
PathOfValheiman
A Path of Exile style passive tree replacing vanilla skill progression: 2483 nodes, 78 masteries of seven effects each, 18 keystones, ascendancy classes. English and Russian.Path of Valheiman
A Path of Exile style passive tree for Valheim. It replaces vanilla skill progression: everything that would raise a skill feeds experience into character levels, and every level grants a point to spend. Valheim's own skills are held at zero and give nothing at all, so the tree is the only thing that makes a character stronger. (A server that wants a different baseline can set one in the config.)
Press P in game to open it.
The mod is fully translated into English. The screenshots below are in Russian because that is the language it is written in, but Valheim in any other language loads the English text automatically.

What it is
2483 nodes on one tree, in six sectors that meet at the middle: Might, Finesse, Spirit and the three hybrids between them. You start at one of six gates on the inner ring and walk outward; the road is made of steps that each give +5 to an attribute you pick, so travelling anywhere is a real price and an early change of plan is a detour rather than a free hop through the centre.
An attribute is not just a number on the way past: besides health, carry weight, stamina and eitr, every point of it is +0.3% damage with the weapons that answer to it, up to +130%. Might carries clubs and pickaxes, Finesse bows, Spirit staves and bombs, and a weapon between two sectors is carried by both and adds them together - swords and polearms by Might and Spirit, axes, spears and crossbows by Finesse and Might, knives and fists by Spirit and Finesse. A character who spent everything on gathering can still fight, because the road there was paid for in attributes.

78 subjects, each offering seven effects. A mastery is a diamond: buy it once and choose one of its seven, and change your mind later for nothing. Each subject stands on exactly seven nodes spread across the tree, so taking all of them is taking each of its answers once and never the same one twice.

A subject keeps four of its nodes at home, lends one to each neighbouring sector, and plants one in a far sector that shares the theme — the night lore keeps a foothold among the gatherers, the alchemy among the brewers. Nothing is piled in one pocket: no mastery has a twin among its eight nearest neighbours.

19 keystones stand on the outer rim, three to a sector, and every one is a bargain. Two Shields blocks with one in each hand and costs a third of your damage. Shadow nearly doubles a backstab and costs a third of your health. Feather ignores falling and can carry almost nothing.
Ascendancy classes
Seven of them, earned by a deed done in person: finish a troll by hand, kill three hundred with a staff, in melee, or with a bow, put three hundred undead to rest, finish three hundred enemies with fire, or make a hundred things at a bench. Click one and the portrait in the middle becomes that class.
Taking a class does nothing yet — what an ascendancy grants is coming in a later update. For now the progress is counted and the portrait is yours to try on.

Finding things
Every node belongs to one of 13 categories and answers to the words you would actually type. The search matches a name, a stat line, a mastery's effects, the category and 317 subject words, so "парирование", "poison", "thorns" or "salvage" lights up everything about it wherever it is.
Terms in the text are underlined and explained on hover: 57 mechanics of the game itself, a couple of sentences each, so you never have to leave the window to find out what a parry bonus is.
Mechanics the vanilla game does not have
- Ailments with their own sources and amplifiers: ignite, poison, frost, lightning and bleeding.
- Parry as a subject: health, stamina or eitr back on a parry, a stagger circle around you, thorns on the parry, and extra damage on the blow that follows it.
- Thorns, including armour converted into thorns and thorns turned elemental.
- Levitation — hold jump and you rise off the ground and fly while stamina lasts, with a second mode that hugs the ground and moves faster. Intelligence only.
- Energy shield over your health, double jump, sliding down slopes on crouch.
- Combo damage per consecutive hit, sprint attacks, airborne damage and stagger.
- Unarmed that scales with Might and counts as a tool for wood and ore.
- Onslaught on kill, a window after a critical hit, extra projectiles, pierce, chain and split. The arrows the tree adds fly at targets of their own: the shot you aimed goes where you aimed it, each added arrow takes the nearest enemy in front of you, and a splitting arrow looks for enemies around the one it hit instead of fanning into empty air.
- Flat health regeneration that does not care what you ate — vanilla has none.
- Bleeding you can see: blood comes out of a bleeding target, at the wound and on every tick.
- A second utility slot from a keystone: the belt and the wishbone at the same time.
- Biome lore: extra damage in the Black Forest, the plains, the mountains, the Mistlands, against the undead and the dvergr.
- Gathering and home: mass harvesting that also picks up stones, branches and flint lying around, mass planting on a grid, mass repair, crafting from nearby chests, self-fuelling lamps, doors that open on contact, salvage refunds, a chance to knock a log or ore straight out of what you are hitting, wild plants you can sow, taming and breeding, hunting drops, cart and sailing bonuses. Every bonus item the tree hands you raises the game's own "+1" and its pickup chime, so you can see and hear that it worked.
- Weather: cold resistance, wet resistance and drying speed act on the environmental Cold, Freezing and Wet effects, which plain frost resistance never touched.
In the window
- Points are spent only when you confirm them. Click to plan a path, then Apply or Cancel.
- A mastery picks its effect inside the tooltip — the rows are buttons.
- Hold Alt and the tooltip freezes where it is, so you can move onto it and read the links.
- Refund mode takes several points back at once for coins and checks that what is left stays connected.
- Pan, zoom towards the cursor, Home fits the tree, and the view cannot be squeezed smaller than about four fifths of the tree.
- Escape closes the window and stops there - it does not open the game menu behind it.
- A HUD panel with your level, the experience bar and unspent points; corner, scale and offset are configurable, and it can be turned off.
- +1 point for everyone for each dungeon cleared out, +5 for each boss killed in the world, counted in the world so a player who joins late gets them too.
- Experience for the work, not only the fighting. Anything that would raise a vanilla skill pays, and so does picking berries and mushrooms, felling a tree or emptying a vein - the last two by the whole health pool, so an ancient tree is worth many birches. All of it is multiplied by the biome it happened in, from x1 in the meadows to x5 in the Ashlands, and a star on a creature is worth three plain ones.
Your build is protected
- A node that is renamed, changed or removed by an update is taken off your build and its point handed back, and anything left hanging is dropped with it. You are told how many points came back.
- Lower Points per level or Maximum level and the build is trimmed from the outside in to match the new budget — never from the middle, never leaving a gap. Raise them and the points for the levels you already have appear at once.
Admin settings
BepInEx/config/treextr.pathofvalheiman.cfg, or F1 with
Configuration Manager installed.
- Tree power — one dial that scales every value in the tree (0.1 … 5). No bonus ever drops below +1%.
- Starting directions — how many roads out of the centre you may open.
- Experience multiplier, points per level, maximum level, level curve, experience lost on death, and the weight of each experience source.
- Disable vanilla progression — on by default; turn it off to keep Valheim's skills and run the tree on top.
- Frozen skill level — what every vanilla skill is held at while its progression is off. 0 by default: Valheim's skill curve has no neutral point, and any other level would hand out a slice of it for free.
- Cost to refund a point in coins, or free refunds.
- Server sync — a server hands its balance settings to joining players, so everyone plays the same tree.
- Window key, zoom speed, tree sounds, the HUD panel, experience messages, the debug panel.
Hard ceilings are always enforced, whatever the power dial says: damage taken never below 40%, movement speed never above +40%, any stamina cost never below 15% of the original, proc and crit chances capped at 75%, evasion 40%, attack speed +45%, lifesteal 10%, total damage multiplier x4.
Translations
Russian and English ship complete. Translations are plain text files in
BepInEx/plugins/PathOfValheiman/Localization/, one line per string: the original text, a tab, your
translation. Copy template.txt to <language>.txt — the name Valheim uses for that language — fill in the
right column, drop it in the folder. No rebuild, no code. Valheim in Russian plays in Russian; in any other
language it loads english.txt unless a file for that language is there. Send yours to the author and it
goes into the next release.
Multiplayer
Works in multiplayer. Progress is stored in the character file, so it travels with your character between worlds. Turn on Server sync so the host decides the balance for everyone.
Upgrading from 1.x
The tree was rebuilt from the ground up. Every build made on the old tree is dropped and all its points come back — your level, your experience and your point total are untouched, and you spend them again on the new tree. Nothing from the old nodes carries over.
Credits and license
Icons from game-icons.net under CC BY 3.0.
You may play with it, run it on a server, put it in a modpack with credit, and reuse the code with credit.
You may not publish this mod, or a modified copy, under a different name. See LICENSE.md.
Path of Valheiman (по-русски)
Дерево пассивных умений в стиле Path of Exile вместо ванильной прокачки навыков. Клавиша P. Мод полностью переведён на английский: на русском Valheim играет по-русски, на любом другом языке подставляется английский текст.
2483 узла на одном дереве, шесть секторов сходятся в центре: Сила, Ловкость, Интеллект и три гибрида между ними. Старт — одни из шести ворот на внутреннем круге. Дорога набрана из проходных узлов, каждый даёт +5 к атрибуту на выбор, так что дойти куда-то — это настоящая цена, а не бесплатный переход через центр.
78 тем, у каждой семь вариантов. Мастерство — это ромб: покупается один раз, выбираешь один из семи и меняешь решение когда угодно бесплатно. Каждая тема стоит ровно на семи узлах, разбросанных по дереву, так что собрать их все — это взять каждый её вариант по разу и ни одного дважды. Четыре узла темы дома, по одному в соседних секторах и один в дальнем секторе с близким смыслом: ночная тема держится среди собирателей, алхимия — среди медоваров.
19 ключевых узлов стоят по внешнему краю, по три на сектор, и каждый — сделка. «Два щита» держат блок двумя руками и стоят трети урона. «Тень» почти удваивает удар в спину и забирает треть здоровья. «Пёрышко» не получает урона от падения и почти ничего не может унести.
Классы возвышения — семь штук, за личное дело: добей тролля руками, убей триста посохом, в ближнем бою или из лука, упокой триста нежити, добей триста врагов огнём, сделай сто вещей на верстаке. Нажатие меняет портрет в центре на выбранный класс. Сама активация класса пока не работает — что именно даёт возвышение, появится в следующих обновлениях.
Поиск: 13 категорий и 317 тематических слов. Термины в текстах подчёркнуты и объясняются по наведению — 57 механик игры по паре предложений.
Механики, которых нет в ванили: поджог, яд, мороз, молния и кровотечение со своими источниками; парирование как отдельная тема (здоровье, силы или эйтр за отбив, оглушающий круг, шипы, усиленный следующий удар); шипы, в том числе броня в шипы и шипы в стихийные; парение — удержи прыжок и поднимаешься над землёй (только интеллект); энергощит, двойной прыжок, съезд со склона в приседе; серия ударов, удар с разбега, урон в воздухе; кулаки, растущие от Силы и работающие как инструмент; натиск после убийства, окно после крита, доп. снаряды, пробитие, рикошет и расщепление; плоская регенерация здоровья, которой в ванили нет; уроны по биомам; массовый сбор, который подбирает и камешки с веточками, массовая посадка, массовый ремонт, крафт из ближних сундуков, самозаправка светильников, двери от плеча, возврат при разборе, шанс выбить полено или руду прямо ударом, посадка дикорастущих, приручение, охота, телега и парус; погода — холод, промокание, высыхание.
Ванильные навыки заморожены на нуле и не дают ничего — сильнее персонажа делает только дерево. Сервер может задать другую базу настройкой «Уровень замороженных навыков».
Escape закрывает окно дерева и на этом останавливается — ванильное меню за ним не открывается.
Доп. снаряды летят по целям сами: выстрел, который ты прицелил, идёт куда прицелен, а каждая добавленная деревом стрела берёт ближайшего врага перед тобой; расщепление при попадании ищет врагов вокруг пробитой цели. Каждый бонусный предмет от дерева — лишний цветок, полено, руда, соты, возврат при разборе — теперь показывается ванильным «+1» со звуком подбора.
Атрибуты дают урон. Помимо здоровья, веса, выносливости и эйтра, каждое очко атрибута — это +0,3% к урону оружием этого атрибута, до +130%. Сила — дубины и кирки, Ловкость — луки, Интеллект — посохи и бомбы; оружие на стыке двух секторов берёт оба атрибута сразу: меч и древковое — Сила с Интеллектом, топор, копьё и арбалет — Ловкость с Силой, нож и кулаки — Интеллект с Ловкостью. Добытчик всё равно сможет драться: дорога до его кластеров оплачена атрибутами.
Опыт за работу, а не только за бой. Платит всё, что качало бы ванильный навык, плюс сбор ягод и грибов, плюс сваленное дерево и выбитая жила — последние по полному запасу здоровья, так что древнее дерево стоит многих берёз. Всё это умножается на биом, от ×1 в лугах до ×5 в Пепельных землях, а звезда у врага делает его втрое дороже.
+1 очко всем за каждое полностью зачищенное подземелье и +5 за каждого убитого босса в мире.
Обновление с 1.x: все билды на старом дереве сбрасываются, очки возвращаются полностью. Уровень, опыт и количество очков не трогаются — их просто тратишь заново. Ничего от старых узлов не остаётся.

