Necromancer

Post » Thu Aug 19, 2010 1:14 am

What is the best source for what ingrediants necromancers use to summon certain things?
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Jake Easom
 
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Post » Thu Aug 19, 2010 3:02 am

I should really sig this: http://www.imperial-library.info/mwbooks/corpse_preparation.shtml. This is the most comprehensive guide out there for how a necromancer operates, how regions generally feel about necromancy, and how useful each servant is.

From what I gather, it really seems to require a dead body or some bones, magic, and willpower to animate and control the dead body. To note, this book does not talk about ghosts, because that's more of a process of conjuring a spirit from the Dreamsleeve, instead of reanimation.
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Justin Bywater
 
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Post » Wed Aug 18, 2010 12:24 pm

Hmm thanks on uesp ( where i read this ) it must only do snipits of it. This is much longer and more detailed thank you. I will see if i need any more ingrediants for my mod :)

So where is the most lore on summoning ghosts?
EDIT: This does not say what ingrediants are needed to resurrect? I know the process i am just confused on what ingrediants necromancers use to make skeletons?
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Eric Hayes
 
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Post » Thu Aug 19, 2010 2:38 am

Hmm thanks on uesp ( where i read this ) it must only do snipits of it. This is much longer and more detailed thank you. I will see if i need any more ingrediants for my mod :)

So where is the most lore on summoning ghosts?
EDIT: This does not say what ingrediants are needed to resurrect? I know the process i am just confused on what ingrediants necromancers use to make skeletons?

From what I gather in this book, here is what you need to reanimate dead bodies:
Skeletons: leather straps or spikes for the joints, bones that can complete the functioning parts of the body, and some magic. They can be ressurected again, but they're weaker than before (unless the damaged parts are replaced)
NOTE: inexperienced practitioners sometimes makes the straps too loose or too tight, but can be readjusted, or they drive the spikes too hard, and it causes the skeleton to have limited mobility

Zombies: All you need is a dead body, with its flesh still intact. Zombies don't really need anything added to them, unless it's missing some limbs. They, however, can be improved upon by making modifications. In MW, they drive spikes into the bonewalkers. This book makes the suggestion to turn zombies into mummies by drying/preserving it, then wrapping it with some treated bandages. Makes the zombie much more independent, and stronger. Organs don't need to be removed.
NOTE: Mummification is a long process, and is really only done by necromancers who are not lazy or on the run.

In general: The intelligence of the person does have an effect on the reanimated body's intelligence. Won't be as great as yours, but it will be able to carry out more complex tasks independently. Beasts, on the other hand, make for guards are best, or a strange pet. They also have the problem of turning on their master.

As for summoning ghosts, there isn't much. Again, I'd say ghosts only really work with conjuration, because you are actually summoning a spirit from the Dreamsleeve. Necromancy is more about preparing and reanimating a dead body, the empty shell a soul resides in during life. But, necromancers have the use of Black Soul Gems, in order to prevent mortal souls from leaving Nirn to the Dreamsleeve. They probably have some technique of taking souls in soul gems, and summoning that soul to do the necromancer's bidding. Again, not much lore on this. Most necromancers seem to be more involved with the dead remains of a thing than its spirit.


And lastly, UESP is a HORRID source for lore. Great for gameplay though.
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Amber Hubbard
 
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Post » Wed Aug 18, 2010 11:24 pm

Thank you, The zombies stuff helps but with the skeletons a little more clarification :)
I need some ingrediants that can be found in the game morrowind so that i can make my necromancy mod use those ingrediants. Unfortunitly leather straps and steel is not in morrowind :(.
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Hussnein Amin
 
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Post » Wed Aug 18, 2010 2:39 pm

Fliggerty made a full necromancer mod by following the instructions in OTPOC: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=4098

You might also want to read http://www.imperial-library.info/obbooks/ngasta.shtmlIt was written by the greatest necromancer (well, excepting Mannimarco) so it should hopefully give you some pointers.


Hmm, BGSF's URL coding is a bit crap. It won't accept URLs with a ! on the end.
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Jennie Skeletons
 
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Post » Wed Aug 18, 2010 8:43 pm

Is this lorefreindly
;from the script
   ;regular skeleton, requres 3 bonemeal, 1 corpse, 1 gravedust, 1 chokeweed, one black lichen, one black anther

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OJY
 
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Post » Wed Aug 18, 2010 8:15 pm

Is this lorefreindly
;from the script
  ;regular skeleton, requres 3 bonemeal, 1 corpse, 1 gravedust, 1 chokeweed, one black lichen, one black anther

More than likely, any macarbre stuff would fit. Personally I'd include corprus weepings to act as glue.
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ChloƩ
 
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Post » Wed Aug 18, 2010 4:53 pm

A fun thing i plan on doing later is when you later summon zombies you will be able to apply corpus on them, along with werewolves and vampire disease. Im really looking forward to when i make this part of the mod, but right now im having messagebox problems. I have never used buttons in my scripts before so its all new and rather confusing.
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Talitha Kukk
 
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