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Wire-WiresForgeOfPotentialRework-1.1.1 icon

WiresForgeOfPotentialRework

The lost potential of the Forge of Potential

By Wire
Date uploaded 3 weeks ago
Version 1.1.1
Download link Wire-WiresForgeOfPotentialRework-1.1.1.zip
Downloads 220
Dependency string Wire-WiresForgeOfPotentialRework-1.1.1

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

What the Forge of Potential should've been… potentially.

Rebalanced chances, item destruction only starts at lvl9 onward, and is actually accurately 10%. In vanilla, they CLAIM it's 10% but reports show it actually isn't lol. It actually is with this mod.

Highest level i've gotten (cheat debug world obviously) is 28, but most weapons die at around 9-12. (lvl10 is high enough to skip the next biome's weapon tier).

Introducing a jackpot system, there's a 20% (out of whatever the success chance is, lvl4-5 is 90%, but at around lvl10 it's the vanilla 65% chance) chance of getting +2 potential on your upgrade, and 20% of THAT can give you +3. It's capped at 5 levels (0.000288%  maximum chance to get +5 anyway) to prevent little timmy with his 8.5899346e-24% chance of getting lvl100 on his first roll, just in case.

Disclaimer: the code is AI assisted since I barely know C#. Not fully AI nor human.

Donations: ko-fi.com/krosshair

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.