Divinity: Original Sin 2

Divinity: Original Sin 2

Odinblade's Necromancer Class Overhaul
 This topic has been pinned, so it's probably important
Odinblade  [developer] Apr 21, 2019 @ 12:39am
Suggestions and Balance Improvements
Got any improvements or tweaks to make this overhaul better? Suggest away!
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Showing 1-15 of 33 comments
Leviathan Apr 21, 2019 @ 1:26pm 
Would it be possible to get a meat golem summon and (maybe) a blood spike spell? Honestly, that's the only thing missing for me. Otherwise this mod is 10/10 *_*
irbrandonl Apr 22, 2019 @ 9:15am 
Oath of desecration buff is kind of strong. Maybe changing it to last one turn or nerf the percentage a bit
MrWhite Apr 23, 2019 @ 4:48am 
How about a master/divine spell that actually raises the dead enemy? I mean, resurrect NPC, give him undead tag,ally him with a player( charm or smth), kill him after 5 turns. I think it will be super cool to kill a tough guy, maybe a boss even, in the middle of the fight to see him rampage through his own fellows with his original might and skills.
Leviathan Apr 23, 2019 @ 4:56am 
Originally posted by MrWhite:
How about a master/divine spell that actually raises the dead enemy? I mean, resurrect NPC, give him undead tag,ally him with a player( charm or smth), kill him after 5 turns. I think it will be super cool to kill a tough guy, maybe a boss even, in the middle of the fight to see him rampage through his own fellows with his original might and skills.

That'd be amazing actually. A true necromancer turns his fallen enemies against their comrades.
MrWhite Apr 23, 2019 @ 7:23am 
Yeah, exactly. Btw, I had a small chat with Kalavinka, where we discussed how it would be cool and balanced to implement such NPC raise. Unfortunately, he had no time to work on this.

The idea was when someone died nearby the necromancer: enemy, normal Npc or ally, you get 10 points (lets say out of 100). And then, if you want to raise dead, you use that energy for dif spells. For example, raise NPC for several turns - 50 points, raise a skeleton - 20 points. Basically. it's like Sourse points in a way that you can preserve them and accumulate before and during fights (going on rampage killing civilians for points like a true necromancer). I still think it's a cool concept that maybe you would like to introduce?


P.S. Btw, was just playing around with new skills, fun stuff. One major thing though, looks like Larians patched the way corpse summons work, so you can target even "used" corpses multiple times, which is retarded. Can you change it, so damaged remains can not be used?
Leviathan Apr 23, 2019 @ 8:36am 
Originally posted by MrWhite:
Yeah, exactly. Btw, I had a small chat with Kalavinka, where we discussed how it would be cool and balanced to implement such NPC raise. Unfortunately, he had no time to work on this.

The idea was when someone died nearby the necromancer: enemy, normal Npc or ally, you get 10 points (lets say out of 100). And then, if you want to raise dead, you use that energy for dif spells. For example, raise NPC for several turns - 50 points, raise a skeleton - 20 points. Basically. it's like Sourse points in a way that you can preserve them and accumulate before and during fights (going on rampage killing civilians for points like a true necromancer). I still think it's a cool concept that maybe you would like to introduce?


P.S. Btw, was just playing around with new skills, fun stuff. One major thing though, looks like Larians patched the way corpse summons work, so you can target even "used" corpses multiple times, which is retarded. Can you change it, so damaged remains can not be used?

That'd be cool. Maybe implement a..phylactery kind of to rip out souls of civillians into for points that can then be used to execute different actions in and out of combat.

Probably super complicated and a ton of work though.
MrWhite Apr 23, 2019 @ 8:44am 
Not that hard I think, the only problem if there is a way to add points for people dying around.
If there is, it's just a simple point counter. Like +10 if just killed around in 20m radius, + 20 if killed by you or smth

But yeah, to build a class around such system and add/alter spells that use it will be really hard

i mean, that just an idea, I would be really glad if author just implement raise/mass raise NPC.
Last edited by MrWhite; Apr 23, 2019 @ 8:47am
Morzen Apr 23, 2019 @ 12:37pm 
Correct me if I'm wrong, but it seems to me that the only way to get a totemic zombie is through the skill "Shallow Grave", which is a "on kill" sort of thing. But what about a simple "target a corpse and raise it as a totemic zombie"?
Last edited by Morzen; Apr 23, 2019 @ 12:38pm
Odinblade  [developer] Apr 23, 2019 @ 2:26pm 
Originally posted by MrWhite:
How about a master/divine spell that actually raises the dead enemy? I mean, resurrect NPC, give him undead tag,ally him with a player( charm or smth), kill him after 5 turns. I think it will be super cool to kill a tough guy, maybe a boss even, in the middle of the fight to see him rampage through his own fellows with his original might and skills.
Fun fact - this was v1 Shallow Grave! It marked an NPC to be raised as an ally upon death. There are a couple of reasons as to why Shallow Grave was changed from this:
  • Some encounters have scripted events upon their death. For example, the Heroes Rest fight in Act 2 involves the mobs resurrecting upon death. A workaround would be to blacklist such events, but I simply do not know all of the instances stuff like this could occur. This would also restrict the use cases for the skill, and would confuse players as to why it didn't work.
  • Secondly, as you've rightly mentioned in another comment, Kalavinka's excellent Attribute Insanity mod already has this mechanic built-in. People are able to achieve such an effect by using his mod.

Hope this clears things up! Thanks for leaving your thoughts and opinions on the matter :steamhappy:
Odinblade  [developer] Apr 23, 2019 @ 2:31pm 
Originally posted by Jii_oo:
Correct me if I'm wrong, but it seems to me that the only way to get a totemic zombie is through the skill "Shallow Grave", which is a "on kill" sort of thing. But what about a simple "target a corpse and raise it as a totemic zombie"?
Hey there!

The reason why I didn't create a Raise Totemic Zombie skill is because I wanted to introduce new ways to summon mobs so they're not all the same in this overhaul. I think six new Raise summons is a good number. Thematically it makes *kinda* sense as well, as the corpse won't have been decomposing long enough to be a skeleton.
Morzen Apr 23, 2019 @ 4:49pm 
I see. I just felt that having multiple totemic zombies seemed fitting. Well, there is the Undead Overlord skill, and with all the blood that is gonna be around, I can summon a lot of blood totems, which would fit nicely. And Totems of the Necromancer sounds really good now too.
Summon all the things!
Marlow Apr 25, 2019 @ 12:29am 
The summoned undead seem way too strong in my run rushing summoning 10. Way stronger than any other summon including incarnate; assassin just decimates people better than my scoundrel in the party even can.
Last edited by Marlow; Apr 25, 2019 @ 12:29am
Odinblade  [developer] Apr 25, 2019 @ 1:41am 
Originally posted by Marlow #buildthewall:
The summoned undead seem way too strong in my run rushing summoning 10. Way stronger than any other summon including incarnate; assassin just decimates people better than my scoundrel in the party even can.
Thanks for the feedback. Will take a look and adjust numbers if needed.

UPDATE: After doing some investigation, I've pushed a sizeable nerf to the Raise summons in patch 1.0.3. Thanks again!
Last edited by Odinblade; Apr 26, 2019 @ 6:15am
Gnammi Apr 28, 2019 @ 11:47am 
Not a balance suggestion but a little detail that bothers me, would it be possible to make the black particle on the hands that appear when equipping a physical weapon a toggle or make it appear only in combat? (removing it completely would be OK too)
Marlow Apr 28, 2019 @ 4:44pm 
Originally posted by Odinblade:
Originally posted by Marlow #buildthewall:
The summoned undead seem way too strong in my run rushing summoning 10. Way stronger than any other summon including incarnate; assassin just decimates people better than my scoundrel in the party even can.
Thanks for the feedback. Will take a look and adjust numbers if needed.

UPDATE: After doing some investigation, I've pushed a sizeable nerf to the Raise summons in patch 1.0.3. Thanks again!


My group and I have been testing it out and it's much better now thank you so much for the quick and awesome work!!!
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