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WiresForgeOfPotentialRework
Reworks Forge of Potential progression with ignores, one-level losses, jackpots and late-game vanilla item-break risk.
By Wire
| Date uploaded | 3 weeks ago |
| Version | 1.0.0 |
| Download link | Wire-WiresForgeOfPotentialRework-1.0.0.zip |
| Downloads | 71 |
| Dependency string | Wire-WiresForgeOfPotentialRework-1.0.0 |
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: 5.4.2350README
Wire's Forge of Potential Rework
Reworks the Forge of Potential while keeping Valheim's normal item stat and quality formulas and all three Forge outcome types.
- The first Potential attempt has a 90% parent win chance.
- Potential +1 is 95%, then success falls by 5 percentage points per existing Potential level.
- Success chance never drops below Valheim's reported 65% Forge success rate.
- Potential +7 is the first 65% tier.
- Potential +8 is the second consecutive 65% tier (the attempt to reach Potential +9); item-break risk starts there.
- Through Potential +5, a failed parent roll is an Ignore: no quality loss and 35% of ordinary attempted materials are returned.
- At Potential +6 and +7, a failed parent roll is a Loss: exactly 1 Potential level is lost and 15% of ordinary attempted materials are returned.
- From Potential +8 onward, the 35% failure branch splits evenly: 50% Loss and 50% vanilla Break.
- Loss always removes exactly 1 Potential level; there is no multi-level loss chain.
- Break uses Valheim's real item-destruction branch and its normal break-return behavior.
- Failed refinements still play the Forge lightning-strike feedback; its damaging projectile/AOE behaviour remains disabled.
- On a win: 80% gives +1; 20% enters the jackpot chain, capped at +5 from one attempt.
- The Forge resource/idol is always consumed.
- Existing Potential-upgraded items remain ordinary vanilla quality items.
- The Forge UI shows the live success/failure chance and, once break risk is active, the 50/50 failure split.
CHANGELOG
Changelog
1.1.1
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Removed the extra Potential stage/title line from the Forge UI.
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Reworked the Forge warning copy to be shorter, vaguer and closer to Valheim's own tone.
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The four warning stages now read:
- The item can withstand further forging.
- Further forging may weaken the item.
- Further forging may greatly weaken the item.
- Further forging may destroy the item.
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No mechanics changed from 1.1.0. Reworked Forge progression around the item's extra quality above its natural maximum.
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Success chance starts at 90% and falls by 5 percentage points per extra quality until the vanilla 65% floor.
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Early failures consume the upgrader resource but do not damage the item.
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Potential loss begins later, multi-level loss begins later still, and destruction returns only at the high-risk stage.
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At the 65% floor the overall split is 65% success / 25% loss / 10% destruction.
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Multi-level loss is uncapped down to the item's natural maximum quality.
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Removed custom ordinary-material refunds; Forge attempts only consume the upgrader resource, matching Valheim.
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Destruction uses Valheim's real break branch and native break-material return calculation.
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Jackpot remains hidden and now also plays Valheim's positive craft-bonus effect.
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Removed exact success/failure/jackpot percentages from the Forge UI.