Reanimate as: Evil Spirit

Information and updates for mods created by Brother Laz. If you have any questions or suggestions for the mods, please post them here. Click here to visit the official web site.

Moderator: Joel

User avatar
aerial
Forum Regular
Angel
Posts: 904
Joined: Sun May 20, 2007 10:37 am

Reanimate as: Evil Spirit

Post by aerial » Tue Sep 25, 2007 11:18 pm

Finally figured something interesting ;]

Reanimate as: Evil Spirit

is unlisted feature from secret daggers runeword:

Manta Level 57 [IthOhm]
5% Chance to cast level 18 Lightning Cascade on Attack
+(216 to 235)% Enhanced Damage
60% Increased Attack Speed
(19 to 24)% Life Stolen per Hit
25% Chance of Crushing Blow
8% Bonus to Vitality
(31 to 50)% Reanimate as: Evil Spirit
Level 6 Bloodlust (15 Charges)

After kill (weapon or poison dmg, just like ctc) there is a chance that monster corpses explode and evil spirit spawns.
Evil spirit is a invisible ghost with physical dmg, and teleport on attack. I dont know stats, damage, resists and life of those guys :/ Also i dont know whats the number limit. I tried this only a little, but i was able to create about 6-8 spirits (its hard to count since they are visible only on attack), but guess it can be more. The problem is that they stop following you sometimes, or just all die (we can see ghosts pieces falling down).

But why is is interesting? Two things:

1. Pet commands work on evil spirits (they're not minions).
2. Barb + wolf stance - rocket spirits (also i think 2x dagger doubles chance to spawn them).

But first discovered it with my charmer druid. Mosters killed by gamma field - massive evil spirit spawn. I have all commands (including brambles and killer instrinct) bound on mouse wheel, and no other skills on right skill bar. So if i move scroll down, in less than 0.5s ALL commands are active on spirits ;] Im sure it works because i can see brambles. Also they pwn everything in single hit.. i guess their base damage is quite high, and full KI bonus affects them.

With barb also damages are nice, wolf stance is enough to make them strong. But speed is insane, invisible evil spirit missile :]

Manta runeword is nice option for new builds, also note that its cheap.

Screenshots:

6 evil spirits + commands
album_page.php?pic_id=2568

They can form packs like lamia's
album_page.php?pic_id=2569

Barb - here they are:
album_page.php?pic_id=2570
::::: my median videos :::::

User avatar
oneillz808
Forum Regular
Angel
Posts: 625
Joined: Tue Jul 10, 2007 9:09 am

Post by oneillz808 » Tue Sep 25, 2007 11:21 pm

that is particularly interesting aerial.

as far as i know, evil spirits are those things that used to kill me in chaos runs back in vanilla.

User avatar
Skeleon
Forum Regular
Angel
Posts: 784
Joined: Mon Jun 30, 2003 8:32 am

Re: Reanimate as: Evil Spirit

Post by Skeleon » Tue Sep 25, 2007 11:41 pm

Sounds very cool.
So the question is, which char is best suited for this...
Just from effect I'd say druid.

Stances affect them although they aren't minions?

Would Faerie Fire spawn them (after all, it carries weapon's damage)?

EDIT: Oh, one more thing: I remember that switching auras in cLoD made your char loose the boni instantly, while allies retain them shortly. Is that true for stances, too? Maybe switching between Wolf and Kraken would make them pretty destructive.
Last edited by Skeleon on Tue Sep 25, 2007 11:44 pm, edited 1 time in total.

User avatar
aerial
Forum Regular
Angel
Posts: 904
Joined: Sun May 20, 2007 10:37 am

Post by aerial » Tue Sep 25, 2007 11:46 pm

Faerie fire spawns them, like everything with weapon dmg.
Also stance's work on them.

Its hard to say whats better, but i guess druid.
Imo better option is tremor and gamma fiels/other poison spell.

edit: Yes, you can switch stances. But kranken is not even close to other stances - we have few minions, they wont hit that many times. The point is they hit very hard.
Also you can do this on hireling.
Bind all stances on keys (but only stances, 0 other skills bound on righ skill bar). Then bind nextskill on mouse wheel. You can keep ALL bonuses on hireling, but you have to roll your mose scroll. It sounds great, but its a bit boring and annoying ;]
For commands its lot better, because you have to roll it only once.
Last edited by aerial on Tue Sep 25, 2007 11:50 pm, edited 1 time in total.
::::: my median videos :::::

User avatar
Skeleon
Forum Regular
Angel
Posts: 784
Joined: Mon Jun 30, 2003 8:32 am

Re: Reanimate as: Evil Spirit

Post by Skeleon » Wed Sep 26, 2007 12:05 am

Okay. :)

One more thing, though... maybe that's a stupid question, but:
If they aren't minions, do you even get any exp for monsters they kill?

User avatar
Hans
Dark Alliance Beta Test
Dominion
Posts: 6438
Joined: Sat Oct 02, 2004 5:14 pm
Location: Toronto, Ontario, Canada

Post by Hans » Wed Sep 26, 2007 12:16 am

It might work with a Totem Mancer. I do not know if the reanimiate works when a Totem does the kill. If the totem does not count for the reanimate. The Necro will then need to use the support totems and use skills that will work with reanimate.
"Hi. My name is Hans, and I am addicted to a game that is not yet been made" - Card carrying member of D3 Addictions Anonymous, since June 2008.
Card carrying member of Mentaldom, since May 2006 - Zy-El Hardcore.
"German pornstar/Bee Gee lookalike" & "The Blacksmith"
Trying to picture Hans as a Dominion...nah it isn't working sorry. It's the mustache that gets me every time - Al-T.
"All men play on 127" O-H - Hans
"Okay, time out. This is Zy-El. The mod of total excess. Since when would any Zy-El lover do only what's necessary?" - Metropolis Man
Zy-El Wiki|New Zy-El Website

User avatar
GIAA2007
Posts: 31
Joined: Sat Jul 07, 2007 3:18 am

Re: Reanimate as: Evil Spirit

Post by GIAA2007 » Wed Sep 26, 2007 12:58 am

[quote=aerial";p="356115"]Finally figured something interesting ;]
I have all commands (including brambles and killer instrinct) bound on mouse wheel, and no other skills on right skill bar. So if i move scroll down, in less than 0.5s ALL commands are active on spirits ;] [/quote]

I know this is off topic but how do you set skills to the mouse wheel?

User avatar
TestSubject
Forum Regular
Angel
Posts: 557
Joined: Tue Jul 17, 2007 3:51 am
Location: Agh?

Post by TestSubject » Wed Sep 26, 2007 1:18 am

If you roll it it goes though skills on right click.

Dot the spirits do reasonable-good damage?
Hmmm....hmm.....hmmmm....hmmm?

User avatar
Arthriticus
Junior Member
Paladin
Posts: 187
Joined: Mon Nov 27, 2006 12:02 am

Re: Reanimate as: Evil Spirit

Post by Arthriticus » Wed Sep 26, 2007 2:41 am

the big question is: are they counted as your minions for the purposes of experience and magic find? mine werent noticeably killing anything when my assassin was using that weapon, so i can't be sure. i would assume they aren't but who knows....

its fun to use them on the way up the mountain in act 5, teleporting the catapults and doors.
:mrgreen:

User avatar
aerial
Forum Regular
Angel
Posts: 904
Joined: Sun May 20, 2007 10:37 am

Post by aerial » Wed Sep 26, 2007 8:54 am

Totems affect them.
I guess we gain exp same as from charmed monsters.

Damages are nice, it seems to be nice base flat dmg (too weak without buff's life with assassin). If you boost them (dark power ~140% makes huge differance), but imagine stance >1000%dmg or Killer instrinct ~5K%..
Belive me, with Killer Instinct they kill everything in one hit. With wolf stance, also very fast in 1-2 hits destruction monsters on players 1. But they are very fast then.

Also dont think necro is a good option, because alpha totem is quite weak now. He cant kill monesters with a dagger, only with nomrla attack or simple 1target oskill. The point is that evil spirits need huge physical dmg boost.
::::: my median videos :::::

xMeox
Forum Regular
Angel
Posts: 643
Joined: Tue Jul 10, 2007 10:15 am

Re: Reanimate as: Evil Spirit

Post by xMeox » Wed Sep 26, 2007 9:10 am

can they make 1hit-kills in 3kBA at /players8? (cant imagin how good theese little things are.. )

User avatar
Skivverus
Junior Member
Champion of the Light
Posts: 319
Joined: Tue Feb 27, 2007 4:22 pm

Post by Skivverus » Thu Sep 27, 2007 1:52 am

Well, considering that they're (probably) the wraiths from Island of the Sunless Sea, it wouldn't surprise me that they'd be pretty good.

My question regards the runeword - is it just daggers, or daggers and throwing knives?
Not that it matters so much. One more character on the to-build list...

User avatar
Arthriticus
Junior Member
Paladin
Posts: 187
Joined: Mon Nov 27, 2006 12:02 am

Re: Reanimate as: Evil Spirit

Post by Arthriticus » Thu Sep 27, 2007 5:02 am

throwing knives too. my assassin was using it quite effectively for some time.

xMeox
Forum Regular
Angel
Posts: 643
Joined: Tue Jul 10, 2007 10:15 am

Re: Reanimate as: Evil Spirit

Post by xMeox » Thu Sep 27, 2007 6:50 am

omg...
with throwingknifes... ;)
NICE!!!

User avatar
Skeleon
Forum Regular
Angel
Posts: 784
Joined: Mon Jun 30, 2003 8:32 am

Re: Reanimate as: Evil Spirit

Post by Skeleon » Wed Oct 03, 2007 8:34 pm

(weapon or poison dmg, just like ctc)
Works with other attacks, too. Fire Fountain for example. :)

User avatar
Zelloth
Posts: 38
Joined: Fri Aug 17, 2007 2:46 pm

Re: Reanimate as: Evil Spirit

Post by Zelloth » Thu Oct 04, 2007 9:29 pm

Reanimate works with spells too. You just have to kill monster(no matter how) and there is a chance to reanimate :) Maybe i'll try it with barb.
Sorry for bad english

User avatar
Sing_in_silence
Posts: 38
Joined: Wed Dec 06, 2006 6:21 pm

Re: Reanimate as: Evil Spirit

Post by Sing_in_silence » Thu Oct 04, 2007 10:47 pm

Using several items with the same modifier (and the same level, where applicable) means that the %ctc stacks.
I can't *quite* swear that it applies here, but I'm near certain it does.

As opposed to 'on attack' (which requires an actual weapon swing), and 'on hit' ctcs (which requires a hit applying weapon damage), '%ctc on kill' applies no matter how you kill the monster (Minions don't trigger it).

The Evil spirits are (if I understand correctly) considered allies (not your pets), so that there isn't a max you can have of them.
On the other hand, they're on a timer, and don't follow you, nor do they teleport to you when you move away from them. They just fade away.

(Think I got around 15 of them at one time.)

Don't know about Auras/Stances affecting them, as I was using an Assassin.

User avatar
aerial
Forum Regular
Angel
Posts: 904
Joined: Sun May 20, 2007 10:37 am

Post by aerial » Fri Oct 05, 2007 12:02 am

stances affecting them

But its hard to count them, it seems to be a limit, i cant spawn them more than a few. Or its just the problem, if i kill whole screen i cant see them.
::::: my median videos :::::

Doabli
Forum Legend
Arch-Angel
Posts: 1994
Joined: Wed Apr 25, 2007 4:36 pm

Post by Doabli » Fri Oct 05, 2007 9:55 am

Sing_in_silence" wrote:'%ctc on kill' applies no matter how you kill the monster (Minions don't trigger it).
As if on struck and on attack apply to minions anyway. And IIRC it has been proven that % ctc on kill doesn't work with spells.
Sing_in_silence" wrote:The Evil spirits are (if I understand correctly) considered allies (not your pets), so that there isn't a max you can have of them.
On the other hand, they're on a timer, and don't follow you, nor do they teleport to you when you move away from them. They just fade away.
They are considered act5 barbs. Basically they are just monsters by your side.

One question : the minions won't give exp to you if they kill right?
Stay away from ballet dancers with an attitude .

User avatar
Skeleon
Forum Regular
Angel
Posts: 784
Joined: Mon Jun 30, 2003 8:32 am

Post by Skeleon » Fri Oct 05, 2007 11:53 am

[quote=Doabli";p="358191"]And IIRC it has been proven that % ctc on kill doesn't work with spells.[/quote]

Then Reanimate as Evil Spirit doesn't work the same way as % ctc on kill.

User avatar
Sing_in_silence
Posts: 38
Joined: Wed Dec 06, 2006 6:21 pm

Post by Sing_in_silence » Fri Oct 05, 2007 12:11 pm

Doabli";p="358191" wrote:
Sing_in_silence" wrote:'%ctc on kill' applies no matter how you kill the monster (Minions don't trigger it).
As if on struck and on attack apply to minions anyway. And IIRC it has been proven that % ctc on kill doesn't work with spells.
To the first - *shrug* Just trying to be through.
Second - As to the %ctc on kill, I've been playing a sorc on and off, whom I for some reason gave a 'Vengence' balanced knife. She's not melee, but the ctcs are still triggering. Guess I'll have to go back and take a look at the rest of her EQ.

Edit: Just checked. My bad >_< She was wearing an 'Sightless Eye' shield (ctc arrow when struck)
Otoh, the %ctc ReAnimate does trigger off spells.
Doabli";p="358191" wrote:
Sing_in_silence" wrote:The Evil spirits are (if I understand correctly) considered allies (not your pets), so that there isn't a max you can have of them.
On the other hand, they're on a timer, and don't follow you, nor do they teleport to you when you move away from them. They just fade away.
They are considered act5 barbs. Basically they are just monsters by your side.

One question : the minions won't give exp to you if they kill right?
They do. (got ~800 exp off a /players 8 bloodmoor zombie with the lvl 79 sorc. You can work out the numbers if you want.)
Last edited by Sing_in_silence on Fri Oct 05, 2007 12:12 pm, edited 1 time in total.

User avatar
Brother Laz
Forum Legend
Dominion
Posts: 6715
Joined: Mon Jun 03, 2002 10:06 am
Location: Fallen Like Lightning

Hand-picked

Post by Brother Laz » Fri Oct 05, 2007 5:10 pm

[quote=Sing_in_silence";p="358201"]Otoh, the %ctc ReAnimate does trigger off spells.[/quote]

That is not a 'CtC% Reanimate', that is 'chance to reanimate'. Just like 'chance of crushing blow' isn't 'CtC% Crushing Blow'. ;)

......

[quote=aerial";p="358147"]But its hard to count them, it seems to be a limit, i cant spawn them more than a few. Or its just the problem, if i kill whole screen i cant see them.[/quote]

It seems unlimited (at least there is no parameter limiting them), but they don't follow you and despawn when left behind.
19.may.2007 | Adun Tori Laz.
Median XL released!
Flesyht sa ruobhgien yht etah.


y dont u play the game the way its supposta be played? -SlothNathan

User avatar
aerial
Forum Regular
Angel
Posts: 904
Joined: Sun May 20, 2007 10:37 am

Post by aerial » Tue Dec 04, 2007 10:50 pm

New 1.57 items list:

Hand of Naz Goedendag (6) - (18 to 20)% Reanimate as: Returned
Hand of Rathma Needle Crossbow (Sacred) - 50% Reanimate as: Venom Fiend
Candlewake Splint Mail (6) - (36 to 40)% Reanimate as: Siren

Enyo Level 49 MalKoUm All Weapons - 33% Reanimate as: Rust Claw
Sacrifice Level 55 VexShaelOhm All Bows - (31 to 50)% Reanimate as: Unholy Scarab
Salus Level 81 LoLahIx Amazon Bows - 100% Reanimate as: Ice Prince
Mouse Trap Level 98 ShaelVithKur Barbarian Helms - 33% Reanimate as: Desert Cat
Black Sheep Level 25 AmnTal Druid Helms - 20% Reanimate as: Blink
Hallucination (jewelword) Shields - 25% Reanimate as: Fata Morgana
Drekavac Level 41 LumFalNef ??? - 10% Reanimate as: Ghost Flame
Manta Level 57 IthOhm Daggers - (31 to 50)% Reanimate as: Evil Spirit

It starts to be interesting :P
Last edited by aerial on Tue Dec 04, 2007 10:51 pm, edited 1 time in total.
::::: my median videos :::::

User avatar
oneillz808
Forum Regular
Angel
Posts: 625
Joined: Tue Jul 10, 2007 9:09 am

Post by oneillz808 » Tue Dec 04, 2007 10:53 pm

i can see candlewake becoming overpowered with those crazy poison chaos spitters of acidic melting death.

User avatar
aerial
Forum Regular
Angel
Posts: 904
Joined: Sun May 20, 2007 10:37 am

Post by aerial » Tue Dec 04, 2007 11:08 pm

Candelwake - Siren:

http://i19.tinypic.com/86rwlch.jpg

They use fire bolts, similar to bloodstar but faster. It seems to be very weak vs players1 destruction mobs (without buffs).
::::: my median videos :::::

Return to “Mods By Laz”