Black Pyramid — Curse of the Undead

BP Cursed

The Necrosavant's Curse: a brother who did not quite die

Requires Reforged · Legacy recommended

BP Cursed is one of the layers of the Black Pyramid mod — a Reforged sub-mod — that lets you play as the undead. One of your brothers turns into one of the undead, and the transformation can be stopped with no harm to him.

Playing an undead brother is not a game changer but a pleasant bonus and a chance for new tactical sketches; such a brother appears rarely, and you are unlikely to build a whole company of the dead.

How It Works

A necrosavant's bite that does not heal without a trace.

Blood Curse

  • During the undead invasion crisis a brother who suffers a temporary or permanent injury fighting necrosavants may become infected.
  • The event arrives the same day and triggers only once per crisis.

The Choice

  • Accept the curse — the brother gains the new “Living Dead” perk group.
  • Fight the curse — medicine or a monk will drive the taint out.
  • Banish the brother — he leaves the company; his gear stays in the stash.
Life of the Dead

The undead have no hitpoints — their fatigue is their life.

Fatigue Instead of Hitpoints

  • On transformation the brother's hitpoints are added to his fatigue; hitpoint perks taken before the transformation keep working.
  • Moving across the battlefield costs no fatigue, while attacks and skills cost it as usual. So now you pay for every attack and skill with your own life.
  • No Recover: the dead have no lungs.

Immunities

  • Morale checks do not affect the undead. They never flee and never fear.
  • Poison and bleeding have no effect; neither do a hexe's hex and charm or an alp's sleep.
  • Bone injuries only — there is no flesh left to wound.

The Price of the Curse

  • Thirst: one medicine a day instead of food; without it — Hunger: the first turn of every battle is skipped.
  • Rot: wounds left after battle wear down strength; medicine heals it.
  • Traits of the living, such as Gluttonous, Fat, Asthmatic and the like, are lost.
  • The past is gone: once a form is chosen, the brother's background becomes Skeleton, Mummy or Necrosavant. His perk tree, attributes and wage stay the same.

One of the Dead

  • Enemy undead take the brother for one of their own until he attacks.
  • Necromancers, skeleton priests, liches and the vampire lord see the truth.
Three Forms

Each form has one innate passive and one innate active skill, its own strength and its own weakness.

Skeleton
Fall Apart, Pull Together
Passive
Rise from the Bones
When it takes a killing blow, the skeleton collapses into a pile of bones, lies there for a round and rises with half its maximum fatigue. In armor — once per battle, without armor and helmet — +1 more time (the Necrotic Resonance perk adds +1 more).
Active
Raise the Dead
With a touch, raises a skeleton from the corpse of a human or human undead — armed with the weapon it died with. Does not work with a shield.
Trait
Arrows Through the Ribs
−25% damage from arrows and piercing attacks.
Weapon
Scythes
+5% damage.
Recovery
Death Feeds the Bones
At the end of its turn, restores 5% of its maximum fatigue for every corpse adjacent to it and on its own tile.
Necrosavant
Blood and Night
Passive
Blood Frenzy
Any weapon opens bleeding. Hits on bleeding targets restore fatigue equal to 25% of the damage dealt; ranged attacks — 10%.
Active
Blood Flight
Bursts into a swarm of bats and flies 2 tiles, ignoring zones of control. Light armor only; not while netted or stunned.
Weapon
Cleavers and swords
+5% damage.
Recovery
Blood
Only by hitting bleeding targets.
Mummy
A Fortress in Wraps
Passive
Mummy Wraps and Miasma
Magic-soaked wraps protect any body part without armor: 320 on the body, 300 on the head. When the mummy is hit — a 10% chance to release a miasma cloud.
Active
Funeral Shrouds
A stance usable only without armor and helmet: the wraps mend even on turns with an attack, and while they are whole the mummy cannot be moved.
Trait
Flammable Wraps
+25% damage from fire. Nimble does not apply to hits on the wraps, but Battle Forged counts them as armor.
Weapon
Axes and spears
+5% damage.
Recovery
Repose
Only in the Shrouds stance: +5% strength per turn, +15% if the turn is skipped.
The “Living Dead” Perk Group

Undead perks only work once a form is chosen; taking them earlier is an investment in the future.

1Form Perks
Living Deadall
Granted by the curse. Once a form is chosen — immunity to fear, poison, bleeding, charm, hexes and sleep.
Child of the Nightnecrosavant
+10% damage at night. Without armor, Blood Flight reaches one tile farther — by day and by night.
Grave Miasmamummy
The chance to release a miasma cloud when the mummy is hit is 20% instead of the innate 10%.
Deferred Deathskeleton
A living brother nearby does not die from a killing blow: he stays “On the Edge”, but if he is not bandaged during his next turn, he dies.
2Bane of the Living
Grave Chillall
The living nearby lose 5% of their maximum hitpoints at the end of their turn (15 at most).
Horrifying Visageall
+10 Threat on adjacent tiles. Allies get this debuff too unless you have the Restraint of Dust perk. Works without a helmet or with a helmet that has no vision penalty.
Decrepitudeall
Whoever hits the dead brother in melee has a 15% chance to wither: −10 to all attributes and −25% hitpoints until the end of the battle. Triggers once per battle on each target.
3Healing
Consume Lifeall
Active skill: during the next turn, every enemy finished off replenishes the undead's fatigue by 50% of the target's maximum hitpoints. If no enemy is finished off that turn, the effect is wasted.
4New Actives
Dominion of the Graveall, per form
Skeleton: +1 minion under control; minions guard their skeleton and get an old round shield (unless their weapon is two-handed). Necrosavant: Necrosavant's Bite, which subjugates the target. Mummy: Infect Corpse — flies swarm over an adjacent corpse, and at the start of the mummy's next turn a miasma cloud rises from it.
5Spare Your Own
Restraint of Dustall
Chill, Visage, Wave of Terror, miasma and Decrepitude no longer affect allies.
Wave of Terrorall
Active skill: a morale check for all living creatures adjacent to you. Allies are affected too. It stops affecting allies once the Restraint of Dust perk is taken.
6Empowerment
Necrotic Resonanceall
Necrosavant: subjugation from Necrosavant's Bite (from Dominion of the Grave) lasts a turn longer; mummy: the mummy's miasma clouds last a turn longer; skeleton: +1 charge of Rise from the Bones — only if the skeleton wears no armor and no helmet (with any armor or helmet it does not work).
Soul Harvestall
Kills build up soul charges that empower your skills; each kill grants +1 charge, up to 3. The bonuses only work once 3 charges are gathered. The skeleton can keep 2 more minions on the field. The mummy's own miasma lasts a turn longer (this applies to the mummy itself, not to an infected corpse). Necrosavant's Bite (granted by Dominion of the Grave) is more successful — the subjugation roll against the target gets a bonus.
7Final Form
Skeletonchoice
Falls apart and rises again; raises skeletons.
Necrosavantchoice
Drinks blood; flies as a swarm of bats.
Mummychoice
A fortress in magic wraps.
An Army in a Sack

The summoner skeleton raises skeletons and carries them along.

Bag of Bones

Bag of Bones

After battle, a surviving minion goes into the skeleton's bag as a Bag of Bones. If there is no room in the bag, the minion crumbles after battle and is gone. You can summon a specific minion onto any tile next to your skeleton at any point in battle.

Control

  • The skeleton keeps 1 minion on the field, +1 more with Dominion of the Grave, and +2 more with Soul Harvest (at 3 charges).
  • Raising a skeleton costs 6 AP; summoning one from a bag costs 3 AP.
  • A brother who falls in battle can be raised as a skeleton: if that skeleton survives to the end of the battle, the brother stays in the company — now as an undead skeleton.
  • A destroyed minion rises again — one level lower than before.
LevelBattlesHitpointsMelee SkillDefenseInitiativeSpecial
10606515 / 1080—
220757520 / 1585Nimble, light armor
350858025 / 2085Colossus, Steel Brow, ancient mail
4100908530 / 25100all perks of its weapon group
Raising Fallen Brothers — the Graves & Ziggurat Mechanic

With Legacy installed, your brother-skeleton — the one who took his new form from the curse — can bring a fallen brother back from the grave. Without Legacy this whole layer of the mod simply does not appear.

The Pilgrimage

A ziggurat in summer
  • Your brother-skeleton, the one who took his new form from the curse, asks leave to go seek a distant Ziggurat — for 10,000 crowns and 20 days. He leaves the company, and leaves with you a strange AEON disc he found while still alive.
  • After 20 days he returns, rejoins the company, and the Ziggurat is revealed on the world map.

The Ziggurat

A full AEON disc
  • Hands out an empty AEON disc — one straight away on being found, then another every 200 days.
  • And here the dead are raised — as skeletons. To do it, bring an AEON disc that holds a fallen man's soul to the Ziggurat.
  • Only a skeleton may step inside — the living are barred from this place. If there is no skeleton in the party, the Ziggurat will not open its doors to you.

Recording the Dead

A fallen brother's grave in summer
  • Legacy leaves a grave holding the full record of a fallen veteran. With a skeleton in the party and an empty disc in the bags, lay the disc on his grave to record his soul — the disc turns full. The grave remains as a memorial.
  • Only your brother-skeleton can work the disc — he alone knows how. With no skeleton in the party, the AEON disc stays an empty trinket.

The Resurrection

  • Carry the full disc to the Ziggurat to raise him anew as a Risen skeleton.
  • His sheet comes back faithfully — attributes, star talents, perks and whole perk trees, his looks — minus soft-tissue injuries. As one of the Risen he gains less experience and cannot raise others.
  • The full disc that holds a fallen brother's self, recorded at his grave, is an item in your bags, and it can be lost — sold or thrown away — so handle it with care :)
About 30 New Events

The undead in your company are awkward, eerie — and funny at the same time. Undead events fire over the course of the campaign as long as at least one of them is in your company.

General

The TasterNight ShiftThe Dog ObjectsPilgrims

Skeleton

The Missing BoneXylophoneThe DraftThe Old OathPirate ChicGraveyard DanceCarpenter's Medicine

Necrosavant

The BarberUninvitedGarlic WeekBatsThe Pale StrangerA Willing DonorThe Coven

Mummy

UnravelledCat CultRead MeThe EmbalmerThe Litter

The Dead Among Themselves

Old BonesOn HungerForce of HabitWhose BoneThe Other SideWhat Lies Beyond

Campfire and Story

Blood CurseAwakeningThe ReturnedSilver at the ThroatThe Chosen One
Black Pyramid · Undead Curse · “If a spider bites you, you become Spider-Man. But what if a necrosavant bites you?”