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SkeletonCrew

Your Dead Raiser summons stop being disposable. They take orders, hold a formation, come through portals with you, keep out of lava, and can be raised as one of six classes with its own weapon, its own place in the line, and its own way of fighting.

Client-side. Nothing is required of the server or of anyone else in your world.

Only what the Dead Raiser raises is managed. Every other summoning staff is left exactly as the game made it - with one courtesy for the Spirit Caller's animals: they get their own SPIRITS list on the crew panel (name, health, what they are doing), take the same orders as the crew - attack, move, come back, hold, recall, harvest, and portals - share the healer's ward, can be dismissed with Alt + Use or from the menu, and pass through you and the crew instead of shoving. Their cost, cap, stats and unordered behaviour stay the game's own; classes, formation and stances are crew-only.


What it changes

They obey. One key issues the three orders you actually want mid-fight — attack what you are aimed at, come back, hold this spot — and a menu covers the rest. A summon sent somewhere stays there until recalled, fighting what comes to it and returning to its post afterwards.

They are a crew, not a cloud. Pick who the next order applies to, everyone or one at a time, and place them individually before a fight. The HUD names the current order target so a crew that ignores three of its four members is never a mystery.

They come back. Summons follow you through portals instead of being left behind, are rescued when stranded, and regenerate out of combat rather than dying by attrition.

They have classes. Melee, Archer, Defender, Healer, Fire Mage and Ice Mage — each with its own kit, position, statistics and behaviour. Mages and healers hold the back line and are skipped by hostile target selection while a defender is close enough to be found instead; defenders lead, see further, and keep a short leash. The healer is a protection unit: it puts the staff's ward on whoever is taking the damage rather than on itself, and heals by urgency — the ally under attack, not the one with the biggest scratch.

They fight as one. Whatever is hitting a summon or you becomes the whole crew's target, so nobody stands watching a friend being killed. A distant fight is opened by a single summon — the longest reach in the crew — while the rest hold formation and receive the enemy where they stand, and they commit anyway if it will not come. A summon walks to a target it cannot reach and stops the moment it can, rather than holding one twenty-five metres away and never closing.

The crew is as strong as the caster who raised it. Mage armour and staves in your pack give your summons the full skill and progression bonus; leaving the staves at base gives you less of it. The base strength never changes, and it is measured once when a summon is raised — dying or changing gear cannot weaken a crew you already paid for.

They can work. Optional and off by default: send the crew to fell a tree, mine a node or clear an area, with tool tiers respected and your base left alone.


Controls

The fast orders are on one button, by tap count. Harvesting is menu-only on purpose: a tap commits the instant you press it, so a slightly-off aim used to set the crew working on whatever was behind your target. The menu issues the same order but names the target and the radius first.

Input Default Does
Command, ×1 ` Attack what you are aimed at; otherwise move there.
Command, ×2 ` Come back to me.
Command, ×3 ` Hold this position and guard it.
Menu F1 Everything else, including the harvest and shovel orders.
Dismiss one Alt + Use Dismisses the summon you are looking at - a skeleton or a Spirit Caller animal. The menu has Dismiss all (skeletons) and Dismiss spirits.
Order target F3 Cycles who orders apply to: everyone → (skeletons → spirits, when both are out) → each summon → everyone. The HUD always shows the current target.
Stance \ Cycles Balanced → Offensive → Defensive.
Next raise F7 Cycles what a single cast raises. The menu's Next raise entry offers the same classes and the group presets in one list.

An order that cannot be carried out is refused on screen rather than accepted and quietly failed — no path to the spot, tool tier too low, destination in lava.

Shovel snow (Deep North). Aim at deep snow, a snow-laden roof or a snow pile and open the menu: Shovel snow clears that, Shovel all snow within N m sends the crew across the patch, each summon taking its own spot. They use the same stroke your shovel does — the snow lowers, the snow drops appear, roofs shed their load — so you need a snow shovel in your bag for them to borrow the strength of (Shovel.RequireTool). Nothing is damaged, so shovelling works inside your base and on your own roof.


Classes

F7, or the menu, sets what the next summon is raised as. Each class's kit is config, so a weapon can be swapped without a rebuild.

Class Carries Fights like
Melee A sword The line. Closes and stays closed.
Archer A bow Behind the line, keeping its distance.
Defender Sword and shield Ahead of the crew, between you and the threat. Sees further, so it meets things first; keeps half the crew's leash, because a screen that chases is a gap.
Healer Staff of Protection Back line, and a protection unit first: it wards whoever is taking the damage rather than itself. Heals by urgency — the ally under attack, not the one with the biggest scratch — and drops everything for an ally about to die. Walks to a patient out of reach.
Fire Mage Staff of Embers Back line. Casts from range and backs off when reached.
Ice Mage Staff of Frost As above, with frost.

Groups

A crew is a shape, and assembling one a class at a time means cycling the class key between every cast. A preset names the shape once and raises the whole thing from a single cast — the menu's Summon group entry arms it.

Vanguard = 1d,2a,1r          Warband = 1d,1a,1r,1f,1i,1h
Casters  = 1d,1h,1f,1i       Skirmish = 1d,1a,2r
Volley   = 5r,1h

d defender, a attacker, r ranged, f fire mage, i ice mage, h healer. Write your own in the Classes.Presets setting.

A preset describes the crew you want, not a list of casts. Each time you cast it, it works out the difference: classes already standing are left alone, only what is missing is raised, and if there is no room it dismisses summons the composition has no place for to make some. Cast it with a full matching crew and it costs nothing and raises nothing.

A group costs more than a single raise but nothing like the sum of its parts — each extra summon adds a fraction of one summon's price, so a six-strong preset costs under twice a single cast rather than six times it. Nobody carries six summons' worth of Eitr, and a preset priced that way is a preset you can never use.

If there is not room under your staff's cap, or not enough Eitr for the whole group, it raises as many as it can and says so — the rest stay queued for your next cast. Picking a single class, by key or menu, turns the group off.

Caps: one Healer, one Fire Mage, one Ice Mage, two Defenders. Melee and Archer are uncapped — they fill whatever the Dead Raiser's own limit allows. At a class cap the raise becomes a warrior with a notice, rather than costing you the Eitr for nothing.

Progression: the specialist classes unlock as you craft the matching staff or shield, and each unlock makes the whole crew a little stronger.

Class statistics ride on top of the Blood Magic scaling rather than replacing it, so investment still decides how strong a crew is and the class only decides its shape — a defender is tougher and hits softer, a mage the reverse. Every number is config.


Stances

Stance governs what the crew does on its own initiative; an explicit order always wins.

Stance Behaviour
Balanced Intercepts hostiles near you, whether or not they have noticed you.
Offensive Same, over a sweep twice as wide — they go looking.
Defensive A guard circle. The crew holds a tight ring around you and never leaves it: anything entering the circle is attacked by everyone in reach, anything attacking from outside it is faced and watched rather than chased, and archers and mages return fire from their places. Set the size with DefensiveCircleRadius.

Config

BepInEx/config/com.vash.skeletoncrew.cfg, created on first run. A selection — the file documents every key.

Key Default Meaning
General.Enabled true Master switch.
Combat.SummonCapBonus 2 Extra summons beyond vanilla's cap, which is the staff's upgrade level — so a level 4 Dead Raiser allows six.
Combat.HealthBloodMagicBonus 1.0 Extra max health at Blood Magic 100, on top of the star level vanilla already grants.
Combat.SummonHealthCostMultiplier 0.5 Health price of raising a summon — part of it comes from current health, so it bites hardest when replacing losses. 1 disables.
Combat.SummonEitrCostMultiplier 0.75 Eitr price of raising a summon. Both stack with vanilla's own skill discount.
Combat.AvoidLava true The route they will actually walk is checked corner by corner: a way round where one exists, a stop at the last safe spot where none does, and never a formation slot or patrol point on molten ground. They climb out if caught, and are lifted clear if they cannot. Except when you walk in: then they follow.
Combat.ShieldAbsorbBonusAtMaxSkill 1.0 The protection staff's shield absorbs more as Blood Magic rises — doubled at 100. Vanilla ships the mechanism and feeds it a hardcoded zero, so stock it never scales.
Classes.RoleFormation true Position and behaviour by class. Off returns the crew to a single undifferentiated ring.
Classes.<Class>Items varies What each class is raised carrying.
Classes.<Class>Limit varies How many of that class may exist at once. 0 is no limit of its own.
Harvest.Enabled false Master switch for all harvesting — it destroys world objects, so it is opt-in.
Shovel.Enabled true Offer shovel orders. On by default: shovelling damages nothing.
Shovel.RequireTool true A snow shovel must be in your inventory; its strength and reach are used.
Shovel.DepthDone 0.15 Ground snow below this depth (0–1) counts as cleared.
Shovel.SwingsPerSpot 8 Strokes at one spot before it is given up as unclearable.
Harvest.ProtectPlayerBase true Never harvest inside a player base. Covers grown crops, which carry no piece and so escape the player-built check. Wood is exempt — a tree in a base is a crop, and felling it is the point of a tree farm.
Hud.ShowSummonGlow true A light on each of your summons, brighter and differently coloured on the one F3 has selected. Client-side; nobody else sees it.
Combat.SummonCapBonusAtLevel 4 The raiser level at which the extra crew is earned. Below it, vanilla's cap stands — the staff's own upgrade level.
Combat.FocusFire true The crew fights one thing at a time: whatever is hitting a summon or you becomes everyone's target.
Combat.PullTactics true One summon — the longest reach — opens a distant fight while the rest hold and receive it.
Combat.PullReceiveDistance 15 How close the enemy must come before the whole crew engages.
Combat.PullTimeoutSeconds 6 How long they will hold before committing anyway. Something that has not closed by then is not going to.
Combat.MarchingOrder true Hold the formation while you walk, not only when you stop.
Combat.DefensiveCircleRadius 14 Defensive only: the guard circle around you. Both the zone the crew answers — nothing outside it is chased — and the boundary they never stand beyond.
Combat.DefensiveBubbleExpand 1.4 How much the ring widens while a fight is on, so there is room to swing and you are not standing inside the melee. 1 keeps it tight always.
Combat.DefensiveBubbleSlack 1.2 How far out of place a summon may drift before stepping back, while you stand still. Smaller is crisper; too small and they fidget.
Combat.DefensiveViewMultiplier 0.6 How far Defensive summons notice things on their own, relative to normal. Below 1 so they stop starting fights the stance then has to call off.
Combat.LavaRescueSeconds 1.5 How long a summon may burn before it is lifted to safe ground. Lava kills faster than a skeleton climbs.
Classes.DevotionScaling true The crew is as strong as the caster who raised it — mage armour and staves give the full bonus, iron and an empty pack give less. The base never changes.
Classes.DevotionFloor 0.5 How much of the bonus a full melee build still gets.
Classes.DevotionFullGear 1.3 The equipment Eitr-regeneration total counted as a complete caster's outfit.
Classes.HealerWardSeconds 120 How long the healer's ward lasts. Vanilla derives it from staff level, and a summon's staff is level 1.
Classes.HealerWardUpgrade StaffFrostOrbs The staff whose bubble the healer's ward becomes once you have held one. An absorb shield replaces the bubble; an effect with no absorb pool is added beside it. The healer keeps the Staff of Protection in hand. The log says what was found (Ward upgrade). Empty switches it off.
Classes.HealerWardUpgradeVisualsOnly true Under the upgraded ward, draw only the upgrade's visuals. The Staff of Protection's bubble still absorbs underneath - Northern Vengeance is a deflect with no absorb of its own.
General.PackPrefabs the four *_spiritcaller animals Other staffs' summons that join you as a second group: listed on the panel, ordered like the crew, warded, dismissable, and no longer shoving you. Their cost, cap and stats are untouched. Empty switches it off.
General.CrewPrefabs Skeleton_Friendly Exact prefab names of the summons this mod manages. Anything not listed is left entirely to vanilla.
Classes.HealerWardInterval 30 Seconds between wards. Only ever re-cast on someone whose ward has broken.
Diagnostics.DeepTrace true One line per summon every few seconds: role, intent, target and range, health, hazards, ward, weapon. What to send if something looks wrong.
General.VerboseLogging false Developer logging. On only when diagnosing something.

Once the file exists, it is the source of truth — changing a default in a new build does not alter a value already written there.


Multiplayer

Everything is client-side and scoped to your summons, identified by the follow record the game already keeps. Another player's crew is never adopted into your formation, your orders or your cap — including when the server hands you ownership of their summons because they walked away, which it does as a matter of routine.

One thing does reach other players, deliberately. Valheim stores a summon's limit on the summon itself and enforces it on whichever machine happens to be simulating the creature — so standing next to someone else meant their game applied the vanilla cap to your crew and dismissed the extras, while telling them their Dead Raiser was too weak. This mod writes the raised limit onto each summon it creates, so every client agrees on it, including players without the mod. That is the fix, not a side effect: it is the only way the cap survives being near another player.

Otherwise, players without the mod see ordinary summons behaving ordinarily.


Install

r2modman / Thunderstore Mod Manager: install from the site, or Settings → Import local mod → pick Vash-SkeletonCrew-<version>.zip.

Manual: drop SkeletonCrew.dll into BepInEx/plugins.

Dedicated server: nothing to install. The mod disables itself on a headless process — there is no local player to own summons — so it ships as a client package only. Play on any server you like; nobody else needs it, and the server does not want it.

Requires BepInEx. Built for Valheim 1.0.12 and later (hooks checked against 1.0.15) and BepInEx 5.4.23. SkeletonCrew 1.2.1 and earlier do not load on 1.0.12, and 1.2.2 onward does not load on older Valheim.


Known issues

Stated plainly, because a mod page that pretends otherwise wastes your time when you hit them.

The upgraded ward's deflect is not scaled. The absorb bubble grows with Blood Magic; a deflect effect added by Classes.HealerWardUpgrade fires back at the staff's level 1 damage.

Lava is the hard one. Valheim's navmesh has no concept of lava — Pathfinding.AgentSettings knows about walking, water and swimming and nothing else — so the game will happily hand a creature a route straight through a channel and report it as a perfectly good path. This mod therefore checks the route itself, corner by corner, and stops or diverts where it can. It is a real improvement rather than a complete fix, and there are cases it cannot win:

  • The last few metres of a chase are steered by the game, not by the mod, so a summon can clip the edge of a vein closing on something.
  • Nothing prevents a summon being knocked or falling in.
  • Where there is genuinely no way round, they stop rather than cross — which can look like hesitation at a shoreline, and is the correct answer.

A summon that ends up in lava climbs out, and is lifted to safe ground if it cannot get clear in time (Combat.LavaRescueSeconds). Expect scorched skeletons in the Ashlands, not a corpse pile.

Flying enemies. A skeleton with a sword cannot hit a Fallen Valkyrie hovering ten metres up, and no amount of AI work changes that. Melee summons will position under it and wait; archers and mages do the work. This is a Valheim reach limitation, not a bug in the crew.

Pathing in tight terrain. Summons use the game's own navmesh, so anywhere vanilla creatures snag — narrow ledges, steep rock, dense ruins — the crew snags too. The stuck detector notices and brings a summon back to you rather than leaving it stranded.

Vanilla still owns the swing. The mod decides what to fight, where to stand and when to close; the actual attack is Valheim's. A creature weapon that vanilla will not use in a given situation is not something this can override.

Ranged summons lose and re-take their target often. Measured at roughly ten times a minute for mages and archers, against about one for the melee line, and the overwhelming majority of it is Valheim's own line-of-sight check expiring — the back line stands behind the front line, which is exactly where the view is blocked. It costs some uptime rather than breaking anything, and it is the next thing on the list.

If something looks wrong, turn on Diagnostics.DeepTrace (on by default) and send a few lines of the log — each summon reports its role, intent, target and range, health, hazards, ward and weapon on one line, which is usually enough to name the cause without guessing.


Console commands

Diagnostics, for when something is not behaving and the log needs to say why.

Command Does
skcrew_recon Lists every item in this install that summons a creature, and whether the crew would manage it.
skcrew_weapons <filter> Lists matching weapons, and for each whether a creature can use it, afford it, animate it, and draw it.
skcrew_prefabs <filter> Lists prefabs, marking which are safe to attach as a marker effect.
skcrew_giveweapon <prefab> Hands a weapon to the selected summon.
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