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PathOfValheiman

Build your specialization in a Path of Exile-inspired passive tree: 2,600+ nodes, focused weapon and crafting clusters, shared masteries and keystones. Replaces vanilla skill progression. English, Russian, French, Spanish, Portuguese.

Date uploaded 4 days ago
Version 4.10.2
Download link treextr-PathOfValheiman-4.10.2.zip
Downloads 4742
Dependency string treextr-PathOfValheiman-4.10.2

This mod requires the following mods to function

denikson-BepInExPack_Valheim-5.4.2202 icon
denikson-BepInExPack_Valheim

BepInEx pack for Valheim. Preconfigured and includes unstripped Unity DLLs.

Preferred version: 5.4.2202

README

Path of Valheiman

This build makes no network requests. No auto-update, no config or tree fetched from the author's server, no statistics, no crash reports, no sign-in and no build codes. The only links are the Discord buttons you press yourself. Everything else in the mod works as before.

💬 Join the Path of Valheiman Discord

Come talk builds, ask questions, follow update news, and report bugs through a quick form that keeps everything organized.

  • 🐞 Bug reports that go straight to me. Technical trouble, balance, anything odd — send it through the bug form on Discord. Reports land in my admin panel the moment you post them, so I see them immediately, and you can follow what happens to yours: taken into work, fixed, shipped in a version.
  • 🗳️ "Same here" votes. Back someone else's report instead of writing a second one — what hurts the most players gets fixed first.
  • 📰 Update news and previews before they reach the mod page, plus a look at what is being built right now.
  • 🧠 Build talk and questions — ask what a node really does, show what you are playing, argue about what is worth the points.
  • ⚔️ Coming soon: one-click build sharing and a dedicated space to browse and discuss other players' builds.

🚧 Early Access

The mod is not finished, and it is not pretending to be. Nodes get added, numbers get moved, and things break and get fixed — often on the same day. If that is not what you want from a playthrough, wait a few versions; if it is, you are in the best possible place to shape what this becomes.

The fastest way to help is the bug form. There is a Report a problem button right in the tree window; it opens the bug channel on our Discord. Reports land in my admin panel the moment you post them, and you can follow yours: taken into work, fixed, shipped in a version. No Discord? The same reports are welcome in the comments on the mod page.

What is worth writing about:

  • 🐞 Bugs. Check the bug channel first — if someone already reported it, hit "same here" instead of writing a second one. What hurts the most players gets fixed first.
  • ⚖️ Balance. A node that feels mandatory, a node nobody would ever take, a build that trivialises a boss, a profession that outpaces everything else — numbers are easy to move, but only if I know which ones feel wrong.
  • 🧩 Missing content. Check the roadmap below first, so we do not trade notes about something already on the way.
  • ✨ Ideas for new nodes and mechanics — keystones, mastery options, profession talents.
  • 🎨 Interface and art. Something unreadable, a window in the way, a tooltip that explains nothing.

Telling me what you were doing when it happened is worth more than a perfect description of the bug itself. Screenshots and the log file help; the form takes both.

📣 Follow Path of Valheiman on Telegram

The same mod news and update previews, for those who live in Telegram. Questions, ideas and bug reports belong on Discord — that is where they reach me.

🗺️ Roadmap

Path of Valheiman roadmap

Where the mod is heading. Priorities may change based on testing and your feedback.

Your journey. Your specialization.

A passive skill tree inspired by Path of Exile, built for Valheim. Earn experience by fighting, exploring and working, then spend your level-up points on the character you want to play.

The tree keeps each theme focused. Every mechanic that had spread over ten near-identical clusters now lives in four, and what the removed nodes carried moved onto the ones that stayed - fewer points buy the same build. Comfort became Rested charges you carry out of the house, and the ailments share one scale.

2,600+ nodes · 6 attribute sectors · English · Russian · French · Spanish · European Portuguese · Brazilian Portuguese

Points spent on nodes that are gone come back by themselves the next time you log in, ready for the new clusters.

The screenshots are in Russian — that is the language the tree is written in. The mod includes English, French, Spanish, European Portuguese and Brazilian Portuguese translations; other game languages fall back to English.

The tree

Press P to open the tree.

Build with a purpose

The tree replaces vanilla skill progression by default. Instead of levelling each skill separately, you earn character levels and choose where your points go. Equipment and food still matter.

Close up

Each cluster develops a particular weapon, craft or mechanic. Related clusters are spread across their sector, so fully specializing means planning a route and deciding which rewards are worth the journey.

Sector Weapons & combat Exploration, survival & crafts
Strength Clubs, pickaxes, shields, armour, blocking, melee and two-handed combat, fire and ignite, thorns Smithing, building, mining
Dexterity Bows, fists, ranged and shooting combat, stealth, evasion, frost and frostbite, projectiles Hunting, exploration, stamina
Intelligence Staves, spells and magical weapons, lightning and shock, critical hits, projectiles Farming, potion brewing, cooking, energy shield, airborne bonuses
Strength + Dexterity Spears, axes, crossbows, one-handed combat, parrying, bleeding, stagger Woodcutting, fishing
Dexterity + Intelligence Knives, bombs, throwing and paired weapons, poison, backstabs, night bonuses Gathering, sailing, swimming, riding
Intelligence + Strength Swords, polearms, one-handed combat, corrosion Livestock, beekeeping, mead and weapon oil brewing

Comfort, food and drink consumption, and general utility also have their own clusters. Scepters and traps are reserved for future weapon additions.

Travel nodes develop your attributes. Small nodes build a specialization, notables reward your investment, and keystones offer powerful changes with meaningful drawbacks.

Masteries share their choices across the tree. Reach a mastery and spend a point on one of its options: that choice is marked as taken at every mastery of the same type and grants its effect once. Reach another location to select a different option. Repeated locations give you more ways to develop the specialization, without stacking the same choice.

More ways to play

  • Weapon builds: damage, attack speed, stamina efficiency, critical hits and stagger, with bonuses for individual weapons and broader combat styles.
  • Elemental builds: fire, frost, lightning and poison damage, alongside dedicated ignite, frostbite, shock and poison effects. Bleeding has its own specialization too.
  • Defensive builds: armour, energy shield, evasion, parry rewards and thorns. Heavy-equipment penalties can be reduced through the armour specialization.
  • Projectile builds: extra shots, pierce, chain and split. Knife mastery can turn the alternative attack into a throw; throwing masteries can send weapons flying back through enemies.
  • Life beyond combat: harvesting, planting, repairs, building, hunting and animal care. Swimming and sailing are separate specializations; sailing can grant a brief favourable wind to the ship you steer.
  • Distinct crafts: potion brewing improves potions and their power. Mead brewing improves meads and weapon oils and their potency.

Two early-game staves bring magic to the level-one workbench, using eitr from your passive tree or food: the Spark Staff fires a weaker version of the vanilla fireball, with an explosion on impact and a surtling core in its crafting recipe; the Blood Seal Staff spends eitr, stamina and health to shield you and nearby allies.

Plan before you spend

Search by weapon or mechanic, inspect node effects and read explanations of highlighted terms without leaving the tree. Pan and zoom to explore, or press Home to fit the tree on screen.

A node, and a word it uses explained

Use Cmd+F on Mac or Ctrl+F on Windows to focus search. The field supports text selection, copy/paste, undo/redo and word navigation.

Share a build as a code. The gear in the top right of the tree opens settings; there, Copy puts your allocation into the clipboard as a single line, and Paste lays someone else's line over your tree as a phantom: their nodes glow moonlit above your own allocation, so you see at a glance where you agree, where their build goes next and what you are missing. Nothing is spent and nothing changes - your tree stays exactly as it was. A bar under the title tells you how many nodes are shown and whether your points would cover them; from there you can clear the phantom, or queue it for purchase and pay the usual way.

Changes are applied when you confirm them. Refund mode lets you reclaim points for coins or greydwarf eyes while keeping your remaining build connected. Escape closes the tree.

By default, each new level grants one point, up to level 200. Bosses, cleared dungeons and runestones provide additional points. Death removes part of your current level's experience rather than lowering your vanilla skills.

Installation & multiplayer

Install BepInEx 5 and the mod through your mod manager. For a manual installation, place the included plugins/PathOfValheiman folder inside BepInEx/plugins. Fully restart Valheim after installing or updating.

Progress travels with your character between worlds. This is not a client-side-only mod: for multiplayer, install the same version on the host or dedicated server and on every participating client. The host owns world difficulty, creature rarity, monoliths and shared balance settings; clients receive those rules and run the tree, combat and interface code locally.

The configuration file is BepInEx/config/treextr.pathofvalheiman.cfg. You can adjust experience, points, refund costs, the interface and overall tree power. Russian, English, French, Spanish, European Portuguese and Brazilian Portuguese are included. Select your language in Valheim’s settings; other game languages use English unless an additional translation is installed.

Still in development: ascendancy classes currently track achievements and offer portraits; their gameplay bonuses are planned for a future update. Balance continues to evolve. Balance and presentation updates keep your allocated nodes. If a node is removed, its connections change or its mechanic is fully replaced, its point is refunded; paths that become disconnected from your starting point are refunded too.

Credits & license

Created by treextr. Playing, hosting and including the mod in a modpack with credit are welcome. Code reuse requires credit; republishing the mod under another author or name requires permission. See LICENSE.md.

CHANGELOG

Changelog

4.11.13 - Clearer craft fog, working task counters, comfort and lantern fixes

  • Craft fog clears smarter: the gap between opened areas, pockets of fog surrounded by open ground and the bays beside opened areas clear by themselves. A sector with every area open has no fog left, and a fully opened tree is clear. Fog edges are smooth, and opening an area reveals it almost instantly.
  • Craft tree clicks: clicking an openable area badge opens it and closes the tooltip. A queued mastery option shows right away, in the tooltip and on the node, before you press Apply.
  • Profession tasks count properly: ore veins that collapse after mining count for the last miner; every vein section counts. Gathering tasks have one condition, and a named resource means that tier or higher. Deep North gear materials (gold, moose and seal hide, norn thread, straps...) count for smith and armorer tasks. "Defeat dungeon enemies" counts any enemy in a dungeon, ghosts and blobs included.
  • Chest Feed: a smelter takes only from the one nearest chest within its own radius. Look at the smelter to see the circle, the chosen chest and an ore icon above it; hold Shift and scroll to change that smelter's radius.
  • New Delver mastery option, Every Door: any door opens as you walk up and closes behind you; locked doors open only if you have the key.
  • Comfort fixes: torch comfort from the craft tree now works. A torch and a campfire each count once, however many are nearby, and wall torches no longer count as a campfire. Comfort nodes in the main tree were counted twice, so your total may drop to what the nodes actually say.
  • Dvergr lantern counts as a torch: light radius and torch comfort nodes work with a lantern or torch in either hand or on the belt.
  • Server admins can change difficulty again: when the server and a player ran different mod versions, the player kept seeing Normal with the difficulty locked. Now the server's settings are taken anyway, and if the server refuses a change it says why (your ID missing from adminlist.txt).
  • Staggered enemies no longer take half damage by mistake.
  • Translations for the new mastery options and chest feed texts in all six languages.

4.11.12 - Star settings act at once, chests without boss drops

  • Star and modifier settings act at once: change the max stars, the chance of extra stars, the modifier chance or modifiers per star, and every creature already in the world is recounted with its own luck. This also replaces 4.11.10's rule that only newly spawned creatures get extra stars.
  • Chests no longer hold boss-only drops (Eikthyr's antler and anything else only a boss drops).
  • Includes everything from 4.11.10 (Nexus did not receive 4.11.10).

4.11.10 - More stars, fair star rewards

  • Gentler on existing worlds: creatures saved before 4.11.7 with the old rarity no longer turn into starred ones - they become ordinary. Extra stars are only given to newly spawned creatures. The star chance now adds to the game's own chance instead of multiplying it, so places where the game already gives many stars no longer fill up with two-star enemies.
  • Creatures can have up to 5 stars by default (up to 50 in the settings). A two-star creature keeps rolling for each further star (50% by default).
  • Star rewards are linear: each star adds +50% loot amount and experience, each modifier another +50%. The vanilla doubling of drop chance and amount per star is gone, so high-star creatures no longer explode into loot. Drop chances do not grow, trophies are not multiplied, a stack stops at 100.
  • Modifier chance per star: a setting for how often a star brings its modifier (every star by default).
  • More than five stars show as one star with "xN" above the health bar.
  • All of these are in Settings → Creatures: star chance, max stars, chance of each star above two, modifiers per star, modifier chance, health / damage / loot / experience per star, reward per modifier.

4.11.9 - One condition per task

  • Profession tasks have a single condition. No more "wet and in the rain" - at most one condition plus the kind of resource (copper, wood pieces...). Tasks you already hold with two conditions are replaced by new ones on load; area progress you have earned stays.

4.11.8 - Five difficulty presets, monolith and tracker fixes

  • Difficulty is the five presets. The shared web config no longer overrides enemy difficulty; your world's preset sets the biome ladder, bosses and creature modifiers. On first start your chosen preset is laid out again, which clears stale boss and modifier numbers left from older versions. Bosses keep their recent buff.
  • A monolith siege without its leader ends: if the player who started it leaves or disconnects, the dome drops for everyone within 15 seconds, so you can reach your graves.
  • Staggered enemies take +15% increased damage again, summed with the tree's "against staggered" nodes, and the crit flash on staggered hits is back.
  • Quest tracker: long task texts wrap onto several lines instead of being cut off; a profession whose areas are all open stops being tracked.
  • Hugin's Flight (building view) is much less intense.
  • New console command pt_task_why: writes to the log why each action does or does not count for profession tasks - send us that log if a task seems stuck.
  • Wiki: shot accuracy states its 70% cap; the Hugin's Flight tooltip names the B key.

4.11.7 - Stars and modifiers, flat armour penetration, task fixes

  • Stars are vanilla again and carry one modifier each. A one-star creature has one modifier, a two-star creature two. Rarity no longer adds its own health, damage or loot; stars give exactly what they give in vanilla.
  • No more loot explosions: modifiers no longer raise an animal's stars, which multiplied its loot.
  • New star settings (config and Settings → Creatures): star chance, modifiers per star, and health, damage and loot per star. The last three default to vanilla. Presets only set the star chance (Easy 12%, Normal 18%, Hard 24%, Merciless 30%).
  • Monolith guards and rune lair enemies can have stars and modifiers too.
  • Armour penetration is flat again: "50" means 50 armour points ignored, never below zero. Low-armour builds no longer take almost full hits in late biomes. New keys: "<Biome> flat armor penetration".
  • Upgrading an item keeps its craft affixes (and other mods' item data); the extra-level roll now works on upgrades too.
  • Profession tasks:
    • Two identical tasks advance together.
    • "Add wood to a campfire" counts every piece you put in (waiting for it to burn took over an hour per log).
    • "Travel at the helm" counts any ship, including ships from other mods.
    • "Get loot from animals" replaces "fresh drops": loot counts the moment it drops from your kill.
  • Clean Kill trophy drops together with the rest of the loot instead of seconds later.

4.11.6 - Faster tree window, task fixes

  • Higher FPS with the tree open: the world is no longer drawn behind the (full-screen) tree window.
  • Profession tasks:
    • Flying counts as travel for walking, map, bed-return and air-time tasks; swimming stays swimming.
    • "Fell trees" counts every tree (it counted only beech early on); Mistlands and Ashlands trees are recognised.
    • Cooking under Corpse Run and other player conditions count for the cook.
    • Your own pickaxe counts on rocks; the antler pickaxe counts.
    • Lights that never need fuel (stay-lit mods) count when placed.
    • "Walk away from the bed and come back" shows how far you have gone.
    • Impossible tasks are no longer offered (upgrading with obsidian, nails, jute...).
  • Meads from different taps stack again.
  • A new character no longer sees the previous character's craft areas.
  • Rarity and ailment visuals work when the game runs on Vulkan or OpenGL.

4.11.5 - Settings fix, fairer task offers

  • The Settings window works again (4.11.4 drew two pages on top of each other).
  • Profession tasks follow your boss progress only. Kill a biome's boss and tasks for the next biome's food, gear, meads and materials start to appear. Tasks no longer wait for a tool in your bags, a ship nearby, a bed, your own kitchen or a known recipe - build what the task needs.
  • Building tasks no longer get stuck after taking pieces down: removing a credited piece holds back credit for new pieces of that material for 10 minutes only (it used to last forever).
  • Craft tree: no more "PT_MeshSlice" errors in the log when opening it.
  • "Where points come from" no longer flickers near the top of the screen.

4.11.4 - Smoother play, profession task fixes

Performance

  • No more stutter every second or every minute. Profession tasks no longer rescan everything each second when a slot cannot be filled, and the memory report no longer surveys every game object on clients.
  • Dedicated servers stop piling up ailment gauges and wounds on their own creatures and stop taking over tamed animals every 2 seconds.

Profession tasks

  • Swapping a task: the first swap each day is free, then 1, 2, 4… greydwarf eyes. The price shows on the button.
  • Burn wood counts wood that actually burns in a fire - just add it as fuel, no extra key.
  • Fixed: dungeon treasures (floor finds count, one per find), felling by the shore, fresh animal parts, sending items down a mountain, Chest Feed on older smelters and after restarts.
  • Corpse Run tasks ask for fewer actions.
  • Task texts reviewed in every language.

Craft tree

  • Hunting craft XP no longer comes from combat XP (a big lox could give hundreds of craft levels). Hunting pays its own craft XP, more for tougher prey.
  • Field Dressing puts all loot from animals you kill into your bags. Bait reaches 100 m.
  • Clean Kill counts one attack: a whole arrow volley is one shot.
  • Cosy Hives updates whenever you pass your hive.
  • Regrown berry bushes glow with Night Forager again; the craft tree draws correctly on Linux.

Combat and items

  • Loot from unusual creatures is vanilla: stars, rarity and modifiers stay, loot amounts are the game's own.
  • Parry Thorns deal exactly 250% thorns damage to the parried attacker.
  • Rimestaff shoots frost shards; bottled allies hit for real damage, not only poison.
  • Barley wine counts as a mead, and potion duration nodes work on meads.
  • Tamed creatures no longer split into hostile halves when they die.
  • Hunted drops stack again; a dense flax bed no longer loses seedlings; modded smelters (Frigid kiln) work with the mod.

Skill tree

  • Hermit and Jack of All Trades are removed; points spent on them come back.
  • Two Shields is marked as not working: it gives nothing and cannot be taken until it returns.
  • Draw and reload speed nodes are tagged for crossbows too.
  • Tree points no longer come back free after rejoining a server.

4.11.3 - Craft tree fixes

  • Craft tree area descriptions are translated into every supported language.
  • No more "Mesh can not have more than 65000 vertices" errors when opening the craft tree: every line layer over the fog now draws in full however many areas there are.
  • Missing craft node icons are back (cooking nodes and path nodes in tooltips and search).
  • The craft tree no longer writes frame timing lines into the game log.

4.11.2 - Profession task fixes

  • Profession tasks that stayed at 0 now count. Tasks taken in one world and continued in another (a different world, a server, a restored save) ignored every action; they now count from the next action, no reset needed. This affected cooking, planting, sailing and any other task.
  • Shipwright helm tasks read "sail" in Russian instead of "walk".

4.11.1 - Fixes

  • Dedicated servers use less memory. A dedicated server is now detected by itself and skips the craft tree fog, menu art and rune creature textures; nothing to set by hand.
  • Lower memory for everyone. The large icon atlases and rune creature textures no longer keep a second copy in RAM.
  • Jump Mastery is one category everywhere: Double Jump and Wall Rebound can no longer be taken twice.
  • Shipwright tasks to repair a ship in the Ocean are given from shipwright level 2.
  • Profession talent switches for server admins work again (names with an apostrophe broke the whole list).
  • Craft tree fixes: no more error spam from area borders on large trees, a missing node icon is back, and hovering a node after the window was rebuilt no longer throws an error.
  • Crit masteries for different weapons are no longer reported as duplicates in the log.

4.11.0 - The craft tree

The craft tree

  • A second, peaceful tree for professions. The tree window has two tabs at the bottom: Skill tree and Craft tree. The craft tree is spent with craft points earned from peaceful work - gathering, building, crafting, hunting animals, exploring - and its masteries change how each profession plays.
  • Areas are opened by profession tasks. Each profession's areas sit under fog. Finishing that profession's tasks earns the right to open the next area of your choice: one task for each of the first three openings, two for the next three, three after that. Each task can be swapped for another once per day.
  • Tasks are tracked on screen, grouped by profession; tick the ones you want to follow. Task names use the game's own names for items, creatures and places in every language.
  • Planning works as in the skill tree: nodes are marked first and bought with the confirm bar; refunds are marked the same way. Planned nodes lift the fog along their path, and the other tree's tab pulses with "!" when it has points to spend or an area to open.
  • Crafted equipment can roll item affixes. Masteries such as Balanced Grip and Fitted Plate give a chance to add a bonus to the item itself; it stays on the item when traded. Which profession a piece of equipment belongs to follows its recipe materials (metal for the Smith, hides and leather for the Tanner, pure wood for the Builder).
  • Salvage. With the Smith's or Tanner's salvage mastery a station gets a Salvage tab next to Craft and Upgrade: half the materials of every level come back.
  • The old profession rings, talents and deeds are gone, replaced by the craft tree.

Combat

  • Sneak attacks and hits on staggered enemies are bought in the tree. The vanilla multipliers (x3, x6 for knives and fists, x2 on a staggered target) are gone. Sneak attack damage nodes now give +12% / +30%, general nodes reach about +200%, and knives and fists have their own clusters that reach about +300%.
  • Stagger build-up is bought in the tree, and a weapon's own stagger measure multiplies everything you collect.
  • Gain as extra instead of conversion. Fire and poison masteries no longer convert physical damage; they add 16% of it as extra fire or poison on top, and the added part grows with that element's bonuses. Weapon oils work the same way.
  • Critical strike chance adds flat bonuses (weapon affixes) before the tree's increases, like every other attribute.
  • Hands of Stone: a keystone that makes bare hands answer to Might instead of Finesse, at a third of their speed.
  • Leech returns what the target actually lost, over three seconds, capped at a tenth of maximum health per second.
  • Dagger throw deals half knife damage and flies point first.
  • Streak is now called Combo.

Character and world

  • Bosses get the whole difficulty. Boss damage now follows the biome ladder like every other enemy (it was x1 everywhere), and boss health is x1.5 of a regular enemy of its biome.
  • A biome whose boss has fallen reads one step higher on the difficulty ladder.
  • Difficulty presets are a one-time action; "Reset to the preset" puts their numbers back.
  • Armour is 5% stronger.
  • Running costs more stamina the faster you run; tree nodes can bring it down to 15% at any speed.
  • Hearty Meal (formerly double meal): the portion is x1.35, and its chance adds up from every source.
  • Bound Gear also keeps the hotbar row, quick slots and food slots on death.
  • Jump mastery offers Double Jump and Wall Rebound in the jump clusters; the Wayfarer's Pull-Up climbs a ledge while jump is held.
  • On the Move (Forager): pick while running.
  • Weather Sense moved to the Shipwright.
  • Two Shields is marked as not working until it is fixed.

Monoliths

  • Monolith trials work in multiplayer. Every player sees the guards, the dome and the idols; the trial bar, wave and outcome show for everyone under the dome; abandoned guards leave on their own; a second trial cannot start over a running one.
  • Monolith areas show on a client's map, and the map switch works on servers.
  • Monoliths keep 150 m away from traders, the reward fountain drops even heaps instead of hundreds of single items, and Hugin explains a monolith the first time you meet one.

Fixes

  • Creatures with the Splitting modifier no longer split endlessly, and the halves drop no loot.
  • Two bound enemies with poison or bleed no longer crash the game.
  • The HUD no longer freezes (health, stamina and hover text stuck on placeholders).
  • Starter staves: Rimestaff no longer harms its owner or allies, upgrades from either ice staff and attacks normally; staves repair at their own station at any level; the Rotstaff's roots appear for every player.
  • Blood and other hit effects show again, without errors on every hit.
  • "Chance to spend nothing when building" works.
  • Boss points reach every player who was present at the kill.
  • A dungeon counts as cleared when 90% of its creatures are dead.
  • A restarted bleed carries its full damage.
  • The extra backpack rows no longer hide under the crafting window; Quick Stack Store Sort works with the gatherer's extra rows.
  • PlantEasily bulk picking no longer stops after three bushes.
  • The ship hammer says why a ship cannot be taken apart (someone aboard, cargo in the hold).
  • Smelting speed no longer affects the hot tub.
  • Ally players' health bars are green (UI setting).
  • "XP penalty -N%" shows under the minimap while the biome XP penalty applies.
  • Animal tracks and gathering trails are easier to see by day.
  • Charged attacks have a flash and a sound when charged and on the hit.
  • Tree nodes that showed the same line twice now show it once; general staff nodes count for all staves again.
  • The PoV tooltip falls back to the vanilla one instead of a thin black line.
  • Translations for every language, including all craft tasks.

4.10.2 - Loot stops piling up, and hits stop vanishing

  • Creatures no longer stop taking damage. Writing an ailment's shared state took the creature away from its owner on every hit, and damage in Valheim travels to the owner - so with two players on a target, or a client on a server, whole runs of hits vanished without a mark on screen. Rune guards showed it worst.
  • A monolith pays for being drained, not for the fight, and it pays every player on the server: the stone is one, and once drained it is open to all. Word of a drain reaches everyone the moment it happens.
  • Monolith guards drop what their biome drops. They were built from greydwarves and dropped greydwarf loot wherever they stood.
  • A star pays for itself once, not twice. Valheim multiplies both the chance and the amount of every drop row by a star's factor, so a two-star creature was worth up to sixteen times the loot and a three-star one up to sixty-four. The add-on already paid its own rarity once across the two, and monolith guards already followed that rule; ordinary creatures now do as well — a one-star is worth x2, a two-star x4, a three-star x8, and the loot setting reaches them. Turn Even out star loot off for vanilla behaviour.
  • A creature that splits no longer pays its loot again for each half. The halves carry half the health and half the experience, but each of them also carried the whole drop table — one rare creature paid three times over, and with the halves turned up to five, six times, past every loot setting.

4.10.1 - Crit is worth taking, and a wide swing hits what it touches

  • Critical strike chance from the tree is worth two and a half times what it was. Every crit node moved to one tier: a small gives 6% increased, a notable 15%, where it was 3% and 8%. 142 nodes, and the one hand-set value now follows the tier like the rest.
  • What that means. Against a weapon base of 12%, a bow build that takes its crit nodes reaches about 37%, and near 47% while two of its conditions hold. A one-handed sword lands at 35% and 45%, a staff at 39% and 49%.
  • A wide swing no longer loses its target. With area nodes the melee search found the ground under your feet first and stopped there, inventing a hit point far ahead - you chopped at a birch and the damage appeared off to the side, past it. While the swing is wide the search no longer stops at the first thing it touches: everything inside it is struck.
  • Cleaving Charge can be thrown. It was built from the one bomb in the game that is a material rather than a weapon, so it crafted, sat in the bag and could not be held.

4.10.0 - A world you set up, and creatures you can read

Setup wizard. The first time a world is entered it asks how it should run. The host passes through difficulty, which systems are on, and what a boss, a dungeon and a monolith are worth — with the advice to leave the defaults alone. Every player then gets a short pass of their own over the interface and what they want to see on enemies. Escape closes the whole mod screen, and the wizard returns next time until it is finished.

  • The item tooltip called an attack's stamina cost "Runner's Breath". The label had inherited a tree node's translation in Russian, French, Spanish and both Portuguese, back when a phrase was its own key.

  • A staff that will not fire now says which bar is short. It costs stamina, eitr and health at once; the game refuses on the first shortage in silence, and only the eitr bar ever flashed, so "not enough stamina" looked exactly like "the staff is broken".

  • Difficulty now reaches every creature the game puts in the world. Checked against Valheim's own spawn lists: thirty-one creatures were untouched and three carried the wrong biome's numbers.

  • The Elder was never scaled at all — the mod looked for "TheElder" while the game calls it gd_king. The Plains bear was never scaled either, which left it weaker than a scaled lox in its own biome.

  • The Black Forest bear fought like a Deep North one: four times health and sixty percent armour penetration, three times a troll in the same woods. The swamp's Writhan had the same fault.

  • Nothing is left unscaled any more. A creature the list does not name takes the difficulty of the biome it stands in — crypt dwellers, a boss's summons, the sea serpent, and whatever the next Valheim update adds.

  • A node no longer shows the same line twice — or gives it twice. Eleven nodes carried a byte-identical duplicate affix, so the player read one promise and quietly received double the number. Exact repeats are now dropped when the tree is assembled, wherever it comes from; two different amounts of the same stat are a legitimate pair and stay.

  • An axe no longer mines stone. Hitting a vein with an axe counted as a pickaxe blow for the gathering bonuses.

  • Tree search finds a node by what it does. The affix lines of a node are searched as well as its name, tags and category.

  • The builder's deed counts what stands. A piece that falls takes its mark back the same way dismantling does, instead of leaving the count above what the world actually holds.

  • A profession talent no longer says the same line twice. Breaking on the Beach and Mending at Sea carried a hand-written note that repeated their mechanic word for word.

  • The Shipyard talents say what is really in the way. Taking a ship apart still needs nobody standing on it and an empty hold — the game's own rules, and the reason cargo is not lost. Any refusal used to say only "can't do that right now", which made Breaking on the Beach look broken. The refusal now names the reason.

  • A marked zone on the ground now lies on the ground. Every circle a creature modifier draws — a carved rune, the spot where a Blast creature fell, a blink, a mirror flash, a rot pool, a bound thread — was a flat sheet, so on a slope, a stair or a deck half of it sank out of sight. Each circle is now built to the shape of whatever is under it, and its outline is a fixed width in metres instead of stretching with the circle.

  • A rune or a death blast burns with the damage the creature deals. Both dealt blunt whatever the creature was, and both looked like gunpowder. They now carry that creature's own mix of damage, so your resistances answer them as they answer its ordinary blow — and the burst is drawn to match: lava, ice, lightning, venom, a spirit flash, or the old powder burst for a plain physical hit.

  • Settings are split into Player and Admin, and each section folds away.

  • Settings you edit by hand stop reverting: a difficulty preset stamps the world once instead of standing over it.

  • The game can pause while the tree is open — alone at once, with others only when everyone has it open. The host can turn it off.

  • Creature modifiers can be shown as icons, icons with names, names alone, coloured stars, vanilla stars, or nothing.

  • An unusual creature glows again: the mod's own shader sat in a bundle every game refused to load.

  • The runic interface is not in this release. It did not come out well enough to ship.

  • A tamed creature carries the game's stars instead of our modifiers. There is a switch, and with it off breeding passes a parent's modifiers to its young.

  • Everything a player summons counts as a minion and answers to every minion line in the tree.

  • Nothing a player summons is ever given a rarity: rarity belongs to enemies.

  • Boss, tamed, summoned, animal, foe and rarity are tags a creature wears, so a line about damage to bosses finds its target.

  • Five new bombs fill the gap before the game's own: Spikepot, Rime Flask, Tar Pot, Gravity Clot, Cleaving Charge. They have their own Bomb category at the workbench.

  • New item type: an essence in a bottle. Uncorked, it spills out a creature that fights for you. Brewed at a cauldron, and potion strength is what makes it stronger.

  • Health back on a trigger is cut across the whole tree, and taken out of the masteries entirely.

  • Twelve starter notables have their affixes back; they had been left empty.

  • Corrosion and impale now live on the target, so two players beating one creature no longer keep private tallies.

  • Broken armour is broken for the whole party.

  • The tree in this build is the one published to players.

  • Every string in the mod is translated into all six languages: 914 strings were still sitting in English in French, Spanish and both Portuguese.

  • One node name, one translation. Node names were translated per node, so twenty nodes named "Shot accuracy" carried twenty translations that drifted apart; some carried the node's description instead of its name.

  • A stat line always reaches its wiki article. The link was found by matching words in the translated text, so on a French or Spanish game most lines led nowhere.

4.9.17 - The tree as published

  • The tree in this build is the one on the shelf. 4.9.16 was packed nineteen minutes before the last publish and went out carrying twenty-one nodes' worth of older work. Since the game no longer fetches the tree from the site, the build is the tree — so this release exists to carry the published one.

4.9.16 - Four staves for the gap

  • A node is only given back to you when it is gone or cut off. Until now moving a node to a different category, or removing the mastery option you had picked, also took the node away and returned its point. Neither is your doing: a category is how the tree is filed in the editor, and an option being replaced is a reason to ask you to choose again — not to take the node. From now on a point comes back in two cases only: the node no longer exists, or nothing connects it to your tree any more. A mastery whose option vanished keeps its node and asks for a new choice.

  • Four new staves cover the four biomes that had no magic at all. Vanilla's first staff is a Mistlands one, because vanilla has no eitr before then — but the tree hands out eitr from the Meadows onwards, so a caster could exist from the start with nothing to cast. A Cinder Staff, a Rotstaff, a Rimestaff and a Stormstaff now sit on that road, one per biome, made at a workbench whose level rises with it. They carry no metal: a staff is wood and whatever the biome is made of.

  • A staff hits for a little less than the sword of its biome. It strikes from a distance and over an area, and that is worth something on its own — so 30, 46, 64 and 80 against the sword's 35, 55, 75 and 95. The blast is measured from the starter staff's, and grows with the ladder without ever reaching the Mistlands one.

  • The Rotstaff plants a root where it lands. Most of its blow belongs to that root rather than the impact. It is our own root, not the Ashlands one it is cut from: a third of the size, a hundred health, and the damage the staff paid for instead of the one an Ashlands creature deals.

  • Each staff wears a matching vanilla staff's spell. Fire, rot, rime and storm all look like what they are, rather than four fireballs — and whatever a borrowed spell brings with it is measured against the staff that borrowed it, not left at its own tier.

  • A pass over critical strikes across the whole tree. Two hundred nodes had their critical chance changed and almost all of them downwards, along with critical damage on twenty-eight more; health was adjusted on a few dozen nodes either way. Anyone who built around crit will feel this. The numbers have been live on the tree since yesterday — this release puts them in the build as well, so a player whose game cannot reach the site plays the same tree as everyone else.

  • Three mastery nodes are gone: two Shield Mastery and one Parry Mastery. Whoever had bought them gets those points back to spend elsewhere. Seventeen nodes were renamed and sixteen given a different icon; none of that costs anyone a point.

  • Creature modifiers hit a lot softer. What a modifier deals was cut hardest where a player can do least about it: a Reeking creature's cloud and a Rotten pool drop to about half, a Blast or a carved rune to half its blow instead of more than one, and Piercing now ignores 22 armour rather than 50, so armour means something again against it. What multiplies an ordinary swing — Furious, Headsman, Mirror — and the elemental share of a blow came down by about a third, since a resistance can already answer those. Nothing defensive was touched: Armored, Warded, Hardy, Swift, Keen, Steadfast and Unbreakable are unchanged. Every one of these is a dial in the Monster modifiers window, so a host who liked the old numbers can put them back.

  • The whole tree appears at once. It was assembled a piece at a time, a piece per frame; now it is built in one pass.

  • Clearing a monolith pays everyone on the server, and says so. Points for a monolith are earned by beating its siege, and the world remembers that for everyone — but nobody was told, and no one's total was recounted, so a player who was not the one fighting saw neither a message nor the points until they next rejoined. The points now arrive with a message for everyone within a couple of seconds.

  • The monolith message no longer promises points it is not giving. Draining the stone always announced the full reward, even when the place had already been paid for — which it has, if you were the one who cleared its siege. It now reports what was actually added, and says plainly when there is nothing more to add and why.

  • The passive tree is ready when you open it. Building it took thirty-nine seconds while doing about ten milliseconds of work: the clock that hands out a slice of each frame to the build was never stopped while the build waited for the next frame, so by the time the frame arrived the slice was already spent and exactly one step was done in it. Two and a half thousand nodes at one step per frame is what the wait was. The clock now starts when the work does, and the slice given to a build you are watching is larger, since the window is behind its curtain anyway.

  • The rune-monolith checkbox on the map keeps its own row. It sat one row above the game's "Visible to other players" and shared that line with whatever else the corner holds. It now stands two rows up — a fixed place rather than a measurement taken while the corner was still being built, which is why it kept landing on a neighbour — and it is put back there every time the map is opened.

4.9.15 - Monster modifiers

  • New window: Monster modifiers. Settings → World admin → Creatures now has a button that opens the full list of every modifier a creature can wear — all twenty-five, each with its icon, its name and what it does. Every one has a checkbox: untick it and that modifier never appears in the world again. Until now the only control was a single strength dial that pulled all of them at once, so the one modifier you disliked could only be dealt with by weakening the other twenty-four along with it.

  • Every modifier's own numbers are open too. Each entry in that window unfolds into its own values — how much faster Swift moves, how far and how often Blink steps behind you, how long a Rotten pool lasts, how much of a shot Mirror throws back, how many halves Splitting leaves. Forty-one values across twenty-one modifiers, where before they were fixed in the code. The overall strength dial still works and now pulls whatever you set here.

  • Host decides, everyone follows. Those settings travel to the server like the rest of world difficulty: a player without rights sees the real numbers and is told whose they are. One button returns every value to its default.

  • Turning creature rarity off now also clears the creatures already standing in the world. A creature that had been given a rune ward kept the shield until the area unloaded, and a player who was not the host never had the change applied to what was already around them. Both are fixed; everything else rarity grants already fell away within half a second.

  • The item tooltip lays Epic Loot out instead of dumping it. Epic Loot writes the whole tooltip itself, so with our own item window switched on its rarity, magic effects, sockets and set arrived as one grey heap at the bottom. Rarity now sits in the header beside the item type, effects are proper rows in the colour of their rarity with their detail under Alt, sockets are a table that counts itself, and the set lists its pieces with the worn ones lit and its bonuses shown as rewards. The wording and the numbers are still Epic Loot's own.

  • The tooltip's frame covers what it holds. Its height was measured while the window was still hidden, so the backdrop ended halfway down and the rest of the text hung over the landscape.

4.9.14 - Tree power hotfix

  • A tree power other than 1.0 no longer strips every node of what it applies to. Changing that setting rescaled each affix by building it anew from its stat and its number alone, and an affix is more than those two: it also carries the slots it works over, the conditions it waits for, its form and what it draws from. All of that was dropped, so "critical hits with axes" became critical hits with everything, "while building at night" became always, a multiplier became an ordinary addition, and "per 15 health" paid out in full at once. A character whose config left tree power at 1.0 was never touched, which is why the tree worked correctly for most players. Only the number changes now.

4.9.13 - Tree update

  • The passive tree carries the current pass over its numbers and names. Two hundred and ten nodes changed what they grant and twenty-three were renamed; no node was added or removed, so nothing anyone has bought is refunded or moved. Most of the work landed on weapon damage and stamina costs, with smaller corrections to extra yields, critical chance and rune shield.

4.9.12 - Inventory and portal compatibility hotfix

  • The extra inventory row works beside Azu's inventory mod. AzuExtendedPlayerInventory keeps the inventory's height itself and lays its quick slots along the edge of it, so moving that height from under it pushed its slots past the edge and their contents onto the ground - when joining a world and every time the perk was switched. Our row is now added to its own count, the same arrangement that already works with ExtraSlots, and the height is left alone.
  • Metal no longer rides through a portal inside someone else's backpack. The perk answered the game with a yes whenever nothing in the player's own inventory was barred, and that yes was written over a backpack mod's no - so ore carried in a backpack went through with no boss killed and no toll paid. The answer is now given only where the player's own inventory really holds something the perk permits.

4.9.11 - Loot, healing and map hotfix

  • An unusual creature drops what one extra star is worth, not four. A lox was giving eighty meat where the game gives four to six: our modifiers raise an animal's level so it wears the stars it earned, and the game multiplies a drop by two to the power of that level, so its reward was paid at the promoted level and our own rarity multiplier went on top of it. The game is now handed the creature's native level while one drop list is built, which it was always meant to be.
  • A full rune shield no longer swallows healing. Runic Mending sends healing into the weave instead of flesh, and what did not fit was thrown away - so with the shield full a character could not heal at all, and health lost in a fight never came back. Only what the weave cannot take now reaches flesh; while it has anything to mend, the keystone works exactly as before.
  • The eight extra inventory slots never drop what they hold. The row used to throw anything that did not fit on the ground as it went away, and it goes away during loading, with the player looking at a loading screen. It now shrinks only as far as it empties and disappears by itself once there is room.
  • Monolith search areas keep up with the map. Dragging or zooming left the circles trailing the ground, and a shrinking area stepped instead of gliding. They are redrawn whenever the view or the circle has really moved.
  • A tightening search area no longer rewrites its runes. The ring composed a new word for every number of runes it could hold, so a circle narrowing by one step changed every glyph at once. A zone now spells one word and the ring takes as many glyphs as fit.
  • A distant search area fades. A world holds over a hundred of them, and at one weight they covered the map in a single sheet of blue. An area is drawn at full weight where a player stands at its border or inside it and thins to a trace beyond.
  • pt_monolith_seen marks every search area as seen once, so the map a well-travelled player sees can be looked at without travelling.

4.9.10 - Armour, monoliths and mining hotfix

  • The character sheet no longer counts the tree's armour twice. A node worth two armour raised the number by four. The game used to show equipment armour alone and add status bonuses only as a blow landed, so the sheet was taught to add them itself; the game has since changed and adds them on its own, which made our line a second helping. Armour in combat was always right - only the number you read was wrong.
  • A monolith guard is measured against the biome's ordinary creature, not its heavyweight. A brute in the Mistlands was graded against a Seeker Brute and arrived with fifteen hundred health where the regular guard had two hundred; in the world you meet that rarely and can walk away, under the dome it comes back every few waves. Each biome now has one reference and a rank is a plain step from it. The Ashlands and the Deep North grow harder instead: there the old table graded the brute against the small charred and it came out weaker than the trash beside it.
  • A guard's blow is scaled the same way its health is. The multiplier was applied only when it raised the number, which was harmless while the reference was the biggest creature around and wrong once it became the ordinary one: a Meadows guard kept the full damage of the forest elite it is modelled on while its health had already been cut.
  • Every difficulty control now reaches a monolith guard. Guards share one prefab across all biomes, so they resolved to no biome step at all and fell outside the host's global offence and defence multipliers, armour and resistance penetration and per-creature tuning: the world could be turned down and the monolith would not move. They are now given their stage by the event that raises them and scale like any other creature of that biome, including while a host changes the settings mid-siege.
  • Erasing a character's progress no longer takes back what the world already paid. The personal marks for drained monoliths were cleared with everything else, so the points went and the same stones could be drained a second time for the same points. Dungeon and boss points are world records and were never affected.
  • Tin and obsidian count as mining. Copper is built as a vein with hit areas, tin as a plain breakable, and every mining hook hangs off the first kind. A pickaxe on tin therefore started no work haste - which is what mining speed needs to apply - left no "mined recently" mark, and credited no miner's deed, because the deed reads what a breakable leaves behind and a tin vein leaves a drop table instead. Both now recognise ore wherever the game hides it.

4.9.9 - Gameplay and interface hotfix

  • Increased thorns now deal damage on their own. If increased thorns are the character's only thorns source, they start from a 5-damage base. Existing flat and armour-derived thorns keep their exact value and do not receive the fallback twice.
  • Item tooltips settle correctly on the first hover. The layout now waits for vanilla or Epic Loot scroll wrappers to report their real viewport, then rebuilds width and wrapped height over the next two rendered frames. Reopening the inventory no longer restores the clipped first-pass layout.
  • Difficulty presets explain themselves in the dropdown. Each option now has a short description before the host selects it.
  • World settings are easier to administer. The client-side developer/admin gate no longer hides the controls; the server remains authoritative and validates every change.
  • Late monolith sieges are shorter. Their maximum duration is reduced by 20 seconds.
  • The ship dismantling perk recognises the whole vessel. Repairing or dismantling away from a workbench now works when a vanilla or modded ship keeps its Piece and Ship components on different objects in the same hierarchy.
  • A character can erase all of their own PoV progress from Settings → Debug. The confirmed action clears levels, experience, the passive tree, professions and personal PoV marks while leaving world progress alone. There is deliberately no server-wide wipe: character saves belong to their players and may travel between servers.
  • Weapon-specific affixes remain weapon-specific in every language. Localization only changes their sentence; the saved subject still gates the stat. Release tests now verify that axe critical chance applies to an axe, gives nothing to a sword and keeps the weapon scope visible in its tooltip.

4.9.8 - Progression and world controls hotfix

  • Fighting together no longer multiplies experience by the number of players. Combat and kill experience is divided between nearby living participants before each character's own bonuses are applied. A party still shares the reward, but four players no longer create four full copies of it and reach level 200 long before the intended biome progression.
  • The passive tree stops keeping its heaviest artwork alive while zoomed out. Distant nodes retain their readable ring and connections, while icons, glow, shadows and badges switch off at a reachable zoom threshold. Reopening the tree no longer leaves the GPU drawing thousands of invisible decorative layers.
  • Masteries now cover their actual clusters. Both notable branches of a two-notable cluster connect to that cluster's mastery, and themes with several clusters receive mastery access in as many clusters as their option count allows. Localized searches such as “Mining Mastery” now find the mastery nodes themselves.
  • Creature-rarity loot is controlled by the world host. Magic, Rare and Unique reward multipliers have separate synchronized config values and sliders under World Admin → Rarity rewards. They are disabled together with the rarity system, apply once to level-scaled drops and monolith rewards, and leave genuine vanilla-star loot unchanged.
  • Monolith administration no longer requires the client-side cheat switch. pt_monolith remains restricted to the world host, but the host can count, repair and test monolith placement without first enabling devcommands locally.

4.9.7 - Network effects hotfix

  • A wound no longer floods the network with objects that do not exist. Local pictures - blood, flashes - are cloned from a sample stripped of its network view, but stripping it is not permitted while a physics callback is running, and a blow is exactly that. The sample was cached with the view still on it, so from then on every drop of blood created a world record under a name no one has registered: one player's log took more than four hundred thousand "Missing prefab hash" lines in six minutes, and the host was left with broken scene rows to clean up. The strip is now checked instead of assumed - a sample that kept it is thrown away rather than kept - and the clone itself is made with network initialisation off.
  • The map's monolith switch works for a joined player, not only the host. It is a copy of the game's own "Visible to other players" row, and a copy inherits that row's state - including the grey, unpressable state the game gives it where the server decides a player's position for them. The switch is about your own map, so it now sets its own state instead of inheriting one, and sits above its neighbours so nothing of theirs swallows the click.

4.9.6 - Monolith map and message hotfix

  • A drained monolith is worth two points, and thirty of them pay. The ceiling rises from fifty points to sixty, so the road to a full tree is shorter, while each stone weighs twice what it did and fewer of them count - the rest are still there for whoever arrives from another side, or for the next character. Servers which never touched the two settings are moved to the new pair on start; a hand-tuned value is left alone.
  • A missing network prefab no longer floods a client log every frame. The unavailable object is skipped until its prefab is registered, while its hash and world position are reported once so a server/client mod mismatch or stale saved object can be identified without turning the nearby area into a slideshow.
  • Monolith search areas no longer rebuild three minimap meshes every frame. Fog, rim and rune animation now refresh at a smooth 12 Hz, and the stone pulse at 10 Hz, removing the client-side frame drop that began when a new player entered an undiscovered monolith area.
  • A rune monolith is drawn on the map only where the world really holds one. Search areas are worked out from the world seed, so any client can name the places; whether a stone stands there is known to the host alone. The two sides answered that question differently: a host counting no stones hid every area, while each client went on drawing the seed, so one player saw a monolith where the world had none and the host saw nothing at all. Both now read the same placement marker the host sets once the seed layout is really in the world, and until it is there nobody draws a guess. A host whose world lost its stones still repairs the layout instead of quietly emptying the map.
  • A replaced font no longer throws an error on every message. The rune-turning message asked only whether a font had its atlas, and a font without a material got past that check and threw from inside Unity's own canvas update, outside any guard of ours - once per message, every in-game day, piling up over a session. A broken font is now swapped for the one the game itself writes with, and where no sound font exists at all the message is shown by the game instead of our own label.
  • Unusual creatures no longer flood the ground with loot. Valheim multiplies both drop chance and amount for stars, making a literal two-star equivalent worth up to sixteen ordinary kills. Rarity now receives one total reward multiplier instead: Magic up to ×2 and Rare or higher up to ×4, only for rows which vanilla marks for level scaling. Monolith rewards use the same rule, while genuine native stars keep their native drops.

4.9.5 - Multiplayer rarity effects hotfix

  • Every player now sees the dangerous effects of unusual creatures. Rune and blast warnings, delayed explosions, poison pools and clouds, reflection barriers, teleports, splitting and inherited modifiers are broadcast from the creature owner and drawn locally for every nearby client. Damage is still resolved once by the owner, so the fix adds the missing warning without duplicating hits.

4.9.4 - Interface and loot compatibility hotfix

  • Epic Loot tooltips fit their own scrollable window. The custom item layout now respects the width Epic Loot gives it, keeps long enchanted descriptions inside the viewport and removes duplicated vanilla stat rows without touching Epic Loot's enchantment lines.
  • Creature rarity now rewards loot exactly like vanilla stars. Magic, Rare and Unique creatures use the current game's exponential star multiplier for both chance and amount, only on drops marked for level scaling. The same multiplier is applied once in ordinary deaths and monolith rewards, removing the compounded loot explosions.
  • Rune Shield has its own full-sized resource bar. Its capacity is no longer painted over the health bar, and Soul Vessel's one-health state remains readable without the shield number disappearing beneath the health icon.
  • Losing a monolith trial no longer interferes with respawning. Networked guards and the arena are cleaned up after Valheim finishes the death frame, preventing stale world objects and the endless loading state they could trigger.

4.9.3 - Rune monolith hosting hotfix

  • Rune monoliths now populate hosted and dedicated worlds reliably. Placement no longer depends on a local player or on the start temple already being present in the map-icon table. The host counts the persistent stones after the world is ready and restores every missing one, including in existing worlds whose old completion marker was written after a partial placement.
  • Clients no longer draw empty monolith search areas for a server without the mod. The areas wait for the server's Path of Valheiman handshake, and the log explains that the same version must be installed on the host or dedicated server.
  • Creature-rarity shaders were rebuilt cleanly for Valheim's Unity 6000.0.75 runtime. This replaces the embedded bundles rejected as incompatible and restores the rarity glow instead of disabling it for the session.

4.9.2 - Creature loading and progression hotfix

  • The old eightfold boss-experience setting is actually retired for every upgrade path. Some released configs had already advanced the shared migration counter and therefore kept the former 8, which also outranked the packaged 1. A dedicated one-time marker now converts exactly that inherited factory value to 1; later administrator changes remain untouched.
  • Difficulty selections survive world loading. Choosing Hard or another preset while the world was being created could be mistaken for a remote-client edit and immediately restored to Normal. The pre-world dropdown now saves the host's selection; after joining, the synchronized host-only rule still applies.
  • A tree-mechanic error can no longer cancel the underlying weapon hit. The outgoing-hit patch used to swallow its own exception after Harmony had already skipped Valheim's Character.Damage, producing invulnerable, desynchronized enemies whose armour-break gauge could still reach −100%. Tree additions are now prepared on a copy; if one fails, the untouched vanilla hit continues normally.
  • Creature modifiers no longer poison world streaming. Their flashes used to instantiate vanilla network effects as local pictures. A delayed child could create a world record and then disappear without telling ZNetScene; enough dead records left a player on an endless loading screen. Every modifier effect is now stripped of networking before it becomes visible, and the remaining safety sweep keeps one broken object from stopping zone loading.
  • The hunting projectile patch no longer throws during world entry. Valheim and other mods can prepare a projectile before the local tree state exists; that now means no range bonus for that call instead of a repeating NullReferenceException.
  • Building awards experience again on Valheim 1.0.16. Player.PlacePiece now returns void, while the old Harmony postfix expected a boolean result and caused the whole placement patch to be rejected. Successful placement is detected through the created piece instead, without bringing back the former double payment.
  • Mass planting works with Valheim 1.0.16 again. The rejected experience patch shared Player.PlacePiece with the planting-bed hook and could remove that hook too: the preview still showed a full bed, but LMB planted only the original seedling. The placement patch now loads cleanly, so the preview and the planted bed agree.
  • In-game messages use Valheim 1.0.16's current method signature. Builds made against the former four-argument Character.Message overload could repeat MissingMethodException; this release is compiled against the installed five-argument API.
  • Summoned bosses start at full health. Difficulty scaling changed their maximum health but could leave their current health at the unscaled prefab value, producing displays such as 500/1500 immediately after summoning.
  • Animal tracks recognise current vanilla offspring and modded animals. Boar piglets, wolf cubs, lox calves and asksvin hatchlings use their real prefab names, while compatible modded animals can participate without a hard-coded species list.
  • Creature Reflect no longer grants projectile immunity. During its short rune barrier it returns 15% of ranged hit damage while the creature still takes the original hit in full.
  • Unusual-creature glow reveals the threat instead of giving it away at range. It is invisible beyond 60 metres, fades in smoothly while approaching and reaches its previous full brightness within 12 metres. The personal glow-strength slider still controls that near maximum.
  • The custom weapon tooltip scales as one panel. Damage columns and their totals keep their alignment across interface scales instead of clipping or drifting into one another.
  • Multiplayer installation is stated explicitly. Path of Valheiman is not client-side only: the same version belongs on the host or dedicated server and on every participating client.

4.9.1 - Interface and localization hotfix

  • Flat bonuses display with their real units. Values such as +30 maximum health and +10 armour no longer appear as +3000% and +1000% in node tooltips.
  • Player-facing stat names no longer leak internal identifiers. Labels such as AttackSpeedPct, CritChance and Spear DamagePct are shown as readable, linked terms, and ambiguous costs identify stamina or eitr explicitly.
  • Russian localization was completed across the current build. More than five hundred English fallback lines in nodes, affixes, profession deeds, enemy modifiers, settings and wiki articles were translated. Release validation now rejects new English-only placeholders in the Russian file.
  • Attack streak wording now describes the mechanic. The former “streak link” text is shown as a hit in a streak, matching the actual counter: one successful weapon attack adds one hit regardless of how many enemies it reaches.
  • Affix lines use one readable text colour. Conditions, triggers and targets are no longer dimmed inside an affix; linked terms and coloured values remain intact.
  • Permanent node-state icons are optional. The effects strip shows timed effects by default. A personal UI setting can also show permanent states such as bonuses active at low health; hiding an icon never disables its bonus.
  • The character panel sums identical bonuses. Several knife-damage nodes now appear as one total instead of repeated +8%, +5% and similar rows. Different conditions, weapon scopes and multiplier forms remain separate.
  • The weapon preview has a clear heading. “Fists and hotbar” was replaced with “Node effects on weapons”, removing the false impression that every listed weapon receives fist bonuses.

4.9.0 - Rune monoliths

  • Rune monoliths are in the build. Until now their code was cut out of the release entirely, so nobody outside the workshop had ever seen one. A world places its monoliths once, from the seed, and everyone on the server is paid for a stone the world wins back.
  • Monoliths populate both new and lived-in worlds automatically. The host no longer has to run a console command after installing the update. Their search areas begin at least two hundred metres from the world start and the settings page reports how many stones the world contains without placing another one.
  • A monolith search area is knowledge, not a permanent beacon. Without Rune Sight its circle appears only after you first enter it; with Rune Sight it can be noticed from two kilometres away. The same centre and size stay on that character's map until the stone inside is found, then the circle becomes an exact marker. Hugin explains the hunt on the first physical entry.
  • Monolith fights grow through the opening biomes. The Meadows allow up to eighty seconds, the Black Forest up to one hundred and the Swamp onward uses the configured one hundred and twenty. Killing the planned guard roster still ends a fight early.
  • The difficulty ladder finally reaches the game. The numbers lived in four places at once - the build, your config file, a snapshot shipped with the mod, and a profile published to players - and the oldest of them won. Creatures in the Ash Lands and the Deep North were twice as tough as intended, the mountains and plains softer, and the level curve was set so that the last level would never arrive. All four now say the same thing.
  • The Black Forest is a step of its own. Every greydwarf, troll, ghost and skeleton in it was excluded from the difficulty ladder outright - not scaled by one, simply not counted. The forest now sits between the meadows and the swamp, a fifth tougher than the meadows.
  • A boss no longer multiplies experience by eight. Experience already follows the target's health, and a boss has tens of times more of it, so the multiplier paid twice for the same thing: a second run at the Elder was worth twelve thousand, and five or six runs were twenty levels.
  • Running is no longer the fastest way to level. The game raises the running skill once a second while you hold the key, and that was paid at the same rate as a swing of an axe - ten minutes of jogging was fifteen levels. The road is already paid for by the map you uncover.
  • Building and harvesting no longer pay twice. The game raises a skill for every piece you place and every swing you land, and the mod was paying again on top. A felled oak was worth seventy-five where its own swings are worth forty-five. Peaceful work still levels you; it no longer outruns fighting.
  • Rare creatures are rare again. One in four unusual creatures was rare, which inside a monolith siege meant eight of them under one dome. One in ten now, and no more than two alive around you at a time - they come one after another instead of all at once.
  • A fourth difficulty preset: Merciless. For players who came for a wall, or who stack other mods on top. Vanilla, Easy, Normal, Hard and Merciless now also set world creature density instead of changing only the strength of creatures already there. The harsh preset was quietly making every single creature unusual - its ceiling and its multiplier were being multiplied together and clipped at a hundred percent.
  • Creature difficulty and creature rarity have separate switches. Turn the complete addon creature system off to restore vanilla scaling and stars, or keep the biome ladder while removing rarity, all twenty-five modifiers, extra loot and rarity visuals. Related controls become read-only when their parent system is off.
  • Vanilla stars and our creature modifiers are one system. A starred creature keeps its native level for breeding and resource drops, while the modifier and rarity replace the duplicated combat scaling. Turning the addon creature system off restores vanilla stars immediately; turning it back on rebuilds the modifiers from the saved level.
  • World difficulty is controlled by the host from the tree. Five named presets, both creature-system switches and the global enemy offense, enemy defence, combat experience, work experience, travel experience, food and tree-power multipliers are grouped in the World Admin tab. These are mirrors of the synchronized config values, not a second set of settings. Clients see the host's effective values but cannot edit them. The first tree opening explains the presets and lets the host choose one after a five-second reading delay.
  • Food leaves room for the tree. Every non-vanilla preset starts with base food health, stamina and eitr at 65%; duration and regeneration are untouched. The host can set the nourishment multiplier from 0.1 to 1 independently, while the Vanilla preset uses 1.
  • Peaceful progression pays once. Combat, work and travel have separate multipliers on top of the global experience multiplier, and pt_xp_by reports where a character's experience came from. Building no longer pays a second award, harvesting adds only its size bonus, and movement keeps its own deliberately smaller share.
  • Experience and points use the source that actually existed. Kill experience reads a creature's unscaled base health, not the health added by difficulty, stars or rarity. Starting runestones and the boss tablet pay no points, surface places pay no points, and each cleared vanilla dungeon pays one point until the world-wide fifty-point cap. The character ceiling and migrated old configs agree on level 200.
  • Physical damage now builds the ailment it names. Slash builds bleeding, pierce builds impale and blunt builds armour corrosion; fire, frost, lightning and poison build their matching ailments. The baseline works before taking ailment nodes, and tree bonuses then scale it.
  • Charged attacks are a real tree mechanic. A successful parry, an alternative-attack hit or a critical hit can charge the next released attack. Dedicated branches add damage, critical chance, area damage, healing from missing health and 200% ailment build-up, and the charge appears in the status row until spent.
  • Woodcutting and mining are separate specializations. Axe and pickaxe speed no longer share one generic tool-speed bucket, and new branches add damage against trees and ore without taking away the existing resource and speed mechanics.
  • The tree restores the movement and stamina choices that its scale had squeezed out. Strength has additional running-speed, running-cost and stamina branches, and the overgrown rested-running cluster was reduced to four comfort-based nodes so the rest can carry direct movement and economy bonuses.
  • Fortification and charged attacks show their state. Fortification displays its current stacks and remaining duration; a charged attack stays visible until the charge is spent.
  • Rune-monolith administration ships with the monoliths. pt_monolith is available to the world host with devcommands for counting, placing, clearing and refilling stones and for changing the guard wave during testing.
  • Cleared vanilla dungeons pay again - one point each, up to fifty points across the world. Rune lairs are not part of this source, surface places do not pay, and the mod does not change how many vanilla dungeons the world generates.
  • The mod's own timed effects show in one place. They were drawn both in our strip above the eitr bar and in the game's own row under the minimap, in two different layouts.
  • The permanent Passive Tree status no longer sits under the minimap. It still applies the character's tree, but only real timed states such as fortification and a charged attack occupy status UI space.
  • The item tooltip can be turned off. The mod lays item tooltips out in blocks - weight in the corner, a durability bar, damage and stamina side by side. Anyone who prefers the game's own list of lines turns the layout off in the tree window, under UI.
  • No affix block on items that have no affixes. Three sample affixes were drawn on every weapon while the affix system was being designed; they are gone. The block now appears only where something is really there - oil on a blade, a brewer's or a smith's work.
  • The tree that comes with the build is the tree you play. New trees reach players with a release and nothing else, so there is no longer anything to wait for: the "Update tree" button, the confirmation it asked for, and the yellow notes on nodes ("press Update tree to make this work") are all gone. A tree left in the cache from an older build - or picked up on someone else's server - no longer overrides the one the build brought, which is what left nodes doing something other than what they said.
  • No more "this node needs a newer version". The tree is published separately from the build, so a node could ask for a version that was not on Thunderstore yet: players updated to the latest one, saw the same yellow line and reported it. The line is gone. An effect the installed build does not know is simply skipped, as it always was, and keeping the tree from running ahead of the build is our job, not yours.
  • Map reveal radius nodes finally do something. The game opens the map in whole pixels of twelve metres and rounds up, so vanilla's fifty metres are sixty on the map - and +4% on top of them was still sixty. Not one of the thirteen reveal-radius nodes changed anything by itself. The bonus is now counted from the sixty metres you really have, and the part of a pixel that does not fit is carried over to the next reveal, so every percent shows up. With no nodes taken the radius is exactly vanilla's.
  • A crossbow fires its extra bolts as a burst instead of a fan. A bow spreads extra arrows around the aim, but a crossbow has no spread, so a fan of three bolts flew through the same point and into the same target - and shots of one volley never hit the same target twice, so the extra bolts did nothing at all. They now leave one after another, a fraction of a second apart, each paying for its own bolt as it goes.
  • Area repair works on a dedicated server. It repaired only the piece you hit: the circle was drawn around the player instead of the piece under the cursor, and a piece damaged while you were away still looked whole to your game. It now reads the world's own record of the damage.
  • A beehive keeps its own pace beside other mods. With Groundwork installed, honey production sped up with every tick until a hive filled in seconds - even with no beehive nodes taken. Our speed bonus is borrowed from the game for the length of one call and given back only if nothing else wrote to it meanwhile. The same fix covers furnaces.
  • Placed hives count towards the beekeeper's rung. The milestone counted the act of placing, so a hive moved or built before the professions existed never counted, and the last rung stayed locked behind it.
  • The Wayfarer's third milestone is five hundred metres and twenty dawns instead of a kilometre and a half and fifty. It was a milestone almost nobody filled.
  • Bare fists have a grip of their own: dual-wield with a free hand, one-handed with a shield. Empty hands used to belong to no grip at all, so neither dual-wield nor one-handed bonuses reached a punch - only the fist and bare-handed lines did. Two fists are two weapons; take a shield and the remaining fist is one weapon in one hand. Claws are unaffected: they hold both hands themselves and stay dual-wield.
  • One-handed, dual-wield and two-handed are explained where they are used. Three tooltips now say which weapons belong where: a weapon that leaves the other hand free for a shield is one-handed; two weapons at once - Berserkir axes, the early dual axes, Skoll and Hati, claws - are dual-wield and take no shield; one weapon in both hands is two-handed. The English wording was four different spellings of the same three groups and is now one, so the terms underline in every language.
  • The game no longer prints internal stat names. AttackSpeedPct, CritChance, CritDamagePct, weapon DamagePct fields and similar identifiers are formatted as readable, hoverable terms in the in-game tree just as they are in the planner. Equipment ease has its own term and explanation, and every generic cost line now says whether it spends stamina, eitr or both. The same vocabulary and links were regenerated in all six shipped languages.
  • Workshop-only mechanics stayed out of this release. Rune lairs, subclass progression, the unapproved brewer and smith professions, fist dash, rune saturation through portals and the Spotlight developer panel are not active player features; their gameplay implementations and assets are excluded from the release where applicable. Append-only stat identifiers and compatibility helpers may remain for save compatibility. Levitation is granted by no released node or command.
  • Vanilla skills are frozen at 0, the way the setting has read since 2.0.5. The one-time fix for configs written by older versions never ran - another fix above it had already raised the bookkeeping mark - so everyone who installed the mod before that release still had every skill held at 50: half of Valheim's own curve, free, on top of the tree. A config left at the old 50 is corrected once; a level set by hand stays as it is.

4.8.23

  • Nodes no longer fall asleep. Ever. A sleeping node held its point, gave nothing, and woke only on a tree the mod decided it could trust. The conditions for that trust piled up until they started firing where they should not: one player had 179 nodes asleep with no way to wake them, and no way to get the points back either. Sleep is gone. A node now comes off for two reasons and no others - it is not in the tree any more, or it has no road left to the start. Everything else - a new name, new numbers, a new category, a changed menu - leaves the node where it is.
  • The tree update window counts what will actually happen. It used to compare categories, snapshots and option lists and could promise losses the migration would not take.
  • A repeated mastery choice moves to a free option instead of losing the node.
  • The chance not to spend resources while building now works next to other mods. It used to refuse to pay, and a refusal only stops Valheim's own bookkeeping: any mod that takes the materials itself - crafting from chests, auto-storage - still took them. The player saw "Resources saved!" and watched the wood go. Building now pays like everyone else and the materials come straight back, the same way the forge has worked since the last patch.
  • A saved build no longer refuses to give anything back when demolished. The refusal above also marked the piece as "cost nothing", so taking it apart returned an empty hand although the materials had been paid. Only a piece placed with a cheat command returns nothing now, and pieces already marked by the old rule are treated as paid.
  • The tree was checked against itself, name by name. One name sat on nodes that gave different things - "Carry weight" both on carrying capacity and on cart pull, "Bright light" both on a torch's brightness and on how long it burns, "Demolition refund" on no refund at all. 97 nodes were renamed so the name answers what the node gives, 110 icons were brought to one per name, and six nodes moved to the shelf their stats belong to. Three crossbow nodes that granted bow draw speed now grant reload speed instead.
  • Sleeping by the fire no longer ends the night for the whole server. The node let the host alone decide it: he sat down, answered "sleep", and the night was over for everyone, including those who had not taken the node and were not going to bed. The node still does what it says - it lets you turn in at a fire, with no bed and no roof - but the night now ends when everybody has turned in, exactly as it does without the mod.
  • Stealth nodes were making you easier to spot. Valheim's stealth modifier is really a visibility one - a creature's view range is multiplied by it - and the mod was adding to it instead of taking away. Every point spent on stealth worked against you. It now works the way the node reads.
  • Chain shots work with a crossbow. Pierce is a crossbow's own trick and it was handled first, returning before the chain ever got a turn - so anyone who took both never saw a chain from a crossbow, while a bow chained fine. One hit now spends both: the bolt goes through the target and a chained shot leaves for the next one.
  • Dodge and evasion are two different things, and the text finally says so. The word "dodge" stood on both lines - the roll you make yourself and the passive chance to be missed - so both led to the article about the roll, and the one about evasion could not be reached at all. The passive line now reads "chance to evade a hit", and each article explains its own mechanic: what evasion ignores (damage, stagger, knockback, ailments), that it needs no roll, that it has no cap, and that a fall cannot be evaded.
  • Terms underline in every language. Of 542 stat lines, 297 led nowhere outside English - 91 in Portuguese, 74 in Spanish, 40 in French. All of them link now. Translations were fixed where the word itself was wrong: "Mine" had become "Mío", "Axes" had become "axles", "Staves" had become barrel staves, burn duration had become "recording duration".
  • Nodes with the same name are translated the same way. Seven "Shield Mastery" nodes carried two different Russian names, and a player reported them as separate masteries that should have been one. They were one all along - only the translation disagreed.
  • The tree from the build now applies itself. It used to be held back as a pending update behind the "Update tree" button, while the game kept showing the tree from your last session - so a fresh build could still hand you month-old numbers, and the button was not always there to press. With no network there is nothing to wait for: the tree that arrives with the build is the new one, and it goes in on startup.
  • Node values follow the attribute table again. Five hundred and twenty-four lines across three hundred and eighty-one nodes had drifted away from it and were reaching players unchanged. Defence is the one you will feel: "Resilience" now reads 1.5% reduced damage taken and "Tough hide" 3.75%.
  • "Spikes" is called "Thorns". Five nodes granting thorns damage were the only ones under the old word, while their neighbours already read Sharp thorns, Bloody Thorns, Wounding thorns.
  • A bottle tells you what was brewed into it. The brewer's bonus is stamped on the mead itself, and pt_brew now reads that stamp back - useful when a bottle has travelled through three chests and someone else's server.
  • A cooked dish carries the cook's name.
  • Thorns stopped being two different attributes. Flat thorns damage and thorns as a share of a hit were separate stats that looked alike in the tree; they are one attribute with two forms now.
  • Projectile chain is called projectile chain everywhere - in the stat line, in the planner and in the wiki - instead of "arrow transitions to the nearest enemy".
  • A bonus can scale from a resource the way it already scaled from another stat.
  • Abilities show their name in the planner instead of a retelling of what they do, and paired attributes are named outright rather than guessed from their spelling.
  • The Discord invite shows after fifteen minutes in the world instead of an hour and a half - few play that long in one sitting, so almost nobody saw it.

4.8.22

  • The tree stops falling apart at the convenience masteries. One pass still took those nodes away: the one that refunds a mastery whose choice is already taken elsewhere. On a tree update several convenience nodes could end up on the same choice, and every one but the first was refunded - and since they sit at crossroads, whole branches lost their road with them. That is the reset players were re-spending their points after, every time they entered the world. A repeated convenience choice now falls back to "+2 to all attributes" and the node stays. Measured on a real migration: a 200-node build made on the 4.8.13 tree lost seven nodes entering with today's tree, and now loses none.

4.8.21

  • The thorns article says the one thing it needs to. Thorns answer an attacker with damage of their own: physical damage. The rest of it described perks a character may never take.

4.8.19

  • The wiki reads better. Every article was rewritten shorter and straighter: the same terms, the same words they answer to, fewer of them in each sentence.

4.8.18

  • Thorns on a parry answer the one you parried. Two mastery choices were doing the same thing: both the thorns and the ring of stagger went off around you. Thorns have their own job - answering the blow you caught - so they now strike that attacker alone, and for double: 200% of your thorns damage. The ring of stagger is still a ring, and still grows with area.

  • A node can be found by the words of what it gives. Tags are what the search and the planner read a node by. They were written on nodes by hand while the stats already carry their own, and the two drifted apart - nine hundred nodes were missing words for the very things they grant. The words are added when the tree is built now, wherever the tree comes from.

  • Health and armour nodes are called what they are. Four nodes granting maximum health were named "Polearm damage", four more "Melee damage", six granting armour were "Physical damage". They are now Health pool, Greater health and Increased armour. Seven shelves that existed twice under one name - armour, hunting, stamina, stealth, smithing, ore mining, gathering - are one again, and fourteen nodes that sat on the wrong shelf entirely moved to the right one.

4.8.17

  • Dismantling returns what you paid, even when you build fast. The chance to build for free is rolled after the piece is already standing, and the mark "this one cost nothing" went to the last thing built - remembered for two seconds. If the current placement did not register in time, the mark landed on the previous piece instead, and that one, paid for in full, gave nothing back when taken apart. The mark now belongs to the placement that made it.

  • Twelve categories that existed twice are one again. The move to English names left some nodes on the old category name and some on the new one, and a mastery split in two: the same talent could be taken twice in blocking, parry, club, woodcutting and unarmed. The halves are merged into the English name. Nothing is refunded - the old name is recognised as the same shelf.

  • Eighty-seven nodes now say what they do. A sweep over every name, icon, category and tag against the affixes each node holds found names that promised one thing and gave another - "Draw speed" on crossbow reload nodes was one of many. Where the node's own kin already had a name for that exact set of stats, the odd one out took it, and its icon followed.

4.8.16

  • The level diamond can no longer wander off the screen. Where it sits is the corner you picked, plus your offset, plus its scale - and the edge of the screen moves with the game's interface scale on top of that. Some combinations put it where, as the report said, "one cannot basically see it". Its place is now clipped to the screen: your offset is still yours, it simply stops at the edge.

4.8.15

  • Mastery of Conveniences never costs you the node. Whatever happens to the choice you picked there - it changes, it is taken out of the menu, the whole menu is emptied - the node stays where it is and its choice falls back to "+2 to all attributes", which can never be removed. Those nodes sit at crossroads, so refunding one tore the road out from under a whole branch: that is what players saw after 4.8.10 as a tree that "breaks off exactly at those nodes". The tree update window counts by the same rule, and three checks now hold it in place.

4.8.14

  • Food no longer burns away while you fight. Every time the mod recalculated your stats - a crit fading, night falling, stepping onto a paved road, rested charges changing, a kill - it quietly ate one second off every dish. Standing still the bar barely moved; a swing cost ten to fifteen seconds; running drained it twice as fast. The recalculation now only reads what the food gives, and the game alone moves its clock.

  • A held cast damages with every shot, not just the first. Projectiles of one shot do not stack into a single target, and they recognise each other by a shot number. That number was handed out per swing - but a held cast starts the attack once and keeps firing, so every later shot saw the target as "already hit by my own volley" and passed straight through. The number is handed out per shot now.

  • A portal says why the ore stays behind. The "Through the portal" choice lets metal through once the master of its land is dead. Until now the portal answered with the game's own "you cannot teleport with this", which reads as a talent that does not work. It now names the ore and the boss you still have to fell.

  • Area bonuses hit everything they reach again. The extra reach went only into what counts creatures, so a wider swing stopped short of rocks, trees and walls. It grows both reaches now, the way a naturally wide weapon behaves.

  • The backpack keeps rows that came from elsewhere. The mod measured "your height without our talent" once per game launch and kept that measure across worlds and characters. If the pack had grown in between - a bought expansion, another mod - the next recalculation cut that row off. The measure is taken fresh on every entry.

  • "Resources saved" and "nothing to return" answer to the same switch. One sat under combat notices, the other under crafting; turning crafting off left you watching resources being saved with no word about why a dismantled build gave nothing back.

  • The third attribute is called Intelligence, and it is translated. It was the only place left calling it "Intellect", a word from its old name, and no language had a line for it. Fifty-three more strings that showed in English on every language are translated too - wiki articles on projectile chain, elements, thorns and the low/full thresholds, the sleeping-node lines, deed names.

4.8.13

  • "Update tree" works again, and the nodes it put to sleep wake up. When the tree waiting behind the button was the one that came inside the update itself, pressing the button did nothing at all: a check meant to keep an older shelf tree from overwriting a newer build was skipping the button's own tree, because it recognised the button by a line of Russian text that had since been translated. Anyone who updated the mod was left with sleeping nodes holding their points, and the only way out was deleting the tree file from the config folder. The button is recognised by what it is now, not by what it says.

  • The refund price says when you cannot pay it. Marking a whole build for refund and pressing the button simply did nothing when there were not enough greydwarf eyes in the pack; the explanation flashed in the middle of the screen where it is easy to miss. The price line now turns red and says how many you are short.

4.8.12

  • The tree is the one you were playing again, in your own language. 4.8.10 and 4.8.11 shipped the tree from the workshop shelf instead of the one published to players. It carried node names in English only and, worse, it was missing three convenience choices - crafting from nearby chests, sleeping by a fire and building without a roof - along with 81 mastery options in all. Anyone who had picked one lost it and got the point back, which is what made the tree look like it had rolled itself back. The build carries the published tree again: the names are translated, the choices are there, and nothing is refunded.

  • A hit the game throws away no longer eats your energy shield. The mod reads an incoming blow before Valheim decides whether it counts at all, and Valheim drops a player-versus-player hit when the target has PvP off, along with hits on someone dead, teleporting or invulnerable mid-roll. The shield was spent on those - players saw the shield drain and no health lost. The same checks are made before anything is spent now.

4.8.11

  • The tree no longer fails its first build after an update. Pressing "Update tree" - or any change that rebuilds the window - tore the old window down and started the new one in the same frame, while Unity only removes the old parts when the frame ends. The new tiles were laid under those dying layers, and the build fell over on the next frame with a NullReferenceException; it repaired itself on the second attempt, so the window came up anyway with an error in the log. The window now lets go of its layers the moment it is torn down.

4.8.10

  • The item tooltip no longer breaks when you hover an item. The mod's own tooltip layout does not ship yet, but its code shipped in 4.8.9 and asked for a setting that is not there in a release build, so every hover threw inside the game's tooltip. The layout stays off and the game's own tooltip is left alone.

  • The build is nine megabytes lighter. The artwork for item rarities and inventory frames was travelling with every copy although neither feature is in the build.

  • Mastery of Conveniences gives its +2 to all attributes as many times as you take it again. The mod recognised that menu by its Russian name, and once the tree was written in English the check went quiet: the repeatable choice became an ordinary one and counted only once for the whole mastery. It is recognised by what it does now, which no translation touches.

  • Flat health regeneration arrives in the game's own ticks. Rested charges and the "+N health per second" nodes paid out the moment a whole point had gathered - about once a second - while Valheim heals you every ten seconds from food. The health bar crept instead of stepping. The same amount now gathers and arrives with the game's tick.

Older entries are kept in the mod's repository.