kpttr-Valheim_Ascended icon

Valheim Ascended

A comprehensive RPG overhaul for Valheim. Classes, talent trees, abilities, enchanting, smithing, and milestones.

By kpttr

CHANGELOG

0.3.5 2026-06-20

A big Rogue pass: stealth becomes a real ability (Concealment), the Assassin gains a per-hand Weapon Poisons kit, the Living Shadow capstone is reworked into Ethereal, and Envenom is revamped to detonate your coatings. This was way more effort than i intended it to be as i found massive issues with the custom bleed se's when it came to multiplayer, entire SE zdo had bugs and also needed to figure out the shaders for this one.

New

  • New system: Concealment (Rogue stealth). A real stealth system built around a new ability. Vanish into the shadows: nearby mobs lose track of you and you turn near-invisible. Breaks on attacking, taking a hit, or sprinting. Your stealth-breaking strike is a guaranteed crit (the opener) and blasts fear into the mobs around your target. Blade Dance and Shadow Anchor also drop you into a brief stealth as they end, without arming Concealment's cooldown.
  • New system: Weapon Poisons (Rogue). Two coating slots on the rogue ability bar, one per hand. Click a slot to coat that hand's weapon (after a short windup); every hit then stacks a poison on the target. Each weapon's coat sticks to that weapon and follows it across hands. Three poisons:
    • Nerve Toxin: slows the target and weakens its attacks.
    • Sanguine Venom: heals you for a share of its damage.
    • Vipersbane: the highest base damage, with no extra effect.

Reworks

  • Living Shadow is now Ethereal. The Rogue capstone is reworked. Stealth from any source now phases you Ethereal instead: you stay visible and mobs fight you normally, but you gain attack speed, spend less stamina per attack, and your crits bleed your ability cooldowns. It never breaks and runs its full duration.
  • Envenom revamp. Envenom now also consumes your weapon-coat poisons (alongside vanilla poison) as an instant burst, and each coating type detonates on consume: Nerve staggers the target, Sanguine heals you, and Vipersbane adds bonus damage, all scaling with the stacks consumed.

Removed

  • Shadow Tether: removed, replaced by Concealment.

Talent Adjustments

  • Nerve Toxin is no longer a standalone talent; it now lives in the Weapon Poisons kit as one of the three coatings.
  • That freed Assassin node is now Toxic Opener: your opening hit out of Concealment no longer crits. Instead, it lands a damage-over-time poison worth 140% of the crit bonus it would have dealt. (Under Ethereal, the first hit of each window applies it.)

Multiplayer

  • Bleeds and weapon poisons now tick down and wear off correctly in multiplayer. Previously a poison or bleed you applied could deal no damage or hang on a target forever, depending on who was hosting the enemy.
  • Damage and kill credit from your bleeds and poisons go to you, not whoever is hosting the enemy.
  • Allies now see your Concealment fade and your Ethereal shimmer.

Bug Fixes

  • Movement abilities (leaps, dashes, blinks) no longer drop you out of bounds, like onto a dungeon-entrance roof above the floor.
  • Disengage caltrops now spawn on the ground where you land, not on the roof above.
  • Mages can fish again. A fishing rod now disables spell-casting like any tool, so the attack button casts the line and block reels the fish in.

Refinements

  • Ability and quick-slot keybinds no longer fire while you are typing in a text field, like naming a sign or a portal.