krrios said:
As far as I know, Animate Dead is based on a function of your necromancy, spirit speak, and the fame of the creature whos corpse you are animating.
Dispel Evil? What's the percentage chances of dispelling at different levels of karma and chivalry. Also, stratics says it causes monsters to flee? How's that work?
I was a Necro on OSI servers and got almost to GM, so at least I can provide some help.
Animate dead is based on the following list-
[code:1]Group 1 (Normal Creatures): Patchwork Skeleton, Bone Magi, Mummy, Bone Knight, Lich, Flesh Golem, Lich Lord.
Group 2 (Dragons): Same as group 1 except the highest levels can animate into a Skeletal Dragon instead if the caster is very powerful.
Group 3 (Insects, not incl. Terathans): All animate into Mound of Maggots.
Group 4 (Elementals): Wraiths, Wailing Banshees.
Group 5 (Horses, Nightmares, Firesteeds, Ki-Rins, Unicorns) Skeletal Steed, Hellsteed.[/code:1]
The higher the fame the more powerful the summoned creature. The animated creatures HP will slowly tick away over time, but the more Spirit Speak the caster has and the more powerful the base creature is will determine the speed of the decay. Animated creatures cannot be healed in any way.
My husband was a Paladin and Dispel Evil works by comparing the amount of karma of the paladin and his/her Chiv skill against the karma/Necro of the necromancer who summoned a creature. If the Paladin is more powerful he/she will have a higher chance of dispelling Animated creatures. (Like the mage spell vs. an elemental) A similar check is made against the stats and fame of the nearby evil creatures and if the Paladin is more powerful the creatures will run instead of attacking. This has a limit though, no player can make a Dragon flee.
Necromancers in transformed states will also take some stamina and mana damage when the spell is cast near them.
Divine fury works like this-
[code:1]Temporarily increases the Paladin's swing speed, chance to hit, and damage dealt, while lowering the Paladin's defenses. Upon casting, the Paladin's Stamina is also refreshed. Duration of the spell is affected by caster's Karma. The effect lasts for 7 to 22 seconds.[/code:1]
This is Enemy of One
[code:1]The next target hit becomes the Paladin's Mortal Enemy. All melee damage dealt to that exact creature type is increased by 50%, but the Paladin takes extra damage from all other creature types. Mortal Enemy creature types will highlight Orange to the Paladin. Duration of the spell is affected by the Caster's Karma and lasts for 1.5 to 3.5 minutes.[/code:1]