer guild

This is a temporary help file until a better version
is provided.  It will hopefully clear up some confusion
and point new players in the right direction regarding
the new concepts of Necromancer.  Please submit a more
useful version of necromancer guild help based on the
normal guild help task requirements.

Basic Concepts: Animating

Animating a pet is a multi-step process. There are a few
skills and spells you will need to use at various stages.

 Skill: Amputate - used to amputate a specific part from
a dead corpse. Note: study anatomy will tell you what parts
a target will yield before it is dead, study corpse does
the same after you've killed it

 Skill: Extract - used to extract a brain from a dead corpse,
much like amputate except brain is the only target used for
animation.  Other targets can be used with minor animation,
which is not related to pet creation any longer.

 Skill: Implant - used to implant a brain into your creation.
This must be done in the laboratory (animation room), details
on animation room are below

 Spell: Major Animation - used to animate your soul vessel once
it has been fully assembled.  

See Also: help soul vessel, help spell major animation, help
animation room

Basic Concept: Animation Room

The animation rooms are laboratories in the guild hall.  It is
from here that you can view the parts contained in your locker 
(you don't carry parts or corpses around anymore), secure them
to your table, inspect your table to see the current progress
of your soul vessel, and determine if you are ready to animate.
Once ready, you can cast major animation to animate what is on
the table.

  Material:  Ingots - wth are ingots used for?  Well, it's like
Frankenstein's bolts.  3 ingots are applied to the creation so
that it's vital functions can be restarted.  You simply carry
the ingots in your inventory and use the 'apply ingots' command
from within the animation room.

Advanced Concept:  Soul Vessel Configuration

Soul vessels are comprised of 4 total parts.  The parts can be
one of 4 locations: arms, head, torso, legs.  The parts can be
one of 3 classifications: scoundrel, warrior, or enchanter. Each
part can be one of 6 types: humanoid, nonhumanoid, animal, aquatic,
dragon, or avian.  The combination of parts will determine what type
of creation you animate, and not all combinations are viable for
animation.  Puppet Masters can use their advanced skill to determine
if their soul vessel will animate, others will just have to use trial
and error.

The classification of part determines what stat bonuses it will receive
when it is first created.  After creation, it is up to you to fuse armor
for additional stat gains.  All creations start at tier 1, which limits 
the total benefits it can recieve from equipment.  As you advance through
the 4 tiers of power you will notice your pet stats will scale up as well.

NOTE:  Currently, all 4 parts must be of the same type and must fill
one of each location.  That will change in the future as more combinations
become available.  Players will be informed in some fashion when this
occurs.

Advanced Concept:  Soul Vessel Brains

Brains are special parts in that they determine what type of pet you
will create.  They have 4 types where parts only have 3: melee, ranged,
blaster, healer.  The type of brain received is based on the type of
corpse from which it was taken.  The brain also has a level and the brain
used must be similar to the average level of parts. Once animated, pet
classification cannot be changed.  However, Puppet Masters are able to
modify brain classifications via the phrenology skill.

Basic Concept: Dues

Dues are received from draining lifeforce of a target.  At first, siphon
life is the only means of draining, and will provide only a small amount
of dues.  Eventually more effective spells become available, and more
lifeforce drained means more dues.

Basic Concept: Lifeforce Link

You are always linked to at least your own lifeforce, in the form of
sps, unless you change your link via the 'lifeforce link' spell. Whenever
a Necromancer drains lifeforce from a victim/target it is always
redistributed
via the lifeforce link.  The effeciency of this distribution is based on
your
training, being least efficient before learning advanced necromancy and
most
efficient after learning master necromancy.  Spells that make use of the
lifeforce link will contain the following in their help description:
'This can be directed with a lifeforce link.'

Basic Concept: Shadowgate

Shadowgate is a Necromancer's ability to get close to the Plane of the
Dead,
without actually ending up dead.  They are isolated here and have a limited
list of allowable spells and skills.  Entering the shadowgate will leave
behind a wraith-like copy of the Necromancer until he/she is able to
command
a phylactery.  From within the shadowgate, the necromancer can communicate
via his or her wraith and can choose to return to the same location that
they
left.