Necromancer Project
New classes with custom magic skills.
Screenshots 2 screenshots
About this mod Machine translation
Necromancer!
New classes with custom magic skills. Wizard and Necromancer (and Shaman, if you use LongWar2) skill trees.
Legend: During the first alien invasion, some X-Com agents performed demonstrations of Psionics, convincing some that paranormal abilities existed. This led to a renewed belief in the study of Earth's ancient magic. With the combination of ancient legends and PsiAmps used in the original X-Com 20 years ago, the Necromancer has developed some very real magical abilities.
Through missions, the squad levels up just like regular soldiers. No psi lab required.
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"The Necromancer's Armory" - Updated version 4.4
- Good news for fans of Long War 2. Start working on the third skill tree: Shaman. Shamanism is somehow related to the undead, souls, etc. If you don't have LW2, this skill won't appear on your screen or affect your gameplay in any way. !
- Added Restoration in the third skill tree: "Regenerates 1 HP per turn, 3 turns, for any ally. It is said that monks cure illnesses/diseases by repairing the soul. Alleviate trauma that affects the soul/spirit, and restore the health of the body. The individual must be balanced and whole."
- Added level 3 upgrade for Necromancer Spectator. It does slightly less damage than a rifle, but it's psi damage, doesn't require reloading and goes through 1/2/3 armor. It needs to be built piece by piece. Upgrading is quite expensive, but anyway, everyone ends up swapping between soldiers for the best weapon.
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"The Necromancer's Armory" - Updated version 4.0
- Added a new Necromancer weapon. Will psi be damaged? Much like a rifle. It will be granted to any newly promoted Necromancer, or it can be built using two Advent and a Sectoid corpse.
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Major update! (V.3.0)
- Injured and killed zombies no longer count towards injured/dead x-com agents at the end of a mission. Celestus, the necromancer and all Hailmaster of Borg, provides arcane scrolls that make this possible.
- Rank Raise Zombie and Poison.
- The power of poison is upgraded to a corporal level skill, which is equivalent to Combustion. The cooldown of the skill is zero. You can cast it twice per turn.
- Eldritch Storm now actually does what it says.
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Custom skills:
- Squaddie: - Raise Zombie: Raises human corpses to fight you.
Necromancer:
- Corporal: Poison: Poison any organic enemy. They suffer -30 target and -4 movement, and take 1 point of damage each turn. Casting it does not end your turn and has no cooldown.
- Sheriff: Strengthen the Undead: Strengthens the bond between the Necromancer and one of his zombies, significantly increasing all of its health statistics.
- Lieutenant: Bone Armor: Adds 3 points of armor to friendly targets. This bonus lasts until the end of the mission and can be stacked. 4 turns to cool down.
- Captain: Illusion: A curse that causes a creature to see everyone around it as an enemy. It guarantees panic, and it gives you the chance to shoot your friends.
- Major: Massive Raid Raises all dead human units within the radius. (similar to a janitor)
- The Colonel: Death Touch: The necromancer has gained a superhuman understanding of life and death. Touch a creature, grab its soul, pull it out of its body. It dies instantly. It can be used once per battle and only works in melee range.
- Commodore: Teleport: Teleport to wherever you are. 1 turn cooldown, your turn will not end! The OP as a Brigadier General should be.
wizard:
- Corporal: Burn: Deals a small amount of guaranteed damage and sets the enemy on fire.
- Sheriff: Drain Life: Damage and leach life.
- Lieutenant: Lightning: Single target, good damage. Stuns life units, shutting down robotics for two turns.
- Captain: Fireball: 4x4 explosion, good damage, everything is on fire.
- Major: Eldritch Storm: Huge explosion, applying all effects of previous skills. crazy! …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.