TalentTree
A radial talent tree with 6 sectors that expands every playstyle and rewards creative builds. Full controller support.Changelog
2.3.3
- added Chinese localization
2.3.2
Changes
- Full controller support
Tooltips
- Even Ground, Duel Series — clearer wording of how their stacks work
2.3.1
Changes
- Talent tree — opens from its own Talents button in the inventory, right next to Skills (no more detour through the Skills window). A dot on the button shows when you have earned new talent points
- Immolation — no longer sets everything around you on fire. It only burns enemies you can see, and only once a fight is on. Put your weapon and shield away or sneak to turn it off
Balance
- Lifeline — heals only a share of the ally's max HP now: 2/6/10% (was a flat 10/20/30 plus 1/3/5%)
Tooltips
- Axe Mastery — the stamina reduction applies to all two-handed weapons, not just axes; the tooltip now says so
- Warden — only hits you block heal you; the tooltip now says so
- Shield Charge — the tooltip now says it needs a tower shield
Bug Fixes
- Savage — no longer triggers on bows, crossbows, thrown spears and magic; it now only works in melee as intended
2.3.0
PREAMBLE
Those are some major changes and the balance/gameplay can feel substantially different compared to before. I would not have done those changes if there were no clear benefit. The benefit of all those changes is that things scale along the power curve of vanilla valheim. Percent stats are clearly better for the progression than flat stats. For example, you could have all armor nodes inside the warrior tree with level 30(swamps) for more armor points than what you could archieve with gear. This is far off from what I believe is healthy for the gameplay. Also Adrenaline values could allow for spammming trinkets and literally have infinite stats. Regarding the armor curve, the old curve nerfed smaller little hits and made stronger hits a lot stronger. There were some cases where the difference of reduction was +-40%. The new percent values alongside the new UI indicator should make the armor more readable/understandable overall and improve game quality. The architecture of the creature armor system was also improved to be more consistent. I have added visual effects for some talents I thought it was needed to be more transparent. E.g. lifeline heals you, but from what source? I have battle march but from which source? Also the status effects UI was not really immersive. Talents that provide temporary buffs gained visual effects so you can see the duration without the UI. Same for things like next attack buffing talents, its much easier to see visually that you have an empowered attack than having to look at the status effect bar at the top right.
Balance
- Armor — vanilla's formula is back, but player armor only counts at 65%
- Blocking and parrying use vanilla's numbers again
- Creature armor — now blocks a fixed share of every hit (Heavy: 10% Black Forest, 45% from the Plains on; bosses are like Heavy). Arrows, ticks and fast weapons no longer lose almost everything against late-game armor, and no enemy can become unkillable anymore
- Minor talents (Health, Stamina, Carry Weight, Armor, Adrenaline) — now a percentage of your current stats instead of a flat amount
- Physical Damage minors — now only boost weapon attacks, no longer Reflect or Shield Charge
UI
- creature armor is visible: a bar under an enemy's health bar shows its armor, and shrinks when it's debuffed or your shots pierce it (HealthBar → ShowCreatureArmorBar)
- new option "HUD → ShowTalentStatusEffects" to hide the talent status effect icons in your own status bar
- new option "Debug → LogArmorMitigation" (off by default) — logs how much of each hit your armor blocks
- new options "VisualEffects → ShowHandEffects / ShowBuffEffects / ShowDebuffEffects" to hide the new talent effects for yourself
Visual effects
Talents now show visual effects!
- Gaining stamina (Discipline, Battle Rhythm, Weapon Swap) — a yellow pop drawn into your chest; gaining health (Overwhelm) — the same in red
- Movement speed (Weapon Swap, Shadow Dash, Hit and Run, Battle March) — a wake of sparks behind you
- Armed hits (Feint, Flow, Lethal Patience, Revenge, Storm Lord) — a charge gathering in your weapon hand
- Auras show their source: Battle March pulses a ring from your feet every 5s while it reaches an ally, Frost Emperor keeps a frost mist around you while it slows an enemy, Lifeline sheds a few flakes when it starts healing someone else, Immolation sheds embers when it sets an enemy ablaze
- Warden — a ring of shields circles you; absorbed hits have an effect too
- Last Bastion, Triumph, Forged in Pain — rising light and flames for the duration
- Debuffs on enemies — Hamstrung, Crippled, Shocked (Chain Lightning) and Demoralized are visible on the target
Warrior
- Discipline — no cooldown anymore; stamina restored: 5/15/25% → 1/3/5%; no status icon anymore
- Hamstring — now triggers on every melee hit against a staggered enemy (was: the next hit after a perfect parry)
- Reflect — reflected share of the parried hit: 25/50/75% → 20/35/50%
Hunter
- Deadeye — now also applies to crossbows: longer reload, bonus damage on bolts
- Quickshot — fully drawn shots now release automatically only while you hold a key (default Left Shift, rebindable under Keybinds)
Bulwark
- Shield Charge — duration: 3s → 4s; can now be cancelled by releasing Block
- Immolation, Battle Hardened, Warden — leave neutral Dvergr alone
Warcaller
- Battle March — refreshes every 2s (was 3s), so the buff no longer flickers at the edge of its range
- Chain Lightning — armor reduction: 20/30/40% → 20/35/50%
- Storm Lord — detonation damage: 10/15/20% → 10/20/30% max HP
- Divine Favor — cycling Guardian Powers now needs max rank as described (was active from rank 1); cycles in boss order
- Frost Emperor — leaves neutral Dvergr alone
Fixes
- Last Bastion / Shield Charge — logging out mid-effect could leave you invulnerable or with a locked camera
- parry talents no longer trigger on hits from behind or on failed parries
- talent keys (Warden, Hawk Eye, Explosive Shot, Divine Favor) no longer react while typing in chat or with a menu open
- Necromancer — raised allies now reliably keep following you
- Multiplayer — bonus damage against staggered enemies was stuck at the minimum when another player's game handled the enemy
- Multiplayer — Chain Lightning's hit flash no longer multiplied with every nearby player
- Multiplayer — Storm Lord now also detonates marked enemies that another player's game handles
- Multiplayer — Immolation no longer keeps re-igniting an already burning enemy that another player's game handles
2.2.3
Multiplayer
- talent states that other players' games read from you now switch off correctly — before, they could stay stuck on until you logged out
- Even Ground — the resistance easing now ends when your stacks run out, instead of staying active on enemies handled by other players
- Necromancer — after unlearning it, fallen enemies no longer rise as your allies in other players' games
2.2.2
Hunter
- Hawk Eye — now scales to rank 3: arrows/bolts deal more damage the farther they've traveled (up to 10/20/30%)
Warcaller
- Lifeline — now heals 1/3/5% of the target's max health on top of the flat 10/20/30, so it stays useful once everyone has a lot of health
UI
- Health bar — no longer grows as wide with lots of max health, so it stops overlapping other HUD elements; width is adjustable in the config (HealthBar → PlayerBarPixelsPer25Health, 32 = vanilla)
- Talent window — the "Talents" title now uses Valheim's own heading font
Tooltips
- Necromancer — no longer claims enemies rise as skeletons; the fallen enemy itself rises as your ally
- Lifeline — clearer tooltip: shows the total heal and a 10s duration line instead of implying healing every second
Fixes
- removed leftover debug logging when planning and applying talents
2.2.1
Fixes
- removed leftover debug logging from the armor rework
- fixed the README's armor table still showing the old capped values instead of the actual uncapped curve
2.2.0
Compatibility
- Updated for Valheim 1.0 — several internal Valheim systems changed with the 1.0 release; the mod is rebuilt and confirmed working against it
Balance
- removed the armor damage reduction cap. Going all in on armor should be rewarded!
Warrior
- Focus — max rank 5 → 3, scaling 10/20/30% → 10/15/20%; the focus target itself now also hits you for more damage by the same amount
- Discipline — stamina refund: 10/20/30% → 5/15/25%; cooldown 10s → 15s
- Even Ground — reworked: perfect parries now build stacks (up to 5) of armor, refreshed by each new parry; armor 5/10/15%(so 1/2/3 per stack); holding full stacks now eases a resistant enemy's defense by 1/2/3 steps depending on rank,(eg. at max rank: very resistant → normal)
- Hamstring & Demoralize — both now last 12s (was 6s / 10s)
- Hamstring no longer reapplies on hit while debuff is active
- Riposte — attack speed buff window: 0.5s → 2.5s, giving you a fair chance to actually land the follow-up hit
Hunter
- Hit and Run — move speed: 15/30/45% → 15/25/35%; duration 2s → 2.5s
- Explosive Shot — toggle with anything in hand → toggle only with a bow or crossbow in hand
2.1.0
Notes
With the release of the 2.0.0 version, the Warcaller did not really hold an identity of a playstyle anymore since lifeline is really hard to reach, chain lightning + storm lord were not really designed for someone who supports/tanks. Those talents were more designed for DPS characters. Therefore I reworked how chain lightning works. Keep an eye on the AOE(sledge?) builds. As warden combines really well with the AOE identity, I changed it to be more reliable of a taunt. Necromancer had the same issue. If you are not the one killing stuff, how to raise the dead? Seafarer was more on the weaker side so I gave it a boost in effects!
Bulwark
- Warden — now also triggers with a sledgehammer, not just a tower shield; taunted enemies no longer break off to circle instead of attacking; taunt now survives despawn/reload and ownership changes
Warcaller
- Chain Lightning — no longer jumps to new targets, only chains/debuffs what a swing hits; fire 0.5s after the swing with correct live positioning; tooltip now matches the real armor reduction; debuff now shows in the healthbar
- Storm Lord — Detonation damage: 18/26/34% max HP → 10/15/20%; now detonates 0.5s after the swing instead of instantly; Overcharge gains 1 stack per target instead of per hit
- Necromancer — now triggers off any nearby death, not just your own kills; despawn timer now survives ownership changes
- Frost Emperor — Slow ceiling: 10/20/30% → 20/30/40%
- Seafarer — now also grants 5/10/15% move speed while wet; immune to Wet's downsides at rank 3
- Banner Bearer — off-hand bomb detection is now reliable
Tooltips
- Chain Lightning's description split into two clearer sentences
- Battle Hardened's enemy cap now shown as its own stat line
Bugfixes
- Reflect and Riposte no longer require a melee weapon in hand to trigger — shield-only parries work again
- Thorns now also reflects damage on blocked hits, not just unblocked ones
- Chain Lightning no longer triggers off AoE/bomb splash damage (fixed a crash), and no longer crashes when its visual arc targets a destroyed collider
2.0.1
Tooltips
- Mid amplifier nodes (e.g. Ironhide, Packhorse) now show their actual live bonus value and how many contributing talents feed it, instead of a static "+100%" — and the row blinks blue while you have an unapplied change staged for it
- Reflect's tooltip now correctly says it needs a perfect parry, not just a block, to trigger
Bulwark
- Fixed Ironclad being reachable directly from Iron Skin — the Spine minor between them is now the actual connection, as intended
UI
- Fixed sector labels overlapping the outermost talent nodes when zoomed far out
2.0.0
The entire talent tree has been redesigned
This isn't a tweak — every sector was rebuilt from the ground up so builds actually feel different from each other: less of a straight line, more paths and choices to explore. Your learned ranks carry over automatically wherever the path still matches; anything that doesn't gets re-granted as free points to respend.
- New middle tier nodes between Minor and Keystone talents (2 points)
- All sectors now have the same amount of nodes — minors overall increased, 5 new mids per sector added, and every sector has the same number of majors - new talents as below
Talent points
- Boss kills now grant 5 bonus talent points on top of levelling
- Minor talents cost 1 point per rank instead of 2
- Majors talents cost 3 points per rank instead of 2
- Prestige now resets your talent-point budget along with your build, like Rebirth already did, instead of keeping it floored at level 100 — the old floor let a prestiged respec come back at full strength instantly
Plan your build before spending points
- Clicking a talent now stages it instead of spending instantly — nothing is committed until you hit Apply, which confirms how many points you're about to spend; Reset discards the plan without spending anything
- Shift+click stages every remaining rank at once; Ctrl+click unstages it - so you can readjust build crafts more easily
- Staged-but-not-applied talents are visually distinct from already-learned ones, and their tooltip previews the staged numbers
- When the tooltip is open, you can hold ctrl and the button will change to deselect so you can also reduce the drafted rank by 1
Talent window
- New key hint bar at the bottom of the screen (click / Shift+click / Ctrl+click / zoom) for easier understanding
- Smaller window overall
- Available points and node costs now shown as a badge instead of key value text
- Window title now shown in orange
- Enabled zoom
Healthbar UI
- Active talent buffs/debuffs now show as small icons above health bars in-world (yours and others'), separately toggleable and configurable for creatures, players, and bosses - long term I will probably add vfxs but time is limited
Tooltip layout
- Overall some major tweaks to the tooltip to make more intuitive and easy to read
- Cooldown, duration, and rebindable keys now show as their own tooltip lines instead of being buried in the description
- Descriptions no longer restate numbers that already have their own stat line
New talents
- Valkyrie — Weapon Flow: swapping between melee and ranged empowers your next hits for 3 seconds (heavy knockback on ranged, bonus stagger + armor penetration on melee). Same pacing as Weapon Swap, works standalone
- Warcaller — Demoralize: your hit marks a target for 10 seconds, weakening its own damage output against everyone. Doesn't refresh on a repeat hit — you have to let it fully wear off so you can do other stuff in the meantime
- Bulwark — Battle Hardened: the more enemies are near you, the harder you are to stagger — pairs well with Warden pulling a crowd onto you
- Hunter — Explosive Shot: rebindable toggle (default G) — while active, firing a bow or crossbow also consumes and detonates a bomb from your inventory(always the bomb that positioned in the highest slot)
Talent balance
- Perfect dodges no longer refund stamina by default — this affects everyone, not just Evasion
- Evasion — completely reworked: was a flat stamina discount, is now a rank-scaled refund of a perfect dodge's stamina cost (0% → 20/35/50%)
- Feint — Damage: 25/40/55% → 20/40/60%
- Quiver Economy — Ammo save chance: 10/20/30% → 10/25/40%
- Battle Rhythm — Stamina return: 2/4/6% → 3/6/9%
- Savage — Proc chance: flat 25% → 20/30/40/50%; Damage: 25/50/75/100% → 20/30/40/50%
- Warden — Duration: 5s → 10s; Heal per hit: 6/7/8% → 4/6/8%; now only triggers on blocked hits
- Frost Emperor — Aura range: 8m → 15m
- Triumph — Cooldown: 15s → 20s
- Weapon Swap — Cooldown: 15s → 20s; now also grants movement speed
- Shield Charge — Dash duration: 2.5s → 3s
- Hit and Run — Buff duration: 1.5s → 2s
- Last Bastion — Invulnerability: flat 3s → 3/4/5s by rank
- Lethal Patience — Charge time now shrinks with rank (10/8/6s) instead of growing
- Double Shot / Triple Shot — extra arrows now cost ammo instead of being free
- Fewer ranks needed to reach the same max bonus, bigger jump per rank: Ironclad 5→4, Iron Skin 4→3, Focus 5→3, Battle Waltz 5→4, Seafarer 4→3, Lifeline 5→3, Necromancer 4→3
Keybinds
- Talents with an activation key (Hawk Eye, Warden, Explosive Shot) can now be rebound in the config file, or the in-game config manager if you have one installed, instead of being stuck on a fixed key
Bugfixes
- A handful of talents were secretly stronger, weaker, or timed differently than their tooltip claimed (leftovers from pre-release reworks): Riposte, Last Bastion (heal), Master at Arms, Focus, Execution, Immolation, and Overwhelm all did more than their tooltip claimed; Axe Mastery's rank 1 did less; the timing shown for Hamstring, Revenge, and Duel Series didn't match their actual duration either. All now match reality — the one genuine nerf hiding in this list is Hamstring's armor reduction, which actually was stronger than shown and is now brought down to match what the tooltip always said
- Fixed a bug affecting talents that had moved to a different ring in an update: their learned ranks reset on every single character load, not just once — for some players since 1.0.6, this meant re-spending points in Valkyrie's Battle Rhythm every time they loaded in(and all talents that were dependant on that talent)
- Abilities with a cooldown showed the cooldown while their effect was still running — they now show the active effect first and only start the cooldown once it ends; Last Bastion also no longer occupies two status-bar slots for its full 10-minute cooldown
1.0.6
- refined Russian localization
- Stats button now resizes to fit its label on language switch instead of using a fixed width
1.0.5
- added Russian localization
- the 6 sector names (Bulwark, Warrior, Berserker, Valkyrie, Hunter, Warcaller) are now translated in German and Russian instead of always showing in English
- fixed the Unlock button (and sector names) not refreshing to the correct text when switching language mid-session, previously required a restart
- fixed Axe Mastery's stamina cost reduction showing with a misleading "+" instead of "-"
- fixed several German talent names (mostly Hunter) that were still shown in English
- spelled out "HP"/"LP" in the stats panel for consistency
1.0.4
- fixed the mod's internal version number not being updated in the 1.0.3 release
1.0.3
- fixed Even Ground (and other passive talent bonuses) sometimes not re-applying correctly after dying and respawning
- fixed Warrior's Triumph sometimes not healing you in multiplayer, even when you personally had the talent and landed the killing blow
- fixed Berserker's Overwhelm sometimes not healing you in multiplayer, even when you personally had the talent and triggered the stagger
1.0.2
- use a new localization approach: translations are now built into the DLL, fixing missing translations
1.0.1
- added missing localizations folder
1.0.0
- initial release
