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PathOfValheiman
A Path of Exile style passive tree that replaces vanilla skill progression. Two layouts, masteries, keystones, full config and translations.
By treextr
| Date uploaded | 4 hours ago |
| Version | 1.0.0 |
| Download link | treextr-PathOfValheiman-1.0.0.zip |
| Downloads | 5 |
| Dependency string | treextr-PathOfValheiman-1.0.0 |
This mod requires the following mods to function
denikson-BepInExPack_Valheim
BepInEx pack for Valheim. Preconfigured and includes unstripped Unity DLLs.
Preferred version: 5.4.2202README
Path of Valheiman
A Path of Exile style passive tree for Valheim. It replaces vanilla skill progression: every action that would raise a skill feeds experience into character levels, and every level grants a point to spend in the tree.
Press P in game to open it.
What you get
- 2297 nodes in eight sectors — Melee, Defence, Survival, Building, Gathering, Exploration, Ranged, Magic — with 273 notables, 153 mastery nodes and 12 keystones. You leave the centre in two directions by default (configurable), so an early change of plan is a real detour around the wheel rather than a free hop through the middle.
- A second complete tree, Reforged, switched in the config: 1130 nodes in six regions of different width, where travel nodes pay only in attributes (Might, Finesse, Spirit) and every cluster ends in a mastery. Each layout keeps its own build, so switching never eats one.
- Masteries — 51 themes, three effects each, pick one and change it later for free. Every mastery appears in three different places in the tree, so the other two effects are there for a character willing to walk to them.
- Keystones that change a rule, not just numbers: fists that hit harder than any weapon but make weapons useless, gliding with no fall damage but a paper body, building for almost nothing at the cost of your combat, everything you touch burning while steel forgets how to cut.
- Mechanics the vanilla game does not have: ignite / poison / frost / shock with their own sources and amplifiers, a night archetype, Onslaught on kill, a window after a critical hit, extra projectiles, pierce, chain and split, unarmed as a gathering tool, double jump and gliding, sliding down slopes on crouch, taming and breeding, hunting drops, mass harvesting, building refunds, cart and sailing bonuses.
- Crafting and the home: material refunds at the forge, sturdier crafted gear, faster smelting, cooking and fermenting, an extra bar out of the smelter, food that does not burn.
- Bombs and fishing: bomb damage and blast radius, a chance to keep the bomb, a double blast, bombs that lie down as mines, refunds and extra bombs when crafting them; bite chance, easier reeling and a chance at a second fish.
- Weather: cold resistance, wet resistance and drying speed act on the environmental Cold, Freezing and Wet effects, which plain frost resistance never touched.
In the window
- Points are spent only when you confirm them. Click to plan a path, then Apply or Cancel — nothing is taken until you say so.
- Search by node name, by stat, or by what a mastery offers, with every match highlighted.
- Refund mode takes several points back at once for coins, and checks that what is left stays connected.
- A mastery opens its choice panel the moment you buy it, so you never miss that there are three.
- Tooltips separate each line, colour what helps you green and what costs you red, and put keystone and ability text in blocks of their own.
- Pan, zoom towards the cursor, Home fits the tree to the screen, and the camera cannot leave it.
- A HUD panel with your level, the experience bar and unspent points; corner, scale and offset are configurable, and it can be turned off.
Your build is protected
- A node that is renamed, changed or removed by an update is taken off your build and its point handed back, and anything left hanging is dropped with it. You are told how many points came back.
- Lower Points per level or Maximum level and the build is trimmed from the outside in to match the new budget — never from the middle, never leaving a gap. Raise them and the points for the levels you already have appear at once.
Admin settings
BepInEx/config/sam.valheim.passivetree.cfg, or F1 with
Configuration Manager installed. Every description
is written in English and Russian.
- Tree layout — Classic (default) or Reforged. Starting directions — how many roads out of the centre.
- Tree power — one dial that scales every value in the tree (0.1 … 5). No bonus ever drops below +1%.
- Experience multiplier, points per level, maximum level, level curve, experience lost on death, and the weight of each experience source (actions, kills, bosses, building, exploring).
- Disable vanilla progression — on by default; turn it off to keep Valheim's skills and run the tree on top.
- Cost to refund a point in coins, or free refunds.
- Server sync — a server hands its balance settings to joining players, so everyone plays the same tree.
- Window key, zoom speed, tree sounds, the HUD panel, experience messages.
- Debug panel — off by default; turn it on locally to grant yourself points, experience and levels.
Hard ceilings are always enforced, whatever the power dial says: damage taken never below 40%, movement speed never above +40%, any stamina cost never below 15% of the original, proc and crit chances capped at 75%, evasion 40%, attack speed +45%, lifesteal 10%, total damage multiplier x4.
Translations
Translations are plain text files in BepInEx/plugins/PassiveTree/Localization/, one line per string:
the original text, a tab, your translation. Copy template.txt to <language>.txt — the name Valheim uses
for that language — fill in the right column, drop it in the folder. No rebuild, no code. English ships
complete (1106 strings); send your file to the author and it goes into the next release.
Multiplayer
Works in multiplayer. Progress is stored in the character file, so it travels with your character between worlds. Turn on Server sync so the host decides the balance for everyone.
Credits and license
Icons from game-icons.net under CC BY 3.0.
You may play with it, run it on a server, put it in a modpack with credit, and reuse the code with credit.
You may not publish this mod, or a modified copy, under a different name. See LICENSE.md.
Path of Valheiman (кратко по-русски)
Дерево пассивных умений в стиле Path of Exile вместо ванильной прокачки навыков. Клавиша P.
Classic — 2297 узлов в восьми секторах: 273 средних, 153 мастерства, 12 ключевых. Из центра по умолчанию можно выйти в двух направлениях, так что ранняя смена планов — это крюк через полдерева, а не бесплатный переход по центру. Вторым деревом в конфиге доступен Reforged (1130 узлов, шесть регионов; транзитные узлы дают только атрибуты). Билды хранятся отдельно для каждого.
Мастерства — 51 тема по три эффекта; выбор меняется когда угодно и бесплатно, а каждое мастерство стоит в дереве в трёх разных местах, так что остальные два эффекта можно добрать, дойдя до них.
Механики, которых нет в ванили: поджог, яд, мороз и разряд со своими источниками и усилителями, ночной архетип, натиск после убийства, окно после крита, доп. снаряды, пробитие, рикошет и расщепление, кулаки как инструмент, двойной прыжок и парение, съезд со склона в приседе, приручение и разведение, охотничья добыча, массовый сбор, возврат материалов на стройке, телега и парус. Кузница, готовка и брожение: экономия материалов, прочность, скорость плавки и готовки, лишний слиток. Бомбы и рыбалка: урон, радиус, двойной разрыв, мины, шанс не потратить, клёв и вторая рыба. Погода: холод, промокание и скорость высыхания.
В окне: очки тратятся только по кнопке «Применить», поиск по названиям, атрибутам и вариантам мастерств с подсветкой, режим сброса за монеты сразу на несколько узлов, панель выбора мастерства открывается сразу при покупке, масштаб и прокрутка с ограничением, панель уровня на HUD.
Билд защищён от обновлений: изменившийся или удалённый узел снимается, очко возвращается. Если админ понизит очки за уровень или максимальный уровень — дерево подрежется с краёв под новый бюджет; если повысит — очки за уже полученные уровни появятся сразу.
Настройки админа — в BepInEx/config/sam.valheim.passivetree.cfg, описания двуязычные. Переводы — текстовые
файлы рядом с DLL, пересборка не нужна.
CHANGELOG
Changelog
1.3.1
Three bugs of one family, found by auditing every place the mod writes a number into the game: each was overwriting a value the game owns instead of scaling what the game had just decided.
- Attack speed made attacks slower. Valheim paces a swing with animation events - a wind-up may run
at 0.7 and the strike at 1.4. The mod assigned
1 + bonusstraight into the animator and threw that pacing away, so a node granting +10% turned a 1.4 strike into 1.1: slower than taking no node at all. The bonus now scales whatever the game asked for, and freeze frames are left alone. - A ship kept the wrong baseline. The untouched sail force and rudder speed were remembered in one shared pair, captured from the first ship the player ever steered and written back onto every other one. Board a raft and then a longship, and the longship sailed like a raft. Each ship now keeps its own values, for the duration of a single call.
- A cart could lose its weight. The mass bonus was applied after the game recomputed the mass, which is right - except the game only recomputes it on the client that owns the cart, while the bonus was applied on every client every five seconds, driving the mass towards nothing. It now follows the same ownership rule, and touches only the bodies the game itself assigns.
Everything else in the audit came out clean: all 196 stats the tree grants are read by something, the per-weapon damage and speed tables cover every weapon skill, the stats where a lower number is better carry the right sign, the game clones an attack before each swing so projectile changes cannot pile up, and the smelter, cooking station and fermenter restore what they borrowed.
1.3.0
Searchable by subject
Every stat already carried topic tags - they were used only by the validator, invisible to everyone else. They now have readable names, the tooltip lists a node's topics at the bottom, and the search matches them, in the game and in the browser planner alike. So культивация selects the garden and nothing else, бомбы every bomb node, погода everything about cold and rain - 36 subjects in all, inherited from what a node grants, with nothing tagged by hand.
Named after the mod, not the project
The files a player actually sees carried the internal project name. The plugin now installs as
BepInEx/plugins/PathOfValheiman/PathOfValheiman.dll, and the debug asset dump is written as
PathOfValheiman_assets.txt. The config file already took its name from the GUID in 1.2.0, so it
stays treextr.pathofvalheiman.cfg.
Updating through a mod manager replaces the old files. A manual install has to have the old
BepInEx/plugins/PassiveTree/ folder deleted by hand - leaving it there means two copies of the same
plugin, and BepInEx will load only one of them and say so in the log.
1.2.0
Farming
- Kitchen Garden and Tight Bed, two new clusters in Survival. Crops ripen faster, your own beds yield a little more than they should, and a tight bed stops being a problem: the game's refusal to ripen a plant standing too close to its neighbour is overruled, and only that one - wrong biome, no sun, frost and heat still kill a crop.
- The extra crop only pays for what you planted. Wild berries and mushrooms keep paying through the gatherer's node, so the two never stack on the same bush.
Hugin explains it
- After your first level, Hugin flies in and says what to do with it - which key opens the tree, that clicking only plans a path until you press Apply, what the diamonds are, and that points can be bought back. The game's own tutorial machinery does the work, so the raven comes once per character and the fact that it came is saved with the character.
Interface
- The level panel moved to the left of the minimap. Under the minimap is where Valheim hangs its status effects, and they drew straight over it. The gap the panel needs is measured from the minimap at runtime rather than guessed, so it stays put at any interface scale. The old corners are still in the config.
- The tree sounds are played at the camera, not at the player's feet. They are positional audio, and from the feet with the camera pulled back they arrived faint or not at all - which is what "the tree has no sounds" looked like. Each sound also falls back to another of the game's interface sets, and says so in the log if the game hands over nothing.
- The browser planner searches by theme and by kind too; only the in-game window learned that last time.
Levelling now matches vanilla
The curve was 43 times slower than a finished vanilla character, and it steepened faster than a player's income grows, so progress stalled after level 30 or so.
A vanilla skill costs (level+1)^1.5 x 0.5 + 0.5 actions to raise, and - the part that makes the
comparison possible - that cost depends only on the skill's own level, never on how many skills are
being raised at once. Ten skills taken to 70, a finished character, is about 84 000 actions. The
tree wanted 3.6 million.
The defaults are now 35 x level^0.9: the whole tree costs 249 500 experience, the same 84 000
actions, with kills, building and exploring arriving on top of that. The exponent's lower bound moved
from 1.0 to 0.5, because below 1.0 is the right shape here: vanilla's steepening applies to each skill
separately while the player keeps opening new ones, so the total pace is close to linear.
These are defaults, so an existing config keeps the numbers it has. To take the new pace on a config
that already exists, set Experience for level two to 35 and Level curve exponent to 0.9, or delete
the file and let it be written again. Both settings are server-synced: changing them on the server is
enough.
Fixes
- The settings did not appear in the Configuration Manager under a name anyone would look for. The mod listed itself as "PassiveTree"; it is now "Path of Valheiman". The hints that order the settings were also inert, because the manager finds them by the exact type name and ours was spelled differently.
- Personal data left the build. The plugin GUID carried the author's account name, and so did the
config file every player ended up with; debug symbols wrote the absolute build path of the author's
machine into the shipped DLL. The GUID is now
treextr.pathofvalheiman, the config file is named after it, and the DLL carries no paths. A config file from an earlier version is renamed on first load, so no settings are lost. - Searching the tree by theme ("добыча") or by kind ("мастерство") now selects every node of it; before, only names, stat lines and mastery options were matched.
Moved
The wheel has no free ground left, so two clusters walked to sectors where their stats already belonged: Northman (cold resistance) from Survival to Defence, and Fermentery (mead) from Survival to Magic. Nothing was removed to make room for the garden.
1.1.0
New content
- Masteries in Classic too. 51 themes of three effects each, and every mastery now stands in three different places in the tree: taking one twice is how you collect the effects you passed over, so the other two are there for a character willing to walk to them. A mastery inside a ring cluster sits in the middle of the ring instead of hanging off its edge.
- Bombs — damage, blast radius, a chance to keep the bomb, a double blast, and bombs that lie down as mines and wait for someone to walk in. Crafting them: material refunds and a chance at an extra bomb.
- Fishing — bite chance, easier reeling, a chance at a second fish.
- The forge and the hearth — material refunds when crafting, sturdier crafted gear, faster smelting, cooking and fermenting, an extra bar out of the smelter, food that does not burn.
- Weather — cold resistance, wet resistance and drying speed, acting on the environmental Cold, Freezing and Wet effects that plain frost resistance never touched.
- Sliding down slopes. Crouch on ground steeper than 22 degrees, hold your line downhill, and you ride it faster than you could run it.
- Thin themes filled out: projectile pierce, chain and split, the window after a critical hit, unarmed as a tool, double jump and gliding, damage against burning and soaked targets.
The tree itself
- Crossing between sectors is now expensive near the centre and cheap at the rim, the way it should always have been — it used to be the other way round.
- Starting directions: you leave the centre in two directions by default, configurable from one to eight, with a counter under the root node.
- Ring segments are symmetric, the first ring carries no road, boundary roads start at the second ring, the wheel has no node in its centre, and the decorative rings and spokes behind the tree are gone — drawn faintly, they read as links that were not there.
The window
- Points are spent only when you confirm them: plan a path, then Apply or Cancel.
- A mastery opens its choice panel the moment you buy it, instead of quietly settling on its first option.
- Tooltips rebuilt: each affix on its own line, gains green and costs red, keystone and ability text in blocks of their own, flavour as a grey line at the foot.
- The bonuses panel folds away into a tab at the right edge, hidden by default.
- Norse ornaments under the window title, the bonuses heading, the mastery panel and in the tooltip.
- The level panel on the HUD rebuilt so the numbers can be read.
- Sounds on allocation, refund and level up. Node captions under the tree removed.
- The camera can no longer be dragged off the tree.
Your build is protected
- A node renamed, changed or removed by an update is taken off the build and its point handed back; anything left hanging goes with it, and you are told how many points came back.
- Lowering Points per level or Maximum level trims the build from the outside in to fit the new budget, never from the middle. Raising either hands out the points for levels already gained at once.
Fixes
- A resistance to an ailment showed red because its number was negative; colour now follows whether a line helps you, not its sign.
- Toggle-style effects appeared in two places each, where the second one did nothing: the jump mastery no longer re-grants the double jump and soft landing of Hugin's Wings, and Thor's Fist no longer re-grants the fist mastery's mining.
- The attack speed cap applies to the whole sum, weapon-specific speed included.
- Masteries could settle two pixels inside a neighbour: placement now measures the gap the way the validator does.
- Empty pockets across the tree filled with the clusters that had been waiting for room.
1.0.0
First public release.
- Two passive trees, switchable in the config.
- Classic — 2089 nodes in eight equal sectors.
- Reforged — 1069 nodes in six regions of different width: travel nodes hand out attributes only, every cluster ends in a mastery, keystones change a rule instead of stacking numbers.
- Points are stored per layout, so switching never eats a build.
- Masteries (Reforged): 101 nodes, 47 themes, three effects each — pick one, change it later for free.
- Vanilla skills replaced: every action that would raise a skill feeds tree experience instead. Can be turned off to keep vanilla progression and run the tree on top of it.
- Mechanics: ailments with sources and amplifiers, night build, onslaught, crit windows, projectile pierce/chain/split, unarmed as a tool, double jump and gliding, taming and breeding, hunting drops, mass harvesting, building refunds, cart and sailing bonuses.
- In-game window: search by node name or by stat with highlighting, refund mode that takes several points at once for coins, mastery picker, pan and zoom towards the cursor, Home fits the tree to the screen.
- HUD panel with your level, the experience bar and unspent points; corner, scale and offset are configurable, and it can be turned off.
- Weather passives: cold resistance, wet resistance and drying speed work on the environmental Cold, Freezing and Wet effects, which plain frost resistance never touched.
- Admin config: tree layout, global tree power, experience multiplier, points per level, level curve, refund price, server sync of balance settings to clients, optional debug panel (off by default).
- Localization: full English translation plus a template file — anyone can add a language by dropping a text file next to the DLL, no rebuild needed.
- Browser planner in the repository (
tools/tree-viewer.html) for both layouts.