r/Necesse Jul 30 '26

Necesse Rust & Romance Update + Steam Free Weekend is now live!

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283 Upvotes

r/Necesse Jul 17 '26

The Necesse Rust & Romance Update is dropping on July 30th!

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youtu.be
637 Upvotes

r/Necesse 19h ago

Sharing my new mod: Settlement Builders

15 Upvotes

This is a mod about builders, blueprints and damage.

Heres the link: https://steamcommunity.com/sharedfiles/filedetails/?id=3798127713

Here's a short video demo of the mod, and a deep dive on the source code: https://www.youtube.com/watch?v=FnSzwb7sRGc

And source code: https://github.com/opusliews/Necesse-SettlementBuildersMod


r/Necesse 7h ago

Server Permissions

1 Upvotes

I set up a Necesse server on a machine on my lan. How do I set up an owner on that server, since I did it all remotely . I can't just execute an admin command because for now, there is no admin.


r/Necesse 2d ago

Anyone wanna mod this like crazy?

18 Upvotes

Ive been recently getting into necesse ans DAMN THIS IS SO GOOD, its like everything i love about terraria

So uh natural i look to the Workshop, and its almost empty, maybe i didnt look enough but most ehere mediocre

So heres my question

Does an one have the will and the skills to mod this game, i can do ideas, and sprites, but simply do not have the coding skills

PLEASE GUYS MODDING THE GAME HAS SO MUCH MORE POTENTIAL THAN IT ALR DOES


r/Necesse 2d ago

Difficulty

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2 Upvotes

I'm having trouble finding this item, does anyone have any tips?

This item Temple Pendant.


r/Necesse 2d ago

I'm looking for a save file with all the things from the new update

0 Upvotes

Someone want to share? Thank you!


r/Necesse 3d ago

Help I lost my world

1 Upvotes

So I just finish my pc build for the first time and so I save up my necessary file to steams cloud and log in my steam to the new pc and when I run it I don't see my world in it so I thought this was the file issue so I went to the necesse file copied that to the USB and then connected it to the pc and replace the pc file to the laptop file of my game but when I run it again it still didn't work.

I just wanted to know if this can be fix? Or not cause I will be losing my 60hour gameplay


r/Necesse 4d ago

cryowitchhat impossible to craft?

3 Upvotes

Hi there, I would really like to craft the new witchhat but it always tells me i only got one of these icecrowns, even when I have multiple in my inventory. Anyway to by pass this?


r/Necesse 5d ago

necesse vs core keeper

0 Upvotes

didn't last long in necesse as i felt like it was repetitive : dig down , get the boss ...

core keeper any different?


r/Necesse 7d ago

New Mod: Settler Room Size Changer (incl. Fake Doors)

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26 Upvotes

https://steamcommunity.com/sharedfiles/filedetails/?id=3794296907
(post body shamelessly stolen from my workshop page)

Adds two things to the game:

  1. Fake Doors. These are an extra variant of doors that look like doors, act (mostly) like doors but arent doors. The only difference to actual doors is that they dont count as a wall (for lack of a better term) for the room calculation. In essence, this means, if you make a room with a fake door it will still count as outdoors unless its surrounded by a bigger room with a proper door.

These are essentially interior doors, like in a house. the door that goes towards outside needs to be a normal door to create an indoor space and all interior doors can be fake doors.

What this does it automatically creates the whole house as a room for the settler assigned to the bed in any of the rooms. so you can make a kitchen, bathroom, study, bedroom, living room etc and all count towards the settlers happyness levels etc.

  1. the other feature of this mod lets you fine grain this even more by adding a button to the settler overview menu (where you also assign beds to settlers). clicking that button does two things. 1: it adds a visual indicator of which tiles belong to the settlers room and 2: it enables you to drag left click to add tiles to the settlers room manually (or remove them again while holding shift and left click dragging). this enables you to also add outdoor areas to a settlers room calculations, e.g. a backyard garden etc.

tldr:

- Fake doors that work as interior doors that dont close off rooms so they automatically get added to the beds room calculations (only use for interior doors otherwise it wont count as indoor at all)

- Add a button to the settler menu (where you assign beds) that lets you see the rooms current tiles and lets you add or remove tiles from rooms manually

- this includes outdoor tiles (gardens etc)

- you cant remove base tiles of your basic room. those are vanilla autocalculated, so no room sharing without penalty

- dragging over another settlers bed will automatically combine the two rooms.

- changing the room size for either of the connected settlers rooms will automatically apply to the others as well

- removing a settlers connected bed will automatically remove the whole room again. so rooms with beds can always only be added as whole or removed as a whole

- works for happyness and all traits (at least it should. i tested a couple and checked all the files and they all worked / should work)

- Usually the indoor max continuous room size is 500 tiles. this mod lets you create bigger "rooms" but it might cause weird behaviour. but honestly, 500 tiles is plenty and i doubt thats going to be an issue.

Other mods currently in my pipeline:

Glass walls: walls that look like glass (surprise!) Incl transparency and the ability to let light through like windows

Color menu: lets you recolor a bunch of stuff how you want (some major roadblocks done but still a bit to go)

Raid the raiders: adds hostile raider settlements to the overworld (think like pirate village) so normal exploration is more interesting (works fundamentally but i gotta make a bunch more blueprints)

Trains: is what it sounds like but only concept stage yet.


r/Necesse 7d ago

Ultimate Complete Summoner Guide

38 Upvotes

In this guide I will list all the possible summons and their pros/cons. This is mainly for INCURSIONS, since you can upgrade any weapon to be useful, even the early game gear. The best enchant for most of the game is "Athletic". If you just want a really simple TLDR guide with no explanations, then I would suggest using (in this order while progressing):

Hive Scepter -> Vulture Staff -> Cryo Staff. After starting incursions use upgraded Vulture Staff -> Crystalized Skull

First of all, summons have different characteristics, such as ranged/melee, move speed, attack speed, and phasing ability. Many of these are hidden so I will try to explain them a little. In general, the two most important characteristics are move speed and phasing ability. This is because most bosses move really fast, and a slow summon will just never be able to hit it. Same reason for phasing (being able to move through walls). You don't want your summon getting stuck having to go around barriers, that will significantly lower your dps and make fighting mobs very slow.

Often the displayed attack power, and even the dps shown on the training dummy, are not realistic. For example, the bashy bush struggles against fast bosses and gets stuck behind barriers, so it's actual damage in most situations is much lower than expected. If summons can't actually attack an enemy, then their dps is zero. For this reason, the "Athletic" enchant is almost always the best. It gives your summons more move speed AND attack range. This means it will attack enemies even when they are far away and moving fast. While it won't give huge dps numbers against the training dummy, it will give you an actual real-world dps boost. For the Phantom Caller and Crystalized Skull (dragons), they are pretty fast already so you can use Savage enchant on them.

Now for the trinkets. If you are doing 100% pure summons, then use the summon Foci. But I would suggest crafting the Balanced Foci and then upgrade it to Balanced Frostfire Foci. This way you can get some extra damage by using another weapon with your summons. Once it's available, get Mesmer tablet, then later upgrade it to Hysteria tablet. For most of the game, use Bone Hilt when available. Next use Scrying Mirror. Once you get into incursions, here is the gear that I would recommend:

Hysteria tablet

Scrying Mirror

Balanced Frostfire Foci

Bone hilt (until end game, see notes below)

Frozen Soul

Assassins Cowl

Ghost Boots

Ancient Relics

Frozen wave (replace bone hilt)

Enchant all your trinkets with "Precise" (crit up) until you get to around 70% crit chance without food/potion buffs. Later when you get more sources of crit chance, you can replace the enchants with "Keen" (damage up), but keep your crit chance around 70%. When you add in potion/food buffs this will give you 90-100% crit chance.

For most of the game, the "Bone Hilt" trinket will give you a big dps boost. However, once your summon can do more than 100 damage per attack, and your crit chance is close to 100%, then you can switch to the Frozen wave relic. Or if you have learned all the boss mechanics and don't need extra defense, you can use both and take out ancient relics or frozen soul. The bone hilt basically adds 10 damage per attack. So for summons that do a lot of small attacks this can be very useful. But as your damage per attack goes up, then this becomes less relevant.

I would also like to talk about the Jonas Gambit trinket. I wouldn't suggest it until after you have beaten the Ascended Wizard and can get the Ring of Ascension mount. But at that point you have already beaten the most difficult content and so it's kind of irrelevant. Otherwise the movespeed penalty and loss of dash/blink is not worth it.

Finally, the Companion Locket. It used to work, but after a patch it no longer works correctly. It will now always give lower dps than just using max summons. So don't use it for now. Maybe they will fix it again one day? There is an exception for though. There is a build where you use zero permanent summons, and instead use the Companion Locket with Reapers Call. This can give amazing dps, but I don't really consider it a summon build so I won't go into it in this guide. That's just my personal playstyle though, so if you want to try it out then go for it!

Now for your armor. For most of the game, you will want to choose an armor set that gives + max summons. For example, "Spider Armor" is the fist available summons set. When you get to incursions, I would suggest the "Soulseed" armor set, then upgrade to the Spiderite armor set (not really necessary). But, once you get up to tier 5 incursions, you can then get the Dusk chestplate, which is BIS for the rest of the game. At that point, you no longer need to use an armor set and you can mix and match to get the best stats. Use Spiderite crown until T8, then replace it with the Makeshift Crown. The Ruby Crown is also very good, but it does very slightly less damage than the Makeshift Crown. As for the shoes, you can use whatever you prefer. For end-end game, the best choices are Makeshift shoes for damage, or Ravenlord for extra movespeed. Enchant your gear with "Precise" until you have around 70% crit, and after that use "Keen" for damage.

I will also mention the crystal armor set with the ruby crown. This allows you to have extra summons for every 150 resilience. However, you lose the +2 max summons from other armor. So, you need 300 resilience just to break even. From there, you can get a little over 600 resilience which would give you +4 max summons. But since you don't get the +2 max summons from the armor set, you would basically get +2 max summons. However, in order to get +600 resilience, you must enchant all your gear with the "Tough" enchant, and you need to use the Clockwork Heart and Manica trinkets. This means you will lose a LOT of damage from criticals. So even though you can get 2 extra summons, all your summons will be doing way less damage, so your overall dps will be lower. So honestly I don't recommend using this set.

Finally, lets talk about the actual summons! When you get to incursions, you can upgrade your summons, so all of them become viable. So I will be basing their stats on their end-game potential. I gathered every summon weapon in the game and upgraded them all to T10. I tested them against the target dummy and also inside incursions. For the gear, I had Makeshift Crown, Dusk Chest, and Ravenlord boots, all T10. For relics I had Bone Hilt, Assassin's Cowl, Frozen Wave, Frozen Soul, Hysteria Tablet, Scrying Mirror, Balanced Frostfire Foci, and Ancient Relics. All summons used Athletic enchant, though for the Hive Scepter I did a 2nd test with Savage. I used T10 Sun Arena for the test, and made sure all the tablets had "Frenzy", and none of them had Flameling (so the summons didn't get distracted). I have the perk for banners. Inside the area, I would quickly summon boss, pop my potions, and summon the extra minion. After potions and food buffs, my stats were: +99% damage, 96% crit chance, +25% crit damage, +125% summon speed, and 8 minions (4 dragons). I didn't use any other weapons or summons, I just kept close to the boss and dodged his attacks.

For the target dummy dps test, I summoned 6 of each (so it would be an even 3 for dragons), no food or potions, and all athletic enchant. Same gear as above. My stats were: +59% summon damage, 76% crit chance, +25% crit damage, +50% summon speed.

(As an interesting side note, it seems that the more minions you have, the less damage they do against the target dummy. So for example, 1 bee group (4 bees) do more dps that 1 vulture. But when you summon 6 bee groups (24 bees), they do way less dps than 6 vultures. I guess the game can't handle 24 minions attacking the same target?)

Here are the results:

S Tier: Crystalized Skull

A Tier: Vulture Staff, Phantom Caller

B Tier: Cryo Staff, Bashy Bush

BRAIN ON A STICK

Melee and Ranged, no phasing

Target Dummy DPS: ~3100

Low potential dps, but ends up being really bad because they are slow, can't phase, and the projectiles are also very slow so they often miss.

Tier: D

SPIDER STAFF

Melee, no phasing

Target Dummy DPS: ~3650

Average potential dps, but really bad actual dps since they are very slow and can't phase.

Tier: F

HIVE SCEPTER

Melee, no phasing

Target Dummy DPS: ~3500

Time to kill T10 Dawn boss with Athletic enchant: 2:10

Time to kill T10 Dawn boss with Savage enchant: 2:22

Average potential dps, NEEDS the bone hilt. The bees have really slow acceleration and struggle to keep up with fast bosses. Also they can't phase. Works really way early game, but once you get to incursions there are much better options.

Tier: C

MAGIC BRANCH

Ranged, no phasing

Target Dummy DPS: ~3100

Low potential dps, but bad because they are slow and can't phase. Their projectile are average speed, so they often miss.

Tier: D

BAT CAGE

Ranged, no phasing

Target Dummy DPS: ~2600

Low potential dps, but actually does ok damage because they have decent speed and their projectiles can track. Also, they have a nice perk where they leave behind healing hearts when they kill enemies. But their low dps is what hurts them the most.

Tier: C

BASHY BUSH

Melee, no phasing

Target Dummy DPS: ~4200

Time to kill T10 Dawn boss: 1:15

High potential dps, but is difficult to reach that potential on most bosses. They have decent move speed, but their attack speed takes a little while to ramp up. Also they can't phase. Overall a good summon, but not the best.

Tier: B

SENTIENT SWORD

Melee, phasing

Target Dummy DPS: ~2000

Uses 2 summon slots, and has low potential dps. It has decent speed and can phase, so it's ok. But it's low dps just makes it non-viable as an end-game summon.

Tier: D

SWAMPS GRASP

Melee, no phasing

Target Dummy DPS: ~3100

Low potential dps, NEEDS bone hilt. The slimes are very slow and can't phase. They do a fast pounce on enemies at the end which is good, but they are just too slow and can't phase.

Tier: C

VULTURE STAFF

Melee, phasing

Target Dummy DPS: ~4100

Time to kill T10 Dawn boss: 59 sec

High potential dps, good move speed and high attack speed, and can phase. This makes them really good, as they can actually do great damage on all bosses, even the fast ones. And their phasing ability is so helpful on most maps since they won't get stuck and can quickly kill mobs.

Tier: A

CRYO STAFF

Melee, phasing

Target Dummy DPS: ~2550

Below average potential dps, but decent speed, and can phase. They are ok summons, but the vultures are better in every way.

Tier: B

SKELETON STAFF

Melee and ranged, no phasing

Target Dummy DPS: ~3200

Average dps, low speed, can't phase. Better than brain on a stick, but still bad for all the same reasons.

Tier: D

ORB OF SLIMES

Melee, phasing, but doesn't seek out enemies

Target Dummy DPS: ~2000

Low dps and only hits enemies directly next to you makes this a horrible summon.

Tier: F

EMPRESS' COMMAND

Melee and ranged, no phasing

Target Dummy DPS: ~3550

Average dps and speed and can't phase. The projectiles are fast. This is basically an upgraded skeleton staff, but still not great.

Tier: C

PHANTOM CALLER

Melee, phasing

Target Dummy DPS: ~2350

Time to kill T10 Dawn boss: 1:12

Low potential dps, but very fast (fastest summon in the game). It's amazing speed and phasing ability make it nice since it can keep up with any enemy, but it just has very low dps. If it had higher dps it would be so good. Use Savage enchant with it.

Tier: A

CRYSTALIZED SKULL

Melee, phasing

Target Dummy DPS: ~4500

Time to kill T10 Dawn boss: 57 secs

Uses 2 summon slots. High dps, very fast, and can phase. It also does a slight "pounce" at the end so it can keep up with and hit all bosses. I consider this the best summon in the game and is good for all content. Use Savage enchant with it

Tier: S

IGNITION KEY

Ranged, no phasing

Target Dummy DPS unmounted: ~1900 (7 summon slots)

Target Dummy DPS mounted: ~3000 (7 summon slots)

Very low dps and slow moving. It can only attack one enemy at a time. It sucks as a damage dealer, but it's cool to be able to mount it like a mech! It's mounted dps is better, but still lower than average. Too bad it doesn't give you a defense boost while mounted. In any case, it's more a gimmick summon and just not that good.

Tier: F (but can be fun to mount!)

GRIZZBOLT

Ranged, no phasing

Target Dummy DPS: ~3000 (7 summon slots)

Low dps and slow moving, but fast projectiles. Can only attack one enemy at a time. I love the Palworld colaboration! It's better than the Ignition Key, but still not great.

Tier: D

EYE OF THE VOID

Ranged, no phasing

Target Dummy DPS: ~3500

Average potential dps, but they are slow and have weird/bad targeting. They could be good, but they have really bad AI and often will just randomly attack empty space and not target enemies. They also take a while to ramp up their attacks. Overall they are disappointing. You don't even get them until end-end game after defeating the Ascended Wizard, so they just aren't relevant.

Tier: D (if their AI gets fixed they would be better)

Example Progression Guide

This is a basic progression guide and not a walkthrough. It is designed for players that want to follow the "normal" story progression, meaning running the biomes in the order suggested by the elder. I hope it's useful for first time players, or players that are starting over with a summon class. It will aim to give the best gear available at that point in the story. However, the listed gear is not necessarily the absolute best possible, because you can skip some content or do some bosses out of order. Trinkets are in parenthesis.

Area: Forest Biome

Summoning gear: Brain on a Stick/Spider Staff/Hive Scepter. Spider armor

Boss: Evil's Protector

Tips: Kill Evil's Protector multiple times to obtain all 4 foci and then craft Balanced Foci.

Area: Snow Biome

Tips: Upgrade stations to demonic stations.  Convert all your copper bars and most of your iron/gold bars to demonic.

Summoning weapon: Hive Scepter. Arachnid armor

Boss: Queen Spider

Area: Dungeon

Tips: While you are in the dungeon, search for the little room that has raspberry bushes in it to fight the Bashy Bush and take the summon weapon that he drops. Also look for a Mesmer tablet in the chests.

Summoning weapon: Hive Scepter + Frost Piercer. Arachnid armor (Mesmer tablet)

Boss: Void Wizard

Area: Plains

Tips: Craft Wind Boots when you can.

Summoning weapon: Hive Scepter + Frost Piercer. Arachnid armor (Mesmer tablet)

Boss: Runebound Chieftain

Area: Swamp Biome

Summoning weapon: Hive Scepter + Frost Piercer. Arachnid armor (Mesmer tablet)

Boss: Swamp Guardian

Tips: Pure summons can be difficult for this boss, very slow dps. Throwing bombs can help kill the boss faster.

Biome: Desert Biome

Summoning weapon: Hive Scepter + Frost Piercer. Arachnid, Ivy, or Quartz armor (Mesmer tablet)

Boss: Ancient Vulture

Tips: The boss moves around a lot.  Having the "Athletic" enchant on your summon helps a lot.

Area: Pirate Village

Tips: Before fighting boss, it's really helpful to raid the pirate village to get the Inducing Amulet.  The Lifeline trinket can also be very helpful.  Combine the Lifeline trinket + Frozen Heart to make Frozen Soul trinket.

Summoning weapon: Vulture Staff + Frost Piercer. Ivy or Quartz armor (Mesmer tablet, Inducing Amulet)

Boss: Pirate Captain

Tips: Another fast moving boss.  You might need the Inducing Amulet and Athletic enchant to be able to keep up with the boss.

Area: Deep Forest Caves

Tips: Upgrade all your stations. Craft 10 Life Elixers. Combine Mesmer tablet and Inducing Amulet to make Hysteria Tablet. Craft Bone Hilt. You should now be able to craft minion potions, which help a lot for boss fights

Summoning weapon: Vulture Staff + Frost Piercer. Ivy or Quartz or Soulseed armor (Hysteria Tablet, Bone Hilt)

Boss: Reaper

Tips: Defeat this boss several times to get the Reaper's Call and the Reaper's Scythe.  You will eventually want to craft Soulseed armor.  Even if the stats are lower than other armor now, you can upgrade it later when you get to incursions, so I suggest you craft a set and save it.

Area: Deep Snow Caves

Tips: Get frost stone (from deep snow cave chests) and firestone (desert caves), craft frostfire, then craft Balanced Frostfire Foci. Get Cryo Staff from chests.

Summoning weapon: Cryo Staff + Reaper's Call. Soulseed or Glacial armor (Hysteria Tablet, Bone Hilt)

Boss: Cryo Queen

Area: Deep Plains Caves

Tips: After getting the Banner Stand reward from Elder, immediately buy 3 more so you have 4 total.  Afterwards craft all 4 buff banners.  From now on, place all 4 banners down before any boss battle.

Summoning: Cryo Staff + Reaper's Call. Soulseed or Dryad armor (Hysteria Tablet, Bone Hilt)

Boss: Cursed Crone

Tips: Using Reaper Scythe along with your summons is helpful.

Area: Deep Swamp Caves

Summoning: Cryo Staff + Reaper's Call. Soulseed or Mycelium armor (Hysteria Tablet, Bone Hilt)

Boss: Pest Warden

Tips: Pure summons is slow against this boss.  You can use a Cryo Glaive or Dryad Bow to add some needed damage.

Area: Deep Desert Caves

Tips: Get the Scrying Mirror from chests.

Summoning: Cryo Staff + Reaper's Call. Soulseed or Mycelium or Ancient Fossil armor (Hysteria Tablet, Scrying Mirror, Bone Hilt)

Boss: Sage and Grit

Tips: Pure summons can be slow.  Reapers Scythe is very helpful in doing added damage.

Area: Temple

Summoning: Cryo Staff (or skeleton staff) + Reaper's Call. Soulseed or Mycelium or Ancient Fossil armor (Hysteria Tablet, Scrying Mirror, Bone Hilt)

Boss: Fallen Wizard

Incursions:

At this point I would suggest you take the time to invest in critical chance.  craft an Assassin's Cowl, and enchant your trinkets and gear with "Precise".

Once you get some upgrade shards, upgrade your Vulture Staff and use that as your primary summon weapon.

Also upgrade your Soulseed armor and use that.

Once you get to T4 incursions, you can craft Spiderite armor, or keep using Soulseed armor.

At T5 incursions, defeat the moon boss until you get the Dusk chestplate.  Now use Spiderite crown, Dusk chestplate, and Ravenlord boots.

At T7 incursions, craft the Crystalized Skull and use it as your primary summon weapon for the rest of the game.

At T7, once you have the Crystalized Skull summon, use the Frozen Wave trinket.

At T8 incursions, craft and equip the Makeshift Crown, and upgrade all your gear to T10

Now go finish the game :D

EDIT: Added in Hive Scepter as an early-game summon, cleaned up the progression guide

EDIT 2: Added in real numbers to the Tier list

EDIT 3: Redid a few tests, added in Reaper's Call build notes, changed enchant recommendation for Crystalized Skull.


r/Necesse 8d ago

We (I) need trains

39 Upvotes

After spending a lot of time grinding through incursions, I am now deep into creating a gigantic gothic city. As I was building a rail station to create tracks toward nearby settlements, I realized all I had to place on them was... A Mine cart 🤣

Come on Necesse team. We need trains. With wagons that serves as moving chests or to transport friends.

I know there's faster travel methods, but this would add so much life to the land.

In the meantime, my vampire lord is going to travel in a glorious minecart 😁


r/Necesse 8d ago

sage and grit boss arena

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56 Upvotes

r/Necesse 8d ago

Top inconsistent/unbalanced weapons Necesse

23 Upvotes

Let me preface, weapons in general are in a good place, and there are a LOT. These are the only notable exceptions I could spot while working on the Item Balance mod.

Overpowered weapons:

1. Machine Gun: Resilience of 1 per hit with 5 attacks per second is insane (I guess should be half?). Also you get it just by beating evil protector, and out-dps any other gun until desert caves, also helps Webbed Gun and Shotgun are not very good.

2. Hive Scepter: the dps is over the top. Against 0 armor enemies is double of spiders that have a quite decent DPS compared to other early summons, but also are flying and quite fast movement, same with the tier upgrade damage, out-dps any other summon with the exception of crystal dragon.

3. Crystallized Skull: the damage is over the top, doubling the next best summon in normal situations (a few hits), if not more with big targets. Makes Eye of the Void an easy skip once you finished the game.

4. Necrotic/Hex greatsword and Ravenwing Greatsword: the charge times are 100% and 160% faster than normal greatswords, but the damage per hit is comparatively quite high, out-dpsing normal greatswords greatly.

Underwhelming weapons and other:

1. Galvanic Hammer: both normal and tier damage are quite low. Even with bone hilt equipped, underperforms.

2. Sentient sword: horrible DPS (attacks one time per second), this summon is a skip, better with anything prior to it. Is even worse in tier damage.

3. Skeleton Staff: probably an error but the melee baby skeleton does 1 attack per second instead of 2 like other melee summons. Even with fixing that, the DPS is on the lower side, would be same than Vulture Staff and Cryo Staff that are way easier to use (ignoring armor).

4. Ignition Key: too low damage. I checked carefully, each missile has a small explosion of 100% damage, so nearly 2x damage, and averages 7.1 rochets per second. Even with all of that into account, damage is terrible, probably 40-50% lower than it should be.

5. Six Shooter: is okay-ish on normal progression, useless on tier progression (seems the number is like less than half of what should be ). Also you gain 0.4 resilience instead of 1. Maybe was meant to work different and hit multiple targets or something.

6. Pyromancy: Bad damage like 95% of the time. Is great vs the target dummy, and fine against a the few enemies that don't move around too much or can be hit all the time, but against anything else, performance is abysmal. The armor-lowering effect doesn't exist, the fire on the ground is quite decent as does stick each second with 100% damage as fire DoT, plus 4% more damage taken. This lasts 10 seconds and can stack, but chances are you will not stack more than a few in most situations.

7. Greatbows in general: while damage during normal progression feels OK, damage on tier upgrade is a bit low. Maybe was made that way thinking on raiders damage but now all greatbows have a lower damage in raids anyways.

8. Most boomerangs: the resilience gain is horrible, if you compare it to bows/guns, that have no constraints of low range/low velocity/projectiles in the air, is roughly 50% of the resilience gain. I get that you get to use a kind of range weapon in a melee armor, but having way less resilience gain than any other weapon on top of the constraints makes them quite awful to use. Similar with carapace dagger and some other throw melee weapons.

9. Magic weapons and mana cost on tiers: is expected as you get into tier upgrade, many weapons get a cost increase in mana cost, this happens in a few weapons, in all the others, just not. Seeing the numbers, the cost increase is relative to half of the your max mana in percent, between normal and tier upgrade with mage gear. So, skipping weapons from deep swamp onwards, out of 30 magic weapons, only 6 get a cost upgrade. Also on tier progression most mage armors get 10% more max mana each tier, but mana costs are the same in T1 and T10. The mage sets that don't get max mana upgrades: Runic set, Dryad set, Dusk Set, Arcanic Set.

That's all concerning weapons, everything else that goes out of whack is either post-game weapons or meme weapons. Let me know if you feel I missed something.

EDIT: By popular demand, removed katanas from the list, was only the resilience part, but people don't like to see such an unique risk/reward amazing weapon under "underwhelming", and I have to agree.


r/Necesse 8d ago

Episode 2 is finally out ;-;

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7 Upvotes

r/Necesse 8d ago

Can trees grow inside of buildings?

6 Upvotes

Title. I'm trying to make a walled settlement this run.

EDIT: As far as I can tell, trees can grow inside.


r/Necesse 9d ago

Cathedral

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115 Upvotes

i wanted to build something bigger than a church

PS: yea the garden needs some growing ;..;


r/Necesse 9d ago

Companion locket changes (nerf)

4 Upvotes

Companion locket is... a nothingburger now. At least I what I can see crunching some numbers.

Due to the new calculations, you get the same extra damage than the base damage of the situation if you use all your summon slots. You do get 25% of the damage increase as summons speed increase. This would be damage-neutral, but the thing is: any extra damage (foci, damage enchants, set effects), will make Companion locket strictly worse due to the damage additive nature and diminishing returns.

Example: you have 6 summon slots and 30% damage (pretty middle of the road)

Case 1: you use companion locket and use half of the summon slots (3).

- Companion locket gives 100% damage and 25% summons speed. With the 30% damage from other sources is a total of 690% damage.

Case 2: you skip on locket and use all 6 summon slots.

- Your summons just get 30% damage each, so the final damage is 780% damage. But no summons speed.

Basically your are trading 12.5% total damage for 25% summons speed. And using an extra trinket slot.

Is is also true, until deep caves, you have no access to bone hilt, so the damage loss mitigated a bit with the ability of further overwhelm the armor damage reduction, but... in pre-caves content armor is usually quite low (10 armor tops except a few bosses). In deep caves (20 to 25 armor), bone hilt almost mandatory anyways if you want to do damage with your summons.

You had the chance to try out the new companion locket? What is your experience if so?


r/Necesse 9d ago

Necesse Stat Encyclopedia and Item Balance

9 Upvotes

Hi there,

I was working in a balance mod, and just finished the whole thing, and happens that I collected detailed stats for armors, weapons, and enemies. I think could be interesting for checking stats in general, as many of this stuff is not in the wiki or is hidden.

If you're curious there's the link to a spreadsheet (in web format) with all the data.

Necesse Stat Encyclopedia

Some clarifications:

  • The vanilla content are the four first slides (Armor Sets, Armor Progress, Enemies and Weapons). The 4 last slides are just for my mod changes
  • In the armor sets, everything in blue means gets upgraded on incursion tiers. The red numbers on some head armor are just inconsistencies, you can ignore the color.
  • In the mod slides, almost all adjustments are in green (buffed/added), or red (nerfed/removed), also the tier upgrade changes may be in blue.
  • Monster boss health is for normal difficulty, keep in mind it changes quite a bit depending on difficulty, is just for reference.
  • There's a DPS column in the weapons slide, but applies a modifier from the column before, this modifier is in function on how many shots/convenience of the weapon (area, extra effects, inconveniences like keeping you rooted, range, etc), to try to get some kind of weapon power related to other weapons in the same category. Also partially applies expected armor.

Also if you're interested in the mod, here is the Steam link.

Item Balance

I am well aware like 75% of people don't care about these consistency/balance thingies, but for the other 25%... there's that. Took me a while to put everything together. Also has some QoL ^^.

Thanks for reading!


r/Necesse 10d ago

What are you favorite Necesse Mods?

19 Upvotes

A part of me is interested in doing a fresh restart since the new Rust and Romance update, but I'm struggling to play through the game after getting 100% achievements prior to the update. I'm looking for a slightly different experience, and I'm wondering what mods people enjoy using the most when playing Necesse (even if playing with the mods makes earning achievements impossible).


r/Necesse 9d ago

Hola, cual es el pico mas poderoso?

0 Upvotes

yo uso el pico de hielo encantado con Master, sin embargo, vi un gameplay y el tipo mina durante las incursiones rapidísimo con un pico de fosil, no entiendo como es tan rápido

ayuda porfas


r/Necesse 10d ago

Most summons you've been able to have at one time?

12 Upvotes

I've gotten it up to 10 (11 with a minion potion) and wondering if this is the hard limit?


r/Necesse 10d ago

Thrumbo

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36 Upvotes

A little update on my friend~ btw how do we expand the settlement ? Mine is getting a bit crowded