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M2Valheim-TalentTree-2.3.0 icon

TalentTree

A radial talent tree with 6 sectors that expands every playstyle and rewards creative builds.

Date uploaded 2 days ago
Version 2.3.0
Download link M2Valheim-TalentTree-2.3.0.zip
Downloads 1336
Dependency string M2Valheim-TalentTree-2.3.0

This mod requires the following mods to function

denikson-BepInExPack_Valheim-5.4.2351 icon
denikson-BepInExPack_Valheim

BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.

Preferred version: 5.4.2351
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
M2Valheim-SkillsReworked-2.0.0 icon
M2Valheim-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).

Preferred version: 2.0.0

README

TalentTree

TalentTree adds a radial talent tree to Valheim — six themed sectors — that brings more variation to the game, expands every playstyle, and lets you build into the corners no vanilla character can reach. It's made to allow and reward creative builds: stay pure in one sector, or combine multiple ones for a more unique playstyle.

Talent Tree

Requires SkillsReworked. TalentTree spends the Level you earn in SkillsReworked — the two are built to work hand in hand. See Built on SkillsReworked.


Opening the Talent Tree

Open your in-game Skills window (the same one that shows your skills). TalentTree adds a "Talents" button there — click it to open the talent tree.


Screenshots

Talent description panel

The description panel spells out exactly what each talent does and how it scales with rank.

Talent search panel

Quickly find any talent by name with the built-in search.

Stats panel

A dedicated stats panel shows your build's cumulative bonuses at a glance.

Enemy debuff icon and effect

Active talent debuffs show as an icon next to the enemy's health bar and as an effect on the enemy itself, in-world.

Talent buffs in Valheim's status effect bar

Your own talent buffs also show up right in Valheim's normal status effect bar.

Talent effects on the player

Talents show what they do: buffs, gains and auras play as effects on your character, visible to everyone nearby.


How it works

  • The tree is radial: six sectors arranged around a center, where neighboring sectors meet.
  • You spend talent points to unlock and rank up nodes. Points come from your SkillsReworked Level (see below).
  • Want a focused identity? Pour everything into one sector. Want something nobody expects? Mix two sectors into a hybrid build. The tree is designed so unusual combinations are viable and rewarding, not punished.

Built on SkillsReworked

TalentTree is tightly wired to SkillsReworked and lists it as a hard dependency — TalentTree will not run without it.

  • Where points come from: your talent-point budget is derived from your SkillsReworked Level (1 point per Level), plus 5 bonus points for every boss you have defeated. The higher your Level, the more points you have to spend.
  • If your Level changes: raising your Level grants more points. If something lowers your Level (for example the death XP penalty in SkillsReworked), your already-unlocked talents stay active — you simply can't spend new points again until your Level climbs back above your current build.
  • Rebirth: performing a Rebirth in SkillsReworked respecs your talents (all nodes are cleared) so you can rebuild from scratch. Since points are Level-derived, you get your whole budget back.
  • Prestige: performing a Prestige in SkillsReworked also respecs your talents (all nodes are cleared), same as Rebirth. Prestige resets your SkillsReworked Level, and since points are Level-derived, your talent-point budget resets right along with it — you re-climb to your old power as you re-level, rather than keeping it instantly.

Sectors & Talents

Six sectors, each a distinct playstyle. The talent lists are collapsed — expand a sector to see its talents.

Shared — Minor nodes
Talent Effect
Health Increases your health points.
Stamina Increases your maximum stamina.
Carry Weight Increases your carry capacity.
Adrenaline Reduces your maximum adrenaline.
Armor Increases your base armor.
Physical Damage Increases your physical damage.
🛡️ Bulwark — the fortress (defensive, block-focused, easy to play)
Talent Effect
Immovable Reduces incoming stagger buildup.
Battle Hardened Each enemy near you makes you harder to stagger, up to a cap.
Thorns Reflects a portion of incoming damage back to the attacker before armor reduction.
Bulwark's Edge Your HP investment becomes your weapon. Your current HP grants bonus damage.
Warden While blocking with a tower shield or wielding a sledgehammer, taunt all nearby enemies. While active, every hit you receive heals you.
Shield Slam Block several attacks in a row to automatically unleash a powerful counter-strike.
Shield Charge While blocking, press Sprint while moving forward to charge into enemies, dealing blunt damage based on your max HP.
Iron Skin Increases your total armor.
Ironclad Your equipped armor increases your maximum HP.
Immolation Nearby enemies are regularly set ablaze for a portion of your armor as fire damage. Only applies if the enemy is not already burning.
Pavise Reduces incoming ranged damage.
⚔️ Warrior — the controlled fighter (parry & control)
Talent Effect
Discipline After a perfect parry, mark your attacker. The first hit on the marked target restores stamina.
Riposte After a perfect shield parry, your next melee attack gains bonus attack speed.
Iron Stride Combat training lets you move freely in heavy armor. Reduces equipment movement penalty.
Hamstring Melee hits on a staggered target hamstring it, reducing its movement speed and armor.
Last Bastion A lethal hit instead leaves you barely alive, heals you for a portion of your armor, removes all Burning and Poison effects, and grants brief invulnerability.
Triumph Killing an enemy heals you and all nearby allies over a short time for a portion of your armor.
Revenge Taking damage stores the hit. Your next attack deals bonus blunt damage proportional to the stored damage.
Master at Arms Sword and axe attacks deal bonus damage. Club attacks increase your stagger multiplier on hit. Atgeir and spear hits apply a pierce damage-over-time that refreshes on each hit.
Reflect A perfect parry partially reflects the blocked damage back at the attacker.
Focus Your last melee hit marks an enemy as your focus target. Damage from all other enemies is reduced, but the focus target itself hits you harder.
Even Ground Perfect parries build stacks that grant armor and refresh the window before it lapses and the stacks reset. Holding full stacks also eases a disadvantageous physical resistance on every hit, by more levels at higher ranks.
🩸 Berserker — the aggressive risk-taker (highest damage)
Talent Effect
Tether Your attacks deal reduced knockback to enemies, keeping them within striking range.
Blood Rush The lower your health, the faster you fight, up to a maximum attack speed bonus at the HP threshold or below. Halved with a one-handed weapon; no effect with an empty off-hand.
Relentless After triggering your trinket effect, immediately recover a portion of your adrenaline.
Deferred Pain A portion of all incoming damage is delayed and dealt over time instead of instantly.
Axe Mastery Axes no longer reset to the first attack after a full chain. Instead, the chain bounces back to the penultimate attack, keeping the momentum going. Also reduces axe stamina cost.
Glass Cannon You cannot heal above a threshold of your maximum health. Deal bonus damage, but your armor is reduced.
Execution Deal bonus damage to enemies below the HP threshold.
Forged in Pain While below the HP threshold, take reduced damage and cannot be staggered.
Overwhelm The final strike of a melee chain adds to the hit's stagger multiplier. When you stagger an enemy, recover missing HP.
Savage Your attacks have a chance to instantly strike again for a portion of the hit's damage.
Blood Blessing Active healing events (potions, lifesteal, abilities) restore a portion of the healed amount as stamina.
🏹 Hunter — the ranged specialist (bows & crossbows)
Talent Effect
Hawk Eye While wielding a bow or crossbow, toggles zoom, reducing your field of view. Arrows and bolts also deal more damage the farther they travel before impact.
Trailrunner Reduces running stamina consumption.
Quiver Economy Projectile attacks have a chance not to consume ammo.
Double Shot Projectile attacks have a chance to fire a second projectile at reduced damage.
Steady Aim Increases projectile velocity.
Hit and Run After firing a projectile attack, gain movement speed.
Quickshot While holding the release key, fully drawn bow shots are released automatically. Reduces bow draw stamina drain.
Triple Shot When Double Shot triggers, there is a chance to fire a third projectile at reduced damage.
Heavy Draw Ranged attacks gain knockback.
Deadeye Increases bow draw time and crossbow reload time, but their shots deal bonus damage and penetrate a portion of enemy armor.
Explosive Shot While active, firing a bow or crossbow also consumes a bomb from your inventory, detonating on impact exactly like a thrown bomb.
🗡️ Valkyrie — agile melee finesse (sneak, dodge, tempo)
Talent Effect
Silent Stride Increases movement speed while sneaking. The bonus scales with your Sneak skill.
Lethal Patience Starting an attack while sneaking empowers the next hit with bonus damage. The bonus builds up while you sneak and reaches its maximum after the charge time. Higher ranks charge faster and hit harder.
Battle Rhythm Landing a hit with the final strike of a melee attack chain restores stamina.
Evasion Perfect dodges refund a portion of their stamina cost, scaling with rank.
Shadow Dash Successfully dodging an attack grants movement speed.
Battle Waltz While attacking with your off-hand empty and no two-handed weapon equipped, gain attack speed.
Duel Series Each confirmed melee hit increases your melee damage. The effect stacks.
Feint Successfully dodging an attack empowers your next melee hit to deal bonus damage.
Cripple Every hit applies a debuff to the target, slowing their attack speed.
Weapon Flow Swapping between a melee weapon and a bow/crossbow empowers your hits with the newly equipped weapon. Switch to ranged: your shots get a heavy knockback. Switch to melee: your strikes get bonus stagger and ignore part of the target's armor.
Weapon Swap Swapping between melee and ranged weapons restores stamina and grants bonus movement speed.
📯 Warcaller — the leader (auras, summons & utility)
Talent Effect
Traveler Increases carry weight and ride skill effectiveness. The bonus scales with your Ride skill.
Battle March You and nearby allies move faster and drain less stamina while running.
Seafarer Increases ship sail speed and grants bonus move speed while wet. At a higher rank, Wet no longer affects you.
Chain Lightning Chains lightning between every enemy your weapon hits, reducing their armor. Only weapons without a multi-hit combo trigger it.
Divine Favor Reduces your Guardian Power cooldown. At max rank, hold the Guardian Power key to cycle between all unlocked Guardian Powers.
Lifeline Every few seconds, the nearby ally with the lowest HP (below the HP threshold, you included) recovers health over time.
Demoralize Your hit marks the target, weakening it — its own attacks deal less damage to anyone.
Storm Lord Hit enough enemies with Chain Lightning to become Overcharged. The next Chain Lightning proc detonates all nearby marked targets for a portion of your max HP as lightning damage.
Necromancer Any enemy that dies near you has a chance to rise again as your ally.
Frost Emperor Enemies within range are slowed.
Banner Bearer With only a shield equipped (torch or bomb allowed): bonus armor. Battle March, Lifeline, and Frost Emperor auras are amplified.

Combat balance changes

TalentTree doesn't just add talents — it also reworks a few of vanilla's core combat formulas. These changes apply to everyone, even at 0 talent points spent, for two reasons:

  1. Overall balance. Talents add a lot of raw power on top of vanilla's existing formulas (more armor, more damage, more skill-derived effects). Vanilla's formulas were tuned for a world without that extra power, so left untouched they'd quickly make the game too easy.
  2. Balance between playstyles. Vanilla's armor values are tuned around "normal" armor — the amount any character is expected to wear regardless of build. If armor talents simply stacked on top of that, a defensive build would trend toward near-total damage immunity, while everyone else would already be comfortably tanky in plain gear. So TalentTree makes player armor count for less across the board: someone who skips defensive talents entirely is less tanky than in vanilla, and investing in armor talents is what brings you back up — investing in tankiness is what makes you tanky, not just wearing armor.
What exactly changes

Player armor counts for less

Vanilla's armor formula (HitData.DamageTypes.ApplyArmor) is tuned around "normal" armor — roughly the amount any character is expected to be wearing for their progress, regardless of build. It has no defensive talents to account for, so it already hands out solid reduction at that normal level.

TalentTree keeps vanilla's formula exactly as it is, but a player's armor only counts at 65% when it mitigates a hit. Every point of armor is worth the same, whether it comes from gear or from talents — it's just worth less than in vanilla. The number is chosen so that a fully invested Warrior (+54% armor) mitigates exactly like a vanilla character in the same gear, against every hit size. Without armor talents you're noticeably squishier than in vanilla (roughly a third less effective health against a typical hit); armor talents are what close that gap.

Your armor stat itself is untouched — the inventory still shows your real armor, and talents that scale with armor (Ironclad, Triumph, Last Bastion, Immolation) use the full value. Blocking and parrying use your full armor value as well.

Example for a flat 100-damage hit (reduction shown, not remaining damage):

Armor Vanilla reduction TalentTree reduction
0 0% 0%
25 25% 16%
50 50% 33%
75 67% 49%
100 75% 62%
150 83% 74%
200 88% 81%
300 92% 87%
500 95% 92%

The ratio of armor to incoming damage is what matters, not the absolute numbers — the same rule applies whether you're tanking a Greydwarf or a boss.

Skill damage: halved, and made constant

Vanilla rolls your weapon-skill damage factor randomly each hit, centered around 0.4 + 0.6 × skill factor — at 100 skill that's already most of the way to double your base damage, before any talent gets involved. Two changes here:

  • The skill contribution is halved to 0.4 + 0.3 × skill factor, so raw skill grinding is a smaller slice of your total damage and talents/gear matter comparatively more.
  • The factor is also made constant instead of randomly rolled per hit. This is mainly so the numbers are legible: with vanilla's random roll, your damage already jitters hit-to-hit, which makes it hard to tell how much of a damage increase actually came from a new talent versus just a lucky roll. With a fixed factor, the damage delta you see after unlocking a talent is the talent's contribution.

Bow draw speed scales less with Bow skill

Vanilla speeds up your bow's time-to-full-draw as Bow skill rises: the required draw duration is Lerp(drawDurationMin, drawDurationMin × 0.2, skillFactor) — at 100 Bow skill you reach a fully-charged (max-damage) shot in just 20% of the base draw time, i.e. five times faster than at skill 0. TalentTree raises that high-skill floor from ×0.2 to ×0.3: a maxed archer now reaches full draw in 30% of the base time instead of 20%. Nothing changes at low skill (both start at the full drawDurationMin) — only the top end is pulled back. Bow skill still meaningfully speeds up your draw, just not to the near-instant full-power shots vanilla allowed. This is the ranged counterpart to halving the skill-damage contribution: it keeps pure skill-grinding from letting a high-level archer fire max-charge shots almost as fast as uncharged ones.

Drawing a bow slows you down

Vanilla lets you move freely while drawing a bow. TalentTree adds a movement penalty while drawing instead — strongest the instant you start pulling back, easing off to no penalty by the time you reach full draw. It only affects your own movement, and rewards holding a draw deliberately rather than freely kiting mid-charge.

Stagger multiplier scales with Blocking

Vanilla always doubles the damage an enemy takes while staggered (2×), regardless of skill. Here it scales from 1.5× at 0 Blocking skill up to 2.0× (full vanilla) at 100 Blocking skill — investing in Blocking skill has a tangible, visible payoff for shield/stagger play instead of being a flat bonus everyone gets for free.

Weapon blocks don't benefit from Blocking skill

In vanilla, Blocking skill also strengthens parries/blocks done with a plain weapon (no shield equipped). That's removed — only shields benefit from Blocking skill scaling and the timed-block bonus. Weapon blocks use their base block power only, which keeps Bulwark's and Warrior's shield/parry identities meaningful instead of letting any weapon match a shield's blocking power.

Parrying costs stamina again

In current Valheim a successful timed block (parry) drains no stamina — perfect blocks are effectively free, so there's little cost to parry-spamming. TalentTree restores a real stamina cost to parrying: a timed/perfect block now pays the normal, absorption-scaled block-stamina drain instead of the near-zero perfect-block value. Parrying is still very strong — you negate the damage, stagger the attacker, and build adrenaline — but it's no longer stamina-free, so mistimed or spammed parries drain you and stamina management stays relevant in drawn-out fights.

Creature armor by biome

Vanilla Valheim creatures have no armor stat at all — incoming damage to them isn't mitigated the way player damage is. TalentTree gives creatures armor, so armor — and the talents that pierce or shred it — matter on both sides of a fight.

A creature's armor is simply the share of every hit it blocks. A poison tick, an arrow and a two-hander all lose the same percentage, so nothing is ever blocked completely and no enemy can turn into a damage sponge. Armor rises until the Plains, where a build is complete and every armor debuff is within reach, and stays there — past the Plains, Valheim's own creature health carries the difficulty. Tiers are Light / Medium / Heavy; bosses use their biome's Heavy value, since Valheim already balances them through health and resistances. Meadows creatures are unarmored.

Biome Light Medium Heavy / Boss
Meadows 0% 0% 0%
Black Forest 0% 5% 10%
Swamp 5% 15% 25%
Mountain 10% 25% 35%
Plains and beyond (Mistlands, Ashlands, Deep North, Ocean) 15% 30% 45%

You can see it: a light bar under a creature's health bar shows its armor, relative to the most armored enemies in the game (full width = 45%). Armor debuffs (Chain Lightning, Hamstring) shrink it, and the armor they took away stays behind in a darker grey; your own penetration (Deadeye, Weapon Flow) shortens the bright part, with the armor everyone else still faces behind it in a medium grey. They stack: Chain Lightning at max rank takes a Heavy creature from 45% to 22.5% blocked — about 40% more damage from every hit; Hamstring on top brings it to 6%.

A few familiar anchors: Troll (Black Forest, Heavy → 10%) and The Elder (Boss → 10%); Abomination (Swamp, Heavy → 25%) and Bonemass (Boss → 25%); Stone Golem (Mountain, Heavy → 35%) and Moder (Boss → 35%); Lox (Plains, Heavy → 45%) and Yagluth (Boss → 45%); a Seeker Soldier (Mistlands) and The Queen, Morgen (Ashlands) and Fader — all 45%.


Balancing — community-driven

There are intentionally no configuration options for balancing the talents or the combat changes above. Finding the right numbers for a system this large takes broad, long-term testing across many playstyles — something I can't cover alone as a solo modder. Rather than letting every server drift to its own values, balance is curated centrally and driven by community feedback, so everyone shares the same baseline and balance discussions actually move the mod forward.

If you have suggestions, balance ideas, bug reports or feedback, come join my Discord.


Languages

English, German, and Russian localization are included.


Console Commands

TalentTree adds a few console commands, mainly for testing and debugging. They are all cheat commands, so you first need cheats enabled: open the console (F5) and type devcommands.

Command What it does
talent_points <amount> Grants bonus talent points on top of your Level-derived budget.
talent_unlock <talentId> Unlocks/ranks up a single talent by its ID.
talent_setrank <talentId> <rank> Sets a talent to a specific rank (0 removes it).
talent_unlockall Unlocks every talent at max rank.
talent_resetall Clears all talents (respec).
talent_list Prints the IDs of all registered talents.
talent_dump Prints your current Level, points and unlocked talents.

Use talent_list to find the IDs needed for talent_unlock and talent_setrank (both also offer tab-completion).


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

2.3.0

PREAMBLE

Those are some major changes and the balance/gameplay can feel substantially different compared to before. I would not have done those changes if there were no clear benefit. The benefit of all those changes is that things scale along the power curve of vanilla valheim. Percent stats are clearly better for the progression than flat stats. For example, you could have all armor nodes inside the warrior tree with level 30(swamps) for more armor points than what you could archieve with gear. This is far off from what I believe is healthy for the gameplay. Also Adrenaline values could allow for spammming trinkets and literally have infinite stats. Regarding the armor curve, the old curve nerfed smaller little hits and made stronger hits a lot stronger. There were some cases where the difference of reduction was +-40%. The new percent values alongside the new UI indicator should make the armor more readable/understandable overall and improve game quality. The architecture of the creature armor system was also improved to be more consistent. I have added visual effects for some talents I thought it was needed to be more transparent. E.g. lifeline heals you, but from what source? I have battle march but from which source? Also the status effects UI was not really immersive. Talents that provide temporary buffs gained visual effects so you can see the duration without the UI. Same for things like next attack buffing talents, its much easier to see visually that you have an empowered attack than having to look at the status effect bar at the top right.

Balance

  • Armor — vanilla's formula is back, but player armor only counts at 65%
  • Blocking and parrying use vanilla's numbers again
  • Creature armor — now blocks a fixed share of every hit (Heavy: 10% Black Forest, 45% from the Plains on; bosses are like Heavy). Arrows, ticks and fast weapons no longer lose almost everything against late-game armor, and no enemy can become unkillable anymore
  • Minor talents (Health, Stamina, Carry Weight, Armor, Adrenaline) — now a percentage of your current stats instead of a flat amount
  • Physical Damage minors — now only boost weapon attacks, no longer Reflect or Shield Charge

UI

  • creature armor is visible: a bar under an enemy's health bar shows its armor, and shrinks when it's debuffed or your shots pierce it (HealthBar → ShowCreatureArmorBar)
  • new option "HUD → ShowTalentStatusEffects" to hide the talent status effect icons in your own status bar
  • new option "Debug → LogArmorMitigation" (off by default) — logs how much of each hit your armor blocks
  • new options "VisualEffects → ShowHandEffects / ShowBuffEffects / ShowDebuffEffects" to hide the new talent effects for yourself

Visual effects

Talents now show visual effects!

  • Gaining stamina (Discipline, Battle Rhythm, Weapon Swap) — a yellow pop drawn into your chest; gaining health (Overwhelm) — the same in red
  • Movement speed (Weapon Swap, Shadow Dash, Hit and Run, Battle March) — a wake of sparks behind you
  • Armed hits (Feint, Flow, Lethal Patience, Revenge, Storm Lord) — a charge gathering in your weapon hand
  • Auras show their source: Battle March pulses a ring from your feet every 5s while it reaches an ally, Frost Emperor keeps a frost mist around you while it slows an enemy, Lifeline sheds a few flakes when it starts healing someone else, Immolation sheds embers when it sets an enemy ablaze
  • Warden — a ring of shields circles you; absorbed hits have an effect too
  • Last Bastion, Triumph, Forged in Pain — rising light and flames for the duration
  • Debuffs on enemies — Hamstrung, Crippled, Shocked (Chain Lightning) and Demoralized are visible on the target

Warrior

  • Discipline — no cooldown anymore; stamina restored: 5/15/25% → 1/3/5%; no status icon anymore
  • Hamstring — now triggers on every melee hit against a staggered enemy (was: the next hit after a perfect parry)
  • Reflect — reflected share of the parried hit: 25/50/75% → 20/35/50%

Hunter

  • Deadeye — now also applies to crossbows: longer reload, bonus damage on bolts
  • Quickshot — fully drawn shots now release automatically only while you hold a key (default Left Shift, rebindable under Keybinds)

Bulwark

  • Shield Charge — duration: 3s → 4s; can now be cancelled by releasing Block
  • Immolation, Battle Hardened, Warden — leave neutral Dvergr alone

Warcaller

  • Battle March — refreshes every 2s (was 3s), so the buff no longer flickers at the edge of its range
  • Chain Lightning — armor reduction: 20/30/40% → 20/35/50%
  • Storm Lord — detonation damage: 10/15/20% → 10/20/30% max HP
  • Divine Favor — cycling Guardian Powers now needs max rank as described (was active from rank 1); cycles in boss order
  • Frost Emperor — leaves neutral Dvergr alone

Fixes

  • Last Bastion / Shield Charge — logging out mid-effect could leave you invulnerable or with a locked camera
  • parry talents no longer trigger on hits from behind or on failed parries
  • talent keys (Warden, Hawk Eye, Explosive Shot, Divine Favor) no longer react while typing in chat or with a menu open
  • Necromancer — raised allies now reliably keep following you
  • Multiplayer — bonus damage against staggered enemies was stuck at the minimum when another player's game handled the enemy
  • Multiplayer — Chain Lightning's hit flash no longer multiplied with every nearby player
  • Multiplayer — Storm Lord now also detonates marked enemies that another player's game handles
  • Multiplayer — Immolation no longer keeps re-igniting an already burning enemy that another player's game handles

2.2.3

Multiplayer

  • talent states that other players' games read from you now switch off correctly — before, they could stay stuck on until you logged out
  • Even Ground — the resistance easing now ends when your stacks run out, instead of staying active on enemies handled by other players
  • Necromancer — after unlearning it, fallen enemies no longer rise as your allies in other players' games

2.2.2

Hunter

  • Hawk Eye — now scales to rank 3: arrows/bolts deal more damage the farther they've traveled (up to 10/20/30%)

Warcaller

  • Lifeline — now heals 1/3/5% of the target's max health on top of the flat 10/20/30, so it stays useful once everyone has a lot of health

UI

  • Health bar — no longer grows as wide with lots of max health, so it stops overlapping other HUD elements; width is adjustable in the config (HealthBar → PlayerBarPixelsPer25Health, 32 = vanilla)
  • Talent window — the "Talents" title now uses Valheim's own heading font

Tooltips

  • Necromancer — no longer claims enemies rise as skeletons; the fallen enemy itself rises as your ally
  • Lifeline — clearer tooltip: shows the total heal and a 10s duration line instead of implying healing every second

Fixes

  • removed leftover debug logging when planning and applying talents

2.2.1

Fixes

  • removed leftover debug logging from the armor rework
  • fixed the README's armor table still showing the old capped values instead of the actual uncapped curve

2.2.0

Compatibility

  • Updated for Valheim 1.0 — several internal Valheim systems changed with the 1.0 release; the mod is rebuilt and confirmed working against it

Balance

  • removed the armor damage reduction cap. Going all in on armor should be rewarded!

Warrior

  • Focus — max rank 5 → 3, scaling 10/20/30% → 10/15/20%; the focus target itself now also hits you for more damage by the same amount
  • Discipline — stamina refund: 10/20/30% → 5/15/25%; cooldown 10s → 15s
  • Even Ground — reworked: perfect parries now build stacks (up to 5) of armor, refreshed by each new parry; armor 5/10/15%(so 1/2/3 per stack); holding full stacks now eases a resistant enemy's defense by 1/2/3 steps depending on rank,(eg. at max rank: very resistant → normal)
  • Hamstring & Demoralize — both now last 12s (was 6s / 10s)
  • Hamstring no longer reapplies on hit while debuff is active
  • Riposte — attack speed buff window: 0.5s → 2.5s, giving you a fair chance to actually land the follow-up hit

Hunter

  • Hit and Run — move speed: 15/30/45% → 15/25/35%; duration 2s → 2.5s
  • Explosive Shot — toggle with anything in hand → toggle only with a bow or crossbow in hand

2.1.0

Notes

With the release of the 2.0.0 version, the Warcaller did not really hold an identity of a playstyle anymore since lifeline is really hard to reach, chain lightning + storm lord were not really designed for someone who supports/tanks. Those talents were more designed for DPS characters. Therefore I reworked how chain lightning works. Keep an eye on the AOE(sledge?) builds. As warden combines really well with the AOE identity, I changed it to be more reliable of a taunt. Necromancer had the same issue. If you are not the one killing stuff, how to raise the dead? Seafarer was more on the weaker side so I gave it a boost in effects!

Bulwark

  • Warden — now also triggers with a sledgehammer, not just a tower shield; taunted enemies no longer break off to circle instead of attacking; taunt now survives despawn/reload and ownership changes

Warcaller

  • Chain Lightning — no longer jumps to new targets, only chains/debuffs what a swing hits; fire 0.5s after the swing with correct live positioning; tooltip now matches the real armor reduction; debuff now shows in the healthbar
  • Storm Lord — Detonation damage: 18/26/34% max HP → 10/15/20%; now detonates 0.5s after the swing instead of instantly; Overcharge gains 1 stack per target instead of per hit
  • Necromancer — now triggers off any nearby death, not just your own kills; despawn timer now survives ownership changes
  • Frost Emperor — Slow ceiling: 10/20/30% → 20/30/40%
  • Seafarer — now also grants 5/10/15% move speed while wet; immune to Wet's downsides at rank 3
  • Banner Bearer — off-hand bomb detection is now reliable

Tooltips

  • Chain Lightning's description split into two clearer sentences
  • Battle Hardened's enemy cap now shown as its own stat line

Bugfixes

  • Reflect and Riposte no longer require a melee weapon in hand to trigger — shield-only parries work again
  • Thorns now also reflects damage on blocked hits, not just unblocked ones
  • Chain Lightning no longer triggers off AoE/bomb splash damage (fixed a crash), and no longer crashes when its visual arc targets a destroyed collider

2.0.1

Tooltips

  • Mid amplifier nodes (e.g. Ironhide, Packhorse) now show their actual live bonus value and how many contributing talents feed it, instead of a static "+100%" — and the row blinks blue while you have an unapplied change staged for it
  • Reflect's tooltip now correctly says it needs a perfect parry, not just a block, to trigger

Bulwark

  • Fixed Ironclad being reachable directly from Iron Skin — the Spine minor between them is now the actual connection, as intended

UI

  • Fixed sector labels overlapping the outermost talent nodes when zoomed far out

2.0.0

The entire talent tree has been redesigned

This isn't a tweak — every sector was rebuilt from the ground up so builds actually feel different from each other: less of a straight line, more paths and choices to explore. Your learned ranks carry over automatically wherever the path still matches; anything that doesn't gets re-granted as free points to respend.

  • New middle tier nodes between Minor and Keystone talents (2 points)
  • All sectors now have the same amount of nodes — minors overall increased, 5 new mids per sector added, and every sector has the same number of majors - new talents as below

Talent points

  • Boss kills now grant 5 bonus talent points on top of levelling
  • Minor talents cost 1 point per rank instead of 2
  • Majors talents cost 3 points per rank instead of 2
  • Prestige now resets your talent-point budget along with your build, like Rebirth already did, instead of keeping it floored at level 100 — the old floor let a prestiged respec come back at full strength instantly

Plan your build before spending points

  • Clicking a talent now stages it instead of spending instantly — nothing is committed until you hit Apply, which confirms how many points you're about to spend; Reset discards the plan without spending anything
  • Shift+click stages every remaining rank at once; Ctrl+click unstages it - so you can readjust build crafts more easily
  • Staged-but-not-applied talents are visually distinct from already-learned ones, and their tooltip previews the staged numbers
  • When the tooltip is open, you can hold ctrl and the button will change to deselect so you can also reduce the drafted rank by 1

Talent window

  • New key hint bar at the bottom of the screen (click / Shift+click / Ctrl+click / zoom) for easier understanding
  • Smaller window overall
  • Available points and node costs now shown as a badge instead of key value text
  • Window title now shown in orange
  • Enabled zoom

Healthbar UI

  • Active talent buffs/debuffs now show as small icons above health bars in-world (yours and others'), separately toggleable and configurable for creatures, players, and bosses - long term I will probably add vfxs but time is limited

Tooltip layout

  • Overall some major tweaks to the tooltip to make more intuitive and easy to read
  • Cooldown, duration, and rebindable keys now show as their own tooltip lines instead of being buried in the description
  • Descriptions no longer restate numbers that already have their own stat line

New talents

  • Valkyrie — Weapon Flow: swapping between melee and ranged empowers your next hits for 3 seconds (heavy knockback on ranged, bonus stagger + armor penetration on melee). Same pacing as Weapon Swap, works standalone
  • Warcaller — Demoralize: your hit marks a target for 10 seconds, weakening its own damage output against everyone. Doesn't refresh on a repeat hit — you have to let it fully wear off so you can do other stuff in the meantime
  • Bulwark — Battle Hardened: the more enemies are near you, the harder you are to stagger — pairs well with Warden pulling a crowd onto you
  • Hunter — Explosive Shot: rebindable toggle (default G) — while active, firing a bow or crossbow also consumes and detonates a bomb from your inventory(always the bomb that positioned in the highest slot)

Talent balance

  • Perfect dodges no longer refund stamina by default — this affects everyone, not just Evasion
  • Evasion — completely reworked: was a flat stamina discount, is now a rank-scaled refund of a perfect dodge's stamina cost (0% → 20/35/50%)
  • Feint — Damage: 25/40/55% → 20/40/60%
  • Quiver Economy — Ammo save chance: 10/20/30% → 10/25/40%
  • Battle Rhythm — Stamina return: 2/4/6% → 3/6/9%
  • Savage — Proc chance: flat 25% → 20/30/40/50%; Damage: 25/50/75/100% → 20/30/40/50%
  • Warden — Duration: 5s → 10s; Heal per hit: 6/7/8% → 4/6/8%; now only triggers on blocked hits
  • Frost Emperor — Aura range: 8m → 15m
  • Triumph — Cooldown: 15s → 20s
  • Weapon Swap — Cooldown: 15s → 20s; now also grants movement speed
  • Shield Charge — Dash duration: 2.5s → 3s
  • Hit and Run — Buff duration: 1.5s → 2s
  • Last Bastion — Invulnerability: flat 3s → 3/4/5s by rank
  • Lethal Patience — Charge time now shrinks with rank (10/8/6s) instead of growing
  • Double Shot / Triple Shot — extra arrows now cost ammo instead of being free
  • Fewer ranks needed to reach the same max bonus, bigger jump per rank: Ironclad 5→4, Iron Skin 4→3, Focus 5→3, Battle Waltz 5→4, Seafarer 4→3, Lifeline 5→3, Necromancer 4→3

Keybinds

  • Talents with an activation key (Hawk Eye, Warden, Explosive Shot) can now be rebound in the config file, or the in-game config manager if you have one installed, instead of being stuck on a fixed key

Bugfixes

  • A handful of talents were secretly stronger, weaker, or timed differently than their tooltip claimed (leftovers from pre-release reworks): Riposte, Last Bastion (heal), Master at Arms, Focus, Execution, Immolation, and Overwhelm all did more than their tooltip claimed; Axe Mastery's rank 1 did less; the timing shown for Hamstring, Revenge, and Duel Series didn't match their actual duration either. All now match reality — the one genuine nerf hiding in this list is Hamstring's armor reduction, which actually was stronger than shown and is now brought down to match what the tooltip always said
  • Fixed a bug affecting talents that had moved to a different ring in an update: their learned ranks reset on every single character load, not just once — for some players since 1.0.6, this meant re-spending points in Valkyrie's Battle Rhythm every time they loaded in(and all talents that were dependant on that talent)
  • Abilities with a cooldown showed the cooldown while their effect was still running — they now show the active effect first and only start the cooldown once it ends; Last Bastion also no longer occupies two status-bar slots for its full 10-minute cooldown

1.0.6

  • refined Russian localization
  • Stats button now resizes to fit its label on language switch instead of using a fixed width

1.0.5

  • added Russian localization
  • the 6 sector names (Bulwark, Warrior, Berserker, Valkyrie, Hunter, Warcaller) are now translated in German and Russian instead of always showing in English
  • fixed the Unlock button (and sector names) not refreshing to the correct text when switching language mid-session, previously required a restart
  • fixed Axe Mastery's stamina cost reduction showing with a misleading "+" instead of "-"
  • fixed several German talent names (mostly Hunter) that were still shown in English
  • spelled out "HP"/"LP" in the stats panel for consistency

1.0.4

  • fixed the mod's internal version number not being updated in the 1.0.3 release

1.0.3

  • fixed Even Ground (and other passive talent bonuses) sometimes not re-applying correctly after dying and respawning
  • fixed Warrior's Triumph sometimes not healing you in multiplayer, even when you personally had the talent and landed the killing blow
  • fixed Berserker's Overwhelm sometimes not healing you in multiplayer, even when you personally had the talent and triggered the stagger

1.0.2

  • use a new localization approach: translations are now built into the DLL, fixing missing translations

1.0.1

  • added missing localizations folder

1.0.0

  • initial release