balrond negative skills
Extension to skills systems allowing for negative skill values
About this mod Author’s original text
BalrondNegativeSkills
BalrondNegativeSkills extends Valheim's normal skill range from 0..100 to -100..100.
A negative skill is not only a displayed number. Below zero, the mod turns the skill into a real gameplay penalty. The intended idea is that a character can become worse than an untrained level-0 character and must relearn basic competence before normal progression resumes.
-100 100
severe deficiency baseline mastery
Main rules
- Positive skills 0..100 remain vanilla wherever possible.
- Negative values are stored in Valheim's normal character skill save data.
- Raw values are clamped to -100..100 on save/load.
- A negative skill can recover through normal skill XP.
- When the skill reaches 0, normal vanilla progression resumes.
- Negative skills do not count as negative credit against Valheim's total skill cap by default.
Signed skill factor
For calculations that normally use Skills.GetSkillFactor(), the mod exposes a signed factor below zero.
With default settings:
| Skill | Factor |
|---:|---:|
| 0 | 0.00 |
| -25 | -0.25 |
| -50 | -0.50 |
| -75 | -0.75 |
| -100 | -1.00 |
Negative Effect Multiplier can scale this negative branch without changing positive vanilla skill behavior.
What negative skills affect
The mod extends the existing Valheim formulas rather than inventing a separate stat system.
Examples:
- weapon skills: lower damage/knockback and higher stamina/eitr/health costs where the vanilla attack uses that skill;
- Blocking: lower block power;
- Jump: lower jump force;
- Run: lower run speed and higher stamina drain;
- Swim: higher stamina drain;
- Sneak: worse stealth and higher stamina drain;
- Dodge: higher stamina cost;
- Bows: negative skill extends the existing bow draw-time penalty path;
- Crossbows and other skillAccuracy projectile attacks: negative skill now extrapolates accuracy below the level-0 baseline instead of being clamped by Mathf.Lerp;
- Riding: lower mount performance and higher stamina usage through the signed rider-skill path;
- Crafting/Cooking: skill-scaled actions take longer and tool/action costs can increase;
- Farming: harvest radius can shrink and tool costs can increase;
- Fishing: performance can become worse and stamina costs can rise, with a safety floor preventing invalid negative/zero speeds.
Chance-only positive bonuses such as extra yield simply stop occurring below zero unless the underlying Valheim mechanic has a meaningful negative counterpart.
Blood Magic safety
Blood Magic contains several vanilla formulas that use the numeric skill level directly instead of GetSkillFactor(). Extending those formulas blindly below zero can produce zero or negative values.
Summons
Vanilla copied summon performance uses a formula equivalent to:
1 + skillLevel * prefabCopyFactor
At sufficiently negative Blood Magic this could reach zero or become negative, causing nonsensical damage or inverted knockback.
For negative Blood Magic only, BalrondNegativeSkills remaps this branch so the entire negative range approaches a safe configurable floor.
Default:
Blood Magic 0 -> 100% of level-0 summon multiplier
Blood Magic -100 -> minimum 25%
Positive Blood Magic continues using the original prefab coefficient.
Protection shields
SE_Shield also scales absorb capacity directly from skill level. Negative Blood Magic could otherwise create a zero/negative barrier.
For Blood-Magic shields, the negative range is remapped from the normal level-0 absorb value down to a configurable positive floor.
Default floor: 25% of the level-0 base absorb value, before world-level additions.
Death skill loss
Hard death vs soft death
Valheim does not lower skills on every death.
Player.OnDeath() applies Skills.OnDeath() only when the death is a hard death. A death during Valheim's hard-death cooldown is a soft death and does not reduce skills. BalrondNegativeSkills preserves that vanilla rule.
The current Valheim player field uses a 10-second hard-death cooldown. Because respawning itself take
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.
Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file. In multiplayer, the host and every client need the same mods installed.