Down In The Bonehoard – A Necromancer Expansion
I’m not entirely sure why I ended up doing so damn much for Necromancer, when I know the position it’s in already. Oh well. I can at least rest easy knowing that anyone using any of my other fine products will have other flavors of BS to keep Necromancers in check. This will be the last standalone vanilla class I do, as the last four already have planned pairings.
This is, by far, the largest roster expansion I’ve done for a class, in addition to all of the other toys Necromancer already has and has received in this mod, so have fun. Build a bonewall.
Necromancer
- Standard troops have been removed entirely from the class. You raise hordes of skeletons, not armies of mouthbreathing skeleton flesh prisons. This further includes almost half a dozen new units and three dozen "new" units as part of the Necromancer’s roster..
- Eco-Friendly™ skeleton and zombie raising, powered entirely by your apprentices unpaid interns.
- Appropriately themed empire building rituals and a whole slew of summoning rituals.
- Your minions matter. Specific classes of commanders are now responsible for recruiting specific classes of undead troops.
- To Hell with Demonologists. Steal the Prince of Death out from under their pesky noses*. Undeath is your schtick.
Disclaimer: Or (un)die trying.
No compatibility issues should exist.
Late game Necromancer might only have one or zero SC’s, but holy hell can it ball up mages now. It’s like a skeleton-based Voltron. If you let a Necromancer breath, it will ♥♥♥♥ down your neck.
Had some weirdness with recruitment while testing due to the sheer number of recruitment slots used, but it seems cleared up now.
I’m currently in the process of making overhauls for every single faction in CoE 5 and I plan to eventually port over the Warhammer Fantasy Battles mods for Dominions 4-5 over to CoE as new classes (a sizeable undertaking, only barely in the planning stages).
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