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. |