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