A collection of vile necromancy items to allow you to start your Necromancy journey much sooner (level 2). This mod includes a collection of upgrade-able items (weapons and a ring) that are geared towards a Necromancer or Death Knight play-through, or both.
Adds the components necessary to craft custom items
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I never enjoyed waiting until level 5 or 6 as a Necromancer Wizard to get the Animate Dead or other necromancer type abilities, so I created by own items that I could upgrade over the course of the different Acts.
In the tutorial chest are a collection of Mysterious items that you can collect, and with the proper arcane knowledge (crafting) you can bend them to your will to create increasingly more powerful items.
This mod requires the JWL Crafting Framework mod. Once you reach the druid grove you can experiment with the different crafting items to learn the secrets of upgrading your gear.
Detailed spoiler instructions on how to craft your weapon/ring upgrades:
- Purchase an Anvil (Iron - Uncommon) from Dammon, and collect a Soul Coin from Nadira. Combine your item with the Soul Coin in the Anvil to create a new and improved item. - IE: Anvil (Iron - Uncommon) + Mysterious Flail + Soul Coin = Necrotic Flail +1 - IE: Anvil (Adamantine - Rare) + Necrotic Flail +1 + Soul Coin + Soul Coin = Necrotic Flail +2 - IE: Anvil (Platinum - Very Rare) + Necrotic Flail +2 + Soul Coin + Soul Coin + Soul Coin = Necrotic Flail +3
- IE: Jewelers Tools (Uncommon) + Mysterious Ring + Soul Coin = Ring of Necromancy +1 - IE: Advanced Jewelers Tools (Rare) + Ring of Necromancy +1 + Soul Coin + Soul Coin = Ring of Necromancy +2 - IE: Expert Jewelers Tools (Very Rare) + Ring of Necromancy +2 + Soul Coin + Soul Coin + Soul Coin = Ring of Necromancy +3
Info: - Put the JWL Crafting Framework mod before this mod in your load order - The tutorial chest contains all the "mysterious" items, but they can also be purchased from Dammon and Arron in the Druid Grove. - If installing this mod in a later playthrough were you no longer have access to Act 1, use the Tutorial Chest Summoning mod by wesslen - Crafting items and Soul Coins can be purchased from most major vendors throughout all the acts. These items are not added by my mod, but by JWL's crafting framework. Visit his mod page for vendor locations. Soulcoins are also scattered all througout the game, check the BG3 wiki for help finding them - I assume this mod can be uninstalled mid play through, if you make sure to turn off any toggleable buffs first. - Why remove Animate Dead from the +2 and +3 ring versions? It only summons 1 undead, if you are playing a Necromancer wizard you will have much better summons
Weapon Stats: Mysterious Flail, Greatsword, Rapier, Longbow, Rapier, Shortsword, Longsword, Halberd, Dagger: - no stats Necrotic weapon +1: - 1d4 Necrotic damage on a successful attack Necrotic weapon +2 : - 1d6 Necrotic damage on a successful attack - 1d6 heal self on attack - Toggle-able Necrotic Aura that makes nearby enemies vulnerable to Necrotic damage Necrotic weapon +3: - 1d8 Necrotic damage on a successful attack - 1d6 heal self on attack - Toggle-able Necrotic Aura that makes nearby enemies vulnerable to Necrotic damage - Paralyze target on successful attack for 1 turn if they fail a Wisdom savings throw
Armor Stats: Mysterious Ring, Shield, Quarterstaff: - no stats Ring of Necromancy +1: - Animate Dead (once per long rest) - Heightened Necromancy (Creatures have disadvantage on savings throws against your Necromancy spells) Ring of Necromancy +2: - Mirror Image (once per long rest) - Heightened Necromancy (Creatures have disadvantage on savings throws against your Necromancy spells) - Arcane Enchantment: You gain +1 bonus to spell save DC and spell attack rolls Ring of Necromancy +3: - Mirror Image (once per long rest) - Heightened Necromancy (Creatures have disadvantage on savings throws against your Necromancy spells) - Arcane Enchantment: You gain +2 bonus to spell save DC and spell attack rolls - Projectile Deflection. Reflect all projectiles back to the attacker