Valheim
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Path of Valheiman

💬 Join the Path of Valheiman Discord

Come talk builds, ask questions, follow update news, and report bugs through a quick form that keeps everything organized.

  • 🐞 Bug reports that go straight to me. Technical trouble, balance, anything odd — send it through the bug form on Discord. Reports land in my admin panel the moment you post them, so I see them immediately, and you can follow what happens to yours: taken into work, fixed, shipped in a version.
  • 🗳️ "Same here" votes. Back someone else's report instead of writing a second one — what hurts the most players gets fixed first.
  • 📰 Update news and previews before they reach the mod page, plus a look at what is being built right now.
  • 🧠 Build talk and questions — ask what a node really does, show what you are playing, argue about what is worth the points.
  • ⚔️ Coming soon: one-click build sharing and a dedicated space to browse and discuss other players' builds.

🚧 Early Access

The mod is not finished, and it is not pretending to be. Nodes get added, numbers get moved, and things break and get fixed — often on the same day. If that is not what you want from a playthrough, wait a few versions; if it is, you are in the best possible place to shape what this becomes.

The fastest way to help is the bug form. There is a Report a problem button right in the tree window; it opens the bug channel on our Discord. Reports land in my admin panel the moment you post them, and you can follow yours: taken into work, fixed, shipped in a version. No Discord? The same reports are welcome in the comments on the mod page.

What is worth writing about:

  • 🐞 Bugs. Check the bug channel first — if someone already reported it, hit "same here" instead of writing a second one. What hurts the most players gets fixed first.
  • ⚖️ Balance. A node that feels mandatory, a node nobody would ever take, a build that trivialises a boss, a profession that outpaces everything else — numbers are easy to move, but only if I know which ones feel wrong.
  • 🧩 Missing content. Check the roadmap below first, so we do not trade notes about something already on the way.
  • ✨ Ideas for new nodes and mechanics — keystones, mastery options, profession talents.
  • 🎨 Interface and art. Something unreadable, a window in the way, a tooltip that explains nothing.

Telling me what you were doing when it happened is worth more than a perfect description of the bug itself. Screenshots and the log file help; the form takes both.

📣 Follow Path of Valheiman on Telegram

The same mod news and update previews, for those who live in Telegram. Questions, ideas and bug reports belong on Discord — that is where they reach me.

🗺️ Roadmap

Path of Valheiman roadmap

Where the mod is heading. Priorities may change based on testing and your feedback.

Your journey. Your specialization.

A passive skill tree inspired by Path of Exile, built for Valheim. Earn experience by fighting, exploring and working, then spend your level-up points on the character you want to play.

Version 4.2 makes the tree smaller and its themes whole. Every mechanic that had spread over ten near-identical clusters now lives in four, and what the removed nodes carried moved onto the ones that stayed - fewer points buy the same build. Comfort became Rested charges you carry out of the house, and the four ailments finally share one scale.

2,748 nodes · 6 attribute sectors · English · Russian · Spanish · European Portuguese · Brazilian Portuguese

Points spent on nodes that are gone come back by themselves the next time you log in, ready for the new clusters.

The screenshots are in Russian — that is the language the tree is written in. The mod includes English, French, Spanish, European Portuguese and Brazilian Portuguese translations; other game languages fall back to English.

The tree

Press P to open the tree.

Build with a purpose

The tree replaces vanilla skill progression by default. Instead of levelling each skill separately, you earn character levels and choose where your points go. Equipment and food still matter.

Close up

Each cluster develops a particular weapon, craft or mechanic. Related clusters are spread across their sector, so fully specializing means planning a route and deciding which rewards are worth the journey.

Sector Weapons & combat Exploration, survival & crafts
Strength Clubs, pickaxes, shields, armour, blocking, melee and two-handed combat, fire and ignite, thorns Smithing, building, mining
Dexterity Bows, fists, ranged and shooting combat, stealth, evasion, frost and frostbite, projectiles Hunting, exploration, stamina
Intelligence Staves, spells and magical weapons, lightning and shock, critical hits, projectiles Farming, potion brewing, cooking, energy shield, airborne bonuses
Strength + Dexterity Spears, axes, crossbows, one-handed combat, parrying, bleeding, stagger Woodcutting, fishing
Dexterity + Intelligence Knives, bombs, throwing and paired weapons, poison, backstabs, night bonuses Gathering, sailing, swimming, riding
Intelligence + Strength Swords, polearms, one-handed combat, corrosion Livestock, beekeeping, mead and weapon oil brewing

Comfort, food and drink consumption, and general utility also have their own clusters. Scepters and traps are reserved for future weapon additions.

Travel nodes develop your attributes. Small nodes build a specialization, notables reward your investment, and keystones offer powerful changes with meaningful drawbacks.

Masteries share their choices across the tree. Reach a mastery and spend a point on one of its options: that choice is marked as taken at every mastery of the same type and grants its effect once. Reach another location to select a different option. Repeated locations give you more ways to develop the specialization, without stacking the same choice.

More ways to play

  • Weapon builds: damage, attack speed, stamina efficiency, critical hits and stagger, with bonuses for individual weapons and broader combat styles.
  • Elemental builds: fire, frost, lightning and poison damage, alongside dedicated ignite, frostbite, shock and poison effects. Bleeding has its own specialization too.
  • Defensive builds: armour, energy shield, evasion, parry rewards and thorns. Heavy-equipment penalties can be reduced through the armour specialization.
  • Projectile builds: extra shots, pierce, chain and split. Knife mastery can turn the alternative attack into a throw; throwing masteries can send weapons flying back through enemies.
  • Life beyond combat: harvesting, planting, repairs, building, hunting and animal care. Swimming and sailing are separate specializations; sailing can grant a brief favourable wind to the ship you steer.
  • Distinct crafts: potion brewing improves potions and their power. Mead brewing improves meads and weapon oils and their potency.

Two early-game staves bring magic to the level-one workbench, using eitr from your passive tree or food: the Spark Staff fires a weaker version of the vanilla fireball, with an explosion on impact and a surtling core in its crafting recipe; the Blood Seal Staff spends eitr, stamina and health to shield you and nearby allies.

Plan before you spend

Search by weapon or mechanic, inspect node effects and read explanations of highlighted terms without leaving the tree. Pan and zoom to explore, or press Home to fit the tree on screen.

A node, and a word it uses explained

Use Cmd+F on Mac or Ctrl+F on Windows to focus search. The field supports text selection, copy/paste, undo/redo and word navigation.

Share a build as a code. The gear in the top right of the tree opens settings; there, Copy puts your allocation into the clipboard as a single line, and Paste lays someone else's line over your tree as a phantom: their nodes glow moonlit above your own allocation, so you see at a glance where you agree, where their build goes next and what you are missing. Nothing is spent and nothing changes - your tree stays exactly as it was. A bar under the title tells you how many nodes are shown and whether your points would cover them; from there you can clear the phantom, or queue it for purchase and pay the usual way.

Changes are applied when you confirm them. Refund mode lets you reclaim points for coins or greydwarf eyes while keeping your remaining build connected. Escape closes the tree.

By default, each new level grants one point, up to level 200. Bosses, cleared dungeons and runestones provide additional points. Death removes part of your current level's experience rather than lowering your vanilla skills.

Installation & multiplayer

Install BepInEx 5 and the mod through your mod manager. For a manual installation, place the included plugins/PathOfValheiman folder inside BepInEx/plugins. Fully restart Valheim after installing or updating.

Progress travels with your character between worlds. Install the mod on all participating clients; install it on the server as well to use its shared balance settings.

The configuration file is BepInEx/config/treextr.pathofvalheiman.cfg. You can adjust experience, points, refund costs, the interface and overall tree power. Russian, English, French, Spanish, European Portuguese and Brazilian Portuguese are included. Select your language in Valheim’s settings; other game languages use English unless an additional translation is installed.

Still in development: ascendancy classes currently track achievements and offer portraits; their gameplay bonuses are planned for a future update. Balance continues to evolve. Balance and presentation updates keep your allocated nodes. If a node is removed, its connections change or its mechanic is fully replaced, its point is refunded; paths that become disconnected from your starting point are refunded too.

Credits & license

Created by treextr. Playing, hosting and including the mod in a modpack with credit are welcome. Code reuse requires credit; republishing the mod under another author or name requires permission. See LICENSE.md.

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DatHost — Valheim server hosting, first month for one euro
DatHost — Valheim server hosting, first month for one euro
DatHost — Valheim server hosting, first month for one euro