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Wire-WiresForgeOfPotentialRework-1.0.0 icon

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-5.4.2350 icon
denikson-BepInExPack_Valheim

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

Preferred version: 5.4.2350

README

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

  • Removed the extra Potential stage/title line from the Forge UI.

  • Reworked the Forge warning copy to be shorter, vaguer and closer to Valheim's own tone.

  • 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.
  • No mechanics changed from 1.1.0. Reworked Forge progression around the item's extra quality above its natural maximum.

  • Success chance starts at 90% and falls by 5 percentage points per extra quality until the vanilla 65% floor.

  • Early failures consume the upgrader resource but do not damage the item.

  • Potential loss begins later, multi-level loss begins later still, and destruction returns only at the high-risk stage.

  • At the 65% floor the overall split is 65% success / 25% loss / 10% destruction.

  • Multi-level loss is uncapped down to the item's natural maximum quality.

  • Removed custom ordinary-material refunds; Forge attempts only consume the upgrader resource, matching Valheim.

  • Destruction uses Valheim's real break branch and native break-material return calculation.

  • Jackpot remains hidden and now also plays Valheim's positive craft-bonus effect.

  • Removed exact success/failure/jackpot percentages from the Forge UI.