Heroes of Hammerwatch

Heroes of Hammerwatch

Necromancer Class
72 Comments
Стой, Антон 30 Jun, 2024 @ 9:39am 
any way to make this work with the more town upgrades mod? Can I add the lvl 6 and up skills myself somehow? Would also love to make summons permanent.
watson 4 May, 2023 @ 12:35pm 
there will me no more hoh patches
777Tiki 21 Jan, 2023 @ 10:46am 
Poison Flask skilled is bugged for me. wont apply poison DoT in co-op
Diver #1 2 May, 2022 @ 5:49am 
just need to install the class changer mod and kelly will be there
Decoymaster 14 Feb, 2021 @ 1:42pm 
says go talk to kelly near the mines, but there is no kelly near the mines.
Madlykillbot 11 Feb, 2021 @ 9:49pm 
dead mod rip
Tankpuss 7 Jan, 2021 @ 2:20pm 
My friend is able to cast infinite # of skeletal captains, that has to be broken....
Reaper 21 Sep, 2020 @ 5:22pm 
Devs, make this official please! :)
JezusKrist 12 Sep, 2020 @ 7:52am 
can you pls make it compatible with more town upgrades?
Staax 12 Jul, 2020 @ 3:39pm 
Poison Flask will not apply the any damage over time unless enemies walk into it. So, if you hit an enemy with it and they stay in it, they will not receive the damage over time.
Confuttziuss 28 Mar, 2020 @ 4:16pm 
i loove that the icons are from Titan Quest
GOH4RDaddy 21 Feb, 2020 @ 3:20pm 
Thank you very much! <3
Zuppo 24 Jan, 2020 @ 6:28am 
The poison bomb in kinda weird, the initial impact does a single damage, and in order to get the poison effect apllied, the monster have to move inside the poison cloud...
Endgunner 18 Jan, 2020 @ 12:11am 
*NEEHEEEHEEEH*
Pixie Actual 3 Jan, 2020 @ 7:27pm 
I notice the poison bug still seems to be around, the initial impact being the only thing that does damage
铸秋QiuQ 6 Dec, 2019 @ 5:50am 
The cd of summon skeletons is too long.They always died before the skill cool down
qwerm 13 Jul, 2019 @ 10:20pm 
hah! when I first got to this page and looked at the pictures, I was delighted to see images from the spirit skill tree in titan quest. I found that rather delightful.:flowey:
RubADuck 10 Jul, 2019 @ 6:16pm 
Great mod I like it! Is there a way to increase the attack range of normal summons? Cause atm you have to stand in the enemy group to let your summons attack.
Warlok 29 Jun, 2019 @ 8:51am 
I appreciate that summons give experience, but I think you've lost me now. I want to raise a persistent horde, not imitate the Gladiator momentary gaggle of goons, with a Diablo golem. This class no longer builds an army.

Summoned skeletons still can appear inside solid architecture... which means they get cancelled.
Dogmai Ikol 26 Jun, 2019 @ 1:56pm 
OH. THATS WHAT THAT DOES. Okay thank you <3. I didnt know, my apologies.
Hal9000  [author] 26 Jun, 2019 @ 6:21am 
@CherokeeSpiritBear There are no more tiers beyond tier 5. Are you perhaps subscribed to More Town mod? That mod adds extra tiers for all classes, but custom classes need to be modified to be compatible with it.
Dogmai Ikol 25 Jun, 2019 @ 11:40pm 
@hal9000 I noticed today that the skills dont only go up to tier 5 but to tier 10, on default classes (Wizard, warlock, priest, etc.) .
I noticed that the necromancer class, and i believe other modded classes also go to tier 10, but after tier 5 their descriptions get... Error'd i think. Which im pretty much just taking as they havent been developed that far yet. Do you have any plans or intentions to do that? So that the class wont cap out at tier 5
Hal9000  [author] 23 Jun, 2019 @ 4:55pm 
@CherokeeSpiritBear and @Gravitryx

Yes, the infinite summon captain bug on multiplayer is an old one. After some discussions at the modding channel in discord, it seems that there is a problem with the netsync (that's why the bug is only possible on multiplayer).

Until I find a solution, I'm afraid thay my only advice for now is: Play necro only as a host in multiplayer (and ask nicely to other players that don't pick him)
Dogmai Ikol 23 Jun, 2019 @ 4:44pm 
Oh yea XD. Its for sure op. I would really just get around 6 or so cause i didnt wanna wait for mana to regen.
Gravitryx 23 Jun, 2019 @ 4:23pm 
@CherokeeSpiritBear & @Hal9000
Just tried this in multiplayer for the first time and can confirm having 20+ captains is pretty OP


Dogmai Ikol 23 Jun, 2019 @ 3:29pm 
However if you wanna make it to where you can spawn a bunch of skeleton captains at once as a feature, i would 10/10 be down for that XD.
Dogmai Ikol 23 Jun, 2019 @ 3:28pm 
I think i found another bug, (I thought it was a feature, but it appears its not :'( ) . In multiplayer, someone who is not hosting the game that is playing necromancer can spawn a bunch of skeleton captains.

Originally i thought being able to spawn a bunch at once was a feature, and i really enjoyed it. But i went into single player and was only able to summon one at a time.. and realized its probably not supposed to be a thing.. so.. Here i am reporting the bug for you <3 @hal9000
KellyFromSales 22 Jun, 2019 @ 3:55am 
Hal putting in work with the updates!
Warlok 21 Jun, 2019 @ 8:57pm 
Hey, cool - summons now give experience. Will have to take him for another spin.
Dogmai Ikol 21 Jun, 2019 @ 8:41pm 
Thank you so much for your help and quick responses @hal9000 It really means alot, me and my friends recently got into the game and we are having alot of fun so far!
Hal9000  [author] 21 Jun, 2019 @ 7:06pm 
@CherokeeSpiritBeat Thanks for the info, I was able to replicate the poison bug on multiplayer.

It's a really weird bug, indeed. Since no one discovered that issue after all these months I think that maybe is a new bug introduced in the latest update of the game. I will check with the devs as soon as possible.

By the way, skeletons and zombies should work fine both in single and multiplayer now.
Dogmai Ikol 21 Jun, 2019 @ 4:51pm 
@Hal9000
In multiplayer, when i throw my poison it will do damage, but the enemies that walk through it are not getting poisoned. I originally started playing necromancer in multiplayer and didn't realize that the enemies walking through the cloud of poison would get poisoned. It was only when i played in singleplayer that i realized that this was a feature. And it worked amazingly, i was able to progress really far in the dungeons throwing the poison in hallways and having enemies walk through it, slowly dying.
Dogmai Ikol 21 Jun, 2019 @ 4:51pm 
In singleplayer, my skeletons weren't working either. (I havent gotten the captain yet, im very new to the game overall.) However in multiplayer, my skeletons were working properly, as well as my zombie passive. They were able to follow me around and tank or do damage.

So overall, Multiplayer : Skeletons work, poison cloud does not apply poison affect to enemies walking through it.
Singleplayer : Skeletons nor zombie passive works, the skeletons and zombies spawn as immovable, transparent and stay until ive completed the floor. ; Poison works fine, both doing damage and applying the poison to enemies that are hit with the original blast and whom walk through the cloud.
Hal9000  [author] 21 Jun, 2019 @ 4:32pm 
@CherokeeSpiritBeat, could you please elaborate? As far I can test, poison is working properly for me.
Dogmai Ikol 21 Jun, 2019 @ 4:10pm 
In multiplayer my skeletons are working, but my poison isnt :'(
Dogmai Ikol 20 Jun, 2019 @ 8:28pm 
The skeletons also never despawn, but since they dont do anything it doesnt really matter.. if its because it needs to be updated, please update ! <3
Dogmai Ikol 20 Jun, 2019 @ 6:34pm 
I create skeletons but they are just sitting there, not moving... and.. they are transparent?
Help?
Peacemaker1290 31 May, 2019 @ 6:03pm 
cool mod, but can you make the skeleton permanent ( you can balance this by putting a cap on how many skeleton you can have at once, raising the cap by leveling up the skill) also can you add health regain for skeleton captain and other skeleton and make it where the your minions fellow to the next floor/portal.
DankNinja 10 May, 2019 @ 9:23pm 
whoever hosts the lobby cant summon more then 1 captain
U2mad 28 Mar, 2019 @ 2:33am 
@Hal9000 I'm not sure you should change this one at all, but it might be nice to make an alternative option. Having ranged skellies I think would be nice, I miss the ranged pet from the first option. Also, there's the new mummys flying skeleton attack that screams necromancer to me that might work well for this.
Fremen 20 Mar, 2019 @ 8:29am 
@1millionmangrubs You don't just create necromancer. Create random (doesn't matter) class and there is a new npc in town, Kelly the Modder which lets you swap your current class for class with mod. Yes, I know it's over three days since your post buuuuuut
magomaverick 18 Mar, 2019 @ 9:21am 
Other tips:
Skeletons you summon would be better that don't have timer.
Upgrade skeleton skill would be nice to add some Skeleton archers.
magomaverick 18 Mar, 2019 @ 8:57am 
Idea is good, implementation need to have some upgrade.
1- When sumon skeleton hero is stuck for 1~ seconds sometimes this is deadly.
2- Minions rarely stuck in the maze, for captain is a problem because you cannot summon other to replace him.
3- When summon skeleton near walls you drop mana but skeletons doesn't appear.
4- Captain skeleton shoud have IMO your same mana (or life) regen
5- would be very good if your minion apply your mana for death or hit regen.

I hope you still support this mod because can become a enjoyable class to play!
1millionmangrubs 17 Mar, 2019 @ 3:35am 
I've subscribed to this mod, cloned my profile and enabled mods, turned the mod on, and I cant make a necromancer.

I have the new pyramid of prophecy DLC, could that be causing this? I would love to try this out! otherwise, I have no idea why this isnt working.
Darth Nihilus 16 Mar, 2019 @ 7:36am 
When skeletons summon area is at least partially in an object or wall - mana is taken, skeletons are NOT summoned !!
Vinvent 16 Mar, 2019 @ 5:14am 
Yep, very nice, feels way better
Thanks @Hal9000
U2mad 15 Mar, 2019 @ 4:30pm 
@Hal9000 Thank you for the update :)
U2mad 15 Mar, 2019 @ 12:56am 
@Hal9000 I like the update, I would agree with Lyrenaris that the timer is too short. I think the captain should have his removed altogether since you can only have one of him. The skeletons and zombies I would probably double the timer. I'm guessing you tried to put them in line with the gladiator, but it does make more sense that a caster would have their lackies around for longer. Especially since they're being used as a block instead of having an skill that does it.
Vinvent 14 Mar, 2019 @ 9:20am 
@Hal9000 I gotta say, I really like the Character Update but although it's beautiful to see all the Zombies following you around, but can you please remove their timer. I almost just died, because 5 of them decided to despawn with half of their health left.
So could you pls let them live as long as they have HP, you could lower them for balancing purpose.
And the Skeletons as well, not the Champion, but the Normal ones.

Sorry if this sounds like hate, because it sure isn't, I really love the Necromancer
Hal9000  [author] 14 Mar, 2019 @ 8:32am 
Good news, everyone! Necromancer summons are working properly now. They follow the player, are affected by skill power and give XP.

Please, try the new skills and write down your feedback here.