Dwarf_Haven_Games-Talented icon

Talented

Skills that pay for themselves. Weapon and tool skills pay extra drops, farming plants a whole patch at a time, cooked food fades slower, what you craft comes out better, and Pathfinding is a new skill that rewards going places.

Last updated 5 days ago
Total downloads 91
Total rating 0 
Categories Mods Deep North Update AI Generated Tweaks Misc Crafting
Dependency string Dwarf_Haven_Games-Talented-1.0.4
Dependants 0 other packages depend on this package

This mod requires the following mods to function

ValheimModding-Jotunn-2.30.2 icon
ValheimModding-Jotunn

Jötunn (/ˈjɔːtʊn/, 'giant'), the Valheim Library was created with the goal of making the lives of mod developers easier. It enables you to create mods for Valheim using an abstracted API so you can focus on the actual content creation.

Preferred version: 2.30.2

README

Talented

Get more out of those hard-earned skill points.

You have swung that axe ten thousand times. You have mined until your arms ached and cooked enough to feed a village. So why does the tree still give you three logs, the same as it did on your very first morning?

Talented makes the climb pay. The levels you have already earned start being worth something, and they keep paying more the higher you go.

As the numbers climb, you'll be rewarded with:

  • Bigger hauls: chopping, mining and fighting all start giving more as the skill climbs
  • Better crafts: gear that comes out a cut above, and an upgrade bench that stops eating it
  • Food worth cooking: a good cook's meals hold their best instead of fading from the first bite
  • Farms worth planting: put down whole patches at once, neatly spaced, eventually anywhere
  • A base that lasts: fires that never need feeding and walls the rain stops chewing on
  • Death with dignity: lose progress in what you fight with, not in everything you have built
  • Pathfinding: a brand new skill for the ones who would rather see what is over the next ridge

Every number in it is yours to change, and the defaults are the way it is meant to be played.

Extra drops

As a skill climbs you earn extra drops from what that skill is used on: another handful of wood from a tree, another swing's worth from a rock, more off a kill.

You earn them at even steps up the skill, and how many you have at skill 100 is yours to set. Chopping, mining and fighting each have their own number, so you can be generous with one and leave another alone.

Setting You earn a bonus roll at skill
2 50, 100
3 34, 67, 100
4 25, 50, 75, 100
6 17, 34, 50, 67, 84, 100

The climb to each one comes in two halves. The first half pays nothing. You are still learning it. In the second half the next extra starts arriving early, seldom at first and nearly every time by the point you have earned it outright.

So with the setting at 4: nothing until skill 12, then an extra now and again from 13, more and more often through the twenties, and from 25 on it is every time, while you start working toward the second.

A green swirl marks the early ones. The extras you have earned outright arrive quietly, so what you are seeing is a roll that turned up before you were owed it.

A notice marks the ones you earn outright. Reaching the level where the next extra is yours every time arrives on a card, so the level the swirl stops appearing at is the level you are told about.

Woodcutting says it twice, because felling a tree and cutting up what fell are counted apart. A standing trunk drops no wood, so each has its own levels and its own words.

By default a kill pays 4, a felled trunk 6, logs and small trees 2, and a mined rock 4. Boss drops are left out unless you turn them on.

Being told

Most of what a skill gives you here is quiet by nature. Rain stops marking your walls, a fire stops asking for fuel, a patch gets a row longer. None of it announces itself, and a reward nobody notices is not much of a reward, so the game says when it happens.

The big ones take the middle of the screen. Something you could not do before and will not unlock again. Once each, per character.

The rest arrive on a card. More of what you already had, which comes in threes and fours and sixes: another bonus roll, another planting shape.

If a death takes a level back and you climb to it again, the big one arrives on a card too, since by then you know.

Death penalty

A death takes points off every skill you have. Talented limits that to the skills you fight with, so what you built, cooked, farmed and sailed for survives untouched.

talented_skills in the console lists every skill by name, which is what you need if you want to spare more of them.

Farming

Crop snapping

From Farming 10, crops snap to an even grid set by the first one you plant. Rows stay square and evenly spaced however fast you place them, and a field you come back to later lines up with what is already there.

Multi-planting

From Farming 15 you plant more than one at a time, and the patch grows as you level. The two sides unlock separately. The long side comes at 15, 35 and 60 and the short side at 25, 50 and 80, so the patch goes 2x1, 2x2, 3x2, 3x3, 4x3 and finally 4x4.

Hold Alt and scroll to cycle the layout pattern before you place.

Every plant beyond the one under your cursor costs reduced stamina, 75% of a normal planting by default, so a full patch is cheaper than placing each seed by hand.

Any biome

From Farming 60, your crops will take anywhere.

Cooking

Food plateau

Food normally starts losing value the moment you eat it. Food cooked by a skilled cook holds its full value for a stretch first, and only then begins to fade.

How long depends on the cook. At Cooking 100 it is 75% of the food's duration. A 30 minute meal stays at full strength for 22 of them. At Cooking 50 it is half that, 11 minutes.

The food HUD tints a meal green while it is still at full value, so you can see at a glance what is still working and what is on the way down.

Stacking cooked food

Each piece of food remembers the skill of whoever cooked it. Stack a batch from a lower level in with a better one and the stack is worth the average, weighted by how many of each went in, so topping up a good stack with poor food waters it down.

Turn Stack Foods off if you would rather keep every batch separate.

talented_food in the console prints what you are carrying and what each piece is currently worth.

Crafting

Exceptional crafts

A weapon, tool or piece of armour sometimes comes out one quality level higher than you asked for, whether you crafted it fresh or upgraded it. You still need a workbench good enough to have made that quality.

The chance scales with your skill, reaching 25% at Crafting 100, so roughly 12% at 50.

Weather-proof building

Rain darkens and wears down what you build. From Crafting 30, the pieces you put up stop weathering at all.

Every piece remembers the skill it was built at, and a swing of the hammer brings it up to what you know now. An old base is repaired into shape rather than torn down.

Infinite fires

From Crafting 15, the fires you place burn without being fed.

Ovens and hot tubs are excluded by default, since their fuel is part of what they are for, and the exclusion list is yours to edit. Fires carry the same mark as everything else you have built, so the hammer brings an older one up to date as well.

Tending a station

Loading a smelter, kiln, furnace, refinery, windmill or spinning wheel raises your Crafting skill, the way loading an oven raises Cooking. Both halves count, the ore and the fuel, and each one is worth about four fifths of an ordinary craft.

Collecting what comes out pays nothing, same as taking bread off an oven.

The Forge of Potential

The upgrade station can destroy what you put into it. Crafting skill buys that off in two stages.

First the risk goes. The chance of destroying the item falls away as you climb, reaching zero at Crafting 40.

Then the odds improve. From there on a clean success gets steadily more likely, up to 30 percentage points better by Crafting 100.

Pathfinding

A new skill, raised by going places.

How it climbs

Uncovering map raises it constantly and by a little. Finding something raises it more, and the rarer the find the more it pays:

Found Pathfinding
Each 0.01% of the map uncovered 1
A location 5
A treasure chest 5
A location you can go inside 15
A runestone 20
A vegvisir 25
A boss altar 50

Everything pays once. Reading the same runestone twice is worth nothing the second time, and somewhere you have already been is worth nothing to walk past again. It is tracked per character and per world, so a new character in the same world earns all of it afresh.

When you reach somewhere, a card names it.

What it pays back

You reveal a larger portion of the fog of war. The radius grows from 50 metres at Pathfinding 0 to 150 at 100.

Your ship sails faster, up to 25% at Pathfinding 100. The speed of the boat is based on the Pathfinding skill of whoever is steering it.

What you pick up underground pays more, and how depends on what you picked up.

A single thing goes by the same steps and the same swirl as the extra drops above, up to 2 more at Pathfinding 100.

A stack pays a share of itself, growing to 100% at Pathfinding 100 and rounded down. A stack of five starts paying one more at Pathfinding 20 and a stack of four at 25, so the bigger the find, the earlier it starts paying you for it. The swirl marks every one that pays; a pile too small for the level you are at pays nothing and shows nothing.

Picking things up out in the world is unaffected, and so are the creatures down there.

Turning it off

This one is a one-way door. Every other setting in Talented can be switched back. Switching Pathfinding off removes the skill from the game, and a skill the game has not been told about is dropped from your character the next time it saves. Whatever level you had reached is gone for good, and the rewards go with it.

The switch takes effect when the game next starts. Thrown while you are playing, the skill stops gaining and stops paying straight away, and it disappears at the next launch.

What is coming

Talented is still being built. Nothing below is promised and none of it has a date, but it is the direction:

  • Weapon-based abilities: skill with a weapon doing something more interesting than damage
  • More for the gatherers: the quieter skills getting a payoff of their own
  • Wild growth: a reason to care about what is already growing out there

Settings

All of these live in dwarfhavengames.talented.cfg, grouped the way the in-game config manager shows them. Nothing here needs touching to play. The defaults are the intended experience, and most of the numbers are there for people who want a different pace.

Combat Drops

Setting What it does Default
Allow Extra Boss Drops Bosses pay the bonus too. false
Excluded Items Items the bonus never pays, whatever else the break produced, comma separated. For anything a mod would rather hand out itself, and for anything that is not a reward. Use the prefab name, which dev_hover shows in game and the debug log prints. (empty)
Extra Drops Per Kill Your weapon skill pays extra loot on a kill. true
Max Bonus Rolls How many bonus rolls of a creature's loot a kill pays at skill 100. 4

Death Penalty

Setting What it does Default
Also Exempt Extra skills a death should leave alone, comma separated. Run talented_skills in the console for the names. (empty)
Exempt Non-Combat Skills Dying costs you no progress in the skills you do not fight with. true

Woodcutting Drops

Setting What it does Default
Excluded Items Items the bonus never pays, whatever else the break produced, comma separated. For anything a mod would rather hand out itself, and for anything that is not a reward. Use the prefab name, which dev_hover shows in game and the debug log prints. (empty)
Extra Drops Per Tree Your woodcutting skill pays extra from a felled tree, from its logs and from the small trees and bushes you clear. true
Log Max Bonus Rolls How many bonus rolls the logs and small trees pay at skill 100. 2
Trunk Max Bonus Rolls How many bonus rolls a felled trunk pays at skill 100. 6

Mining Drops

Setting What it does Default
By-Products Items the bonus skips only when the break also produced something else, comma separated. Stone here means an ore vein pays ore without the stone, while a plain stone rock still pays its stone. Use Excluded Items instead to refuse an item outright. Clear this to multiply everything a rock drops. Stone
Excluded Items Items the bonus never pays, whatever else the break produced, comma separated. For anything a mod would rather hand out itself, and for anything that is not a reward. Use the prefab name, which dev_hover shows in game and the debug log prints. LeatherScraps, WitheredBone
Extra Drops Per Rock Your pickaxe skill pays extra from the rocks and ore you mine. true
Max Bonus Rolls How many bonus rolls a mined rock pays at skill 100. 4

Planting

Setting What it does Default
Any Biome At The farming level at which crops you plant grow in any biome. 60
Cycle Shape Modifier Hold this and scroll to change the planting shape. Left Alt
Enabled Your farming skill lets you plant a patch at a time, line seeds up with the plants already there, and grow crops outside the biome they belong to. true
Extra Plant Stamina Percent How much stamina each plant after the first costs, as a percentage of a normal planting. 100 charges full stamina for every plant, 0 charges none for the extras. 75
Row Unlocks Farming levels that each add one to the longest side you can plant, comma separated. With 15, 35, 60 you can plant two in a row at 15, three at 35 and four at 60. 15, 35, 60
Snapping Starts At The farming level at which seeds start lining up with the plants already there. 10
Width Unlocks Farming levels that each add one to the shortest side you can plant, comma separated. With 25, 50, 80 a patch can be two wide at 25, three at 50 and four at 80. 25, 50, 80

Cooking

Setting What it does Default
Enabled Your cooking skill holds a cooked food at its full value for part of its life. Off, food already carrying a plateau fades as it does in vanilla. true
Max Plateau Percent How long a cooked food holds its full value before it starts fading, as a percentage of its duration, at cooking level 100. With 75, a 30 minute food from a maxed cook stays at full value for its first 22 minutes, and for 11 at level 50. 75
Stack Foods Whether newly cooked food stacks with food already in your inventory. On, the merged stack is worth the average of the two. Off, food cooked at a different skill keeps a stack of its own. true

Crafting

Setting What it does Default
Always Needs Fuel Pieces that keep needing fuel whatever your level, comma separated. Matched against a piece's name in whole or in part. piece_bathtub, piece_oven
Enabled Your crafting skill stops rain wearing down what you build, pays a chance of a higher quality on what you make, and keeps your fires lit without fuel. Loading a smelter, kiln, furnace or refinery also raises it. true
Fire Needs No Fuel At The crafting level at which fires you place keep burning without fuel. Fires already standing keep whatever their builder knew. 15
Quality Bonus Chance The chance at crafting level 100 that a weapon, tool or piece of armour comes out one quality level higher, whether freshly crafted or upgraded. Scales down with the level, and needs a station good enough to have made that quality. The Forge of Potential rolls its own odds and is not affected. 25
Station Craft Xp The crafting skill gained for each ore or fuel put into a smelter, kiln, furnace, refinery, windmill or spinning wheel. An ordinary craft is worth 0.25. 0 pays nothing. 0.2
Weather Wear Stops At The crafting level at which rain stops wearing down and darkening what you build. Pieces already standing keep whatever their builder knew. 30

Forge of Potential

Setting What it does Default
Enabled Your crafting skill improves the odds at a station that can destroy an item it upgrades. true
Upgrade Break Immunity At The crafting level at which a station that can destroy an item it upgrades no longer can. The chance of destroying it falls away as the level approaches this. 0 leaves that chance as it is. 40
Upgrade Success Bonus Percentage points added at crafting level 100 to the chance such an upgrade succeeds rather than dropping the item two levels. Scales up from the level where destroying stops. 30

Pathfinding

Setting What it does Default
Announce Finds Show a card naming what you just found. true
Dungeon Drop Rolls How many extra items picking up a single thing inside a dungeon pays at Pathfinding 100. Nothing picked up out in the world is affected. 0 pays nothing. 2
Dungeon Stack Percent The share of a stack picked up inside a dungeon that it pays extra at Pathfinding 100, as a percentage, rounded down and scaled by the level. With 100 a stack of five pays one more from Pathfinding 20 and a stack of four from 25. Picking up a single thing uses Dungeon Drop Rolls instead. 0 pays nothing. 100
Enabled Pathfinding gains levels and pays its rewards. Turning it off removes the skill at the next restart, and any level it had reached is lost for good. true
Excluded Items Items the bonus never pays, whatever else the break produced, comma separated. For anything a mod would rather hand out itself, and for anything that is not a reward. Use the prefab name, which dev_hover shows in game and the debug log prints. empty
Explore Radius Bonus Percentage added at Pathfinding 100 to how far from you the map uncovers as you walk. With 200 the map uncovers 50 metres around you at Pathfinding 0 and 150 metres at Pathfinding 100. 200
Sailing Speed Bonus Percentage added at Pathfinding 100 to the speed of a ship you are steering. Everyone aboard sails faster. 25
Skill Gain Rate How fast Pathfinding levels, as a percentage of its normal rate. 0 stops it gaining entirely. 100

Debug

Setting What it does Default
Log Bonus Rolls Write a line to the log for each kill that pays a bonus. false
Log Cooking Write a line to the log each time food is cooked, stacked or eaten, with the cook's skill and the plateau it earned. Run talented_food in the console for the food you are carrying right now. false
Log Planting Write a line to the log for each patch planted, with the shape, every cell's verdict and what it cost. false