Valheim
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Latest version
0.1.15
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Changelog

0.1.15

  • Replaced the five essence families with Agile, Tanky and Caster. Each has Normal, Greater and Perfect versions, with a guaranteed bonus based on the equipment slot.
  • The crafting menu shows the selected equipment's guaranteed essence bonus. Greater still upgrades full items up to Legendary; Perfect up to Ancient. Existing rolls stay intact.
  • Caster essences drop only in Mistlands, Ashlands and Deep North. Their recipes require Refined Eitr. Each new essence has its own configurable 5% drop chance and the same minimum rarity for its strength.
  • Existing essence stacks remain usable: Vigor counts as Agile, Sorcery as Caster, and Battle/Guard/Vitality as Tanky, keeping their strength. Retired families no longer drop or have recipes.
  • Dev build: slot bonuses, legacy stacks, biome drops and multiplayer need playtesting.

0.1.14

  • Added Greater and Perfect versions of Battle, Guard, Vitality, Vigor and Sorcery essences. They add their guaranteed effect without replacing existing rolls and promote full items up to Legendary/Ancient respectively. An existing matching effect prevents spending.
  • Greater essences start dropping at Legendary; Perfect at Mythic. Each defaults to 5% per eligible batch, with matching recipe/sacrifice material tiers. Both tiers support inventory right-click crafting and have separate menu groups and tier colours.
  • Chaos drops now scale with native loot rarity. At the default 5% base: Magic 5%, Rare 10%, Epic 15%, Legendary 20%, Mythic 25%, Ancient 30%. The scaling is configurable; existing base settings are preserved.
  • Dev build: new item drops, crafting, promotions, sacrifice and multiplayer need playtesting.

0.1.13

  • POE crafting favours stamina bonuses on agile armour, protection on defensive armour, and eitr/casting bonuses on magical armour. Preferred eligible effects have twice their normal weight; family mappings and multiplier are configurable.
  • Health and resource bonuses can roll across armour slots. Existing native requirements still apply; these pools are shared rather than locked to an archetype.
  • Movement speed is leggings-only, with normal ranges from 3–5% at Magic to 24–30% at Ancient. The low-health variant is also leggings-only; new rolls cannot combine both variants.
  • The selected-item card shows the armour archetype. Existing effects and values stay unchanged until crafted/rerolled.
  • Dev build: armour rolls, tooltips and balance need playtesting.

0.1.12

  • POE crafting now explicitly matches native skill enchants to the weapon's actual skill: swords, knives, clubs, polearms, spears, axes, bows, crossbows, unarmed, elemental magic and blood magic. Shields use Blocking.
  • Reuses Epic Loot's existing skill effects, values and weights. Existing enchants stay; no duplicate skill effects were added.
  • Added the skill bonus table to this page. Dev build: playtest the skill rolls and displayed skill levels.

0.1.11

  • Added health/stamina/eitr on credited kill, critical chance/damage, physical damage gained as fire/frost/lightning, burning/poison potency, shorter harmful ailments and projectile explosion radius.
  • New effects use equipment restrictions in both Epic Loot's native rolls and POE crafting. No combat additions on tools, shields, armour or summoning staves; duration protection is for armour/capes/shields.
  • Kill recovery works while wielding the item and includes shared kill credit. Explosion radius only affects projectiles that already explode.
  • Existing enchants stay. Bleeding, penetration, offensive ailment duration, damage conversion and summon modifiers are deferred.
  • Dev build: combat, multiplayer and save/load playtesting are required.

0.1.10

  • POE crafting now excludes unsuitable effects by equipment function. Magic staves cannot gain melee/parry bonuses; summoning staves exclude elemental attack rolls.
  • Added matching exclusions for ranged weapons, shields, armour, utility and harvesting gear. Tower shields cannot gain parry bonuses; crossbows cannot gain bow draw bonuses.
  • Existing effects stay. The rules apply to new and replacement rolls in POE crafting, alongside Epic Loot's own restrictions.
  • Dev build: playtest the effect pools on each equipment type.

0.1.9

  • Right-click an orb, essence or Gemcutter's Prism in your inventory to open POE Crafting anywhere, with that currency selected.
  • Item tooltips and the crafting window explain how to select equipment and Enchant. Opening the window does not consume currency.
  • The table button and F8 shortcut still work. Currency recipes and sacrifice still use their usual stations.
  • Dev build: playtest inventory opening, closing, crafting and normal item right-clicks.

0.1.8

  • Exalted Orbs now upgrade full Rare gear to Epic and full Epic gear to Legendary before adding one effect. Epic Loot's live caps apply; existing rolls and shards stay.
  • Regular Exalted stops at Legendary. Perfect Exalted is still needed for further upgrades.
  • Dev build: the new upgrades need in-game playtesting.

0.1.7

  • Annulment now works on augmented equipment at every enchanted rarity. Using it costs only one orb.
  • Perfect Exalted upgrades full items to the next rarity with room before adding one effect, up to Ancient. Existing effects and shards stay.
  • Reworked hover tooltips to draw above the crafting controls and clear when leaving a row.
  • Dev build: these changes need in-game playtesting.

0.1.6

  • Fixed crafting tooltips appearing behind the panel and lingering after leaving a row. Hover checks exclude clipped rows, headings and scroll bars; the tooltip draws in a separate front overlay without handling input.
  • Gemcutter's Prisms now start dropping at Legendary, with matching menu color, material glow, Legendary crafting costs and sacrifice rewards. They still work on equipment of all qualities.
  • Default bonus chances are now 5% for every currency except Transmutation/Augmentation (50%). This includes Vaal, Divine and Perfect Exalted. Minimum loot tiers still apply; existing config values are preserved.
  • Tooltip fixes require in-game visual confirmation.

0.1.5

  • Added item/currency icons, left-aligned names, right-aligned counts and rarity stripes.
  • Gold outlines and checkmarks identify the selected rows; unavailable currencies are dimmed with explanations on hover.
  • Added normal equipment tooltips and a selected-item card with native Epic Loot effect descriptions, live effect capacity and shard-slot counts. Unidentified effects remain hidden.
  • Grouped orbs, shard crafting and essences, placing Perfect Exalted beside regular Exalted.
  • Kept Enchant fixed at the bottom and added a permanent-corruption notice for Vaal.
  • Added a persistent Last craft panel showing effects added/removed/rerolled, rarity changes, slots gained and corruption.
  • Refreshed availability at a limited rate while retaining full transaction revalidation when Enchant is pressed.
  • Latest layout and tooltip changes require in-game visual review.

0.1.4

  • Added Perfect Exalted Orb: adds one eligible effect at any enchanted rarity, respecting Epic Loot's live rarity cap.
  • Regular Exalted now supports Magic through Legendary; Mythic and Ancient require Perfect Exalted.
  • Perfect Exalted uses the same icon as regular Exalted, Mythic menu coloring/orange glow, zero weight and stacks of 999.
  • Mythic/Ancient loot batches can award Perfect Exalted alongside existing rewards, following the same default eligibility/chance as Divine. PerfectExaltedChancePercent is configurable.
  • Forge recipe: 10 Mythic Dust, 10 Mythic Essence and 1 Iron. Native sacrifice returns 1 Mythic Dust and 1 Mythic Essence per orb.
  • Latest changes require in-game playtesting.

0.1.3

  • Exalted Orbs work on every enchanted rarity, including named/set items and protected-effect bases, preserving existing item data.
  • Each Exalted adds one eligible effect up to the highest positively weighted count in Epic Loot's live rarity distribution; custom loot settings apply.
  • Default Exalted caps are Magic 3, Rare 4, Epic 5, Legendary 6, Mythic 7 and Ancient 8. Augmentation retains its two-effect limit.
  • Exalted hover text shows the selected item's current cap. Full or over-cap bases and exhausted effect pools cannot consume an orb.
  • Drop tiers, drop chances, recipes and sacrifice rewards are unchanged.

0.1.2

  • Chaos, Divine and Annulment support all six enchanted equipment rarities, including named/set items, while preserving protected effects and sockets.
  • Chaos replaces one eligible effect; Divine uses the current rarity's numeric ranges. Annulment retains protection against resetting native re-augment costs.
  • Added a POE Crafting button in the enchanting table UI; F8 remains available.
  • Equipment names use native rarity colors. Selected equipment and currency have a full-button highlight.
  • Currency descriptions appear on hover. Moved selection instructions above the lists, removed the effect-limit header and replaced the two-step confirmation with one Enchant button.
  • Latest gameplay and UI changes require in-game playtesting.

0.1.1

  • Added Gemcutter's Prism with a custom icon, blue glow, configurable Magic-tier drops and forge recipe.
  • Prisms add one shard slot per use, up to three, at every equipment rarity; preserve existing shards, effects and identity.
  • Registered all custom currencies for Epic Loot's native Sacrifice tab: one Dust and one Essence of the matching drop tier per unit.
  • Aligned currency recipe material tiers with sacrifice rewards.
  • Latest additions require in-game playtesting.

0.1.0

  • Initial beta with nine crafting orbs and five essences using Epic Loot's live effects API.
  • Configurable bonus drops with minimum loot tiers; endgame loot retains lower-tier currencies.
  • Custom inventory icons and material glow; zero weight and stacks of 999.
  • F8 crafting panel with cursor input handling, opaque background and quality colors.
  • Vaal supports all equipment rarities, including ordinary gear, with permanent corruption guards.
  • Personal-inventory transactions revalidate the target and attempt rollback/refunds if Epic Loot rejects a craft.

Release playtests remain open for the latest UI/Vaal changes, save/load and multiplayer.

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