NorntasticSkillGrowth
Skyrim-style perk trees for every Valheim skill, plus weapon forms, craft disciplines, dual wield, ally auras, prestige and respec. Optional Jewelcrafting support.
About this mod Author’s original text
Norntastic Skill Growth
Skyrim-style perk trees for every Valheim skill, four overlapping sector trees, and three
experimental skills. Built against Valheim 1.0.12, BepInEx 5.4.2350, Jötunn 2.30.0.
This drop is Stages 0 through 7 — everything but the balance pass.
What works right now
- Loads against 1.0.12 and logs every registered skill, including ones other mods added
- High-water point tracking with a retroactive grant on first load — an existing
character walks in with every point their levels have already earned
- Perk purchase with level gates, prerequisites and a point budget
- Refunds with downstream cascade, priced in respec points (or free, per config)
- Prestige at level 100
- Auto-generated stub trees for foreign skills
- Persistence in the character's own save, travelling with the.fch across worlds
- All 31 trees, 360 nodes and 715 ranks loaded from an editable perks.json
- Perk effects via one aggregate status effect, with live conditions
- A full-screen perk panel — press P — with the node graph, the skill rail, per-rank
detail, buy/refund and prestige
- Armor, Unarmored and Tavern Brawler registered as real skills, so their trees earn
points like any other
- Armor and Unarmored level from taking hits — Armor off what your gear absorbed,
Unarmored only when every armour slot is empty, on a deliberately front-loaded curve
- An on-hit dispatcher and the first handler family: bleed across Axes and Swords
- Tavern Brawler: swing or throw any inventory item as an improvised weapon, with
damage derived from what the item actually is
Effect coverage — read this before judging the mod
69 of 384 nodes currently do something. 315 are authored but not implemented.
That is not a shortfall against a plan, it is what the trees turned out to be. When every
node was mapped against the status-effect API, only the unconditional numeric perks fit —
damage percentages, stamina costs, regeneration, armour, carry weight. Everything else is a
mechanic: a bleed, a stack counter, an active ability, a yield change, a co-op aura. Each
of those needs its own code.
The breakdown of what the 313 are waiting on:
| Needs | Share |
|---|---|
| Bespoke combat code (bleeds, counters, on-hit, AoE) | ~45% |
| Yield / gathering patches (ore, wood, crops, fish) | ~11% |
| Active abilities and event triggers | ~11% |
| Crafting, building and durability patches | ~5% |
| Chance-based procs | ~5% |
| Mount patches | ~3% |
| Conditions not yet modelled | ~7% |
| Co-op auras | ~2% |
So the honest roadmap is not "one more stage". It is a long tail, and the mod is built for
that: PerkHandler is a one-perk-at-a-time extension point, registered by node id, and
Effects/Handlers/ is where they land. Nothing in Core or Effects changes as perks go
live. A perk that is not implemented says so — in the panel, in nsg.tree, and in the
message when you buy it. It never silently does nothing.
The Character.Damage dispatcher is the cheapest hook in the whole plan: HitData carries
m_skill, so one patch makes every "when you land a hit, do X" perk implementable without
another. Eighteen authored perks are that shape. Twelve are done, and Character.IsStaggering()
being public means the "against staggered targets" family rides the same hook.
Tavern Brawler
Ready an inventory item with J, swing it with G, throw it with H. Damage comes from
the item — weight is the base, anything with its own edge keeps half of it, tool tier stands
in for an edge on things that have no damage profile at all. Skill is worth up to +60% by
level 100, roughly a weapon skill's worth.
Only items with no durability can break. A tool, a weapon, a piece of armour — anything
whose SharedData sets m_useDurability — wears down instead and is never destroyed. The
one edge case handled explicitly: Valheim destroys a broken item when m_destroyBroken is
set, so those are floored at 1 durability and can reach broken-but-present, never gone.
Materials, food and trophies have no durability to
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.
Install these first, or the mod will not work: