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AdditiveDamageModifier
Makes resistances and weaknesses stack additively, with configurable modifier values, player minimum damage caps, fall damage tuning, and visible adm_ status effects with icons, percent labels, and clearer tooltip/compendium info.
| Last updated | 3 days ago |
| Total downloads | 2666 |
| Total rating | 2 |
| Categories | Mods Misc Server-side Client-side AI Generated |
| Dependency string | sighsorry-AdditiveDamageModifier-1.0.9 |
| Dependants | 10 other packages depend on this package |
This mod requires the following mods to function
denikson-BepInExPack_Valheim
BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.
Preferred version: 5.4.2333README
AdditiveDamageModifier
AdditiveDamageModifier makes Valheim resistance and weakness modifiers stack together instead of letting only the strongest modifier win.
In vanilla, several sources of resistance and weakness do not cancel each other out. The game chooses one final modifier by priority. This mod changes that into an additive calculation, so every relevant modifier contributes to the final damage multiplier.
Adds visible adm_ status effects for testing, events, commands, and other mods. You can use addstatus command for testing.
Shows the effective modifier percent in tooltips and active effect UI.
CheckOut this mod to use training dummy for damage and resistance testing. https://thunderstore.io/c/valheim/p/sighsorry/TouchGrass/
Above is an example of RootArmor(+30%) + FeatherCape(+45%) + FireResistMead(-30%) = SUM(+45%) of fire damage with the mod's default setting.
Main Features
- Stacks resistance and weakness modifiers additively per damage type.
- Affects both players and creatures.
- Lets servers configure the percent value of each modifier tier.
- Adds player minimum damage caps so very strong resistance cannot always reduce player damage to 0.
- Adds visible
adm_status effects for testing, events, commands, and other mods. - Shows the effective modifier percent in tooltips and active effect UI.
- Adds configurable fall damage cap and fall damage multiplier options.
- Keeps ServerSync version enforcement and synced gameplay config.
Additive Damage Examples
Default modifier values:
- Very Weak:
+45% - Weak:
+30% - Slightly Weak:
+15% - Slightly Resistant:
-15% - Resistant:
-30% - Very Resistant:
-45% - Immune:
-100%
Example player modifiers:

Root Armor pierce resistance (-30%)
+ Berserker Mead pierce weakness (+30%)
+ Bonemass pierce resistance (-15%)
= pierce -15%
The player takes 85% pierce damage.
Feather Cape fire weakness (+45%)
+ Barley Wine fire resistance (-30%)
= fire +15%
The player takes 115% fire damage.
Creature resistances and weaknesses are additive too. A creature that is weak to pierce by +30% takes 130% pierce damage; a creature resistant by -30% takes 70%.
Player Minimum Damage Caps
Player damage has configurable minimum damage taken caps for these damage types:
- Blunt
- Pierce
- Slash
- Fire
- Poison
- Frost
- Lightning
The config option is named Player Minimum Damage Taken Percent - <damage type>.
The default value is 10, so an immune or heavily resistant player still takes at least 10% of the original damage from those capped types.
In the Active effects compendium, this same cap is shown on the additive modifier scale as MinTotal -90%.
Spirit intentionally has no player minimum cap because vanilla players are already immune to Spirit damage.
Status Effects
The mod registers 56 status effects named:
adm_<damage_type>_<modifier>
Supported damage types:
blunt, pierce, slash, fire, poison, frost, lightning, spirit
Supported modifiers:
very_weak, weak, slightly_weak, slightly_resistant, resistant, very_resistant, immune
Examples:
adm_blunt_very_weak
adm_fire_immune
adm_spirit_resistant
These effects can be added with commands such as:
addstatus adm_blunt_resistant
Each adm_ effect has a generated status icon, a readable HUD name without the adm_ prefix, and a percent label. Modifier icons use simple tier markers:
+1, +2, +3, -1, -2, -3
Tooltips And Compendium
Damage modifier tooltip lines can show the configured modifier percent, for example:
Damage modifier: Resistant VS Fire (-30%)
This non-compendium percent suffix is controlled by a client-only config option:
[1 - General]
Show Modifier Percent in Tooltips Outside Compendium = On
The Active effects compendium always shows fuller information, including MinTotal:
Damage modifier: Resistant VS Fire (-30% / MinTotal -90%)
Fall Damage
Fall damage has two synced config options:
Maximum Fall Damage: raises the maximum base fall damage before status effects.Fall Damage Multiplier: controls how fast fall damage grows.
Useful examples:
- Vanilla reaches
100fall damage at20m. Maximum Fall Damage = 200andFall Damage Multiplier = 1.00reaches200damage at36m.Maximum Fall Damage = 200andFall Damage Multiplier = 2.00reaches200damage at20m.- With multiplier
2.00,100damage happens at12m.
Fall Damage Multiplier keeps 2-decimal precision. Most other numeric config values are integer sliders.
Cold And Freezing
The frost modifier can control Cold and Freezing immunity through:
Cold/Freezing Immunity Trigger Frost Delta Percent
Default value is -15%. If the effective additive frost delta is less than or equal to this threshold, vanilla Cold and Freezing effects are blocked or cleared.
Config Sections
1 - General
Lock ConfigurationShow Modifier Percent in Tooltips Outside Compendium
2 - Additive Damage
- Modifier tier values
- Player minimum damage taken caps
- Cold/freezing immunity threshold
3 - Fall Damage
- Maximum fall damage
- Fall damage multiplier