SkeletonCrew
Blood Magic summons that take orders, hold a formation, and can be raised as six classes.
About this mod Author’s original text
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) →
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.
Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file. In multiplayer, the host and every client need the same mods installed.
Install these first, or the mod will not work: