73 years before the events of Original Sin, Rivellon's buried past comes back to haunt it. Looking to pay their respects; two pilgrims travel to Rhalic's Abbey only to find an undead invasion led by an unknown Necromancer. Corpses will reanimate, the dead will speak, and you must find a way to lead the survivors to safety.
Baardvark - Map work on the caves area and initial combat layouts, designed the unique items, and wrote several NPCs.
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Changelogs
Version 1.1.0.0
0.1.0.0 - Initial Test Version
1.0.0.0 - Initial Release
1.1.0.0 - Patch 1
New Content:
Pet Pal is now supported!
New NPC Inka is looking for medical test subjects!
Added event where a guardian heals Alfwin later
Alternate ending added to the Shana ghost event
Added an alternate resolution to the Ghost Guardian Fight
Added extra flavor dialog to some NPCs
Added a new money making opportunity to the cow pen
Ghosts are now in the Ruins to help tell the story
Map Tweaks:
Added Penny Bun Mushrooms
Added some medium potions to vendors
Added some props to the Crypt
Added decor to the Church
Item Tweaks:
Reworked Echoes of Duna
Vrogir's Horns damaged reduced.
Slightly reduced damage of the Blade of Pure Heart
Increased average damage of Sacrificial Dagger
Added some Amulet drop points
Clarified Vrogir's Horn skill description
Reduced damage of Zorl-Stissa's Reach
Reduced starting gold by 100
Added missing skillbooks to vendors in Parsonage
Corrected bonus on Rhalic's Eyes Crossbow
Stat Tweaks:
Changed Skeleton fire resist to -15 ( was -25)
Added 25 Crush resist to zombies (was 0)
Changed zombie fire resist to -40 (was -50)
Increased Scala's physical resists to +10
Added Knockdown Immunity to Scala
Added 1 Speed to Scala (was 6)
Increased Scala's Initiative
Increased Potion Vendor's Hearing/Sight
Created special stat class for named NPCs
Increased CON of various skeletons
Reduced SPD,STR,Resists of the friendly Guardians
Combat Tweaks:
Added backstab talent to a few enemies
Added to several Cave/Crypt/PAR Enemies -
Helping Hand
Fire Resist Potion
Immune to Burning
Tactician Only Tweaks:
Added Leadership Bonus to a few mobs
Added healing potions to a few enemies
Increased experience reward for Machinist Thief
Skill Tweaks:
All Level 6 requirement skills reduced to Level 5
All Level 9 requirement skills reduced to Level 6
Increased cost of skill books to compensate
Most summons reduced in effectiveness
Reduced effectiveness of:
Burning Touch
FireFly
Fireball
Improved Resist Bonus of Self Immolation skill.
Bugs Fixed:
Corrected unintended systemic behavior of skeletons in RA
Several typo corrections
Deleted the Inn camera lock
Reduced lockpick difficulty on blacksmith shop
The Blacksmith now properly takes the weapon crate
Fixed item purchases so you can buy with party gold
Fixed certain enemies appearing out of thin air
Removed exploit that could circumvent status effects
Fixed a bug which set the minimum attribute as 6
Fixed Sounds in caves.
Fixed a bug which gave too many Ability point rewards
Fixed Scala losing health when he equips his weapon.
Fixed beam effects not stopping in some situations
Other Improvements:
Added status effect to Alfwin to emphasize his injury
Added animation to Machinist Thief
Lowered price of an item for the gem quest
Additional dialog added to Alfiwn for clarity
Scala now gives better directions and a journal entry
Improved systemic nature of Crypt Guardians encounter
Improved systemic reactions of the Necromancer
Improved systemic behavior of the Potion Vendor
Made the final dialog bring in both players if alive.
Talent Changes:
ANC starts at level 3 which means by default you get 3 talents to start the game. For
progression reasons I have changed it to 2 talents and you gain a 3rd talent on level 4.
In A Necromancer's Crusade, Lonewolf does different things since there are no party
followers. You lose 2 points to SPD and CON, but still gain the 70% base health and +2
AP. At the 4th level you gain 1 extra attribute point. Also you lose the ability to gain
future talent points. Lonewolf also no longer gives you an extra ability on level up.
A Necromancer’s Crusade – A Divinity: Original Sin EE Adventure Mod
Features: 1 or 2 player campaign beginning at level 3 10+ hours of playtime 30 custom designed combat encounters The First D:OS mod with dual dialog support 4 maps to explore 25 hand-placed, custom made unique items Tactician mode support for increased challenge
Summary: Set before the events of Original Sin, two pilgrims are traveling to Rhalic’s Abbey, a holy site dedicated to worship of the Patron God of Humans. At the Abbey, hundreds of years earlier, it is said the Rhalic banished a horde of evil creatures that had pillaged the area. No one knows why the undead came in droves, only that Rhalic banished them away. The survivors rebuilt and dedicated their entire existence to praising Rhalic.
However, another catastrophe will unfold sending the two pilgrims into the depths of the chambers beneath the abbey. Long buried secrets will be surfaced, lost history rediscovered, and a collision course with the Chosen Necromancer himself is ordained.
Known Issues: Bugs: Some of the machinist quest items will fall through the floor if you drop them. Don't drop them.
The map/minimaps on the Parsonage and Ruins maps are incomplete and slightly messed up. It’s caused by a bug in the map generator and I haven’t been able to fix it yet.
The first time the player goes into the parsonage, the rift travel menu will get disabled. This is to prevent fast travel to way points you aren't supposed to be able to access. If you reload a save game the waypoint menu will be accessible again.
Flee Combat: It shouldn't be a huge issue but I'd suggest not using it on any boss fight.
AI Personalities: They should work but are untested.
Pet Pal Talent: Pat Pal is now supported as of the latest version 1.1.
All Skilled Up Talent: If you take the all skilled up talent during character creation you don't actually get the points. Don’t take it with your initial talent points.
Lone wolf Talent: I have modified the Lone Wolf talent, by taking it you lose 2 points in SPD and CON. You still gain +2AP and 70% increased health. You lose the ability to take additional talents but you gain additional attributes as the game progresses.
Tips & Information 1. The mod hasn’t been heavily play-tested, there are probably bugs and if you run into an issue please post the problem. I have some debug options built in that might be able to fix things.
2. Combat balance skews hard and on Tactician mode it requires much more use of crowd control, status effects, and consumables than the base game.
3. Enemies will have abilities you don’t necessarily expect.
Credits: Baardvark - Map work on the caves area and initial combat layouts, designed the unique items, and wrote several NPCs.
Thanks: Cadmus and Jean-Francois Gagne from Larian for answering questions.