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{{Necro}}
*[[Risen]] are long-term minions created by [[guild association is::necromancer|Necromancers]].


*There will be nothing forcing a Necromancer to create a Risen, though the [[:Category:Necromancer spells|Necromancer spell lists]] will be unexceptional. The Risen are the guild's big thing, everything else is either stuff being added for flavor, or a support mechanism to make the Risen even more potent.
'''Risen''' are long-term minions created by [[Necromancer|Necromancers]]. Nothing forces a Necromancer to create a Risen, but they are the guild's big thing. They will cause the most [[outrage]] of anything you can do, so it behooves you to pick one and keep it around as long as possible.


==Controlling Risen==
*Risen will cause the most outrage of anything you can do, so it behooves you to pick one and keep it around as long as possible. Letting you learn TM off Risen damage is being considered.
Controlling Risen requires a fetish that is tied to that particular Risen. If you lose your fetish, you lose that Risen. Commands do not cause RT.


Risen can in some circumstances break their leash, attacking/killing you when you attempt to awaken them.
*Risen will not be able to go look for players, though you are free to move it around remotely by telling it which direction to shamble off in. You will be able to see through their eyes like a familiar, but they will be unable to speak. They will be able to return to you instantly from anywhere by being commanded to follow and moving to an adjacent room. They will be able to drop items you give them, so can be used as a super-awkward, but blissfully impersonal delivery system, since the names will be <creaturetype> Risen, not <yournamehere>s <creaturetype> Risen.


*Risen will not have the special attacks of whatever you make them from. IE: Dillo Risen will not ambush, etc.


==Combat Power==
*Risen power is based off of the Necromancer's [[Targeted Magic skill|TM]], plus any buffs put on it through [[Thanatological rituals|Thanatology rituals]].
'''Risen are not meant to be direct combatants''' and are quite squishy relative to their creator. Their role in combat is combat-support, using special abilities to debuff or buff the room in various ways. In a pinch, a Risen should be defending itself in combat, but it's not anything to rely on and not remotely a substitute for a zombie.


Functionally, the [[Call from Beyond|CFB zombie]] is (and always has been) intended to be your go-to combat companion. Something that's literally hacked to pieces and then stitched together just isn't going to be as sturdy as something that was just killed and raised intact.
*Risen 'type' will be determined by the fetishes applied to the Risen. Some types that were discussed: tanks that would taunt creatures away from the necro and have good defenses, dps types ala [[Thief|thieves]] with no [[backstab]] (but maybe [[Ambush command|ambush attacks]]), scout types.


*Risen can use weapons, providing the base creature had hands. They can also possibly carry other items, amount TBD.


==Creating Risen==
*Risen will deteriorate over time. Spells will either speed up this decay timer (things that heal the Risen shorten the duration of the Risen) or delay it (One spell in particular had this as its main function)
To learn how to make Risen, you'll need to visit one of the cold laboratories in a guild. There are cold laboratories in each province, though there is no teacher in P5.


Risen are assembled out of body parts. How effective you are at butchery is governed by a hidden skill (similar to Astrology) that you need to work up. (There is some grandfathering for this.)
*The duration/decay timer on the Risen stops when you are logged off.


===Duration===
*When you log off, your Risen logs off where it is and will return there when you log back on. If had items on it, it will still have them upon return - no vomiting them up like [[Shadow Servant|Shadow Servants]].
Risen are effectively immortal, though if they are damaged enough, they have to rest and regenerate for a time before they are usable again. There is also no time limit for having a Risen out (except for the possibility of it getting re-murdered and needed to regen before it can be used again).


===How They Can Look===
*Risen will be able to be moved around independently from their creator, but this will be manual movement on the part of the player. You can't send your Risen to 'find Character' or 'follow Character' and have it move around on its own. You CAN have it return to you automatically (instantly?), regardless of the distance between necro and Risen. Risen don't need ferries.
Risen can look like NPCs, but not PCs.


Creations can be assembled in various configurations. As an example, it is possible for a Risen to have no head, or to have multiple heads.
*Risen don't talk, but they can show their creator what they see, provided that the necro used whatever command to be able to see through the Risen.


===Multiple Risen===
*It is far, far less outrage and time intensive to heal or rez your Risen than it is to create a new one.<br><br>
You can make as many Risen as you want, so you can have different ones designed/trained for different tasks. The main costs to making multiple Risen is the time it takes to gather body parts, and the price of the scrolls you use to teach them.




==Risen Abilities==
{{cat|Necromancer abilities}}
Abilities are taught in the various guildhalls, and each location will (eventually) have a few unique ones.


The idea is there shouldn't be one perfect Risen that has every ability and is perfectly suitable for every situation. Sometimes you want an agent that can blend in, sometimes you want a five-headed spawn from Aldebaran.
See also:


There's Humanity-driven abilities that focus on stealth, city interaction, and otherwise being a fairly normal proxy for the Necromancer. Then there are inhumanity (low Humanity) driven abilities that are more magical/combat support.

===Commands===
Commands are activated by purchasing the correct item and feeding it to your creation. There are a limited number of slots per Risen.

{|class="wikitable sortable"
|-
!Commands!!Purpose
|-
|Say||Say a phrase
|-
|Move||Move around
|-
|Look||Look at the surroundings
|-
|Find||Find a person
|-
|Watch||Watch an area
|-
|Attack||Attack a person or creature
|-
|Safeguard||Drag the summoner when they are in trouble
|-
|Bleed||Blood Buffer
|-
|Chorus||The Chorus Discordant. Disrupts natural mana streams.
|-
|Butcher||Assist with butchering
|}

STARE FETISH to see what commands the Risen has learned.

===Quality and Training===
What a Risen can learn how to do will depend heavily on how much humanity it has, how skilled it was when put together, and the quality of the specimens used to make it. You will buy scrolls to teach your Risen different things.

Risen who are trained in stealth can use stealth. Risen can participate in combat, but will pretty much never be as combat-worthy as your CFB zombie, and you cannot use both at once (or more than one Risen at once, either).

===Sight and Communication===
Yes, a PC can see and speak through the Risen if you have trained it to do so. However, unlike [[familiars]], Risen can be killed. (Re-killed? But they get better!)

===Movement===
The Risen can be set to follow you, or you can manually move it around via COMMAND when it's not doing a specific task for you. It will not be able to go into certain areas, and will get twitchy both in town or in safe areas


==Miscellaneous==
===Justice===
Risen can be arrested in town, so be careful.

COMMAND RISEN TO BAIL bails them out of jail. You need to have enough money in your pockets to do so.

===Equipment===
Risen who are designed to do in-town tasks can wear clothing, and hooded cloaks will provide bonuses to them. Combat-trained Risen can make use of weapons.

====Risk of Equipment Loss====
This is similar to CFB zombies; If you're equipping one, don't give a Risen anything you'd be devastated to lose. Specific tasks (like sending your Risen to go repair your stuff) are safe, but equipping them directly has a chance to lead to item loss.

===Chorus Discordant===
* The chorus cannot be used in silenced rooms.
* The ability pulls Risen out of hiding if applicable (this will be relevant soon).
* It is modified by the number of heads the Risen has. It takes a penalty at 0 heads, plus messaging acknowledging that it doesn't have a dang head. More heads produces a bonus based on the number of said heads. So many heads.

===GM NPC Risen===
''Stuff about how various GMNPC Risen have acted or been able to function in the past, and questioning if the Risen players make being (or not being) like those GM-run Risen is a retcon or not:''

Nothing currently being developed for PC-created Risen would be a retcon of the IC understanding of Risen as they've been portrayed in game so far.

Keeping in mind that the particular Risen that PCs have encountered are all in the Very Special Risen category for one reason or another, I wouldn't be banking on any particular thing/ability/talking style/power set/way of functioning of those GMNPCs to necessarily show up the same in the Risen that players can make. These GMNPC Risen have all been repeatedly stated to be abnormal as far as Risen go, with [[Lyras]]' Risen generals being at least semi-autonomous and retaining pieces of their living personalities, a certain crafty someone being created how he is in part due to the use of a powerful necromantic artifact, another certain someone also being created with help from that same artifact, and most of the rest being made by [[Zamidren|Book]] -- the single most skilled creator of Risen out of all known Necromancers to date.

That said, some of the things GM-run Risen characters have been shown to do (or at least some abilities thematically similar to them) are almost certainly going to show up, if not at release, then as we expand upon Risen ability options.

-Persida

==See also==
*[[Call from Beyond]]
*[[Undead]]
*[[Undead]]

{{cat|Necromancer abilities}}

Revision as of 20:08, 1 August 2018

Please read the Secrets and Spoiler Policy before editing this page.



Risen are long-term minions created by Necromancers. Nothing forces a Necromancer to create a Risen, but they are the guild's big thing. They will cause the most outrage of anything you can do, so it behooves you to pick one and keep it around as long as possible.

Controlling Risen

Controlling Risen requires a fetish that is tied to that particular Risen. If you lose your fetish, you lose that Risen. Commands do not cause RT.

Risen can in some circumstances break their leash, attacking/killing you when you attempt to awaken them.


Combat Power

Risen are not meant to be direct combatants and are quite squishy relative to their creator. Their role in combat is combat-support, using special abilities to debuff or buff the room in various ways. In a pinch, a Risen should be defending itself in combat, but it's not anything to rely on and not remotely a substitute for a zombie.

Functionally, the CFB zombie is (and always has been) intended to be your go-to combat companion. Something that's literally hacked to pieces and then stitched together just isn't going to be as sturdy as something that was just killed and raised intact.


Creating Risen

To learn how to make Risen, you'll need to visit one of the cold laboratories in a guild. There are cold laboratories in each province, though there is no teacher in P5.

Risen are assembled out of body parts. How effective you are at butchery is governed by a hidden skill (similar to Astrology) that you need to work up. (There is some grandfathering for this.)

Duration

Risen are effectively immortal, though if they are damaged enough, they have to rest and regenerate for a time before they are usable again. There is also no time limit for having a Risen out (except for the possibility of it getting re-murdered and needed to regen before it can be used again).

How They Can Look

Risen can look like NPCs, but not PCs.

Creations can be assembled in various configurations. As an example, it is possible for a Risen to have no head, or to have multiple heads.

Multiple Risen

You can make as many Risen as you want, so you can have different ones designed/trained for different tasks. The main costs to making multiple Risen is the time it takes to gather body parts, and the price of the scrolls you use to teach them.


Risen Abilities

Abilities are taught in the various guildhalls, and each location will (eventually) have a few unique ones.

The idea is there shouldn't be one perfect Risen that has every ability and is perfectly suitable for every situation. Sometimes you want an agent that can blend in, sometimes you want a five-headed spawn from Aldebaran.

There's Humanity-driven abilities that focus on stealth, city interaction, and otherwise being a fairly normal proxy for the Necromancer. Then there are inhumanity (low Humanity) driven abilities that are more magical/combat support.

Commands

Commands are activated by purchasing the correct item and feeding it to your creation. There are a limited number of slots per Risen.

Commands Purpose
Say Say a phrase
Move Move around
Look Look at the surroundings
Find Find a person
Watch Watch an area
Attack Attack a person or creature
Safeguard Drag the summoner when they are in trouble
Bleed Blood Buffer
Chorus The Chorus Discordant. Disrupts natural mana streams.
Butcher Assist with butchering

STARE FETISH to see what commands the Risen has learned.

Quality and Training

What a Risen can learn how to do will depend heavily on how much humanity it has, how skilled it was when put together, and the quality of the specimens used to make it. You will buy scrolls to teach your Risen different things.

Risen who are trained in stealth can use stealth. Risen can participate in combat, but will pretty much never be as combat-worthy as your CFB zombie, and you cannot use both at once (or more than one Risen at once, either).

Sight and Communication

Yes, a PC can see and speak through the Risen if you have trained it to do so. However, unlike familiars, Risen can be killed. (Re-killed? But they get better!)

Movement

The Risen can be set to follow you, or you can manually move it around via COMMAND when it's not doing a specific task for you. It will not be able to go into certain areas, and will get twitchy both in town or in safe areas


Miscellaneous

Justice

Risen can be arrested in town, so be careful.

COMMAND RISEN TO BAIL bails them out of jail. You need to have enough money in your pockets to do so.

Equipment

Risen who are designed to do in-town tasks can wear clothing, and hooded cloaks will provide bonuses to them. Combat-trained Risen can make use of weapons.

Risk of Equipment Loss

This is similar to CFB zombies; If you're equipping one, don't give a Risen anything you'd be devastated to lose. Specific tasks (like sending your Risen to go repair your stuff) are safe, but equipping them directly has a chance to lead to item loss.

Chorus Discordant

  • The chorus cannot be used in silenced rooms.
  • The ability pulls Risen out of hiding if applicable (this will be relevant soon).
  • It is modified by the number of heads the Risen has. It takes a penalty at 0 heads, plus messaging acknowledging that it doesn't have a dang head. More heads produces a bonus based on the number of said heads. So many heads.

GM NPC Risen

Stuff about how various GMNPC Risen have acted or been able to function in the past, and questioning if the Risen players make being (or not being) like those GM-run Risen is a retcon or not:

Nothing currently being developed for PC-created Risen would be a retcon of the IC understanding of Risen as they've been portrayed in game so far.

Keeping in mind that the particular Risen that PCs have encountered are all in the Very Special Risen category for one reason or another, I wouldn't be banking on any particular thing/ability/talking style/power set/way of functioning of those GMNPCs to necessarily show up the same in the Risen that players can make. These GMNPC Risen have all been repeatedly stated to be abnormal as far as Risen go, with Lyras' Risen generals being at least semi-autonomous and retaining pieces of their living personalities, a certain crafty someone being created how he is in part due to the use of a powerful necromantic artifact, another certain someone also being created with help from that same artifact, and most of the rest being made by Book -- the single most skilled creator of Risen out of all known Necromancers to date.

That said, some of the things GM-run Risen characters have been shown to do (or at least some abilities thematically similar to them) are almost certainly going to show up, if not at release, then as we expand upon Risen ability options.

-Persida

See also