Summon Mastery
Scale summoned creatures' health, regeneration, armor, movement and damage with weapon upgrade rank. Nearby following summons can travel through portals. Configurable development release.
About this mod Author’s original text
Summon Mastery 0.1.2
Summoned creatures grow stronger with the upgrade rank of the weapon that creates them.
Nearby following summons can accompany you through portals without being replaced or healed.
Initial development release for Valheim 1.0.7. Build, offline rules/API checks and plugin
initialization in Valheim have been verified. Combat balance, portal travel and multiplayer
still need gameplay validation. See the verification report.
Dismiss summons
Press O during gameplay to dismiss all of your living summons tracked by this mod
in the current world, including waiting, hostile and unloaded summons. Other players'
summons, ordinary pets and wild creatures are left alone. Dismissal grants no drops or
skill rewards. It cannot be undone; summon new creatures if you want them back.
Change Controls / Dismiss all summons in a BepInEx configuration manager, or edit
BepInEx/config/local.summonmastery.cfg while the game is closed:
[Controls]
Dismiss all summons = O
Modifier shortcuts such as O + LeftControl are supported; None disables the shortcut.
The key is ignored while typing, in menus/inventory/map, during death/cutscenes or portal travel.
All clients and the server need version 0.1.1 for the new dismissal request.
Spirit Caller: wolves only
Enable Summoning / Spirit Caller wolves only to make new Spirit Caller casts summon
only ghost wolves instead of randomly choosing bears, moose, wolves or boars. It is off
by default. Use a BepInEx configuration manager, or edit the config while the game is closed:
[Summoning]
Spirit Caller wolves only = true
Existing spirits remain unchanged. Normal casting costs, summon limits, Blood Magic,
weapon-rank scaling, portal following and dismissal continue through the normal paths.
Other weapons and wild wolves are unaffected. If another mod or a game update removes the
ghost wolf from the cast's selection pool, the mod logs a warning and keeps normal selection
for that cast. The option is captured at cast start; changes affect the next cast.
The selection mechanism has been verified against the installed game's assets and tested
with coroutine fixtures. Live wolves-only casting has not yet been tested. Use 0.1.2 on all
peers; this setting is per casting client, like the existing scaling settings.
Scaling
Scaling / Exclude Trollstav is off by default. Enable it to leave newly summoned
Trollstav creatures at their normal health, regeneration, armor, movement and damage:
[Scaling]
Exclude Trollstav = true
Normal game and Blood Magic effects remain. Excluded trolls are still tracked for the
dismiss shortcut; their hostility and portal eligibility are unchanged. Existing summons
keep the stats recorded when they were cast, so dismiss and summon again after changing
this setting. Spirit Caller and Dead Raiser scaling are unaffected.
Rank means the weapon's upgrade quality, not Blood Magic level or creature stars.
Bonuses interpolate from unchanged stats at rank 1 to these configurable maximums:
| Stat | Maximum-rank bonus |
| --- | --- |
| Maximum health | 3 times normal summon health |
| Regeneration | 0.5% of maximum health per second, after 10 seconds without damage |
| Added armor | 35, using the installed game's normal armor formula |
| Movement | 30% faster walking, jogging, running, swimming and flying |
| Damage | 2.5 times normal attack damage |
For a weapon with four upgrade ranks:
| Rank | Health | Added armor | Movement | Damage | Regeneration per second |
| --- | --- | --- | --- | --- | --- |
| 1 | 1x | 0 | 1x | 1x | 0% |
| 2 | 1.667x | 11.67 | 1.10x | 1.5x | 0.167% |
| 3 | 2.333x | 23.33 | 1.20x | 2x | 0.333% |
| 4 | 3x | 35 | 1.30x | 2.5x | 0.5% |
The intention is strong same-biome support at maximum rank, especially Dead Raiser
skeletons in the Mistlands. These are initial tuning defaults, not a verified balance claim.
Existing Blood Magic, star, resistance and world-difficulty effects remain in place.
Armor still allows damage: an isolated 100-damage slash hit
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: