README: английская версия описания рядом с русской

На заглавной странице репозитория был только русский текст: английская
версия существовала, но лежала в SITE_DESCRIPTION.html - это исходник
страницы мода на сайте, в Gitea он не выводится никуда. Человек, пришедший
из Nexus, где описание как раз английское, попадал на русскую страницу.

Обе версии теперь в одном файле, английская после разделителя - той же
схемой, что уже применена в SITE_DESCRIPTION.html. Отдельный README.en.md
не заводился намеренно: Gitea показывает на заглавной ровно один файл, и
второй язык за ссылкой увидел бы только тот, кто догадается кликнуть.

Перевод сделан с README, а не скопирован из SITE_DESCRIPTION.html: тексты
не совпадают. В README подробнее арсенал (числа по модам ножа), есть ссылка
на ключи necroFinal* в Localization.csv и раздел "Статус", которых на сайте
нет вовсе. Все девять разделов зеркалят русские.

Под заголовком добавлена строка-указатель, чтобы англоязычный читатель не
листал вслепую длинную русскую половину, гадая, есть ли там что-то для него.

---

README: the English description alongside the Russian one

The repository's front page carried Russian only. An English version did
exist, but it lived in SITE_DESCRIPTION.html - the source of the mod's page
on the website, which Gitea renders nowhere. Anyone arriving from Nexus,
where the description is in English, landed on a Russian page.

Both versions now sit in one file, the English half after a separator - the
same shape already used in SITE_DESCRIPTION.html. A separate README.en.md
was deliberately not created: Gitea shows exactly one file on the front
page, and a second language behind a link is seen only by whoever thinks to
click it.

The translation is made from the README rather than copied out of
SITE_DESCRIPTION.html, because the two texts differ. The README goes into
more detail on the arsenal (the numbers on the knife mods), points at the
necroFinal* keys in Localization.csv, and has a "Status" section the website
text does not have at all. All nine sections mirror the Russian ones.

A pointer line under the title keeps an English reader from scrolling
blindly through the long Russian half wondering whether anything there is
for them.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01XN8J75vnum2qAVrtRUMKf7
This commit is contained in:
AlexCube
2026-09-14 15:14:01 +03:00
co-authored by Claude Opus 5
parent 7768541f12
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# Книга некроманта / Necromancer's Tome (NecromancerTome) # Книга некроманта / Necromancer's Tome (NecromancerTome)
*English version below — scroll past the Russian half.*
**Версия 1.0.1** — для 7 Days to Die 3.2. Автор: Alex Cube. **Версия 1.0.1** — для 7 Days to Die 3.2. Автор: Alex Cube.
- Страница мода: https://www.alexcube.ru/7-days-to-die-moi-mody/kniga-nekromanta-necromancer-s-tome/ - Страница мода: https://www.alexcube.ru/7-days-to-die-moi-mody/kniga-nekromanta-necromancer-s-tome/
@@ -127,3 +129,137 @@
сделана только часть фирменных звуков. Текст описания для сайта (RU + EN) — в сделана только часть фирменных звуков. Текст описания для сайта (RU + EN) — в
`SITE_DESCRIPTION.html` (разметка блоков WordPress). Полная техническая история разработки и текст финала лежат рядом с модом `SITE_DESCRIPTION.html` (разметка блоков WordPress). Полная техническая история разработки и текст финала лежат рядом с модом
в `BACKLOG.md` и `FINAL_TEXT.md` — в репозиторий они не входят (спойлеры и внутренняя кухня). в `BACKLOG.md` и `FINAL_TEXT.md` — в репозиторий они не входят (спойлеры и внутренняя кухня).
---
# Necromancer's Tome (English)
**Version 1.0.1** - for 7 Days to Die 3.2. By Alex Cube.
- Mod page: https://www.alexcube.ru/7-days-to-die-moi-mody/kniga-nekromanta-necromancer-s-tome/
- Nexus Mods: https://www.nexusmods.com/7daystodie/mods/12547
- Repository: https://git.08h.ru/alex/necromants-tome-7d2d-3-2
- The author's YouTube channel: https://www.youtube.com/@alexcube
A 7 Days to Die mod about the road from ordinary survivor to necromancer - with its own
progression tree, cursed weapons, summonable creatures and a story ending.
## Premise
It all starts with a note, and reading it shows the character a blurred flashback.
Necromancy in this mod is an answer to a curse, not a side branch of crafting. Instead of falling
before the horde one day and joining it, the player learns to bend the dead to their will: to
infect zombies with madness, turn them on each other, raise their own creatures against them. Not
survival in spite of death, but power over it.
## Progression
A dedicated **"Necromancy"** skill grows not from experience but from a count of zombies put to
rest - its own counter, its own mechanic. Five tiers, each opening part of the arsenal:
| Tier | Threshold | What unlocks |
|---|---|---|
| Adept | from the start | Spirit Stone, Necromancer's Knife, Blue Portal Stone, Pyramid of Spirits |
| Adept (extra) | 20 zombies | Spatial Bracelet |
| Adept (extra) | 30 / 60 / 100 / 300 zombies | Knife mods: Tears of the Dead, Scavenger's Feast, Grave's Repose, Dark Sense |
| Journeyman | 500 zombies | Scroll of Deviation |
| Journeyman (extra) | 1400 / 1700 zombies | Knife mods: Dead Man's Grip, Dead Storm |
| Apprentice | 2000 zombies | Summon Zombie Dog, Beetles of the Lord, Summon Zombie Griffin |
| Necromancer | 3000 zombies | Summon Zombie Bear, Summon Zombie Wolf, Banshee's Scroll |
| Master | 5000 zombies | Black Portal Stone |
## Arsenal
- **Spirit Stone** - a thrown stone lit with necromantic energy. It catches a single zombie: that
one switches to your side and starts attacking other zombies instead of you.
- **Scroll of Deviation** - the same effect, but stronger: on impact it wins over every zombie in
the blast area at once rather than one. Consumed on use.
- **Necromancer's Knife** - a blackened bone blade. Its damage grows with the Necromancy skill:
nearly useless in unskilled hands, lethal for a levelled player. Heals the wielder for half the
damage dealt and marks the wounded zombie as a Victim - on death it is guaranteed to leave a
special bag of ingredients.
- **Six mods for the Necromancer's Knife only** - ordinary knife mods will not fit this weapon,
and these will not fit any other: **Tears of the Dead** (2 water from every zombie killed with
the blade), **Scavenger's Feast** (2 food per corpse), **Grave's Repose** (protection from heat
and cold while the knife is held), **Dead Man's Grip** (a zombie wounded by the blade is
slowed), **Dead Storm** (the power attack hits an area and causes bleeding, for 10 health
instead of 5 and double the stamina), **Dark Sense** (every nearby zombie is marked on the
compass and map while the knife is held).
- **Necromancer's Blood** - a ritual resource: a jar takes an empty jar, any knife in hand and 90%
of your current health per portion. An ingredient for the darkest recipes - the Black Portal and
the Knife itself.
- **Victim's Skin** and **Zombie Ash** - left by a zombie marked as a Victim by the Necromancer's
Knife. Ingredients for the summoning books and for most necromantic recipes respectively.
- **Blue Portal Stone** - hold the use button for 10 seconds to teleport to your bedroll.
Interrupted by any damage, or by a power attack before the time is up. Not consumed.
- **Spatial Bracelet** - a power attack opens a personal storage rift whose size grows with your
Necromancy level. The normal attack does nothing yet.
- **Tin cans** (empty / with river water / with boiled water) - a reusable cycle instead of
single-use jars: fill them with water, boil it right on a campfire without a pot, drink, and the
can comes back empty. River water from a can can cause dysentery, like any murky water; boiled
water is safe. They hold less water than glass jars.
## Pets
Summoning books raise allied creatures that fight zombies rather than the player. A pet does not
"follow" in any strict sense - it wanders on its own, and if it strays further than 32 blocks
while not in combat, it is teleported back to its owner:
- **Zombie Dog**, **Zombie Bear**, **Zombie Wolf**, **Zombie Griffin** - permanent companions. One
of each kind can be kept at a time; a power attack recalls them into the book.
- **Beetles of the Lord** - a one-shot scroll releasing a swarm. The beetles scatter over a wide
radius on their own and sting zombies; a stung zombie switches to your side just like with the
Spirit Stone. The swarm cannot be recalled and only one can be active. Consumed on use.
- **Banshee's Scroll** - single use: on opening it screams with a banshee's voice and raises a
small hostile horde next to the player. These are not allies - they are as dangerous to you as
any other zombies.
## Base defence
- **Pyramid of Spirits** - a deployable block, not a held item. While you stand in its radius it
charms any uncharmed zombie nearby on its own and sets it alight with cold purple flame, turning
it against the other zombies instead of you or your base. Its block menu toggles the effect and
shows the edge of the radius.
## The Black Portal - the story's ending
**The Black Portal Stone unlocks at the top of the progression (5000 zombies) and is the mod's
ending.** Activating it opens a confirmation dialogue, stops the game and unfolds a full-screen
finale - it finishes the story the note started on day one. The scene closes on a choice of two:
one ends the story and returns to the main menu, the other puts the player back into the world to
keep playing.
The story texts live in `Config/Localization.csv` under the `necroFinal*` keys. They are
deliberately not retold here: a README gets read before the playthrough.
## Small things
- The opening note also pauses the game and plays a short flashback.
- Some decorative blocks (beds, water coolers, cardboard boxes) can be disassembled by holding the
key, like a workbench.
## Localization
**13 languages, complete:** Russian, English, German, Spanish, French, Italian, Japanese, Korean,
Polish, Brazilian Portuguese, Turkish, Simplified and Traditional Chinese. All 123 keys in
`Config/Localization.csv` are filled in, with no empty cells.
## Installation
Unpack the `NecromancerTome` folder into `<game folder>/Mods/` (or into
`%APPDATA%/7DaysToDie/Mods/`) and launch the game. The mod ships Harmony libraries, so **EAC must
be turned off**.
Built for single-player: the vanilla pause only works in single-player, so in multiplayer the
story scenes play without stopping time.
## Status
Version 1.0.1 - a fix for the first bug report from Nexus: the contents of the Spatial Bracelet no
longer disappear after leaving the game (the storage is now saved in the player's own file, next
to the backpack). All the announced content is implemented and passes testing in game. Of what was
planned, only part of the mod's own sound effects is missing. The description text for the website
(RU + EN) is in `SITE_DESCRIPTION.html` (WordPress block markup). The full technical history of
development and the text of the finale sit next to the mod in `BACKLOG.md` and `FINAL_TEXT.md` -
they are not part of the repository (spoilers and back-of-house).