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Epic Loot Add-ons

Add-ons for Epic Loot: enchanting from your chests, fixes, Lucky Loot messages, glow control and shardstone rules.

5 mods in one: Epic Loot Storage Materials, Epic Loot Fixes, Enchant Glow Toggle, Shard Exclusivity, Set Pieces On Capes.

Every mod in detail, with all its settings: see the Wiki tab.

How it works

  • Open the settings (F1). At the top, 0 - Sub-mods has a switch for every mod in this pack: turn on only what you want. Switching one off removes it right away, no restart.
  • Below that, every mod has its own settings, under its name.
  • F1 needs a config manager mod, e.g. ConfigurationManager by shudnal (included in Digi Modpack). Without one the mods still run with their default settings, and you can change the settings in r2modman: Config editor → digi.valheim.epiclootaddons.cfg.
  • Upgrading from the separate DigiTeam mods: your settings are copied over automatically the first time. Remove the separate ones (a mod that is still installed separately is skipped here).

Mods

Epic Loot Storage Materials

The enchanting table uses materials, trophies and shardstones from nearby chests, and Store Nearby fills its Storage.

  • Enchant, augment, upgrade and other enchanting table costs can come from nearby chests.
  • The Sacrifice tab also lists trophies (and optionally shardstones and gear, for bulk sacrificing) from nearby chests; the shardstone checkbox covers the table's own Storage too.
  • Double output is rolled per sacrificed item instead of all or nothing, and Select all Magic / Rare / ... buttons pick every item of one rarity.
  • Store Nearby also fills the table's own Storage (Epic Loot 0.15) with every enchanting material and shardstone, up to what its Storage level allows; the rest goes to chests.
  • A Deposit from nearby chests button under the Storage tab's Deposit All: materials and shardstones from nearby chests into the Storage, up to its limit per item.
  • Shards can be downgraded in the Convert tab (a Rare shard into Magic shards, ...), as many as upgrading them costs at that table.
  • Salvage Junk makes every boss's offering from a common drop of its biome (Ancient Seeds from Greydwarf Eyes, Fuling Totems from Fuling Trophies, ...), hard but possible: a boss can be fought again.

Epic Loot Fixes

Damage enchantments that stack (switchable), Double and Triple Shot at a normal shot's cost, a Lucky Loot message, Lucky Loot on birds.

  • Damage enchantments stack: fire, frost, +% damage and the rest can roll together on one weapon. A switch, set by the host; Double Magic Shot and Triple Shot keep their odds, and now cost a normal shot's eitr or stamina (Epic Loot charges 2x). With Double Magic Shot a summoning staff may have twice as many summons out.
  • A message when Lucky Loot triggers: Lucky Loot! Boar: 6x drops, +2 magic item rolls.
  • Birds (crows, seagulls) can get Lucky Loot too.
  • Augmenting never offers a choice that is the same as keeping the effect (a second Glowing, ...).
  • Reduce Eitr Cost shards: a staff's eitr cost shows the cost with them, and casting needs only that cost.
  • Darting Thoughts on several items can no longer take all your max eitr (it stops at 75% by default).
  • Item tooltips show the magic effects sorted: most stars first, then by name, also right after augmenting.

Enchant Glow Toggle

Hide or show enchantment glow and legendary looks, synced with friends.

  • Hide enchantment effects (like the Glowing aura) and legendary textures, always or per Equipment Slots appearance.
  • See other players' auras, and the effects on legendaries that Epic Loot hides.
  • Visual only; enchantments keep working.

Shard Exclusivity

Shardstones can be socketed even when their effect normally clashes.

  • For example, a damage shard now fits a weapon that already has a damage enchantment.
  • Enchanting, augmenting, runestones and loot keep the normal rules.

Set Pieces On Capes

A set's weapon or shield piece can also be a cape or backpack, in drops, enchanting and set runes.

  • Thor's maul, Heimdall's tower shield, Egil's bow and every other weapon or shield piece of a set can also be a cape or backpack, so you can finish a set without carrying that exact weapon or shield.
  • In drops, when enchanting to legendary or better, and when etching a set rune. The piece keeps its own effects, which also work from the cape slot.

Notes

  • Mods that need another mod only start when that mod is installed; the rest work without it.
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