Outlandstalker-Ward_Cores icon

Ward Cores

Wards shield the buildings in their range from an energy pool. Install a core item to set its size; absorbed hits drain it, time and Sap refill it. Settings come from the server; every player and the server need the mod.

Last updated 2 hours ago
Total downloads 7
Total rating 0 
Categories Mods Server-side Client-side Deep North Update
Dependency string Outlandstalker-Ward_Cores-1.0.0
Dependants 0 other packages depend on this package

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
shudnal-ConditionalConfigSync-1.0.10 icon
shudnal-ConditionalConfigSync

Shared config synchronization and server policy library for Valheim mods. Installed as a dependency and compatible with Jotunn and ServerSync.

Preferred version: 1.0.10

README

Ward Cores

Wards protect the buildings in their range. Every ward holds an energy pool, and hits on pieces inside its radius are paid from that pool instead of from the pieces' health. The core installed in the ward sets the pool's size. The pool recharges over time, and Sap speeds that up.

How it works

  • Absorbing. A hit on a piece in range of an active ward costs the ward energy instead of costing the piece health: 1 energy per point of damage by default. The ward flashes its shield. Protected pieces take hits without their weaknesses; resistances and immunities still apply.
  • What it covers. Monsters, raids, players without access to a covering ward, and hits without an attacker, such as fire and falling trees. Weather wear, collapse from missing support and hits by players with access stay vanilla.
  • Several wards. Overlapping wards split the cost evenly. When a ward can't pay its share, the others pay the rest.
  • Area attacks. All of one attacker's hits in the same frame count as one hit, like a troll's ground slam across a wall. Each ward pays the average of the hit pieces, not the sum.
  • Recharge. A ward regains 1 % of its maximum per second, also while nobody is near. For 5 s after each absorbed hit, it recharges at a quarter of that rate.
  • Running low. Below 30 % charge, a ward lets part of each hit through: none at 30 %, rising to half when it is empty. Wards at 30 % or more take over what a weaker ward lets through.
  • Empty. A drained ward switches off completely, its access protection included. It switches back on by itself at 30 %. New wards and newly installed cores start empty, so a new ward spends its first 30 s off.

The floating numbers show what actually happens. A protected piece shows the damage that reaches it, a grey 0 when the wards held everything. The ward shows the energy it paid as a light blue number.

Cores

To install a core, look at a ward and press the core's hotbar key (1–8). You need access to the ward. Every ward starts with a built-in Surtling Core. Installing another core gives back the one you installed before. The built-in core comes back with the ward's recipe when the ward is torn down or destroyed. A new core starts empty. Installed cores drop when the ward is torn down or destroyed. Every core shows its "Ward Power" in the item tooltip.

Biome Core Max energy
Black Forest Surtling Core (built-in) 600
Black Forest Wooden Protection Idol 800
Black Forest Bronze Protection Idol 1,000
Swamp Iron Protection Idol 1,200
Mountain Frostcore 1,400
Mountain Dragon Tear 1,600
Mountain Silver Protection Idol 1,800
Plains Torn Spirit 2,000
Plains Black Metal Protection Idol 2,200
Mistlands Wisp 2,400
Mistlands Black Core 2,600
Mistlands Black Marble Protection Idol 2,800
Ashlands Molten Core 3,000
Ashlands Embers 3,200
Ashlands Flametal Protection Idol 3,400
Deep North Liquid Frost 3,600
Deep North Frostfire Essence 3,800
Deep North Thunderblood Essence 3,800
Deep North Bloodgold Protection Idol 4,000

Sap

Players with access feed a ward Sap straight from the inventory with Shift+E, the game's alt key plus use. Holding the keys keeps adding Sap. While Sap burns, the ward recharges an extra 1 % of its maximum per second. One Sap lasts 60 s and burns only while the ward is below its maximum. A ward holds up to 50 Sap. Unburnt Sap drops when the ward is torn down or destroyed.

Hover text

Core: Dragon Tear
Charge: 1200 / 1600 - 75%
Sap: 4 / 50 - 3m 12s
Status: Ready - Protection 100%
  • Ready while the ward runs, or while it is off but already charged to 30 %.
  • Charging - 12s until ready otherwise, with the slower cooldown and the Sap counted in.
  • Protection is the share of each hit the ward holds at its current charge.

Texts are in English and German, following the game's language.

Settings

The settings are in BepInEx/config/valheim.wardcores.cfg. With shudnal's Configuration Manager (F1), the core list shows as a table with item names, checks and an Apply button.

Setting Default What it does
Cores › List the table above Prefab:MaxEnergy, comma separated. Items from other mods work by their prefab name.
Cores › BuiltIn SurtlingCore The core every ward carries until another is installed. It must also be in the list.
Energy › RechargePercentPerSecond 1 Percent of the maximum regained per second. 0 = wards recharge only while Sap burns.
Energy › RechargeCooldownSeconds 5 How long a ward recharges slower after absorbing a hit. 0 = no slowdown.
Energy › CooldownRechargeFactor 0.25 The share of the rate kept during that time. 0 = paused, 1 = no slowdown.
Energy › ReactivateAtPercent 30 The charge at which a drained ward switches back on.
Energy › BleedBelowPercent 30 Below this charge, a ward lets part of each hit through. 0 = never.
Energy › BleedMaxPercent 50 The most a ward lets through, reached when it is empty.
Energy › DamageToEnergyFactor 1 Energy paid per point of damage absorbed.
Energy › ToolDamageFactor 1 Share of chop and pickaxe damage that counts in hits on protected pieces.
Fuel › FuelItem Sap The item fed with Shift+E (prefab ID). Empty turns feeding off.
Fuel › FuelRechargePercentPerSecond 1 Extra recharge while fuel burns, in percent of the maximum per second.
Fuel › FuelSecondsPerItem 60 How long one fuel item burns.
Fuel › FuelCapacity 50 How many fuel items a ward holds.
Debug › LogAbsorb off Logs every absorbed hit, splash and feed. Local to each player.

Multiplayer

Every player and the server need Ward Cores, in the same version. The server's settings apply to everyone. Only admins on the server's admin list can change them in F1; everyone else sees them read-only. The server turns away players without Ward Cores or with another version, and a player with Ward Cores can't join a server without it. Singleplayer works as usual.

Requirements

  • BepInExPack Valheim
  • Conditional Config Sync by shudnal, 1.0.10 or newer
  • Recommended: Configuration Manager by shudnal, for the F1 core table

Tested with Valheim 1.0.17. If the game lacks something Ward Cores needs, it logs what is missing and stays off entirely, so no ward takes a core without protecting.

To install by hand, copy WardCores.dll into BepInEx/plugins and install the requirements. Removing the mod leaves installed cores inside their wards.