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Yuusha-POE_Crafting-0.1.15 icon

POE Crafting

POE-inspired crafting currencies and 12 equipment enchants for Epic Loot. Right-click currency to craft anywhere

By Yuusha
Date uploaded 3 weeks ago
Version 0.1.15
Download link Yuusha-POE_Crafting-0.1.15.zip
Downloads 221
Dependency string Yuusha-POE_Crafting-0.1.15

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

POE-inspired crafting currencies and 12 equipment enchants for Epic Loot. Right-click currency to craft anywhere.

Improve your gear with extra effects, targeted essences and shard slots. Crafting currencies drop alongside Epic Loot rewards and can also be crafted using Epic Loot materials.

How to craft

  1. Right-click a currency in your inventory to open POE Crafting anywhere.
  2. Select an unequipped weapon, shield or piece of armour. Hover over a currency to see what it does.
  3. Click Enchant to spend one currency and apply its effect.

You can also open the menu using POE Crafting at an enchanting table, or F8 nearby. Opening the menu costs nothing. Currencies must be in your inventory, weigh zero and stack to 999.

Craft Transmutation and Augmentation at a workbench; other currencies and essences use the forge.

Orbs and shard slots

Currency What it does
Transmutation Turns ordinary gear into Magic gear with one effect
Augmentation Adds an effect to Magic gear, up to two
Regal Upgrades Magic gear to Rare and adds an effect
Exalted Adds an effect, and can upgrade full Rare/Epic gear up to Legendary
Perfect Exalted Adds an effect, upgrading full gear as needed up to Ancient
Chaos Replaces one random effect
Divine Rerolls effect values; results can get worse
Annulment Removes one random effect; costs only one orb
Alchemy Makes ordinary or Magic gear Rare with four replacement effects
Gemcutter's Prism Adds one shard slot, up to three, at any rarity
Vaal Permanently corrupts an item; see below

Chaos, Divine and Annulment work from Magic through Ancient, including named/set gear. They preserve shard slots and protected effects. Divine leaves tempered values intact.

Exalted orbs keep your existing rolls. Regular Exalted stops at Legendary and cannot upgrade a full Magic item. Perfect Exalted can upgrade any full enchanted item to the next rarity with room, up to Ancient. Both follow your Epic Loot effect limits. A full Ancient item cannot consume an orb.

Identify equipment before crafting. Corrupted equipment cannot be crafted again. Some currencies have additional equipment restrictions, shown in the menu.

Essences for your build

Choose Agile, Tanky or Caster essence. Each guarantees a different bonus depending on the equipment you use it on. The menu shows that bonus before you press Enchant.

Equipment Agile Tanky Caster
Physical combat weapon Critical chance Health on kill —
Magic/summoning staff — — Lower casting eitr cost
Shield Lower blocking stamina cost Block power Shorter harmful ailments
Helmet Maximum stamina Maximum health Maximum eitr
Chest Stamina recovery Armour Eitr recovery
Leggings Movement speed Maximum health Lower casting eitr cost
Cape Maximum stamina Health recovery Eitr recovery

Each family has three strengths, making nine essence items:

Strength What it does
Normal Adds its effect to Magic gear and upgrades it to Rare
Greater Adds its effect while preserving rolls; upgrades full gear as needed, up to Legendary
Perfect Adds its effect while preserving rolls; upgrades full gear as needed, up to Ancient

An existing matching effect prevents spending. The effect must suit the equipment, and unsuccessful attempts consume nothing. New values depend on the item's resulting rarity.

Caster essences only drop in Mistlands, Ashlands and Deep North. Visiting those biomes does not unlock them elsewhere. Their recipes also require Refined Eitr.

Existing essences remain usable at the same strength: Vigor counts as Agile, Sorcery as Caster, and Battle/Guard/Vitality as Tanky. The old items no longer drop or have crafting recipes. Their stacks count towards the matching new essence in the menu.

More ways to build your character

The mod adds 12 enchants alongside Epic Loot's existing effects:

  • Health, stamina or eitr recovery on kills, depending on your weapon.
  • Critical chance and critical damage.
  • Extra fire, frost or lightning damage on physical weapons.
  • Stronger burning and poison on weapons that deal those damage types.
  • Shorter burning, poison and frost effects on armour, capes and shields.
  • Larger explosions for weapons whose projectiles already explode.

These effects can appear through Epic Loot drops and enchanting as well as POE crafting. Critical damage needs critical chance to take effect. Kill recovery uses the weapon you are holding when kill credit is awarded, including shared kills.

Gear that suits your build

POE crafting favours effects that suit your armour:

Armour style Favoured effects
Agile, such as troll and Fenris Stamina, recovery and lower movement costs
Defensive, such as iron and carapace Armour, resistances and protection
Magical, such as mage armour Eitr, recovery and lower casting costs

These are preferences, so you can still mix builds. Health is available across armour slots. Movement speed rolls on leggings only, reaching 30% at Ancient rarity.

Weapon skill bonuses match the weapon: bows can roll Bows, elemental staves Elemental Magic, and shields Blocking. POE crafting also excludes unsuitable effects, such as melee/parry bonuses on magic staves or parry bonuses on tower shields. Existing gear keeps its effects.

Currency drops

Currencies are bonus rewards; they do not replace Epic Loot drops. The quality below is the minimum needed to start dropping, so lower-tier currencies remain available in endgame.

Currency Starts dropping at Default chance
Transmutation, Augmentation Magic 50% each
Regal, Annulment, Alchemy, Normal Agile/Tanky/Caster essences Magic 5% each
Chaos Magic 5–30%, increasing with loot rarity
Vaal Rare 5%, when enabled
Exalted, Gemcutter's Prism, Greater Agile/Tanky/Caster essences Legendary 5% each
Divine, Perfect Exalted, Perfect Agile/Tanky/Caster essences Mythic 5% each

Chances apply once per Epic Loot reward batch, rather than every monster kill. Each currency rolls separately, using the highest quality in that reward.

Chaos defaults to 5% / 10% / 15% / 20% / 25% / 30% for Magic through Ancient rewards. All drop chances are configurable. Existing settings are kept when updating; see the included config example for defaults and the Chaos scaling setting.

Recycle spare currency

Use Epic Loot's Sacrifice tab to turn each orb, essence or prism into 1 Dust + 1 Essence of its minimum drop tier. For example, Greater Agile/Tanky/Caster essences return Legendary materials and Perfect Agile/Tanky/Caster essences return Mythic materials. Crafting recipes use the same material tiers.

Vaal corruption

Vaal is optional and disabled by default. Enable Crafting.EnableVaal in BepInEx/config/local.valheim.poecrafting.cfg to allow its use and drops.

Vaal works on equipment of any rarity. It has four equally likely outcomes: unchanged effects, an extra effect, rerolled values or replacement effects. Items are not destroyed.

Corruption is permanent. It blocks further currency crafting and Epic Loot enchanting, augmentation, disenchanting, rune changes and tempering. Repairs, ordinary upgrades and existing shard use remain available.

Requirements and compatibility

Requires Epic Loot 0.14.13, BepInExPack Valheim, Jotunn and JsonDotNET. Your mod manager installs these dependencies. All players and the server need matching mod versions.

The crafting menu supports keyboard and mouse. Utility items and trinkets use Epic Loot's usual enchanting menu. Currency models reuse Valheim models with Epic Loot glow effects. Multiplayer, larger mod packs and save/load still need playtesting.

Credits

Epic Loot by RandyKnapp supplies the enchanting system. Jotunn supplies item registration and interface support.

Code was developed with AI assistance, and the currency icons were generated with AI. No downloaded game artwork or dependency binaries are 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.