[Wipz] Passive Necromancy

Post » Wed Jun 09, 2010 2:30 pm

**Warning: There is alot to read!!!**

There are a lot of necromancer mods out there that build upon the art of summoning the undead and this mod is no diffrent in its outcome.
The only diffrence between this mod and any other Necromancer mod is that this mod builds upon the system that was already introduced into Morrowind.

Conjuration in morrowind allowed not only for the summoning of creatures but for the undead too. Now it occured to me that if the player took the necromancer root, and indeed downloaded all the necromancer mods they wanted, the standard skeletons, ghosts, bonelords etc... that could be summoned via the conjuration skill still remained the same.

It would make sense that any necromancer that was casting these spells and improving their evil essence would indeed get a benifit from all this necro-learning.

So Passive Necromancy adds a new skill (Necromancy) which can be increased to the level of 10. So what does this skill do?

Essentially the skill does nothing. It sits there in the background and allows you to continue with you morrowind playing. Theres no secret ritual to summon an army of undead. No requirement to become a liche or to have the souls of X creature. No need for soul gems or magical items. The only requirement is that you find the relevant books that can teach you the skill. ( as of now only pre-existing necromancer books will increase your necromancer skill by 1 point)

So whats the point of the necromancer skill then?

Well, it benifits your undead summons! Thats whats good about passive necromancy!
The higher your Necromancy skill, the better your summons become ( undead only summons )

Think of it as a leveling system for your summon spells based upon a new skill ( necromancy). A player who summons an ancestor ghost, for example, will find that the ancestor ghost is stronger when the player has a necromancer skill of +1, + 2, etc..... upto 10.

So what benifits does this actually give the summons?

well as follows:

Necromancy skill +1: Fortify Health 10
Necromancy skill +2: Fortify Health 10, fortify attack 10
Necromancy skill +4: Fortify Health 20, fortify attack 20, resist magicka 10
Necromancy skill +6: Fortify Health 20, fortify attack 20, resist magicka 10, sanctuary 10
Necromancy skill +8: Fortify Health 30, fortify attack 30, resit magicka 20, absorb magicka 10
Necromancy skill +10: Fortify Health 30, fortify attack 30, resit magicka 30, absorb magicka 20, shield 10

The mod is designed to proved for the already exisiting summoning spells that came with morrowind. Whats good about this passive system is you can still play with your other necromancer mods! It wont effect that mod that you like to play which allows you to sumon undead minions via rituals - as this mod doesnt add anything like that!

Just plug and play, and you will be surprised when you find your summons have increased in power :D


The ingame books which increase you necromancer skill ( only once for each! so dont think you can read multiple copies and increase your skill ;):

Arkay the Enemy by KW
Blasphemous Revenants
Corpse Preparation vol.s 1-3
N'Gasta! Kvata! Kvakis!
Legions of the Dead
Palla vol 1-2


currently with these books you can only increase your necromancer skill to 9, but I am going to add in another book to make it to 10

Now I am open to suggestions about the "powers" of each level. Let me know if they are overpowered, underpowered, need to be spread out more ect...

Atm this is all just "BETA" stuff and can and will be open to change. I want to add in more skill levels ( up to 20 maybe) and hopefully balance it out a bit.

One of the things I want to change is how the player gains the skill points. As it is, by reading the above books, its far to easy. You could loot a necromancer base or telvanni dome tower and these books would be present. I am going to work on adding 10 unique books in diffrent locations that the player would have to track down. And maybe an NPC or two which will offer limited teaching ( i.e willing to increase your necromancer skill by 1)



thanks for your time,

=MA=
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N3T4
 
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Post » Wed Jun 09, 2010 3:11 pm

Sounds good as of now my necromancer never summons anything (she simply doesn't see the point summons get in the way of her spells and don't actually help much) but this might get her to caste a few more often :goodjob:
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Sweets Sweets
 
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Post » Wed Jun 09, 2010 12:04 pm

I can say right now that once this mod is released, it will become a permanent part of my Morrowind.
Finally a necromancy mod that makes a difference for my summoned Skeletons.

About the powers: Imo, Fortify Attack is quite powerful and could progress a bit slower. Something like +20 from lv6 and +30 from lv10.

Anyway, can't wait to try this! :twirl:
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latrina
 
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Post » Wed Jun 09, 2010 7:13 pm

Very nice idea! I think you'll find that balancing the bonuses might be difficult, but it sounds like a subtle way to expand Conjuration. Subtle is good, it makes things fit nicely together :) .

Tying it in with those books, in particular, is a nice touch.
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Shelby Huffman
 
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Post » Thu Jun 10, 2010 1:41 am

Sounds like a good plan, and should be pretty much compatible with other necromancy mods. Definitely a needed tweak to the system.

Would it be possible/easy to change the bonuses to be different for different creatures? For example, make your bonewalkers take more damage, your skeletons deal more damage, you skeleton lords and ghosts cast better spells, etc? It almost sounds like it wouldn't be too hard, but I'm not sure how you're scripting this.

It also reminds me, I need to finish Soul Consumption. Ah well...
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Emilie M
 
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Post » Wed Jun 09, 2010 12:11 pm

What a great idea. I think you should take peachykeen's suggestion. But I think you should increase their damage a little, because I think at max level necromancy, even the strongest undead ( Is it Bonelord? ) would have trouble taking on a golden saint. Can't wait to try it.
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Tyler F
 
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Post » Wed Jun 09, 2010 5:49 pm

Sounds good as of now my necromancer never summons anything (she simply doesn't see the point summons get in the way of her spells and don't actually help much) but this might get her to caste a few more often :goodjob:

thanks :)

I can say right now that once this mod is released, it will become a permanent part of my Morrowind.
Finally a necromancy mod that makes a difference for my summoned Skeletons.

About the powers: Imo, Fortify Attack is quite powerful and could progress a bit slower. Something like +20 from lv6 and +30 from lv10.

Anyway, can't wait to try this! :twirl:

I could lower the fortify attack I guess, will play around and see


Very nice idea! I think you'll find that balancing the bonuses might be difficult, but it sounds like a subtle way to expand Conjuration. Subtle is good, it makes things fit nicely together :) .

Tying it in with those books, in particular, is a nice touch.


Thanks :)

Sounds like a good plan, and should be pretty much compatible with other necromancy mods. Definitely a needed tweak to the system.

Would it be possible/easy to change the bonuses to be different for different creatures? For example, make your bonewalkers take more damage, your skeletons deal more damage, you skeleton lords and ghosts cast better spells, etc? It almost sounds like it wouldn't be too hard, but I'm not sure how you're scripting this.

It also reminds me, I need to finish Soul Consumption. Ah well...


I was thinking about this earlier, its completly do'able. All it requires is for me to modify the scripts and have a unique script for each summon.

All we need now is to come up with bonuses for each summon....

What a great idea. I think you should take peachykeen's suggestion. But I think you should increase their damage a little, because I think at max level necromancy, even the strongest undead ( Is it Bonelord? ) would have trouble taking on a golden saint. Can't wait to try it.

This was one of the reasons i thought about doing this mod. It made no sense of having a summoning and necromancy ability all in one skill and then the summons being stronger....
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Celestine Stardust
 
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