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ClanWars
Rust in Valheim: found clans, build bases and outposts, raid rivals, make alliances and trade with your allies. Contest Odin-Sent Relics for the upper hand, wager clan battles, duel in the moshpits, and more!
By Host
| Date uploaded | 4 days ago |
| Version | 1.1.0 |
| Download link | Host-ClanWars-1.1.0.zip |
| Downloads | 29 |
| Dependency string | Host-ClanWars-1.1.0 |
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: 5.4.2350README
Clan Wars
Build a home, choose your allies, and decide when to go to war.
Clan Wars adds clan territory, diplomacy, trading and organised player battles to Valheim. Form a clan with friends, protect your settlement, and establish smaller camps as you explore. Trade with allied clans, scout rival bases, or compete for powerful relics that remain in the world.
You do not have to start fighting as soon as you join. By default, new clans are Peaceful and cannot be raided. Your leader decides whether the clan enters the war, and each member separately chooses whether to take part in combat.
Join the Clan Wars community on Discord
Your main controls are in the clan panel, opened with F6, and the War Map, a new view on Valheim's map. Start by joining or founding a clan, then build a Clan Ward to claim a home for it. The sections below explain each feature as you need it.
The numbers below are default settings. Your server may use different limits, distances and timers. Open Rules in the clan panel to see the settings you are playing with.
Contents: Before you join · Founding a clan · Clan colours · The clan panel · Who you can fight · Ranks · Alliances · Clan Wards & bases · Clan Outposts · Finding bases & Scout Ravens · Raids · Breaking in · The War Map · Trade · Odin-Sent Relics · Moshpits & battles · Clan battles · Death & respawning · Playing with a controller · Languages · For server owners
Before you join
What you need installed
Clan Wars must be installed on the server and every player's game.
| Install | What you need to know |
|---|---|
| BepInExPack Valheim | The mod loader required to run Clan Wars. |
| Valheim Plus (Grantapher) | Optional. Install it only if your server uses it. Clan Wars works without it. |
| Clan Wars | Use exactly the same version as the server. |
Use Thunderstore Mod Manager or r2modman to create a profile and install BepInExPack Valheim and Clan Wars. Add Valheim Plus if your server asks for it, then launch with Start modded. Your Valheim game version must also match the server's. Missing or mismatched required mods prevent you from joining.
Fresh characters only
Bring a new character for this server. On its first visit, it may have only the starting rag tunic and torch, no forsaken power, and no skill above level 1.
Keep that character's progress on this server. Returning with equipment, improved items, powers or skills gained in another world can prevent it from joining again. A refused character is not changed or stripped of items; the connection screen explains the reason.
Founding a clan
A clan is your group of players, sharing a name, territory and diplomacy. Press F6, open Roster, and either accept an invitation or create your own clan.
To create one, enter a full name and a unique tag of 2–5 letters or digits. The tag appears before members' names. Choose an available clan colour, then press Found clan.
The founder becomes Leader. Use Invite to choose a clanless player who is online. They accept with Join on their Roster tab; an invitation does not reserve a place.
| Starting allowance | Default |
|---|---|
| Members, including the Leader | 4 |
| Clan Wards for main bases | 3, with more earned through captures |
| Trade posts for exchanging goods | 3 |
| Scout Ravens for finding rival Wards | 3 |
Once you have a clan, build a Clan Ward from the Hammer menu to claim your first base. You can settle and trade while remaining Peaceful.
Clan colours
Choose one of fifteen colours to represent your clan. Each colour can belong to only one clan on the server; colours already taken are unavailable.
| Oxblood | Ember | Amber | Moss |
| Pine | Verdigris | Sky | Woad |
| Indigo | Heather | Plum | Rose |
| Bone | Iron | Charcoal |
Your clan colour appears on members' capes, shields, armour, helmets and weapons, and on your Clan Wards. Equipment keeps its underlying material appearance. Capturing a Ward changes it to your colour.
The appearance follows the player, rather than permanently dyeing the item. Looting a rival's shield does not keep their colour, and leaving a clan removes its colour from your equipment. Relics and beards keep their own appearance.
The Leader can use Change on the Roster tab to choose another available colour. The old colour then becomes available to other clans. A clan with no colour can choose one there too.
The clan panel
Press F6 or the inventory's Open Clan UI button. Press Esc to close it. While the panel is open, the mouse is free and your character does not move. Use the mouse wheel to move a page at a time within the current tab. The latest action message has a fixed two-line area; long messages end with an ellipsis and do not move the controls.
The panel shows only what you can use. A guide beside it explains whatever page is open and what to do there; show or hide it with H, or the Guide button. Long guides keep their text size and scroll separately with the wheel or their up/down buttons.
| Tab | What you do there |
|---|---|
| Roster | Found or join a clan, manage members and invitations, and choose whether to join the war. |
| Diplomacy | Offer, accept or end alliances with other clans. |
| Trade | Manage trade posts, offers, counter-offers and travelling goods. |
| Bases | Find your Wards and Outposts, rename them, and follow active raids. |
| Enemies | Browse rival bases your clan has discovered and check whether a raid is available. |
| Odin Relics | Find relics and check their protection timers and boss rewards. |
| Battles | Challenge another player to a duel, or arrange a battle between clans. |
| Logs | Read trade, raid, battle and boss history. |
| Rules | Check your server's settings and explanations of the rules. |
Logs and Rules sit beside Close. View on War Map takes you from a listed base or relic to its map location. Actions use the panel, map and chest windows; there are no chat commands to memorise.
Who you can fight
Clan Wars separates your clan's war status from your personal choice to fight.
- Peaceful clan: new clans start here. Their Wards and Outposts are shielded from raids.
- Warbound clan: the Leader permanently enters the clan into the war with Enter the War, or by starting its first valid raid. The clan can then be raided when the other raid requirements are met.
- Peaceful member: joining a Warbound clan does not automatically make you a fighter.
- Combatant: choose Join the War to permanently opt into combat once your clan is Warbound.
Peaceful members cannot damage other players or be damaged by them. They do not count toward raid presence or capture, are moved out of active raid territory, and cannot carry or equip Odin-Sent Relics. If their clan is attacked, they receive a notice explaining how to join the war if they wish.
Servers can disable this Peaceful/Warbound system. With it enabled, the following clan relationships apply to players who have joined combat:
| Relationship | Combat |
|---|---|
| Same clan | No damage, stagger or knockback. Projectiles pass through clanmates. |
| Allied clan | The same protection while the alliance lasts. |
| Rival clan | Combatants from rival clans can fight one another. |
Names use relationship colours: green for your clan, blue for allies, red for rivals and grey for clanless players.
A peaceful spawn. The area within 50 m of the world spawn protects players from PvP. Attacks cannot cross its boundary. A dome marks the area and can be walked through.
Creatures are different. Clan protection does not make a clanmate's tame harmless. Tames, summons and traps can still hurt you outside the special protected areas. Tames and summons cannot attack through the spawn sanctuary or a shielded camp, or damage claimed structures.
Player damage otherwise follows Valheim's armour and resistance rules, with any damage multiplier chosen by the server. Bows and crossbows have their own multiplier, and arrows and bolts never stagger a player.
Ranks
Each rank includes the permissions of the rank below it.
| Rank | Responsibilities |
|---|---|
| Member | View clan information, leave the clan, and choose to join the war. |
| Officer | Invite and kick members, manage trade, send Ravens, start later raids and rename Wards. |
| Leader | Promote and demote members, manage alliances, disband the clan and make its first war commitment. |
There is one Leader. During a raid, members of the participating clans and their allies cannot leave, be kicked or disband their clans.
By default, a Leader inactive for 72 hours becomes an Officer. The longest-serving eligible Officer takes over, or the longest-serving Member if there is no Officer. Offline members can be chosen; a one-person clan keeps its Leader.
A clan with no member activity for 7 days is retired. Its members become clanless and its name and tag become available again. Its Wards and Outpost Flags are removed and bed claims cleared, but beds, ordinary buildings, containers, items, portals, ships and carts remain. There is no gradual building decay. Servers can change or disable either inactivity timer.
Alliances
An alliance is an agreement between two clans. It prevents friendly fire between them, allows them to help one another in raids, and lets them open trade routes.
Both Leaders must agree: one sends an offer from Diplomacy, and the other accepts it. Allies still do not gain general access to each other's claimed buildings or storage.
Ending an alliance immediately ends its protection and closes its trade routes. Goods already offered for trade are returned. Two clans fighting each other in a raid cannot form an alliance until it ends.
Clan Wards & bases
A Clan Ward claims a 150 m radius for your clan. Build it free from the Hammer menu. It looks like a larger Ward, is always active, and belongs to the whole clan rather than its builder. An ordinary Valheim Ward remains a personal Ward.
Where a Ward may stand
| Keep at least… | Away from… |
|---|---|
| 305 m | Another Ward belonging to your clan |
| 505 m | Another clan's Ward, including an ally's |
| 200 m | World spawn, boss altars and traders |
A Ward's territory cannot overlap a moshpit's protective dome. An invalid Ward is removed and you are told which placement rule it broke, without revealing a hidden rival base.
How many Wards
Your clan starts with room for 3 Wards. Capturing a Ward raises your limit by one; losing one lowers it by one, never below three. A Ward built beyond your allowance does not claim land. Check Bases to see your current holdings.
What a claim protects
A claim is the territory protected by a Ward or Outpost. Outsiders—including allies—cannot build, remove pieces, dig, level ground, open chests or doors, use portals, or claim beds inside your Ward's territory. They cannot damage it except as allowed during a raid on that base. Anything an outsider still manages to build there is taken down by the server within a second or so, without a refund.
Crafting stations in a base are available to its clan and allies. Monsters can still attack your base; a claim is not protection from Valheim's world.
Each Clan Ward also has a five-slot feather store. Interact with the Ward to open it and stock feathers for Scout Raven flights. Long Ward names appear above the chest controls and item grid.
Clan Outposts
A Clan Outpost is a smaller camp away from your main base. Build a free Clan Outpost Flag to claim a 60 m radius. You do not need a crafting station to place it.
| Rule | Default |
|---|---|
| Outpost allowance | 3 per Clan Ward held |
| Building limit | 200 pieces, including pieces already there |
| Distance from your Wards | 350 m |
| Distance from rival Wards | 210 m |
| Distance from spawn, boss altars and traders | 100 m |
| Capture zone | 20 m |
| Capture time | 3 minutes of control |
| Raid length | 25 minutes, including the opening shield |
| Opening shield | 5 minutes |
Outposts protect your camp from outsiders' building, dismantling and storage access. Like bases, they must be discovered before a rival can raid them.
Camp raids differ from main-base raids:
- A member of the defending clan must be online, but can be anywhere on the server.
- The opening five-minute shield gives defenders time to arrive. Only the camp's clan can enter; damage and capture are paused until the shield lifts.
- Attackers then compete for the smaller capture zone within the remaining raid time.
Capturing a camp transfers its territory and trade posts. You may keep a captured camp even if it puts you over your allowance, but cannot place more Flags until you are within the limit. Destroying the Flag releases its land without removing the buildings. Neither side can dismantle the Flag with the Hammer during a raid.
Building means holding ground
Build settlements on your clan's claimed land. In the wilderness, everyone can still place a Campfire, Workbench, wooden Cooking Station and bed for travelling and survival. Other building pieces are unavailable until the land belongs to your clan.
Chests on ground nobody holds
Player-built chests on unclaimed ground stay locked until a clan claims the area again. This also applies when a Ward or Flag is destroyed. Beds and the chests generated in ruins are unaffected by this chest-access rule.
Finding bases & Scout Ravens
Your clan needs to discover a target before raiding it. Coming within 200 m reveals a base to your clan. A Scout Raven is a scouting flight you can send to search for Clan Wards at a distance.
Discoveries are shared with your whole clan and marked on the War Map. They do not uncover terrain or reveal players inside the base.
Sending a Raven
- Open the War Map and right-click the area to search. Left click only selects bases, camps and relics.
- Choose a departure Ward and a search radius: 250 m, 500 m or 1 km.
- Check the feather cost and send the Raven. Feathers come from that Ward's store.
- Wait for its return to learn which Clan Wards it found in the search circle.
Each clan has 3 Ravens. Only Officers and the Leader can send them. A flight costs 10 feathers per kilometre to the search area, multiplied by 1, 1.25 or 1.5 for the three search sizes. Travel takes 5 minutes per kilometre each way.
Ravens search only the chosen circle, not the route they fly. They find Wards, not players, buildings or terrain, and cannot be sent again until they return.
Raids
A raid is a timed fight over a discovered rival base. Start it from the War Map by selecting a target and choosing Initiate Raid. Hitting a protected base does not start a raid.
Only a Leader can start a Peaceful clan's first raid; later raids may also be started by Officers. Peaceful clans cannot be targeted. Neither participating clan can already be in a raid, the clans cannot be allies, and the defender cannot have post-raid protection.
Defenders must be online. For a main base, a member of the defending clan must be online and within 250 m of its Ward. An ally does not count. Outposts only require a defending member somewhere online. Peaceful members do not count toward raid presence or capture.
- The raid begins. Both clans receive a centre-screen announcement.
- Attack that base. The attackers have 30 minutes and may damage only the targeted base.
- Control the Ward. Hold its 50 m capture zone for 5 minutes of progress to capture it. Eligible living players count for their side, including allies of only that side. More attackers advance capture; more defenders reverse it. Equal numbers or an empty zone pause it.
- Capture or defend. A captured Ward and its territory change hands. Bed claims inside the base are cleared, but the beds remain. If time runs out first, the defenders win and raid damage stops.
Destroying the Ward also ends the raid in the attackers' favour, but leaves the land unclaimed. The defending side cannot destroy its own Ward, and it cannot be dismantled with the Hammer during the raid.
Afterward, only the defending clan receives two hours of protection. Offline time counts. Attackers can begin another valid raid immediately. A protected clan may attack, but gives up its own protection when that raid successfully starts; a refused attempt does not remove it.
The on-screen raid display shows time, capture progress and nearby fighters. The War Map also shows the capture zone. Server owners can change or disable post-raid protection.
Breaking in
Raid damage depends on the weapon and building material. Ordinary weapons work, but siege equipment is much more effective against strong walls.
| 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 and sledges) | 100% | 100% | 100% | 75% | 50% |
| Battering ram | 100% | 100% | 100% | 100% | 100% |
| Catapult | 100% | 100% | 100% | 100% | 100% |
These percentages are the share of normal weapon damage dealt to structures during the raid. Furniture takes half that amount.
Fire arrows
Fire arrows can ignite wooden walls, fortifications and furniture during a raid. Fire damages the piece over time and rain puts it out. The fire stays on the piece hit rather than spreading to neighbours. Inside a claim, this fire damage works only during a raid on that base.
The War Map
Open Valheim's map and choose Normal Map or War Map at the top.
The Normal Map is for exploration and your usual pins. The War Map shows clan territory and discoveries, Ravens, trade routes and caravans, raids, relics and duel arenas, along with the world spawn and the boss altars you have found. Switching views does not reveal unexplored terrain.
| Colour | Meaning |
|---|---|
| Green | Your clan |
| Blue | Allies |
| Red | Rivals |
| White | Unowned places and objectives, such as relics and duel arenas |
Your location and map pings are shared only with your own clan. Allies, rivals and clanless players do not receive your live position, including during raids.
- Select a Ward or Outpost for details, or use View on War Map from the clan panel.
- Follow caravan pins as they travel between trade posts.
- Your clan's Moshpit Portals have a green portal pin.
- Select a relic pin to see its information.
- During a raid, its marker replaces the target's usual marker.
- War Map pins also appear on the minimap.
- Boss Vegvisirs open the Normal Map to show their boss location.
- Valheim's own raid is marked only for the clan whose ground it falls on, and for anyone standing in it.
Trade
A trade post is a chest registered for exchanging goods with an allied clan. A trade route connects the two clans' posts, and a caravan is the shipment travelling between them.
Each clan may register 3 posts. Open a chest you built on your clan's claimed land, press Set trade post, and give it a unique name. Graves, dungeon chests, wilderness chests and chests on another clan's land cannot be trade posts.
Once both allies have a post, open a route from Trade. Travel time follows the distance between the selected chests: 5 minutes per kilometre by default.
Making a trade
- Open a registered chest or its row in Trade, then select Initiate trade and choose an ally.
- Choose what to send and what you want in return from the two chest inventories.
- Your offered goods are removed and held safely while the other clan decides.
- An Officer of the other clan accepts, declines or sends a counter-offer with different terms.
- Once agreed, two caravans set off, one in each direction.
- Each shipment automatically unloads into its destination chest when it arrives.
Only stackable materials, food and ammunition can be traded this way. Weapons, armour, tools and relics cannot. An offer can contain up to 5 item types and 9,999 of each in each direction. You do not have to stand at a chest to answer an offer.
A counter-offer does not move more goods until agreed. Cancelling or declining returns held goods, as does ending the alliance or route.
Leave room for deliveries. A caravan unloads its whole shipment or waits for space and tries again. A full chest does not prevent retirement.
A retired or disbanded clan loses its trade goods. Goods it put up in offers and caravans still on their way to it are destroyed. Goods another clan put up in an offer with it go back to that clan.
Odin-Sent Relics
Odin-Sent Relics are ten unique wearable treasures: five improve combat, and five help with gathering, crafting or travel. Boss victories send them into the world for players to find and contest.
| Defeat this boss | Combat relic | Economic relic | Where they land | Distance from world 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 can send a replacement only after that relic is gone and at least 3 hours have passed since its last gift. Peaceful members must join the war before carrying or wearing relics.
It falls from the sky
A relic arrives as a visible meteor and leaves a shallow crater. It never lands where anyone has built, dug or died. Its impact clears trees, rocks and anything else standing within 10 m, but spares people, creatures, loose items, graves, ships, carts, portals and Clan Wards.
Odin guards it
A protective dome keeps a new relic out of reach for 6 hours for a Military relic or 3 hours for an Economic relic. It fades during the final five minutes. Until protection ends, the War Map shows an approximate area rather than the exact spot.
Everyone is notified when the relic becomes available. When someone first claims it, nearby players hear Odin speak.
Loose relics hover
Unclaimed or dropped relics hover above the ground or water with light and sound to help you spot them. Pick them up where they float.
Wearing one
- Equip a relic in the trinket slot to receive its effect.
- Wear one at a time; equipping another replaces it.
- Carry at most two, including the one you wear.
- A worn relic is visible around your character's neck.
- Relics remain visible on the War Map, including when carried, stored or left in a grave.
| Relic | Effect while worn |
|---|---|
| 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 |
Helmet, chest, leg armour and cape weighing 20 kg or more together count as heavy armour; less counts as light.
Relics belong to the world. Logging out leaves a carried relic where you stood. Dying leaves it in your grave, or on the ground if the world's death settings keep or remove your items. Relics cannot be placed on armour stands or taken to another world with your character.
Moshpits & battles
A moshpit is a protected arena for agreed one-on-one duels. Five appear in the Plains, marked on the War Map. Each surrounds a large Vegvisir, the standing stone you use to challenge a player.
Nobody walks into or out of a moshpit. Its shield turns you back at the edge, and Moshpit Portals are the only way in and out. No creature lives in a moshpit, and tames are kept out.
Moshpit Portals
- You learn the Moshpit Portal by being within 100 m when Moder falls. It is built with the hammer, from the same materials as the wooden portal. Only players who were at Moder's fall can travel through one.
- Your clan may build one on each territory it holds: each base and each camp. Only your own clan can use them, and a captured territory's portal passes to its new owner.
- Every moshpit has its own portal, in a stone room at its north gate.
- Step into a portal and the map opens. Pick a moshpit, or one of your clan's portals, then press Travel. With no clan portal of your own, your bed and the world spawn are offered instead.
- As with any portal, ore and other metals cannot go through, and no portal works during a duel or a clan battle.
Duels
Fight a rival, an ally or a clanmate. These battles are a separate consensual way to fight.
- Challenge: use the arena's Vegvisir and choose an online player.
- Accept: the other player has 30 minutes to answer from Battles.
- Meet: after acceptance, both players have 30 minutes to come through a Moshpit Portal to within 25 m of the stone and press Commence.
- Duel: an arrow marks your opponent. Only the two participants can damage one another.
- Finish: the first to fall loses, dropping their belongings as on death but keeping all skills.
The arena's 72 m protective dome blocks other player combat and attacks crossing its edge. Several separate duels can take place in one arena at the same time. Clan territory cannot overlap the dome.
Leaving the arena or disconnecting during a duel counts as a loss; if you disconnect, the death is applied when you return. Your personal Battle Log records your results even if you change clans.
Clan battles
A clan battle is an agreed fight between two clans for a wager, arranged at a cartography table built on your own land. Any clan with a table can challenge any other clan with one — allies and Peaceful clans included. Nothing is lost on the field, so there is nothing to protect anyone from.
The table has a small chest at its right-hand end. Look at the table and press F4 to open your clan's battles; on a controller, the alt button + Use (the table's hover shows which). A clan with several tables arranges its battles at the one nearest its Clan Ward. A table cannot be taken down with the hammer while its chest holds anything.
- Wager: put what you are staking in the top row of the table's chest — or nothing, and fight for the win alone. The bottom row is where winnings are laid; it is never taken.
- Challenge: pick the clan, how many fighters each side brings, and which of your clan go. Only members who are online can be chosen. An officer or the leader does this.
- They answer: the other clan puts up a wager of its own and names its own fighters. You see the wager, then take it or walk away.
- Commence: once both clans are ready, everyone chosen is taken to a neutral field in the land of the latest age both clans have reached. Nobody is taken out of a moshpit duel or a dungeon, and a clan in a raid cannot commence. If a clan has nobody free, both commence again when it has.
- Fight: 15 minutes. The clan with the most kills takes both wagers. Level is a draw and each wager goes home.
While the battle is fought, nobody can leave either clan or be put out of it, and a clan cannot disband while it has a battle arranged. Clanmates who are not fighting see the field's dome but cannot walk onto the field or fight there.
Each clan starts on its own guarded ground at one end of the field — yours is green, theirs is red. No attack crosses either. You can walk out of yours, but nobody can walk in, and standing in it for more than 30 seconds puts you just outside it.
Falling costs you nothing: no gravestone, nothing dropped, no lost skills, no corpse run, and your food and Forsaken power are kept. You wait 10 seconds on your clan's ground and are back in the fight. Ground you cross during a battle stays under the fog of war on your map.
Winnings arrive in the bottom row of your table's chest. If there is no space, you are told to make some — nothing is lost, and they are put there as soon as you clear a slot. Log out mid-battle and you return to it; if it finished without you, you come back to your cartography table, or to where you stood before it if you carry anything that cannot go through a portal. A battle under way when the server restarts is called off, and both wagers go home.
Death & respawning
After death, the map opens on where you fell. Select a claimed bed or the world spawn by clicking its pin on the map or picking it from the list (the map moves to show it). Your choice turns green; then press Respawn here at the bottom of the panel. The bed must still exist and belong to you. If a raid cleared its claim, you cannot use it to respawn inside the captured base.
Beds can be claimed without a roof, making outdoor camps useful on long journeys. Sleeping through the night still needs shelter.
You may keep 15 claimed beds. Claim a sixteenth and your oldest claim is released — the bed stays standing, it simply belongs to nobody until someone claims it again. After you wake in a bed it rests for 5 minutes and cannot be used to respawn again until that passes; the list shows how long it has left. The world spawn never rests. A long list of beds scrolls.
Playing with a controller
The clan panel, the War Map and the respawn map can all be driven with a gamepad, and the on-screen hints use the buttons of the pad in your hands. Move with the left stick or the d-pad, choose with the south button, go back with the east one, change tab with the shoulder buttons, scroll with the right stick, and close with the right trigger. Typing opens Valheim's own on-screen keyboard.
In your inventory, the Open Clan UI button stands with Skills and Trophies. The shoulder buttons bring you to them, and the stick moves onto it.
- Clan panel from anywhere: hold the alt button and tap Hide.
- Guide: the top button (Triangle/Y) shows or hides it.
- Clan battles: look at your cartography table and press the alt button + Use.
- In a chest: the shoulder buttons reach the trade post buttons; the east button (Circle/B) cancels naming a post.
- War Map: the left stick moves the map and the d-pad works the side panel. The top button switches maps, the left shoulder selects what is under the crosshair, and the right shoulder sets where a Scout Raven goes.
- Respawn map: the stick moves the map, the d-pad walks the list, and the left shoulder picks the bed under the crosshair. The right stick scrolls a long list.
- Moshpit Portal map: as the respawn map.
Languages
Clan Wars follows your selected Valheim language and responds when you change it. English, French and Polish are included; missing translations fall back to English.
Menus, relic descriptions, hover prompts, map labels and Clan Wars announcements use your language. Player and clan names, custom place names and countdown numbers stay as written. The Scout Raven feathers prompt keeps your keyboard or controller binding visible.
Server owners can choose the language of new automatic Ward and Outpost names separately. Changing it does not rename existing places or change anyone's menu language.
For server owners
Install the same Clan Wars version on the server and every player's game. Valheim Plus remains optional; if you use it, read the included compatibility guide before changing its settings.
Settings are in BepInEx/config/ClanWarsConfig.cfg, with descriptions beside them.
The server sets the gameplay rules for everyone. Tell players when you change defaults, especially
clan sizes, territory distances, raid protection and inactivity timers.
- Raid protection:
RaidCooldownSecondsdefaults to7200(2 hours);0disables it. - Leader succession:
LeaderInactivityDurationdefaults to259200(72 hours);0disables it. - Clan retirement:
ClanAbandonmentDurationdefaults to604800(7 days);0disables it. - Automatic place names:
[Server] DefaultLanguagedefaults toEnglish;FrenchandPolishare supported with English fallback. Existing names remain unchanged when you change it.
Changing inactivity durations adjusts existing timers rather than restarting them. Older saves
receive a full configured grace period when activity records are missing. Back up the world and its
clan data together; clan records are stored in BepInEx/ClanWars/<world>.clans.json.
Opening the Field Manual and the Valheim Plus Conflict Sheet
The download includes two browser-readable guides in its docs folder. Share them with players
or keep them handy while setting up the server.
- In Thunderstore Mod Manager or r2modman, open Settings → Browse profile folder, then
BepInEx/plugins/Host-ClanWars/docs. - For a manual installation, open the Clan Wars download or the mod's folder under
BepInEx/plugins, then opendocs. - Open Clan Wars Field Manual.html for the player guide.
- Open Valheim Plus Conflict Sheet.html for settings that can interfere with Clan Wars when both mods are installed.
Admins and testers who need to join with existing equipment can be listed in ExemptPlayers
using the same player IDs as adminlist.txt.
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.