XCOM 2
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Ekscom

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About this mod

He studied psionics from an X-Com veteran from the first war. He applied the psi amp to other mystical disciplines from Earth and the results were amazing. Magic works now. Launch fireballs, raise zombies, cast curses.

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A Necromancer!
New class with custom magic skills. Sorcerer and Necromancer (and Shaman if you use LongWar2) skill trees.

Lore: The demonstration of Psionics by some X-Com agents during the first alien invasion has convinced some people that supernatural abilities do exist. This resulted in renewed faith in the ancient magical studies of Earth. With the combination of ancient lore and the PsiAmps used by the original X-Com 20 years ago, the Necromancers have developed some very real magical abilities.

The class levels up like a normal soldier through missions. No need for psi lab. 

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"The necromancer's armory" – Update v4.1
- Good news for Long War 2 fans. Starting work on the third skill tree: Shaman. Shamanism is related to necromancy in the sense that it deals with spirits of the dead, souls, etc. If you don't have LW2, this skill simply won't appear on your screen and won't affect your gameplay in any way whatsoever!
- Added Restoration in the third skill tree: "Regenerate 1 HP per turn, for 3 turns, to any ally. Shamans are said to treat ailments/illness by mending the soul. Alleviating traumas affecting the soul/spirit restores the physical body of the individual to balance and wholeness." 
- Added 3 levels of upgrades for Necromancer Staff. It does slightly less damage than a rifle, but it's psi damage, doesn't need reload and goes through 1/2/3 armor. It will need to be built one by one. The upgrades are pretty expensive, but everybody ends up swapping the best weapon between soldiers anyway. 

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"The necromancer's armory" – Update v.4.0
- Added a new Necromancer weapon. Does psi damage. Behaves like a rifle for the most part. It will be granted to any newly promoted necromancer, or it can be constructed using two Advent and one Sectoid corpses.

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MAJOR UPDATE! (v.3.0)
- Wounded and killed zombies no longer count toward wounded/killed x-com agents at mission end. All hail master necromancer Celestus of Borg for supplying the arcane scrolls that made this possible.
- Switched the ranks for Raise Zombie and Poison.
- Poison's power was upgraded to Corporal level skills and is on par with Combustion. The skill has zero cooldown. You can cast this twice per turn. 
- Eldritch Storm now actually does what its description says. 

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Custom skills:
Squaddie: - Raise Zombie: Raises a human corpse to fight with you. 

Necromancer:
Corporal: Poison: Poisons any organic enemy. They suffer -30 Aim and -4 Movement, and take 1 damage per turn. Casting it doesn't end your turn and has no cooldown.
Sergeant: Strenghten Undead: Enhance the link between the Necromancer and one of his zombies, significantly increasing all of its life stats.
Lieutenant: Bone Armor: Adds 3 armor to a friendly target. This bonus lasts until the end of the mission and can be stacked. 4 turns cool down.
Captain: Hallucinations: A curse that causes a creature to see everyone around him as enemies. It is guaranteed to panic and there's a chance it will shoot its own friends. 
Major: Mass-raise Raise all dead human units in a radius. (Similar to Gatekeeper)
Colonel: Death Touch: The Necromancer has gained a superhuman understanding of life and death. Touch a living creature to grab its soul and pull it out of its body. It dies instantly. It can be used once per battle, from melee range only. 
Brigadier: Teleport: Teleports you anywhere in sight. 1 turn cooldown, doesn't end your turn! As OP as a Brigadier should be.

Sorcerer:
Corporal: Combustion: Deals a small amount of guaranteed damage and sets an enemy on fire.
Sergeant: Drain Life: Hurts and leaches life.
Lieutenant: Lightning: Single target, good damage. Stuns living units and shut down robotics for a turn of two.
Captain: Fireball: 4x4 explosion, Does good damage, sets everything on fire.
Major: Eldritch storm: A gigantic explosion, applying all effects from previous skills. Madness!
Colonel: Soul Spear: Sorcery that fires souls shaped into a spear. Pierces enemies, causing heavy damage. This spell was said to have been devised by a master sorcerer, but his name is long forgotten. 
Brigadier: Dominate: Same as the Psi Ops skill.

Shaman:
Corporal: Restoration: Regenerate 1 HP per turn, for 3 turns
Sergeant: Under development
Lieutenant: Under development
Captain: Under development
Major: Under development
Colonel: Under development 
Brigadier: Under development


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To do:
In no order:
- Shaman skill tree for LW2.
- GTS skill.
- Animations and cosmetics.
- INI file.