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Voltron89

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About this mod

Since I found Necromancy underwhelming as main Magic Tree for anyone who would like to play as pure Necromancer as possible I decided to overhaul his spells. No new spells were added.

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Since I found Necromancy underwhelming as main Magic Tree for anyone who would like to play as pure Necromancer as possible I decided to overhaul his spells. No new spells were added.

Feedback is welcome and any changes/corrections will be based on it.

Generally I felt like Necromancer was first of all lacking an AOE spells and also some good CC and negative statuses spells. Some of his spells also were targetiing Magic Armor which was really useless for physical-damage based magic. Also Decaying Touch being Close Range spell was limiting Necromancer to basicely 2 spells on range.

VERSION 1.0 CHANGELOG:

1. Mosquito Swarm- is now small AOE spell (2 meter radius). Cost 2 AP (no changes). Cooldown reduced from 4 to 2 to make it bread and butter basic spell for Necromancer. Bleeding is now applied for 3 Turns (up from 2).

2. Infect- is now AOE spell (3 meters). Disease effect now last 3 turns (up from 2). Infect now applies Slow for 2 turns (to justify its 3 AP cost). Cost 3 AP (no changes here). Cooldown is 3 turns.

3. Decaying Touch was renamed to simple "Decaying". It is now range spell instead of touch. Same range as Mosquito Swarm. Affects only one target (no changes here). Now also applies Atrophy for 1 turn. As the only single target damage Necromancy spell the damage was increased by 20%. Cooldown 3 turns (no changes).

4. Shackles of Pain- Cooldown reduced from 5 to 4.

5. Black Shroud - Originally applied Suffocating and Blind- both affecting or resisted by Magic Armor. Totally useless for our Necromancer since Necromancy spells deal with physical armor. The spell was renamed to "Plague"- now applies on enemies in AOE radius- Disease for 3 turns, Atrophy for 1 turn, Dazed for 2 turns and Slowed for 3 turns. It does not deal any kind of damage. It is pure skill to control enemies and weak them through status effects. Plague is no longer a Source skill but its AP cost has been increased to 3. Cooldown is 5 turns.

6. Silenting Stare - it was targeting Magic Armor, which again was totally opposed to damage type of Necromancy. It was renamed to "Terrifying Stare" and now applies Terrified on enemies, resisted by Physical Armor.

7. Vile Burst (skill of Raise Bloated Corpse) - radius was increased from 3 to 4 meters. Since its damage even on lvl 20 was underwhelming - Damage was increased by 100%.

8. Blood Sucker- the radius in which Blood Sucker consumes one stack of blood was increased from 2 meters to 10 meters (it does not make it consume more blood, just allows to consume blood from further distance). The healing was also increased by 50%.

9. Blood Rain- the cooldown was reduced to 3 turns.

Unfortunately I was unable to edit Bone Widow scalling (to change it to scale with Necromancy- didn't find option to edit that anywhere) and Necromancer Totems damage, which as we know is pathethic right now. I hope I will be able to do that in future.

Please leave your feedback about changes and how it plays out.

I also recommend grabing my another mod Physical Wands and Staffs that adds physical Wands and Staffs in game to complete your Necromancer build: https://www.nexusmods.com/divinityoriginalsin2/mods/116/?

TO INSTALL:

Unzip rar file, copy Mods folder to your DOS2/Data/Mods folder for GOG (/Data/LocalMods for Steam). Copy Public folder to your DOS2/Data/Public folder.

Please remember to turn on Mod in Main Menu in game. Please endorse if you like.

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