Divinity: Original Sin 2

Divinity: Original Sin 2

Necromancy Rebalanced 2.0 - Definitive Edition
108 Comments
MikBug458 11 Apr, 2023 @ 2:48am 
Is the mod effected by the Pet Power gift bag?
Noxanguis 10 Jan, 2023 @ 1:55am 
Hi. Can you craft these new books?
2e vie 10 Jul, 2022 @ 8:49pm 
I gave it a try, but it felt as if the summon where a bit too powerful to my taste. I summoned only a bone crawler. Level 1 summon, still it can teleport each turn, sneak attack, have high dodge, a very powerful 1 AP acid attack and even another ability. Felt a bit like cheating. I like the general skill tweeks, but as the game in normal already appears to be too easy for me (and tactical just not fun), I've decided to stay with vanilla necromancy.
The Seraph of Tomorrow 8 Jul, 2022 @ 2:04pm 
Nevermind, i'm a moron.

Click the Trade Icon... that's it.
The Seraph of Tomorrow 8 Jul, 2022 @ 2:02pm 
@Oblivion same problem, have you found a solution?
Penitent 29 Jun, 2022 @ 11:10pm 
EDIT: just figured out that this mod is not compatible with Divinity Unleashed.
Back to Black 6 May, 2022 @ 12:35pm 
@alexandre.roy03 no, this mod is not compatible with Odin's Necro mod, coz both mods change vanilla skills. Though you can still play with both, but place in the right order in mod menu, depending on your preferences: Odin nerfs vanilla skills, this mod makes them stronger.
ReNinya 22 Apr, 2022 @ 4:09am 
how do i buy the books from casper? it just gives me an option to end the dialoge
Sete 17 Feb, 2022 @ 12:07pm 
Mosquito Swarm it's only healing 2%
alexandre.roy03 2 Feb, 2022 @ 7:21am 
Is it compatible with: Odinblade's Necromancer Class Overhaul
dls 24 Dec, 2021 @ 7:14am 
Maybe you're right about good builds and damage. But as I said, we play with friends for fun. And all builds are about the same good / bad. But the fact is that with our bad builds before the knights of death, everything was about the same for everyone. And when our necromancer pick those skills - the whole party is no longer needed. I understand you might not want to waste time on such requests. Perhaps you will be so kind and tell me where and how this can be changed? Thank you for your answer.
freeway  [author] 17 Dec, 2021 @ 5:45pm 
Summon skills of this mod are already underpowered compared to regular endgame level mage builds or blood magic focused necromancer builds.
At lv15+ each character in your party should be able to handle fights solo in a couple turns if you build yourself correctly on tactician difficulty.
If anyone in your party of friends were using a optimized vanilla unmodded build you'd have the same problems only much worse (1 person ending major fights in 1-2 turns), this is a larger scale problem with the game's coop balance, my mod's summons are weak compared to what you can achieve in the vanilla game as I said previously, for instance this is what corpse explosion damage can look like with a decent build: https://i.imgur.com/nYPHH16.png
I recommend your party to respec your skill points into the proper talent and attributes and your friends should easily outdamage this mod's summoned minions.
dls 17 Dec, 2021 @ 10:47am 
Helo man! Great work btw! Sorry to bother you, but could you make the damage from death knights 5 times less, damage from archers 2 times less. And the health of all of them is half that. We play with friends, and one of us take skills of skeletons and knights - now we are simply not needed. When a mage spell (sorce spell) deals 400-500 damage, each death knight deals 1500 (2400 crit) damage. And the archer is 600. It's not fun to play. Thank you.
Yacatisma 5 Oct, 2021 @ 11:06pm 
Hello, when I try to talk with the vendor, the only option is ''end''. I cant trade any skills with him.
What might be the problem?
jessevanbrabant 26 Aug, 2021 @ 2:26am 
I know this is a very strange place too ask this, but u seem to be very active :smile: so thought i would give it a shot. Could anyone make a summon pack for plants? (trunk, artillery plant, the big tree at the pool in the final act with a downscaled model). Would love too make a poison druid but can't really find a tree summon pack anywere... Sorry for the strange question

Also u did amazing work with the mod love it!
Penitent 20 Aug, 2021 @ 7:20pm 
Hey boss, the Mosquito Swarm is bugged for me --- you still a one-target attack but with the reduced cooldown.
freeway  [author] 23 Jun, 2021 @ 1:00pm 
@brilliance skeletal archer is unlocked at level 9
brilliance 25 Apr, 2021 @ 5:29am 
I should be able to get the skeletal archer trio book by now, but it hasn't showed up in the vendor? I'm currently level 8, Necromancer level (min) 5, and I really adore this mod.
Ay-0-Kay 21 Apr, 2021 @ 8:02pm 
The Vendor NPC is missing once you arrive in Arx :(
Jojotaro 18 Feb, 2021 @ 8:03am 
Hi, does this mod works with faster casting mages?
aheram 13 Jul, 2020 @ 6:33pm 
Question, is this compatible with Pet Power?
Necromancer Galt 10 Jul, 2020 @ 11:33am 
Excellent mod. I'd say it's the best out there. It adds what a necromancer should have: summoning of the dead, without breaking the game. A must have.
freeway  [author] 28 Jun, 2020 @ 8:12am 
You're missing the point entirely. While it is true that necromancy ends up being the strongest build in the later stages of the game, a pure necromancy build is far from being competitive in the early-mid game, and is usually either used alongside other types of skills, or ignored entirely until you can make good use of it later on. Necromancy is also more like blood magic in the vanilla game, there's very few choices in terms of minion summons, which doesn't lend itself well to the core theme of necromancy, which is raising the dead, hence why I added new summon skills to make up for that. I don't intend to make necro more powerful than it already is in late game, which is why I didn't touch Grasp or (Mass) Corpse Explosion at all, the idea is to give more variety.
Captain Fail 27 Jun, 2020 @ 10:22pm 
imagine thinking necro needed a buff when it was the strongest vanilla build in the entire game
Shackle 18 May, 2020 @ 9:22am 
I'm honestly surprised blood rain doesn't cause the wet status. and i'm especially surprised that there's no mod that changes that.
Matt9559 8 May, 2020 @ 11:13am 
Hello, i'd like to tweak the dmg from the archers. Is there a way to do it ? Tks for the answer
MaxGruver 12 Oct, 2019 @ 5:23pm 
Hello freeway. That mode is incredible job done. I would like to ask you about permisson to provide access to the translated by me version of the mod, for a Russian-speaking audience, with a link to the original (Steam and Nexus) of course. It's would be a nice for russian speking audience coz it's really wierd when most names on russian and some on english by the mod.
freeway  [author] 13 Aug, 2019 @ 1:39pm 
AFAIK mods don't work with language settings, you'll have to edit each line of text inside the mod files manually and that's what will show regardless of the language you have selected in the game options.
ObiWanKenobit 13 Aug, 2019 @ 1:04pm 
Thaks freeway, but i'm in search for a way to translate mods, it seems there's no possibility to do it...have you a suggestion?
freeway  [author] 12 Aug, 2019 @ 4:51am 
No problem, you can do whatever you wish to my mod after downloading it, you can privately share the translation with your friends too, just don't re-upload it publicly.
ObiWanKenobit 11 Aug, 2019 @ 11:23am 
Is it possible translate this mod to another language just for personal usage?
freeway  [author] 1 Jun, 2019 @ 9:17am 
No problem, enjoy your playthrough
SomeBritishNerd 1 Jun, 2019 @ 9:16am 
sorry I had never used that button and had just used the dialog options.
this is my first workshop mod for divinity 2 so thanks for useful help (-:

freeway  [author] 1 Jun, 2019 @ 3:18am 
You can trade with any NPC by clicking the trading button located in the top left of a dialogue window, dedicated NPC traders in vanilla may have a dialogue option which will redirect you to that menu, but the faster and easier way to access it is from the trade button.
SomeBritishNerd 31 May, 2019 @ 4:09pm 
why when i talk to the NPC is the only option to exit and not to trade with him?
probably a dumb question sorry.
and if he just adds the items to inventor as you level up is a new game required to gain all the spell books as they can't be gained during a play through?
once again probably a dumb question that has already been answered some where
freeway  [author] 13 Apr, 2019 @ 3:15am 
His inventory will be updated as you level up, check back with him once you hit level 4, then 9, 13 and 16.
High Voltage 12 Apr, 2019 @ 6:04am 
Freeway, i click to trade with him but he only has 1 skillbook and I believe I already had that one.
freeway  [author] 8 Apr, 2019 @ 7:22am 
Secondly, what damage type would you change them to? All of the elemental damage types have their appropriate school of magic, Piercing damage isn't an option either because bypassing armor entirely would be way too broken, and pure magic damage (dealt by spells like Silencing Stare) will only damage magic armor and won't do anything against health.
There are other reasons but these two should already be enough to explain why it's preposterous to change necromancy spells' damage type.
I understand why you'd want to do that, but the way this game works prevents it from happening.
freeway  [author] 8 Apr, 2019 @ 7:22am 
Then the answer is no, sorry.
There are various reasons for this:
I want to keep all the changes and new spells coherent with vanilla, that's to say I don't want to change how they work at a fundmental level. Changing the damage to magic from phys would mean that necromancy spells no longer scale with Warfare, which is where most of the damage comes from, and as I've mentioned in my earlier reply, changing how scaling works so that Necromancy would now boost necro spells' damage is not possible.
Leviathan 8 Apr, 2019 @ 2:47am 
Oh god damnit, sorry! I meant changing physical damage to magical damage :/
freeway  [author] 8 Apr, 2019 @ 2:30am 
I'm not sure what you mean by INT override.
All damaging spells in this mod scale with INT and Warfare, summons scale with summoning.
If you're referring to changing how scaling works for summons, that's hardcoded into the engine and you can't do much about it sadly, hence why summons are heavily reliant on their base stats.
Leviathan 7 Apr, 2019 @ 6:29am 
Would you make an INT override for this mod? Pretty please? :C
Maken Grapjes 12 Mar, 2019 @ 3:15pm 
thank you fellow gamer
freeway  [author] 12 Mar, 2019 @ 6:57am 
Yes, though it's the old, 1.0 version. It's on nexusmods if you want to check it out. It only has vanilla ability changes and none of the new skills or more recent and balanced changes.
I heavily recommend playing the definitive edition of this game instead of classic.
Maken Grapjes 11 Mar, 2019 @ 6:59pm 
is there one for classic edition
freeway  [author] 10 Mar, 2019 @ 12:46pm 
Bone Crawler would be the hand/spider, Bone Walker is the tailed beast-like one. The latter unlocks at level 13 yes.
Capter 10 Mar, 2019 @ 12:22am 
I'm kinda confused on one thing I unlocked the undead archers at level 9 but the bone crawler has yet to show up from the vendor. Is it level 13?
freeway  [author] 17 Feb, 2019 @ 12:48pm 
@connor
Once you have a solid build it's very normal for one party member to just murder everything by himself, your ranger should outperform the archers by a lot at level 12, here's a few things you should make sure he has in order for him to perform optimally:
Invest your combat ability points into Warfare until it's maxed before anything else, use the Executioner talent, make sure you're using some core skills like Skin Graft, Marksman Fang, Ballistic Shot and most importantly Teleport, which is needed to set up the two previous abilities (get as many scrolls as you can for both Skin Graft and Teleport).
FrogWizard 16 Feb, 2019 @ 5:37pm 
I love this mod and it makes necromancers exactly what i wanted, but holy crap are the minions you summon a little overtuned. especially the three that dont count towards your number of summons, they are literally stronger than my geared ranger in the group. I would suggest maybe either giving them less than 530 hp at level 12 or making them do a little less damage. I love the ability to flood the field with summons but like i just solo everything with undead archers and zombies. Still, all this needs is a little bit of a tone down and it would be perfect. Love it!
leon2356 11 Feb, 2019 @ 6:48am 
@freeway

Thanks :D