WeaponArts
Active abilities keyed to the weapon in your hands: crits, bleed, poison, stagger, lifesteal, exposed targets, berserk, group heals and a tower-shield taunt. Players without the mod see the effects an
Screenshots 8 screenshots
About this mod Author’s original text
WeaponArts
Active abilities ("arts") keyed to the weapon in your hands. Press one key (default
C) and the effect depends on what you hold.
| | |
|---|---|
| | |
| Crushing (atgeir): every hit staggers | Taunt (tower shield): the monsters come to you |
| | |
| Rally (sledge): heal yourself and your allies | Berserk (battleaxe): less damage taken, HP regenerates |
Focus (bow): the next shots are critical, counted in the HUD
The HUD: ready, active, cooldown
Arts by weapon:
| Weapon | Art | Effect |
|---|---|---|
| 2H sword | Onslaught | more damage for a window |
| 1H sword | Bloodthirst | lifesteal from damage dealt |
| Battleaxe | Berserk | take less damage and regenerate HP |
| 1H axe | Bleed | physical damage over time |
| 1H spear | Rend | the target is exposed: more damage from every player |
| Pike | Impale | ignore resistances + extra damage |
| Atgeir | Crushing | every hit staggers (not bosses) |
| Knives | Envenom | strong poison on every hit |
| Fists | Fury | a critical hit on every blow |
| Bow | Focus | the next shots are critical |
| Crossbow | Piercing Bolts | bolts ignore resistances + extra damage |
| 2H sledge | Rally | heal yourself and allies around |
| 1H mace | Mend | heal the allies in front of you (the greydwarf shaman's green spray) |
| Staves | Eitr Surge | more magic damage |
| Tower shield | Taunt | pull the monsters around onto you and take less damage |
- Strength and duration grow with the weapon's tier and your weapon skill. Every art has
its own cooldown plus a shared global cooldown.
- Effects only ever touch creatures (PvP-safe); bosses take a reduced share and are
immune to stagger.
- Players without the mod see every effect (vanilla prefabs) and receive heals. With
09 Proxy enabled, a nearby modded player can also act for them: they use the
/challenge emote or type art in chat.
- The server's balance settings apply to every client with the mod.
- English and Russian text (follows the game's language, or set 01 General > Language).
- All settings live in BepInEx/config/j1ga.weaponarts.cfg; with BepInEx
ConfigurationManager (F1) they apply in game without a restart.
Install on every player who wants the arts and on the host / dedicated server.
Compatibility
Tested with Valheim 1.0.16 (network version 40), BepInEx 5.4.23.5 (BepInExPack_Valheim 5.4.2351).
Who needs it
| Who | What |
|---|---|
| Players with the mod | use their arts with the key (default C) |
| Host / dedicated server | recommended: its balance settings apply to every client with the mod |
| Players without the mod | see every effect and receive heals; to use arts themselves, 09 Proxy > Enabled must be on for a modded player near them (off by default) |
Known conflicts
- Combat overhauls that rework damage (Character.RPC_Damage) or monster targeting may change how strong the arts are or override the taunt.
- Another mod bound to C — change 01 General > AbilityKey.
Bugs and feedback
GitHub Issues: — please attach BepInEx/LogOutput.log.
More mods by j1gA
| | Mod |
|---|---|
| | LivingMap — Your buildings, roads and cleared forest on the map and the minimap — and a detailed map when you zoom in. |
| | StationSpeed — Faster smelters, kilns, fermenters and crops — consistent even for players without the mod. |
| | ExtendedBosses — Raid-style boss fights: phases, adds, nests, shields, marks — built from vanilla parts. |
| | HostOwner — The host takes ownership of stations and bosses near it, so its mods work for everyone. |
| | HudLayout — Move, resize and restyle your HUD with the mouse: bars, food, hotbar, minimap, even other mods' HUD. |
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: