TalentTree
A radial talent tree with 6 sectors that expands every playstyle and rewards creative builds.TalentTree
TalentTree adds a radial talent tree to Valheim — six themed sectors — that brings more variation to the game, expands every playstyle, and lets you build into the corners no vanilla character can reach. It's made to allow and reward creative builds: stay pure in one sector, or combine multiple ones for a more unique playstyle.
Requires SkillsReworked. TalentTree spends the Level you earn in SkillsReworked — the two are built to work hand in hand. See Built on SkillsReworked.
Opening the Talent Tree
Open your in-game Skills window (the same one that shows your skills). TalentTree adds a "Talents" button there — click it to open the talent tree.
Screenshots
The description panel spells out exactly what each talent does and how it scales with rank.
Quickly find any talent by name with the built-in search.
A dedicated stats panel shows your build's cumulative bonuses at a glance.
Active talent debuffs show as icons right next to the enemy's health bar, in-world.
Your own talent buffs also show up right in Valheim's normal status effect bar.
How it works
- The tree is radial: six sectors arranged around a center, where neighboring sectors meet.
- You spend talent points to unlock and rank up nodes. Points come from your SkillsReworked Level (see below).
- Want a focused identity? Pour everything into one sector. Want something nobody expects? Mix two sectors into a hybrid build. The tree is designed so unusual combinations are viable and rewarding, not punished.
Built on SkillsReworked
TalentTree is tightly wired to SkillsReworked and lists it as a hard dependency — TalentTree will not run without it.
- Where points come from: your talent-point budget is derived from your SkillsReworked Level. The higher your Level, the more points you have to spend.
- If your Level changes: raising your Level grants more points. If something lowers your Level (for example the death XP penalty in SkillsReworked), your already-unlocked talents stay active — you simply can't spend new points again until your Level climbs back above your current build.
- Rebirth: performing a Rebirth in SkillsReworked respecs your talents (all nodes are cleared) so you can rebuild from scratch. Since points are Level-derived, you get your whole budget back.
- Prestige: performing a Prestige in SkillsReworked also respecs your talents (all nodes are cleared), same as Rebirth. Prestige resets your SkillsReworked Level, and since points are Level-derived, your talent-point budget resets right along with it — you re-climb to your old power as you re-level, rather than keeping it instantly.
Sectors & Talents
Six sectors, each a distinct playstyle. The talent lists are collapsed — expand a sector to see its talents.
Shared — Minor nodes
| Talent | Effect |
|---|---|
| Health | Increases your health points. |
| Stamina | Increases your maximum stamina. |
| Carry Weight | Increases your carry capacity. |
| Adrenaline | Reduces your maximum adrenaline. |
| Armor | Increases your base armor. |
| Physical Damage | Increases your physical damage. |
🛡️ Bulwark — the fortress (defensive, block-focused, easy to play)
| Talent | Effect |
|---|---|
| Immovable | Reduces incoming stagger buildup. |
| Battle Hardened | Each enemy near you makes you harder to stagger, up to a cap. |
| Thorns | Reflects a portion of incoming damage back to the attacker before armor reduction. |
| Bulwark's Edge | Your HP investment becomes your weapon — the more health you have, the harder you hit. |
| Warden | While blocking with a tower shield or wielding a sledgehammer, taunt nearby enemies onto you; every hit you take while the taunt is active heals you. Has a cooldown. |
| Shield Slam | Block several attacks in a row to automatically unleash a powerful counter-strike. |
| Shield Charge | While blocking, sprint forward to charge into enemies, dealing blunt damage based on your max HP. Has a cooldown. |
| Iron Skin | Increases your total armor. |
| Ironclad | Your equipped armor increases your maximum HP. |
| Immolation | Periodically sets a nearby enemy ablaze for a portion of your armor as fire damage. |
| Pavise | Reduces incoming ranged damage. |
⚔️ Warrior — the controlled fighter (parry & control)
| Talent | Effect |
|---|---|
| Discipline | After a perfect parry, mark your attacker; the first hit on it instantly restores stamina. Has a cooldown. |
| Riposte | After a perfect shield parry, your next melee attack gains bonus attack speed. |
| Iron Stride | Reduces equipment movement penalty — move freely in heavy armor. |
| Hamstring | After a perfect parry, your next hit slows the target and reduces its armor. |
| Last Bastion | Occasionally, a lethal hit instead leaves you at 1 HP, heals you, cleanses Burning/Poison, and grants brief invulnerability. |
| Triumph | Killing an enemy heals you and nearby allies for a portion of your armor. Has a cooldown. |
| Revenge | Taking damage stores it; your next attack shortly after deals bonus blunt damage. |
| Master at Arms | Sword/axe hits deal bonus damage; clubs raise your stagger multiplier; atgeir/spear hits apply a refreshing pierce DoT. |
| Reflect | Blocked damage is partially reflected back at the attacker. |
| Focus | Your last melee hit marks a focus target; damage from all other enemies is reduced, but the focus target itself hits you harder. |
| Even Ground | Perfect parries build stacks (up to 5) that grant armor and refresh a 15 second window. Holding full stacks also eases a resistant enemy's physical damage modifiers on every hit, more so at higher ranks. |
🩸 Berserker — the aggressive risk-taker (highest damage)
| Talent | Effect |
|---|---|
| Tether | Your attacks deal reduced knockback, keeping enemies in striking range; you also take reduced knockback yourself. |
| Blood Rush | The lower your health, the faster you fight. |
| Relentless | After triggering your trinket effect, immediately recover a portion of your adrenaline. |
| Deferred Pain | A portion of incoming damage is delayed and dealt over time instead of instantly. |
| Axe Mastery | Axe chains bounce back instead of resetting, keeping momentum; also reduces the stamina cost of two-handed weapons. |
| Glass Cannon | You can't heal above a threshold of your max HP, but you deal bonus damage — at the cost of reduced armor. |
| Execution | Deal bonus damage to enemies at low health. |
| Forged in Pain | While at low health, take reduced damage and cannot be staggered. |
| Overwhelm | The final strike of a melee chain adds to its stagger multiplier; staggering an enemy recovers missing HP. |
| Savage | Your attacks have a chance to instantly strike again for a portion of the hit's damage. |
| Blood Blessing | Active healing (potions, lifesteal, abilities) restores a portion of the healed amount as stamina. |
🏹 Hunter — the ranged specialist (bows & crossbows)
| Talent | Effect |
|---|---|
| Hawk Eye | Toggle zoom while wielding a bow or crossbow (reduces field of view). |
| Trailrunner | Reduces running stamina consumption. |
| Quiver Economy | Projectile attacks have a chance not to consume ammo. |
| Double Shot | Projectile attacks have a chance to fire a second projectile at reduced damage. |
| Steady Aim | Increases projectile velocity. |
| Hit and Run | After firing a projectile, briefly gain movement speed. |
| Quickshot | Fully drawn bow shots release automatically; reduces bow draw stamina drain. |
| Triple Shot | When Double Shot triggers, a chance to fire a third projectile at reduced damage. |
| Heavy Draw | Ranged attacks gain knockback. |
| Deadeye | Longer bow draw, but attacks deal bonus damage and penetrate a portion of enemy armor. |
| Explosive Shot | Toggle: bow/crossbow shots also consume a bomb from your inventory, detonating on impact like a thrown bomb. |
🗡️ Valkyrie — agile melee finesse (sneak, dodge, tempo)
| Talent | Effect |
|---|---|
| Silent Stride | Increases movement speed while sneaking (scales with your Sneak skill). |
| Lethal Patience | Sneaking charges a bonus on your next hit — the longer you wait, the stronger it gets. |
| Battle Rhythm | Landing the final strike of a melee chain restores stamina. |
| Evasion | A perfect dodge refunds a portion of its stamina cost. |
| Shadow Dash | Successfully dodging an attack briefly grants movement speed. |
| Battle Waltz | Attacking with an empty off-hand and no two-handed weapon grants attack speed. |
| Duel Series | Each confirmed melee hit increases your melee damage, stacking multiple times; stacks reset if you go too long without landing a hit or you switch targets. |
| Feint | Successfully dodging empowers your next melee hit to deal bonus damage. |
| Cripple | Every hit slows the target's attack speed. |
| Weapon Flow | Switching between a melee weapon and a bow/crossbow empowers your next hits with the newly equipped weapon: ranged shots gain heavy knockback, melee strikes gain bonus stagger and ignore part of the target's armor. |
| Weapon Swap | Swapping between melee and ranged weapons restores stamina and grants movement speed. |
📯 Warcaller — the leader (auras, summons & utility)
| Talent | Effect |
|---|---|
| Traveler | Increases carry weight and ride skill effectiveness. |
| Battle March | You and nearby allies move faster and drain less stamina while running. |
| Seafarer | Increases ship sail speed and grants bonus move speed while wet. At higher ranks, Wet no longer affects you. |
| Chain Lightning | Attacking with a weapon that has no multi-hit combo chains lightning between every enemy it hits, reducing their armor. |
| Divine Favor | Reduces your Guardian Power cooldown; at higher ranks, hold the Guardian Power key to cycle all unlocked powers. |
| Lifeline | Periodically heals the ally with the lowest HP nearby. |
| Demoralize | Your hit marks the target, reducing the damage it deals to everyone until the mark wears off. |
| Storm Lord | Landing enough Chain Lightning hits makes you Overcharged; the next proc detonates all marked targets for a portion of your max HP as lightning. |
| Necromancer | Any enemy that dies near you has a chance to rise as a skeleton ally. |
| Frost Emperor | Enemies within range are slowed. |
| Banner Bearer | With only a shield equipped (torch or bomb allowed): bonus armor, and your Battle March, Lifeline and Frost Emperor auras are amplified. |
Combat balance changes
TalentTree doesn't just add talents — it also reworks a few of vanilla's core combat formulas. These changes apply to everyone, even at 0 talent points spent, for two reasons:
- Overall balance. Talents add a lot of raw power on top of vanilla's existing formulas (more armor, more damage, more skill-derived effects). Vanilla's formulas were tuned for a world without that extra power, so left untouched they'd quickly make the game too easy.
- Balance between playstyles. Vanilla's armor values are tuned around "normal" armor — the amount any character is expected to wear regardless of build. Without a cap, a defensive build (Bulwark) stacking armor talents on top of that vanilla formula would trend toward near-total damage immunity, leaving no room for Bulwark to actually feel tankier than a Berserker in plain gear. The curve keeps a Bulwark's tankiness roughly where it should be relative to vanilla, while someone who skips defensive talents entirely effectively gets nerfed compared to before — so investing in tankiness is what makes you tanky, not just wearing armor.
What exactly changes
Armor curve
Vanilla's armor formula (HitData.DamageTypes.ApplyArmor) is tuned around "normal" armor — roughly the amount any character is expected to be wearing for their progress, regardless of build. It has no defensive talents to account for, so it already hands out solid reduction at that normal level. If TalentTree left it untouched and just added armor-boosting talents on top (Iron Skin, Ironclad, Bulwark's Edge, Warden, etc.), a Bulwark wouldn't feel meaningfully different from anyone else in the same armor — and a fully invested one would trend toward near-total damage immunity.
So the replacement curve doesn't just reshape extreme stacking — it nerfs armor right around the "normal armor" point itself (the curve's balance point, ratio 0.75: armor worth 75% of an incoming hit). At that exact point, vanilla gives 67% reduction; TalentTree only gives 50%. That gap is the point: anyone wearing the armor vanilla expects, without investing in defensive talents, is tankier in vanilla than they are here. To get back to (and past) vanilla-level tankiness, you need to climb further up the curve than "normal armor" would put you — which is what Bulwark's armor talents are for. Unlike an earlier version of this curve, there's no hard cap anymore: going all-in on armor is rewarded rather than capped, closing the gap with vanilla's own reduction at high armor and eventually surpassing it at extreme values, instead of flattening out below it.
Example for a flat 100-damage hit (reduction shown, not remaining damage):
| Armor | Vanilla reduction | TalentTree reduction |
|---|---|---|
| 0 | 0% | 0% |
| 25 | 25% | 11% |
| 50 | 50% | 29% |
| 75 (curve's "normal armor" point) | 67% | 50% |
| 100 | 75% | 59% |
| 150 | 83% | 73% |
| 200 | 88% | 82% |
| 300 | 92% | 92% |
| 500 | 95% | 99% |
The ratio is what matters, not the absolute numbers — the same curve applies whether you're tanking a Greydwarf or a boss. The takeaway: TalentTree's curve sits below vanilla's at low-to-moderate armor, including the "normal" amount you'd wear without any defensive investment — that's the actual nerf. Bulwark's talents are what let you climb back up, and pushing past what vanilla ever offered is now rewarded instead of hitting a ceiling.
Skill damage: halved, and made constant
Vanilla rolls your weapon-skill damage factor randomly each hit, centered around 0.4 + 0.6 × skill factor — at 100 skill that's already most of the way to double your base damage, before any talent gets involved. Two changes here:
- The skill contribution is halved to
0.4 + 0.3 × skill factor, so raw skill grinding is a smaller slice of your total damage and talents/gear matter comparatively more. - The factor is also made constant instead of randomly rolled per hit. This is mainly so the numbers are legible: with vanilla's random roll, your damage already jitters hit-to-hit, which makes it hard to tell how much of a damage increase actually came from a new talent versus just a lucky roll. With a fixed factor, the damage delta you see after unlocking a talent is the talent's contribution.
Bow draw speed scales less with Bow skill
Vanilla speeds up your bow's time-to-full-draw as Bow skill rises: the required draw duration is Lerp(drawDurationMin, drawDurationMin × 0.2, skillFactor) — at 100 Bow skill you reach a fully-charged (max-damage) shot in just 20% of the base draw time, i.e. five times faster than at skill 0. TalentTree raises that high-skill floor from ×0.2 to ×0.3: a maxed archer now reaches full draw in 30% of the base time instead of 20%. Nothing changes at low skill (both start at the full drawDurationMin) — only the top end is pulled back. Bow skill still meaningfully speeds up your draw, just not to the near-instant full-power shots vanilla allowed. This is the ranged counterpart to halving the skill-damage contribution: it keeps pure skill-grinding from letting a high-level archer fire max-charge shots almost as fast as uncharged ones.
Drawing a bow slows you down
Vanilla lets you move freely while drawing a bow. TalentTree adds a movement penalty while drawing instead — strongest the instant you start pulling back, easing off to no penalty by the time you reach full draw. It only affects your own movement, and rewards holding a draw deliberately rather than freely kiting mid-charge.
Stagger multiplier scales with Blocking
Vanilla always doubles stagger damage on a block (2×), regardless of skill. Here it scales from 1.5× at 0 Blocking skill up to 2.0× (full vanilla) at 100 Blocking skill — investing in Blocking skill has a tangible, visible payoff for shield/stagger play instead of being a flat bonus everyone gets for free.
Weapon blocks don't benefit from Blocking skill
In vanilla, Blocking skill also strengthens parries/blocks done with a plain weapon (no shield equipped). That's removed — only shields benefit from Blocking skill scaling and the timed-block bonus. Weapon blocks use their base block power only, which keeps Bulwark's and Warrior's shield/parry identities meaningful instead of letting any weapon match a shield's blocking power.
Parrying costs stamina again
In current Valheim a successful timed block (parry) drains no stamina — perfect blocks are effectively free, so there's little cost to parry-spamming. TalentTree restores a real stamina cost to parrying: a timed/perfect block now pays the normal, absorption-scaled block-stamina drain instead of the near-zero perfect-block value. Parrying is still very strong — you negate the damage, stagger the attacker, and build adrenaline — but it's no longer stamina-free, so mistimed or spammed parries drain you and stamina management stays relevant in drawn-out fights.
Creature armor by biome
Vanilla Valheim creatures have no armor stat at all — incoming damage to them isn't mitigated the way player damage is. Since the armor curve above changes how armor behaves for everyone, TalentTree also gives creatures a small, biome- and threat-tier-scaled armor value, so the new curve interacts consistently with the whole game, not just with players. Tiers are Light / Medium / Heavy / Boss; Meadows creatures are unarmored at every tier.
| Biome | Light | Medium | Heavy | Boss |
|---|---|---|---|---|
| Meadows | 0 | 0 | 0 | 0 |
| Black Forest | 0 | 3 | 6 | 8 |
| Swamp | 5 | 15 | 24 | 30 |
| Mountain | 8 | 22 | 35 | 45 |
| Plains | 12 | 30 | 46 | 58 |
| Mistlands | 15 | 36 | 52 | 65 |
| AshLands | 18 | 42 | 60 | 75 |
| Deep North | 20 | 45 | 65 | 80 |
| Ocean | 12 | 30 | 46 | 58 |
A few familiar anchors: Troll (Black Forest, Heavy → 6) and The Elder (Boss → 8); Abomination (Swamp, Heavy → 24) and Bonemass (Boss → 30); Stone Golem (Mountain, Heavy → 35) and Moder (Boss → 45); Lox (Plains, Heavy → 46) and Yagluth (Boss → 58); a Seeker Soldier (Mistlands, Heavy → 52) and The Queen (Boss → 65); Morgen (AshLands, Heavy → 60) and Fader (Boss → 75).
Balancing — community-driven
There are intentionally no configuration options for balancing the talents or the combat changes above. Finding the right numbers for a system this large takes broad, long-term testing across many playstyles — something I can't cover alone as a solo modder. Rather than letting every server drift to its own values, balance is curated centrally and driven by community feedback, so everyone shares the same baseline and balance discussions actually move the mod forward.
If you have suggestions, balance ideas, bug reports or feedback, come join my Discord.
Languages
English, German, and Russian localization are included.
Console Commands
TalentTree adds a few console commands, mainly for testing and debugging. They are all cheat commands, so you first need cheats enabled: open the console (F5) and type devcommands.
| Command | What it does |
|---|---|
talent_points <amount> |
Grants bonus talent points on top of your Level-derived budget. |
talent_unlock <talentId> |
Unlocks/ranks up a single talent by its ID. |
talent_setrank <talentId> <rank> |
Sets a talent to a specific rank (0 removes it). |
talent_unlockall |
Unlocks every talent at max rank. |
talent_resetall |
Clears all talents (respec). |
talent_list |
Prints the IDs of all registered talents. |
talent_dump |
Prints your current Level, points and unlocked talents. |
Use talent_list to find the IDs needed for talent_unlock and talent_setrank (both also offer tab-completion).
Support my work
This mod, like all my mods, is free to use. If you'd like to support my work voluntarily, you can do so on Ko-fi.
The assets I build into my mods are ones I purchase commercially — your support helps me finance those assets and add new ones to my mods in the future. It's entirely optional and hugely appreciated. ❤️


