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PathOfValheiman

Build your specialization in a Path of Exile-inspired passive tree: 2,748 nodes, focused weapon and crafting clusters, shared masteries and keystones. Replaces vanilla skill progression. English, Russian, Spanish, Portuguese.

By treextr
Date uploaded a week ago
Version 4.6.1
Download link treextr-PathOfValheiman-4.6.1.zip
Downloads 2681
Dependency string treextr-PathOfValheiman-4.6.1

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

📣 Follow Path of Valheiman on Telegram

Get mod news, update previews and a look at what is being developed right now. Ways to contact the creator, suggest ideas and report bugs are planned for the future.

🗺️ 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.

Version 4.2 makes the tree smaller and its themes whole. 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 four ailments finally share one scale.

2,748 nodes · 6 attribute sectors · English · Russian · 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, 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.

A mastery and the options it offers

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.

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. Install the mod on all participating clients; install it on the server as well to use its shared balance settings.

The configuration file is BepInEx/config/treextr.pathofvalheiman.cfg. You can adjust experience, points, refund costs, the interface and overall tree power. Russian, English, 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

4.8.23

  • 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.

4.8.9

  • Your build counts when you fight another player. A hit between players went through the game's own path and none of the mod's numbers touched it: no crit, no execute, no life steal, and none of the ailments - burning, poison, bleeding, frost, shock, corrosion - ever landed on a player. Player against player now runs through the same model as everything else: the attacker's stats and the target's stats both count, the meters build on the target, so their resistances, armour and durations are their own.

  • The mod speaks English first. Node names, attribute names, every phrase in the tree and in the windows are written in English in the mod itself, and the other languages are translations of that rather than of the old Russian. Small nodes are now named after the attribute they give, notables keep their own names, and a few terms were straightened out along the way: "ranged" is gone from the stats, "weapon" is gone from the names, "chain strikes" is "projectile chain", and a crossbow's "reload" is no longer the same word as a bow's "draw". Searching the tree still finds a node by either language.

  • The Wayfarer's ladder is built from what players actually do. The old one stood on runestones - fifty of them - and almost nobody got past it: the median player reads one runestone in a character's life, so the third deed locked the fourth and ten people in three and a half thousand ever saw either. The ladder now reads: five kilometres on foot, a thousand map cells, fifty nights spent more than a kilometre and a half from your own bed, and six kilometres from home at the furthest. The first two are for anyone who has left the meadows; the last two are for those who really live on the road.

  • Every Wayfarer milestone has two roads. Each tier of a trade opens two talents, and until now the second one asked for the same deed all over again. The Wayfarer has a second, named road to every tier instead, both shown side by side with their own progress: five kilometres on foot or five different lands; a thousand map cells or fifty runestones read; fifty nights away or a hundred kilometres on foot; six kilometres from home or every land in the world. Walk either and the tier opens with its first talent, walk both and you get the second; they count in parallel and in any order. The second roads are the Wayfarer's earlier milestones, counted by the same counters, so the lands, stones and kilometres you already walked are already on them - and a tier you had opened twice under the old rule keeps its second talent for good.

  • The projectile chain works on everything that flies. It was quietly a bow-only bonus while its wording promised otherwise; arrows, bolts, thrown weapons and spells all chain now. The word "chain" is a term in the tooltips as well: it says where the projectile goes next, how far it looks and how much of the damage it carries.

  • Shared experience, shared maps and the storm survive leaving a world. The handlers for them were hung once per game launch, while the connection is new every time you enter a world - so from the second world of a session onwards the group quietly stopped sharing experience, cartographers stopped exchanging maps and other players' lightning went missing. They are hung on each new connection now.

  • A node that fell asleep says so on screen. Walking into someone else's world puts to sleep the nodes that world has not paid for, and armour and damage drop with them - which reads like the build was eaten. The mod now says how many nodes sleep and that they wake up again. The same goes for a tree update that takes nodes away: it says what was removed and that the points came back, instead of leaving it in the log.

  • Five places where the mod kept memory it no longer needed. The worst of them rebuilt forty-five attribute names fifty times a second - hundreds of megabytes of rubbish an hour - and two more made a fresh status icon on every crit and every streak. This is the answer to the reports about the game growing slower the longer a session runs.

  • A cartographer's gift no longer leaves the map two-toned. The game marks land shared by someone else in a different fog channel, so touching a cartography table turned half the map a different shade. Shared land is painted like land you walked yourself.

  • Area repair reaches eight metres instead of three. Three did not cover the wall next to the one you hit - a wooden wall is two metres wide on its own - so the talent looked like it repaired a single piece.

  • Honey counts when you empty the hive, including when you empty it by holding the key. The beekeeper's deed sat at zero for players who had gathered hundreds.

  • The forager's deeds say the berries have to be wild. Picking from your own patch is the farmer's deed and never counted here; now the hint says so instead of leaving it to be discovered.

  • Spikes pierce. Their unconverted damage was blunt and is now piercing, and it grows from piercing damage as well as from the sources it already grew from.

  • A talent card shows the talent's name, and what it actually does moved into the tooltip: the card used to print the whole affix and read like a wall of text.

  • The tree key stays quiet while you are typing in any text field - the game's, another mod's, or ours. It already knew about the chat, the console and our own search.

  • Numbers from the node catalogue no longer overrule the tree. A node could return to an older number at every game start although the planner said otherwise.

  • The slider no longer jumps to the middle when you grab it near the right edge, and the status strip stands above the eitr bar instead of lying on it.

  • Build codes are read from the published tree, not from the draft, so a code made by someone playing a released version is understood exactly as they made it.

  • Nodes that fell asleep wake up by themselves. A node sleeps when the tree in hand is not the one it was taken on: it keeps its point and gives nothing, which looks like fewer points than your level and a build that quietly lost its numbers. A tree that fixes this waits behind "Update tree", because an update that takes nodes away is yours to accept. When the waiting tree takes nothing away there is nothing to accept, so the mod now takes it by itself and says so - and when it does take something, it tells you how many nodes are asleep and why instead of leaving it in the log.

  • Item stacks stop growing on their own beside other mods. Stack size and weight live in one description shared by every item of that kind, and a mod that rewrites them when an item wakes up in the world rewrites them once per dropped item rather than once per kind, so its multiplier runs away with no ceiling. The first item of a kind may still be set up by anyone; later ones leave those two fields alone, so the multiplier lands exactly once, as it was meant to.

  • Crafting from chests no longer pays twice. The mod used to cancel the game's own spending and pay the whole recipe itself; another chest mod on the same method then paid again out of its own storage, and a recipe for ten logs ate twenty. The game pays out of the pack now and the mod tops up only what is missing, out of the boxes.

  • Pies baked in the oven count for the cook. An oven was recognised by the word "oven" in a name that does not always belong to the building, so what came out of it was credited to the campfire instead. An oven is now recognised by what it burns, which also counts ovens added by other mods.

  • A bed planted in one go keeps its spacing. The rows were laid out using whatever the last preview frame had computed, which is not always the plant under the cursor. The spacing and the axes are worked out at the place of planting now, and a spacing that came out at zero - from a neighbouring bed or from a record written by anything at all - is replaced by the seedling's own.

  • The Wayfarer's first choice is soft landing again. Rune Sight shows the runestone zones on the map, and with no runestones in the world it does nothing; it returns with them.

  • A line about memory, for those who need it. Set "Memory log every N minutes" above zero and the mod writes one line at that interval: memory in use, how much the world holds, how many players, and the size of every list the mod keeps. Off by default. It is there so a report about memory on a dedicated server can be answered with numbers instead of guesses.

  • Crafting no longer eats your materials when another mod crafts from nearby chests. The save-materials chance used to refuse to spend; a chest mod patching the same method then spent them anyway, so the message said "materials saved" and the chest was empty. The chance now returns what the recipe asked for instead, whoever took it and from wherever.

  • A smith's work keeps its durability in anyone's hands. The bonus was computed live and only while the crafter held the item, so a sword given to a friend lost it. It is stamped on the item at the forge now, like a brewer's mead.

  • Area nodes no longer make you hit the rock beside you. A melee swing tests twice - once against everything, once against creatures only - and the nodes were widening both. Now the whole increase goes into the reach against creatures.

  • "Feeds you twice" no longer breaks the HUD and the map. The "×2" badge was created without a font, and a fontless label spoils the atlas the rest of the interface draws from. Every label the mod makes is now born with its font, which also silences the repeated LiberationSans warnings in the log.

  • "Update tree" no longer loses the update. Pressing it queued the new tree and forgot it in the same breath; anything that dropped the queued result left no tree, no button and no refunded points. The waiting tree is now released only once the new one is actually standing.

  • Frames no longer sink while you stand among animals. Every hunter's footprint carried its own material and was repainted each frame, so seven hundred of them meant seven hundred draw calls that could not be batched. One material now serves them all.

  • Runestones read before the deed existed count towards the Wayfarer. The deed started from zero in 4.8.6 although the character had remembered every stone it ever read. Those are counted once, on entering the world.

  • Tree search works in your own language. Node topics were only ever indexed in the source language, so searching "pickaxe" found nothing while the Russian word found everything. Names, categories and topics are indexed in both.

  • Wild sowing stops giving up after one bad world load. If the sapling it clones was not found, the whole feature switched off until the game restarted - silently. It retries, and says so in the log when there is nothing to plant.

  • The armour number in the character panel is a number again, not 29.4435.

  • The "apply points" bar no longer lies on top of the profession ladder.

  • The inventory key opens the inventory over the tree instead of being swallowed.

  • Extra projectiles cost extra eitr. The game charges once per swing however many projectiles it throws, so a staff with three extra shots hit four times and paid for one. The cost now follows the number of projectiles the swing actually fires.

  • A staff's projectiles from one cast no longer all land on the same target. A fan fired point-blank used to give one enemy everything, which turned volley nodes into a damage multiplier rather than the spread they are meant to be. A magic projectile aimed at someone its own volley already hit passes through and flies on, looking for another target. Arrows and bolts are unaffected: an archer aims at one enemy and may put the whole volley into them.

  • A profession talent can be taken back again. Right-click returns the point to its trade, in the ring, in the ladder and on the tree's own option rows.

  • The settings window has a Debug section with one action: lower your own level. Nodes that no longer fit come off from the edge inwards, and nothing is left hanging without a road to a start. It cannot be undone, and it says so before it happens.

4.8.8

  • The night message no longer crashes the frame on a broken font. When the font Valheim hands us has no atlas, the letter-by-letter rune reveal failed inside TMP and threw on every frame. The message now falls back to plain text, lives its normal span and fades out.

  • Damage over time from other mods stays theirs. Our strike claimed each element once per hit, but the window stayed open for the whole damage call - another mod's burn or poison got swallowed, turned instant and counted into our gauges. Each element is now claimed by the first call only; everything after it goes the vanilla way untouched.

  • Stack sizes no longer fight other stack-size mods. The stack limit lives on one shared item description, so ours and theirs overwrote each other back and forth. Ours is a floor now: it raises a lower limit and never lowers a higher one.

  • Wiki underlines work in every language. Node hints and mastery options matched Russian word forms against translated text, so outside Russian nothing was ever underlined and the wiki was unreachable there. The link now comes from the source phrase: the term itself in Russian, the whole line in other languages.

  • Demolishing is vanilla again. The mod's extra refund on demolish is gone, and tree nodes carry building affixes in its place. A structure still returns exactly what was paid for it - and a structure that cost nothing now says so out loud instead of silently returning nothing.

  • Kill experience always counts vanilla health. The world's difficulty bonus is divided back out so a harder world does not level you faster. Between a creature spawning and its first sync that record was missing, and the raised health was paid out in full - the same creature was worth more killed on sight than a minute later.

4.8.7

  • Frames no longer collapse around a pack of enemies. Two of the mod's own checks were running inside every creature's frame - fifty times a second each, for every creature loaded - and each one reached into a lookup table just to read a timer. In a crypt, where creatures come by the dozen, that added up to thousands of calls a second and dropped the frame rate to a fraction of what it should be. Both checks now run as one sweep over all creatures at once: stuck creatures once a second, difficulty tiers once every five. Nothing about their behaviour changed.

  • An English profession rung was named with a slur. The woodcutter's «Вязанка» rung was translated as Faggot - the word does mean a bundle of firewood, but that is not how it reads today. It is Firewood Bundle now. Other languages were unaffected.

  • The main menu wears the mod's own logo.

4.8.6

  • The last backpack row is back. 4.8.4 restored a patch that had quietly not been applying since Valheim split Inventory.Load in two - and with it applying again, the row reserved during loading no longer matched the height the game reads from the save, so a row went missing. The reservation is gone: the rows are laid out after loading, which is what actually worked in 4.8.2 and 4.8.3.

  • The Discord button in the main menu no longer quits the game. It was cloned from a real menu button, and a cloned button keeps the action set on it in the editor - the clone carried "Quit" along with the link. Its click is replaced outright now, and the sample is the first button rather than the last.

  • Wiki hints work in every language. A term was found by matching Russian word forms in the text, so outside Russian nothing was ever hoverable - the explanations existed and were translated, but could not be reached. Terms now bind to the stat itself, and a term's translated name is matched as well.

4.8.5

  • The stack-loss fix works on the current game build again. The patch that keeps a big stack whole while another player reads a chest was pinned to one exact overload of Inventory.AddItem, and the newest Valheim build no longer has it - so on that build the patch did not apply at all. Both forms of the call are covered now, by item name and by item hash, and each is only patched if the game actually has it. Nothing else changed from 4.8.4.

4.8.4

  • The backpack rows patch loads again. Valheim 1.0.15 split Inventory.Load into two overloads, Harmony refused to pick one, and the patch never applied - so the extra rows from the tree were not held open while the game read your inventory. It now lists the overloads itself and survives the next such split.

  • The training dummy no longer pays experience. It is a creature with an enormous health pool, and it paid three times over: for the kill, for every blow landed on it, and again for placing and smashing it with the hammer. Hit it as much as you like - vanilla skill still rises, that is what it is for - but the tree gains nothing from it. Nothing a player spawns or builds pays experience any more.

  • "Voices of Stone" counts again. The deed asked the game whether the runestone interaction was "handled", and a read stone answers no - so the deed sat at zero while the ordinary runestone counter climbed. Stones read from this version on are counted; stones read before it are not, because the mod was not remembering which ones.

  • A creature stuck at zero health finishes dying. The earlier guard only rescued a frame that failed loudly. Now the state itself is closed: once a second, a creature owned by you that shows zero health and does not consider itself dead is finished off - the same thing a world reload did, without the reload.

  • The Deep North is its own difficulty step. It has its own creatures and its own boss, and the config now has a DeepNorth row beside Meadows through Ashlands. Frost trolls, jotnar, bjorn, barka, the elaking and the Frozen King scale as their own biome instead of falling through unscaled.

  • Shields are held the way the game holds them. The mod no longer touches shield placement at all; the rotation that tried to fix the second shield is gone.

  • Notifications have their own tab. Level up, points earned, kill experience, deeds and classes, combat notices, crafting and building - each with its own switch. A notice turned off only goes quiet; points, levels and deeds are still granted.

  • Someone else's build shows the difference. A pasted build code no longer offers buttons: a single "Show" switch lights what you still need in green and what you have spare in red, dims everything unrelated, and a basket forgets the build. Nothing is spent until you click a node yourself.

  • Discord, where it is useful. A "Report a problem" button at the bottom of the tree opens the bug channel. The refusal window that says you are not a member now offers a way in. First time you open the tree in a world, if you are not a member, an invitation explains what is there.

  • The scent trail is 30% brighter at the same setting.

4.8.3

  • The mod page now points at the Discord server. Build talk, questions, update news, and a bug form that puts your report straight in front of me - with the progress of your own report visible to you. Nothing in the mod itself changed from 4.8.2.

4.8.2

  • Blows no longer pass through what you are hitting. An error inside the mod could be thrown while the game was still measuring the swing, and it took the whole swing with it: the enemy or the tree in front of you took nothing at all. Two of those are gone - a timed status ("after a crit", "chopping haste", the series badge) hung on you in the middle of a swing, and the crit marker. Nothing the mod does inside a blow can cancel it any more.

  • A creature killed now dies. Its death is checked in the last line of its frame, so anything failing earlier left it standing at zero health, still fighting, until the world was reloaded - where it died at once and dropped its loot. The death check always runs now.

  • Vertical melee aim, reworked. The tilt is taken from your shoulder to what the crosshair is over, not from the camera angle, and the whole hit volume turns with it instead of stretching by height. Above all, the tilt is tried before it is taken: if the tilted blow meets no target, the blow goes exactly as the game throws it. It can no longer cost you a hit.

  • Ore travels through portals. A metal passes portals once the boss of its biome is down - iron after Bonemass, copper and tin after the Elder, and so on. The same rule in both directions, on any portal, with the portal keeping a quarter of what it carries.

4.8.1

  • A melee blow lands where you look. The fix shipped in 4.8.0 only turned the direction of the swing, and the game does not build the hit from that: the reach is measured from the body, which always stands level, so a fist aimed at your boots still passed at chest height. The body now tilts with your aim for the instant the hit is measured and straightens again, so the start of the blow, the sweep and the cone all follow the camera. Look down 30 degrees and you hit the ground in front of your feet; look up and you reach above you. Aiming down shortens the reach along the ground rather than extending it, so this is aim, not extra range. Vertical melee aim in section 5. Controls, with a tilt limit.

  • Life leech comes from your own blows only. Thorns, the thorn burst, a parry burst, blasts and the ticks of burning or poison no longer feed you - anything without a real swing behind it. Bombs and other thrown blast items stopped leeching too.

  • Staves and scepters leech by spell lifesteal alone. Ordinary lifesteal works on everything that is not a spell, spell lifesteal on spells; a cast used to count under both.

  • The mod page images are served from our own panel now, so a picture no longer disappears when someone else's image host goes down.

4.8.0

  • One damage system. Every damage type has one sum of increases: general damage, the type's own damage and conditional bonuses add up instead of multiplying. Converted damage grows only from its new type. Top builds deal less than before; ordinary builds barely change.

  • Crits land in full again. Since 4.7.0 a critical hit could cut the hit short. Fixed.

  • New attributes. Staff damage, crit and cost work on any staff (blood staff nodes became staff nodes). New spirit, pet and minion damage, area damage and ailment damage, with new clusters in the tree.

  • Area of effect works on weapons. Melee reach and width, ground slams, the fire staff's fireball and their visual effects all grow with area of effect.

  • Thorns reach only the near. Full damage within 3 m, fading to nothing at 8 m. Thorns no longer grow from melee damage. Elemental and poison thorns are conversions now.

  • New mastery options. Thorns Burst: a thorns kill hits nearby enemies for 35% of the thorns. Bloody Thorns: thorns build bleeding twice as fast. Blood Burst: a bleeding enemy explodes on death, dealing its remaining bleed to enemies within 4 m.

  • Ailment gauges hold for 3 seconds before draining.

  • Professions: five rings more. Wayfarer, cook, forager, sailor, fisher, builder, beekeeper and herder join the woodcutter, miner, hunter and farmer, each with its own milestones and talents. A few examples: the forager smells berries and mushrooms as faint streaks drifting toward you, the miner's pickaxe pings near ore like a Wishbone, the wayfarer leaves a tombstone that keeps everything, the sailor can drop anchor.

  • Profession dock. The badges sit in a carousel at the bottom of the tree window; a pulsing "!" on its tab means a talent is waiting. Talent picks are final. Trades whose talents changed had their picks reset once; points and milestones stay.

  • Food. A chance for an extra portion at the cauldron and cooking stations.

  • More creatures. Creature density goes from 1.1 to 1.2: a fifth more creatures than vanilla. A value you set yourself stays.

  • Smaller fixes. A melee swing goes where you look. Every interior location counts as a dungeon for clears, crypts included. Arrow saving rolls for every arrow of a volley. The starter spark staff's blast is smaller. The default maximum level is 200. Damage tags moved into the Alt table of a node tooltip.

4.7.3

  • Server settings reach players again. Since 4.6 a client on a dedicated server threw away the host's whole config because of one setting it did not recognise ("Server config rejected: 8. Web config/Auto update"), so experience, levels and balance came from each player's own file. Clients now take the host's settings, and a setting a client does not know is skipped instead of dropping everything. Only clients need this update.

  • A host can switch the network off for everyone. Auto update off on the server now turns it off for every player on it. A player can still turn it off for themselves, but not on against the host.

  • Honest version hint on newer nodes. A node that uses an effect your version does not know now asks for a version newer than yours, instead of naming the one you already have.

4.7.2

  • No more hang on the loading screen after death. Bleeding blood splashes left broken entries in the world's object table - hundreds per fight since 4.3 - and the loading screen after a death stumbled over them. The splashes look the same and leave nothing behind.

  • Beds line up. Mass planting follows the compass now, and the wheel turns a bed in even 15° steps. Bring a bed within reach of one already planted and it snaps to it, taking its angle, spacing and rows, so two beds become one. Older beds work too. The preview hides the cells that already grow, so you see exactly what will be added.

4.7.1

  • Stat lines read in your language again. In 4.7.0 most stat lines showed the English template around a Russian attribute name ("+5% шанса крита"). All 400 attribute names are translated now, in every language.

  • Taking a building down returns what vanilla returns. The bonus refund on top turned build-and-remove into free resources. Its nodes are gone from the tree, and the Jack of All Trades keystone lost that line. The chance not to spend resources when building or crafting stays.

4.7.0

  • Your tree no longer changes under you. A new tree - from the site or from a new version of the mod - waits until you press the pulsing "Update tree" button at the bottom left. Until then your tree stays fully playable. Nodes that the new tree changes or removes say so in their tooltip. Before updating, a window tells you how many of your taken nodes would come off; their points come back.

  • Players who never reached the site are covered too. If the mod could not load the tree online, or auto update is off, you keep the tree from 4.6.1 and the update waits for the button like everyone else's. A dedicated server with auto update on takes new trees by itself; turn auto update off to hold it on its current tree.

  • Mastery choices are remembered by name, not by position. Reordering or adding options no longer swaps your pick. A pick whose option was removed or replaced comes off and returns its point. Convenience mastery picks stay.

  • Nodes that stop fitting a changed tree sleep instead of vanishing. Their points stay spent and they wake up again once they fit.

  • Professions: hunter and farmer. The "Beast and Field" ring joins woodcutter and miner. The hunter sees glowing animal tracks within 80 m, runs faster along a fresh trail, recovers arrows and draws faster. The farmer sows wild seeds, grows crops in any biome and plants denser beds. The forager's light basket gives a burst of speed after picking.

  • A ladder instead of rings. Profession badges sit at the bottom of the tree window. Hover over one to preview its ladder, click to pin it. A badge with free talents pulses. Each rung has two talents: the milestone opens one, doing it once more opens the other. The socket shows how many are open (0/2, 1/2, 2/2).

  • Every projectile stat names its weapon. Pierce is for crossbow bolts, chain is for bow arrows, and bounce is for any projectile, bombs included. Bombs are now explosive bouncers: each touch of the ground explodes, a little weaker each time. New small clusters for pierce and bounce.

  • Farming and foraging masteries reworked. Wild sowing, dense rows and the light basket moved into the professions. The masteries now offer faster growth, bigger harvests, a warm bed and a rested gardener, a keen eye and an extra handful. Woodcutter masteries gain the Forest Nursery. Shield, club and vitality masteries get more options.

  • Tree numbers follow one ladder. Each attribute has a set step for small and notable nodes, and the published numbers now match it everywhere.

  • Two shields work. With the keystone, a shield in each hand blocks together and their block power adds up. You still fight with your fists.

  • Timed tree effects show under the stamina bar. Onslaught, after-crit, after-parry, work haste and harvest step appear as icons whose colour drains as they run out, with a green or red frame.

  • Smaller fixes. Extra shots pay with the arrows you have equipped. Holding E on a plant no longer re-rolls extra crops. Double jump, lift and long jump listen to the gamepad. Mass planting reads Shift+wheel on macOS. Class scaling keeps conditional rows conditional.

4.6.1

  • A cleared crypt counts as a cleared crypt again. Every dungeon in the world was being filed as a place on the map - the check compared a height against itself and always came out a few metres apart - and places have paid nothing since 4.5.0. So twenty hours of crypts earned no points and the tree showed three clears instead of dozens. Dungeons are told apart by where their rooms stand now, which is the thing that actually differs. pt_dungeons shows what the world counts; pt_dungeons fix, run by the host once, re-files the crypts already written down as places - it looks up each mark against the world's own list of locations, so farms and camps stay places.

  • French. The whole mod - node names, effects, the wiki and every window - reads in French now. Pick the language in Valheim's settings.

  • A boss kill now shares its experience with the party, like every other kill. Three things were quietly eating it: the award arrived right behind a batch of blow experience and ran into the half-second guard meant for that stream, it was then trimmed to a quarter of a level while the player who landed the blow kept the whole boss, and anyone further than forty metres from where the boss fell got nothing at all. Shared experience is now metered by how much arrives rather than by how often: every sender has an allowance that refills over time, so a boss award and five kills in the same frame all land, while a broken or malicious client still cannot pour experience into the party. A boss fight also reaches two and a half times as far - the archer on the ridge counts as a participant.

4.6.0

  • Woodcutter and miner, in full. The first ring has two trades with eight talents apiece. The woodcutter chops half again as fast or hits trees half again as hard, keeps 250 logs in one slot, drops a felled trunk that hits two and a half times harder, knocks a seed of a random species out of the chips, fells anything his axe outclasses by two tiers in a single blow, and can spread the blow to every tree within five metres. The miner swings for half the stamina or half again as often, carries ore and stone at half weight, showers the neighbouring seams, splits a seam his pick outclasses in one blow, and digs more out of every vein. Milestones: 50 beeches, firs or pines, then 100 birches or oaks, 150 ancient swamp trees, 50 Yggdrasil shoots; for the miner, 150 copper or tin blocks, 100 scrap iron piles, 80 silver blocks, 40 flametal. Six trades more are written and wait for their own bonuses - they are not in this build.

  • A milestone counts what you broke, not what you picked up. Ore can be dropped and picked up again, or handed over by a friend; a seam cannot. Deeds are counted independently too, so you can chase the fourth one first - the groove on the ring lights the stretch of the milestone you are actually working on, and every socket's tooltip carries its own bar with a count over it.

  • Your weapon's own damage and speed finally reach the blow. "Sword damage", "club speed", "pickaxe speed" - twenty lines in all, nearly a thousand percent across the tree - were handed out by nodes and read by nothing: the table that turns them into a hit only listed scepters and traps. Per-weapon stamina cost worked all along; damage and speed now work the same way.

  • How many creatures the world keeps. Creature density in section 8, 1.1 by default: a tenth more alive at once and a tenth more often tried, both for the biome's own spawner and for the nests and dens on the ground. Pack size grows half as fast, so a trio of greydwarves stays a trio. The host's setting is the one that counts.

  • A cleared dungeon pays a point every second time. Dungeons per point is 2: a point per crypt outran the tree itself, and a point per three went unnoticed. Places on the map still pay nothing.

  • Small nodes are named after what they give, notables have names of their own. A small node takes its name from its attribute, the way it takes its icon - 265 short names across 1462 nodes, repeating freely. Notables and keystones got 192 unique names instead of 78 repeats: six nodes called "Ship speed" are now Wind in the Sails, Fair-wind Knarr, Way under Sail and so on. Nothing is called "Reduction of stamina and eitr spent while using a two-handed weapon" any more.

  • Rested power is worth taking. It sat in the same rung as lifesteal, a percent a node, and ten nodes added up to eight percent. It has its own rung now and the tree pays out 40%.

  • Console commands speak English. You cannot switch keyboard layout inside the game's console, and half the keywords were Russian. pt_prof reset, pt_deed woodcutter soft 50, pt_zone on - the old Russian words still work as aliases.

  • Professions. Rings around the character portrait, each holding two trades: one on the right half, one on the left. Every trade has four nodes, every node a choice of two, and the choice is free - you can move it whenever you like. What is not free is opening the node: that takes a milestone, earned by doing the work rather than by spending a level.

  • A milestone arrives sealed. Do the work and the node lights up with a lock still on it. Knock the lock off and the ring's groove fills up to that node, and only then can you put the point in. While anything is waiting, a line at the foot of the tree says so and the button under the portrait glows - so a milestone earned mid-fight is not something you find out about three evenings later.

  • Resource cells. A profession node that opens cells lets that resource stack far deeper in one slot: 250 wood where a slot held 50. Ore and stone, bars, crops, herbs and berries, hides and trophies each have their own node. Your bag keeps its size, and the deeper stacks are yours alone - nobody else's character is affected.

  • The rune zone around a knowledge portal waits for a later patch. The portals themselves are unchanged. What is held back is the circle around them: the mist, the veins of energy along the links inside it, the runes drifting along those, and the runic frames on the boosted nodes. It is finished, and it is out of this build entirely rather than switched off - nothing half-explained sits in the tree, and the download is smaller for it.

  • Damage from attributes is a third smaller: 0.25% a point instead of 0.36%. Travel nodes hand out attributes whether a build wants them or not, and at a hundred points that was +36% damage nobody chose. Unarmed damage from Might moves with it - both read the same number.

  • A message in runes always takes the same time to turn into words. It used to flip letter by letter at a fixed pace, so a long line took twice as long as a short one to become readable. The wave now runs denser or sparser instead, and the click no longer rattles on a long message.

  • The tree opens faster after you enter a world. The portal's zone was being recalculated once for every link the tree laid down - about three thousand times per load - and all of that was pure waiting.

  • A node line can now be a multiplier, and multipliers multiply each other. A keystone that asks for damage or armour in return used to write that price into the same sum every other node adds to, so a strong build barely felt it: −60% bow damage against +300% collected is a seventh of a shot, not half of one. A price written as a multiplier takes its share of the finished number instead, the same share at any point in the game. Two −40% lines leave 36%, not 20% - and six of them can no longer add up past zero, which is what quietly turned a full extra-arrow build into blanks.

  • Crossbows reload, bows draw. Draw speed was one line for both weapons, and a crossbow does not draw anything by hand. Crossbow nodes now carry reload speed, which is what the weapon actually spends its time on; bow draw is untouched.

  • Projectile mechanics are split between the weapons that suit them. Piercing stays with crossbows and bolts, the bounce to the next target goes to bows and arrows, and every projectile can now ricochet off ground and walls by the plain law of reflection - the angle it arrives at is the angle it leaves at, losing speed each time. A heavy shot sticks where it lands; a bomb keeps bouncing and explodes on every touch.

  • Stagger is "stun power" throughout, and it reads in the wiki. Same mechanic, one name for it everywhere, with an article explaining what it does to an enemy.

  • Spell damage is scepter damage. The line only ever applied to scepters, and calling it spell damage promised staves something it never gave.

  • Stamina is called stamina. Nodes that spoke of "reserves of strength" or "saving strength" now say stamina, in every language. The attribute Might and stun power keep their own word.

  • The character sheet shows the multipliers you took. A keystone's price used to be invisible there: armour showed the sum of your nodes and said nothing about the ×0.6 you agreed to.

  • The ring of runes spinning around every boosted node is gone, and the vein along a taken link is wider. On a dense part of the tree the rings ran into each other and buried the nodes they were meant to mark.

4.5.2

  • On a server everyone plays the host's tree. Until now every client fetched the published tree on its own, and whoever's network could not reach the site silently kept playing the tree compiled into the mod: two people on the same server with the same version ended up with different notables and different points, and the one who missed out also had his build trimmed against a tree nobody else had. A client now takes the tree from the host and stops asking the site at all while it is on someone else's server; the host hands out a new one the moment it changes. The admin can still turn this off with Server sync.

  • Every release carries the tree that players had on the day it was built. The mod could only fall back to the tree written into the code, which is why a blocked DNS resolver sent someone months into the past. The published tree now ships inside the patch, so the fallback is what everyone else is playing.

  • A planted wild berry or mushroom no longer leaves anyone stuck on the loading screen. The mod registered its own saplings switched off, so the game created them switched off as well - and a switched-off object never claims the network data it was created from. The game then remade it every frame, filled the log with ZDO ... not used when creating object PT_wild_..., and never counted the area as loaded, so whoever entered near one hung there for good. The same cause threw on every placement: the sapling went down but the seed was never taken. Worlds that already carry one load normally again once this build is installed.

4.5.1

  • Ctrl and a click buy or refund a node on the spot (Cmd on a Mac). No queue, no "Apply points": hold the key and run along a branch, and each click lands as you make it. The ordinary click still works the way it did - it picks, and you confirm. A mastery that still has something to choose keeps opening its list: there is nothing to pick blind.

  • The portal roll-call sends out one ring of runes, not two. The second wave read as a second click rather than an echo of the first.

  • Your build no longer comes apart at every launch. The saved copy of the tree was checked against the config file's size limit - 64 KB against a megabyte - so it was rejected every single time, and the game started on the tree baked into the build while your character was allocated on the published one. Anything held together by the newer links counted as orphaned, and its points came back. The saved tree is now read with its own limit, and pruning waits for the real tree to arrive instead of judging your build by the wrong one.

  • Published node values reach you again. The numbers file is now 80 KB and the mod refused anything over 64 KB, so it quietly kept the last small version and said "update failed" every five minutes. It now accepts the same 256 KB the panel allows.

  • A portal you can reach now looks different from one you cannot. Take one portal and the other two light up: their stone goes to full colour and a glow comes up behind them. Before, an open portal looked exactly like a locked one, so the whole point of portals - take one, continue from any other - was invisible.

  • The energy shield is the rune shield now. Same layer in front of health, new name and new face: a pane of glass over the health bar with bright edges, health showing through it, and runes - the same ones the mod writes its messages in - drifting inside. Its top edge smoulders: small bright runes flare and fade there like embers along the edge of burning paper, with the heat crawling slowly from end to end. A hit flashes the pane and knocks a few runes off it; breaking the shield scatters them along its whole length. While it is recharging the whole thing glows brighter and the wave across it runs faster, so one glance says whether the shield is coming back or just sitting there. The bar is measured in health: one point of shield takes as much of it as one point of health, so a shield larger than your health draws a longer bar and runs past the health one - which is the thing worth seeing at a glance. Its figure stands in the middle of its own bar, in the same glowing rune lettering the mod writes its messages in, upright whatever angle the health bar sits at, and it never covers the health number: it stops beside it and waits until the middle of the shield has moved to the other side. Rune shield effects in section 5. Controls turns the runes and the shards off and leaves the plain pane.

  • A cleared dungeon is a point again, and places on the map pay nothing. Dungeons per point is back to 1 and Points per cleared place is 0: clearing a crypt is work worth a point, while a point for every third ruin was noise nobody noticed. Both are server settings; configs still on the old values are moved once, values set by hand stay. Characters keep the points their dungeons now earn and lose the ones places used to give - the difference comes off the tree as unspent points, the way it always has.

  • Nodes, wiki and every translation say "rune shield". Searching the old name still finds the article. No points are refunded: a node that only changed its name is the same node. Settings keep their old keys, so a server config written for the energy shield keeps working untouched.

  • Fists that count as tools no longer hit creatures twice as hard. The Tool Hands keystone adds chopping and mining damage to every blow, and a creature takes those two the same way it takes everything else - so a node about gathering wood quietly doubled your damage in a fight (for the builds that had it, chopping and mining were half of all damage dealt). Wood and ore still feel the fists; enemies no longer do.

  • One switch turns the network off, and a host can turn it off for everyone. Auto update in section 8. Web config stops everything the mod takes from the outside - the published config, the tree numbers, the tree itself and the update notice - and the mod then plays exactly as it was installed. The Valheim host's value wins on their server, so an admin can settle it for the whole world; each feed keeps its own switch for anyone who wants to refuse just one.

  • A roof check can no longer take the frame down with it. The check runs over everything nearby whenever anyone builds, including another player's piece, and an exception in the middle of that is a disconnect. It now answers the vanilla way instead of throwing.

  • A lucky gather fades instead of running away. Every extra resource still earns another roll, but each roll in the chain is a fifth weaker than the one before - 25%, then 20, then 16, then 13. At the bottom almost nothing changes; at the top a 90% chance used to pay nine extra items on average and now pays a little over two. Whole percentage points above 100% stay guaranteed as before.

  • A third kind of modifier: multipliers. Every damage percentage in the tree adds into one sum, which quietly made penalties worthless: the Arrow Storm keystone asked 60% of your bow damage for three extra arrows, but on a build with +300% that payment was 15% a shot while the shots were four times as many. A multiplier belongs to no sum - it multiplies the finished hit, so "60% less bow damage" stays 60% less whether you are naked or maxed. Such lines say it in words, not signs: "60% less bow damage", never "−60% bow damage". Arrow Storm now pays that way; it costs about twice what it did yesterday.

  • Food power no longer inflates your base pools. "+% to food power" multiplied the base 25 health and 50 stamina, and every flat bonus with them, as if they were food - a character with nothing eaten still gained a third more stamina from it. It now multiplies only what you have actually eaten; "+% to maximum" still applies to everything.

  • The weapon panel by the tooltip stopped coming up empty. Its rows live on the tree window, and rebuilding the window - which now happens whenever numbers arrive from the server or a setting is flipped - destroyed them while the window kept the old references; every hover after that threw, and the panel showed its heading and nothing else.

  • The panel also counts stamina per hit now. It knew only damage and swing speed, so the nodes that make a weapon cheaper to swing changed nothing it could show and it simply hid itself. Now every weapon shows what one blow costs, counted the way the real blow is: general economy, category, the weapon's own line, and the separate one for pickaxes and axes.

  • An untaken Portal of Knowledge keeps its colours. Its frame and its face are one picture, and each state tinted it twice over - the sleeping stone came out as a black blot. It is no longer dimmed at all: the art already says the portal is asleep.

4.5.0

  • Creatures pierce armour and resistances by biome. Swamp foes ignore 14 armour, Mountain 20, Plains 26, Mistlands 31, Ashlands 36 (server settings <biome> armor penetration); later biomes also ignore a few points of the tree's elemental resistances. If you have less armour than they pierce, every missing point adds 1% damage - armour below zero hurts. The tree got percentage health and armour in return, so defence is a choice with a price, not a freebie.
  • The tree is smaller and each node is worth more. Runs of identical small nodes are merged (a run of six becomes three at double value, totals unchanged), creature-specific damage clusters are gone, weak notables were raised, night regeneration is four times stronger and now covers health, stamina and eitr. About one point in ten comes back as a refund; spend it on the neighbours, which now give twice as much.

4.4.0

Stamina, weapons and movement

  • Every weapon type has its own stamina line. Swords, knives, clubs, polearms, spears, axes, bows, crossbows and both kinds of staff now each have their own "costs less stamina" bonus, the way sceptres and traps always did. It stacks with the grip bonus (one-handed, shooting and the rest), and the nodes for it live in the sector that weapon belongs to.
  • Jump distance is a bonus of its own. Vanilla's jump skill raises you higher and carries you further but never makes jumping cheaper, so the tree follows suit: height and distance, no discount on stamina.
  • Free stride - a second choice in the Cartographer mastery: +12% movement speed once you have been out of combat for half a minute. The first blow, given or taken, takes it away and starts the count again.
  • All damage bonuses now add up instead of multiplying. Weapon, category, physical or elemental, "against the staggered", "against bosses", night, combo and the rest used to sit in five separate layers that multiplied each other, which is how a top build reached ×30. They are one sum now; crits and backstabs are still multipliers. Nothing in your tree changes and no points are refunded - only the arithmetic.
  • One point for every three cleared dungeons and every three cleared places, instead of one each (Dungeons per point, Places per point; server settings). Characters that had already collected more will have the surplus trimmed from their tree.
  • The tree that uses the new lines - stamina spread across all six sectors instead of piling up in Dexterity, weapon economy in each weapon's own sector, swimming everywhere, jumping in clusters of its own - arrives over the network. Nothing to reinstall when it does.

Fixes

  • Convenience mastery = false works again. The switch was read from the config and written back to the file, but the line that told the tree about it sat inside a development-only build, so the released mod never saw it: the mastery kept every choice no matter what the config said. Turn it off now and each convenience mastery keeps only "+2 to all attributes"; anyone who had taken a removed choice gets the point back.
  • Food cooked on a fire or in a stone oven carries its cook's bonus. Nourishment was written into the dish only when it was crafted in a cauldron; anything finished on a fire came out as a fresh item and lost it - grilled meat, fish, bread and pies gave nothing extra. The stone oven also shows who is cooking, like every other station.
  • "Cleared" messages count the same way the points do. With a point every three dungeons, two clears out of three promised a point that never came, and the third - the one that actually paid - passed in silence.
  • Growth speed grows trees too, and the bonus finally says so.
  • Sprint switches high levitation to low, and low flight costs twice the stamina.
  • Character bonuses are a window now, not a list crammed into the tree panel.
  • Ailment buildup in the wiki links to the article about the ailment itself.
  • "Stamina" is called stamina everywhere - a dozen bonuses and wiki lines used to call it "force", and a few of them talked to the player instead of describing the mechanic.

4.3.3

  • Fishing is fixed for real this time. 4.3.2 recognised the rod by its fishing skill, but a rod carries no skill of its own - the skill grows from reeling in, not from the item - so the check never fired once. Tackle is recognised by its bait now, and the tree's projectile bonuses stay away from it.

4.3.2

  • Fishing works again. The rod casts its float with the same projectile attack a bow uses for an arrow, so it was picking up every projectile bonus in the tree: projectile speed hurled the float, draw speed counted a short click as a long pull, and the float flew past thirty metres - the distance at which the game snaps the line. An archer could not fish at all. Tackle is no longer treated as a weapon; the fishing nodes of the tree - bite chance, stamina, the extra fish - work exactly as before.

4.3.1

  • Demolishing a building returns its materials in full again. The refund node edited the building's recipe, which is shared by every copy of that piece, and when supported pieces collapsed with it the recipe stayed damaged until the game restarted: from then on both demolition and building costs ran on the reduced numbers. It repairs itself - nothing has to be rebuilt.

4.3.0

The tree now arrives over the network

  • The whole tree updates without a new build. Nodes, links, positions, names, icons and effects are published from the author's panel, and the mod fetches them itself. Only the numbers could travel that way before.
  • Points come back only when they should. A node that changed category or lost its road from the start refunds its point. Moving a node, renaming it, changing its icon or its numbers leaves purchases alone.
  • A node from a future version is visible and labelled. If the author puts something into the tree this build does not know yet, the node says so plainly and the rest of the tree carries on as if nothing happened.

Portals of Knowledge

  • A new kind of node - the tree's second gates. Walk to one portal and the other two open; take another and the tree grows onward from there.
  • A portal is alive. Untaken it sleeps as dark stone; taken it lights up and glows from within.
  • The road between portals is written in runes. Hover a portal and a living line of signs reaches to the other two: blue when both ends are taken, grey while one still sleeps.
  • Roll call. Clicking a taken portal answers with a burst of runes and light along the roads. pt_portals explains why a portal will not take.

Messages in another tongue

  • News of new points, a level and the night bonus arrives in runes and turns into ordinary words in front of you, sign by sign, with a strike at the start and a click on every turn.
  • To see it without waiting for nightfall: pt_rune.

New in the tree

  • Harvest on the wing (gathering mastery): while you are airborne - any jump will do - everything under you is shaken loose. Berries, mushrooms and branches fall to the ground, hives give up their honey; picking it up is still your job.
  • Carpet bombing (bomb keystone): a random bomb drops out of your pack by itself while you are in the air. The price is all of your non-projectile damage and blasts four times tighter.
  • Ability cooldown - a new shared attribute: one dial for every repeating ability in the tree.
  • Blast resistance - four new clusters, sixty percent from the whole tree. Anything that explodes counts: a bomb, a fireball, tar. It is its own layer, separate from the elements - a fire bomb is reduced twice.
  • Area of effect now grows explosions too - both the damage and the flash itself.
  • The convenience mastery can be switched off entirely (config, section "1. Balance"). Every such node then keeps a single option - "+2 to all attributes".
  • One road leaves the centre, not two. The first direction is a real choice now; the second is reached the long way round. A second road already opened stays open with everything bought beyond it - but reset the tree to the centre and it will not open twice.
  • Torch: it warms (+1 comfort while it burns in your hand), lights further, and counts as a club by tag.
  • Cartographer: meet another player and you trade maps.
  • Building range is measured from your own workbench.
  • Shield and blade answer back; item salvage split into three clusters.
  • Extra projectiles cost distant damage - each one takes 30%, except in Rain of Arrows.

Levitation

  • A cloud gathers under your feet, and with a new node a storm breaks out of it: a bolt into a random enemy beneath you every 0.8 seconds, the radius growing with your height.
  • You can fight in flight. The body hands strikes, blocks and bow draws back to the game and flies the witch's flight the rest of the time; the hands hold the weapon by the bones, and there is nothing left to jerk.
  • The pose is visible to everyone in co-op, not only to you.

Combat, gathering, household

  • Axe damage reaches chopping and pickaxe damage reaches ore. It counts the weapon in your hand, not the skill the game happened to report.
  • Gathering rolls piece by piece: every bush in a mass harvest rolls its own chance instead of one roll for all.
  • Planted wild growth remembers who planted it and grows by its own rules.
  • Crowding lives in the sprout itself - the neighbour decides for the bed, not whoever is looking at it.
  • Bombs fly in a spread: the extra ones land in their own wide cone, a bow's spread depends on how far the string was drawn, and every thrown bomb rolls "a careful hand" for itself.

Interface

  • Search understands a comma-separated list: "poison, torch, crit" finds everything where any one of them occurs.
  • A new icon atlas, a new portrait at the centre of the tree and new start medallions - each one turned toward its own start.
  • Nodes no longer turn black at maximum zoom-out.
  • Passive numbers are shown as they will be for you, and explain on hover what they are made of.
  • The mastery tooltip lost its clutter: an option taken at another node shows as a checkmark instead of gold and a caption, and the extra line under the heading moved into the expanded view.
  • Editing numbers no longer rebuilds the tree - an open window stays where it is.
  • Right-click also clears a pending purchase, not only a pending refund.
  • A player's own translation survives an update: it lives in the config folder and the mod never touches it. pt_loc shows the paths.

Fixes

  • The black screen after a teleport is no longer forever, and the world's object streaming repairs itself - before the crash, not after it.
  • The tree window no longer dies after numbers are updated from the server.
  • Mods with skills of their own work beside us; the freeze on vanilla progression applies to them too.
  • Food doubling, Wild Harvest, the double crafting refund, crafting from chests, an extra point for a place, duplicate wiki articles, a second shield after a reset - seven bugs from an outside report.
  • A chest no longer offers "stack all" while you are typing in the tree's search.
  • Points spent beyond a portal are no longer refunded every time you enter the world.
  • Our sounds obey the game's volume sliders - they used to play at full strength past the settings.

For the author

  • Config panel: the difficulty curve by mouse, every node number by search, a tree editor with clusters and notes, publishing to the dev shelf and to players separately.
  • Dev shelf in game: pt_dev switches the mod to the author's trial files, with their own cache and their own pool of points.
  • Analytics: how many characters are playing, what they take, how many points an hour they earn and what they fight with - by anonymous fingerprints, without names, worlds or positions.
  • A short breakage report goes out by itself when something in the world breaks: versions, counters and the kinds of objects the game stumbled on. No log, no name, no world. Off with a checkbox.
  • Console diagnostics: pt_gather, pt_blast, pt_portals, pt_diag, pt_rune.

4.2.4

  • The mod now reports anonymous play data so the tree can be balanced on evidence: taken nodes, level, health and stamina, and combat totals - damage dealt, by weapon skill, by damage type and by creature. No name, no world, no position; characters are counted by a one-way fingerprint. One message an hour, and the data is cleared on your side afterwards. Off with Share build stats = false in section 8. Web config; the mod says so once, in game, the first time it sends anything.

  • Your own difficulty, if you want it. Use my own difficulty in section 7. Enemy difficulty turns off the mod's creature scaling for you entirely, leaving vanilla health and damage and your own world settings in charge. Neither the published config nor other players can change that switch. In someone else's world the host's rules still apply.

  • Bleeding ignores armour, as it always said it did. The wound's own damage used to be cut down by the target's armour, which made it quietly useless against trolls and armoured fulings; it now lands whole, the way poison does. The blood is twice as heavy on screen, too - a bleeding target reads across a clearing.

  • Poison has a mastery of its own. Venom in the Blood adds 2.5% of the target's own health pool to the poison - worth most against the fattest things in the world and almost nothing against a greydwarf. Lingering Poison keeps it working twice as long.

  • Rain of Arrows costs what it should: −65% draw speed (was −45%) and −60% bow damage. The three extra arrows stay.

  • The food mastery offers three real choices instead of five halves. Might of the Fed, Fed Dexterity and Food for Spells were three halves of one idea, so they are one option now, with all three lines on it.

  • The tree steps back while it assembles: it dims under the loading text instead of flickering into place node by node.

  • Each line of a mastery option is its own line - three bonuses on one option used to run together into a single long sentence.

  • Tree numbers can now be published without a build. A file of node values can be fetched over HTTPS and applied live: only the size of a bonus already on a node ever changes, so nothing is added, nothing is removed and no points are refunded. Off by default (empty URL); see the config section "8. Web config".

4.2.3

  • Map places show what they can still pay, the way dungeons do: the line now reads "6 / 50" instead of a bare 6, where the second number is the server's ceiling or the number of places in the world, whichever is smaller.
  • The tree header says what you can spend. It used to read "173 / 742" - experience towards the next level, which the bar underneath already shows - and nobody could tell what the pair of numbers meant. It now says how many points are waiting to be spent, counting what you have already marked.
  • Shoulder-opened doors work on gates again. The drawbridge exception took every piece with "gate" in its name with it, and a wooden gate in a fence is an ordinary door you open from both sides. Only drawbridges - and whatever the game itself refuses to close - are left alone. pt_doors in the console now lists the doors around you and says what the perk makes of each.
  • The tree's loading bar is a bar again. It was drawn as two small squares and never moved: solid-colour rectangles were being kept square by the same rule that stops icons from stretching. Now the bar fills as the tree is assembled.
  • The four weapon oils speak your language. Their names and descriptions were written straight onto the item, bypassing the translation lookup, so Searing, Chilling, Crackling and Caustic Oil stayed Russian in every language. They are translated now, and re-translated when you change the game language - bottles already lying in a chest change with everything else. Reported by a player on Chinese; thank you.

4.2.2

  • An extra arrow costs an arrow. Every projectile the tree adds to a bow or a crossbow is now taken from the quiver like the one the weapon fires itself; run short and only the paid-for shots leave the string. Spears and staves have nothing to pay with, so their extra shot stays free.
  • Five wiki articles were never translated. Their keys had a hyphen in them and the collector skipped those entirely, so volleys, ailments, stagger resistance, potion power and weapon oil potency stayed Russian in every language.

4.2.1

  • Speed on a paved road is a bonus, not a horse. The notable promised +60% and the small +30% - four times anything else the tree does for movement. They now give 15% and 7.5%.

4.2.0

  • Rested now carries charges. The comfort of the hall you slept in is written into the buff: go to bed at six comfort and you walk out with six charges. New nodes pay for every charge - running speed, health, stamina, eitr, energy shield, and a chance at an extra crop, berry, comb, cut of game or fish. The number of charges is drawn on the Rested icon.
  • Comfort has a cluster in every sector. Two small ones each: one that pays for gathering, one that keeps you alive. The home cluster in Strength-Intelligence holds Rested power, a full pantry, an apiary that works faster while its owner is comfortable, five points of comfort and damage per charge. A new mastery of the hearth grants five comfort for good.
  • Rested duration nodes are gone - comfort always was the duration. The game gives five minutes plus one for every point of comfort, so a node for each was the same node twice.
  • Burning, chill, shock and poison build up on one scale: 6% on a small node, 12% on a notable, 96% across the tree for each of them. Frost used to sit at 16% and 32% while the other three crept at 1.5%.
  • The tree is smaller and easier to read: 3,120 nodes down to 2,748. Fire, poison, lightning, eitr, carrying capacity, area, boss damage, knockback, bleeding, cold, thorns, salvage and building kept about four clusters each instead of ten, and what the removed clusters carried moved onto the nodes that stayed. Spent points come back on their own.
  • Two new masteries. Bleeding: half again the damage against a target that runs, or a wound that will not close while it does. Knockback: a blow that topples, or a wave that catches whoever stands beside your target.
  • Corrosion builds up instead of ignoring armour. It eats the target's armour by exactly what the tree gave - take +3% and +6% and every strike adds 9% - works from the first per cent and fades in eight seconds if you stop hitting.
  • Builders get their materials back. A new building attribute returns what demolition usually eats, in whole pieces, up to all of it.
  • Tools have their own stamina now. The hammer and the cultivator can reach no cost at all; the pickaxe and the axe get a modest quarter off their swings. Twenty-two identical nodes that spent half their value past a ceiling became four clusters in the sectors they belong to.
  • Crafting from nearby chests shows its reach: a ring on the ground around the station, a green shimmer on every chest inside it, a button in the crafting window, and two sliders in the config for the radius.
  • Bows and crossbows fire their extra arrows and bolts. Every node that adds projectiles worked on spears and staves and silently skipped bows and crossbows - their projectile lives in the ammo, and the check was looking for it on the weapon. Found and traced by a player reading the assembly; thank you.
  • A portal no longer drops the world to a slideshow. Mass planting left its ghost previews in the world's object table, and every load after that walked over them.
  • Crafting from chests can no longer duplicate what it spends, and shared experience can no longer be farmed by standing next to someone.
  • Weapon oils speak your language and exist on dedicated servers, where they used to vanish.
  • Food gives nourishment - one word for what a dish is worth - and a cluster in Strength can double a portion outright.
  • Vanilla skills keep their levels and give nothing while the tree runs progression: the panel shows your real level, greyed, with "no effect" beside it, instead of a row of zeros. A server no longer forces that setting on you.
  • The wiki explains ailments, Rested, comfort and nourishment, and those words are hoverable wherever a node says them.
  • Numbers below one per cent show what they are. A bonus of 0.04% was rounded to "+0%" in the tooltip and on the planner page.

4.1.3

  • Wild berries grow back faster again, and stop lying about it. The node meant to cut three quarters off the wait was moving the mark the wrong way and nearly doubling it - and a bush in that state looked grown and offered to be picked while its owner still counted it as picked.
  • A hunter's extra hide or cut of meat works on every beast, not only on boar, deer and hare: a wolf, a lox and a serpent were left out. Trophies are never duplicated - only hides and meat.
  • Thorns are their own way of fighting. They scale with melee and physical damage, they can open a bleed, and the thorns mastery can turn them to poison - after which poison damage carries them and poisoning builds up instead of bleeding. Two clusters for thorn bleeding, at twice the usual build-up.

4.1.2

  • Extra berries, mushrooms, flowers, branches, stones and flint pay again. With PlantEverything installed - which makes all of those plantable - the mod took a wild dandelion or a branch on the ground for a sown bed, and none of the three gathering nodes paid for it. What a thing is no longer depends on another mod's settings.

4.1.1

  • Cooking bonuses work again. The patch that credits a cooking station to whoever loads it was aimed at a method the game does not have, so it never applied: cooking speed and "never burns" did nothing at all in 4.1.0.
  • Mass planting works again. The preview marked every cell but the middle as blocked, and only the middle was planted: the ghosts were counting each other as obstacles.
  • The planting key is written on the node, and follows the setting if you change it.
  • The mouse wheel turns the bed while the key is held. Valheim will not rotate a seedling, so the wheel did nothing; it now turns the pattern instead.
  • Extra projectiles fly as a tight scatter instead of a wide fan - four degrees around your shot, randomised, so they hit the same target rather than the air beside it.
  • Spanish and Portuguese are listed where the languages are: the translations shipped in 4.1.0 but the page still said English and Russian.

4.1.0

  • Processes remember who set them going. A barrel, a furnace, a kiln, a fire, a hive and a crop keep their owner's bonuses and use them even when the owner is away. A passing neighbour no longer speeds up someone else's batch. Hover to see who and how much.
  • A furnace belongs to its builder, a barrel and a fire to whoever loads them, a crop to whoever sowed it.
  • Refund the nodes and the buildings lose the bonus too, next time you are near them.
  • Foraging, harvesting and gathering are three separate nodes. Harvest pays only for what you planted. Berries, mushrooms and flowers pay by what they are, wild or sown. Branches, stones and flint have their own line.
  • Honey is now a chance at an extra comb per comb taken, on any hive. New beekeeping bonus: how fast a hive fills.
  • Mass planting plants a whole bed, shown before you plant it. Hold the key; size is a setting. It also costs seeds now - the extra plants used to be free.
  • A mastery with nothing left to choose can be bought again. It grants nothing and says so, but no longer blocks the road through it.
  • Ore and metal through portals is back. Self-refuelling lamps are gone. The smithing mastery gains a workbench that needs no roof - yours only.
  • Alternative attacks cost less stamina: a new bonus, with two clusters for it in the Strength-Dexterity sector.
  • The English text is English in the controls panel, the attribute names and a dozen ability headings.

4.0.2

  • Foraging and gathering are two nodes again. A branch, a stone and a flint sit on the same component as a raspberry bush, so the node bought for berries was paying for flint as well - and the node written for the ground resources almost never fired at all. What a pickable gives now decides which of the two pays for it.

4.0.1

  • The mod page shows the tree again. Four screenshots are back in the description - the whole tree, a sector up close, a mastery and the options it offers, and a node with one of its words explained. Nothing in the mod itself changed.

4.0.0

  • Every build is reset once, with every point returned. The tree was laid out again and the nodes stand for different things now - a saved build would quietly have become a different build, so it is handed back instead. 3086 nodes, 3902 links, nothing out of reach.
  • The ceilings on offence are gone. Damage, attribute damage, backstabs, thorns and armour no longer run into a wall; critical and stagger chance reach 100%, lifesteal goes to 25%, movement to +100% and attack speed to +150%. What a character spends points on is now what a character gets.
  • A weapon sets the fire, the tree fans it. Burning, chill, poison, shock and bleeding come from the element the blow carries, not from a passive rolling a chance. Tree nodes raise how readily it takes hold - measured against the target's own health - and never add damage of their own.
  • Weapon oils. Four oils brewed at the cauldron, rubbed into a blade for three minutes: fire, frost, lightning or poison damage added to every hit. Applying takes three seconds and a free hand, the oil lives on the weapon itself, and the blade carries its light while it lasts.
  • The torch is its own weapon. Damage and attack speed for torches are read from the item, so club nodes no longer answer for it and it can have clusters of its own.
  • Fire fells trees. A burning blade cuts wood at half strength - the tool tier still decides what can be felled at all, so a stone axe is no stronger for being lit.
  • Every kind of damage shows its own number. A blow that carries fire and steel prints both, each in its own colour, instead of one figure that says nothing about either.
  • Thrown knives behave like projectiles. They fly point-first, sound like a thrown spear going out and landing, come back on impact, pierce as far as the counter allows, and split and chain like anything else. Extra projectiles throw extra knives - all of them return, one of them into your pack.
  • Doors open as you approach. No more pressing your body into the exact right spot: the door reads how close you are to the door itself and closes once you are past.
  • The lag that built up over a session is gone. The index of world objects swept itself on every single object that woke - thousands of comparisons per plank in a built-up base, worst exactly where zones stream in. It now costs the same whatever the world holds.
  • The English translation works again. Around 390 lines were written in a format the game never read, so English players saw Russian; those, and everything still untranslated, are in place. 1563 of 1563 strings.
  • Places on the map show a count. The card now reads "cleared X of Y" like dungeons do, and a world can pay for a hundred of them instead of fifty.
  • The Spark Staff is a starter's staff again. Half the fire damage it had, and a blast that is finally as small as it was meant to be - the radius was being cut on the projectile while the damage was actually done by the explosion it spawns, which nothing touched.
  • Fists: +25% damage against staggered targets, and oil on bare hands through the fist mastery. Comfort: a workbench that needs no roof.
  • An update no longer takes a build apart over a renamed node. From here on an allocation only comes off when its links or its meaning change, or when it loses its path to the start; numbers, wording, icons and tags leave it alone.

3.1.0

  • The tree is built around what its clusters do. Every cluster is a subject you can name - thorns, the bow, the beekeeper - reached by its own travel roads, and the six sectors mirror each other exactly, so a road costs the same whichever start you walk it from. 2684 nodes, 3259 links, nothing out of reach, and the weapon sectors match the damage they promise. Saved builds are handed their points back rather than quietly becoming different builds.
  • A keystone for the empty hand: Bare Fist. Threefold damage with nothing in your hands, and every blow costs a fifth more stamina. It reads the hand itself, so a claw is untouched.
  • Search finds what you asked for and nothing beside it. A node answers to the words of the affixes it actually gives, not to the words of the subject it was born in, so editing a node changes the words with it. Gathering is three words instead of one - chopping, ore and foraging.
  • Every picture in the mod is its own. The last icon borrowed from elsewhere has been replaced by a drawn one; nothing third-party ships any more.

2.0.10

  • Search finds what you asked for and nothing beside it. A node's words used to include the words of its subject, so every node of the spear mastery answered to "spear" whether it gave spear damage or projectile speed - and a node edited by hand kept the words of a subject it no longer belonged to. Now the words come from the affixes themselves: what a node grants is what it answers to, and changing the affixes changes the words with them. Gathering is three words instead of one - chopping, ore and foraging - so a woodcutter's search no longer drags the mines in with it.
  • A new keystone for the empty hand: Bare Fist. Threefold damage with nothing in your hands, and every blow costs a fifth more stamina. It reads the hand itself, not the skill, so a claw is untouched - claws have a weapon behind them and an empty hand has only what the tree gives it. The twenty-first keystone, in the Might sector.
  • The mod page shows the tree as it is now. New screenshots - the whole tree, a road walked out of a start, a node with one of its words explained, a node measured against the weapons you carry, and where every point you hold came from - and the numbers in the text brought up to date: 2743 nodes, 77 subjects, 20 keystones. Nothing in the mod itself changed.

Older entries are kept in the mod's repository.