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SkillsReworked
RPG-style leveling and prestige for Valheim. Earn XP for a new Level skill and spend your points on four attributes that drive all skills (including modded skills).
By M2Valheim
| Date uploaded | 12 hours ago |
| Version | 2.0.0 |
| Download link | M2Valheim-SkillsReworked-2.0.0.zip |
| Downloads | 1001 |
| Dependency string | M2Valheim-SkillsReworked-2.0.0 |
This mod requires the following mods to function
denikson-BepInExPack_Valheim
BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.
Preferred version: 5.4.2351ValheimModding-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: 2.30.2README
SkillsReworked
SkillsReworked turns Valheim's progression into a classic RPG system: kill enemies to earn Level XP, level up, and spend attribute points on Strength, Dexterity, Intelligence and Endurance — with Rebirth and Prestige for long-term progression.
Upgrading from 1.8.x? The first time you log in with 2.0.0, a dialog asks to move your character to the attribute system. Your Level, XP and Prestige rank are kept; your skills are reset to 0 and your points refunded, so you spend them again on attributes. This can't be undone, so if you're unsure, choose Log out and back up your character first. Nothing is changed until you confirm. The settings changed a lot as well: delete the old config file and let the mod create a new one.
Pairs with TalentTree and Social System. TalentTree turns your Level into talents, Social System parties share kill XP. See Works with other mods.
Opening the Skills window
Open your in-game Skills window as usual. Assign points to your attributes with + / – and confirm with Apply — Rebirth and Prestige are started from there as well. Every attribute lists the skills it drives right below it; click the arrow to fold them away.
Screenshots
The XP bar below your health bar shows your Level and the progress towards the next one.
How it works
- Level & XP – every kill grants Level XP; every Level grants 1 attribute point, every 10th Level 2 more — 120 points at Level 100.
- Attributes – points go into Strength, Dexterity, Intelligence and Endurance (max 100 each). A skill always has the level of its attribute: 40 Strength means Clubs, Axes, Polearms, … are all at 40. By default: Strength — Clubs, Axes, Polearms, Spears, Woodcutting, Pickaxes; Dexterity — Swords, Knives, Bows, Crossbows, Dodge, Sneak; Endurance — Unarmed, Blocking, Run, Jump, Swim, Riding; Intelligence — Blood Magic, Elemental Magic, Crafting, Cooking, Farming, Fishing.
- No leveling through use – skills only rise with their attribute. Mining and chopping wood grant a little Level XP instead (configurable), so the party's miner keeps up.
- Rebirth – reset your attributes and get all points back. By default this costs 2 Levels and 999 Coins (configurable, can be turned off).
- Prestige – start over from Level 0; every rank makes each 10-Level milestone worth 4 more points (160 points at Level 100 with rank 1, 400 with rank 7 — all four attributes at 100). Requires Level 100 and, by default, one Fader trophy; rank 7 is the maximum.
- Fair XP – less XP in biomes you have outleveled; bonus XP for your first win over each boss.
- Boss fights are a group effort – everyone who was there gets the full boss XP, not just whoever landed the last hit and their party.
- Joining mid-run – an existing character is converted once, after you confirmed it: its trained skills become its starting Level (characters from SkillsReworked 1.x simply keep their Level).
- Death penalty – you lose part of a Level instead of skill levels.
Works with other mods
- TalentTree – talent points come from your Level; Rebirth and Prestige also reset your talents.
- Social System or Groups – nearby party members share kill XP. With Social System, friends and party members also see your Level and Prestige.
- Modded skills – skills from other mods (e.g. skill mods from smoothbrain) can be assigned to any attribute in the config; unassigned ones follow Endurance.
Configuration
Everything except the HUD is set by the server and synced to all players.
| Section | Settings |
|---|---|
| 1 - General | Attribute points per Level, milestone interval and points, XP multiplier, death XP loss |
| 2 - Rebirth | Rebirth cost (Levels and/or items) |
| 3 - Groups | Party XP radius and share |
| 4 - Attributes | Which skills belong to Strength, Dexterity, Intelligence and Endurance |
| 5 - XP Scaling | Optimal Level per biome and how fast XP drops above it, boss XP bonus, skills that grant Level XP when used and how much |
| 6 - Prestige | Enable/disable, required Level, milestone points per rank, item cost |
| 7 - Boss Progress | How defeated bosses are counted for other mods (e.g. TalentTree) |
| 8 - HUD | XP bar visibility, position and size (personal) |
| 9 - Character Migration | How the skills of a character that joins without SkillsReworked history become its starting Level |
Feedback
If you have suggestions, ideas, bug reports or feedback, come join my Discord.
Languages
English, German, and Russian localization are included.
Console Commands
These are cheat commands, so you first need cheats enabled: open the console (F5) and type devcommands.
| Command | What it does |
|---|---|
sr_setprestige <rank> [player] |
Sets a player's Prestige rank (your own without a name). |
raiseskill <skill> <amount> |
Vanilla command. Works on the Level and on the attributes too; raising an attribute raises its skills. |
Support my work
This mod, like all my mods, is free to use. If you'd like to support my work voluntarily, you can do so on Ko-fi.
The assets I build into my mods are ones I purchase commercially — your support helps me finance those assets and add new ones to my mods in the future. It's entirely optional and hugely appreciated. ❤️
CHANGELOG
Changelog
2.0.0
PREAMBLE
PLEASE NOTE THAT THIS VERSION WILL MODIFY YOUR PLAYER SAVE DATA. TO AVOID UNWANTED MODIFICATION THERE WILL BE A MIGRATION DIALOG WHEN YOU LOG IN IN WHICH YOU WILL HAVE TO CONFIRM. IF YOU DO NOT WANT TO PLAY WITH THE NEW VERSION OF SKILLS REWORKED YOU CAN STICK TO THE LAST PATCH. I will release a legacy version if the demand is high enough for it.
Attributes replace skill points on single skills
A full rework: instead of raising skills one by one, you now spend your points on four attributes.
- Strength, Dexterity, Intelligence, Endurance — a skill always has the level of its attribute (40 Strength = Clubs, Axes, Polearms, ... all at 40). The Skills window shows every attribute with its skills listed below it
- no more "active" and "passive" skills, and skills no longer level through use — everything comes from your attributes
- 1 point per Level, plus 2 more every 10 Levels, no starting points: a first run to Level 100 gives 120 points. Skill caps per boss are gone: an attribute can always go up to 100
- Prestige now makes every 10-Level milestone worth 4 more points per rank: 160 points at Level 100 with rank 1, 400 with rank 7 (all four attributes at 100). The maximum rank is now 7
- Rebirth now costs 2 Levels by default (was 5)
- which skills belong to which attribute is configurable (section "4 - Attributes"), including skills from other mods; unassigned skills follow Endurance
- mining and chopping wood grant a little Level XP, so non-fighters keep up (configurable: which skills and how much)
- boss XP goes to everyone who was there (everyone who receives the defeat key), no party needed — before, only the last hit got it in full and party members 30%
- fixed Level and attributes being lost for good after logging in once without the mod; they are restored the next time you join with it
Joining with an existing character
The first time a character meets the new system, a dialog explains what happens — nothing is changed until you confirm, and you can log out instead.
- characters from 1.x: your Level, XP and Prestige rank are kept. Your spent points are refunded and all skills start at 0 — spend the points on the attributes
- characters that never used SkillsReworked (adding the mod mid-run): your trained skills are reset to 0 and converted into a starting Level. By default that is the average XP of all your trained skills; the server can pick another method or leave the choice to you (config section "9 - Character Migration": skill XP, highest skill, boss progress)
- either way the change is permanent — back up your character file first if you are unsure
Updating from 1.x
- set up a fresh config: many settings were replaced (points per Level, skill caps, skill categories, prestige bonus). Delete the old config file and let the mod create a new one — old entries that are left over are simply ignored
- the
sr_addpointscommand was removed; useraiseskillon the Level or an attribute instead
1.8.2
- fixed other players still seeing the old Prestige rank in supporting mods (e.g. Social System) after an admin set it back to 0 with the prestige command
1.8.1
- the XP bar can now be hidden, moved and resized (config "8 - HUD"); personal settings that apply instantly
- party XP now also works with Social System parties; Groups keeps working as before and the "3 - Groups" settings apply to both
- your Level and Prestige are now visible to other players in supporting mods like Social System (friend list, party frames)
1.8.0
- Updated for Valheim 1.0 — fixes in-game skill messages and the kill-reward VFX broadcast (both broken by internal Valheim changes in the 1.0 release)
1.7.0
- you can now click a skill's point counter and type a number instead of clicking + repeatedly
- maxed-out skills no longer show +/- buttons or a counter
1.6.0
- the "Available points" display is now a badge with just the number instead of a key-value label, and it blinks while you have unapplied allocations pending — matching the look of the TalentTree mod for a consistent style across both
- group XP now scales only with the receiving player's level; previously it was reduced by the killer's level as well, so helping out lower-level friends gave them very little
- added "Boss XP multiplier: first kill only" option (enabled by default): the boss XP bonus (default: 5x) now applies the first time you personally defeat a boss instead of on every repeat kill
- the boss XP multiplier now defaults to 5x instead of 1x, so your first win over each boss is a noticeable jump in progress. Existing config files keep whatever value they already have
- fixed kills by fire, poison and other damage-over-time effects granting no XP in multiplayer when the creature belonged to another player's machine
- fixed heavily poisoned creatures granting no XP when they died late: kill credit now lasts 30 seconds after your last hit instead of 10, which covers even the longest poison
- fixed XP and boss keys occasionally being lost when a creature died
- fixed skill points being lost when using the vanilla "resetskill" command
- reworked kill networking into a single message per death: less network traffic and more reliable XP and boss key delivery
1.5.0
- added "Use global boss keys" option for skill caps (server-wide instead of per-player)
- skill caps now also apply when a skill is raised via CheatRaiseSkill (e.g. Marketplace mod quests)
- refined russian translation
1.4.1
- added Russian localization
- fixed the Apply/Reset/Rebirth/Prestige button captions and widths not updating when switching language mid-session (previously required a restart)
1.4.0
- merged Rebirth and Reset into a single button (label switches based on pending allocations)
- merged Active/Passive tab buttons into a single toggle button
- Prestige button is now hidden when prestige requirements are not met
- reworked skill UI button layout and positions
- added blinking text effect to Prestige button
- prestige now plays a roar emote and spawns VFX/SFX
- added console commands: sr_addpoints, sr_setprestige
- changed all commands to require devcommands
- fixed modded skills not being resolvable in the "Active skill names" config
- skill names in the config now accept enum names, localized names in any language, and numeric IDs
1.3.1
- added events to RebirthFlow and PrestigeFlow for external mod integration
- fixed Level XP bar not updating when XP is gained through passive skills
1.3.0
- updated default active skills: added Sneak, Run, Dodge
- added optional passive skill XP: configurable list of passive skills can now also grant Level XP (disabled by default)
- fixed skill buttons persisting on rows after a skill switches from active to passive via config reload
- updated Jotunn dependency to 2.29.0
1.2.0
- added Active/Passive skill tab system (A/P buttons in the skill UI)
- passive skills are no longer reset on Rebirth or Prestige
- Apply, Reset and Available Points are hidden when viewing passive skills
- all action buttons (including Prestige) are hidden in the passive tab
- tab buttons are hidden automatically if only one category has skills
1.1.1
- fixed README images
1.1.0
- reworked internal structure and also changed XP gain maths to be processed on client instead of killers side(he published share factor before)
- some changes to XPBar to feel more natural
- some preparation for the upcoming TalentTree extension mod
- Updated Jotunn dependency to 2.28.0
1.0.6
- fix for xp gain when using aoe/effect weapons like sledges or staffs
- minor network improvements to use peerId instead of player names to be unique
1.0.5
- reworked OnDeath XP share logic. Now the XP should be shared more reliably
- added new RPC to share Death of characters
1.0.4
- attempt to fix xp not being shared when in group since OnDeath is only executed on owner. Now uses RPCs
1.0.3
- fixed player keys again(silly mistake on my side)
1.0.2
- fixed skill caps not increasing for all players nearby(thanks ZenDragon for help)
1.0.1
- reduced each skill cap by 10 to better match vanilla progression
- fixed custom Level icon not loading
1.0.0
- initial release