
Ward Cores
Wards shield the buildings in their range from an energy pool. Install a core item to set its size; absorbed hits drain it, time and Sap refill it. Settings come from the server; every player and the server need the mod.Ward Cores
Wards protect the buildings in their range. Every ward holds an energy pool, and hits on pieces inside its radius are paid from that pool instead of from the pieces' health. The core installed in the ward sets the pool's size. The pool recharges over time, and Sap speeds that up.
How it works
- Each point of damage to a piece in range of an active ward costs the ward 1 energy instead of the piece's health. Protected pieces take hits without their weaknesses.
- Wards absorb hits from monsters, raids and players without access, and hits without an attacker such as fire and falling trees. Weather wear, collapse from missing support and hits by players with access stay vanilla.
- Overlapping wards split the cost evenly. When a ward can't pay its share, the others pay the rest.
- An area attack counts as one hit: each ward pays the average over the pieces it hit.
- A ward regains 1 % of its maximum per second, and a quarter of that for 5 s after each absorbed hit.
- Below 30 % charge, a ward lets part of each hit through, up to half when it is empty.
- A drained ward switches off, access protection included, and comes back on at 30 %. New wards and newly installed cores start empty, so a new ward is off for its first 30 s.
Floating numbers show the damage that reaches a piece and, in light blue with a ⚡, the energy the ward paid.
Cores
To install a core, look at a ward you have access to and press the core's hotbar key. Every ward starts with a built-in Surtling Core. Installing another core gives back the previous one, and installed cores drop when the ward is torn down or destroyed. A new core starts empty. Item tooltips show each core's "Ward Power".
| Biome | Core | Max energy |
|---|---|---|
| Black Forest | Surtling Core (built-in) | 600 |
| Black Forest | Wooden Protection Idol | 800 |
| Black Forest | Bronze Protection Idol | 1,000 |
| Black Forest | Thunder Stone (sold by Haldor) | 1,000 |
| Swamp | Iron Protection Idol | 1,200 |
| Mountain | Frostcore | 1,400 |
| Mountain | Dragon Tear | 1,600 |
| Mountain | Silver Protection Idol | 1,800 |
| Plains | Torn Spirit | 2,000 |
| Plains | Black Metal Protection Idol | 2,200 |
| Mistlands | Wisp | 2,400 |
| Mistlands | Black Core | 2,600 |
| Mistlands | Black Marble Protection Idol | 2,800 |
| Ashlands | Molten Core | 3,000 |
| Ashlands | Embers | 3,200 |
| Ashlands | Flametal Protection Idol | 3,400 |
| Deep North | Liquid Frost | 3,600 |
| Deep North | Frostfire Essence | 3,800 |
| Deep North | Thunderblood Essence | 3,800 |
| Deep North | Bloodgold Protection Idol | 4,000 |
Cores with an effect
Four cores do more than shield. Their settings are in [Thunder], [Fire] and [Frost], with a switch per core.
The Thunder Stone strikes the attacker with lightning once per attack, for half the damage the wards absorbed, and staggers it. It hits monsters and players without access; bosses are never staggered.
The Molten Core sets the attacker on fire once per attack, for half the absorbed damage, burning over 8 seconds. Further attacks add their own burns on top. Fire resistance counts, and the fire never spreads to your buildings.
The Frostcore chills hostile creatures in its radius, and players without access who have PvP on: 5 % slower each second, up to 60 %, scaled by frost resistance. Tamed animals, fleeing animals and bosses are left alone. The chill costs the ward nothing.
Liquid Frost chills like the Frostcore and also deals frost damage each second, 1 % of the target's max health. The ward pays half of the damage dealt from its energy.
Thunder Stone and Molten Core wards on the same attack share the payback instead of doubling it.
Sap
Players with access feed a ward Sap from the inventory with Shift+E. While Sap burns, the ward recharges an extra 1 % of its maximum per second. One Sap lasts 60 s, and a ward holds up to 50.
Hover text
Core: Dragon Tear
Charge: 1200 / 1600 - 75%
Sap: 4 / 50 - 3m 12s
Status: Ready - Protection 100%
The status is green at full protection, orange while the ward lets damage through, and red while it holds nothing. Texts are in English and German, following the game's language.
Settings
The settings are in BepInEx/config/valheim.wardcores.cfg. With a Configuration Manager (F1), the core list is a table with a searchable item picker.
| Setting | Default | What it does |
|---|---|---|
| Cores › List | the table above | Prefab:MaxEnergy, comma separated. Items from other mods work by their prefab name. |
| Cores › BuiltIn | SurtlingCore |
The core every ward carries until another is installed. It must also be in the list. |
| Energy › RechargePercentPerSecond | 1 | Percent of the maximum regained per second. 0 = wards recharge only while Sap burns. |
| Energy › RechargeCooldownSeconds | 5 | How long a ward recharges slower after absorbing a hit. 0 = no slowdown. |
| Energy › CooldownRechargeFactor | 0.25 | The share of the rate kept during that time. 0 = paused, 1 = no slowdown. |
| Energy › ReactivateAtPercent | 30 | The charge at which a drained ward switches back on. |
| Energy › BleedBelowPercent | 30 | Below this charge, a ward lets part of each hit through. 0 = never. |
| Energy › BleedMaxPercent | 50 | The most a ward lets through, reached when it is empty. |
| Energy › DamageToEnergyFactor | 1 | Energy paid per point of damage absorbed. |
| Energy › ToolDamageFactor | 1 | Share of chop and pickaxe damage that counts in hits on protected pieces. |
| Fuel › FuelItem | Sap |
The item fed with Shift+E (prefab ID). Empty turns feeding off. |
| Fuel › FuelRechargePercentPerSecond | 1 | Extra recharge while fuel burns, in percent of the maximum per second. |
| Fuel › FuelSecondsPerItem | 60 | How long one fuel item burns. |
| Fuel › FuelCapacity | 50 | How many fuel items a ward holds. |
| Thunder › ThunderstoneEnabled | on | Whether wards running the Thunder Stone strike back. Off: it is a plain core. Whether it is a core at all is up to the list. |
| Thunder › RetaliationDamageFactor | 0.5 | Share of the absorbed damage the strike returns. 0 = stagger only, 1 = all of it. |
| Thunder › FullRetaliation | on | The strike counts what every covering ward absorbed. Off: only the Thunder Stone wards' part. |
| Thunder › StaggerAttackers | on | Whether the strike staggers the attacker. |
| Fire › MoltenCoreEnabled | on | Whether wards running the Molten Core burn attackers. Off: it is a plain core. |
| Fire › RetaliationDamageFactor | 0.5 | Share of the absorbed damage that comes back as fire. |
| Fire › FullRetaliation | on | The burn counts what every covering ward absorbed. Off: only the Molten Core wards' part. |
| Fire › BurnSeconds | 8 | How long each attack's burn lasts; the burns of several attacks run side by side. |
| Fire › MaxStacks | 0 | The most burns one attacker carries at once; a further attack replaces the oldest. 0 = no limit. |
| Frost › FrostcoreEnabled | on | Whether wards running the Frostcore chill attackers. Off: it is a plain core. |
| Frost › SlowPercent | 60 | The most a chill slows, before frost resistance; Frostcore and Liquid Frost alike. |
| Frost › SlowStepPercent | 5 | How much the chill grows each second inside the radius, and thaws each second outside. |
| Frost › LiquidFrostEnabled | on | Whether wards running the Liquid Frost chill and freeze attackers. Off: it is a plain core. |
| Frost › LiquidFrostDamagePercent | 1 | Frost damage per second, in percent of the target's max health. |
| Frost › LiquidFrostEnergyPerDamage | 0.5 | Energy paid per point of frost damage dealt. |
| Debug › LogAbsorb | off | Logs every absorbed hit, splash, strike, burn, chill step and feed. Local to each player. |
Multiplayer
Every player and the server need Ward Cores in the same version. The server turns away anyone else, and a player with Ward Cores can't join a server without it. The server's settings apply to everyone, and only admins on its admin list can change them in F1.
Requirements
- BepInExPack Valheim
- Conditional Config Sync by shudnal, 1.0.10 or newer
- Recommended: Configuration Manager by shudnal, for the F1 core table
Tested with Valheim 1.0.17. If the game lacks something Ward Cores needs, it logs what is missing and stays off.
To install by hand, copy WardCores.dll into BepInEx/plugins and install the requirements. Removing the mod leaves installed cores inside their wards.