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ClanWars

Rust in Valheim: claim land with Clan Wards, raid your rivals and capture their base. Caravan trade between allies, ten Odin-Sent Relics falling from the sky, and fifteen clan colours worn into battle. Fresh characters only.

By Host
Date uploaded 2 weeks ago
Version 1.0.84
Download link Host-ClanWars-1.0.84.zip
Downloads 33
Dependency string Host-ClanWars-1.0.84

This mod requires the following mods to function

denikson-BepInExPack_Valheim-5.4.2350 icon
denikson-BepInExPack_Valheim

BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.

Preferred version: 5.4.2350

README

Clan Wars Field Manual

Everything you need to found a clan, claim a base with a Clan Ward, scout and raid your rivals, run caravans between allied halls and chase the Odin-Sent Relics. Press F6 in game to open the clan panel — everything is done there, on the War Map and in chest windows.

Contents: Before you join · Founding a clan · Clan colours · The clan panel · Who you can fight · Ranks · Alliances · Clan Wards & bases · Finding bases & Scout Ravens · Raids · Breaking in · The War Map · Trade · Odin-Sent Relics · Death & respawning · For server owners


Before you join

What you need installed

Mod What it is
BepInEx (BepInExPack Valheim) The mod loader. Nothing else works without it.
Valheim Plus (Grantapher) Optional. An extra balance layer our own server runs. Clan Wars does not need it and works fully without it.
Clan Wars Exactly the server's version — any other is turned away.

Your game must also be the same Valheim version as the server. The easiest way to get everything right is Thunderstore Mod Manager or r2modman: make a profile, install BepInExPack Valheim and Clan Wars from the mod list - adding Valheim Plus only if your server asks for it - and always start the game with Start modded from that profile.

Checked at the door. The server checks your mods while you connect, before the world loads. A game without Clan Wars, or with a different version, is turned away.

Fresh characters only

Nobody walks in with a head start. The first time a character joins the server it must be fresh:

  • nothing in its inventory beyond the starting rag tunic and torch,
  • no forsaken power,
  • no skill trained above level 1.

From then on the character belongs to that server. The server remembers what it has as you play, and if it comes back with gear, a better piece, a forsaken power or higher skills than it left with — earned in another world — it is turned away.

Nothing is ever taken. A character that is turned away is never changed: you are back on the main menu, with the reason in the error box. Make a new character for the server, and keep the old one for your other worlds.


Founding a clan

Press F6 to open the clan panel. On the Roster tab, fill in a tag — 2 to 5 letters or digits, unique on the server, shown in front of every member's name — and a full name, then press Found clan. You must also pick your clan colour before the button will work — see below.

You are now the clan's Leader. Press Invite and the panel lists every clanless player online — click one to invite them. They see the invitation on their own Roster tab with Join and Decline.

4 players per clan, every rank counted
3+ Clan Wards per clan, one more for every Ward you capture
3 trade posts per clan
3 Scout Ravens per clan

An invitation does not hold a place: whoever accepts first fills it, and a full clan takes nobody new. The Roster shows Members X / 4 and Clan Full.


Clan colours

Every clan flies one of fifteen colours, and no two clans on a server may fly the same one. The founder picks it on the Roster tab when the clan is made: the whole palette is shown, and a colour another clan already flies is greyed out and cannot be taken.

Oxblood Ember Amber Moss
Pine Verdigris Sky Woad
Indigo Heather Plum Rose
Bone Iron Charcoal

They are deliberately muted — weathered dyes rather than bright paint — so they sit in Valheim's world instead of on top of it, and they are kept far enough apart to tell one clan from another across a field.

Your colour is how you are known. You wear it on your cape and shield, which carry it outright, and on your armour, helmet and weapons, which carry it while still looking like the metal and leather they are made of. Your Clan Wards fly it over the land you hold, so you can see whose ground you are standing on — capture a base and its Ward turns your colour.

The colour belongs to the player, not the item. Two vikings in the same armour from different clans look nothing alike, and a shield you take from a rival carries none of their colour. Leave your clan and you look like everyone else again.

Changing colour. A Leader can change the clan colour whenever they like with Change on the Roster tab. The old colour is freed for another clan the moment the new one is taken.

Relics keep their own look. An Odin-Sent Relic is never recoloured, whoever carries it. Nor are beards.

Clans made before this update keep working and simply have no colour until their Leader takes one from the Roster tab. Only colours nobody else flies are offered.


The clan panel

F6 opens and closes it, and so does the Open Clan UI button beside your inventory; Esc closes it without opening the game menu. While it is open your Viking holds still. The mouse wheel scrolls a long list. Every button asks the server, which decides — there are no chat commands.

Tab What it shows
Roster Members with rank and an online dot. Invite, promote, demote, kick, leave, disband; invitations waiting for you.
Diplomacy Your allies, alliance offers to accept or reject, and every other clan on the server.
Trade Your trade posts, open routes with distance and caravan time, live offers and counter-offers, and every caravan: In transit, Waiting for space or Delivered.
Trade Log Offers, counters, deals, declines, deliveries, returned goods, routes and lost posts, newest first — the clan's last 50 entries. A delivered caravan stays on the Trade tab for 15 minutes, then only here.
Raids The raid under way with its clock and capture, a log of the server's last 50 raids, your named Wards (officers rename them here), and the raid rules.
Odin Relics Every relic's state and protection countdown, each boss's rewards and cooldown, the boss history, and View on War Map.

Who you can fight

Your clan tag decides who can hurt you. Names above heads and in chat are coloured by where they stand with you: green your clan, blue an ally, red a rival, grey no clan.

They are… Your blows Detail
Same clan Do nothing No damage, no stagger, no knockback. Arrows fly straight through them.
Allied clan Do nothing The same protection, for as long as the alliance stands.
Another clan Land Nobody needs Valheim's PvP toggle. Different tags means war.
No clan Depend The vanilla PvP toggle decides: you can hurt each other only if both have it on.

Hard blows. A blow one player lands on another hits 5× as hard as usual, fire and poison left burning included. Armour and resistances still work first, so good gear still protects you.

The spawn is a sanctuary. Within 50 m of the world spawn nobody can harm anybody, and no blow crosses the edge in either direction — you cannot be shot at from outside it, and you cannot strike out from inside it. A dark metal dome, lit from within by a soft golden light, rises over the stones to show where the peace ends; walk straight through it.

Not covered. Only player-against-player blows are filtered. A clanmate's tamed wolf, a trap or a falling tree can still hurt you.


Ranks

Three ranks, each able to do everything the one below can.

Rank Can do
Member See the roster, watch Ravens and raids, leave the clan.
Officer Invite and kick; set trade posts, open routes, make and answer trades; send Scout Ravens; start raids; rename Wards.
Leader Promote and demote, make and break alliances, disband the clan.

There is only ever one Leader. While a raid is on, nobody in the two clans — or their allies — can leave, kick or disband.


Alliances

An alliance stops your members hurting each other, lets allies help capture a Ward in a raid, and is the only way to open a trade route. Both Leaders must agree: one offers on the Diplomacy tab, the other accepts or rejects it.

Breaking an alliance takes effect at once: protection ends, routes close, and goods in escrow go home as a returning caravan. Two clans in a raid with each other cannot ally until it is over.


Clan Wards & bases

A Clan Ward — a blue Ward, twice the size of the personal one, free to build from the Hammer — claims 150 metres around it for your clan. It is always on and belongs to the clan, not to whoever built it: every clanmate is on its list, and its hover names the clan. An ordinary Ward stays a personal, vanilla Ward.

Where a Ward may stand

305 m from another of your clan's Wards
305 m from any other clan's Ward, allies too
200 m from the world spawn

The server checks every new Clan Ward against every Ward in the world and takes down one that is too close. You are told the rule — never where the other Ward is.

How many Wards

Your clan may hold 3 Clan Wards to begin with. Every Ward you capture in a raid raises that limit by one, and every Ward you lose lowers it by one — never below 3, and with no ceiling. The clan panel shows your Wards against your limit. A Ward past the limit stands but claims no land.

What a claim protects

Inside the claim, anyone outside your clan — allies included — cannot:

  • build, take down pieces, dig or level the ground;
  • open chests, doors, portals and the like;
  • claim a bed (a bed someone already holds stays theirs);
  • damage anything — except in a raid on that very Ward.

Workbenches and crafting stations work only for the clan whose base they stand in, and its allies. Monsters still attack bases as the game intends. When the claim turns someone away, the Ward's shield flashes across the whole claim.

Each Clan Ward also has a five-slot store that takes only feathers — use the Ward to open it. That is what your Ravens fly on.


Clan Outposts

A Clan Outpost is a camp your clan holds away from home. Raise a Clan Outpost Flag — free, no crafting station, known to every clan member — and it claims 60 m that only your clan may build on.

How many 3 for every Clan Ward your clan holds
How much fits 200 pieces, counting whatever already stands there
Distance from your Wards 350 m
Distance from a rival's Ward 210 m
Capture zone 20 m

Camps are found like bases — by Scout Raven, or by walking within 200 m — and raided like bases. Take one and everything on it is yours. Break its Flag and the land is nobody's, though the buildings stay standing.

Building means holding ground

Pieces go up on your clan's land — a Ward or an Outpost — and nowhere else. Out in the wild anyone may still raise a Campfire, a Workbench, a wooden Cooking Station and a bed: enough to survive a journey, not enough to settle. Off your land the build menu greys out the rest, so you can see where the line is before you reach it.

Chests on ground nobody holds

When the Ward or Flag over a place falls, its chests stay shut — for everyone, the winners included — until some clan claims that ground again. Beds are unaffected, and so are the chests the world puts down itself in ruins.


Finding bases & Scout Ravens

A base must be discovered before it can be raided. Either a clan member comes within 200 m of it, or a Scout Raven finds it. Either way the whole clan learns of it, is told who found it, and it appears on the War Map — the land and anything in it stay hidden in fog.

Sending a Raven

  1. Pick the spot. On the War Map, click where you want to look.
  2. Pick the Ward and the circle. Choose which of your Wards it flies from, and how much ground it searches around the spot: 250 m, 500 m or 1 km.
  3. Pay in feathers. 10 feathers per kilometre from the Ward to the spot, times 1, 1.25 or 1.5 for the three circles, taken from that Ward's feather store. The War Map shows the cost before you send it.
  4. It flies there and back. At 1 km per 5 minutes each way — a spot 1 km out is a 10-minute round trip. It searches only the circle, not the land it crosses, and brings back every Clan Ward in it.

Ravens find Wards and nothing else — no players, no buildings, no terrain. Each clan has three; one that is out cannot be sent again until it returns.


Raids

A raid starts only from the War Map, never by attacking a base. Select a discovered enemy Ward: it shows its clan, how far it is, and Defenders Present – Raid Available or Raid Unavailable. An officer or the leader presses Initiate Raid.

No offline raiding. A raid can start only while a member of the defending clan itself is online and within 250 m of the Ward. An ally standing there does not count. Neither clan may be in a raid or on cooldown, and they may not be allies.

  1. The horn sounds. Both clans get a centre-screen raid announcement. Nobody else is told.
  2. 30 minutes to break in. For the length of the raid the attackers may damage that base — only that one — at the raid damage rates below.
  3. Hold the Ward's zone. The Ward is captured by holding the 50 m zone around it. Every living player there counts for their side; clans allied to only one side count for it. More attackers than defenders push the capture up; more defenders wind it back at the same rate; equal numbers freeze it (contested), and an empty zone pauses it. A full capture is 5 minutes of control however many hold the zone.
  4. Captured — the attackers win. The Ward, its land and everything in it become theirs. The old owners are outsiders there, their trade posts inside are lost, and every bed claim within the base is cleared. The winners may hold one more Clan Ward from then on, the losers one fewer.
  5. Time runs out — the defenders win. Even at 99%. Raid damage stops at once and the base is protected again.

Both clans then wait 2 hours before raiding or being raided again. During a raid the raided Ward cannot be taken down with the hammer and its owners cannot break it — but the attackers can destroy it, which ends the raid in their favour and leaves the land unclaimed.

Players at the Ward see the capture, the head count on each side and the raid clock at the top of the screen; the War Map shows the zone filling like a stopwatch.


Breaking in

In a raid every weapon works, as a share of its normal damage against the base's structures, depending on the attack and what the piece is made of:

Attack Wood Ashwood Stone Black marble Grausten / iron
Ordinary weapons 10% 10% 10% 10% 10%
Fire arrows 100% 25% 5% 5% 5%
War hammers (two-handed clubs, the sledges) 100% 100% 100% 75% 50%
Battering ram 100% 100% 100% 100% 100%
Catapult 100% 100% 100% 100% 100%

Furniture takes half of that again.

Fire arrows

A fire arrow that hits a wooden wall, fortification or piece of furniture sets it alight with the game's own fire, burning it down. Leave a fire long enough and it eats into a wooden wall. Rain puts it out. The fire stays on the piece that was hit — it does not spread to the pieces around it. Inside someone's claim, fire burns only during a raid on that base.


The War Map

The map gains a [Normal Map] [War Map] switch at the top. The Normal Map is the game's own. The War Map shows only Clan Wars: your Wards and territory, enemy and allied Wards you have found, your clanmates, Ravens in flight, trade posts and caravans, raids under way, and every Odin-Sent Relic. A key in the corner explains the pins.

Who sees you. Your position is always shared — but only with your own clan. Enemies, allies and clanless players never see you on any map, raids included, and you never see them. Map pings (middle click) reach only your clan too.

  • Click an enemy or allied Ward to see whose it is and how far it is.
  • Click any relic pin — even one of several carried by a player, shown in a row above their arrow — to see it in the panel.
  • The HUD minimap shows the live events: relics, your clan's raids, Ravens in flight and caravans on the road.

Trade

Allied clans trade real goods between chests that may be a continent apart. Each clan registers up to three trade posts. Open a chest you built and press Set trade post in its window, then give it a name; press it again to release it.

Which chests. Only a chest a player built can be a trade post — not a grave, and not a chest found in a dungeon or crypt. A post whose chest is destroyed is dropped, and the clan is told. Post names are unique on the server.

Once two allies have trade posts, either can open a route. The Trade tab then shows the distance and how long a caravan takes: 5 minutes per kilometre.

Making a trade

  1. Start from a post. Open one of your posts and press Initiate trade (or use the button on its row in the Trade tab), then choose the ally.
  2. Pick from both chests. Choose what you send from your chest's grid and what you want from theirs — their grid shows what they really hold. Up to five kinds of goods each way, and up to 500 of each. You can trade from anywhere; nobody needs to stand at a post.
  3. Your goods are loaded. They leave your chest at once and are held in escrow. If the chest does not hold enough, nothing is taken.
  4. They answer. An officer of the other clan accepts, declines or counters with different terms. A counter moves nothing until the terms are agreed.
  5. Two caravans set off. One each way, timed by the real distance between the two posts. Both sides watch the countdown.
  6. They unload themselves. When a caravan arrives, its goods go straight into the destination chest. Nobody has to be there.

Nothing is lost. A cancelled, declined or called-off offer — or a broken alliance — sends the goods home as a returning caravan. A caravan only unloads whole: if the chest is too full it shows Waiting for space and tries again until there is room. A post in use by an offer or caravan cannot be removed until it is settled.


Odin-Sent Relics

Ten unique trinkets — five Military and five Economic — each tied to a god. When one of the first five bosses falls, the whole server is told and Odin sends that boss's two relics into the next land of the journey.

Boss Military Economic Lands in From the centre
Eikthyr Ullr Víðarr Black Forest 1–2 km
The Elder Loki Gefjon Swamp 2–3 km
Bonemass Týr Jörð Mountains 3–4 km
Moder Thor Njörðr Plains 4–5 km
Yagluth Freyja Frigg Mistlands 5–6 km

Only one of each relic exists. A boss sends again only once its relic is gone, and not within 3 hours of its last gift.

It falls from the sky

A relic arrives as a meteor, seen from far away, and strikes with a flash, a shockwave and a boom. Everything within 10 m is flattened — trees, rocks, buildings — but never people, creatures, dropped items, graves, ships, carts, portals or Clan Wards. It leaves a shallow scorched crater.

Odin guards it

A new relic hangs in Odin's light inside a dark, solid bubble for 6 hours (Military) or 3 hours (Economic) after it lands. Nobody can pass through, take or break it. The bubble fades over the last five minutes; then the relic is free and everyone is told. The War Map shows only an area around a guarded relic, not the spot.

When it is first claimed, Odin speaks where it happened, for everyone nearby to hear.

Loose relics hover

A relic lying loose — dropped, left behind, set free — never lies on the ground: it hovers above the ground or water in Odin's light, glowing and humming. Pick it up where it hovers.

Wearing one

  • A relic goes in the trinket slot and works only while worn. You wear one at a time; putting on another swaps the first out.
  • You can carry two, the worn one included. A third cannot be picked up or taken from a chest.
  • Worn, it hangs round your neck on a leather cord for everyone to see.
  • Every relic is on everyone's War Map from the moment it lands — carried, worn, in a chest or a grave, it can always be found.
Relic What it gives
Ullr (Military) +25% bow damage, 50% chance to keep an arrow, +15% speed in light armour
Loki (Military) +25% knife damage, +20% speed unless in heavy armour, −30% sneak stamina
Týr (Military) +20% sword damage, +20% block power, −25% block and parry stamina
Thor (Military) +25% blunt damage, +20% stagger, +15% physical resistance in heavy armour
Freyja (Military) +20% magic damage, −20% eitr cost, +20% eitr regeneration
Víðarr (Economic) +30% wood yield, +25% axe damage to trees, −25% axe wear
Gefjon (Economic) +25% cultivated crop yield, 50% chance to keep the seed, −25% cultivator stamina
Jörð (Economic) +25% pickaxe damage to rocks and ore, +20% mining yield, −20% pickaxe stamina
Njörðr (Economic) 15% off at traders, +25% on sales, +20% sailing speed while steering
Frigg (Economic) 20% of building materials saved, +25% building reach, 15% of crafting materials saved

Armour counts as heavy when helmet, chest, legs and cape together weigh 20 kg or more; under that it is light.

A relic stays in the world. Log out with a relic and it is left where you stood. Die with one and it goes into your grave. It is never taken home with a character, and only the real one can be worn — copies are taken back. A relic found nowhere in the world for 24 hours counts as destroyed, and its boss can send it again.


Death & respawning

When you die the map opens where you fell, with every bed you have claimed marked on it. Pick a bed, or the world spawn, which is always there. The server checks the bed as you choose it — it must still stand and still be yours — so a bed lost when a base was captured can never put you back inside.


For server owners

Install Clan Wars on the server and on every player's game. Clan data is kept by the server for each world, in BepInEx/ClanWars/<world>.clans.json, and is saved together with the world.

Every number in this manual is a setting in BepInEx/config/ClanWarsConfig.cfg, and each setting in the file carries its own description. The server's copy is the one that counts: it is sent to every player, so everyone plays by the server's numbers. This manual shows the settings the Clan Wars server runs; out of the box, Wards of different clans stand 505 m apart and player blows hit at their normal strength (OtherClanWardMinimumDistance, PvpDamageMultiplier).

CHANGELOG

Changelog

1.1.3

  • Clans without a cartography table are greyed out in the challenge opponent list.
  • Clan leaders can withdraw an alliance offer before it is answered.
  • Updated the mod page, Field Manual and Valheim Plus guide with the Hall of Champions, moshpit falls, clan boats and carts, and clanless combat.
  • The controller's highlight now shows on bed, portal and other list rows.
  • Centre-screen notices wrap on wider lines instead of a narrow column.
  • Moshpit and raided-camp shields stop you at the edge like a wall instead of setting you back outside.
  • A server paused for economic recovery can be inspected and released with a new tool, and the pause notice no longer floods chat.
  • Fixed a server stall while a chest with a pending trade or wager stayed open.
  • Admins are told on joining which Clan Wars features are off on their world, and players are told when a server is not running Clan Wars.
  • The server does less work each second for players standing still and while nobody is online.
  • A trade escrow timeout set below zero no longer cancels every trade at once.
  • Features switched off in one world are no longer reported to admins in the next world of the same session.
  • The start-up log is shorter; the detail lines about art, panels and voices now need VerboseLogging.

1.1.2

  • Redesigned clan challenges with opponent, team and wager sections on one expanding panel.
  • Wagers stay in your inventory until you confirm, with item icons and adjustable quantities.
  • Fixed withdrawn challenges losing wager items before a world save.
  • Winnings and returned wagers now stack compatible items and can be claimed separately.
  • Restricted clan-battle setup to one player at a time at the cartography table, without changing map sharing.
  • Added centre-screen notifications for received and accepted clan challenges.
  • Added cancellation for either clan before combat begins, returning both wagers.
  • Updated translations and controller navigation for the new battle controls.

1.1.1

  • Allowed Moshpit Portals in no-portal worlds while keeping ordinary portals disabled.
  • Fixed wager chests accepting deposits into the winnings row, including with Valheim Plus stacking changes.
  • Fixed withdrawn clan challenges not returning their wagers.
  • Allowed hoe path-making outside clan territory.
  • Closed claimed-building damage exploits involving summoned trolls, area attacks, fire and siege weapons.
  • Improved French, Polish and Russian translations, including colour names, durations, distances, counts, hover text and notices.
  • Removed labels above War Map pins to reduce clutter.
  • Updated the Field Manual and Valheim Plus compatibility guide.

1.1.0

  • Redesigned the clan panel with distinct page artwork, gold dividers and clearer tables.
  • The clan panel has more room for content and a fixed two-line area for the latest message. Long messages cannot move the layout.
  • Clan creation fits on one row, including the colour dropdown and Found clan button. Invitations appear above it.
  • Text fields use empty-field hints instead of adjacent labels. Typing replaces the hint without changing the layout.
  • Each mouse-wheel step moves a page within the current clan tab. Guides scroll separately at a readable font size.
  • Compact trade, base and boss layouts show more information before scrolling.
  • The Hall fits all eight milestones and the selected reward card, with new bronze, silver and gold medallions and distinct earned, locked and selected states.
  • War Map scouting and raid summaries have separate bounded panels. Its expandable legend scrolls within the remaining space.
  • Respawn and moshpit portal destinations use two-line cards with clear availability, distance and selection. Portal destinations are grouped into Moshpits and Home.
  • Respawn and moshpit portal controller mappings appear in their own panel at the bottom centre of the map.
  • Raid and battle HUD text has a background and hides while the map or clan panel is open.
  • French, Polish and Russian translations cover the new labels, relic effects in the Compendium, boss altars on the War Map, grave notes, clan battle messages and bed rest times.
  • Raids have their own page, with an alert above the tabs when your clan is raiding or being raided.
  • Long translated labels wrap without overlapping the redesigned panel's controls.
  • The controller stays inside the trade chest picker while it is open.
  • The controller shortcut opens the clan panel from the inventory.
  • Players without a clan now fight by the same rules as everyone else.
  • Boats and carts now belong to the clan that built them, wherever they are.
  • Boat sails fly the colour of the clan the boat belongs to.
  • Falling in a moshpit battle is no longer a death: the loser kneels for a moment and gets up whole.
  • The loser of a moshpit battle hands their relics to the winner, as many as the winner can carry.
  • Leaving a moshpit battle only forfeits it.
  • Moshpit battles can no longer end in a draw.
  • Moshpit battles keep a record for every character, and qualifying wins earn milestones.
  • Each moshpit milestone gives a permanent combat reward and a permanent economic reward.
  • The Hall of Champions shows your moshpit record, the milestone ladder and the server's leaderboard.
  • A Hall of Champions button joins the inventory's row of buttons; the Battles tab opens it too.
  • The inventory key closes the Hall of Champions.
  • The controller's highlight scrolls into view in the clan panel.
  • Guides no longer describe controller buttons.
  • Moshpit milestone rewards are listed in the Valheim Compendium, under Active effects.
  • Russian translation.

1.0.95

  • The clan panel shows only what you can use; a guide beside it explains every page.
  • Show or hide the guide with H, Triangle/Y, or the Guide button.
  • Moshpit Portals: learned at Moder's fall; one per territory, to travel to any moshpit.
  • Every moshpit has its own Moshpit Portal, in a stone room at its north gate.
  • Nobody walks into or out of a moshpit any more: its portals are the way in and out.
  • Moshpits are free of creatures, and tames are kept out.
  • Clan battles: the challenged clan names its own fighters when it answers.
  • Clan battles: a clan with several tables uses the one nearest its Clan Ward.
  • Nobody leaves or is kicked mid-battle, and a clan can't disband with a battle arranged.
  • Commence no longer pulls fighters out of duels or dungeons, or starts during a raid.
  • Only fighters are bound by the battlefield; other clanmates can't fight on it.
  • A clan battle with no field in its age's biome moves to an earlier age instead of ending.
  • Clan battle fields follow each boss's own biome, not where relics are set to land.
  • A clan disbanded for inactivity settles its clan battles first.
  • A cartography table can't be hammered down while its wager chest holds anything.
  • The Battles tab's Open chest button works only within reach of the table.
  • Relics never land where players have built, dug or died.
  • The respawn map's bed list scrolls when it's too long for the screen.
  • Chat tags, map pings and clanmates on the map go by player, not by character name.
  • Every shielded camp in sight shows its dome.
  • Log lines are always in English.
  • Controller: alt button + Use opens clan battles at the cartography table.
  • Controller: hold the alt button and tap Hide to open the clan panel from anywhere.
  • Controller: trade post buttons get their own window in the chest; Circle cancels naming.
  • With a controller, Cross presses only the highlighted button.
  • Circle steps back out of whatever is open, then closes the panel.
  • Text fields open Steam's on-screen keyboard in Big Picture mode.
  • War Map with a controller: Triangle/Y switches maps, L1 selects, R1 sets where to scout.
  • Respawn map with a controller: the stick moves the map; L1 picks the bed in the crosshair.
  • Fixed the Open Clan UI button being out of reach with a controller.
  • Fixed L1 and R1 no longer changing tabs once a text field had been highlighted.
  • Fixed the trade post button stealing Take all's controller press.
  • Fixed new building pieces not being learned while standing off your clan's land.
  • Fixed clan battles, wagers and winnings being lost when the server restarts.
  • Fixed the Battles tab never showing your winnings or your fighters.
  • Fixed a fighter's own config deciding how long they may stand on their clan's ground.
  • Fixed fighters being stranded when the game refused a battle teleport.
  • Fixed ore riding a missed clan battle's trip home to your cartography table.
  • Fixed an owed moshpit fall repeating while you fight a clan battle.
  • Fixed open-air beds being claimable on servers that require shelter.
  • Fixed resting beds showing as ready on the respawn map.
  • Fixed clan tag length ignoring the server's settings.
  • Fixed the trade post limit reading differently on the Rules page and the server.
  • Fixed the War Map offering raids the server would refuse.
  • Fixed peaceful clans being unable to damage their own buildings.
  • Fixed a typo in the Raven cost setting making the Rules, War Map and charge disagree.
  • Fixed a relic turning invisible when its pendant couldn't be built.
  • Fixed relic timers under a minute reading "0m".
  • French: fixed doubled tag brackets and the counter-offer, trade post and raid wording.
  • Fixed translation rewriting unrelated text containing "and".
  • Fixed typed text being shown translated.
  • Fixed a bad number making the clan file unreadable.
  • Config descriptions: the commence window covers clan battles; the roster caps at 10.
  • Internal tidying: lighter shields and logs, fewer server messages, cleaner reloads.

1.0.94

  • Clan battles: challenge any clan to a wagered fight, arranged at your cartography table.
  • Both clans wager, or neither; the winner takes both wagers.
  • Fifteen minutes on neutral ground, with guarded standing ground for each clan.
  • Your clan's ground is green, theirs red. You can walk out of yours, but nobody walks in.
  • Stand on your own ground too long and you are set down just outside it.
  • Fallen fighters return after ten seconds; nothing is lost on the field, and no corpse run.
  • Pick which of your clan fights, from whoever is online.
  • Wager from the top row of the table's chest; winnings are laid in the row below.
  • No room for your winnings? They wait, whole, until you make space.
  • Ground you cross during a battle stays under the fog of war.
  • Log out mid-battle and you come back to it; if it ended, you come back to your table.
  • Gamepad support for the clan panel, the War Map and the respawn map.
  • Reach the Open Clan UI button from your inventory with L1 and R1.
  • Peaceful players cannot loot other clans' graves, and their own graves are protected.
  • Cartography tables, carts and boats on claimed land are for that clan only.
  • Fifteen claimed beds per player; the oldest claim goes when you pass it.
  • A bed rests five minutes after you wake in it. The default spawn never rests.
  • Trade posts now show the whole chest when another mod has enlarged it.
  • Fixed crypt and ruin doors refusing to open inside another clan's land.
  • Fixed trade posts unregistering themselves.
  • Fixed a Peaceful player dying when a raid started around them.
  • Clan battles and the newer screens are now in French and Polish.
  • Fixed boss altars showing on the War Map before you had found them.

1.0.93

  • Valheim's raid circle now shows only to the raided clan, and to anyone standing in it.
  • Fixed relics duplicating when put in a chest, and copies never being cleared away.
  • Fixed a trade post showing as empty right after it was set.
  • Fixed your own pin names showing on the War Map.

1.0.92

  • Pick where to respawn on the map: click a bed or the default spawn, then Respawn here.
  • The respawn map can be dragged and zoomed, and beds have their own pin.
  • The War Map shows the world spawn and every boss altar you have found.
  • Right-click the War Map to send a Scout Raven; left click just selects.
  • Bows and crossbows have their own PvP damage setting, and arrows no longer stagger players.
  • New recorded voices for all ten Odin-Sent Relics.
  • Improved Polish translation and French terms.
  • Peaceful clans' Wards and camps now show on the War Map.
  • The Peaceful shield is more see-through.
  • Retired or disbanded clans lose their trade goods.
  • Fixed outsiders sometimes building on, or hammering down, pieces in another clan's claim.
  • Fixed relics duplicating when put in a chest just before logging out.
  • Fixed a relic being lost when a Peaceful player briefly held it.
  • Fixed the moshpit shield not appearing.
  • Fixed caravans showing "In transit" long after delivery.
  • Fixed the trade window showing a full chest as empty.

1.0.91

  • Post-raid protection now applies only to the defending clan. Attackers may raid again immediately, while protected targets cannot be raided. Invalid raid attempts do not remove protection, and offline time counts.
  • Added automatic leadership succession for inactive Leaders. The longest-serving eligible Officer, or Member if needed, becomes Leader; one-person clans keep their Leader.
  • Added automatic retirement for inactive clans. Retirement removes Clan Wards, Outpost Flags, claims and clan links while preserving beds, buildings, containers, items, portals, ships, carts and creator information.
  • Older saves receive an inactivity grace period before succession or retirement begins.
  • Trade refunds and pending shipments survive clan retirement. A full or missing destination chest no longer blocks retirement; undelivered goods remain safely pending on the server.
  • Readable, full-text wrapping for clan panels, centre notices and Ward chest titles, with expanding rows, accessible scrolling and separate controls for long labels and trade offers.
  • Expanded English, French and Polish support across relic descriptions, hover prompts, map labels and announcements, with English fallback and live language switching. Names, countdowns and keyboard or controller bindings keep their original values.
  • Added multilingual automatic Ward and Outpost names while preserving existing and custom names.
  • Added Peaceful clans and protected claims. Only the Leader can make the clan permanently Warbound, either with Enter the War or by starting its first raid.
  • Warbound clans do not automatically conscript their roster. Each member remains Peaceful until choosing Join the War; Peaceful players cannot fight, capture raid ground or carry Odin-Sent Relics.
  • Own Clan Wards and Outpost Flags can now be selected directly on the War Map.
  • Protected relics now keep the same gold selection highlight as unprotected relics.
  • Active caravan pins now move along their post-to-post route and survive post renames.
  • Officers and Leaders can rename Outposts. Ward and Outpost names share one case-insensitive, server-wide unique-name pool.
  • Optimized the dark-blue shield domes and improved their fit to uneven or dug terrain. Existing domes remain in use if the replacement asset cannot load; Odin-Sent Relic shields are unchanged.

1.0.90

  • New painted map pins and territory rings: your clan in green, allies in blue, enemies in red.
  • Map pins are bigger, and every War Map pin now shows on the minimap too.
  • A raid's pin now takes the place of the Ward or Outpost being raided.

1.0.89

  • The Commence button now lights up as soon as you step into the moshpit, and the Battles tab shows how far away you are.
  • The download now includes the Field Manual and a Valheim Plus Conflict Sheet, both easy to read on a phone.
  • Beating a boss now shows one notice for everyone, naming the relics that fell from the sky.
  • New Logs tab: the Trade, Raid and Battle logs and the Boss History, all in one place.
  • New Rules tab explains every rule set, using your server's own settings.
  • New Enemies tab lists every enemy base and camp your clan has found, each one a click from the War Map.
  • The Raids tab is now called Bases, and lists your allies' bases and camps too. Every base and camp there has a View on War Map button.
  • Search for a player by name when challenging someone at a moshpit.
  • Your clanmates' map pings now show on the War Map.
  • A boss Vegvisir always opens the Normal Map, so the boss's marker is there to see.
  • The Open Clan UI button in the inventory no longer covers the armour box.
  • F6 now opens the clan panel from the inventory, and Tab no longer opens the inventory underneath the panel.
  • Clan Wards and Outpost Flags show their clan colour brighter and truer, and no longer glow.
  • Clan-coloured gear keeps more of its own colour under the clan's.

1.0.88

Moshpits are here! Five ancient stone arenas now stand on the Plains of every world. Walk up to a moshpit's Vegvisir, challenge anyone online, and settle it one on one. Track your challenges and results on the new Battles tab, and find every moshpit on the War Map.

  • Clan Wards and Outposts can no longer be built right next to the spawn, boss altars or traders.
  • Relic craters are now smooth bowls instead of deep pits.
  • Fixed camp shields sometimes staying up after they should have lifted.
  • Fixed raids, relics and the clan panel freezing after loading a second world without restarting.
  • Odin has new voice lines for Thor, Tyr, Ullr, Loki and Freyja.

1.0.87

Raiding a camp. A camp far from home now gets a warning, and its raiders a real chance.

  • A camp can be raided while a member of its clan is online anywhere on the server; defenders no longer need to stand near it.
  • The camp's shield. A protective dome gives defenders time to arrive when a camp raid begins. Only the camp's own clan can walk in, nobody can hurt anybody through it or inside it, nothing on the camp can be broken, and the capture does not move. The countdown shows at the top of the screen, and a blow the shield stops says so.
  • Camp raids include the opening shield period and a shorter capture phase than main-base raids.
  • Everything said about a camp raid - the capture display, the protection message, the Raven's report, the War Map - now calls it a camp and uses a camp's sizes.
  • Fixed: the War Map could say Raid Unavailable for a raid your clan was free to start.

Trade.

  • Only goods that stack go by caravan: materials, food and ammunition. Weapons, armour, tools and relics can no longer be put into a trade. Before, gear arrived as a plain new item that had lost its quality and everything crafted into it, and a traded relic was lost for good.
  • A trade post must stand on your clan's own land, inside one of its Clan Wards or Outposts. A chest out in the wild or in someone else's base can no longer be made one, and a post on ground your clan has lost can no longer pay for a trade.
  • The goods for a trade are now taken out of the trade post by the server itself, and only out of that post. Fixed: paying for a trade could take goods from a different chest, and in some cases duplicate them.
  • Fixed: breaking an alliance or disbanding a clan could destroy goods the other clan had already put up for a trade. They now go home as a returning caravan.
  • Fixed: cancelling an offer at the moment it was accepted could lose the other clan's payment.
  • Fixed: a counter-offer was chosen from one chest and paid from another.
  • Fixed: an accepted counter-offer still showed as countered.
  • Caravan times now follow where the two posts stand, not where they stood when the route opened.

Relics.

  • Fixed relics disappearing permanently on logout; they now always remain in the world.
  • On a world set to keep items on death, a dying holder's relic now drops to the ground, as it already did on worlds that lose them.
  • Relics can no longer be hung on armour stands.
  • Fixed: Freyja's eitr discount was applied twice.
  • Fixed: Frigg's building reach could stay raised if placing a piece went wrong.
  • Fixed: taking a copied relic out of a chest could undo what a player had just put in.

Portals. Fixed: naming a portal after one inside a distant base could still carry a rival straight into it. The server now knows where every portal leads and closes the ones that land on a clan's ground you may not use.

Tames. A tame or summon can no longer strike into or out of the spawn sanctuary or a shielded camp, or break anything on a clan's land. A clanmate's tame can still hurt you: nothing records which clan a tame belongs to.

Joining.

  • Character-check exemptions now identify players by their unique ID rather than an easily copied name.
  • A character let in while its save could not be read is now remembered, so it is not turned away later once reading works again.
  • Gaining a forsaken power is now reported straight away, like items and skills.
  • Fixed: in the first moments of joining, a connection could act for another player.

Clans.

  • Clan names, Ward names and trade post names can no longer carry text formatting.
  • Kicking, promoting and demoting reach the right player when two share a name, and inviting by a name that matches two players exactly is refused rather than guessed.
  • Joining a clan is locked during a raid, as leaving already was.
  • A refused action no longer repeats its message on every click.
  • An allied clan's camp is no longer called an "Allied Ward".

Your clan records are safer. If the clan database cannot be read when the server starts, it is no longer replaced with an empty one. The server keeps a copy of the damaged file and loads the backup; if neither can be read, clan play stops, the log says so plainly, and nothing is saved over the files until they are put right.

Faster and quieter. A server with no camps no longer pays for counting camp pieces, feather counts are read once rather than for every player, and warnings no longer repeat more than once a minute.

1.0.86

Beds need no roof. Lay a bed anywhere, claim it, and wake there. Valheim normally refuses a bed that is not under cover and out of the weather; here it does not, so a camp under the open sky is a camp all the same. Sleeping through the night still wants a roof, as it always has - that is about resting, not about where you come back.

Trade fixes.

  • Fixed: a caravan unloading into a chest somebody was using at that exact moment could undo what they had just put in. Now it waits and tries again.
  • Fixed: an item the trade window listed could not always be taken out again, or spent on a Scout Raven.
  • Fixed: a single open offer stopped every trade post being removed, not just the one the offer needed.
  • Fixed: a caravan's marker vanished from the map if its destination post was renamed while it was on the road.

Other fixes.

  • Fixed: scrolling a list in the clan panel also pulled the camera in and out behind it.
  • Fixed: the woodcutting and mining bonuses could pay out on things other than the tree or rock you struck.
  • Fixed: an item renamed by another mod could be mistaken for an Odin-Sent Relic.
  • Fixed: a fire could leave nearby wood unburnt where a lot of pieces stood close together.
  • Fixed: an allied clan's camp was drawn on the map as though it were your own.
  • Fixed: the Decline button on an incoming trade could sit on top of the row beneath it.
  • Improved joining compatibility when a Valheim update changes the character save format.
  • Inviting somebody by part of their name no longer reaches the wrong player when two names match.

Faster. A round of work on the things that cost a busy server the most:

  • Relics no longer search the whole world every few seconds while anyone is wearing one.
  • Killing a boss no longer sweeps every object in the world, over and over, during the fight.
  • The first time a world starts with the character check, it no longer stops the game while it reads the world.
  • The War Map draws its markers far more cheaply.
  • Your clan's details are built once a second instead of once a second for every player, and a trade post's chest is read once rather than once per clanmate.
  • Fixed a slow memory leak around the world spawn's dome.

1.0.85

A round of bug fixes and tidying across the whole mod, most of it around Clan Outposts.

Camps are properly camps. A Clan Outpost now holds its ground the way a base does - beds and crafting stations on it belong to the clan that holds it - and everything said about a raid on one calls it a camp rather than a base.

  • Fixed: a clan forgot every camp it had found whenever the server restarted, and a raid already running on a camp ended as though the Flag had been destroyed.
  • Fixed: a base or camp your clan had already found could be discovered all over again after a restart, announced twice and pinned twice on the map.
  • Fixed: rivals could claim beds and use crafting stations inside your camp.
  • Fixed: a raid on a camp drew base-sized rings on the War Map.
  • Fixed: disbanding a clan left its Flags standing for good.
  • Fixed: capturing a camp did not take the losers' trade posts, and the camp kept its old name.
  • Fixed: two of a clan's camps could end up with the same name.
  • Fixed: the "capture contested" ring never appeared on the map.
  • Relics no longer fall on a camp.

Joining. The character check no longer lets anyone through in the first seconds after a server starts - you are asked to try again in a moment instead. And a character coming home is no longer turned away for gaining an item it had all along.

Under the hood. Clan messages are now checked against the connection they arrived on. One part of the mod running into trouble no longer stops the rest of it for that frame - raids, caravans, Scout Ravens and discovery keep going - and it can no longer fill the server log at sixty lines a second either.

1.0.84

Portals belong to the clan whose ground they stand on. A portal inside a Clan Ward's claim or a Clan Outpost can only be used by that clan and its allies, at either end of the trip. Portals out in the wild work as they always have. A portal's name is only a word, and without this anyone who guessed it could step straight into the middle of a base.

Clan Wards are twice as tough. A Ward is what a raid is fought over, not one more wall to knock down.

Camps are found the way bases are. A Clan Outpost is discovered by a Scout Raven sent over it, or by walking near one. The whole clan is told and it appears on the War Map with its own pin, as a base does.

  • A camp must now be found before it can be raided. In 1.0.83 any camp you could see could be raided at once.
  • Fixed: a camp your clan had found was measured as though it were a Ward when placing new Wards and Flags, pushing them further apart than the rules say.
  • Fixed: a camp was discovered over and over, and could appear twice on the map.
  • Fixed: taking down one piece on a camp counted two against its limit.
  • Fixed: breaking a Clan Ward left its claim holding the ground for a few seconds afterwards.
  • A rival's camp now shows as a pin alone. How far it reaches is for its owners to know.

1.0.83

Clan Outposts. Camp away from home. The Clan Outpost Flag is free and every clan member knows how to raise one; it claims a smaller area that only your clan may build on.

  • Your Outpost allowance grows with the number of Clan Wards your clan holds.
  • Camps must stay apart from Wards and cannot overlap another camp.
  • Camps have a building limit that includes pieces already standing when the Flag goes up.
  • Raided like a base, with a smaller capture zone. Take a camp and everything on it is yours; break its Flag and the land is nobody's.
  • Camps show on the War Map, and in the clan panel with how full each one is.

Building means holding ground. Pieces go up on your clan's land - a Ward or an Outpost - and nowhere else. Out in the wild anyone may still raise a Campfire, a Workbench, a wooden Cooking Station and a bed. Off your land, the build menu greys out the rest, so you can see where the line is before you reach it.

Chests stay shut on ground nobody holds. When the Ward or Flag over a place falls, its buildings stay standing and their chests stay closed - for everyone - until some clan claims that ground again. Beds are unaffected, and so are the chests the world puts down itself in ruins.

Pardon a character. Server admins can clear what the server remembers about one character, so its next join is judged as if it were the first.

1.0.82

Valheim 1.0.12. Clan Wars is built and verified against the current release of the game. Everyone on a server must run the same version of the mod, as before.

  • Clan colours. Every clan flies one of fifteen colours, picked by its founder, and no two clans on a server share one. You wear it into battle: your cape and shield carry it outright, and your armour, helmet and weapons carry it while still looking like the metal and leather they are made of. Your Clan Wards fly it over the land you hold, so you can see whose ground you are standing on - capture a base and its Ward turns your colour. The colour follows the player rather than the gear, so two vikings in the same armour from different clans look nothing alike, and a shield taken from a rival carries none of their colour. Leave your clan and you look like everyone else again. Clans made before this update keep working and simply have no colour until their Leader picks one on the Roster tab, and a Leader can change it whenever they like. Relics keep their own look - and so do beards.
  • A sanctuary dome at the world spawn. No player can harm another inside the sanctuary, and no blow crosses the edge either way - nobody can be attacked from outside their safety, and nobody can strike out from within it. A dark metal dome, lit from within by a soft golden light, rises over the stones to show where the peace ends; walk straight through it, it is only a sight.
  • Player names are shown in capitals everywhere in Valheim - name plates, chat, the clan panel and its roster, a Clan Ward's hover, a bed, a grave, "crafted by" on an item, and the player list on the map. Valheim keeps a name exactly as it was typed when the character was made, so an oddly spelled name used to read that way everywhere. Only the showing of a name changes: what is stored keeps its original spelling, so nothing that matches on a name is affected, and items and beds that already carry a name are shown in capitals too.
  • The mod page now carries this changelog.

1.0.81

  • The mod page is now the Clan Wars Field Manual: everything a player needs, from installing to raiding and relics.

1.0.80

  • Clan Ward limit grows with conquest. Capturing a Ward raises your allowance by one; losing one lowers it, without going below the starting allowance. Both clans are told their new limit.
  • Reject alliance offers. Leaders get a Reject button next to Accept on incoming offers, usable even during a raid. Both clans are told.

1.0.79

  • Added adjustable player-versus-player damage, including lingering fire, poison and spirit damage. Armour and resistances still protect as usual.

1.0.78 and earlier

  • Fresh characters only. A character joining for the first time must be fresh, and characters are bound to the server; the check runs while connecting, before the world loads. Players must run the server's Clan Wars version.
  • Loose relics hover above the ground or water, glowing and humming, and are picked up where they hover.
  • Odin speaks in recorded voices when a relic is first claimed.
  • Relics hang round the neck like the game's own trinket, on a leather cord with their own pendant.
  • Carry at most two relics; relic pins on the War Map and minimap sit above the player and can be clicked.
  • Chests found in dungeons and crypts can no longer be trade posts.
  • Beds inside a Clan Ward's claim can only be claimed by that clan.
  • Fire arrows can set wooden pieces alight.
  • Clan Wards must stand away from the world spawn.
  • The War Map hides the game's own pin panels and keeps its own legend.