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ForsakenShrines
Build shrines to the Forsaken bosses. Each shrine remotely channels its boss's guardian power once you mount the boss's trophy on it, to switch forsaken powers without having to return to the sacrificial stones at the world center.
| Date uploaded | 2 days ago |
| Version | 0.8.2 |
| Download link | DeathMonger-ForsakenShrines-0.8.2.zip |
| Downloads | 120 |
| Dependency string | DeathMonger-ForsakenShrines-0.8.2 |
This mod requires the following mods to function
denikson-BepInExPack_Valheim
BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.
Preferred version: 5.4.2350ValheimModding-Jotunn
Jötunn (/ˈjɔːtʊn/, 'giant'), the Valheim Library was created with the goal of making the lives of mod developers easier. It enables you to create mods for Valheim using an abstracted API so you can focus on the actual content creation.
Preferred version: 2.30.0README
Forsaken Shrines
Alpha — Version 0.8.2 This should be considered an early release version of this mod. It seems to be working but you might encounter issues. Recipes, placement rules, and balance are subject to change. I wanted to make it available for people to use and also to get feedback. If you're using it without issue let me know; that feedback will help me confirm it's working and promote it to v1.0.0. Join my discord server to ask questions, provide feedback, or report issues.
Build a shrine to each Forsaken boss you have defeated, then mount that boss's trophy on it to channel the guardian power remotely — no return trip to the world-center altar required for activation.
Each shrine is a remote access point that channels the Forsaken Power through the earth from the original sacrificial stones. The boss's trophy must be mounted in both places for the channel to work.
Features
- Seven buildable shrines, one for each Forsaken boss (Eikthyr through Fader)
- Each shrine is unlocked when the corresponding boss is defeated
- Placed with the Hammer, in the same build tab as the vanilla stone (Stonecutter) pieces; requires a nearby Stonecutter
- Shrines must be built on natural terrain and have open sky above them (no roof, no indoor placement)
Shrines and Build Costs
Stone, Chain, and Iron are returned if the shrine is demolished. The trophies listed below are consumed at build time. The main boss trophy is not in the build recipe — it is consumed separately when you mount it on the placed shrine.
| Shrine | Stone | Chain | Iron | Trophy 1 | Trophy 2 |
|---|---|---|---|---|---|
| Eikthyr | 20 | 2 | 2 | 2 Bear | 5 Deer |
| Elder | 30 | 2 | 2 | 1 Brenna | 4 Troll |
| Bonemass | 40 | 3 | 2 | 2 Wraith | 4 Abomination |
| Moder | 50 | 3 | 2 | 1 Geirrhafa | 2 Fenring |
| Yagluth | 60 | 3 | 2 | 1 Zil | 1 Thungr |
| Queen | 70 | 5 | 2 | 3 G'jall | 5 Seeker Soldier |
| Fader | 60 | 5 | 2 | 2 Fallen Valkyrie | 2 Charred Warlock |
Brenna, Geirrhafa, Zil, and Thungr are mini-bosses from Hildir's Request dungeons (Smouldering Tomb, Whispering Caves, and Sealed Tower respectively).
Placement Rules
Shrines enforce two hard placement requirements:
Natural terrain only — no player-placed floor, platform, or foundation may be beneath the shrine. Shrines must be built directly on the ground.
Open sky required — the shrine cannot be placed indoors or under a roof. It must be exposed to the sky.
Both rules can be toggled off by a server admin in the configuration file.
Violating either condition blocks placement and shows a message explaining why.
Configuration
All settings except Mod Enabled are server-synced — the server's values override clients.
The config file is created at BepInEx/config/DeathMonger.ForsakenShrines.cfg on first run.
[General]
Mod Enabled(default: true) — master switch. Set to false to turn the mod off without removing the DLL: no shrine pieces, no placement rules, no Harmony patches. Not server-synced. Takes effect on the next game launch; shrines already placed in the world are hidden until you re-enable it.
[Placement]
RequireNaturalTerrain(default: true) — require natural ground beneath the shrineRequireSkyExposure(default: true) — require open sky above the shrine
[Recipe.shrine_*] — one section per shrine, one entry per ingredient. Set any amount to 0 to remove that ingredient from the recipe.
Requirements
Compatibility
- Multiplayer compatible — uses ServerSync
- Should be compatible with most other mods; no vanilla systems are permanently altered
- Shrines are build pieces; they persist through world saves and game restarts
- Built against Valheim 1.0.7 and Jotunn 2.30.0. Jotunn is used only to look up and clone vanilla prefabs; the mod does not use Jotunn's PieceManager, so it also runs on Jotunn 2.29.2
Notes
- The Stonecutter must be within range when building. You do not need it nearby after the shrine is placed.
Troubleshooting
You want the mod out of the picture quickly: set Mod Enabled = false in BepInEx/config/DeathMonger.ForsakenShrines.cfg and restart the game. Placed shrines stay in the world save and reappear when you re-enable it.
Camera spins on login and your character is stuck in the wake-up pose: on Valheim 1.0 with Jotunn 2.29.2 or older, this happens when any installed mod registers build pieces through Jotunn's PieceManager. Forsaken Shrines 0.8.1 did this; 0.8.2 no longer does. If it still happens with 0.8.2, another mod in your list is the trigger, and updating Jotunn to 2.30.0 or newer fixes it.
Console Commands
For testing or admin use. Requires devcommands to be active. Both commands aggregate items across all seven shrines so each item type is granted in a single batch:
ShrineSpawnAll— adds every material needed to build all seven shrines (Stone, Chain, Iron, plus all the creature and sub-boss trophies in the recipes).ShrineSpawnTrophies— adds only the trophy items needed across all shrines (skips Stone, Chain, Iron). Useful when you already have the bulk materials but need the rare drops.
Neither command grants the boss's main trophy — that's a separate post-build mount step (see above), and you have to earn it by killing the boss.
CHANGELOG
Changelog
0.8.2 — 2026-09-09
- Fixed: spinning camera and character frozen in the wake-up pose on login (Valheim 1.0). Jotunn 2.29.2's PieceManager patches
PieceTable.UpdateAvailablethrough a field Valheim 1.0 removed. The patch throws, the game aborts player spawning part-way through loading whenever a Hammer is equipped, and retries every physics tick. Forsaken Shrines no longer touches Jotunn's PieceManager at all; pieces are configured and registered directly with the game, so the mod works on Jotunn 2.29.2 as well as 2.30.0. - The separate Forsaken Shrines hammer tab is gone: Valheim 1.0 hard-limits build categories to the vanilla set, and Jotunn 2.30.0 does not support custom categories on 1.0 yet. Shrines now sit in the same tab as the vanilla stone (Stonecutter) pieces.
- New
[General] Mod Enabledsetting (client-side, not synced): set to false to switch the mod off without removing the DLL. Takes effect on the next launch. - A shrine now appears in the Hammer as soon as its boss dies, and on spawn, instead of after the next inventory change.
- Rebuilt for Valheim 1.0.7 (Unity 6): implements the new
Hoverable.GetHoverOffset(0.8.1's shrine component fails to load on 1.0 at all), adapts to the changedInventory.AddItemsignature, and registers theShrineSpawnAll/ShrineSpawnTrophiesdev commands directly with the game because Jotunn 2.29.2's command registration fails on 1.0. - Bonemass shrine: Wraith trophy cost lowered from 4 to 2. Server-synced via
[Recipe.shrine_bonemass]; a cfg that already has 4 written keeps 4 until updated. - Dependencies bumped to BepInExPack 5.4.2350 and Jotunn 2.30.0.
Note: the spawn loop is a Jotunn 2.29.2 problem on Valheim 1.0, and any other mod that registers build pieces through Jotunn's PieceManager triggers it too. Jotunn 2.30.0 fixes it for those mods; update Jotunn if you still see it with Forsaken Shrines 0.8.2 installed.