MerchantKing
Learned
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- Jun 5, 2023
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All this concern over necromancy when Illusion and Enchantment is where the real fun is.
All this concern over necromancy when Illusion and Enchantment is where the real fun is.
Level required | Monster type | Mana cost | Notes |
---|---|---|---|
1 | Homunculus | 2 | Has sleep-inducing melee attack—effective against weaker monsters |
5 | Clay statue | 4 | Regenerates |
7 | Stone statue | 6 | Immune to fire—not affected by fireball traps and background damage in the Tower of Eternal Flames |
11 | Clay golem | 10 | Has slowing melee attack—effective for damage control |
15 | Stone golem | 16 | Immune to cold—not affected by background damage in the Ice Queen Domain |
All this concern over necromancy when Illusion and Enchantment is where the real fun is.
No. The best golem are charmed goyim.All this concern over necromancy when Illusion and Enchantment is where the real fun is.
What about "white necromancy" adom style all about creating golems? The white necromancy progression : https://ancardia.fandom.com/wiki/White_necromancy
Level required Monster type Mana cost Notes 1 Homunculus 2 Has sleep-inducing melee attack—effective against weaker monsters 5 Clay statue 4 Regenerates 7 Stone statue 6 Immune to fire—not affected by fireball traps and background damage in the Tower of Eternal Flames 11 Clay golem 10 Has slowing melee attack—effective for damage control 15 Stone golem 16 Immune to cold—not affected by background damage in the Ice Queen Domain
Enchantment is sweet in ToEE.All this concern over necromancy when Illusion and Enchantment is where the real fun is.
True, but it is much harder to find them well done in computer games.
Enchantment is sweet in ToEE.All this concern over necromancy when Illusion and Enchantment is where the real fun is.
True, but it is much harder to find them well done in computer games.
Invisibility spells are almost always busted in crpgs so Illusion tends to be quite powerful (in BG2, NWN, Arcanum, Shadowrun).
With the advent of AI, it's starting to become fairly possible with computers these days.Enchantment is sweet in ToEE.All this concern over necromancy when Illusion and Enchantment is where the real fun is.
True, but it is much harder to find them well done in computer games.
Invisibility spells are almost always busted in crpgs so Illusion tends to be quite powerful (in BG2, NWN, Arcanum, Shadowrun).
I am not saying the schools themselves are bad in computer games, I am saying that what sets them apart - creative use in fooling your enemies - is almost never done; and for good reason too, it is actually really hard.
In enchantment's case, D&D has quite a few cool spells that don't work that well in computer games. Charm person is frequently implemented as changing the enemy to fight for you; but while this might be an approximation of what the spell is intended to do, it is not quite what the spell is and in fact something you should almost never do with it. Suggestion is something almost never done either, and command is usually simplified to a couple of standard commands. Friends is always only as good as your use of charisma in the game is. And spells like geas are of course right out.
On illusion's side, the school was made from the get go to be used in such creative ways; as the standard illusion spells only create things people think exist. Getting a monster to fall off a cliff by creating an illusory bridge there, getting a war mammoth to panic and maybe fall on top of the enemy troops by creating an illusory army of mice crawling towards it or, really, just getting the enemy patrol to look somewhere else with a good old ventriloquism are all things you could do in P&P but would be troublesome or impossible to do in a computer game.
With the advent of AI, it's starting to become fairly possible with computers these days.Enchantment is sweet in ToEE.All this concern over necromancy when Illusion and Enchantment is where the real fun is.
True, but it is much harder to find them well done in computer games.
Invisibility spells are almost always busted in crpgs so Illusion tends to be quite powerful (in BG2, NWN, Arcanum, Shadowrun).
I am not saying the schools themselves are bad in computer games, I am saying that what sets them apart - creative use in fooling your enemies - is almost never done; and for good reason too, it is actually really hard.
In enchantment's case, D&D has quite a few cool spells that don't work that well in computer games. Charm person is frequently implemented as changing the enemy to fight for you; but while this might be an approximation of what the spell is intended to do, it is not quite what the spell is and in fact something you should almost never do with it. Suggestion is something almost never done either, and command is usually simplified to a couple of standard commands. Friends is always only as good as your use of charisma in the game is. And spells like geas are of course right out.
On illusion's side, the school was made from the get go to be used in such creative ways; as the standard illusion spells only create things people think exist. Getting a monster to fall off a cliff by creating an illusory bridge there, getting a war mammoth to panic and maybe fall on top of the enemy troops by creating an illusory army of mice crawling towards it or, really, just getting the enemy patrol to look somewhere else with a good old ventriloquism are all things you could do in P&P but would be troublesome or impossible to do in a computer game.
Just another 5 more years and we should be able to have dynamic AI adventures, maybe another 5-10 years after that and we can have graphics with those.
reminds me of etherlords.I think Tainted Grail has one of the most mechanically unique Necromancer implementations I've ever seen.
* You have 4 standard summons: abomination (aoe dmg), golem (tank), fae (support) and a wyrm (dmg + debuff)
* Each summon has a level, they start at lv2 when summoned and they lose one level each turn (they die after reaching lv0) and deal damage to you depending on their level (you can protect yourself with a barrier spell)
* Each one automatically acts once each turn, you can also manually activate and level them up with your cards during your turn
* When they die, you get a free card with 0 mana cost to summon a ghoul, ghouls attack random enemies and also deal dmg to themselves which means they last only 1-2 turns
* Each main summon also has an ethereal form which is activated by manually sacrificing them, ethereal forms have slightly different skills and don't degrade/attack you each turn
* Whenever something dies (either your minions or enemies) you get a counter, after collecting 6 of them you can temporarily turn into a lich, you get a free barrier and your entire deck is swapped with special lich cards
Those are the basics, it gets more intricate with passives, masteries and after unlocking more advanced cards.
Screens (not mine):
Visually maybe, mechanically it's like Slay the Spire or Roguebook (except you can control your char directly in third person mode and you get to return to your village hub after each act).reminds me of etherlords.
Diablo - The Hell 2 looks decent for necromancy?
Are there games that let you assemble minions from body parts that impart their properties to the minions?
On Path of Exile, one thing that i don't like about necromancy is that is too gear dependent, most good summons are temporary, female only and i really miss a basic iconic offensive spell like bone spear...
Necrosmith lets you mix and match bodyparts.Are there games that let you assemble minions from body parts that impart their properties to the minions?
When I was a kid I used to name the skeletons and would get mortified whenever one of them died lol. Diablo II is a really good game for necromancers, one of the first RPGs where I tried it.Holy shit. Perfect necromancer experience. You can have these little dudes, they run around and kill stuff for you. You can just chill and relax and they run very fast and kill. It's so great. I never invest even a single point in "golems" (dats sum jewish shiet), I just have a lot of skeletons with me at all times.
Something like this, except I would usually replace all the other summons with MORE skeletons:BG1 had decent necromancy. The summoned skellies would last something like 24 in-game hours, which was plenty of time. I would usually keep about 10 around, and summon more if need be. Up to 40 in my largest battles.
Based, I forgot you can make a pure skeleton army with Animate Dead. I don't like necromancy in D&D in general because Summon Undead / Greater Undead just summons some random things like wraiths or vampires. Also creating undead out of thin air instead of actually having to use a corpse is stupid.Something like this, except I would usually replace all the other summons with MORE skeletons:BG1 had decent necromancy. The summoned skellies would last something like 24 in-game hours, which was plenty of time. I would usually keep about 10 around, and summon more if need be. Up to 40 in my largest battles.
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Right you are, but eh, engine limitations.Based, I forgot you can make a pure skeleton army with Animate Dead. I don't like necromancy in D&D in general because Summon Undead / Greater Undead just summons some random things like wraiths or vampires. Also creating undead out of thin air instead of actually having to use a corpse is stupid.Something like this, except I would usually replace all the other summons with MORE skeletons:BG1 had decent necromancy. The summoned skellies would last something like 24 in-game hours, which was plenty of time. I would usually keep about 10 around, and summon more if need be. Up to 40 in my largest battles.
View attachment 54739
This is why Roguelikes have the best necromancy and skeletons. I could name several that let you turn corpses into skeletons or other undead minions that properly inherit the form and attributes of the deceased. ToME 2.3, aside from having Necromancy as a skill that let you raise the dead and do other necromancery things like survive as a lich when killed; had a Summoning skill that involved making totems out of slain enemies to summon them afterwards which feels rather necromancer adjacent. It's the most hilariously broken skill in any game I've ever seen, including Morrowind's alchemy. The summoned minions have their full powers, which include the ability to summon things themselves. You can summon a Wyrm of Power that summons hordes of lesser dragons until it floods the entire level and kills everything for you before you even see it. It's the actual logical conclusion of being able to summon unlimited minions and send them to seek and destroy.Right you are, but eh, engine limitations.