
Monster Modifiers
Monsters spawn with random infusions, effects, or modifiers for increased challenge.Details
Monster Modifiers
This mod adds 29 modifiers that are randomly assigned to a monster when it spawns. A monster will have one modifier per star.
Features
- Adds 29 monster modifiers.
- Modifiers are not applied to bosses, only standard monsters.
- One modifier per monster star. Two star monster = two unique modifiers.
- Replaces monster star icons with modifier icons.
Modifier Details
Modifier Name | Icon | Color | Description |
---|---|---|---|
Stamina Siphon | ![]() |
Yellow | Attack also drains stamina. |
Eitr Siphon | ![]() |
Purple | Attack also drains eitr. |
Shield Breaker | ![]() |
Yellow | If blocked, attacks reduce shield durability by 50%. |
Ignore Armor | ![]() |
Red | Attacks ignore 50% of armor. |
Food Drain | ![]() |
Red | Attacks reduce random food duration by 50%. |
Fire Infused | ![]() |
Red | Attacks do fire damage. |
Frost Infused | ![]() |
Light Blue | Attacks do frost damage. |
Poison Infused | ![]() |
Green | Attacks do poison damage. |
Lightning Infused | ![]() |
Yellow | Attacks do lightning damage. |
Remove Status Effect | ![]() |
Purple | Attack removes one random status effect. |
Personal Shield | ![]() |
Red | Spawns with personal shield. |
Shield Dome | ![]() |
Yellow | Spawns with shield dome, blocking projectiles from outside. |
Soul Eater | ![]() |
Red | When nearby monster dies, increase monster health, damage, and size. |
Fast Movement | ![]() |
Red | 50% increased movement speed. |
Fast Attack Speed | ![]() |
Yellow | 50% increased attack speed. |
Distant Detection | ![]() |
Purple | Detection and view range increased by 2x. |
Elemental Immunity | ![]() |
Purple | Immune to elemental damage |
Pierce Immunity | ![]() |
Red | Immune to pierce damage |
Slash Immunity | ![]() |
Red | Immune to slash damage |
Blunt Immunity | ![]() |
Red | Immune to blunt damage |
Stagger Immune | ![]() |
Yellow | Immune to stagger. |
Poison Death | ![]() |
Green | Poison cloud on death. |
Fire Death | ![]() |
Red | Fire nova on death. |
Frost Death | ![]() |
Light Blue | Frost nova on death. |
Heal Death | ![]() |
Purple | Healing nova on death. |
Stagger Death | ![]() |
Yellow | Stagger bomb on death. After 2-4 seconds, stagger all characters in 5m range |
Tar Death | ![]() |
Brown | Apply Tarred status effect to all characters in 5m range |
Blood Loss | ![]() |
Red | Player takes 30% max health damage when blood loss exceeds max health. |
Absorption | ![]() |
Light Blue | Heals for 100% of damage types it's immune when taking damage. |
Vampiric | ![]() |
Red | Monster heals for 100% of damage it deals |
I've tried my best to make the icon color system simple. The icons roughly categorize the modifiers as:
- Potion: Monster damage applied to another player stat
- Broken Shield: Monster ignores armor or breaks shield
- Apple: Monster has food drain
- Sword: Monster attack is infused
- Circle: Monster has shield
- Asterisk: Monster has Soul Eater
- Plus Square: Monster has improved attribute
- Shield: Monster has immunnity
- Skull: Monster spawns something on death
Modifier Mechanics
Elemental Infusions (Fire, Frost, Poison, Lightning)
- The damage of the infusion is equal to 50% of player-damage types in the creatures current attack. Chop, pickaxe, and spirit are non-player damage types so they are removed.
- For example, a troll attack does 60 Blunt, 100 Chop, 40 Pickaxe with 0 stars and standard world level. That's 60 player-damage.
- If this troll has Fire Infused, then it will do an additional 30 fire damage when attacking.
- The final attack will be 60 blunt damage + 30 fire damage.
Death Spawns (Fire, Frost, Frost)
- Death spawn damage is 50% of creatures highest attack damage value.
- Most Valheim creatures have multiple attacks available to them. Death spawn uses the highest available attack value.
- If a creature has no attacks (ex. Deer) then it's death spawn damage is 10.
Heal Death
- Heals both player and nearby monsters.
- Heal amount is 75% of modified monsters max health.
- Healing will tick 10 times, where each tick is equal to total heal amount divided by 10.
Blood Loss
- When a monster with blood loss attacks the player, the player will receive a "Blood Loss" status effect.
- While having this status effect, each attack monster attack will increase the total Blood Loss amount on the player. The amount of increase is equal to the creatures attack damage.
- The Blood Loss amount is shown below the Blood Loss status effect icon
- When Blood Loss amount exceeds players max health, they will take 30% of their max health as Slash damage.
- Blood Loss amount will reset to 0 after one minute.
Compatibility
This mod is mostly compatible with CreatureLevelandLootControl (CLLC).
- Not compatible with CLLC special effects and infusions. Disable these in the CLLC config file.
- CLLC max monster level cap works fine. I encourage using this feature to increase total modifiers per monster!
Commands
The mod includes a terminal command to spawn a creature with given modifier.
- The command is
modifier
- The command takes two parameters:
creatureName
andmodifierName
- The creatureName should be the name of the creatures prefab.
- Both parameters are case sensitive (i.e "skeleton" will not work)
- Modifier names are written in PascalCase with no spaces. (i.e. "FireInfused" is correct. "Fire infused" is wrong)
- The command will always spawn a one star monster.
- Example:
modifier Skeleton FireInfused
Credit & Thanks
This was a complex software project and I couldn't have done it without the help of the following mod developers:
- Coemt: Thank you for teaching me the fundamentals.
- Oriana: Thank you for accompanying me late into the night solving problems in this mod.
- Azumatt: Thank you for helping me solve my sprite problems.
Mod Support & Feeback.
Please feel free to share any any all feedback or ask questions. You can find me on my own modding Discord.
Known Issues
- There is a list of yellow warnings from Unity about incorrect shaders at the beginning of your log. This does not cause any game breaking bugs, just an warning.
- I've removed the shieldDome modifier until I can solve a bug where it remains after a creature dies in a multiplayer scenario.
Donations/Tips
I make mods because I enjoy it and want to make Valheim more enjoyable for everyone. If you feel like saying thanks you can tip me here.
My Ko-fi: |
---|
Source Code
Source code is available on Github.
Github Repository: |
---|