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HarrisonEpicClassSystem 0.0.20

Choose Warrior, Mage, Hunter, Rogue, or Paladin and awaken through 15 branches into 50 classes. Uses your WackyEpicMMOSystem level and attributes. Suggested equipment grants bonuses; class drawbacks and wrong gear can apply penalties.

Installation

Required: BepInExPack Valheim 5.4.2202, WackyEpicMMOSystem 1.9.67, and Jötunn 2.30.0.

Extract the release ZIP into Valheim or your active mod-manager profile. Keep HarrisonEpicClassSystem.dll and the entire Portraits folder together under BepInEx/plugins/HarrisonEpicClassSystem/. Restart Valheim and reload the world after updating.

Playing

  1. Build Harrison Class Altar from the Hammer's Harrison Class System category: 1 Wood + 1 Stone by default. Placement uses stone-foundation sound/effects. Removing or destroying the altar drops its configured recoverable build materials through Valheim's normal building system.
  2. Focus an altar surface and press E once. Choose a class, review the confirmation and rare reset-cost warning, then confirm. Cancel returns to browsing without assigning a class.
  3. Select Awaken when you have the required level and materials. Choose a branch at the first awakening; later awakenings follow it.
  4. Use Class Effects for buffs, penalties, and attribute passives. Compendium → Class Effects shows effects with your current gear; reopen it after changes to refresh.

Successful class selection or awakening closes the UI and plays Kneel with native Forsaken activation visuals/audio. Move to stop kneeling. The ceremony uses your equipped power's effects (Eikthyr if none) without granting its buff or consuming its cooldown.

The UI follows your GUI Scale setting. Class Effects uses smaller, immediate scroll steps; buttons play one click sound. Press ESC to close it. Matching chest and legs activate armor bonuses; one wrong armor piece applies half the mismatch penalty. Empty slots remove set bonuses without mismatch penalties.

Awakening defaults

  • First: level 20; 2 matching Awakening Stones.
  • Second: level 60; 5 matching Awakening Stones.
  • Mythic: level 90; 20 matching Awakening Stones.

Thunderstone-based Awakening Stones match your class family: Warrior (red), Mage (pink), Hunter (green), Rogue (deep purple), and Paladin (yellow). Each has an independent 0.5% chance per non-player creature death by default. The awakening screen shows the matching stone icon and required count. Class Effects sits above Choose on the starting-class screen.

Each of the 45 awakening classes also has its own extra recipe. First/Second/Mythic defaults use 5 Bronze / 10 Iron / 20 Black Metal plus 3 / 6 / 12 branch ingredients. The selected awakening page shows every item icon and count.

Starting-class inherent drawbacks are mild: Warrior and Paladin lose only 1% movement; Mage loses 2 health, 5 carry weight and 3% health regeneration; Hunter loses 1 health; Rogue loses 2 health, 3 carry weight and 2% health regeneration. Warrior, Hunter and Paladin have a 0.5 percentage-point crit drawback. Promoted-class drawbacks and wrong-equipment penalties are unchanged; explicit cfg overrides still take precedence.

Awakenings must be completed in order; reaching a level does not promote automatically.

Resetting your class

Select Change Class and confirm payment. Costs by current rank:

  • Base: 1 Light of the God + 100 coins.
  • First: 2 lights + 200 coins.
  • Second: 4 lights + 400 coins.
  • Mythic: 8 lights + 800 coins.

Light of the God is a red Wisp-based item with a 0.1% creature drop chance by default. Resets clear your class, branch, and awakenings while preserving MMO level and attributes. Spent awakening materials are not refunded.

Configuration

Created on first launch: BepInEx/config/HarrisonEpicClassSystem.cfg.

  • Class Progression: levels must satisfy First < Second < Mythic.
  • Awakening Stones: WarriorDropChancePercent, MageDropChancePercent, HunterDropChancePercent, RogueDropChancePercent, and PaladinDropChancePercent default to 0.5; FirstAmount, SecondAmount, and MythicAmount default to 2, 5, and 20. Zero disables that drop or stone cost. IncludeExtraMaterials defaults to false; enabling it adds the existing global Awakening Requirements lists on top of stones and class recipes.
  • Awakening Class Berserker / etc.: Materials = Bronze:5,TrollHide:3 controls extra costs independently for each of the 45 target classes. An empty value requires only its stones.
  • Class Reset: LightDropChancePercent, rank light costs, and coin costs. Zero disables that drop chance or material cost.
  • Equipment Suitability: buffs, drawbacks, penalties, scaling, and critical hits. Enabled disables equipment effects; PenaltiesEnabled disables penalties only.
  • Class Warrior / Class Mage / etc.: individual settings for all 50 classes. MatchingBuffs, ClassDrawbacks, and WrongArmor accept partial Stat:Value lists. Use positive buffs and negative penalties; Default preserves calculated values. Numeric damage/armor/penalty/attribute settings use -1 to inherit or 0 to disable.
  • Harrison Class Altar: build cost, hover text, and HammerIconYawOffset.

Restart after editing settings. All multiplayer peers need the mod and matching settings; the creature owner controls its drop roll.

Example for Warrior (other classes have separate sections):

[Class Warrior]
MatchingBuffs = Health:25,StaminaRegen:15,CarryWeight:40
ClassDrawbacks = MoveSpeed:-2,EitrRegen:-5
WrongArmor = CarryWeight:-30,HealthRegen:-15
WeaponDamagePercent = 12
WrongWeaponDamagePercent = 20

Explicit values replace final amounts; they are not scaled again. Unlisted stats keep global/rank calculations. Supported stat keys and units are documented in cfg comments; the class table shows default values.

Class stats and release notes

See the single 50-class buffs and penalties table and changelog.

The 0.0.20 performance hotfix reuses calculated equipment stats and only corrects altar transforms when they change. Equipment and cfg changes update immediately. A simulated 50,000-read sample dropped from about 74 MB of allocations to zero after warm-up; this is not an in-game FPS measurement.

The build passes 1,403 focused checks. The reported permanent inventory freeze has not been reproduced or confirmed fixed; available logs contained no repeating HECS error. Final performance, altar stability, ceremony animation/audio, visuals, UI layout, and multiplayer drops need in-game verification.

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