[size=5][b]Description[/b][/size] Every other survivor in this world ends the same way: one bad night, one horde, and you are part of it. [b]Necromancer's Tome[/b] gives you the other road. Necromancy here is an answer to a curse, not a side branch of crafting - you learn to command the dead instead of joining them. Infect zombies with madness so they tear into each other, cut with a blade that heals you as it kills, raise your own undead to walk beside you, and plant a ward that turns your attackers into your defenders. It starts with a note. Reading it, your character sees a blurred flashback - a fragment of whatever happened to them before they woke up in this world. It ends, five thousand kills later, with the Black Portal: a full-screen finale that finishes the story the note began, and closes on a choice that is yours to make. [size=5][b]Installation instructions[/b][/size] [list=1] [*]Turn [b]EasyAntiCheat off[/b]. The mod ships Harmony DLLs and will not load with EAC enabled. [*]Download the archive and unpack it. [*]Drop the [b]NecromancerTome[/b] folder into your [b]Mods[/b] folder, so that you end up with [i]Mods/NecromancerTome/ModInfo.xml[/i]. The Mods folder sits either next to the game executable or in [i]%APPDATA%/7DaysToDie/[/i] - either location works, create it if it is not there. [*]Start the game. A new [b]Necromancy[/b] skill appears in the crafting skills panel from level one. [/list] To uninstall, delete the folder. The mod adds items and one block, so a save that used them will lose them - start a fresh world if you want a clean state. [size=5][b]Main features[/b][/size] [b]A skill that levels from kills, not perk points.[/b] Necromancy counts every zombie you put down. Five tiers, 5000 kills to the top, each threshold opening part of the arsenal: [list] [*][b]Adept[/b] (from the start) - Spirit Stone, Necromancer's Knife, Blue Portal Stone, Pyramid of Spirits [*][b]Adept[/b] (20 / 30 / 60 / 100 / 300) - Spatial Bracelet, then four knife mods: Tears of the Dead, Scavenger's Feast, Grave's Repose, Dark Sense [*][b]Journeyman[/b] (500 / 1400 / 1700) - Scroll of Deviation, knife mods Dead Man's Grip and Dead Storm [*][b]Apprentice[/b] (2000) - Summon Zombie Dog, Beetles of the Lord, Summon Zombie Griffin [*][b]Necromancer[/b] (3000) - Summon Zombie Bear, Summon Zombie Wolf, Banshee's Scroll [*][b]Master[/b] (5000) - Black Portal Stone [/list] [b]Turn the horde on itself.[/b] The [b]Spirit Stone[/b] is thrown; the zombie it touches switches sides and starts tearing into the others instead of you. The [b]Scroll of Deviation[/b] does the same to everything in the blast radius at once. [b]A blade that grows with you.[/b] The [b]Necromancer's Knife[/b] scales its damage with your Necromancy level - nearly useless in unskilled hands, lethal once you are levelled. It heals you for half the damage dealt and marks the wounded zombie as a Victim, guaranteeing a bag of necromantic ingredients on its death. [b]Six mods fit this knife and nothing else[/b]: water and food drawn straight out of corpses, protection from heat and cold, slowed victims, an area power-attack storm bought with your own health, and every nearby zombie marked on your compass and map. [b]Undead that fight for you.[/b] Summoning books raise a [b]zombie dog, bear, wolf or griffin[/b] - permanent companions, one of each kind at a time, recalled into the book with a power attack. [b]Beetles of the Lord[/b] release a swarm that scatters wide and stings zombies onto your side. The [b]Banshee's Scroll[/b] screams up a small horde that is [i]not[/i] on your side at all - use it on purpose. [b]Base defence that converts instead of killing.[/b] The [b]Pyramid of Spirits[/b] is a deployable block. 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 rest instead of your walls. Its block menu toggles the effect and shows the radius. [b]Necromancer's tools.[/b] The [b]Blue Portal Stone[/b] teleports you to your bedroll after a ten-second channel that any damage interrupts, and is never consumed. The [b]Spatial Bracelet[/b] opens a personal storage rift that grows with your Necromancy level - and holding its regular attack on a block pulls that block straight into the rift, ten seconds up close and one more per block of distance, while the world drains to black and white around you. [b]Necromancer's Blood[/b] is paid for in your own health. [b]Tin cans[/b] add a reusable water cycle - fill, boil on a campfire without a pot, drink, keep the can. [b]The dead keep shop.[/b] Every trader in the world is rendered in black and white, half-transparent and matte. Nothing about the trade changes - but the necromancer deals with the dead, and the only people still doing business out here are not quite alive. [b]A real ending.[/b] The [b]Black Portal Stone[/b] is the last thing the skill tree gives you, and it is the end of the mod's story - a full-screen finale that stops the game and closes on a choice of two. One of them ends the run and returns you to the main menu; the other lets you come back and keep playing. What waits on the far side is better seen than described. [b]Fully localized into 13 languages[/b]: English, German, Spanish, French, Italian, Japanese, Korean, Polish, Brazilian Portuguese, Russian, Turkish, Simplified and Traditional Chinese. Every string, not just the item names. [size=5][b]Requirements[/b][/size] [list] [*][b]7 Days to Die 3.2.[/b] Other versions are untested. [*][b]EasyAntiCheat must be off[/b] - the mod uses Harmony patches. [*][b]No other mods required.[/b] Harmony itself ships with the game. [*][b]Single-player.[/b] The story scenes rely on the game's own pause, which vanilla only applies in single-player; in multiplayer they play without stopping time. Everything else works, but the mod was built and tested solo. [*]Client-side install: every player who wants it installs it themselves. [/list] [size=5][b]Shout outs[/b][/size] Thanks to [b]The Fun Pimps[/b] for a game that survives this much rewriting, and to [b]Andreas Pardeike[/b] for Harmony, without which none of the runtime side of this mod would exist. Thanks to the 7 Days to Die modding community, whose forum posts and open-source mods answered questions the XML documentation does not. [b]AI disclosure:[/b] the item icons and the finale artwork in this mod are AI-generated. Everything else - the code, the design, the mechanics and the writing - is my own. Source code, full change history and issue tracker: [url=https://git.08h.ru/alex/necromants-tome-7d2d-3-2]git.08h.ru/alex/necromants-tome-7d2d-3-2[/url] Mod page on my site: [url=https://www.alexcube.ru/7-days-to-die-moi-mody/kniga-nekromanta-necromancer-s-tome/]alexcube.ru[/url] My YouTube channel: [url=https://www.youtube.com/@alexcube]@alexcube[/url]