Thea 2: The Shattering

Thea 2: The Shattering

Necromancy
26 Comments
mrcoolize 3 Sep, 2023 @ 8:01pm 
Is there any way to get a necromancer in game if you didn't start with one?
Yaddah 15 Jul, 2023 @ 1:08pm 
Nice mod, however I do think you should make the non-necromancy stuff its own mod. For example, I'm using the the rat character in my current playthrough and I think it's well worth 1 trait point. Would be nice, if we could choose between your other ideas and the necromancy.
ProRock 30 Jan, 2021 @ 5:42am 
@comphiturra ok thx.
comphiturra  [author] 30 Jan, 2021 @ 1:58am 
@ProRock, SUre! I no longer support this Mod so feel free to do what you want with it.
ProRock 28 May, 2020 @ 5:10am 
Azi_Dahaka12th 15 Mar, 2020 @ 6:16pm 
dose this mod work with building overhaul?
Komissar Gebet 21 Sep, 2019 @ 12:55am 
Seems like a good mod, although I think the character portrait selection may (or even must) be extended - add some deafult witch/volh portraits (and models) and/or add some custom ones. An easy way to so: there is a nice mod here on the workshop that adds tons of good portraits, and some of them will suit the necromancer very well - I guess the authors will surely permit you to borrow them!
dpi.***** 24 Aug, 2019 @ 3:04am 
Hi
Love the idea ;-)

But why summoned skelettons have 0 in attack. What are they usefull for ? Delay the defeat ?
Siin_Wolf 16 Aug, 2019 @ 6:34am 
also a recommendation after using it for awhile i feel the undead skele boi that comes with the necromancer makes it a tad strong might think of removing that and only giving the necromancer with that trait. it isnt so strong that it matters a whole lot especially on harder difficulties (tried it in easy, medium, and hard) so its not a huge deal if you dont. but it is a little on the stronger side.especially in hard where your trait cost really matters
Siin_Wolf 16 Aug, 2019 @ 6:32am 
any chance you could add a deathknight styled portrait to the necromancer? wanting to make a sword and shield and heavy armor necromancer (gonna take a lot of strength to pull it off though maybe medium armor instead of heavy) and it would be awesome if the portrait matched the gear.
Livebait 5 Aug, 2019 @ 7:41am 
What are the chances that you will eventually be able to add rituals that allow you to create new undead companions?
comphiturra  [author] 30 Jul, 2019 @ 9:57am 
@Lorska,
Hi, thanks for the feedback. I was aware of the incompatability but I haven't found a word-around yet. Definitely agree it is preferable to make it a non-vanilla building as not to undermine (also no pun intended) any other mod.
In an earleir build, the crypt was a standalone but, as you probably encountered with the (excellent) mobile base mod, non-vanilla buildings tend to show up as inventory items making them tradeable/recycleable instead of being permanent. In short, you could farm the spawn undead corpe and start a Dawn o/t Dead scenario. Be happy to hear if you have found any custom tag-trick etc. to make it disappear from the inventory. In the meantime, I will also try to find a solution myself.
Lorska 25 Jul, 2019 @ 1:56pm 
hey, do you plan on making the crypt a standalone building?
otherwise it would conflict with mods that change the mine in any way (like mine for example, pun unintended)
as a general rule of thumb, I would always separate everything possible from existing things so your stuff always works with other stuff. if you need help in that regard, just @ me.
comphiturra  [author] 17 Jul, 2019 @ 3:39am 
Hi everyone,
I finally finished the beast theme mod mentioned below. The custom Bear and custom Dragon Bee character that were included in V 1.0 but removed in V 1.2. are now available through that mod (albeit in customized form obviously).
Enjoy!
Tessie Of Winters 12 Jul, 2019 @ 8:16am 
@Comphiturra
Thanks for the response!
comphiturra  [author] 11 Jul, 2019 @ 11:47am 
@Tessie Of Winters
Thanks for the feedback! Removing the rat trait cost had to do with the two beast traits I added in V 1.0 and their relative power level. I agree the rat is a strong choice by itself but the Dragon Bee was a lot stronger early game in that build. That being said, I get your point on the long term benefits of having a Rat in your group. I think trait cards are mostly relevant in the early game (some remain relevant, some don't) and therefore the trait card cost should mostly reflect their early game power, rather than just their overall power level.

In the current version (V. 1.2.) the rat has regained its cost since I moved the two Beast traits to another mod that I will release shortly. I've also designed a custom Rat character for that mod but it it is still far from polished.
Tessie Of Winters 11 Jul, 2019 @ 8:04am 
Why remove trait cost of rat? It is probably one of the most powerful animal followers accessible for play starts in the unmodded game.

It is without question the strongest 1 point character except combat domain's 1 cost warrior. Spider might be stronger animal if playing nature without light & assuming you get main stat screwed at level ups, but any poor performance can be made up by the quest perks from having rat on team + the rare event of potentially gaining the rat colony.

Rat beats out royal snake and wolf by a mile.
Draken 9 Jul, 2019 @ 7:18pm 
Additional ideas:
One more thing that came to mind during the play is food consumption - the skeletons need to eat, which obiviously doesn't make much sense. I do know that dwarfs for example has a racial effect that gives them a chance to consume additional food in a turn.

In my opinion, it would be nice to give something like that to unliving characters - a chance to consume less food per turn, the more 'unliving' they are, the greater the chance. Balance wise it would differ them from all other creatures, and instead of being a crappy freeloaders in the age of dwarfs and elves they would make useful servants and expendable tools.

Anyway, thumbs up! Had a great Thea experiance thanks to this mod :)
Draken 9 Jul, 2019 @ 7:18pm 
You're welcome :)

Additional feedback:
Finished playground with a necromancer start - I need to say that starting with a high mys/des character is quite op. Not as much as with a dwarf/elf, though, so the 3 points for trait card is quite balanced.

The skillset for a necro is quite nice, gotten both int and mys innate attacks - it really feels like a magic user, so unlike the zorca or female-only witch.

Broken skeletons are quite balanced - im just crying that they cannot equip any armors. Otherwise skellies in heavy armor would make too good of a tanks. One way I can think of balancing that is tweaking their carrying capacity through racial, but im still not convinced that this is a good idea.

For early game, its just like you said - parry, toughness and unliving skills that allow them to tank some hits. Really great stuff :)

comphiturra  [author] 9 Jul, 2019 @ 11:44am 
@Draken
Thanks for the feedback! I was already looking into adding a necromancer option in the human grow-up event. Haven't exactly figured out how the whole event_editor_spaghetti works. I will have to use some vanilla scripting to get the desired result. I definitely agree on the INT and MYS-tag. The creepy-tag is a cool idea and fits the overall flavour but I haven't had a creepy child in one of my playtroughs so I probably stick with INT, MYS and maybe chance.

I am working on some other 'beast stuff' and the bear and bee will probably be moved in the future.
Draken 9 Jul, 2019 @ 9:37am 
Commendation for the idea.
Would thumbs up gladly and play a bit more with it if the beast part would be moved to a separate mod.

Would also absolutely love if it was somehow possible to mod 'Necromancer' as a grown up option, maybe requiring child to be creepy or have high int and mys.
comphiturra  [author] 9 Jul, 2019 @ 1:18am 
@ Imricdaelf120741
The necromancer starts out weak but always has a useful (early game) PER leech ability (chain whip). I have added a crow for a small PER boost. I wouldn't increase PER too much; most of the late game abilities do not require it. Prioritize INT and the summon skill. Summons are whimpy early on but can become strong at level 3 and with INT of 8 and up. Overall I would prioritize in this order: INT - MYS - DES - PER - WIS - STR. Much depends on the skills you get which varies each game. As for equipment, I would get a shield early game and a robe. It allows you to make the most of the chain whip. A weapon is not really necessary at this point. Give him a tome later on. As for the skeletons, their power is asymmetric with that of the necromancer; their usefulness diminishes during the game. Get a spear if they didn't start with one and prioritize STR. They can get high innate shielding (undead & parry). I have also used them as high WIS-char with a 1H relic.
Imricdaelf120741 8 Jul, 2019 @ 5:47pm 
What are the necromancers strong points? What's his playstyle?

I'll test this over the next couple weeks (in a balanced, non-mod game). Always wanted a necro.
Friend_Of_The_Cats 8 Jul, 2019 @ 12:15pm 
sounds really cool , thanks
comphiturra  [author] 8 Jul, 2019 @ 11:47am 
Hi everyone,
Please let me know what you think! This game is quite easy to mod, so I expect to add other things in the future. I hope I figure out how to add custom artwork etc.
Cheers