Divinity: Original Sin 2

Divinity: Original Sin 2

Necromancy Expanded
56 Comments
ChucSon 19 Aug, 2024 @ 7:14pm 
de ?
Tithisa 11 Aug, 2021 @ 3:03pm 
Would you perhaps transfer this into DE aswell in the near future I frikkin love your mods <3
Kibella 29 Jan, 2021 @ 12:43pm 
update plz)
mozhin 19 Mar, 2019 @ 2:53pm 
Update pls!!
Shimazu 25 Feb, 2019 @ 1:09pm 
How about throwing this to Definitive ?
rhaevyn.hart 19 Sep, 2018 @ 11:58pm 
I hate that you can't edit your own comments. Anyway, DaShiku, you should ask Odinblade. He's a wonderful person and has helped a few others with their porting predicaments. Can't wait till this is on DE!
rhaevyn.hart 19 Sep, 2018 @ 11:52pm 
Oh NOOOO! I was just about to hit the subscribe button and realized it was for regular game. I have a sad now :( This looks amazing!
DaShiku  [author] 18 Sep, 2018 @ 3:33am 
I will look into porting it to DE yes. Need to figure out how that actually works though.
Digan 9 Sep, 2018 @ 6:42pm 
Are you gnna port it over to DE? :D would be nice ^^
Young Twon 18 Aug, 2018 @ 7:50am 
are these still at level 1 necromancy? Want to keep my game balance for other players
Kris 16 Jul, 2018 @ 6:12pm 
im trying out the vampirism but it seems it wont stack the feed stacks so its only worth stacking it once
Dinh0w 9 Jul, 2018 @ 12:56pm 
Hi, what does the necromancy spells scale with?
ØGThor 6 Jul, 2018 @ 8:18pm 
does this create any issues with haleane vampire mod?
Accel 9 Jun, 2018 @ 1:35am 
Hey hey, love the mod. Mostly the Troll Blood is something i love in the mod, but a question. How did you do that? That it heals from a percantage? Or Create Skills? Or something like that. Well, i am really new to this, and it would be great if i could get any help XD, because i want to Mod this game also. ^^
DaShiku  [author] 22 Apr, 2018 @ 2:58pm 
@TreSPassR Skills that use blood on the floor will be next up for blood magic yes. When this is going to happen i do not know. I need to come up with some good skills first.

Some stealth skills for vampire sound good. i'll have to think about what to make though.
TreSPassR 22 Apr, 2018 @ 2:11pm 
Nice update! I'm about to go try some of these out. With all the skills that leave blood on the ground, how about some skills to take advantage of that next time you create more? Something like blood spikes, or melee skills for vampire that give +25/50% damage if done while in stealth. I just want more melee skills for the vamp. Great work as always! Keep'em coming!
DaShiku  [author] 22 Apr, 2018 @ 1:51pm 
The mod has been updated. There are 11 new blood magic skills to play with. As usual feedback is always appreciated.

Oh and i do realise most skills are set in necro 1 and 2. I will shift these around eventually to make the spread a bit better. Dont have the time for that right now sadly.
DaShiku  [author] 20 Apr, 2018 @ 11:49am 
@TreSPassR I'm not 100% if i will be adding more vampire skills. It all depends on whether or not i can come up with anything good. I am thinking of something like a vampire thrall summon in the future though.

I do also want to explore a wolf thematic tied to vapirism. In ye olden days vampires were actually often depicted as or alongside wolves. There is definitely still thematic to explore but i dont know how/if i will be able to translate those into meaningful skills.

I'm also on an internship for school atm so im very busy during weekdays. I pretty much only have the weekends for making new skills if im not busy with other things. Updates will be a bit slow in the future as a result. minor balance tweaks i can easily do whenever though.

Maybe in the late future when ive looked deeper into blood magic, necromancy and witchcraft i will split this up into multiple mods.
TreSPassR 19 Apr, 2018 @ 3:32pm 
@DaShiku- Thanks for this update. Question... do you plan on making more skills to go with these (vampire)? You've almost got enough going on to where these could almost be four separate mods. I really like what you got going on with the vampire skills, The "stage up" aspect is very interesting. Easy to stage up, and get the bonuses, but man, those resists can drop to dangerous levels. I've got your skills mixed with Haleane's vampire mod, and it's been great!
cräpeu 19 Apr, 2018 @ 1:12pm 
oh cool^^
DaShiku  [author] 19 Apr, 2018 @ 1:00pm 
@TreSPassR Oh and dark shroud now has a 4 turn CD based on your comment
DaShiku  [author] 19 Apr, 2018 @ 12:56pm 
All damage dealing vampire skills, except gnaw, now scale with your weapon instead of just int.

Unfortunately i cannot do this for gnaw right now. Whenever i make gnaw scale with weapons it stops dealing damage. I dont know why this happens so for now im keeping it on int scaling. If i ever figure out why it stops dealing damage i will change it.
cräpeu 17 Apr, 2018 @ 5:44am 
Well sorry if I havn't been clear, it seems kiss of night (feed) and gash scale off base dmg (=weapon) and the skill associated (so if you wield a finesse weapon it will scale w/ it) ; however all the others, including leaping Gnaw (bug?) scale off int. since necromancy is an int. based skill.
However I agree w/ the fact that the results are kinda weird at first glance (especially since warfare also buffs theese dmg being physical in nature, giving strength necromancy/warfare character more skills to use)
TreSPassR 16 Apr, 2018 @ 4:25pm 
No, they don't. I got the vampire skills on a finesse character with dual wielding daggers, and the ones that i listed as scaling off int, believe it or not, scale off int. I get why, since they all destroy magic armor, but I just don't want to be splitting points. I'm also speaking strictly of the vampire skills, since that's all I'm using on this particular character.
cräpeu 16 Apr, 2018 @ 4:24am 
I'm pretty sure they scale off the weapons (it is said in the descp I believe (plus I remember them scaling w/ int and strength at times)
TreSPassR 15 Apr, 2018 @ 3:04pm 
Also, gaze, slumber, gnaw and charm scale off intelligence, but gash and feed scale off of finesse. Maybe make these scale off whatever weapon is being held, or create different versions of the mod?
TreSPassR 15 Apr, 2018 @ 2:37pm 
@DaShiku- Dark Shroud and Chameleon Cloak both have the same ap usage (1) and cd (6), but shroud gives 1 turn of invis and cloak gives 2. Maybe make shroud 2 turns invis or 4 cd?
cräpeu 15 Apr, 2018 @ 10:59am 
Well... Last things I can think of to spice up blood magic:
-some kind decay/decomposing effect while casting to hurt you when you damage others depending on the dmg dealt (only parts of the damage would be transferred ideally so glasscannons don't get 1-shot (dunno if possible - still a bad idea I guess))
-a non stackable effect like bleeding that cause "low" damage piercing during a few turns (like 7 or 10% during 5 turns) forcing you to be super agressive w/ your spells in order to stay at high health (w/ dmage bonus (or malus?) at high health?)
-maybe the risk of a backlash (ie 30% of character falling in a coma for 1/2 turns after casting a very powerfull spell) - however having a direct damage spell doing that kind of effect might be underwhelming (too high dmg:1shot no fun ; too low dmg : completly useless due to the risks) so it may be best to keep it for some kind of powerfull summon (like summon tanky voidwokens type creature out of a blood puddle)
DaShiku  [author] 15 Apr, 2018 @ 10:15am 
@TreSPassR Yeah having a health cost for abilities just doesn't really work in this game. the numbers are too disproportionate. The skills would have to be really powerful for them to be worth sacrificing health.
DaShiku  [author] 15 Apr, 2018 @ 10:08am 
@cräpeu i considered this as well but it creates one small issue. From what i can tell most people who play mages in this game wear a shield. Shields need constitution to be worn. if i start lowering people Con theres a chance its gonna unequip their items. I feel like lowering the base attributes, excluding wits, is in general a bad idea since it can mess with peoples equipment in battle.
TreSPassR 15 Apr, 2018 @ 10:07am 
Yeah, the issue with using your own health to cast spells seems plausible at first, but i think it could become a hassle in later levels where you'd be spending half your time healing urself (unless you a few points in necromancy), rather than attacking. There's another blood mage mod I tried out that has something like a 35% hit to your health to cast your spells for only two turns. Doesn't sound too bad right? I loaded up my level 21 save file, and tried the same skill, and on the tooltip, it wouldv'e been taking about 3k damage from my character for ONLY two turns of cast time. I know it's the premise of a blood mage, but I'm not a fan of that aspect.
cräpeu 15 Apr, 2018 @ 5:13am 
The Blood Magic could also cost constitution points (at least for the most powerfull spell)
dunno if it's actually a good idea but might be worth trying^^
DaShiku  [author] 15 Apr, 2018 @ 3:43am 
low cooldown, 0-1 ap skill*
DaShiku  [author] 15 Apr, 2018 @ 3:41am 
@thebestof28 currently im not 100% sure where i want to go with blood magic. I do definitely want it to be long range magic. Currently im trying to decide whether i want it to be physical or piercing based magic, mostly leaning towards physical.

i toyed around with making the skills cost health to cast but the inherent lifesteal you gain from leveling necromancy kinda made that obsolete. i would have to make the health costs so high that it would be nearly impossible to use in the early game.

right now one of the ideas i have is a low cooldown skill 0-1 ap skil that lets you drain blood from bleeding enemies to empower yourself. This would leave enemies with a drain status that makes them immune to further bleeding for a while. this might be the concept that i base the rest of the skills on
thebestof28 15 Apr, 2018 @ 12:54am 
Ok Thanks ! I like the idea with blood magic ! What's are you planning to do with this categorie ? Buff ? more offensive skill ? I try to do a bloodknight with it :steamhappy:
DaShiku  [author] 15 Apr, 2018 @ 12:45am 
Ive made another small update:

- Stage up attribute scaling has been increased. It still doesnt give big increases at lower levels but at around lvl 10 it already starts paying off. Unfortunately as far as i know there isnt much more i can do to make this scale better early, without making it way too strong late. It scales in the same way skills like encourage do.

- Leaping Gnaw now properly damages enemies. For some reason it was interacting strangely with weapons. The only fix i could do for now was to make it now use weapon damage. This means the damage is tied to level mostly, which isnt a big deal since this skill is for movement/stage up anyway.

The leaping gnaw issue didnt show up when i was making the skill but did show up today. I guess a lesson learned for me is to reset the engine and try the skills again before updating the mod.
thebestof28 15 Apr, 2018 @ 12:20am 
Stage up doesn't increase attribute at low level. I try on a character lvl 2 and only resistance's decreases are up by stage up's level. And Leaping Gnaw just teleport but doesn't hurt the foe.
Very good mod but vampire form nerf seems too high for me
DaShiku  [author] 15 Apr, 2018 @ 12:20am 
@thebestof28 thats a strange one, ill look into that asap
DaShiku  [author] 14 Apr, 2018 @ 4:33pm 
The mod has been updated. See the changelog for changes. As usual feedback would be much appreciated.
DaShiku  [author] 14 Apr, 2018 @ 7:36am 
@miiike_x

-I'm looking into the paralyze bug, but will probably change how the skill works a bit.

-The blessing of the moon spell takes up 1 memory slot when you learn this. That was an oversight on my part. I'm removing the memory cost in an update later today so this doesn't happen anymore.

-Not sure why circle doesnt protect you. It probably is due to glass cannon. In my test world my characters are properly protected.
miiike_x 13 Apr, 2018 @ 4:34am 
bugs i have found:
-Paralyzing gaze, enemy's still move even they are suposed to be paralyzed
-The set moons spells, after using the bless spell wich u get for completing a full moon, it removes 2 spells from my memory list and i cant use them no more for the rest of the fight (cuz its not memorized, and i always forget to put them back after the fight is done so, next 2-3 battles i have 4 spells to choose from instead of 6 :)
-Circle of protection my characters still get debuffed and harmfull effects, atleast on glasscannon, not sure on other char

hope for a fix cuz those are some nice spells
DaShiku  [author] 12 Apr, 2018 @ 9:22pm 
@cräpeu that's definitely not intended. they should just be incapacitated for 1 turn. I'll look into this on the weekend and see why it happens.
cräpeu 12 Apr, 2018 @ 2:29pm 
Paralyzing Gaze does not actually paralyse the ennemies ; they do get the stun effect applying (no dodge, lose air resistance gain earth resistance) but still get their turn to attack normally w/ seemingly full AP.
Did I miss somthing?
DaShiku  [author] 12 Apr, 2018 @ 12:04pm 
Thanks everyone for the support!

@helaene for the moon cycle idea i was actually inspired by the bite skill in your vampire mod. It made me think of how to implement incremental status effects, whicht i then combined with a common concept in witchcraft.

@Serene Sergal (away) i tried as best as i could to research real necromancy and came up with this skillset. Theres more to come but i need to get better at modding to implement my other ideas. There will be some spammable minions eventually though since i feel the modern concept of necromancy deserves its spot as well.

@SILENCER once i learn more about the engine one of the things you can expect are summoning skills. right now i have no idea how those work but i have some nice ideas for them. i basically have a notepad file with some 20+ skill ideas i still want to implement. And thats just for necromany alone.
千谎百计 11 Apr, 2018 @ 9:52pm 
Those skills look so awesome and interesting!
Daphne 11 Apr, 2018 @ 3:40pm 
In your final notes you do indeed ask for feed back. I have some extensive suggestions, not fit for a comment mostly due to text size- Which is why I sent you a request. You can delete me afterwards, assuming you do want to read what I have to write. I do not mind at all. I merely thought that if nothing else, said suggestions might inspire you to come up with other stuff.
Smoses 11 Apr, 2018 @ 9:47am 
Those skills look so awesome and interesting
Astroyka 10 Apr, 2018 @ 1:43am 
This mod sounds absolutley great. Nice work. Here's me thinking I'd "finished" playing DOS2 :)
S I L E N C E R 9 Apr, 2018 @ 11:28pm 
I love this. I can't wait to see what else you add to future updates! I'm subscribing now nonetheless. This mod has made me (once again) want to start anew. I'm playing through Honour Mode, and it won't be long until I die again lol so what the hell. A+ for creativity, effort, and overall commitment to this. :steamhappy:
Krakka Dakka 9 Apr, 2018 @ 8:18pm 
Finally! A good necromancy mod that doesn't just add a long list of spammable minions and actually adds magic based on true necromancy: the manipulation of life! Thank you!