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isamuchu

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isamuchu

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About this mod

Add some new summons for Necromancy and spell like Glut's animate spores.

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  • Mandarin
  • Korean
  • Italian
  • French
Changelogs
Experimental Sub-mod of Animate Dead++ & Valkrana's Spellbook
Non of here are fully tested. If you encounter strange errors, can leave a comment.

Animate Dead++ & Valkrana's Spellbook are created by brilliant actualsailorcat.
All credits belong to actualsailorcat.
Valkrana is cute.

#Goal
  • Make high-level summons fewer but more powerful. # battle with massive number of characters would severely slow down the combat in the vanilla.
  • Add new minions & spell.

  • Changes:

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- Override AnimateDead_Skeleton Level_5 & 6 into Skeleton Marksman
- Override AnimateDead_Zombie Level_5 & 6 into Greater Zombie
- Override AD++'s melee skeleton's Level_5 & 6 into Skeleton Guardian
- Override Necromancy School level 2, 5 progression for new spell.
- Change spell for player's Death Knight minions.# Make the death knight more aggressive instead of using Compelled Duel all the time.
- Buff AD++'s melee skeleton's skills. #And their wapon looking rusty now.
- Buff Grim Harvest to apply cantrip. Ex. Bone Chill and Fire bolt.
- Added a new passive for the Ghouls: Apply prone on critical hit and heal self. #Override Ghouls stats & spells.
- Mummy's Dreadful Glare now cost bonus action instead actions.
- Shadow can now turn victims into new shadow and regain hit points everyturn in combat if it out off sunlight.
- Changed some spell icons to improve readability.
- Other thing I don't remember.


Details of some new stuff:

- New summons: Skeleton Guardian
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! Features: Protect allies / Riposte / Have additional reaction points / Have upgraded version of Block / Lack of direct damage


- New summons: Dark Justiciar / Justiciar Crusader
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! Features: High dmg, AC, mobility rogue + ranger dual wield but vulnerable to spells / Good at fighting in dark places / Crusader have AOE spell


- New summons: Greater Zombie
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(A stronger version of zombies)
! Features: The disease caused by powerful zombies will last for two turns. (Vanilla version of normal zombies only has one turn)
After the victim dies, Normal zombies will be summon. Instead of newborn zombies.


- New summons: Skeleton Phalanx
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! Features: Sentinel (Riposte to enemies that attack allies) / Phalanx Formation (Get Advantage next with an ally that carries a shield) / Piercing Attck /Throwing Javelin / Prefer to stand with allies


- New summons: Zealous Healer (Undead Nurse)
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! Features: Has four different weapons can choose / AOE in a small area / High priority to heal party member who HP below 70% /
Have skill "Help"/ Weapons are poisonous / Restores spell slots on critical hit or killing blow.


- New summons: Death Shepherd
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! Features: Has chain and shield / High HP / Undead Ward Aura / Has high resistance while having temporary HP / Riposte  /
Dominate undead (Control Undead) / Rise dead in combat. Until combat end.


- New summons: Skeleton Marksman
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! Features: Mask target and deal high dmg with Piercing Shot.


- New summons: Flesh Golem / Flesh Tyrant
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! Features: Meat shield with High HP but low AC / Can sacrificing own HP to restore living party member's HP / Out of control when very low HP 
Level 6's Flesh Tyrant is stronger and can be manually entered into rage & will not attack allies directly in rage.


- New spell: Rise Dead / No Rest of the Wicked for player at Necromancy School level 2, 5.
Spoiler:  
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! Features:
Rise Dead: Only can use in combat. Can't control.
They will back to dead after combat end.

No Rest of the Wicked:
Rise any dead NPC and dominate it. Limited to having only one at a time. Rest per combat.
Removed limit. Can reanimate as many as you can.
But minions needs to apply automation manually during combat.



- New spell: Collect Dead  
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#Unlock at Necromancy School level 2
A spell that can made dead body as small and weightless as a harmless doll. Removed when entity is resurrected.





If you are not a wizard:
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I've provided other ways to obtain "Rise Dead & No Rest of the Wicked & Collect Dead"
You can find Potion of Thay from our favorite tutorial chest. (Ceremorphosis room)
Act 1 : Entrance Trader -> Arron
Act 2 : Harper's Quarter Master -> Talli
Act 3 : Trader of Sorcerous Sundries

Known issues:
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- Warlock that uses potion can't use bonus action to cost Rise Dead. 
- Flesh Golem's are lack of Jump, Shove, Throw, Climb animation in vanilla.
(I try to add them. Now it looks weird, but acceptable. But Climb animation are out of my ability)
- Flesh Golem's race is Skeleton, I tried to create a new race to use but it didn't work, sad.
- Player's Rise Undead NPC may not follow when changing the map. (If you need to switch maps, pick up your precious corpses and take them with you.)
- I really don't like writing skill names and descriptions, sorry.
- Resurrecting quest NPC may have unexpected effects. (untested)
- Some NPCs may lack some animations because they are not set up for be followers.
- Resurrecting NPC may have duplicate skills like jump.
- Some "Dead" NPC never designed to be resurrected. So they may not follow or take action after resurrection.


#Future Plan? Maybe?
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Move Death Shepherd to CreateUndead?  Level 6 spells are very late game content. Maybe it's only 30% of the game, I'm not sure I want to do that.
Make a spell to unsummon all minions?  Why not just take long rest?
Try to let resurrected creatures can receive automated auras. They have aoe shout spell to apply automation now. Temporarily removed.
Because it may cause AI ​​to completely stop during the battle.
Make low level version of No Rest of the Wicked (Rise Undead) let the goblins feel some necromancy. Done.
Try to write skill/spell name & descriptions. Tried.
Re-learn english.

?Question?
compatibility with 5e or other mod?# Don"t think so. You may try.
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