
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 an icon next to the enemy's health bar and as an effect on the enemy itself, in-world.
Your own talent buffs also show up right in Valheim's normal status effect bar.
Talents show what they do: buffs, gains and auras play as effects on your character, visible to everyone nearby.
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 (1 point per Level), plus 5 bonus points for every boss you have defeated. 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. Your current HP grants bonus damage. |
| Warden | While blocking with a tower shield or wielding a sledgehammer, taunt all nearby enemies. While active, every hit you receive heals you. |
| Shield Slam | Block several attacks in a row to automatically unleash a powerful counter-strike. |
| Shield Charge | While blocking, press Sprint while moving forward to charge into enemies, dealing blunt damage based on your max HP. |
| Iron Skin | Increases your total armor. |
| Ironclad | Your equipped armor increases your maximum HP. |
| Immolation | Nearby enemies are regularly set ablaze for a portion of your armor as fire damage. Only applies if the enemy is not already burning. |
| 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 the marked target restores stamina. |
| Riposte | After a perfect shield parry, your next melee attack gains bonus attack speed. |
| Iron Stride | Combat training lets you move freely in heavy armor. Reduces equipment movement penalty. |
| Hamstring | Melee hits on a staggered target hamstring it, reducing its movement speed and armor. |
| Last Bastion | A lethal hit instead leaves you barely alive, heals you for a portion of your armor, removes all Burning and Poison effects, and grants brief invulnerability. |
| Triumph | Killing an enemy heals you and all nearby allies over a short time for a portion of your armor. |
| Revenge | Taking damage stores the hit. Your next attack deals bonus blunt damage proportional to the stored damage. |
| Master at Arms | Sword and axe attacks deal bonus damage. Club attacks increase your stagger multiplier on hit. Atgeir and spear hits apply a pierce damage-over-time that refreshes on each hit. |
| Reflect | A perfect parry partially reflects the blocked damage back at the attacker. |
| Focus | Your last melee hit marks an enemy as your focus target. Damage from all other enemies is reduced, but the focus target itself hits you harder. |
| Even Ground | Perfect parries build stacks that grant armor and refresh the window before it lapses and the stacks reset. Holding full stacks also eases a disadvantageous physical resistance on every hit, by more levels at higher ranks. |
🩸 Berserker — the aggressive risk-taker (highest damage)
| Talent | Effect |
|---|---|
| Tether | Your attacks deal reduced knockback to enemies, keeping them within striking range. |
| Blood Rush | The lower your health, the faster you fight, up to a maximum attack speed bonus at the HP threshold or below. Halved with a one-handed weapon; no effect with an empty off-hand. |
| Relentless | After triggering your trinket effect, immediately recover a portion of your adrenaline. |
| Deferred Pain | A portion of all incoming damage is delayed and dealt over time instead of instantly. |
| Axe Mastery | Axes no longer reset to the first attack after a full chain. Instead, the chain bounces back to the penultimate attack, keeping the momentum going. Also reduces axe stamina cost. |
| Glass Cannon | You cannot heal above a threshold of your maximum health. Deal bonus damage, but your armor is reduced. |
| Execution | Deal bonus damage to enemies below the HP threshold. |
| Forged in Pain | While below the HP threshold, take reduced damage and cannot be staggered. |
| Overwhelm | The final strike of a melee chain adds to the hit's stagger multiplier. When you stagger an enemy, recover missing HP. |
| Savage | Your attacks have a chance to instantly strike again for a portion of the hit's damage. |
| Blood Blessing | Active healing events (potions, lifesteal, abilities) restore a portion of the healed amount as stamina. |
🏹 Hunter — the ranged specialist (bows & crossbows)
| Talent | Effect |
|---|---|
| Hawk Eye | While wielding a bow or crossbow, toggles zoom, reducing your field of view. Arrows and bolts also deal more damage the farther they travel before impact. |
| 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 attack, gain movement speed. |
| Quickshot | While holding the release key, fully drawn bow shots are released automatically. Reduces bow draw stamina drain. |
| Triple Shot | When Double Shot triggers, there is a chance to fire a third projectile at reduced damage. |
| Heavy Draw | Ranged attacks gain knockback. |
| Deadeye | Increases bow draw time and crossbow reload time, but their shots deal bonus damage and penetrate a portion of enemy armor. |
| Explosive Shot | While active, firing a bow or crossbow also consumes a bomb from your inventory, detonating on impact exactly like a thrown bomb. |
🗡️ Valkyrie — agile melee finesse (sneak, dodge, tempo)
| Talent | Effect |
|---|---|
| Silent Stride | Increases movement speed while sneaking. The bonus scales with your Sneak skill. |
| Lethal Patience | Starting an attack while sneaking empowers the next hit with bonus damage. The bonus builds up while you sneak and reaches its maximum after the charge time. Higher ranks charge faster and hit harder. |
| Battle Rhythm | Landing a hit with the final strike of a melee attack chain restores stamina. |
| Evasion | Perfect dodges refund a portion of their stamina cost, scaling with rank. |
| Shadow Dash | Successfully dodging an attack grants movement speed. |
| Battle Waltz | While attacking with your off-hand empty and no two-handed weapon equipped, gain attack speed. |
| Duel Series | Each confirmed melee hit increases your melee damage. The effect stacks. |
| Feint | Successfully dodging an attack empowers your next melee hit to deal bonus damage. |
| Cripple | Every hit applies a debuff to the target, slowing their attack speed. |
| Weapon Flow | Swapping between a melee weapon and a bow/crossbow empowers your hits with the newly equipped weapon. Switch to ranged: your shots get a heavy knockback. Switch to melee: your strikes get bonus stagger and ignore part of the target's armor. |
| Weapon Swap | Swapping between melee and ranged weapons restores stamina and grants bonus movement speed. |
📯 Warcaller — the leader (auras, summons & utility)
| Talent | Effect |
|---|---|
| Traveler | Increases carry weight and ride skill effectiveness. The bonus scales with your Ride skill. |
| 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 a higher rank, Wet no longer affects you. |
| Chain Lightning | Chains lightning between every enemy your weapon hits, reducing their armor. Only weapons without a multi-hit combo trigger it. |
| Divine Favor | Reduces your Guardian Power cooldown. At max rank, hold the Guardian Power key to cycle between all unlocked Guardian Powers. |
| Lifeline | Every few seconds, the nearby ally with the lowest HP (below the HP threshold, you included) recovers health over time. |
| Demoralize | Your hit marks the target, weakening it — its own attacks deal less damage to anyone. |
| Storm Lord | Hit enough enemies with Chain Lightning to become Overcharged. The next Chain Lightning proc detonates all nearby marked targets for a portion of your max HP as lightning damage. |
| Necromancer | Any enemy that dies near you has a chance to rise again as your ally. |
| Frost Emperor | Enemies within range are slowed. |
| Banner Bearer | With only a shield equipped (torch or bomb allowed): bonus armor. 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. If armor talents simply stacked on top of that, a defensive build would trend toward near-total damage immunity, while everyone else would already be comfortably tanky in plain gear. So TalentTree makes player armor count for less across the board: someone who skips defensive talents entirely is less tanky than in vanilla, and investing in armor talents is what brings you back up — investing in tankiness is what makes you tanky, not just wearing armor.
What exactly changes
Player armor counts for less
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.
TalentTree keeps vanilla's formula exactly as it is, but a player's armor only counts at 65% when it mitigates a hit. Every point of armor is worth the same, whether it comes from gear or from talents — it's just worth less than in vanilla. The number is chosen so that a fully invested Warrior (+54% armor) mitigates exactly like a vanilla character in the same gear, against every hit size. Without armor talents you're noticeably squishier than in vanilla (roughly a third less effective health against a typical hit); armor talents are what close that gap.
Your armor stat itself is untouched — the inventory still shows your real armor, and talents that scale with armor (Ironclad, Triumph, Last Bastion, Immolation) use the full value. Blocking and parrying use your full armor value as well.
Example for a flat 100-damage hit (reduction shown, not remaining damage):
| Armor | Vanilla reduction | TalentTree reduction |
|---|---|---|
| 0 | 0% | 0% |
| 25 | 25% | 16% |
| 50 | 50% | 33% |
| 75 | 67% | 49% |
| 100 | 75% | 62% |
| 150 | 83% | 74% |
| 200 | 88% | 81% |
| 300 | 92% | 87% |
| 500 | 95% | 92% |
The ratio of armor to incoming damage is what matters, not the absolute numbers — the same rule applies whether you're tanking a Greydwarf or a boss.
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 the damage an enemy takes while staggered (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. TalentTree gives creatures armor, so armor — and the talents that pierce or shred it — matter on both sides of a fight.
A creature's armor is simply the share of every hit it blocks. A poison tick, an arrow and a two-hander all lose the same percentage, so nothing is ever blocked completely and no enemy can turn into a damage sponge. Armor rises until the Plains, where a build is complete and every armor debuff is within reach, and stays there — past the Plains, Valheim's own creature health carries the difficulty. Tiers are Light / Medium / Heavy; bosses use their biome's Heavy value, since Valheim already balances them through health and resistances. Meadows creatures are unarmored.
| Biome | Light | Medium | Heavy / Boss |
|---|---|---|---|
| Meadows | 0% | 0% | 0% |
| Black Forest | 0% | 5% | 10% |
| Swamp | 5% | 15% | 25% |
| Mountain | 10% | 25% | 35% |
| Plains and beyond (Mistlands, Ashlands, Deep North, Ocean) | 15% | 30% | 45% |
You can see it: a light bar under a creature's health bar shows its armor, relative to the most armored enemies in the game (full width = 45%). Armor debuffs (Chain Lightning, Hamstring) shrink it, and the armor they took away stays behind in a darker grey; your own penetration (Deadeye, Weapon Flow) shortens the bright part, with the armor everyone else still faces behind it in a medium grey. They stack: Chain Lightning at max rank takes a Heavy creature from 45% to 22.5% blocked — about 40% more damage from every hit; Hamstring on top brings it to 6%.
A few familiar anchors: Troll (Black Forest, Heavy → 10%) and The Elder (Boss → 10%); Abomination (Swamp, Heavy → 25%) and Bonemass (Boss → 25%); Stone Golem (Mountain, Heavy → 35%) and Moder (Boss → 35%); Lox (Plains, Heavy → 45%) and Yagluth (Boss → 45%); a Seeker Soldier (Mistlands) and The Queen, Morgen (Ashlands) and Fader — all 45%.
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. ❤️

