A skelemancer hardcore journey, hopefully beating hell solo

Without any necromancer or hardcore category to write in, I’ll try to make a thread here to track my game. Mainly to try and keep interest in it myself and collect notes, but could be something useful in there for fairly fresh Diablo II players. I’ve played the game a lot solo, but I don’t claim to be any kind of authority on the subject.

Edit: Seems like this concept is not ideal, as I’m unable to reply to my own threads without waiting for user replies… I’ll try to post a bit while allowed, and see if Blizz thinks it’s bumping my own posts or wanted content. As it is now, with 98% of the content being useless venting of game issues, any real content seems like a plus.

The goal!

  • It’s nice to have a goal that’s attainable, but far down the road to
    motivate. Currently, I’ve never managed to solo hell in hardcore mode,
    so that sounds like a nice end goal for me. (As I don’t play multiplayer,
    or trade)

Why hardcore?

  • I played D2 mostly softcore back in the day, but transitioned to hardcore
    when replaying it later. I found that helped immersion and also made me
    value defense stats a whole lot more. Downside of course being having to
    replay if one dies, which is especially sad if one dies of something out of
    your control, such as a game crash or lag on server connection.

Why skelemancer?

  • Hell hardcore isn’t exactly a nice place to test out stuff. The skelemancer
    I think is the only build I managed to solo hell with back in the day after
    they boosted act V difficulty. Thus at least it should be doable. Also, as
    I’ve only got the gear I find myself (as I don’t trade or play
    multiplayer), it is nice that the build is not that gear dependent.
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Im interesting to see how skelemancer perform in hell bosses. Go get em champ

The skelemancer build.

The main part of the skelemancer build is of course raise skeleton and skeleton
mastery. After raise skeleton was changed to spawn mobs your level, instead of
at level one, the skeletons became viable damage all through the game. These
two skills boost each other and should be levelled at about the same pace.

The skeletons power are decided by the skill levels at the time you raise them.
Thus you should use skill shrines when you see them, and you can also use your
weapon swap to boost skills when spawning, and change back to boost other skills
in between. I suggest boosting mastery over raise on a weapon swap set, so you
can level raise while boosting mastery, as the raise level caps the amount of
skeletons you can spawn.

The next skill that will be used is amplify damage. Contrary to its description
this skill reduces enemies physical resistance with 100%, rather than boost
damage. Thus, you will do double damage on anything that has no resistance to
physical to begin with, but in hell where everything has 50% physical resistance,
you will do triple damage with this skill.

As early points are so nice to get into raise and mastery, you could just get a
cheap wand that boosts amplify damage early on, so you can maximum skeleton
efficiency.

These three skills will be enough for quite a while, and prioritizing boosting
skeletons will make for a comfortable playthrough in normal difficulty. I used
to try and get decrepify within Duriel, but as I can no longer play with
/players 8, I now try to get it before Mephisto instead. Duriel is fine
without on normal. Decrepify will only reduce physical resistance with 50% but
will slow mobs too. Thus it is very useful on bosses that deals extra damage
to minions, and possibly on some hard hitting elites later if you’ve got issues
with skeleton survival. As you don’t need decrepify at the same time as amplify
damage, you can also just boost this with a wand to begin with if you want to
max skeletons.

At least when you reach Diablo, summon resist will be a useful skill (though
he is still not very hard without). This you want in addition to decrepify, so
unless you find wands boosting multiple wanted skills, actually getting the
prereq’s for this and pick it before Diablo is good. At this point your
skeletons should kick ass for a while anyhow.

With a point in amplify damage, decrepify and summon resist, the critical build
is complete when you max raise and mastery for skeletons. However, to speed
things up, corpse explosion is a very nice skill to have. It can’t be used
unless there’s corpses close to the mobs you want to hurt, but once there are
it is truely overpowered. Once skeleton skills are maxed, this is likely next
target to max to get a big radius for it. You could opt to pick it up earlier
to try and speed things along, either through a wand boosting it, or by picking
it up when levelling skills. Just take care to not take too many points yet, so
you gimp your skeletons too much.

Following this build, nightmare is simpler than normal, though with a bigger
risk of dying if you are not careful. If we get all the way through hell we may
also have points to spare to try and find other synergies to the build.

Once you get to act 2 in nightmare, you can pickup merc with might aura, which
is another great skeleton damage boost. On top of that, the only way to really
boost damage is to gather +skill items, so you can boost skeleton skills past
20. Plus to all skills is also very nice early on, as you can then also get
some levels in the skills you may only want to put one point in for now, at
least until you’ve maxed skeleton bits.

Once we get far we may have extra points to spend elsewhere:

  • More points in Amplify Damage / Decrepify / Summon Resist. Need some
    skill levels here, most hopefully coming from +skill items late in game,
    but some extra points might be useful.
  • Revive. Some extra meat shields in hard fights late in Hell might be
    good. For instance in act 5 open areas with loads of archers, or against
    bosses that might kill of some minions.
  • Boost a golem. Haven’t seem to have made much of a difference in earlier
    attempts, but maybe more usable with more points invested. Though using a
    clay golem just to slow down targets shouldn’t need too much investment.
  • Terror. Can be useful to move mobs away from a choke point so your army
    can get through, so you can hit the enemy with many instead of 1-2
    minion. Poor man’s option if you get stuck between enemy mobs, and don’t
    have an item with teleport charges.
  • Attract. Get groups of archers to shoot each other while you close in or
    get rid of the mobs in between first.

As for stats, try to sink into vitality as much as you can. I do invest some in
strength to equip some basic gear, but I try to keep it low. We don’t know yet
what we’ll find for end game gear, so don’t want to invest strength that we end
up not needing. Currently been upping to 55 to use a 3 socket crown for magic
find gear. Nothing in energy of course, and only dex if you wanna go max block,
but I think I’ll be going no-block to max vitality for those elemental ranged
hits. I will be staying at range anyhow, so won’t be needing dex to hit
anything.

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We seriously need a separate area to talk about the game itself.

Incidentally, and it wasn’t hardcore (because I’m a wimp) a skeleton necromancer was the only class I was ever able to win with without ever having to use a town portal,

Tips and tricks:

  • Skeleton stats are decided at spawn time, so weapon swap boosts and skill
    shrines are very useful.
  • When running, defense is zero. I prefer to not auto-run, but to actively
    hold key to run so I drop it by default when engaging enemies.
  • When passing by a well or something that heals you, that also heals your
    stamina and all your minions, so use even though you’re at full health.
  • Keep your next best gear set in shared stash in case you die and have to
    start over.
  • The most useful cube recipy is 3 rejuvenation potions to a full one. Keep
    at least a stack of full rejuvenation in belt for emergency use.
  • It’s hard to herd minions through a choke point without moving through
    yourself first. If you end up having to move first, having an item with
    teleport charges might save the day if mobs surround you.

Gear targets:

As nothing but +skill bits actually boost your offense, you have the luxury of
prioritizing survival and magic find.

  • Look into shops often to see what they have to sell. Wands boosting
    skills you use are great early on. Resistances helps a lot for survival,
    and +life and magic find are always welcome too.
  • Act 2 merc is the way to go for auras. Getting him an awesome weapon will
    help a lot. Health stealing is very useful for him too.
  • Ormus sells staves with teleport charges from time to time. Teleport
    charges from something else than a two hander weapon swap would be great,
    but not necessarily easy to find.
  • Any +all necromancer skill boosts are awesome. +summoning skills too if
    you can’t find for all.
  • Sockets in helms/armor is great to get topaz’es for magic find.

Staying alive?

As this is hardcore, dying is really not an option. No more gung-ho into battle
to test how difficult content is and if you can handle it. Quick talk on what
to look out for to avoid being killed.

  • Stay focused:
    Ensure you keep attention on the red bowl of life pretty constantly while
    outside cities. Have died multiple times, thinking I’m safe. Skeletons
    fighting melee mobs in a distance and everything should be good, but I
    don’t notice a mob hitting me slowly draining away my life, while maybe I’m
    thinking I’m safe have multitasked, studied equipment in the inventory, the
    skill tree or something.

  • Choke points:
    For instance, if you need to go through a door and you see no enemies
    within, no minion may be willing to enter ahead of you. Once you peak
    through the door, there might be mobs waiting just around the corner, and
    if you move a touch too far, they may run to you and block your path to run
    back. This is what killed me on my first playthrough of this attempt, in
    act 2 in hell going down below Lut Goleim. I forgot I had terror, though I
    probably wouldn’t had time to use it. Tried a town portal, but couldn’t
    move an inch to get into it. This is what you need to keep teleport charges
    for. Ormus sells some on act 2 normal. Got one for this playthrough.

  • Retreat and regroup:
    When something starts to kill of your army, retreat, reraise it and come
    back again. Mobs don’t seem to heal much in the meantime anyhow. Don’t wait
    until you’re down to the last minion or you may get pressed on time to
    retreat. Usually your skeletons have great survival, so you may even remember
    a skill shrine that’s back from cooldown, so you can get extra performing
    skeletons for the difficult fight. Never leave town without a town portal.

  • Take a hit once in a while:
    If you never take a hit, because you’re so good at evading, you will not notice that mobs used to take 20% of your health, but is now taking 55% so you will be two shotted if not careful. Try to get a feel for how much more damage mobs are doing as you progress so you know when to halt progression and go back to grind gear to up survival. Pushing it is dangerous.

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Normal bosses are kinda harder than nightmare and hell bosses. When you have decrepify and everything maxed out with some + to skills items, act bosses are easy.

Thanks for replying, so I can post current state of affairs :wink:

And some replies…

  • I’ll try to go get’em Uchujin ;D
  • Totally agree we need more categories to post in tinyE… Tried to post a suggestion on forum feedback category, but no response yet, so thought I’d give it a shot here. A skelemancer is a safe first choice for hardcore for sure :wink: For next class, lets see if I find any fun items fitting another class. If I ever get there.
  • And yeah, EvilEye… A lot of content seems easier on Nightmare when you’ve got your utilities. At least if you manage to keep good survivability on your gear so your chance of getting killed by random accident doesn’t rise too much.

Current state of affairs:

  • First playthrough I died in act 2 hell due to being cut off when moving through a door, and not having seen any gear with teleport charges yet.
  • Second I died in normal, hurrying through thinking I should catch up in this easy content, but didn’t notice I took damage at one point.
  • Third playthrough is current, and I’m currently just starting act 2 in nightmare.

In normal:

Act 1:

  • I got a spear with sockets to melee to begin with.
  • Transitioned to skelemancer before Blood Raven. With only 2 skeletons at level 3, but haven found a skill shrine and a wand boosting skeleton mastery. Coulda transitioned later instead with less luck there.
  • Everything smooth through act 1. No need to retreat, not even at Andariel, even with only amplify damage from wand on top of my skellies.

Act 2:

  • Had 5-6 skellies at this point I think. Don’t think my skellies needed attack rating, but picked AR merc anyhow to transition to melee merc with aura.
  • Maggot’s lair really annoying in this build, especially without corpse explosion, but with a little patience it works fine. Skellies close to one-shotting mobs here.
  • I think I was around level 18 when facing up with Duriel. With only amplify damage here too, I had to regroup to reraise army once.

Act 3:

  • After navigating through the maze in the forest, everything is smooth afterwards with space for my skellies. Got to level 24 before Mephisto and got a point of decrepify from a wand. With decrepify we didn’t need to retreat at Mephisto.
  • And visited Ormus a dozen times and eventually found a Battle Staff of Teleportation, having 33 teleport charges.

Act 4:

  • Before going into act IV I tried to brush up on resistances. Especially fire and lightning. Some ranged mobs dealing heavy lightning damage here, and Diablo deals a lot of both. Having checked out stores, we manage to piece together fairly good resistances.
  • Had planned to get summon resist before Diablo, but a bit of poor planning on my side, I had to wait another level to get there, so I attempted him without. Had to regroup to reraise once, but otherwise worked fine. With a bit more bad luck with when he cast abilities I mighta had to run multiple times though.

Act 5:

  • At this time, my skeleton army is pretty awesome after prioritizing skellie skills all the way. I use levels to get a point into prereq’s, summon resist, decrepify and corpse explosion so I can use a boost all necromancer skills item to boost’em all.
  • Lucky drop “Gravenspine Bone Wand” gives me +2 to all necromancer skills which I can use already now, and not wait until level 42 when shopped +2 items can be used.
  • Baal and ancients down in first go too. Easy peasy. Trick is just to stay focused, dodge damage and be patient.

Nightmare:

Act 1:

  • Safe and easy going through.
  • After Andarial, I’m level 40 with 483 life and 151 mana. 15 mastery and maxed raise skeleton to 20 (In addition to one point in prereq’s and important utilities mentioned above).
  • Had a +3 mastery weapon switch but have had no luck getting any necro head (shield) with mastery bonus, so weapon switch is still only +3 mastery, which isn’t really useful anymore unless I find a good head, as I have +2 all necro skills wand now. Exchanging my weapon switch for teleport staff permanently for now. Have to keep passing some doors in front or the game will take forever.

Equipment

I’ve found the Hawkmail Scale Mail, giving me +15 to max cold resist and “cannot be frozen” stats, putting my resistances currently at 75% fire, 90% cold, 75% lightning & 58% poison, while only using one small charm for +5% cold resist, and a small and a medium one for +30 life.

I used a 3 socket shield with the rune word gotten in act 5 for resistances there, but now I’ve managed to get 3 perfect diamonds in a shield to up the resistances a bit. Still using a 2 socket helm with chipped topaz’es but only 2 more gem shrines away from having 3 perfect topaz’es to put in a 3 socket crown I’ve found. Other gear is not much to speak of. Some random rare rings and some magic items mostly from vendors.

Hoping to get that 3 perfect topaz helm soon. Otherwise, I’ll at least go through to act 3, and then consider whether to grind mephisto some before moving onwards. With good resistances I should have decent survivability.

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Hi!

My hardcore solo summoner Necromancer is level 84 and right now i farming Diablo in act 4, so i just Pick up the quest in act 5 from Larzuk but i go back to act 4 hell diablo farm

I play solo all the time and i only use found / town trader / gamble items

I not trade with other players, i not use trade site and i not play with others

Here is My hell Diablo kill with my solo hardcore summoner Necromancer Diablo 2 Resurrected - Diablo drop IK hammer for My Hardcore Necromancer (Hell Difficulty) - YouTube

I need my leoric wand and my set chaos armor :stuck_out_tongue:

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Curious about the build and how you expect to raise your first skells.
This was always an issue to me since I took ages to kill those first mobs.
And will they hold against the bosses even with full mastery and summon resist?

My act 2 merc do the 1st kill, he is a beast :smiley: and ofc i help him with amplify

Yes skeletons and mages are not die or die rare

In my hell difficulty Diablo kill i have level 30 on skeleton mastery, level 30 skeleton, level 30 mage, summon resist level 14

My act 2 merch is from Nightmare and he have the Might aura so its give another extra punch for my summons + i use amplify

And when i see a big pack i support with corpse explosion

But if you want i can make a full video how i start or how i manage the chaos Sanctuary

Btw i link my video so you can see zero skeleton die vs hell diablo but i can make a full video and show my items if you want

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Sounds like you’re quite a way ahead of me Diablo… Sounds like you’re careful. Think I’ll be moving on to beat Baal while still in the 70s.

Yes… The merc is definitively the way to go to raise first skeletons. In a new game I always raise army early in act 1. Typically go back there to re-raise if I lose most of them later too, unless I have fresh corpses to raise already elsewhere. Might be a bit slow on hell until you find a good weapon for your merc. I’m still having him use a crap blue polearm. But there are awesome weapons for him to find.

Survivability of the skeletons are surprisingly good. Pretty sure I only had 1 point in summon resist when beating Baal on hell back in the day… Though I mighta retreated to reraise the army several times. I don’t remember. But then I did have quite a few +skill items. If moving on with poor gear, some extra points might be useful.

Act 2 Nightmare:

Act two in the bag. Didn’t go into unnecessary dungeons though. With the army, it is great to grind XP in open areas like Canyon of the Magi. Dungeon crawling with choke points is more hazardful though, so not places to seek out for grinding.

Maggots lair is slow, and the Arcane Sanctuary is also an annoying place to get through with this build. With patience it works out though. Skeleton survival is so good a handful of mages can throw spells on them for a long time before they die, so they survived even though at many locations only 1-2 managed to hit at a time. Using corpse explosion to speed up once one is down. Could probably have sped it up further by using teleport charges, as then all minions teleport with you and spread from target point, but took it easy instead.

At level 46 then facing Duriel. Lost one skeleton mid fight. Was just standing around casting decrepify every 5th second. Opened a town portal just to have a place to run in case of issues. Now maxed both mastery and raise skills, and have put another 2 points into corpse explosion. Expecting I’ll be raising that next.

Now I finally have my endgame mercenary. An act 2 merc with might aura. Currently boosting +100% damage, so now all my minions deal double damage… Yay.

Ofc i am careful, i am killed normal baal on 38 but keep kill/farm him and only go to Nightmare when i am level 52, and i am level 70 when kill Nightmare baal and killed Nightmare baal 33x or something like that

So ye its hardcore so need to be careful :slight_smile:

Now i am level 84 and killed hell diablo 7x but i keep farm him and little later go to act 5, no need rush

btw good luck

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Once you hit level 99 I would recommend swapping to skeles & mastery both +20, then 20 in the poison skills, 1 in clay golem, golem mastery, summon resist, & 1 in amplify damage. Then make dol + IO in a wand with + to revive. It’s OP. Of course, you need some other gear to boost the poison damage too.

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Not entirely sure what poison skill you’re referring to Reason, but if it’s corpse explosion which I agree is overpowered, that’s exactly the build I’m running now, and which you don’t need to be high level for… I’m currently level 50 with lvl 6 corpse explosion, so only lacking 14 levels of it to max it. One thing that’s certain at least, is that I’ll never get to level 99… Not necessarily due to dying. But contrary to D2 days, I’m now a family guy and don’t have tons of hours to waste in game.

Act 3 Nightmare:

The forest maze is also a bit annoying, but decided to use some teleport charges to jump over the rivers to save a bit of time. Took it carefully and had no issues. The temple you need to get inside for the book at Kurast Bazaar can sometimes have a lot of mobs run at you at the same time, but that too worked out fine.

Only issue I had was the small running bastards, Stygian dolls I believe they are called, in Mephisto’s durance. They’re small and dark and hard to see, and they run quickly to you. If you don’t see them fast and turn around for your skellies to face them first, you’re in dangerous water as they do a lot of physical damage, for which my resistances doesn’t work. I was dumped to around 50% health in one go, though not entirely sure if I was hit by 1 or 2 or what. First time I used a full rejuvenation potion to quickly get health back.

Trouble is of course as usual that the minions don’t move where you want them to unless you move in front. Should possibly had some higher light radius to spot them easier, or been a bit more careful. Maybe even had a bit more hp… Currently at 638.

Mephisto was easy. Lost one skeleton. And used one health potion for mercenary (shift click to feed mercenary health potion instead of yourself) And lost no skeleton going through his minions. And then he dropped an El rune… Yay… So overpowered… Not…

Found a gem shrine, and is now using a 3 socket perfect topaz helm, but other than that I’m still sadly wearing the crap gear from the start of nightmare. I’ve found some interesting items, but not one for a necromancer.

Anyhow… Survived and act 3 nightmare done. Now level 50. And was a bit fast levelling up one of these levels and misclicked and picked a level in clay golem when I intended to pick one in corpse explosion. But no biggie. Will wait to respec to fix until I’m at least going into hell.

So where to go from here? Doing some Mephisto runs for loot sounds like a possibility, but running through those stygian dolls more than needed sounds like a liability. Maybe it would be better to grind act 4 instead. There’s some dangerous ranged lightning damage there, but at least I’ve got 75% resistance there.

Grmpf… Can’t make another post… Lets see if I can edit this into bottom of this one.

Act 4 Nightmare:

Got a bit worried I was too careless seeing Diablo’s self imposed min levels above here. I’m facing down Diablo nightmare at level 53, barely a level over when he can enter nightmare :wink: Anyhow, worked out fine to just level through nightmare on my first go, so continued through act IV now.

Diablo chose to target my mercenary down twice, which was smart as he provides double damage aura… Though probably just unlucky with random targeting there. Skeletons have good survivability, though when specifically targetted by one of his lightning or fire attacks, some can die. Ended up running back and re-raising army twice.

I at no point felt I was taking any risks though. The parts that did damage me, didn’t do much damage at all.

Still no useful loot. Collecting lotsa crap levelling other classes in case I wanna play them later. Moving into act V, I’m now at 663 hp, 177 mana and corpse explosion have already gotten to level 11.

Act 5 Nightmare:

Act V went fine too. Ancients killed of half my skeletons, but managed in the end. Had a couple of close calls. At least closer than I’d like. Both times for not paying enough attention to my life circle in time. Whoops… At half life… How did that happen? Getting into high levels of corpse explosion, I run through mana potions fast, but once first mob is dead, rest dies in quick succession. Just to be safe, I wasted a lot of mana potions at Nihlatak to blow up all the corpses before he could do it.

No nice loot though. Level 60, and I can start hell game. Doing so though, I see my resistances are fairly crap. I don’t think I dare start playing through hell without maxing resistances first. They’ll already do a lot more damage. I can’t afford another x2 for having 50% instead of 75% resistance.

Decided to do a bit of nightmare bosses over again. Eventually, at least I found a +1 necromancer skill amulet. Though after that I found a +12 res all and teleport charge amulet which I think I’ll use instead so I don’t need to weapon swap (and lose a ton of resistance) to use teleport. Finally found a decent weapon for merc too. Husoldal Evo Bec-De-Corbin. 55-262 damage and increased attack speed.

Earlier we have found a Dusk Shroud (elite version of Quilted Armor). A gothic plate is the lowest strength requirement armor I can wear for 4 sockets, but the dusk shroud is only at 77, and have a ton more defense. Added 4 sockets with quest reward, and have started to fill it with topaz’es. Currently got 2 perfect topaz’es in it. Got 2 flawless one waiting for gem shrines or more flawless ones. Hopefully that can add some more magic find, making stuff drop a bit easier.

Guess I’ll be grinding nightmare a bit more, trying to find some better resistance gear before hell. If nothing else, at least some more resistance charms.

Currently at level 64, having maxed corpse explosion too. Wonder where to put points next. Might add some to amplify damage to add range while grinding now anyhow. Getting down to revives might be an option too.

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hi , i am back

i just beat Hell Baal solo with my summoner necromancer and he is level 86 and i clear hell cows too and i also record the video , right now uploading

and like i said in my other reply i play solo and only use found items so i not trade and i not play with others

i link the video when its done , i also show my items too

now my Necromancer is Guardian :slight_smile:

the video is done : Diablo 2 Resurrected - Hell Baal + Cows with Summoner Necromancer (Hardcore) - YouTube

Ooh… Very nicely done… And with affordable gear to boot…

I see you’ve maxed the skeleton mages too… In my experience they seem to die a lot faster, and as they don’t scale damage with amplify damage and might aura of merc, they don’t do much damage later on, but maybe that gets better when you get up to 30 skill levels? They seemed to survive alright in that video at least.

I like your shield ;)… Did it drop with 2 sockets, or is there some way of adding more than one socket to a rare item?

I also see you’ve filled your belt with full rejuv potions. I’m running with 2 health, 1 mana and one full rejuv column in it, but I’ve got tons of full rejuv in stash I dunno where to put, so guess I should start using them more :wink:

Lets see if I can manage to catch up with you in reasonable time :wink:

Oh… And feel free to post more progress or suggestions later too, as I need replies to be allowed to write my own status updates ;D

Hey Humbe,

I have a lvl 86 Skelemancer (this is literally his name) up and running in HC, and I’m having a blast clearing Chaos Sanctuary and Baal runs solo each day, with some great loot along the journey.

If you need some gear I might be able to help you out. Seek me out if you want: dazzed#1370.

Just make sure to have a teleport staff equipped in your swap, it helps killing bosses much easier and faster. My merc is using the Obedience runeword for fast boss kills while my Iron Golem runs as an Insight runeword for the extra mana regen because Corpse Explosion drains your mana a lot.

Hope to see you soon in Sanctuary!

Making an iron golem out of an item with a runeword… Here we’re talking riches ;D… I guess that means your iron golem doesn’t die either. How much skills have you put into golem bits to make him survive? Are you running if he gets low on health? I lack a Fal rune, but at least a runeword with attainable runes :wink: Yeah. I do waste a ton of mana potions with corpse explosion.

I used a weapon switch for staff with teleport, but now found an amulet with teleport charges, so using that instead so I don’t drop my resistances to teleport. I’m mostly saving teleports for emergency cases, but I guess teleporting close to boss to quickly collect all minions close to him is useful.

Thanks for the offer Dazzed, but think I’ll continue solo for now. Might reconsider after having done first clear and consider my goal complete :wink:

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Cool idea, good work.

Good job Humbe! Best of lucks in your ongoing adventure :smiley:

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