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Valheim Armory is a small mod designed to fill gaps in the valheim ecosystem, making all playstyles feel supported at each biome.
This mod is balanced to be mostly lore friendly with a preference for fun and enjoyable scaling and mechanics.
This mod is highly configurable, you can use all of it, parts or tune it as you need.
Got a bug to report or just want to chat about the mod? Drop by the discord or github.
Translations
This mod will always have an up-to-date English localization, as that is what I can provide as its author.
If you would like to contribute a new translation, or improve an existing one please feel free to reach out to me or provide a translation file in the same format as one of the existing ones.
Found here
Features
Here is a sample gallery of weapons added by this mod. There are over 115 items added by this mod, and you might not notice.
Deep North Weapons
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Below is more information on all of the items added, what tier they are in, where they are crafted and at what progression point. All of the sections below are expandable to view the details.
It is encouraged that you find these items by exploring and discovery, but many details about the items are listed here.
The ingredients shown are the default recipes; a server can change them in the config.
Boss Weapons
Eikthyrs
Name
Crafted At
Stage
Ingredients
prefab
Icon
Antler Bow
Workbench
Post-Meadows
15 Finewood, 20 Resin, 3 Hard Antler, 1 Eikthyr Trophy
VAAntler_Bow
Antler Dagger
Workbench
Post-Meadows
3 Finewood, 16 Resin, 3 Hard Antler, 1 Eikthyr Trophy
VAAntler_dagger
Antler Sword
Workbench
Post-Meadows
3 Finewood, 16 Resin, 3 Hard Antler, 1 Eikthyr Trophy
VAAntler_Sword
Antler Atgeir
Workbench
Post-Meadows
15 Finewood, 30 Resin, 3 Hard Antler, 1 Eikthyr Trophy
VAatgeir_antler
Antler Greataxe
Workbench
Post-Meadows
15 Finewood, 30 Resin, 3 Hard Antler, 1 Eikthyr Trophy
Any treasure chest whose loot includes arrows can also hold the matching crossbow bolts, with the same stack size as those arrows.
The bolts share the arrows' slot in the chest: a chest turns up ammo about as often as before, split between arrows and bolts, and the rest of its loot keeps its vanilla odds. Bolts whose crafting is disabled are left out, and a chest that already holds the bolt is left as it is.
Configured in the Chest Loot config section (server synced): EnableChestBolts, BoltShare (the share of each arrow's weight that goes to its bolt, half by default) and ArrowBolts, the arrow and bolt pairs in the format Arrow,Bolt|Arrow,Bolt.
Arrow
Bolt
Wood and flint arrows
VABoltWood
Fire arrow
VAFireBolt
Bronze arrow
VAbolt_bronze
Iron arrow
BoltIron
Poison arrow
VAbolt_poison
Frost arrow
VAbolt_frost
Obsidian arrow
VAObsidianBolt
Needle arrow
VABoltNeedle
Carapace arrow
BoltCarapace
Charred arrow
BoltCharred
Chest loot is rolled once, when the area is first generated, so only chests in areas not yet visited get bolts. On a dedicated server the server rolls chest loot, so the mod has to be installed there.
Otherwise a configuration file located at /BepInEx/config/MidnightsFX.ValheimArmory.cfg contains all of the configuration.
Configuration is server enforced your client will adopt to using whatever configuration is specified on the server when connecting.
Most configuration values are updated in real-time. Tune your weapons quickly!
Current configuration options:
Damage
Damage per level
Recipe
Stamina cost
Block amount
block per level
Crafted amount (where applicable)
movement speed (where applicable)
parry bonus (where applicable)
adrenaline gained from hits, casts/shots, projectile hits, blocks and parries (where applicable)
idle stance used by sledges, vanilla and modded (SledgeStance)
bow draw/crossbow reload time
crafting recipe
crafting station used
min level required to craft
min level required to repair (-repairStationLevel), 0 uses the level required to craft
recipe enabled
item enabled
Forge of Potential idol (-upgraderResource)
Dedicated servers
A dedicated server registers Valheim Armory's items the same way a client does. The server rolls treasure
chest loot for the areas it generates, and other server side mods can resolve the items from its ObjectDB -
spawn or loot tables, admin spawn commands and the like.
Forge of Potential
Every upgradeable weapon and shield can be refined past its max level at the Forge of Potential. Each attempt costs one idol, chosen by the item's biome tier (Wooden through Bloodgold), and boss weapons use the idol one tier higher. Weapons use Battle idols (Upgrader0Weapon-Upgrader7Weapon) and shields use Protection idols (Upgrader0Armor-Upgrader7Armor). Change an item's idol with its -upgraderResource config, or leave the value empty to disable refinement for that item.
Frost forged weapons
Some Deep North weapons are made the way the vanilla gold weapons are. Each has its own mould (eg: Mould: Nord Daggers, prefab VAknife_gold_mold), found wherever the vanilla mould of the same kind turns up: chests, trash piles, weapon stands and the like.
Craft the weapon's cast at its crafting station from the mould and the recipe's materials, then place the cast in the Frost Foundry to harden it into the weapon. The weapon's recipe is then only used to upgrade it.
The recipe config sets the cast's materials and the upgrade costs, and the mould is always required on top of those. The cast follows the weapon's crafting station, station level, craft amount and craftable settings.
Configured in the Mould Loot config section (server synced): EnableMouldLoot, and MouldWeight, how often a mould turns up compared to the vanilla mould it is found with (as often by default). Moulds of weapons whose crafting is disabled are left out of loot, and loot is rolled once, so only areas not yet visited get the moulds.
Weapon
Vanilla mould it is found with
Nord Daggers (config section Knives - Bloodgold Knives)
Mould: Nord Dagger (MoldKnife)
Nord Dualaxes (config section Axes - Gold Dualaxes)
Mould: Nord Axe (MoldAxe)
FAQ
Q. Valheim Enchanting System doesn't support these weapons?
A. Yes! Automatically. You don't need to do anything, all of the weapons will drop at progression appropriate spots.
Q. I want to edit the text for a weapon, how do I do that?
A. All of the localizations are added to BepinEx/config/ValheimArmory modifying localizations in that folder will result in them being different in game. Changes do require a game restart to take effect.
Q. Why does x weapon look bad?
A.
This is my first Unity, and Valhiem mod
My original goal with modding was to just make a singular new arrow
I'm not a gamedev, I suck at textures, modeling and don't know the unity loaders
I'm learning as I go, and welcome feedback
I do this in my few hours of free time, sometimes I don't have that time
Currently in-progress
Potential Spoilers!
Boss Weapon Release roadmap
Additional weapon types for all existing bosses
The Boss weapon roadmap will take a number of updates. Feel free to submit ideas to the github.
Future Plans
Potential Spoilers!
Filling out boss weapons for most/all playstyles (long term)
Chitin Shield
Better VFX for weapons
More magic (eitr) powered weapons (non-staves, post Ashlands update)
Installation (Automatic)
Just download with your favorite modmanager!
Installation (manual)
Toss the ValheimArmory folder and files into your plugins folder. Technically the only thing required is the ValheimArmory.ddl, configs will generate on first run.