About SkillLoss
From ThunderstoreServer-synced death skill loss and XP: loss % per category or skill, loss cap, catch-up XP after deaths, XP multipliers and death-cause multipliers (e.g. no loss on PvP). Supports modded skills. Admin-only config.
Skill Loss
Controls how much of each skill players lose when they die, and how fast skills level up. The config is admin-only and synced from the server, so every player on the server gets the same values.
Features
- A death loss % per category (Combat, Utility, Crafting, Movement, Modded) or per skill
- Optional cap on how many levels a skill can lose in one death
- Optional catch-up XP: skills below the highest level the character ever had level up faster until they're back
- Optional XP gain multiplier
- Optional loss multiplier depending on how you died (creature, PvP, fall, drowning, environment, accident, other)
- Every feature can be set per category or per skill, chosen with one toggle per feature
- Its own section for every skill added by another mod, created automatically
- Optionally takes the loss from the skill's total XP instead of its level, so progress towards the next level isn't wiped
- Optionally scales losses by the world's Death penalty modifier
- Vanilla rules still apply: the No skill drain buff after dying and the skills reset on death world modifier work as normal
Configuration
BepInEx/config/txc.skillloss.cfg. The toggles at the top pick, for each feature, whether it's off or which sections it reads: the category sections ([3 - Categories - Combat], ...) or the skill sections ([4 - Skills - Combat - Swords], ...). Every category and skill section holds all the options, so the values you don't use are simply ignored.
[0 - Toggles] # Off / Category / Skill
Loss = Skill # Off = vanilla: the world's Death penalty decides (Normal 5%, Hard 7.5%...)
MaxLevelsLostCap = Off # Off = no cap
CatchUpXp = Off # Off = no catch-up bonus
XpGain = Off # Off = normal XP
DeathCauses = Off # Off / On (global, see [2 - Death Causes])
[1 - General]
LossMode = Level # Level = % of the skill level, bar reset (vanilla); TotalXp = % of all XP earned, bar kept
ApplyWorldDeathPenalty = false # true = multiply the configured Loss by the world's Death penalty (Normal x1, Hard x1.5...)
[2 - Death Causes] # loss multiplier: 1.00 = normal, 0.00 = no loss, 0.50 = half, 2.00 = double
Enemy = 1.00
PvP = 1.00
Fall = 1.00
Drowning = 1.00
Environment = 1.00 # burning, freezing, poison, smoke, water, Ashlands lava/ocean, cinder fire
Accident = 1.00 # trees, carts, boats, structures, traps, stalactites, catapults, obliterators...
Other = 1.00 # self-inflicted, edge of the world, unknown
[3 - Categories - Combat] # also Crafting, Modded, Movement, Utility
Loss = 5 # % lost on death (0-100)
MaxLevelsLost = 0 # most levels lost per death, progress bar included; 0 = no cap
CatchUpPerLevel = 0.00 # extra XP per level below the character's peak (0.10 = +10% per level)
CatchUpMax = 1.00 # upper limit of the catch-up bonus (1.00 = at most double XP)
XpGain = 1.00 # XP multiplier: 1.00 = normal, 1.50 = +50%, 0.50 = half
[4 - Skills - Combat - Swords] # same options; one section per vanilla skill
Loss = 5
...
[4 - Skills - Modded - Ranching (276088460)] # added automatically for skills from other mods
Loss = 5
...
When a toggle is set to Skill, a skill that has no section of its own (a modded skill that hasn't been discovered yet) uses its category section.
All XP multipliers stack by multiplying: XpGain × catch-up bonus × the world's Skill gain rate.
Vanilla throws away any XP beyond a level-up, which would swallow most of a bonus at low levels. While a multiplier above 1.00 is active, the extra XP it added is kept towards the next level instead of being thrown away (vanilla's own leftover is still discarded, so 1.10 stays +10%; at most one level-up per XP gain, as in vanilla).
The loss cap counts the progress bar too: a skill at 40 with a 90% bar and MaxLevelsLost = 1 ends at 39 with a 90% bar, even in Level mode (where vanilla would otherwise wipe the bar).
Death causes
The cause is the type of the hit that killed you. Damage over time (burning, poison) counts as Environment even when a creature or another player caused it; only direct player hits count as PvP.
Catch-up XP
The mod remembers the highest level each character has had in each skill (saved in the character file). While a skill is below that peak, every bit of XP is multiplied by 1 + min(CatchUpMax, CatchUpPerLevel × levels missing). With CatchUpPerLevel = 0.10 and CatchUpMax = 1.00, a skill 3 levels below its peak gets +30% XP, and one 10 or more levels below gets double. The bonus shrinks as you get closer and stops at the peak. Characters from before this feature start tracking at their current levels.
Loss modes
- Level (default, vanilla): lose the % of the skill level, and the progress towards the next level is reset.
- TotalXp: lose the % of all XP ever earned in the skill. The level and progress bar are recalculated from what's left, so you only drop as far as the lost XP takes you. Higher levels cost more XP, so the same % is gentler here: 5% of XP is roughly 2% of the level (a skill at 40 with a half-full bar drops to 39 with a 66% bar). About 12% of XP matches vanilla's 5% of the level.
Modded skills
When a player loads a character, the mod adds a [4 - Skills - Modded - Skill Name (id)] section for every skill added by another mod, starting from the [3 - Categories - Modded] values. The number in brackets identifies the skill; the name is only a label.
A dedicated server has no character, so it can't find modded skills on its own. Launch the game once with the same modpack, then copy the updated config to the server. The server loads every section in the file at startup and syncs it to players.
Console commands and debug log
Highlights
From source dataLoaders
Runs on BepInEx.
Footprint
Rated a light load on a server.
Last update
Its author last shipped an update 32d ago.
SkillLoss on Nxeon
From our catalogue- One-click install
- Supported on Nxeon Valheim servers, for BepInEx servers. We download it from Thunderstore, place it, and restart the server.
- Server side
- Optional on the server
- Server type needed
- BepInEx
- Server load
- light
- Smallest plan we suggest
- Valheim — 4 GB (4 GB RAM). This follows our own load rating above, not a benchmark.
- Latest build
- 1.2.0, released 2026-10-03
Game versions by loader
| Loader | Game versions | Newest |
|---|---|---|
| BepInEx |
From 3 recorded builds of SkillLoss.
Recent builds
| Build | Released | Game versions | Loaders |
|---|---|---|---|
| 1.2.0 | 2026-10-03 | n/a | BepInEx |
| 1.1.0 | 2026-09-30 | n/a | BepInEx |
| 1.0.0 | 2026-09-24 | n/a | BepInEx |
Dependencies
- Required: Jotunn
- Required: BepInExPack Valheim
Declared by the newest build that lists any. Required ones are installed with it on one-click installs.
Run SkillLoss on a Valheim server
Pick a server or deploy a new one above; it is installed in one click.
What kind of mod it is
From the catalogQuality of life & UI
Small conveniences, tweaks and interface improvements players notice straight away.
Works on a server
From source side supportThunderstore lists server-side support for SkillLoss as optional: it can run on a server, but isn’t required there.
Compatibility
- Game
- Valheim
- Loaders
- BepInEx
- Runs on
- Serveroptional on the server
- Requires
- One-click install needs a BepInEx server.
Verified at the source
- ✓ThunderstoreOfficial listing, checked 2026-10-03Open ↗
- ✓AuthorTXC, as published on Thunderstore
- ✓LicenseNot published by the sourceFree




