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 Post subject: Re: NECROMANCER
PostPosted: Mon Jan 24, 2011 6:45 am 
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Far to late to read all of that post Yoz as I'm about to pass out... But I knew where Zombie Bullshit comes from! L4D. Zoey says it from time to time in the elevator in the hospital. *claims 10 points and falls asleep*

{Indeed! You earn 10 points!} ~ Yoz

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 Post subject: Re: NECROMANCER
PostPosted: Mon Jan 24, 2011 8:30 am 
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of_shattered_origins wrote:
Also, I'd like to see DIFFERENT bases. We have a number of pets and interesting mystical creatures that could be used for bases. There is a lot of potential there.


true... but I imagined a minor problem with that, would you really really wanna see something like

Chimaera<25gp> Chimaera are great beasts.The head of a lion, the body of a bear and the wings of a dragon. These beasts are very powerful, and intelligent. A bit hard to control at times, but stronger than a Gryphon.

but now it has been modified to make itself more kickass...

i can add in some more fairly easily if you want it, but you gotta leave some room for customs down the line.

yozshand wrote:
Base- 29 (10 weaks, 10 mediums, 7 strong, 2 powerful)
Augmentations- 43 (14 weak, 21 medium, 8 strong)
Weapons- 11 (4 weak, 4 medium, 3 strong)
Armour- 11 (4 weak, 3 medium, 4 strong)

Total- 94 Spells... hopefully big enough and diverse enough that everyone is different. This might seem like a lot, Mages afterall only have 52 spells, but the majority of them require you to cast a base spell first, reducing the effective number of spells.
This is crazy. I'll allow it, of course, but if I can I'll trim out some abilities.

it seems really really big but it isn't in the long run, eventually you'll have a lot of options, but everything requires a base to be cast as well, you can be using a base + 3 other spells in one go so an increased number is kinda needed.


Quote:
Necromancers can summon as many creatures as their life force allows. There is a limit to their power though, and many Necromancers over the years have found it. They tried to summon far too vast an army for their life forces to handle and it killed them off. Each Necromancer has eight essence in which they can use before losing control, and each level of creature takes a certain amount of essence to maintain. (Weak 1, Medium 2, Strong or Powerful 3. Meaning no Necromancer can have more than 2 strong or powerful creatures at a time.)
Why not have powerful creatures at 4? That makes sense to me, and it still allows two powerfuls to be on the field at the same time, if someone is so inclined. Not that I like that idea personally, I would actually be more comfortable with powerful at 5 points.
i think this may have been copy/pasted and edited from the original animist page easily changed.

the gold thing again i think was copy/pasted as well again think of a number *looks at ssk*

the rest will take awhile for me to go through and weigh up each and every one, incase some of the unit changes you want me to do actually really change anything... for example increasing the quillspine on to 4 units reduces the bases it can go on gimme a while to go through it.


end note, you misinterpreted the equipment, they each only take up one unit, the units on each item are the items units, meaning if your clever with your augmentations or get some nice custom ones you can modify them like bases

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 Post subject: Re: NECROMANCER
PostPosted: Mon Jan 24, 2011 5:42 pm 
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Khan Novaneau wrote:
the rest will take awhile for me to go through and weigh up each and every one, incase some of the unit changes you want me to do actually really change anything... for example increasing the quillspine on to 4 units reduces the bases it can go on gimme a while to go through it.
That was, more or less, the point.

end note, you misinterpreted the equipment, they each only take up one unit, the units on each item are the items units, meaning if your clever with your augmentations or get some nice custom ones you can modify them like bases.

Be sure to make that clear, lest it get confusing.

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 Post subject: Re: NECROMANCER
PostPosted: Mon Jan 24, 2011 7:17 pm 
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Yes Gold and Powerful Creature worth was copy paste job. Just change it to what Yoz said. 4gold 5SP.. I think one powerful at a time is more than fair.

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 Post subject: Re: NECROMANCER
PostPosted: Tue Jan 25, 2011 10:30 pm 
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My main shtick is that there are a lot of repeat spells. It just doesn't sit well with me.

Why do that when you can balance it differently, and perhaps offer a stronger usability to it?

Raise Kobold: The Necromancer raises either a zombie or skeletal version of a Kobold, a nasty agile little creature with sharp teeth. The skeletal version relies more on agility and speed to attack, whereas the zombie version is tougher but has pointed nails to attack with too. 2x per battle, weak [Insert numbers here]

Humanoid Zombie: The Necromancer raises the zombie of a humanoid creature from the races class. This creature is slower than its skeleton counterpart, but is physically stronger and more robust. Also, it carries one racial trait with it from the grave. 2x per battle, medium [Insert some numbers here too]

Humanoid Skeleton: The Necromancer raises the skeleton of a humanoid creature from the races class. This creature is weak against blunt damage, each solid hit dealing twice as much HP damage as usual. However, the skeleton resists bladed and magical attacks, each solid hit dealing half as much. Being skeletal, it does not carry any racial traits. 4x per battle [yeah, numbers]

Ogre Beast: The Necromancer raises a powerful ogre from the grave. Due to its immense size, only part of its body has decomposed... giving the creature access to both skeletal and fleshy augments. It is a blah blah blah, towering over creatures, blah blah, crush stuff, blah blah, powerful 1x per battle [Insert stuff]

Also... we could do something interesting with how augments are acquired. What if every time a necromancer added a base to his arsenal, he got a weapon or armor at half the strength.
Ie: someone acquires the elephant base, and they get a strong augment as well


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 Post subject: Re: NECROMANCER
PostPosted: Tue Jan 25, 2011 10:53 pm 
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of_shattered_origins wrote:

Also... we could do something interesting with how augments are acquired. What if every time a necromancer added a base to his arsenal, he got a weapon or armor at half the strength.
Ie: someone acquires the elephant base, and they get a strong augment as well


Two for one? Uhm, I think not. Unless of course it works sort of like the spellcaster stuff, then that's a little better.

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 Post subject: Re: NECROMANCER
PostPosted: Thu Jan 27, 2011 2:40 am 
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of_shattered_origins wrote:
My main shtick is that there are a lot of repeat spells. It just doesn't sit well with me.

Why do that when you can balance it differently, and perhaps offer a stronger usability to it?

Raise Kobold: The Necromancer raises either a zombie or skeletal version of a Kobold, a nasty agile little creature with sharp teeth. The skeletal version relies more on agility and speed to attack, whereas the zombie version is tougher but has pointed nails to attack with too. 2x per battle, weak [Insert numbers here]

Humanoid Zombie: The Necromancer raises the zombie of a humanoid creature from the races class. This creature is slower than its skeleton counterpart, but is physically stronger and more robust. Also, it carries one racial trait with it from the grave. 2x per battle, medium [Insert some numbers here too]

Humanoid Skeleton: The Necromancer raises the skeleton of a humanoid creature from the races class. This creature is weak against blunt damage, each solid hit dealing twice as much HP damage as usual. However, the skeleton resists bladed and magical attacks, each solid hit dealing half as much. Being skeletal, it does not carry any racial traits. 4x per battle [yeah, numbers]

Ogre Beast: The Necromancer raises a powerful ogre from the grave. Due to its immense size, only part of its body has decomposed... giving the creature access to both skeletal and fleshy augments. It is a blah blah blah, towering over creatures, blah blah, crush stuff, blah blah, powerful 1x per battle [Insert stuff]

Also... we could do something interesting with how augments are acquired. What if every time a necromancer added a base to his arsenal, he got a weapon or armor at half the strength.
Ie: someone acquires the elephant base, and they get a strong augment as well


well the zombie and skeletal bases have differing values.. Generally zombie bases have more hp than skeletal bases but less units to work with, skeletals have less hp but are easier to work with as well as generally being a little faster. It also differs between the races. hmm i had the idea of giving some of the bases lesser versions of their races strengths and weaknesses, like drows operating in darkness but being weak to forms of magic. Should i consider reimplementing this? or perhaps the past souls idea that was in the original i showed you a long long time ago.


Quote:
Also... we could do something interesting with how augments are acquired. What if every time a necromancer added a base to his arsenal, he got a weapon or armor at half the strength.

I'm a little with yoz with this one, necro's will likely start off a bit weaker than other classes due to not starting with much in the way of bases and augmentations, but this would increase their strength way fast, 3-4 battles in they could be as strong as my character which has existed for a long time.

I'm not against a pointing system though similar to the custom one, every so many points in bases or skills they get a freebie, but not everytime they get a new spell

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 Post subject: Re: NECROMANCER
PostPosted: Sun Feb 13, 2011 9:42 pm 
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*poke*

Is there something I could help with to move things along?

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 Post subject: Re: NECROMANCER
PostPosted: Wed Feb 23, 2011 7:40 am 
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Sorry unfortunately when trying to work on several things at once one of them often gets neglected more than the the others. If you wanted to help mss could you compile a new list with the changes yoz wanted and send it to me? It would extremely helpful. Currently I'm trying to make the base list a little more exotic as per oso's suggestion.

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 Post subject: Re: NECROMANCER
PostPosted: Wed Feb 23, 2011 7:59 pm 
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k. I'll send it to you tonight.

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 Post subject: Re: NECROMANCER
PostPosted: Thu Feb 24, 2011 12:26 am 
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Here is 'my' fix. Decided to post instead of PM in case someone wants to point out a mistake I made. Unless it was just deleting a character I tried to get all my edits coloured for the viewing pleasure of all those interested.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


Base- 27 (9 weaks, 9 mediums, 7 strong, 2 powerful)
Augmentations- 43 (13 weak, 24 medium, 6 strong)
Weapons- 11 (3 weak, 5 medium, 3 strong)
Armour- 11 (4 weak, 3 medium, 4 strong)

Total- 92 Spells

Necromancer

Starts with 4 gold, robe, curved dagger
3 skills (2 Weak, 1 Abomination) 4 spells (two weak two medium) (To be combined and spent on Animation or Augmentation Spells)

Necromancers are practitioners of life in a way, but only in a very macabre way. When creatures die part of their souls stay within the bones of their corpse, as memories of their old life. Necromancers realised that they could lend the once living flesh and bone a little bit of their own life to re-spark the flames of life. Necromancers have the power to form the bones and tissues into whatever shape they wish, but the memories in the bones make it harder to form them into shapes to far from what they once were.

Necromancers can summon as many creatures as their life force allows. There is a limit to their power though, and many Necromancers over the years have found it. They tried to summon far too vast an army for their life forces to handle and it killed them off. Each Necromancer has eight essence in which they can use before losing control, and each level of creature takes a certain amount of essence to maintain. (Weak 1, Medium 2, Strong 3, Powerful 5. Meaning no Necromancer can have more than 2 strong or a single powerful creature at a time.)

There are two styles of Necromancy, that which focuses upon the few, and that which focus upon the many. The side that focuses upon the few, specialises in making a few powerful creatures by means of Augmentations (special alterations to the original corpse). Whereas the side that focuses on the many tries to raise a vast army of weaker creatures in an attempts to win by sheer numbers.

Due to the inherent risk of summoning the dead, Necromancers often have to fight for their lives. As such Necromancers tend to be better fighters than other spell casters, or at least evaders if nothing else.

Animating creatures work in two different ways. When animating a corpse the Necromancer must chose if he wants to summon a basic (or base corpse) or if he wants to augment it with special traits of other corpses. A base corpse is raised almost instantly, however, if the Necromancer augments the corpse more time is needed. Each corpse has a certain amount of Units that can be spent on Augmentation; however, for every three Units spent (Rounded up) an additional post is required to animate the creature.

Augmentations
Augmentations are the ability a Necromancer has to alter his summons. They can range from enhanced bones, to flames, or other special abilities. Most augmentations have a restriction or Bone, Flesh, Humanoid, or Feral, or a combination of the 4. Augmentations are given to summons while they are being summoned and can not exceed the number of units each corpse is given. Augmentations also slows down the summoning process, as the bones and flesh must first be altered; for every 3 units spent on Augmentations an extra post must be spent summoning.

Abomination Skill
The pride and joy of any Necromancer is the abomination. The abomination is a beast of merged and mangled corpses coming together as one being. When a Necromancer creates an abomination they take pieces of animations they know to summon. There are two ways of summoning an abomination. The first way is to have summoned all the right pieces and taking the parts from these creatures (Still animated or not. Any animated creature used will automatically be destroyed.) In this way the abomination will be animated after one whole post. The second is to summon the creature directly from the earth, this however takes 1 use of all the spells needed to create the abomination, and will also take one post plus a post for every 2 summons needed. (The two ways can not be combined. As in if 2/3 of your summons are already on the field, you can not summon an abomination by simply offering a use of the third.)
*Abominations can only be made up of bases equal to or below the level of the skill spent to make them.

Example
Steamy.
Steamy is the first abomination of 'Bob, Builder of the Dead.' Steamy is made of 2 different corpses a Human Zombie and a Wolf Zombie. He is mostly human, only having the fangs, snot, and claws (On both hands and feet). However he is a bit quicker than the average zombie human. (2HP/ Medium/ Feral-Humanoid- Flesh/ 5 Units)


BASES

FERAL BASES

Snake: Slithering reptile up to 2m in length, has a venomous bite which causes slight dizziness and loss of balance for 1 post. Extremely vulnerable to the cold, next to useless in frigid climates.[1HP/Weak/Feral/Flesh/2 Units] 3x

Undead Impling Base: This spell summons a small imp, about the size of a buckler, in zombie form onto the field. It is highly agility based and has a pair of sinewy wings that gives it limited flight. It is more of an annoyance than anything but has a large capacity for enchantments. [1HP/Weak/Humanoid/Feral/Flesh/4 Units] 1x per battle

Rat Base: Just that small furry, with a relatively harmless but still painful bite. Their incredibly weak destroyed by even weak attacks, but they are good for suicidal distractions while you raise a stronger minion, or a nasty surprise with the right augmentation. Can be raised 2 at a time using 2 uses but only one of the two can be augmented per post. [1HP/Weak/Feral/Flesh/2 Units] 5x

Lesser Feline Base: This spell summons a house cat or feline of similar size in skeletal form onto the field. It is highly agility based and wields natural claws and teeth as weapons. [1HP/Weak/Feral/Skeletal/2 Units] 2x per battle

Lesser Canine Base: This spell summons a pit bull or canine of similar size in skeletal form onto the field. It is more strength based and wields natural claws and teeth as weapons. [2HP/Weak/Feral/Skeletal/4 Units] 1x per battle.

Lesser Avian; Removed

Feline Base: Cat up to a bobcat or similar size in skeletal form, these felines are fast, with razor claws, large fangs and they are also able to leap considerable distances. [2HP/Medium/Feral/Skeletal 3 units] 2x

Canine Base: This spell summons a Wolf or canine of similar size in skeletal form onto the field. It is more strength based and wields natural claws and teeth as weapons. [3HP/Medium/Feral/Skeletal/4 Units] 2x per battle.

Greater Feline : Feline up to the size of a Tiger or similar size in skeletal form, these felines are fast, with razor claws, large fangs powerful jaws and they are also able to leap considerable distances. [3HP/Strong/Feral/Feral, 4 units] 2x

Greater Canine: This spell summons a Wolf or canine twice the size as normal of similar size in skeletal form onto the field. It is more strength based and wields natural claws and teeth as weapons. [4HP/Strong/Feral/Skeletal/4 Units] 2x per battle.

Bear: Your typical bear, it can stand at almost 3m tall and 300kg, insanely strong but not the fastest creature around. Capable of dealing heavy hits or tanking solid blows the bear is definitely a welcome addition to any animists arsenal. Flesh based.[5HP/Strong/Feral/Flesh/5 Units] 1x

Gorilla: Summons a gorilla, Strong enough to rip a car door from its hinges this beast is a poweful front line fighter, its also the only other base other than the Impling that has hands and can suffer humanoid augmentations. Flesh-based. [4HP/Strong/Feral-Humanoid/Flesh/4Units] 1x

Elephant: Gigantic, heavy, usable trunk, extremely strong. An elephant once raised is nigh impossible to stop. Unfortunately apart from its trunk the rest of it moves fairly slowly but it's still a force to be reckoned with. Number of posts to raise this base begins at 2 rather than 1. [7HP/Powerful/Feral/Flesh/9 Units] 1x

HUMANOID BASES

Halfling Zombie: The fleshy corpse of a Halfling. It is small and extremely slow, lacking attack power but surprisingly durable. [2HP/Weak/Humanoid/Flesh/3Unit] 2x per battle

Halfling Skeleton: The skeletal corpse of a Halfling. It is small, lacks combat power and defence. It does have an advantage of its above average speed however and is hard to hit. [1HP/Weak/Humanoid/Skeletal/3Units] 2x per battle

High Elf Zombie: The fleshy corpse of a High Elf. Due to their frail a weak structure in life, the High Elf Zombie is not as durable as other flesh creatures. [1HP/Weak/Humanoid/Flesh/3Units] 3x per battle

High Elf Skeleton: The skeletal corpse of a High Elf. The skeletal High Elf has little in the ways of attacking but is slightly more agile than the Human Skeleton. [1HP/Weak/Humanoid/Skeletal/3Units] 3x per battle

Human Zombie: The standard for flesh corpses. The zombie Human has its strength and durability but is slow, due to the frequency of Human corpses however it has more uses. [2HP/Medium/Humanoid/Flesh/6Units] 3x per battle

Human Skeleton: The standard for skeletal corpses. The skeletal Human has diminished strength and durability, but it is faster than the zombie and slightly more malleable. [1HP/Medium/Humanoid/Skeletal/5Units] 4x per battle

Drow Zombie: The animated corpse of a fleshy Drow. They are more agile than even Human Skeletons, however the strength and durability is lacking. They also suffer the same weakness to incorporeal magic. [2HP/Medium/Humanoid/Flesh/5Units] 3x per battle

Drow Skeleton: The skeletal corpse of a Drow. Agility is nearly the only thing that this base has going for it. They are weak, easily smashed, and suffer from incorporeal magic, they are slightly more malleable. [1Hp/Medium/Humanoid/Skeletal/4Units] 4x per battle

Sylvaan Elf Zombie: The zombie corpse of a Sylvaan Elf. The Sylvaan Elf is slightly stronger than Human Zombies and can blend into the forest. They are adapt at pulling back bowstrings. [2HP/Medium/Humanoid/Flesh/5Units] 2x per battle

Sylvaan Elf Skeleton: The skeletal corpse of a Sylvaan Elf. Faster, slightly stronger, and more adept at pulling back bow strings when compared to a Human Skeleton. [1HP/Medium/Humanoid/Skeletal/4Units] 3x per battle

Dwarf Zombie: The fleshy corpse of a proud Dwarf. The Dwarves have always been thick skinned and strong. They are the slowest of zombies but they are among the most durable. [4HP/Medium/Humanoid/Flesh/5Units] 2x per battle

Kiltharr Skeleton: The skeletal corpse of a Kiltharr. By far the most agile and fastest of all humanoids. It has claws and fangs of bone for attacking, but lacks defensive powers. [2HP/Strong/Humanoid/Skeletal/5Units] 2x per battle

Ssar Zombie: The fleshy corpse of a Ssar. The Ssar has thick scales offering protection; he has fangs, claws, and a tail. However, their bulk slows their movement speed by a moderate amount. Any feral tail based Augmentations can be given to the Ssar. [3HP/Strong/Humanoid/Flesh/7Units] 2x per battle

Orc Zombie: The fleshy corpse of a mighty Orc. Not as durable as the Dwarf, but with more strength. It excels with with two handed weapons, and compared to the other bases, shows more control and attack speed when using them. [3HP/Strong/Humanoid/Flesh/7Units] 2x per battle

Rathol Zombie: The fleshy corpse of a mighty alpha-male Rathol. It is the largest humanoid, very fast, very strong, claws, fangs, and the only creature to be both humanoid and feral. [4HP/Powerful/Humanoid-Feral/Flesh/8Units] 1x per battle

AUGMENTATIONS

Standard Augmentations

Attach Muscle Strength: adds additional muscle to a corpse increasing its strength about the same as a weak skill would on any other character. A corpse can only have one Attached Muscle augmentation. [2 Unit, 2 Uses, Flesh] (Weak)

Enhanced Calcium: By adding more calcium to a skeletal corpse, it can be given an extra hit point. [2 Units, 3 Uses, Bone] (Weak)

Spark teeth: While being raised from the earth two of the bases teeth are replaced with a flint and stone, as such the creature can make a small flash spark any time it wants, capable of setting more flammable things on fire. [1 Unit, 1 Use, Flesh/Bone] (Weak)

Harden skin: Using their magic as a source of heat the Necromancer turns the skin of a flesh base into a kind of hardened leather, making it more resistant to slashing attacks. Although this does not give additional hit points, it assure that only well placed and powerful blows will damage the creature properly. [3 Units, 2 Uses, Flesh] (Weak)

Attach Muscle Speed: Adds an additional muscle to a corpse, increasing its running speed the same as a weak skill would, not an increase to agility. A corpse can only have one Attached Muscle Augmentation. [2 Units, 2 Uses, Flesh] (Weak)

Attach Muscle Flexibility: Adds additional muscle to the corpse increasing its flexibility and agility, making it better suited to dodge attacks. [2 Units, 2 Uses, Flesh] (Weak)

Third Eye: Attaches a magical eye upon a base's forehead. This eye does nothing for the creature itself, its use is for the necromancer itself. The eye grants vision to the necromancer as if he were seeing the vision himself. However this is not without weakness, as they eye also transmits pain to the Necromancer, replicating whatever blow or damage it may suffer into the mind of the master. Not only is the third eye a weakness of the creatures, but the vision can only be comprehended when the necromancer's eyes are closed. [2 units, 2 Uses, No Restriction] (Weak)

Frozen Bone: The summoned skeletal creature is coated with a layer of frost. This frost gives off an aura of cold that chills the area around it. More effective in cool climates, this augmentation also makes the creature highly resistant to water and ice abilities, but have a high resistance lowering effect when dealing with fire or heat based abilities. [3 Units, 3 Uses, Bone] (Medium)

Spikes of Bone: Creates bony spikes across the body of any skeletal creature. The size of the spikes depends on the area it is attached to, the larger the area the larger the spikes. On the firsts, a small area, the spikes are roughly an inch long, while on the chest the spikes are nearly three times that.
[3 Units, 2 Uses, Bone] (Medium)

Burning Bone: The summoned skeletal creature is surrounded by flames all over their body. The flames cause minor burns and can be used to light things on fire, but can be put out by a water or ice ability stronger than a weak. [3 Units, 3 Uses, Bone] (Medium)

Bulging stomach: The stomach of this base bulges with a potent mix of flammable liquids and gases held under pressure, which, one time only it can spew forth from its mouth for several meters. This mix absolutely reeks, and can cause minor nausea to anything that smell it, even the necromancer himself. Amount of 'vomit' depends on size of base. [3 Units, 1 Use, Flesh] (Medium)

Decay: Death stinks... I mean really stinks. Some corpses smell so bad that it actually makes it hard to concentrate while they're close to you. If a corpse with this augmentation is near you the smell messes with your concentration, slightly increasing the casting time of abilities, this is far more potent on races like the Rathol and Kiltharr. [4 Units, 2 Uses, Flesh] (Medium)

Bone Dust: This augmentation covers a skeletal base with bone dust, the first time this base it struck hard enough to lose a hit point, this bone dust shakes free and becomes a cloud. It causes itchy skin, irritated eyes, and if breathed in a burning nose and throat. Not exactly damaging but it mighty put the opponent into a vulnerable position to be attacked. [3 Units, 2 Uses, Bone] (Medium)

Tumour: Creates a soft fleshy tumour somewhere on the base. This tumour, while not actually giving any defence, may catch bladed weapons which strike it within its mass, making it difficult to free them. [2 Units, 2 Uses, Flesh] (Medium)


Exploding Zombie: A thin magical barrier is placed within the bases stomach in order to separate two individually harmless liquids. However, this barrier can be removed at the Necromancer's command or by a powerful blow to the creature's gut. After which the liquids mix and have an extremely violent reaction, in which the base bulges before exploding. The explosion itself is mostly harmless, only shrapnel damage where a majority of the shrapnel is flesh, there is however some bone. The flying guts and debris cause strong nausea to those caught in the blast radius. [4 Units, 1 Use, Flesh] (Strong)



FERAL AUGMENTATIONS

Claw and Fang: This augments the skeletal creature go grow its fangs and claws to double in size. In the case of humanoid creatures their fingers are pointed and sharpened into long claws, as their teeth grow larger and sharper. [2 Units, 4 Uses,Feral, Bone] (Weak)

Scorpion Pincer: Adds one scorpion arms to the torso or shoulder joint of a beast. These act exactly like a normal scorpion's except that their size is proportionate to the beast they are placed on. If severed from the beast by an attack while holding something within them, the claw maintains a death grip on the object. [2 Units, 2 Uses, Feral] (weak)

Carapace: Adds an insect like carapace onto the Feral base, modifying its appearance and increasing its resistance to slashing attacks. Blunt and piercing attacks are unaffected.[2 units, 2 uses, Feral] (weak)

Bunny leap: By modifying the hind legs of a feral base with rabbit like quality the bases ability to leap in any direction is increases by about 2 metres. [2 units, 2 uses, Feral] (weak)


Snake bite: Gives any Ferals Base's bite the ability to dizziness and loss of balance for a single post. [2 units, 1 use, Feral] (Weak)

Cheetah Swiftness: Increases the movement speed of the feral base greatly, and of course being undead they don't feel the exhaustion like the cheetah. However, successful attacks on these enhances bases while moving at high speed cause an additional hit point of damage. [3 units, 1 use, Feral] (Medium)

Camouflage: Changes the colour scheme of the Feral base's fur, skin, scales etc. to make that of their surrounding making it easily for them to blend in and create ambushes. [2 units, 2 uses, Feral, Flesh] (Medium)

Bristling fur: Replaces the Feral bases fur with a bone like equivalent, that, while looking and acting the same, is actually razor sharp to any that touch them. [3 units, 1 use, Feral, Flesh] (Medium)

Bellowing Roar: Gives the ability to unleash a roar so powerful that it moves the air itself, creating a small pressure wave which travels for several metres and hits with moderate force, can only be used once. [3 units, 2 uses, Feral] (Medium)

Acid Spit: Gives the feral base a pouch within it's body allowing it to spit a corrosive liquid over a distance of 10 feet, this liquid feels like boiling water. This liquid can be fired twice, and for an unknown reason is extremely effective against summons and undead. [3 Units, 2 Uses, Feral, Flesh] (medium)

Scorpion Tail: Tail that can be added to any Beast type base. While not prehensile it does have a stinger that can poison the target. This poison can only be used once, similar to a special, and if the attack lands, the victim is weakened physically for their next 2 posts. [2 Units, 3 Uses, Feral] (Medium)

Crustacean Plate: This Augmentation adds crab like armor plating to the back of a flesh beast base, that flares out from the side. The effect is similar to covering the beasts back with a metal shield, however this attachment has the side effect of softening the underbelly of the beast making it more vulnerable to attack. The added weight will likely slow the creature down as well. [4 Units, 2 Uses, Feral/Flesh] (Medium)

Quill-spine: Bristles the feral bases back with with innumerable spines similar in construction to an enchilada or hedgehog. While they will somewhat protect the creature from attacks, the true purpose is somewhat more sinister. When an object brushes them they drive themselves with force into the object before detaching, leaving themselves in the opponent. Constantly causing pain, until they are removed which in itself is even more painful. [4 Units, 2 Uses, Feral/Flesh] (Medium)

Greater Quill Spine: Bristles the feral bases back with with innumerable spines similar in construction to an echidna or hedgehog. While they will somewhat protect the creature from attacks, they true purpose is somewhat more sinister. When an object brushes them they extend by about an inch driving themselves with force into the object before detaching, leaving themselves in the opponent. Constantly causing pain, until they are removed which in itself is even more painful. How these differ from the normal kind of quill spine is that inside each one is a neuro-toxin which slows the limb struck for 1 or 2 posts. The poison is inversely proportionate to the size of the feral its placed on, a rat having the most potent and a bear having the least. [4 Units, 1 Use, Feral/Flesh] (Strong)

Enlarge: Potentially one of the strongest Feral augmentations. Enlarge enlarges the base being raised from the ground, increasing its size by about 50% and giving it 25% more hit points (rounded up) However it uses all of the Bases Units and cannot be used on powerful Bases. [All Units, 1 Uses, Feral, Flesh/Bone] (Strong)


Greater Bat Wings: Attached great black bat wings, proportionate in size to the base. These wings allow weak and medium bases to fly for 4 posts before having to rest for 2. On a strong or above however it does not give the ability to fly given the weight of the creature. Instead it can be used as a one time shield to prevent an attack from causing the lose of hit points to the base (within limits) and on large creatures it can flap hard enough to cause a small dust cloud. [5 Units, 1 Use, Feral] (Strong)

HUMANOID AUGMENTATIONS

Bone Claws: Extension of the fingernails of the base by four inches, as well as sharpening then into blades with sharp points, certainly a more effective augmentation on faster bases. [1 unit, 3 uses, bone/flesh, humanoid] (weak)

Rage Zombie: Augments a humanoid zombie into a rage, increasing the speed, agility, and strength beyond what the corpse could of done in life, no fear of muscle tear and all that. However the major downside is the lack of control that comes with the augmentation. Its as much as the necromancer can handle just to keep it focused on the right target. The creature does not take orders and does not defend itself, and if the beast can attack it must attack, taking the necromancers one attack per post. [4 Units, 1 Use, Humanoid-Flesh] (Medium)

Weapon: Bone shield: Hardens, shapes and adds to the bones of the forearm of one corpse. Forming it into a bone shield. This shield circular in shape being as wide as the forearm is long. The bone shield is capable of weathering weaker attacks without lose of hit points, but does come with certain disadvantages. Stronger attacks will shatter the shield and the arm along with it. The added weight of the extra bone slightly slows the arm on which it is formed. And no other attachments or enhancements can be placed on that arm. [2 Units, 2 Uses, Bone, Humanoid] (medium)

Splintering blade: This augmentation can only be used on blades made out of bone (eg sword arm augmentation). The augmented blade now leaves tiny bone splinters when ever it cuts an opponent causes a little more pain, and making the wound less likely to stop bleeding. [2 unit, 2 Uses, Bone, Humanoid] (Medium)


_____Still needs fix___________
Weapon: Sword arm: Hardens, shapes and adds to the bones of the forearm of one corpse, forming it into a double edged blade. While it is as sharp as a normal steel weapon the bone isn't quite as strong, so parrying and blocking strong blows isn't recommended as it can break the sword. For obvious reasons this can only be formed on humanoid corpses. [2 Units, 2 Uses, Bone, Humanoid] (Medium)

Weapon: Mace: Hardens, shapes and adds to the fist of a corpse, fusing it permanently into a heavy ball shaped mass. Increases the bludgeon strength of the arm, but the weight slows the arm on which its formed. [3 Units, 1 Uses, Flesh, Humanoid] (medium)

Attach Muscle Slugger: Adds muscle to a single arm of a corpses increasing its speed or strength (User's choice) each by the same as a medium. [2 Unit, 2 Uses, Flesh, Humanoid] (Medium)

Splintering blade: This augmentation can only be used on blades made out of bone (eg sword arm augmentation). The augmented blade now leaves tiny bone splinters when ever it cuts an opponent causes a little more pain, and making the wound less likely to stop bleeding. [1 unit, 2 Uses, Bone] (Medium)

________Still need fix______________
Bone Spike Spears: Bone spike spears are giant spikes the size of short swords. When augmented to a bone humanoid, the creature forms one of these curved blades on each of their forearms. The spikes are made of enhanced calcium and are fairly durable. They are good for blocking and stabbing. [3 Units, 2 Uses, Bone/Humanoid] (Medium)

Meat Shield: Gives an extra layer of flesh to the base, giving it an extra hit point, extra defense, and making it somewhat bigger. With enough momentum it can deliver quite a strong charge. However the extra flesh had to come from somewhere, and this augmentation leaves the corpse without its two arms. [3 Units, 2 Uses, Flesh] (Medium)

Attached Limbs: Attaches two extra arms to any humanoid corpse. Of course skeletal units get skeletal arms and flesh creatures flesh arms. The limbs are firmly attached below the original two, and they are functional enough to hold weapons. This corpse is naturally better at grappling if it can get its hands on an opponent. [5 Units, 2 Uses, Humanoid] (Strong)

Giant: This augmentation increases the size of any humanoid corpse to giant proportion. This makes the corpse grown in size by half and gives it more strength accordingly. [6 units, 2 Uses, Humanoid] (Strong)




Animist Weapon Bases
Animist equipment spells are a somewhat unique branch of their magic. In a way they are bases in their own right, and can be summoned seperately from an animists normal bases, however a weapon base consumes one unit while held by a base, meaning that if a base has no free units then it cannot pick up a weapon base. In fact, should he wish, even the animist himself can use these weapons. Of course there are downsides to this seemingly convenient summons, as opposed to the spells build onto a base itself equipment bases generally have fewer uses than their augmentation equivilents. They also have hit points meaning that for the lower tier weapons can be broken by a solid attack. They aren't without their uses though, some equipment can actually be augmented in its own right. There are no powerful weapon bases and custom weapon bases can only be up a strong in strength. It's theorised that a few powerful spells exist.



Bone Dagger : A simple bone dagger, it can deliver nasty cuts and if used right can be deadly. [2 uses][1 unit][1 hit][Weak]

Bag of Heads: A sack made from skin containing heads, they can be thrown for decent blunt damage although the real effect comes from the shock and horror of having rotting heads hit you. The bag contains two rotting heads, two skulls and two brains. Most creatures with hands can use this as it requires little skill, the stronger the creature the stronger the throw. [1 use] [2 units][1 hit] [Weak]

Skull Mace: A mace made out of bone the only difference is that that instead of a hard metal on top of the stick there is a large thick skull used to hit with. It is easy to use and can be equipped by most undead. [1 use] [2 units][1 hit] [Weak]

Bone Maul: A large blunt weapon made from bone, it requires considerable strength the use effectively but can deliver a good blunt hit. [1 use] [2 units][2 hit] [Medium]

Bone Short Sword: A short sword made of bone, it possesses much of the same characteristics as a normal short sword. It is not the most easy weapon to use but can be very effective in the right hands. [1 use] [2 units][2 hit] [Medium]

Bone Bow: A short bow cleverly crafted out of bone, it comes with 5 arrows but requires some co-ordination and skill to use so zombies beware. [2 uses] [2 units][1 hit] [Medium]

Bone Axe: An axe made out of bone, it is fairly heavy but can be wielded in one hand with the right strength, it is fairly easy to use and can deliver a nasty hits when wielded with the right strength [1 use] [2 units][1 hit] [Medium]

Spinal Whip: The complete spinal cord of a human, it has been made flexible and acts much the same as a normal whip. However it has been improved by sharpening the bones giving it a very painful and deadly lash. [1 uses] [2 units][1 hit] [Medium weapon]

Giant's Terror: A truly massive weapon which size alters depending on who it was summoned for, the favoured weapon of giants and golems. It appears to be a massive double headed axe apart from the fact that one of the axes blades is actually blunt like a hammer. It requires very little skill to use but a lot of strength. [1 uses] [4 units][3 hit] [Strong]

Bone Battle Sword:A long and deadly blade, it is in between a long sword and a rapier. It can be used to block but also can do some real damage. It requires some skill to use. [1 use] [3 units][2 hit] [Strong]

Bone Great Sword: A massive two-handed blade that changes size depending on the user. It requires little skill to use but can deal some serious damage with the right strength behind it. [1 uses] [4 units][3 hit] [Strong]

ANIMIST ARMOUR BASES
While still bases in their own right, armour bases can only be summoned onto a base. This is done after the base is raised from the earth and the area the armour is summoned onto cannot move for the post it is attached, for example attaching gloves prevents the skeleton from using its arms, boots means it can't move and is vulnerable. Each piece of armour takes up one unit of the base it is summoned onto, meaning that if the base has no free units it cannot be equiped with armour. Also only one piece of each type per skeleton unless stated otherwise. (only one set of boots, one sets of gloves etc). Once again like the weapon bases armour pieces can in some ways be augmented themselves, using the listed units in each spell, and in the case of paired items (gloves, boots) any augmentation on one is mirrored on the other. There are no powerful armour bases and custom armour bases can only be up a strong in strength. It's theorised that a few powerful spells exist.


Flesh Gloves: A thick fleshing pair of gloves, they can defend against one blunt hit without affecting the hits of a creature unless subject to a high amount of blunt damage, which will still damage the hands. Stabbing or slashing attacks may go straight through. The gloves share the hit so destroy together. Any undead which hands can wear gloves unless stated otherwise. [2 uses] [1 unit] [1 hit] [weak]

Bone Boots: Thick bone boots complete with shin guards protect from the foot to the knee. They can take one good hit before smashing. The number of boots summoned depends on the number of legs of the summon. All the boots share the same hit.[2uses] [2 unit] [1hit] [weak]

Bone Shield: A small bone shield, it can be equipped by most undead with hands although it requires some skill to use correctly. It provides two extra hits before breaking, a good blunt hit would destroy it in one.[2 uses] [2 units] [2 hits] [weak]

Bone Arm-guards: A set of bone arm-guards going covering all the arm, complete with a set of bone gloves. They protect decently from a single hit before breaking. [2 uses][2units] [1 hit] [weak]

Flesh Body: the creatures entire chest is covered in a thick flesh similar to the flesh gloves. It stops at the neck and doesn’t cover the arms or below the waist. A good piercing or slashing attack would still injure what ever it protected. [2 uses] [4units] [2 hit] [medium]

Rib Bone Chest Plate: The chest plate of bone looks like a rib cage covering the whole chest in a protective cage. It is heavy and quite movement restrictive but gives good protection, its somewhat weaker against hammer type attacks as apposed to slashing ,unless the attack goes through the gaps in the ribs. [2 uses][4 units] [3 hit] [medium]

Flesh Shield: A fleshy mess of a shield, there is a chance that sharp weapons will get stuck in this when they strike it. It is fairly good at taking blunt damage but weak against slicing/peircing damage. [2 uses] [2units] [2 hits] [medium]

Full Flesh Armour: A full set of flesh armour, it is quite strong akin to leather. It covers the whole body, legs, arms, and head, a hit anywhere will damage one of the hits and when it has all gone the whole armour destroys. A good piercing attack would still injure what ever it protected, but blunt is easily defended against. [1 use] [5 units] [4 hits] [strong]

Bone Tower Shield large shield made from bone, it can take a considerable beating before being destroyed. However the shield is quite heavy, movement restrictive and tricky to use effectively. [1 use] [3 units] [3 hits] [Strong]

Shroud Cloak: A mysterious black cloak, it significantly improves the speed of the wearer and make the area around them a permanent shadow. [1 uses] [3 units] [1 hits] [strong]

Full Boneplate: A full set of thick bone plate armour, it protects well against most attacks and can take a massive beating before being destroyed. However it is very heavy and movement restrictive. Piercing attacks do increased damage. [1 use] [6 units] [5 hit] [strong]

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 Post subject: Re: NECROMANCER
PostPosted: Mon Apr 04, 2011 8:07 pm 
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How close is this to being ready as a class? I would like to see this not die if at all possible.

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 Post subject: Re: NECROMANCER
PostPosted: Mon Apr 04, 2011 11:05 pm 
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It's real close, it'll be a playable class on the 14th of NEVER, SUCKER!

Wow...just wow...you might want to tone it down a bit. -- tDb

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 Post subject: Re: NECROMANCER
PostPosted: Mon Apr 04, 2011 11:21 pm 
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All right, thanks for the bump. Honestly, I'm a bit swamped and a little unmotivated at this point in time. I'll take a swing at this soon. It needs a thorough look through and I'd want to give it that kind of justice. (Otherwise, I could just blindly stamp it...which I won't.)


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 Post subject: Re: NECROMANCER
PostPosted: Mon Apr 11, 2011 7:09 am 
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Double!!!

OK, koko was thinking about coming back to the game and rolling an animist. Neither of us could really figure out how they worked...not to mention that it's nuts. So, we spent about five hour and came up with this!

(There are "patch notes" first, just in case you didn't want to go through the whole thing - also didn't bother to highlight all the specific changes we made.)

----------------------

One question: How big are abominations? How does one determine the HP of whatever you are summoning?

Patch Notes wrote:
-- Remove imp – transfer to summoner spell list

-- Added the following to the casting section at the beginning: “You cannot cast a new summon until the post after the summon that you are currently casting has entered play.”

-- added the following clause to the humanoid base section: “*NOTE: Although humanoid bases generally have hands, they can only wield weapons summoned by the necromancer.*”
All “attached muscles” moved to the same section and given a single heading about “only one per creature”
-- Decay: changed the “this is far more potent on races like the Rathol and Kiltharr.” to “this is far more potent against races like the Rathol and Kiltharr.
-- Acid Spit:took out the “extreme effectiveness”. Unknown reason? Come on, you can do better than that...
-- Scorpion Tail: changed “beast” (since there is nothing tagged as such) to “non-humanoid” Changed scorpion tail's unit cost to 3 (from 2)
-- Crustacean Plate: changed “beast” to “non-humanoid”
-- Quill-spine: changed “enchilada” to “echidna” (if you don't believe me...google it...)
-- Greater Quill-spine: Removed – just that cumbersome.
-- Greater Bat-Wings: Removed – at 5 units, nothing can actually fly – changed to:
Wing Cover: Attaches black wings, proportionate in size to the base. It can be used as a one time shield to prevent an attack from causing the loss of hit points to the base (within limits) and it can flap hard enough to cause a small dust cloud. This augmentation cannot be used for flying due to the size of the creatures that they could be attached to. [5 Units, 2 Uses, Feral] (Strong)
-- Rage Zombie: Removed – it's more like a spiritualist skill and prone to some serious abuse
-- Dropped the word “weapon” - it's now just “bone shield”
In fact, dropped the word “weapon” from everything in the augmentation section (you can read, can't you?)
-- Moved Attach Muscle Slugger to the standard section so that it is also restricted by the “only one attach muscle” clause
-- Changed the name of Bone Spike Spears to Bone Wrist Blades
-- Extra Arms: Removed the “grappling clause” (character control people, honestly...)
-- Changed the unit requirement on Giant to “all units” to bring it in line with Enlarge from the feral section
-- Bag of Heads “ammo” reduced to three from six
-- Removed the need to summon armour directly onto a creature after it is summoned; limited to using armour during initial summoning
-- Removed the speed increase from Shroud Cloak and made it a medium armour.


----------------

Modified Form:

Animist

Base- 26 (8 weak, 9 mediums, 7 strong, 2 powerful)
Augmentations- 39 (13 weak, 21 medium, 5 strong)
Weapons- 11 (3 weak, 5 medium, 3 strong)
Armour- 11 (4 weak, 3 medium, 4 strong)

Total- 87 Spells


Starts with 4 gold, robe, curved dagger
3 skills (2 Weak, Abomination) 4 spells (two weak two medium) (To be combined and spent on Animation or Augmentation Spells)

Animists are practitioners of life in a way, but only in a very macabre way. When creatures die part of their souls stay within the bones of their corpse, as memories of their old life. Animists realised that they could lend the once living flesh and bone a little bit of their own life to re-spark the flames of life. Animists have the power to form the bones and tissues into whatever shape they wish, but the memories in the bones make it harder to form them into shapes to far from what they once were.

Animists can summon as many creatures as their life force allows. There is a limit to their power though, and many Animists over the years have found it. They tried to summon far too vast an army for their life forces to handle and it killed them off. Each animist has eight essence in which they can use before losing control, and each level of creature takes a certain amount of essence to maintain. (Weak 1, Medium 2, Strong 3, Powerful 5. Meaning no animist can have more than 2 strong or a single powerful creature at a time.)

There are two styles of Necromancy, that which focuses upon the few, and that which focus upon the many. The side that focuses upon the few, specialises in making a few powerful creatures by means of Augmentations (special alterations to the original corpse). Whereas the side that focuses on the many tries to raise a vast army of weaker creatures in an attempts to win by sheer numbers.

Due to the inherent risk of summoning the dead, animists often have to fight for their lives. As such animists tend to be better fighters than other spell casters, or at least evaders if nothing else.

Animating creatures work in two different ways. When animating a corpse the animist must chose if he wants to summon a basic (or base corpse) or if he wants to augment it with special traits of other corpses. A base corpse is raised almost instantly, however, if the animist augments the corpse more time is needed. Each corpse has a certain amount of Units that can be spent on Augmentation; however, for every three Units spent (Rounded up) an additional post is required to animate the creature.

You cannot cast a new summon until the post after the summon that you are currently casting has entered play.

Augmentations
Augmentations are the ability a animist has to alter his summons. They can range from enhanced bones, to flames, or other special abilities. Most augmentations have a restriction or Bone, Flesh, Humanoid, or Feral, or a combination of the 4. Augmentations are given to summons while they are being summoned and can not exceed the number of units each corpse is given. Augmentations also slows down the summoning process, as the bones and flesh must first be altered; for every 3 units spent on Augmentations an extra post must be spent summoning.

Abomination Skill
The pride and joy of any animist is the abomination. The abomination is a beast of merged and mangled corpses coming together as one being. When a animist creates an abomination they take pieces of animations they know to summon. There are two ways of summoning an abomination. The first way is to have summoned all the right pieces and taking the parts from these creatures (Still animated or not. Any animated creature used will automatically be destroyed.) In this way the abomination will be animated after one whole post. The second is to summon the creature directly from the earth, this however takes 1 use of all the spells needed to create the abomination, and will also take one post plus a post for every 2 summons needed. (The two ways can not be combined. As in if 2/3 of your summons are already on the field, you can not summon an abomination by simply offering a use of the third.)
*Abominations can only be made up of bases equal to or below the level of the skill spent to make them.

Example
Steamy.
Steamy is the first abomination of 'Bob, Builder of the Dead.' Steamy is made of 2 different corpses a Human Zombie and a Wolf Zombie. He is mostly human, only having the fangs, snot, and claws (On both hands and feet). However he is a bit quicker than the average zombie human. (2HP/ Medium/ Feral-Humanoid- Flesh/ 5 Units)


BASES

FERAL BASES

Snake: Slithering reptile up to 2m in length, has a venomous bite which causes slight dizziness and loss of balance for 1 post. Extremely vulnerable to the cold, next to useless in frigid climates.[1HP/Weak/Feral/Flesh/2 Units] 3x

Rat Base: Just that small furry, with a relatively harmless but still painful bite. Their incredibly weak destroyed by even weak attacks, but they are good for suicidal distractions while you raise a stronger minion, or a nasty surprise with the right augmentation. Can be raised 2 at a time using 2 uses but only one of the two can be augmented per post. [1HP/Weak/Feral/Flesh/2 Units] 5x

Lesser Feline Base: This spell summons a house cat or feline of similar size in skeletal form onto the field. It is highly agility based and wields natural claws and teeth as weapons. [1HP/Weak/Feral/Skeletal/2 Units] 2x per battle

Lesser Canine Base: This spell summons a pit bull or canine of similar size in skeletal form onto the field. It is more strength based and wields natural claws and teeth as weapons. [2HP/Weak/Feral/Skeletal/4 Units] 1x per battle.

Feline Base: Cat up to a bobcat or similar size in skeletal form, these felines are fast, with razor claws, large fangs and they are also able to leap considerable distances. [2HP/Medium/Feral/Skeletal 3 units] 2x

Canine Base: This spell summons a Wolf or canine of similar size in skeletal form onto the field. It is more strength based and wields natural claws and teeth as weapons. [3HP/Medium/Feral/Skeletal/4 Units] 2x per battle.

Greater Feline: Feline up to the size of a Tiger or similar size in skeletal form, these felines are fast, with razor claws, large fangs powerful jaws and they are also able to leap considerable distances. [3HP/Strong/Feral/Skeletal, 4 units] 2x

Greater Canine: This spell summons a Wolf or canine twice the size as normal of similar size in skeletal form onto the field. It is more strength based and wields natural claws and teeth as weapons. [4HP/Strong/Feral/Skeletal/4 Units] 2x per battle.

Bear: Your typical bear, it can stand at almost 3m tall and 300kg, insanely strong but not the fastest creature around. Capable of dealing heavy hits or tanking solid blows the bear is definitely a welcome addition to any animists arsenal. Flesh based.[5HP/Strong/Feral/Flesh/5 Units] 1x

Gorilla: Summons a gorilla, Strong enough to rip a car door from its hinges this beast is a powerful front line fighter, its also the only other base other than the Impling that has hands and can suffer humanoid augmentations. Flesh-based. [4HP/Strong/Feral/Humanoid/Flesh/4 Units] 1x

Elephant: Gigantic, heavy, usable trunk, extremely strong. An elephant once raised is nigh impossible to stop. Unfortunately apart from its trunk the rest of it moves fairly slowly but it's still a force to be reckoned with. Number of posts to raise this base begins at 2 rather than 1. [7HP/Powerful/Feral/Flesh/9 Units] 1x

HUMANOID BASES

*NOTE: Although humanoid bases generally have hands, they can only wield weapons summoned by the animist.*

Halfling Zombie: The fleshy corpse of a Halfling. It is small and extremely slow, lacking attack power but surprisingly durable. [2HP/Weak/Humanoid/Flesh/3Units] 2x per battle

Halfling Skeleton: The skeletal corpse of a Halfling. It is small, lacks combat power and defence. It does have an advantage of its above average speed however and is hard to hit. [1HP/Weak/Humanoid/Skeletal/3 Units] 2x per battle

High Elf Zombie: The fleshy corpse of a High Elf. Due to their frail a weak structure in life, the High Elf Zombie is not as durable as other flesh creatures. [1HP/Weak/Humanoid/Flesh/3 Units] 3x per battle

High Elf Skeleton: The skeletal corpse of a High Elf. The skeletal High Elf has little in the ways of attacking but is slightly more agile than the Human Skeleton. [1HP/Weak/Humanoid/Skeletal/3 Units] 3x per battle

Human Zombie: The standard for flesh corpses. The zombie Human has its strength and durability but is slow, due to the frequency of Human corpses however it has more uses. [2HP/Medium/Humanoid/Flesh/6 Units] 3x per battle

Human Skeleton: The standard for skeletal corpses. The skeletal Human has diminished strength and durability, but it is faster than the zombie and slightly more malleable. [1HP/Medium/Humanoid/Skeletal/5 Units] 4x per battle

Drow Zombie: The animated corpse of a fleshy Drow. They are more agile than even Human Skeletons, however the strength and durability is lacking. They also suffer the same weakness to incorporeal magic. [2HP/Medium/Humanoid/Flesh/5 Units] 3x per battle

Drow Skeleton: The skeletal corpse of a Drow. Agility is nearly the only thing that this base has going for it. They are weak, easily smashed, and suffer from incorporeal magic, they are slightly more malleable. [1Hp/Medium/Humanoid/Skeletal/4 Units] 4x per battle

Sylvaan Elf Zombie: The zombie corpse of a Sylvaan Elf. The Sylvaan Elf is slightly stronger than Human Zombies and can blend into the forest. They are adapt at pulling back bowstrings. [2HP/Medium/Humanoid/Flesh/5 Units] 2x per battle

Sylvaan Elf Skeleton: The skeletal corpse of a Sylvaan Elf. Faster, slightly stronger, and more adept at pulling back bow strings when compared to a Human Skeleton. [1HP/Medium/Humanoid/Skeletal/4 Units] 3x per battle

Dwarf Zombie: The fleshy corpse of a proud Dwarf. The Dwarves have always been thick skinned and strong. They are the slowest of zombies but they are among the most durable. [4HP/Medium/Humanoid/Flesh/5 Units] 2x per battle

Kiltharr Skeleton: The skeletal corpse of a Kiltharr. By far the most agile and fastest of all humanoids. It has claws and fangs of bone for attacking, but lacks defensive powers. [2HP/Strong/Humanoid/Skeletal/5 Units] 2x per battle

Ssar Zombie: The fleshy corpse of a Ssar. The Ssar has thick scales offering protection; he has fangs, claws, and a tail. However, their bulk slows their movement speed by a moderate amount. Any feral tail based Augmentations can be given to the Ssar. [3HP/Strong/Humanoid/Flesh/7 Units] 2x per battle

Orc Zombie: The fleshy corpse of a mighty Orc. Not as durable as the Dwarf, but with more strength. It excels with with two handed weapons, and compared to the other bases, shows more control and attack speed when using them. [3HP/Strong/Humanoid/Flesh/7 Units] 2x per battle

Rathol Zombie: The fleshy corpse of a mighty alpha-male Rathol. It is the largest humanoid, very fast, very strong, claws, fangs, and the only creature to be both humanoid and feral. [4HP/Powerful/Humanoid-Feral/Flesh/8 Units] 1x per battle

AUGMENTATIONS

Standard Augmentations

*NOTE: A corpse can only have one Attached Muscle augmentation.*

Attach Muscle Strength: adds additional muscle to a corpse increasing its strength about the same as a weak skill would on any other character. [2 Unit, 2 Uses, Flesh] (Weak)

Attach Muscle Speed: Adds an additional muscle to a corpse, increasing its running speed the same as a weak skill would, not an increase to agility. Augmentation. [2 Units, 2 Uses, Flesh] (Weak)

Attach Muscle Flexibility: Adds additional muscle to the corpse increasing its flexibility and agility, making it better suited to dodge attacks. [2 Units, 2 Uses, Flesh] (Weak)

Attach Muscle Slugger: Adds muscle to a single arm of a corpse increasing its speed or strength (User's choice) by the same as a medium. [2 Unit, 2 Uses, Flesh, Humanoid] (Medium)

Enhanced Calcium: By adding more calcium to a skeletal corpse, it can be given an extra hit point. [2 Units, 3 Uses, Bone] (Weak)

Spark teeth: While being raised from the earth two of the bases teeth are replaced with a flint and stone, as such the creature can make a small flash spark any time it wants, capable of setting more flammable things on fire. [1 Unit, 1 Use, Flesh/Bone] (Weak)

Harden skin: Using their magic as a source of heat the animist turns the skin of a flesh base into a kind of hardened leather, making it more resistant to slashing attacks. Although this does not give additional hit points, it assure that only well placed and powerful blows will damage the creature properly. [3 Units, 2 Uses, Flesh] (Weak)

Third Eye: Attaches a magical eye upon a base's forehead. This eye does nothing for the creature itself, its use is for the animist itself. The eye grants vision to the animist as if he were seeing the vision himself. However this is not without weakness, as they eye also transmits pain to the animist, replicating whatever blow or damage it may suffer into the mind of the master. Not only is the third eye a weakness of the creatures, but the vision can only be comprehended when the animist's eyes are closed. [2 units, 2 Uses, No Restriction] (Weak)

Frozen Bone: The summoned skeletal creature is coated with a layer of frost. This frost gives off an aura of cold that chills the area around it. More effective in cool climates, this augmentation also makes the creature highly resistant to water and ice abilities, but have a high resistance lowering effect when dealing with fire or heat based abilities. [3 Units, 3 Uses, Bone] (Medium)

Spikes of Bone: Creates bony spikes across the body of any skeletal creature. The size of the spikes depends on the area it is attached to, the larger the area the larger the spikes. On the firsts, a small area, the spikes are roughly an inch long, while on the chest the spikes are nearly three times that.
[3 Units, 2 Uses, Bone] (Medium)

Burning Bone: The summoned skeletal creature is surrounded by flames all over their body. The flames cause minor burns and can be used to light things on fire, but can be put out by a water or ice ability stronger than a weak. [3 Units, 3 Uses, Bone] (Medium)

Bulging stomach: The stomach of this base bulges with a potent mix of flammable liquids and gases held under pressure, which, one time only it can spew forth from its mouth for several meters. This mix absolutely reeks, and can cause minor nausea to anything that smell it, even the animist himself. Amount of 'vomit' depends on size of base. [3 Units, 1 Use, Flesh] (Medium)

Decay: Death stinks... I mean really stinks. Some corpses smell so bad that it actually makes it hard to concentrate while they're close to you. If a corpse with this augmentation is near you the smell messes with your concentration, slightly increasing the casting time of abilities, this is far more potent against races like the Rathol and Kiltharr. [4 Units, 2 Uses, Flesh] (Medium)

Bone Dust: This augmentation covers a skeletal base with bone dust, the first time this base is struck hard enough to lose a hit point, this bone dust shakes free and becomes a cloud. It causes itchy skin, irritated eyes, and if breathed in, a burning nose and throat. Not exactly damaging but it might put the opponent into a vulnerable position to be attacked. [3 Units, 2 Uses, Bone] (Medium)

Tumour: Creates a soft fleshy tumour somewhere on the base. This tumour, while not actually giving any defence, may catch bladed weapons which strike it within its mass, making it difficult to free them. [2 Units, 2 Uses, Flesh] (Medium)

Exploding Zombie: A thin magical barrier is placed within the bases stomach in order to separate two individually harmless liquids. However, this barrier can be removed at the animist's command or by a powerful blow to the creature's gut. After which the liquids mix and have an extremely violent reaction, in which the base bulges before exploding. The explosion itself is mostly harmless, only shrapnel damage where a majority of the shrapnel is flesh, there is however some bone. The flying guts and debris cause strong nausea to those caught in the blast radius. [4 Units, 1 Use, Flesh] (Strong)


FERAL AUGMENTATIONS

Claw and Fang: This augments the skeletal creature go grow its fangs and claws to double in size. In the case of humanoid creatures their fingers are pointed and sharpened into long claws, as their teeth grow larger and sharper. [2 Units, 4 Uses, Feral, Bone] (Weak)

Scorpion Pincer: Adds one scorpion arms to the torso or shoulder joint of a beast. These act exactly like a normal scorpion's except that their size is proportionate to the beast they are placed on. If severed from the beast by an attack while holding something within them, the claw maintains a death grip on the object. [2 Units, 2 Uses, Feral] (weak)

Carapace: Adds an insect like carapace onto the Feral base, modifying its appearance and increasing its resistance to slashing attacks. Blunt and piercing attacks are unaffected.[2 units, 2 uses, Feral] (weak)

Bunny Leap: By modifying the hind legs of a feral base with rabbit like quality the bases ability to leap in any direction is increases by about 2 metres. [2 units, 2 uses, Feral] (weak)

Snake Bite: Gives any feral base's bite the ability to cause dizziness and loss of balance for a single post. [2 units, 1 use, Feral] (Weak)

Cheetah Swiftness: Increases the movement speed of the feral base greatly, and of course being undead they don't feel the exhaustion like the cheetah. However, successful attacks on these enhanced bases while moving at high speed cause an additional hit point of damage. [3 units, 1 use, Feral] (Medium)

Camouflage: Changes the colour scheme of the Feral base's fur, skin, scales etc. to make that of their surrounding making it easily for them to blend in and create ambushes. [2 units, 2 uses, Feral, Flesh] (Medium)

Bristling Fur: Replaces the feral base's fur with a bone like equivalent, that, while looking and acting the same, is actually razor sharp to any that touch them. [3 units, 1 use, Feral, Flesh] (Medium)

Bellowing Roar: Gives the ability to unleash a roar so powerful that it moves the air itself, creating a small pressure wave which travels for several metres and hits with moderate force, can only be used once. [3 units, 2 uses, Feral] (Medium)

Acid Spit: Gives the feral base a pouch within it's body allowing it to spit a corrosive liquid over a distance of 10 feet, this liquid feels like boiling water. This liquid can be fired twice. [3 Units, 2 Uses, Feral, Flesh] (medium)

Scorpion Tail: Tail that can be added to any non-humanoid type base. While not prehensile it does have a stinger that can poison the target. This poison can only be used once, similar to a special, and if the attack lands, the victim is weakened physically for their next 2 posts. [3 Units, 3 Uses, Feral] (Medium)

Crustacean Plate: This augmentation adds crab like armor plating to the back of a flesh non-humanoid base, that flares out from the side. The effect is similar to covering the beasts back with a metal shield, however this attachment has the side effect of softening the underbelly of the beast making it more vulnerable to attack. The added weight will likely slow the creature down as well. [4 Units, 2 Uses, Feral/Flesh] (Medium)

Quill-spine: Bristles the feral base's back with with innumerable spines similar in construction to an echidna or hedgehog. While they will somewhat protect the creature from attacks, the true purpose is somewhat more sinister. When an object brushes them they drive themselves with force into the object before detaching, leaving themselves in the opponent. Constantly causing pain, until they are removed which in itself is even more painful. [4 Units, 2 Uses, Feral/Flesh] (Medium)

Enlarge: Potentially one of the strongest feral augmentations. Enlarge enlarges the base being raised from the ground, increasing its size by about 50% and giving it 25% more hit points (rounded up) However it uses all of the base's units and cannot be used on powerful bases. [All Units, 1 Use, Feral, Flesh/Bone] (Strong)

Wing Cover: Attaches black wings, proportionate in size to the base. It can be used as a one time shield to prevent an attack from causing the loss of hit points to the base (within limits) and it can flap hard enough to cause a small dust cloud. This augmentation cannot be used for flying due to the size of the creatures that they could be attached to. [5 Units, 2 Uses, Feral] (Strong)


HUMANOID AUGMENTATIONS

Bone Claws: Extension of the fingernails of the base by four inches, as well as sharpening then into blades with sharp points, certainly a more effective augmentation on faster bases. [1 unit, 3 uses, bone/flesh, humanoid] (weak)

Bone Shield: Hardens, shapes and adds to the bones of the forearm of one corpse. Forming it into a bone shield. This shield circular in shape being as wide as the forearm is long. The bone shield is capable of weathering weaker attacks without loss of hit points, but does come with certain disadvantages. Stronger attacks will shatter the shield and the arm along with it. The added weight of the extra bone slightly slows the arm on which it is formed. And no other attachments or enhancements can be placed on that arm. [2 Units, 2 Uses, Bone, Humanoid] (medium)

Splintering Blade: This augmentation can only be used on blades made out of bone (eg. sword arm augmentation). The augmented blade now leaves tiny bone splinters when ever it cuts an opponent causes a little more pain, and making the wound less likely to stop bleeding. [2 unit, 2 Uses, Bone, Humanoid] (Medium)

Sword Arm: Hardens, shapes and adds to the bones of the forearm of one corpse, forming it into a double edged blade. While it is as sharp as a normal steel weapon the bone isn't quite as strong, so parrying and blocking strong blows isn't recommended as it can break the sword. For obvious reasons this can only be formed on humanoid corpses. [2 Units, 2 Uses, Bone, Humanoid] (Medium)

Mace: Hardens, shapes and adds to the fist of a corpse, fusing it permanently into a heavy ball shaped mass. Increases the bludgeon strength of the arm, but the weight slows the arm on which its formed. [3 Units, 1 Use, Bone, Humanoid] (medium)

Bone Wrist Blades: Bone wrist blades are spikes the size of short swords. When augmented to a bone humanoid, the creature forms one of these curved blades on each of their forearms. The spikes are made of enhanced calcium and are fairly durable. They are good for blocking and stabbing. [3 Units, 2 Uses, Bone/Humanoid] (Medium)

Meat Shield: Gives an extra layer of flesh to the base, giving it an extra hit point, extra defense, and making it somewhat bigger. With enough momentum it can deliver quite a strong charge. However the extra flesh had to come from somewhere, and this augmentation leaves the corpse without its two arms. The creature must be humanoid. [3 Units, 2 Uses, Flesh] (Medium)

Attached Limbs: Attaches two extra arms to any humanoid corpse. Of course skeletal units get skeletal arms and flesh creatures get flesh arms. The limbs are firmly attached below the original two, and they are functional enough to hold weapons. [5 Units, 2 Uses, Humanoid] (Strong)

Giant: This augmentation increases the size of any humanoid corpse to giant proportion. This makes the corpse grown in size by half and gives it more strength accordingly. [All units, 2 Uses, Humanoid] (Strong)


Animist Weapon Bases
Animist equipment spells are a somewhat unique branch of their magic. In a way they are bases in their own right, and can be summoned separately from an animists normal bases, however a weapon base consumes one unit while held by a base, meaning that if a base has no free units then it cannot pick up a weapon base. In fact, should he wish, even the animist himself can use these weapons. Of course there are downsides to this seemingly convenient summons, as opposed to the spells built onto a base itself. Equipment bases generally have fewer uses than their augmentation equivalents. They also have hit points meaning that for the lower tier weapons can be broken by a solid attack. They aren't without their uses though, some equipment can actually be augmented in its own right. There are no powerful weapon bases and custom weapon bases can only be up a strong in strength.


Bone Dagger: A simple bone dagger, it can deliver nasty cuts and if used right can be deadly. [2 uses][1 unit][1 hit][Weak]

Bag of Heads: A sack made from skin containing heads, they can be thrown for decent blunt damage although the real effect comes from the shock and horror of having rotting heads hit you. The bag contains three rotting heads. Most creatures with hands can use this as it requires little skill, the stronger the creature the stronger the throw. [1 use] [2 units][1 hit] [Weak]

Skull Mace: A mace made out of bone the only difference is that that instead of a hard metal on top of the stick there is a large thick skull used to hit with. It is easy to use and can be equipped by most undead. [1 use] [2 units][1 hit] [Weak]

Bone Maul: A large blunt weapon made from bone, it requires considerable strength to use effectively but can deliver a good blunt hit. [1 use] [2 units][2 hit] [Medium]

Bone Short Sword: A short sword made of bone, it possesses much of the same characteristics as a normal short sword. It is not the most easy weapon to use but can be very effective in the right hands. [1 use] [2 units][2 hit] [Medium]

Bone Bow: A short bow cleverly crafted out of bone, it comes with 5 arrows but requires some co-ordination and skill to use so they are not useable zombies. [2 uses] [2 units][1 hit] [Medium]

Bone Axe: An axe made out of bone, it is fairly heavy but can be wielded in one hand, it is fairly easy to use and can deliver a nasty hit. [1 use] [2 units][1 hit] [Medium]

Spinal Whip: The complete spinal cord of a human, it has been made flexible and acts much the same as a normal whip. However it has been improved by sharpening the bones giving it a very painful and deadly lash. [1 uses] [2 units][1 hit] [Medium]

Giant's Terror: A truly massive weapon which size alters depending on who it was summoned for, the favoured weapon of giants and golems. It appears to be a massive double headed axe apart from the fact that one of the axes blades is actually blunt like a hammer. It requires very little skill to use but a lot of strength. [1 uses] [4 units][3 hit] [Strong]

Bone Battle Sword: A long and deadly blade, it is in between a long sword and a rapier. It can be used to block but also can do some real damage. It requires some skill to use. [1 use] [3 units][2 hit] [Strong]

Bone Great Sword: A massive two-handed blade that changes size depending on the user. It requires little skill to use but can deal some serious damage with the right strength behind it. [1 uses] [4 units][3 hit] [Strong]


ANIMIST ARMOUR BASES
While still bases in their own right, armour bases can only be summoned onto a base while the base is being summoned. This cannot be done later on, as summons do not possess the intelligence to put armour on by themselves. Each piece of armour takes up one unit of the base it is summoned onto, meaning that if the base has no free units it cannot be equipped with armour. Also only one piece of each type per skeleton unless stated otherwise. (only one set of boots, one sets of gloves etc). Once again like the weapon bases armour pieces can in some ways be augmented themselves, using the listed units in each spell, and in the case of paired items (gloves, boots) any augmentation on one is mirrored on the other. There are no powerful armour bases and custom armour bases can only be up to a strong in strength.

Flesh Gloves: A thick fleshy pair of gloves, they can defend against one blunt hit without affecting the hits of a creature unless subject to a high amount of blunt damage, which will still damage the hands. Stabbing or slashing attacks may go straight through. The gloves share the hit so are destroyed together. Any undead with hands can wear gloves unless stated otherwise. [2 uses] [1 unit] [1 hit] [weak]

Bone Boots: Thick bone boots complete with shin guards protect from the foot to the knee. They can take one good hit before smashing. The number of boots summoned depends on the number of legs of the summon. All the boots share the same hit.[2 uses] [2 unit] [1hit] [weak]

Bone Shield: A small bone shield, it can be equipped by most undead with hands although it requires some skill to use correctly. It provides two extra hits before breaking, a good blunt hit would destroy it in one.[2 uses] [2 units] [2 hits] [weak]

Bone Arm-guards: A set of bone arm-guards going covering all the arm, complete with a set of bone gloves. They protect decently from a single hit before breaking. [2 uses][2 units] [1 hit] [weak]

Flesh Body: The creatures entire chest is covered in a thick flesh similar to the flesh gloves. It stops at the neck and doesn’t cover the arms or below the waist. A good piercing or slashing attack would still injure what ever it protected. [2 uses] [4 units] [2 hit] [medium]

Rib Bone Chestplate: The chest plate of bone looks like a rib cage covering the whole chest in a protective cage. It is heavy and quite movement restrictive but gives good protection, its somewhat weaker against blunt type attacks as apposed to slashing, unless the attack goes through the gaps in the ribs. [2 uses][4 units] [3 hit] [medium]

Flesh Shield: A fleshy mess of a shield, there is a chance that sharp weapons will get stuck in this when they strike it. It is fairly good at taking blunt damage but weak against slicing/piercing damage. [2 uses] [2units] [2 hits] [medium]

Shroud Cloak: A mysterious black cloak make the area around them a permanent shadow. [1 uses] [3 units] [1 hits] [medium]

Full Flesh Armour: A full set of flesh armour, it is quite strong akin to leather. It covers the whole body, legs, arms, and head, a hit anywhere will damage one of the hits and when it has all gone the whole armour is destroyed. A good piercing attack would still injure what ever it protected, but blunt is easily defended against. [1 use] [5 units] [4 hits] [strong]

Bone Tower Shield: A large shield made from bone, it can take a considerable beating before being destroyed. However the shield is quite heavy, movement restrictive and tricky to use effectively. [1 use] [3 units] [3 hits] [Strong]

Full Boneplate: A full set of thick bone plate armour, it protects well against most attacks and can take a massive beating before being destroyed. However it is very heavy and movement restrictive. Piercing attacks do increased damage. [1 use] [6 units] [5 hit] [strong]


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