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Yuusha-POE_Crafting-0.1.11 icon

POE Crafting

POE-inspired crafting currencies and 12 equipment enchants for Epic Loot. Right-click currency to craft anywhere, or use F8 near an enchanting table. Configurable bonus drops. Dev build.

By Yuusha
Date uploaded 3 weeks ago
Version 0.1.11
Download link Yuusha-POE_Crafting-0.1.11.zip
Downloads 49
Dependency string Yuusha-POE_Crafting-0.1.11

This mod requires the following mods to function

ValheimModding-JsonDotNET-13.0.4 icon
ValheimModding-JsonDotNET

Shared version 13.0.3 of Json.NET from Newtonsoft, net45 package for use in Valheim mods. Maintained by the ValheimModding team.

Preferred version: 13.0.4
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
RandyKnapp-EpicLoot-0.14.13 icon
RandyKnapp-EpicLoot

Adds loot drops, magic items, and enchanting to Valheim.

Preferred version: 0.14.13
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

README

POE Crafting for Valheim

An experimental Epic Loot companion inspired by Path of Exile crafting. Add effects, reroll equipment and use themed essences without replacing Epic Loot's enchanting system or existing loot rewards.

0.1.11 dev build: the new combat enchants need playtesting, especially kill recovery, crit, projectile explosions and multiplayer. Save/load testing is still pending.

Getting started

  1. Install with your mod manager. Required packages are BepInExPack Valheim, Jotunn, JsonDotNET and Epic Loot. This build targets Epic Loot 0.14.13.
  2. Craft Transmutation/Augmentation at a workbench; other currencies and essences have forge recipes using Epic Loot materials and biome resources. They also drop alongside eligible Epic Loot rewards.
  3. Right-click a currency in your inventory to open POE Crafting anywhere. It is already selected; opening the window spends nothing. Move currencies out of chests before using them.
  4. Choose unequipped equipment, then click Enchant to spend one currency. You can switch currencies on the right and hover to read their effects. Close with F8, Escape or Close.

You can also use POE Crafting at Epic Loot's enchanting table, or press F8 within four metres of it. Currency recipes and sacrifice still use their usual stations.

All currencies and essences weigh zero and stack to 999. The panel shows icons, left-aligned names and right-aligned counts. Rarity stripes identify equipment quality; currency stripes indicate minimum drop tiers. Gold outlines and checkmarks identify selections. Unavailable currencies are dimmed but keep their hover explanations. Equipment hover uses its normal game tooltip.

The selected-item card shows readable Epic Loot bonuses, current effect count/live rarity cap and shard slots. Unidentified effects stay hidden. Orbs, shard crafting and essences are grouped, with Perfect Exalted beside regular Exalted. Enchant stays at the bottom as the lists scroll; Vaal displays a permanent-corruption notice. Last craft shows exactly what was added, removed or rerolled and any rarity, slot or corruption change.

New equipment enchants

These are Valheim adaptations. Epic Loot can roll them through its normal drops/enchanting, and POE currencies can add or replace them. They share the existing effect-count limits and have six rarity-based roll ranges.

Enchant Eligible equipment Behavior
Health on credited kill Combat weapons and elemental staves Restore health while wielded
Stamina on credited kill Melee weapons, bows/crossbows Restore stamina while wielded
Eitr on credited kill Elemental staves Restore eitr while wielded
Critical chance / critical damage Combat weapons and elemental staves Chance for 50% extra damage plus the rolled crit bonus
Physical damage as extra fire/frost/lightning Physical combat weapons Adds elemental damage; only one of these three can roll
Burning / poison potency Weapons/staves with the matching damage Increase the damage supplied to native burning/poison
Shorter harmful ailments Armour, capes, shields Shorten burning, poison and frost; total reduction capped at 50%
Projectile explosion radius Weapons/staves whose own projectile already explodes Increase native explosion radius, without creating an explosion or extending melee reach

Kill recovery uses Valheim's native creature kill credit, including shared credit, and the weapon wielded when credit arrives. It does not track the original weapon of a projectile fired earlier. Summoning staves and pickaxes cannot gain the new combat modifiers. Critical Damage only rolls after Critical Chance is present; removing Critical Chance leaves its damage bonus inactive. Backstab/stagger multipliers remain separate. Protection stacks to 50%; crit chance is capped at 25%, additional crit damage at 75%, and extra elemental damage/radius at 25%. The current rarity ranges are below these safety caps.

Bleeding, penetration, offensive ailment duration, actual damage conversion and summon duration/speed are deferred. Prefix/suffix categories are still a proposal. New effects cannot be converted into runes in this build.

Currency effects

POE crafting excludes unsuitable new effects based on the equipment's function: magic staves exclude melee/parry rolls, summoning staves exclude elemental attack rolls, tower shields exclude parry, and crossbows exclude bow draw bonuses. Armour, shields and utility items exclude weapon-local attack rolls. Existing effects remain; Epic Loot's native enchanting and drops are unchanged. These restrictions apply when POE crafting adds or replaces an effect, including Vaal and essences. Rerolling values or removing an existing effect still follows the usual currency rules.

Orb Effect
Transmutation Ordinary to Magic, with one random effect
Augmentation Add one Magic effect, up to two
Regal Magic to Rare; keep existing effects and add one
Exalted Add one effect; upgrade full Rare/Epic gear to the next tier with room, up to Legendary
Perfect Exalted Add one effect; upgrade a full item to the next rarity with room, up to Ancient
Chaos Replace one random eligible effect at any enchanted rarity
Divine Reroll eligible, untempered numerical values at any enchanted rarity; results can get worse
Annulment Remove one random eligible effect at any enchanted rarity; costs only one orb
Alchemy Ordinary or Magic to Rare with four replacement effects; augment/temper histories are protected
Vaal Permanently corrupt equipment of any rarity
Gemcutter's Prism Add one shard slot per use, up to three

Chaos, Divine and Annulment work at every enchanted rarity from Magic through Ancient, including named/set equipment and items above ordinary effect-count caps. They preserve rarity, sockets, identity and protected/unknown effects. Divine leaves tempered values intact. Annulment also works on augmented gear and costs only one orb. Ordinary or zero-effect equipment has nothing eligible to reroll/remove. Perfect Exalted supports every enchanted rarity with live caps; regular Exalted stops at Legendary, as described below. The remaining standard effect currencies retain their ordinary/Magic/Rare rules and exclude named/set/protected bases; Vaal and prisms have their own all-rarity rules. Identify gear first. Corrupted items cannot be currency crafted again.

Exalted rarity limits

Regular Exalted adds one effect from Magic through Legendary. Full Rare/Epic items promote to the next tier with room, up to Legendary; Magic remains at its own cap. Full Legendary items require Perfect Exalted to progress further. Perfect Exalted works through Ancient: if the current rarity is full, it promotes the item to the next tier with room before adding one effect. For example, a Rare item with four effects becomes Epic with five. The order is Magic → Rare → Epic → Legendary → Mythic → Ancient. Epic Loot's live caps apply (defaults: 3/4/5/6/7/8). Existing effects, sockets, identity and histories stay; existing effect values are not rerolled on promotion. Full Ancient items cannot consume an orb. Ordinary, unidentified and corrupted gear remain ineligible. Perfect Exalted uses the Exalted icon and costs 10 Mythic Dust, 10 Mythic Essence and 1 Iron at the forge.

Gemcutter's Prisms

Gemcutter's Prisms work on identified, uncorrupted equipment of all rarities. Existing slots, shards and effects stay. Items already at three or more slots are unchanged and cannot consume a prism. Ordinary gear becomes a Magic item with slots and no random effects, matching Epic Loot's shard-slot storage. Craft prisms at the forge with 3 Legendary Dust, 3 Legendary Essence and 1 Crystal.

Sacrifice custom currencies

Use the native Epic Loot enchanting table's Sacrifice tab to recycle any custom orb, essence or prism. Each unit returns 1 Dust + 1 Essence of its minimum drop tier: Mythic for Divine/Perfect Exalted, Legendary for regular Exalted/Gemcutter's Prism, Rare for Vaal, Magic for everything else. Crafting recipes use those same material tiers, with their existing quantities and biome resources. Native table rules handle item selection, quantity and payouts.

Essences

Each essence upgrades Magic equipment to Rare, preserves its existing effects, and adds one guaranteed eligible effect:

Essence Guaranteed effect
Battle Physical weapon damage
Guard Armour or shield block power
Vitality Maximum health
Vigor Maximum stamina
Sorcery Maximum eitr

Vaal corruption

Vaal is disabled by default. Enable Crafting.EnableVaal in BepInEx/config/local.valheim.poecrafting.cfg after testing on a backed-up character/world. Vaal drops also require that setting.

Ordinary, Magic, Rare, Epic, Legendary, Mythic and Ancient equipment are eligible, including unique/set gear. Corruption has four equally likely outcomes: unchanged effects, one extra effect, eligible value rerolls, or eligible effect replacements. Existing rarity, sockets, identity, protected effects and slot histories are preserved. Ordinary gear becomes Magic only if an effect is added; otherwise it remains ordinary and corrupted. There is no destruction outcome in this build.

Corrupted equipment cannot use further currency crafting or Epic Loot's native enchanting, augmentation, disenchanting, rune extraction/etching or tempering. Repairs, normal upgrades and existing socket use remain available. Other mods that write enchantment data directly may bypass these restrictions. Vaal requires the tested Epic Loot corruption hooks; revalidate before updating Epic Loot.

Drop configuration

Configure every material independently under [Drops] in the generated config. Chances are percentages per eligible Epic Loot drop batch, not per monster kill. Each batch gives one roll per material, using its highest native quality; original Epic Loot rewards remain.

Materials Minimum loot quality Default conditional chance
Transmutation, Augmentation Magic 50% each
Regal, Chaos, Annulment, Alchemy, all five essences Magic 5% each
Vaal Rare 5%, while Vaal is enabled
Exalted, Gemcutter's Prism Legendary 5% each
Divine, Perfect Exalted Mythic 5% each

Higher-quality loot keeps lower-tier currencies eligible. Legendary/Mythic endgame loot can still award Magic-tier orbs and essences. Drops.Enabled disables bonus drops; a material's 0% setting disables that material. Recipe registration can be disabled with Crafting.EnableRecipes and a restart. A config example is included under docs/; it does not overwrite your settings.

Existing config percentages are preserved on upgrade. To use the 0.1.11 defaults, keep Transmutation/Augmentation at 50% and set every other currency's ChancePercent to 5% in [Drops].

Current limits and compatibility

  • Currency spending uses personal inventory; chest-provider spending is not implemented.
  • The F8 interface currently uses keyboard/mouse. Low-resolution layout still needs review.
  • Orb/essence inventory icons are custom; world models currently reuse vanilla amber pearl/crystal models with Epic Loot glow assets.
  • Perfect Exalted is the only Perfect variant currently included. Mirrors, Omens and other extra currency systems are absent.
  • All clients and the server require matching versions and dependencies. Dedicated-server and reconnect behavior still need testing.
  • InventorySlots, Valheim Plus and the larger mod-pack combinations are not yet certified compatible by an in-game release test.

Credits and assets

Epic Loot by RandyKnapp supplies the enchanting API, effects and existing loot/glow assets at runtime. Jotunn supplies item registration and GUI input integration. Neither mod's binaries nor game files are bundled here.

Code was developed with AI assistance, and the custom currency icons were generated with AI. This package should use Thunderstore's AI Generated category. The artwork is original generated imagery inspired by Norse equipment and POE currency shapes; downloaded game artwork is not bundled.

CHANGELOG

Changelog

0.1.15

  • Replaced the five essence families with Agile, Tanky and Caster. Each has Normal, Greater and Perfect versions, with a guaranteed bonus based on the equipment slot.
  • The crafting menu shows the selected equipment's guaranteed essence bonus. Greater still upgrades full items up to Legendary; Perfect up to Ancient. Existing rolls stay intact.
  • Caster essences drop only in Mistlands, Ashlands and Deep North. Their recipes require Refined Eitr. Each new essence has its own configurable 5% drop chance and the same minimum rarity for its strength.
  • Existing essence stacks remain usable: Vigor counts as Agile, Sorcery as Caster, and Battle/Guard/Vitality as Tanky, keeping their strength. Retired families no longer drop or have recipes.
  • Dev build: slot bonuses, legacy stacks, biome drops and multiplayer need playtesting.

0.1.14

  • Added Greater and Perfect versions of Battle, Guard, Vitality, Vigor and Sorcery essences. They add their guaranteed effect without replacing existing rolls and promote full items up to Legendary/Ancient respectively. An existing matching effect prevents spending.
  • Greater essences start dropping at Legendary; Perfect at Mythic. Each defaults to 5% per eligible batch, with matching recipe/sacrifice material tiers. Both tiers support inventory right-click crafting and have separate menu groups and tier colours.
  • Chaos drops now scale with native loot rarity. At the default 5% base: Magic 5%, Rare 10%, Epic 15%, Legendary 20%, Mythic 25%, Ancient 30%. The scaling is configurable; existing base settings are preserved.
  • Dev build: new item drops, crafting, promotions, sacrifice and multiplayer need playtesting.

0.1.13

  • POE crafting favours stamina bonuses on agile armour, protection on defensive armour, and eitr/casting bonuses on magical armour. Preferred eligible effects have twice their normal weight; family mappings and multiplier are configurable.
  • Health and resource bonuses can roll across armour slots. Existing native requirements still apply; these pools are shared rather than locked to an archetype.
  • Movement speed is leggings-only, with normal ranges from 3–5% at Magic to 24–30% at Ancient. The low-health variant is also leggings-only; new rolls cannot combine both variants.
  • The selected-item card shows the armour archetype. Existing effects and values stay unchanged until crafted/rerolled.
  • Dev build: armour rolls, tooltips and balance need playtesting.

0.1.12

  • POE crafting now explicitly matches native skill enchants to the weapon's actual skill: swords, knives, clubs, polearms, spears, axes, bows, crossbows, unarmed, elemental magic and blood magic. Shields use Blocking.
  • Reuses Epic Loot's existing skill effects, values and weights. Existing enchants stay; no duplicate skill effects were added.
  • Added the skill bonus table to this page. Dev build: playtest the skill rolls and displayed skill levels.

0.1.11

  • Added health/stamina/eitr on credited kill, critical chance/damage, physical damage gained as fire/frost/lightning, burning/poison potency, shorter harmful ailments and projectile explosion radius.
  • New effects use equipment restrictions in both Epic Loot's native rolls and POE crafting. No combat additions on tools, shields, armour or summoning staves; duration protection is for armour/capes/shields.
  • Kill recovery works while wielding the item and includes shared kill credit. Explosion radius only affects projectiles that already explode.
  • Existing enchants stay. Bleeding, penetration, offensive ailment duration, damage conversion and summon modifiers are deferred.
  • Dev build: combat, multiplayer and save/load playtesting are required.

0.1.10

  • POE crafting now excludes unsuitable effects by equipment function. Magic staves cannot gain melee/parry bonuses; summoning staves exclude elemental attack rolls.
  • Added matching exclusions for ranged weapons, shields, armour, utility and harvesting gear. Tower shields cannot gain parry bonuses; crossbows cannot gain bow draw bonuses.
  • Existing effects stay. The rules apply to new and replacement rolls in POE crafting, alongside Epic Loot's own restrictions.
  • Dev build: playtest the effect pools on each equipment type.

0.1.9

  • Right-click an orb, essence or Gemcutter's Prism in your inventory to open POE Crafting anywhere, with that currency selected.
  • Item tooltips and the crafting window explain how to select equipment and Enchant. Opening the window does not consume currency.
  • The table button and F8 shortcut still work. Currency recipes and sacrifice still use their usual stations.
  • Dev build: playtest inventory opening, closing, crafting and normal item right-clicks.

0.1.8

  • Exalted Orbs now upgrade full Rare gear to Epic and full Epic gear to Legendary before adding one effect. Epic Loot's live caps apply; existing rolls and shards stay.
  • Regular Exalted stops at Legendary. Perfect Exalted is still needed for further upgrades.
  • Dev build: the new upgrades need in-game playtesting.

0.1.7

  • Annulment now works on augmented equipment at every enchanted rarity. Using it costs only one orb.
  • Perfect Exalted upgrades full items to the next rarity with room before adding one effect, up to Ancient. Existing effects and shards stay.
  • Reworked hover tooltips to draw above the crafting controls and clear when leaving a row.
  • Dev build: these changes need in-game playtesting.

0.1.6

  • Fixed crafting tooltips appearing behind the panel and lingering after leaving a row. Hover checks exclude clipped rows, headings and scroll bars; the tooltip draws in a separate front overlay without handling input.
  • Gemcutter's Prisms now start dropping at Legendary, with matching menu color, material glow, Legendary crafting costs and sacrifice rewards. They still work on equipment of all qualities.
  • Default bonus chances are now 5% for every currency except Transmutation/Augmentation (50%). This includes Vaal, Divine and Perfect Exalted. Minimum loot tiers still apply; existing config values are preserved.
  • Tooltip fixes require in-game visual confirmation.

0.1.5

  • Added item/currency icons, left-aligned names, right-aligned counts and rarity stripes.
  • Gold outlines and checkmarks identify the selected rows; unavailable currencies are dimmed with explanations on hover.
  • Added normal equipment tooltips and a selected-item card with native Epic Loot effect descriptions, live effect capacity and shard-slot counts. Unidentified effects remain hidden.
  • Grouped orbs, shard crafting and essences, placing Perfect Exalted beside regular Exalted.
  • Kept Enchant fixed at the bottom and added a permanent-corruption notice for Vaal.
  • Added a persistent Last craft panel showing effects added/removed/rerolled, rarity changes, slots gained and corruption.
  • Refreshed availability at a limited rate while retaining full transaction revalidation when Enchant is pressed.
  • Latest layout and tooltip changes require in-game visual review.

0.1.4

  • Added Perfect Exalted Orb: adds one eligible effect at any enchanted rarity, respecting Epic Loot's live rarity cap.
  • Regular Exalted now supports Magic through Legendary; Mythic and Ancient require Perfect Exalted.
  • Perfect Exalted uses the same icon as regular Exalted, Mythic menu coloring/orange glow, zero weight and stacks of 999.
  • Mythic/Ancient loot batches can award Perfect Exalted alongside existing rewards, following the same default eligibility/chance as Divine. PerfectExaltedChancePercent is configurable.
  • Forge recipe: 10 Mythic Dust, 10 Mythic Essence and 1 Iron. Native sacrifice returns 1 Mythic Dust and 1 Mythic Essence per orb.
  • Latest changes require in-game playtesting.

0.1.3

  • Exalted Orbs work on every enchanted rarity, including named/set items and protected-effect bases, preserving existing item data.
  • Each Exalted adds one eligible effect up to the highest positively weighted count in Epic Loot's live rarity distribution; custom loot settings apply.
  • Default Exalted caps are Magic 3, Rare 4, Epic 5, Legendary 6, Mythic 7 and Ancient 8. Augmentation retains its two-effect limit.
  • Exalted hover text shows the selected item's current cap. Full or over-cap bases and exhausted effect pools cannot consume an orb.
  • Drop tiers, drop chances, recipes and sacrifice rewards are unchanged.

0.1.2

  • Chaos, Divine and Annulment support all six enchanted equipment rarities, including named/set items, while preserving protected effects and sockets.
  • Chaos replaces one eligible effect; Divine uses the current rarity's numeric ranges. Annulment retains protection against resetting native re-augment costs.
  • Added a POE Crafting button in the enchanting table UI; F8 remains available.
  • Equipment names use native rarity colors. Selected equipment and currency have a full-button highlight.
  • Currency descriptions appear on hover. Moved selection instructions above the lists, removed the effect-limit header and replaced the two-step confirmation with one Enchant button.
  • Latest gameplay and UI changes require in-game playtesting.

0.1.1

  • Added Gemcutter's Prism with a custom icon, blue glow, configurable Magic-tier drops and forge recipe.
  • Prisms add one shard slot per use, up to three, at every equipment rarity; preserve existing shards, effects and identity.
  • Registered all custom currencies for Epic Loot's native Sacrifice tab: one Dust and one Essence of the matching drop tier per unit.
  • Aligned currency recipe material tiers with sacrifice rewards.
  • Latest additions require in-game playtesting.

0.1.0

  • Initial beta with nine crafting orbs and five essences using Epic Loot's live effects API.
  • Configurable bonus drops with minimum loot tiers; endgame loot retains lower-tier currencies.
  • Custom inventory icons and material glow; zero weight and stacks of 999.
  • F8 crafting panel with cursor input handling, opaque background and quality colors.
  • Vaal supports all equipment rarities, including ordinary gear, with permanent corruption guards.
  • Personal-inventory transactions revalidate the target and attempt rollback/refunds if Epic Loot rejects a craft.

Release playtests remain open for the latest UI/Vaal changes, save/load and multiplayer.