Divinity: Original Sin 2

Divinity: Original Sin 2

187 ratings
Necromancy Rebalanced 2.0 - Definitive Edition
Type: Add-on
Game Mode: Story, GM
File Size
2.111 MB
Sep 7, 2018 @ 2:03pm
Nov 17, 2018 @ 6:15am
15 Change Notes ( view )

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Necromancy Rebalanced 2.0 - Definitive Edition

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 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

Starter skills:

Raise Bone Crawler: Fast but weaker bone golem, high dodge chance, can use Burrow to close gaps.

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.

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.

Adept skills:

Raise Undead Archers:
Raise 3 skeleton archers, they will act independantly and cannot be controlled. They also have access to a variety of Huntsman skills. Can be summoned alongside any other summon.

Raise Bone Walker:
Raise a skeleton beast amalgam, deals high damage, has high damage and can cast several spells.

Master skills:

Raise Bone Crusher:
Raise a goliath bone golem, sporting very high damage and armor, can also use Provoke. Costs 1 Source Point to cast.

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

Starter skills:

Blood Sucker: Name changed to "Blood Absorb". Healing rate 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.

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.

Novice skills:

No longer a Single-Target skill, has a 3m AoE. Doesn't deal damage to self or allies. Damage reduced by 28.5% (Damage multiplier reduced to 100 from 140)

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 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.

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.

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.

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!

Russian Translation of my mod by Forgotten Gruver
Popular Discussions View All (2)
Feb 16, 2019 @ 4:01pm
PINNED: Feature Suggestions and Balance Talk
Jan 3 @ 4:07am
PINNED: Bug Reports and Known Issues
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Back to Black May 6 @ 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.
Oblivion Apr 22 @ 4:09am 
how do i buy the books from casper? it just gives me an option to end the dialoge
Sete Feb 17 @ 12:07pm 
Mosquito Swarm it's only healing 2%
alexandre.roy03 Feb 2 @ 7:21am 
Is it compatible with: Odinblade's Necromancer Class Overhaul
dls Dec 24, 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] Dec 17, 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 Dec 17, 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 Oct 5, 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 Aug 26, 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!
SinDevilTrigger Aug 20, 2021 @ 7:20pm 
Hey boss, the Mosquito Swarm is bugged for me --- you still a one-target attack but with the reduced cooldown.