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Changelogs
Version 0.7.6
Updated loottables to cover up to 5-star enemies for all enemy types
Bounties are now completed correctly if another player kills your bounty target while you are offline (bounty completes on next login)
Version 0.7.5
Correctly spawning and checking bounty targets slain (this breaks all current old-version bounties)
Version 0.7.4
Removed freeze time
Version 0.7.3
Hotfix for bug where buying treasuremaps or bounties can disconnect you from the server
Added config value to hide equipped and hotbar items in the sacrifice tab
Also added freeze time keybind (RCtrl+Backspace) and made free fly camera fixed update time (so you can fly around during freeze time)
Integrated LifeSteal magic effect (submitted by [nanonull](https://github.com/nanonull))
Added ModifyAttackSpeed, Waterproof, Paralyze
Localization part 1
Version 0.7.2
Bosses drop one trophy per player (configurable)
Fixed a bug where you could complete a bounty just by killing the minions if they were the same type as the bounty target
Changed bounty generation so you don't have identical bounties to other players on the server, to prevent confusion
Can now abandon bounties (please report bugs if the monsters actually don't spawn though)
Version 0.7.1
Fixed bug with disappearing bounty/treasuremap pins on logout
Fixed but with items purchased from Haldor's Secret Stash disappearing on logout
Added some junk to trophy recipes
Version 0.7.0
Added adventure panel to merchant
Added purchasing crafting mats from merchant
Added gambling for magic items from merchant
Added purchasable treasure maps
Added bounty hunting
Fixed some bugs with item gating
Fixed some bugs with augmenting legendary items
Version 0.6.4
Item Names Update!
Show all magical effects in compendium
Show currently equipped item in tooltip by holding LeftControl
Adding support for Mod Config Enforcer (see addon mod)
Version 0.6.3
Fixed a bug where augmenting an equipped item would apply the augment to the first item in the augment list
Fixed a bug where selecting a different item while one was already augmenting would not cancel the craft
Moved the restricted item names list to config (fan request, to allow Dyrnwyn as a drop on their server)
Version 0.6.2
Fixed a bug where augmented items would not save when logging out
Fixed a bug where augmenting some items would result in UI errors
Changed the set item icon again, shieldknot
Version 0.6.0
Added Augmenting at forge with augmenter or at artisan table
Sacrifice, Enchant, and Augment recipes are now configurable in `enchantcosts.json`
Added options for alternate crafting tab layout (compatibility with SimpleRecycling)
Changed set item marker to a non-nazi associated symbol (triskelion instead of odal rune)
Added option to `magicitem` console command to specify the number of effects to roll
Added console command `cheatgating` which toggles item gating on or off
Enabled logging toggle for all of EpicLoot logging
Version 0.5.16
Three new craftable, enchantable utility items
All conversion and upgrade recipes for crafting materials in configurable json file
Small coin amounts added to conversion and upgrade recipes for crafting materials
Magic effect changes: Parry now only rolls on two-handed weapons and shields, Block now only rolls on shields
Version 0.5.15
Loot tables now use a leveled format that can be extended beyond level 3
DLC Stuff allowed to enchant
Can limit magic effects by SkillType
Can limit magic effects by exclusions, see info.md
Drastically reduced Movement Speed bonus (for new drops or enchanted)
Added gating for dropped item types by known recipe or known item (or unlimited)
Version 0.5.14
Updating the console command with a few more exclusions
Modified a UI display to better support multiple hotkeybars and multiple inventory grids
Version 0.5.13
Made it slightly easier for other modders to access the enchanting and disenchanting information
Made the tooltip text lookup for set items more defensive to prevent some mod conflicts
Updating the console command with a few more exclusions
Modified a UI display to better support multiple hotkeybars and multiple inventory grids
Version 0.5.12
Enchanting an item maintains its current durability percentage
Enchanting uses a new UI flow and shows the item after you enchant it
Magic Item Effects now load from a config file
Magic Item Effects now use a string ID instead of an enum
Changing TreasureChest_plains_stone loottable to use the TreasureChest_heath table
Fixed mod conflict with PlantingPlus
Version 0.5.11
Fixed a bug where crafter name would be applied to upgraded objects
Upgraded objects automatically repaired to full durability
Changing the default rarity of Dverger Circlet, Megingjord, and Wishbone to Rare
Fixing a bug where Eikthyr (or some other mob, like Troll lvl 3) dies repeatedly
Version 0.5.10
Removing all cheat and dlc items from the random loot generation cheat
Fixed a bug that showed 0% chance for all magic effect counts while enchanting
Fixed a bug that caused some chests to spawn non-magical items
Updated loot tables with feedback from comments
Version 0.5.9
Fixed bug where sacrificing with nearly full inventory resulted in lost items (items that do not fit in the inventory now fall to the ground)
Loot2 and Loot3 in the loot table are now exclusive (e.g. if the mob is level 2, and Loot2 is present, then only the loot from Loot2 is used, otherwise it falls back to Loot)
ItemSets have been added to the loot table schema (If the "Item" field of the Loot list is in the item set, roll on that loot table for that item instead)
Can now reference other loot tables in the loot table item config using "Item": "<object>.<level>" where <object> is the name of a loot table entry and <level> is an integer between 1 and 3 that refers to Loot, Loot2, or Loot3.
Number of magic effects per rarity is now configurable in loottables.json in the "MagicEffectsCount" object
Completed loottables with updates from feedback and using the new system
Version 0.5.8
Hiding console commands behind the cheat flag
Removing log spam
Version 0.5.7
Removing accidentally added debug object
Version 0.5.6
Fixing crafting tabs showing magic items
Changing crafting tab item description to scrolling (can turn off in config)
Can set display name of rarity types in config
Can put non-magic items in the loot table by omitting the Rarity chance array
Loot beam sounds now respect the in-game SFX volume setting
Version 0.5.5
Fixed yet another couple of crafting tab bugs
Reduced mats upgrade recipe to 5:1
Added shard to same rarity dust/essence/reagent recipe at 2:1
Increased drop chance on The Elder and Bonemass
Fixed crafting recipe list selection exploit/bug
Added special recipe to sacrifice Swamp Key (who needs more than one?)
Version 0.5.4
Fixed bug with viewing effect ranges
Added troll trophy to rare disenchant list
Moved greydwarf brute and shaman trophy to rare disenchant list
Fixed an icon bug where the new material message showed the red material icon
Fixed some bugs with the crafting tabs
Version 0.5.3
Fixed stamina regen and health regen
Added holding shift to see ranges in tooltips
Fixed Elder/Bonemass runestone rarity mixup
Version 0.5.2
fix for an enchant exploit
updated swamp loot tables
fixed resistances not working at all
Version 0.5.1
- Fixed never respawning after dying
- Fixed a bug where a whole stack of trophies would be disenchanted for a single crafting material
This mod aims to add a loot drop experience to Valheim similar to Diablo or other RPGs. Monsters and chests can now drop Magic, Rare, Epic, or Legendary magic items. Each magic item has a number of magic effects on it, that give bonuses to the item or your character when that magic item is equipped.
NEW in 0.5.15: Items can be gated by either if the player knows the recipe or if they've already crafted the item. NEW in 0.7.0: Visit Haldor the merchant for more adventuring options!
The mod is currently in Early Access! That means it’s not done! Be patient as the author adds new features, fixes bugs, and finishes things up. If you want to help, please provide feedback on the Nexus mod page or on the github for the following:
Bugs (check to make sure your bug is new and not already reported)
Balance Issues (drops too strong? Too weak? Ruin the crafting progression?)
Missing content (check the TODO list below to make sure the author isn’t already planning to do it)
Suggestions for new magic item effects
Suggestions for something else like UI or art improvements
EpicLoot works in multiplayer and on dedicated servers! The server and all players should have the mod and its dependencies installed.
Information about every magic effect and loot drop table can be found in info.md. Hold shift while viewing the item tooltip to see the possible value range.
Installation
Download and extract the zip file
Copy the contents of "files" to a new folder in your BepInEx/plugins/ folder called "EpicLoot"
Cheats Enter these into the console (F5): magicitem <rarity> <itemtype> <amount>:
Roll a random magic item using the specified values. (alias: mi)
<rarity>: (String) One of: magic, rare, epic, legendary, random. If left empty, uses random.
<itemtype>: (String) The internal ID of an item. May be “random”. If left empty, uses random.
<amount>: (Int) The number of magic items to roll. If the other values are set to random, rerolls that random item each time. If left empty, uses 1.
magicmats Spawns a bunch of all the magic crafting materials
Dependencies
Extended Item Data Framework: Required. Download from Nexus, Thunderstore
Current Known Mod Conflicts
BetterUI (Nexus, Thunderstore): You won’t be able to see the magic item properties in the tooltip. Go to the BetterUI config and set showCustomTooltips = false
Crafting With Containers (Thunderstore): Uses double resources when crafting, some other features break. Recommended to not use with EpicLoot.
Known Bugs
Multiplayer Issue: Some players connecting to a dedicated server cannot access Enchanting sections of the crafting menu. This issue is being investigated.
Gamepad: Still some gamepad issues, especially when using other mods that change the inventory.