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AbsorptionEitrShield
Eitr absorbs incoming damage (server-authoritative). Optional recharge mode and in-game config via ConfigurationManager.
By GurneyArena
| Date uploaded | 5 months ago |
| Version | 0.3.3 |
| Download link | GurneyArena-AbsorptionEitrShield-0.3.3.zip |
| Downloads | 52 |
| Dependency string | GurneyArena-AbsorptionEitrShield-0.3.3 |
This mod requires the following mods to function
denikson-BepInExPack_Valheim
BepInEx pack for Valheim. Preconfigured and includes unstripped Unity DLLs.
Preferred version: 5.4.2202ValheimModding-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: 2.20.0README
AbsorptionEitrShield
Turns your Eitr into a damage-absorbing shield (server-authoritative).
How it works
- When active, incoming damage is absorbed by Eitr first.
- If Eitr is not enough, the remaining damage is applied to HP.
- Lethal hits correctly kill the player.
Recharge mode
If UseRecharge is enabled:
- The shield does not work while Eitr is refilling from 0 to max.
- The shield becomes active only when Eitr reaches the current maximum.
- If Eitr drops to 0–1, the shield turns off and waits for a full recharge again.
If UseRecharge is disabled:
- The shield is always active (as long as you have any max Eitr).
In-game configuration (F1)
Recommended: BepInEx ConfigurationManager (Thunderstore).
- ModEnabled — enable/disable the mod.
- UseRecharge — toggle recharge behavior.
Server-authoritative
The host/server decides how the mod behaves:
- Server settings are synced to clients.
- Client-side config values are ignored (non-admin changes revert to server values).
Known limitations (not fixed yet)
- Blocking/parrying can spend Eitr equal to the blocked damage.
- Periodic damage (DoT) is not absorbed (e.g. burning still hurts).
Installation
Install with Thunderstore Mod Manager or r2modman.
CHANGELOG
AbsorptionEitrShield — Changelog
0.3.19
Changed
- Reworked damage absorption logic to apply before vanilla HP reduction:
- Shield now temporarily buffers HP by the absorbed amount and spends Eitr up-front, so the vanilla damage application results in the correct final HP in a single pass.
- This removes the need for a secondary “forced kill” hit and prevents duplicate damage numbers.
Fixed
- Removed visible “huge damage” (e.g. 999999 / 1,000,000) on deaths caused by the shield system.
- Greatly reduced/avoided false kill-feed triggers in PvP kill-feed mods (e.g. PvP Tweaks) that react to HP hitting 0 during the damage event, since HP no longer dips to 0 when Eitr should save the player.
- Kept
/diecommand behavior vanilla: shield never absorbs/diedamage in any mode.
0.3.18
Added/Changed
- Initial attempt of “no second hit” architecture using pre-buffering approach.
- Began removing next-frame kill invocation and artificial hit values.
Fixed
- Improved stability around lethal scenarios by relying less on post-damage HP restoration and more on single-pass outcomes.
0.3.17
Changed
- Improved death attribution for kill-feed mods by prioritizing a real
Damage(HitData)path (with attacker info) before fallback death invocation, to preserve “last attacker” tracking.
0.3.16
Fixed
- Corrected regression introduced by HP clamping (HP not allowed to hit 0 during shield processing):
- Added explicit “clamp happened” tracking so lethal-hit detection remained accurate even when HP was forced to stay above 0.
- Improved consistency of lethal damage handling so players can die properly when
HP + Eitr < incomingDamage.
0.3.15
Fixed
- Addressed immortality edge cases where lethal hits were incorrectly survived.
- Added safeguards around lethal damage application:
- Ensured lethal outcomes invoke death correctly (instead of leaving player at 1 HP permanently).
- Ensured players respawn with proper base HP instead of staying stuck at 1 HP after death/respawn in some cases.
- Reduced false kill reports from mods that detect “HP hits 0” by preventing HP from briefly dropping to 0 during shield math.
0.3.14 (baseline reference)
- Working Eitr shield absorption with optional “recharge” behavior:
- Shield activates when Eitr reaches its current max.
- Shield deactivates when Eitr is drained to ~0 and only reactivates after full recharge.
- Host-authoritative runtime configuration (clients cannot override host settings).