Divinity: Original Sin 2 «Necromancy Rebalanced»
Любите ли вы некромантию как люблю её я?
Если да то этот мод для вас!
За основу взят мод Necromancy Rebalanced от уважаемого FreewayTF
Описание: Это простой мод, улучшает некоторые навыки Некромантии. Этот мод не требует запуска новой игры.
Стартовые навыки:
Кровосос: Уровень исцеления утроился.
Навыки новичка:
Заражение: имеет 3 м AoE. Теперь также замедляет цели на 1 оборот. Не наносит ущерб себе или союзникам. Урон уменьшен на 28.5% (Умножитель урона уменьшен до 100 с 140, по существу сохраняя урон до исправления 3.0.168.526).
Кровавый дождь:больше поверхности покрыто кровью. Кулдаун уменьшен до 4-х.
Оковы боли: теперь это массовый скил. Переработана анимация. Радиус действия скила 13 м. Сопротивление осталось без изменений (чтобы скил прошел физ. броня целей должна быть снята)
Навыки адепта:
Костяная клетка: Больше не проверяет линию визирования. (Трупы в радиусе действия, но скрытые за объектами теперь дают броню)
Безмолвие: теперь также применяется атрофия на 1 оборот. Слегка увеличенный урон физ. броне (в оригинале маг. сопротивление). Кулдаун увеличен до 4-х.
Нора (Костная вдова): стоимость AP уменьшена до 1. Кулдаун уменьшен до 2-х.
Поглотить труп (Костная вдова):Стоимость AP снижена до 1. Продолжительность бафа увеличена до 5-и.
Навыки мастера: никаких изменений.
Описание навыков было скорректировано, чтобы лучше объяснить, что они делают, и их новые функции.
УСТАНОВКА:1.Перейдите вкаталог Divinity 2 Mod, расположенный здесь: C: \ Users \ имя пользователя \ Documents \ Larian Studios \ Divinity Original Sin 2 \ Mods
2. Распакуйте архив и поместите файл Necromancy_Rebalanced_dade7623-d7ea-4ae8-b9c7-e98c9f293f86.pak в папке « Mods »
3. Когда вы играете в игру, перейдите в меню Модификации и включите Necromancy Rebalanced.
СОВМЕСТИМОСТЬ:
этот мод совместим с модами, которые добавляют новые навыки некромантии, вносят изменения в продавцов книг, или стартовые классы создания персонажей.
Этот мод НЕ совместим с модами, которые изменяют навыки некромантии базовой игры.
Please log in or register
To enjoy the benefits of Nexus Mods, please log in or register a new account
Odinblade’s Necromancer Class Overhaul
File information
Last updated
Original upload
Created by
Uploaded by
Virus scan
Tags for this mod
About this mod
Whilst the forces of nature maintain the balance of life and death, Necromancers relish in tipping the scales in either direction. This mod overhauls all existing Necromancer skills, as well as adding plenty of new ones, to deliver a truly terrifying Necromancer skill tree!
Nexus requirements
Mods requiring this file
Credits and distribution permission
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
Donation Points system
This mod is not opted-in to receive Donation Points
Translations available on the Nexus
Whilst the forces of nature maintain the balance of life and death, Necromancers relish in tipping the scales in either direction. This mod overhauls all existing Necromancer skills, as well as adding plenty of new ones, to deliver a truly terrifying Necromancer skill tree!
«Death is merely a state waiting to be undone. «
Version 1.0.10 (Read the Patch Notes here!)
Playstyle
Magic schools in Divinity: Original Sin 2 have been designed to facilitate user creativity of playstyles and builds; this Necromancer Overhaul is no exception. With the enhancements made to all Necromancer skills, along with the introduction of over 15 brand-new skills, this overhaul bolsters the creativity of Sourcerers. Although magic schools are essentially an open book, I have identified 4-key playstyles I think you’ll all enjoy:
There are many skills in this class overhaul, so I have made an online document containing all of the skill descriptions. Please click the link below to access it.
You may have noticed some skills from Divinity: Original Sin EE making a return with some additional effects, such as Oath of Desecration and Horrific Scream. I thought it was about time to bring back some old favourites to provide new and interesting build paths.
Additionally, as a comprehensive overhaul, this mod also reworks a lot of the basegame Necromancer spells, and I have compiled these changes into a doc:
As with my other overhauls, I have added some new Intelligence-based melee weapons to bolster close-combat playstyles. Although there are currently no new weapon skills to accompany them, the new weapons will be a welcome addition to any team composition.
The new weapon types include: Physical Wands and Physical Staves, both of which provide a small boost to Life Steal in exchange for raw damage.
Workshop artwork: Jeon Tae Kang, Blizzard Entertainment, Steve Argyle, Wizards of the Coast, Riot Games, ArtDeepMind
Spell icons: Larian Studios, Valve, Stygias, ArtofTy, Glann Rane, Blizzard Enterainment, Wizards of the Cost, Craig J Spearing, dekades8, Steve Argyle
Assistance and inspiration: LaughingLeader, Helaene
Being awesome: Larian Studios
Please log in or register
To enjoy the benefits of Nexus Mods, please log in or register a new account
Necromancy Rebalanced
File information
Last updated
Original upload
Created by
Uploaded by
Virus scan
Tags for this mod
About this mod
This mod buffs several low-mid tier Necromancy skills, aiming to bring them up to par with other schools of magic.
Credits and distribution permission
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
Donation Points system
This mod is opted-in to receive Donation Points
Version 1.5
Version 1.3
Version 1.2
Premium membership donations accepted
This is a lightweight mod that enhances several Necromancy skills.
The goal is to make the necromancy school more viable in the early-mid game reducing the need to rely too much on other types of skills or respecing before having access to Grasp of the Starved and Blood Storm, while also keeping the skills as close to the base game as possible.
This mod does not require to start a new game.
Skills are in order of Tier from Starter to Master
Starter skills:
Blood Sucker: Name changed to «Blood Absorb». Healing rate tripled.
Decaying Touch: 20% more damage. Cooldown reduced to 2 turns from 3.
Mosquito Swarm: No longer a Single-Target skill, has a 2m AoE. 5% more damage. Cooldown reduced to 2 turns from 4. No longer checks line of sight. Doesn’t deal damage to self or allies.
Raise Bloated Corpse: C ooldown increased to 5 turns from 3. No longer possible to target already exploded corpses. (Needs an intact body to work)
Vile Burst (Raise Bloated Corpse): Damage increased by 50%. Explosion radius increased to 4m from 3m. Explosion no longer obstructed by objects.
Novice skills:
Infect: No longer a Single-Target skill, has a 3m AoE. Now also slows targets for 1 turn. Doesn’t deal damage to self or allies. Damage reduced by 28.5% (Damage multiplier reduced to 100 from 140, essentially keeping the pre-patch 3.0.168.526 damage.)
Rain of Blood: Changed to behave more like regular Rain (more surface covered in blood). Cooldown reduced to 4 from 5 turns.
Adept skills:
Bone Cage: No longer checks line of sight. (Corpses in range but hidden behind objects will now grant armor)
Silencing Stare: Now also applies Atrophy for 1 turn. Slightly increased damage to Magic Armor. Cooldown increased to 4 turns from 3.
Burrow (Bone Widow): AP cost reduced to 1 from 2. Cooldown reduced to 2 turns from 3.
Devour Corpse (Bone Widow): AP cost reduced to 1. Buff duration increased to 5 turns from 3.
Black Shroud: Increased AoE radius to 6m from 4m. Increased cast range to 17m from 13m. Now also applies Decaying permanently to all characters in target area upon use. AP cost increased to 2 from 1. Cooldown reduced to 4 turns from 5.
Master skills: No changes
The descriptions of the skills were adjusted to better explain what they do and their new features.
1. Navigate to your Divinity 2 Mod directory, located here:
C:\Users\username\Documents\Larian Studios\Divinity Original Sin 2\Mods
2. Unzip the archive and put Necromancy_Rebalanced_dade7623-d7ea-4ae8-b9c7-e98c9f293f86.pak in your Mods folder (image)
3. When in-game, go to your MODS menu and enable Necromancy Rebalanced.
COMPATIBILITY:
This mod will be compatible with mods that add new necromancy skills, make changes to skillbook vendors, or character creation starting classes.
This mod will not be compatible with mods that alter the base game’s necromancy skills.
Please log in or register
To enjoy the benefits of Nexus Mods, please log in or register a new account
File information
Last updated
Original upload
Created by
Uploaded by
Virus scan
Tags for this mod
About this mod
This mod adds new skills and buffs a variety of the vanilla ones, aiming to make a pure necromancy build more fun and viable in all stages of the game.
Credits and distribution permission
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
Donation Points system
This mod is not opted-in to receive Donation Points
Version 2.1.1
Version 2.1.0
Version 2.0.2
Version 2.0.1
Version 2.0.0
Version 1.7.0
Version 1.6.0
Premium membership donations accepted
This mod adds new Necromancy skills and improves upon vanilla ones as well, aiming to make a pure Necromancy playthrough all the more enjoyable, while keeping everything fair and balanced.
Check out the mod on the Steam Workshop
Be sure to rate my mod if you enjoy its content!

At long last 2.0 is out, and with it come 9 new skills with custom made icons to enrich your necromancer playthrough!
The goal is to make pure necromancy builds more viable in the early-mid game reducing the need to rely too much
on other types of skills and/or respecing before having access to Grasp of the Starved, while also expanding on choice
in the late game, with new and powerful abilities.
This mod does not require to start a new game.
Skills are in order of Tier from Starter to Master
Starter skills:
Raise Bone Crawler: Fast but weaker bone golem, high dodge chance, can use Burrow, Rupture Tendons and Corrosive Touch.
Novice skills:
Raise Undead Zombies: Raise 3 zombies to fight for you, they will act independantly and cannot be controlled.
They have no armor but deal above average damage. Can be summoned alongside any other summon.
Corrupting Spikes: Single target skill. Impales the target character dealing 40% increased base damage,
also applies Decay and creates a cursed blood surface under the target.
Bloodshift: Jump skill. Dissolve into blood and reappear at the target position, creating a blood puddle in the process.
Designed specifically to give all races that aren’t elves easy access to blood surfaces, synergizes with the Elemental Affinity talent.
Adept skills:
Raise Undead Archers: Raise 3 skeleton archers, they will act independantly and cannot be controlled.
They also have access to several Huntsman skills. Can be summoned alongside any other summon.
Raise Bone Walker: Raise a skeleton beast amalgam, deals high damage and can cast several spells.
Master skills:
Raise Bone Crusher: Sourcery. Raise a goliath bone golem, sporting very high damage and armor.
It can also use Provoke and Battle Stomp. Costs 1 Source Point to cast.
Raise Death Knights: Sourcery. Raise 3 Grave Wardens to fight for you, they will act independantly and cannot be controlled.
They also have access to many Warfare skills. Can be summoned alongside any other summon. Costs 1 Source Point to cast.
Blood Surge: Sourcery. Send a beam of blood that will split on impact up to 6 times. Can also explode corpses by targeting them.
Cursed blood surfaces are created on impact. Enemies hit are cursed for 1 turn with Boiling Blood, which will make them explode on death, dealing massive damage to whoever is close by. Costs 3 Source Points to cast.
Skills are in order of Tier from Starter to Master
Starter skills:
Blood Sucker: Name changed to «Blood Absorb». Healing rate and absorption range doubled.
Decaying Touch: 20% more damage. Cooldown reduced to 2 turns from 3.
Mosquito Swarm: No longer a Single-Target skill, has a 1m AoE. Cooldown reduced to 3 turns from 4.
No longer checks line of sight. Doesn’t deal damage to self or allies. Added a visual target indicator.
Raise Bloated Corpse: C ooldown increased to 5 turns from 3. No longer possible to target already exploded corpses.
(Needs an intact body to work)
Vile Burst (Raise Bloated Corpse): Damage increased by 50%. Explosion radius increased to 4m from 3m.
Explosion no longer obstructed by objects.
Novice skills:
Infect: No longer a Single-Target skill, has a 3m AoE. Now also slows targets for 1 turn. Doesn’t deal damage to self or allies.
Damage reduced by 28.5%. Added a visual target indicator.
Rain of Blood: Changed to behave more like regular Rain (more surface covered in blood). Cooldown reduced to 4 from 5 turns.
Adept skills:
Bone Cage: No longer checks line of sight. (Corpses in range but hidden behind objects will now grant armor)
Silencing Stare: Now also applies Atrophy for 1 turn. Slightly increased damage to Magic Armor. Cooldown increased to 4 turns from 3.
Bone Widow: Added 20 base Magic Armor. Increased poison resistance from 100% to 200%.
Burrow (Bone Widow): AP cost reduced to 1 from 2. Cooldown reduced to 1 turns from 3.
Devour Corpse (Bone Widow): AP cost reduced to 1. Buff duration increased to 5 turns from 3.
Black Shroud: Increased AoE radius to 6m from 4m. Increased cast range to 17m from 13m. Now also applies Decaying permanently to all characters in target area upon use. AP cost increased to 2 from 1. Cooldown reduced to 4 turns from 5.
Master skills:
Blood Storm: Damage increased by 20%
Totems of the Necromancer: Stat scaling of the totems was massively increased, resulting in much higher damage.
The descriptions of the skills were adjusted to better explain what they do and their new features.
1. Navigate to your Divinity 2 Mod directory, located here:
C:\Users\username\Documents\Larian Studios\Divinity Original Sin 2 Definitive Edition\Mods
2. Unzip the archive and put Necromancy_Rebalanced_DE_2943a1f9-2742-1561-1237-56a327e5aef6.pak in your Mods folder as seen here: (image)
3. When in-game, go to your MODS menu and enable Necromancy Rebalanced.
4. Enjoy
This mod will be compatible with mods that add new necromancy skills, make changes to skillbook vendors, or character creation starting classes.
Almost all the new custom Icons were made by Dusk, the rest I made them myself.
SHOUTOUTS:
Assistance: LaughingLeader, SeINfEID, Feenex, Dashiku, Razor
Lots of love for all who helped me coming up with cool names for the new abilities on discord.
A huge thank you to everyone who helped me out in making this mod!
CHECK OUT THE MOD ON THE NEXUS! [www.nexusmods.com]
Be sure to rate my mod if you enjoy its content!
At long last 2.0 is out, and with it come 9 new skills with custom made icons to enrich your necromancer playthrough!
The goal is to make pure necromancy builds more viable and fun in the early-mid game reducing the need to rely too much on other types of skills and/or respecing before having access to Grasp of the Starved, while also keeping the skills as close to the vanilla game as possible.
The Trader can be found outside Fort Joy, on the ruined bridge in Act 1, and in the deck of the Lady Vengeance in Act 2 and on. (Location shown in the video)
This mod does not require to start a new game.
Skills are in order of Tier from Starter to Master
Corrupting Spikes: Single target skill. Impales the target character dealing 40% increased base damage, also applies Decay and creates a cursed blood surface under the target.
Bloodshift: Jump skill. Dissolve into blood and reappear at the target position, creating a blood puddle in the process. Designed specifically to give all races easy access to blood surfaces, synergizes with Elemental Affinity.
Raise Bone Walker: Raise a skeleton beast amalgam, deals high damage, has high damage and can cast several spells.
Raise Death Knights: Raise 3 Grave Wardens to fight for you, they will act independantly and cannot be controlled. They also have access to many Warfare skills. Can be summoned alongside any other summon. Costs 1 Source Point to cast.
Blood Surge: Send a beam of blood that will split on impact up to 6 times. Can also explode corpses by targeting them. Cursed blood surfaces are created on impact. Enemies hit are cursed for 1 turn with Boiling Blood, which will make them explode on death, dealing massive damage to whoever is close by. Costs 3 Source Points to cast.
Skills are in order of Tier from Starter to Master
Decaying Touch: 20% more damage. Cooldown reduced to 2 turns from 3.
Mosquito Swarm: No longer a Single-Target skill, has a 1m AoE. Cooldown reduced to 3 turns from 4. No longer checks line of sight. Doesn’t deal damage to self or allies.
Raise Bloated Corpse: Cooldown increased to 5 turns from 3. No longer possible to target already exploded corpses. (Needs an intact body to work)
Vile Burst (Raise Bloated Corpse): Damage increased by 50%. Explosion radius increased to 4m from 3m. Explosion no longer obstructed by objects.
Rain of Blood: Changed to behave more like regular Rain (more surface covered in blood). Cooldown reduced to 4 from 5 turns.
Silencing Stare: Now also applies Atrophy for 1 turn. Slightly increased damage to Magic Armor. Cooldown increased to 4 turns from 3.
Bone Widow: Added 20 base Magic Armor. Increased poison resistance from 100% to 200%.
Burrow (Bone Widow): AP cost reduced to 1 from 2. Cooldown reduced to 1 turn from 3.
Devour Corpse (Bone Widow): AP cost reduced to 1. Buff duration increased to 5 turns from 3.
Black Shroud: Increased AoE radius to 6m from 4m. Increased cast range to 17m from 13m. Now also applies Decaying permanently to all characters in target area upon use. AP cost increased to 2 from 1. Cooldown reduced to 4 turns from 5.
Totems of the Necromancer: Stat scaling of the totems was massively increased, resulting in much higher damage.
Descriptions of the skills were adjusted to better explain what they do and their new features.
This mod will be compatible with mods that add new necromancy skills, make changes to skillbook vendors, or character creation starting classes.
Almost all the new custom Icons were made by Dusk, the rest I made them myself.
SHOUTOUTS:
Assistance: LaughingLeader, SeINfEID, Feenex, Dashiku, Razor
Lots of love for all who helped me coming up with cool names for the new abilities on discord.
A huge thank you to everyone who helped me out in making this mod!












