Changes to necromancers - Bad and Good (Cool effect)

June 19, 2002 01:50PM
Bad : <br>2002/06/17 Mass Invis is removed from necromancers, and added to transmuters. <br> <br>Animate Dead have been changed- see helpfiles. <br> <br>Help Animate dead: <br> <br>(100%hp 46%m 100%mv 3899tnl) (10 AM) 'ANIMATE DEAD' <br>Syntax: cast 'animate dead' corpse <br> <br>This spell raises zombies to do the caster's bidding. A corpse is required <br>for this spell to work. A zombie will be similar in power, although weaker <br>then it's former self. <br> <br>The rite required to raise a zombie takes a bit of time, and if interrupted, <br>the animation will fail. <br> <br>This spell has a high degree of failure and is difficult to perfect, but such <br>is the toil of necromancers. <br> <br>( Just because it was getting TO easy to raise undeads) <br> <br>Good: Lesser Golem have been changed- see helpfiles. <br> <br>Help lesser golem: <br>Syntax: cast 'lesser golem' <br> <br>Using body parts scavenged from a graveyard, a necromancer can assemble a <br>golem servant. Lower level necromancers create golems from bone, but <br>later in their career they may learn to craft the more potent flesh golem. <br>Golems serve their maker faithfully, and can respond to the ORDER command, <br>including orders to RESCUE, get objects, and the like. <br> <br>In the case of flesh golems, the process can be enhanced by incorporating <br>fresh or embalmed body parts from a fallen adventurer. By stitching the <br>parts into an assembling golem, the golem may inherit their latent power, <br>with the precise enhancement varying with the part(s) available. Only <br>one part of each type may be employed in this fashion, though the effects <br>are permanent upon the golem. <br> <br>New necromancer echos when casted - very cool looking <br> <br>S?ren <br> <br> Phorum database error

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