


Turns shields into active weapons. All you need is one shield. Shield strikes, throws, charges, projectile reflection, and block charges all follow real shield stats and blocking skill.
Shield Primary Attack
CaptainValheim lets a shield act as a real close-range weapon instead of only a defensive item. A primary shield strike uses the equipped shield's own block power, deflection force, stamina profile, and durability cost as the base, then applies the values from CaptainValheim.yml. That means a buckler, tower shield, and round shield can all feel different without needing separate hardcoded behavior.
Shield Throw
Throw your shield forward as a returning weapon. The throw can hit multiple targets, lose power through damage decay, search for nearby targets, and return after its lifetime expires. Damage, push force, target count, range, return speed, stamina cost, durability cost, and cooldown can all be tuned, while the final result still scales from the shield you actually equipped.
Shield Charge
Shield Charge turns your block into a forward burst that drives into enemies with shield-based damage and push force. It is useful for closing distance, interrupting enemies, or opening space in a crowd. Charge distance, speed, hit radius, cooldown, stamina cost, durability cost, damage factor, and push factor are configurable, and WarfareTweaks can read the shield-hit context when both mods are installed.
Block Charge
Valheim already contains a block-charge style counterattack, but it is effectively locked away for normal shield gameplay. CaptainValheim exposes and tunes that vanilla behavior so shields can use it intentionally. The mod can also provide fallback charge visuals for shields that do not have their own charge setup, making the feature usable across a wider range of shield prefabs.
Projectile Reflection
Projectile Reflection rewards accurate blocking by letting guarded projectile hits bounce back instead of simply being absorbed. Reflection behavior scales with shield deflection and can be tuned separately from attacks, throws, and charges, so servers can decide how strong defensive projectile play should be without changing the rest of the shield kit.
primaryAttack: turns shield use into a direct shield strike with configurable damage, push, stamina, and durability factors.throw: throws the shield, supports multiple targets, damage decay, search radius, lifetime scaling, and return behavior.charge: sends the player forward with shield-based damage, push, hit radius, distance, speed, cooldown, and stamina tuning.reflect: lets guarded projectile reflection scale from shield deflection.blockCharge: enables and tunes Valheim's vanilla block-charge counterattack behavior, including support for shields missing charge visuals.CaptainValheim creates:
BepInEx/config/CaptainValheim.ymlThe root Global block defines fallback behavior for all shields. Any shield prefab listed below Global inherits those defaults and only overrides the fields you write.
Example:
Global:
throw:
enabled: true
damageFactor: 0.80
targets: 3
charge:
enabled: true
cooldown: 10.0
distance: 4.0
ShieldCarapaceBuckler:
throw:
damageFactor: 1.00
targets: 2
charge:
cooldown: 8.0
Set a mode block's enabled: false to disable that feature after inheritance.