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Enigma Mode
💀 A Fundamentally Different Valheim Experience · Crossplay Compatible 💀
| Date uploaded | 6 months ago |
| Version | 2.1.7 |
| Download link | JPValheim-Enigma_Mode-2.1.7.zip |
| Downloads | 89 |
| Dependency string | JPValheim-Enigma_Mode-2.1.7 |
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: 5.4.2333ValheimModding-YamlDotNet
Shared version 16.3.0 of YamlDotNet from Antoine Aubry and contributors, net47 package for use in Valheim mods. Maintained by the ValheimModding team.
Preferred version: 16.3.1JereKuusela-Expand_World_Prefabs
Allows creating rules for objects being spawned, destroyed and more.
Preferred version: 1.53.0JereKuusela-Expand_World_Data
Allows adding new biomes and changing most of the world generation.
Preferred version: 1.66.0JereKuusela-Cron_Job
Allows executing commands automatically on the server.
Preferred version: 1.12.0JereKuusela-Server_devcommands
Enables devcommands and utilities for server admins.
Preferred version: 1.108.0JereKuusela-Upgrade_World
A tool which can add new content to already explored areas.
Preferred version: 1.80.0JereKuusela-World_Edit_Commands
Adds new client side commands for advanced world editing.
Preferred version: 1.72.0README
Enigma Mode II
Enigma Mode is a radically different way to experience Valheim.
Bosschests drive progression, unlocking perks, world changes, and meaningful quality-of-life features.
New mechanics and systems create hundreds of situations to discover, including Slayer tasks, Dvergr trading, and overhauled dungeons.
Want More Quality of Life?
Players are free to use whatever Quality of Life mods they wish. Consider using Enigma Mode Quality of Life: Enigma Mode QoL – https://thunderstore.io/c/valheim/p/JPValheim/Enigma_Mode_QoL/
What Kind of Experience Is This?
“Are you tired of Valheim’s predictability?”
In Enigma:
- Progression is reworked and nonlinear
- Locations are in new places
- Ashlands locations can be found all over the world
- Most building materials appear earlier by design
- Systems reveal themselves through play
- Exploration replaces strict boss order
- Death is commonplace and less punishing
- Death encourages experimentation rather than punishment
Enigma Mode Progression
The Progression Path in Enigma Mode:
- Follow the Enigma Paths extending from the Start Temple
- Discover Forsaken Altars across the world
- Complete Bosschests to progress
- Unlock powerful Perks and world changes
- Explore dungeons and trade with Dvergr
- Build lasting bases
- Push the paths farther outward
- Awaken the World Serpent
- Explore new floating biomes
- Build in the heavens
- Defeat the Forsaken
Most players naturally conclude their journey after establishing a major late-game base above the world Few players defeat any of the Forsaken.
Enigma Mode brings out the best of Valheim to produce a persistent, exploration-driven building experience
Core pillars:
• Progression is fully reworked
• Everything respawns — trees, rocks, metals, and dungeons
• Bosschests replace boss kills as the primary gate
• Coins function as a universal resource for building supplies
• Paths build themselves as you explore
• Dvergr specialists populate the world
• Building contributes directly to progression
Under the hood, Enigma restructures the world to support performance and longevity in multiplayer environments.
If a server runs Enigma Mode, every player experiences it.
No client mods are required.
Progression Through Bosschests
In Enigma Mode, bosses are not the primary gate.
Bosschests are.
Each Forsaken altar contains a Bosschest requiring a curated list of materials.
Completing one grants:
• Your expected progression item
• Additional materials to grow in power
• A permanent perk that alters gameplay
Find the altars → Complete the bosschests → Unlock the world
Building Rank Progression
Building in Enigma is not cosmetic — it matters.
As you build consistently...
• Your Builder Rank increases over time
• Structures you place gain increased durability
• Even the first rank significantly strengthens builds
• Higher ranks require long-term dedication
Ranks: Builder (2x) → Apprentice (3x) → Journeyman (4x) → Master (8x) → Grandmaster (16x)
⚔️ Slayer ⚔️
Slayer Tasks are optional, repeatable challenges that push players into new areas and playstyles.
Tasks may:
• Require specific monsters
• Enforce weapon or armor constraints
• Encourage crafting and exploration
• Over 10,000 possible task combinations
• Check progress with /say task?
• Slayer Keys may drop during tasks
• View rewards with /say keys?
Crossplay Compatibility
Enigma Mode can run entirely server-side.
PC, Xbox, PlayStation, and Mac players can all join the same world
with no client mods required.
The Enigma Experience
Enigma Mode is not designed to be explained.
It is designed to be experienced.
Many players find that once they adapt, returning to standard Valheim feels strangely predictable.
Enigma Mode Development
Enigma Mode is an open source project managed by JPValheim. It would not be possible without all the support from Raaka, Dhakhar, Zeall, CaptainCrumbs, SplashOPain, Jere, Teenzie, LeftAf, StarDancer, Haloa, Fire, GeriAtiric, Panand, AlexWho, Baleog, Shinuii, Ping, ConSeannery, Naoima, Nars, Rose, Indexx, Reapersix01, Fischmaster, MDMchan, Cavalier, the modders Azumatt, **Shudnal, TheJotunnTeam, and over 200 other playtesters since the project began in January 2024.
Learn to Make Valheim Scripts on YouTube
Learn more at: https://www.youtube.com/@JPValheim
CHANGELOG
2.4.3
Hotfixes
- Made the Dvergr Sale offer message only work on weapons, armor, and tools, as it was intended. It was triggering on all itemdrops.
- Adjusted some timings in the Start Temple Experience
Central Meadows vegetation changes
Later in Enigma players reach the central meadows. It has a lot of special mechanics. I changed how the vegetation looks there so its a variant of the meadows. This was inspired by what Irongate talked about in the Deep North update, adding variations to the existing biomes etc. The Inner area is for building during mid or late game so adding more tree resources works out for other reasons as well.
- Added chance for Ashlands trees to the Inner Black Forest
- Added chance for Ygga Trees to the Inner Meadows
2.4.2 New Player Accommodation
Enigma is meant to be dangerous, but the beginning had become too overwhelming. New players were being thrown into pressure before they had time to understand the world.This patch changes that.
Players should have a chance to get oriented, learn the basics, and settle into the world before the danger ramps up. The challenge is still there, but the first steps should feel clearer and fairer. This only applies to the Meadows you start in.
New Player Accommodations
- Removes some dangerous locations from early areas such as Volture Nests
- Added a Dvergr to each Start Temple to trade with players and provide protection
- Added two coin piles to the Capper blueprint to help players understand the tribute system
- Removed recipe unlock spam from new characters
- Stopped most starting message texts
Sell Gear to Dvergr
You can now sell armor and weapons to any Dvergr for coins.
- Tier One gear, levels 2 through 9, sells for 50 coins per level
- Tier Two gear, levels 10 through 23, sells for 75 coins per level
- Tier Three gear, levels 24 through 63, sells for 110 coins per level
- Tier Four gear, levels 64 through 95, sells for 145 coins per level
- Top Tier gear, level 96 and higher, sells for 200 coins per level
Sell Fish to Leftaf Fishmonger
You can now sell any stacked quantity of fish to a Fishmonger using Leftaf's improved version.
- Make a finewood table near the Fishmonger to begin
- Toss your fish on the table
- Leftaf made the fish land on the table and a sign that shows value
- Leave the fish on the table to complete the trade
- Fishmongers buy quality level fish 1, 2, 3, 4, 5, and 12
Reduced Path Tribute Cost
- Enigma now defaults to solo mode
- Solo mode costs 1 to 5 tributes per Capper
- You can change the mode with the new command
setkey servermode - Server Mode sets the tribute cost to 12 to 16 coin piles each
- Server Mode is better for group gameplay because the higher cost encourages players to coordinate
- The old price was too high for solo gameplay
Eikthyr Changes
- Reworked Eikthyr so new players are less distracted by combat
- Added mob removal to the Eikthyr Boss Altar
- Removed extra mobs and experimental mechanics from the Eikthyr area
- Eikthyr is still meant to instantly kill the player
- The goal is to push players toward the bosschest instead of fighting Eikthyr early
- The previous chaos and extra mob spawns caused new players to ignore the bosschest
Ravine Generation
- Reworked the ravine generation method
- Ravines now generate faster
- Ravines are less laggy
- Ravines no longer warn players while generating
Misc
- Slowed down Voltures speed
- Dvergr can buy 50 Blueberries for 100 coins
- Dvergr can buy 50 Raspberries for 100 coins
- Dvergr can buy 50 Thistle for 500 coins
- Spread out prefabs used in scripts to reduce overused asset usage
- Reworked Goblin Camp logic
- Reworked Bubble Blocking logic
- Adjusted vegetation sizing and placement for better visuals
- Removed unnecessary location placement attempts
- Multiple bug fixes and improvements ;)
- Fireballs and Dvergr Fireballs now roast meat
2.4.1 Replayability and Better Beginnings
This patch focuses on making Enigma worlds easier to start, better to revisit, and healthier for long-running servers.
There are major reworks to Start Temples, Central Meadows, Rifts, Ravine Generation, Slayer, Uniques, Traders, and the overall starting Enigma experience. The goal is to make new worlds feel more playable, give returning players more reasons to explore, and help servers stay welcoming even after they have player history.
If you like playing Enigma in singleplayer, especially making new worlds, you will love this one!
This patch changes how pathing and world generation work. There are new locations, new systems, and changes to vegetation in Black Forest and Plains. I recommend starting a new world for 2.4.0. Feel free to use the same characters.
Enigma Paths
The Enigma Path system has been overhauled after months of playtesting.
The old version created too many paths. With multiple Start Temples and multiple paths at each one, paths became too common. Instead of feeling like important landmarks, they started to feel like clutter. There was also no clear visual distinction between the Main Path and player-made forks, which made path identity confusing.
With this in mind, path generation has been drastically reduced.
- There is now only 1 Main Path
- The Main Path only comes from 1 Start Temple
- Extra Start Temples no longer have pathing systems
- Extra Start Temples now serve as teleport nodes to help new players find better starting areas
- The Main Path is now 6 meters wide, up from 4
- The Main Path is now much more expensive to progress
- The Main Path costs 10-18 coin piles per stage
- This makes progressing the Main Path a major community progression project
- Players earn the ability to fork their own paths from the Main Path after completing Moder Bosschest
- Forks cannot activate the World Serpent
- The only way to raise the World Serpent is to progress the Main Path from the Start Temple to the edge of the world
This means most singleplayer worlds will not see the World Serpent rise unless the player is extremely dedicated. That is intentional. The World Serpent unlocks some of Enigma’s most extreme teleportation mechanics, base building mechanisms, access to powerful trades, resources, and end game systems, so it now sits behind a true server-wide progression event.
I believe this will make Enigma Paths feel special again. I made them too common before, and that took away some of their magic.
Baleog Contributions, Lethal Wounds, and Auto Cart
I want to thank one of the Enigma playtesters, Baleog, for his significant contributions to this patch.
Lethal Wounds were originally created because Enigma needs long term danger. Through Empowering, Bosschests, and Uniques, players can become incredibly powerful. Players can create gear up to level 96, find Uniques that are even stronger, and eventually reach a point where normal Valheim danger starts to fade.
Because of that, the world needs a way to fight back, the world needs to keep its teeth. Otherwise the fear disappears, and fear is one of the building blocks of immersion. Valheim already has awesome monsters with strong identities and memorable moments. The goal of Lethal Wounds is to build on those identities and make dangerous monsters feel dangerous again, even for geared Enigma veterans. This will be especially important for Deep North. When Deep North comes out, Enigma needs to be able to build real lethality into its monsters so the biome can stay challenging for experienced players.
In the previous patch, Lethal Wounds were introduced as the foundation for that system. In this patch, Baleog came along and refined them. Baleog further refined the Lethal Hitboxes, making them feel much more enjoyable and easier to follow in combat. He developed these refinements by playtesting the monsters himself, which always leads to the best kinds of scripts, so I was happy to revise them! Baleog did not stop there. He also revised DhakhaR’s boat collecting script into a special cart system, which I implemented into Enigma as the Auto Cart.
- Each player account gets one auto cart per server, or per R2 profile.
- This means new characters wont get you new carts on a server, ensuring the auto cart stays something special.
- The Auto Cart is a magical cart granted to each player when they first need one
- The Auto Cart can pick up items created near it and place them inside itself
- This is performance-expensive magic, so it is limited to one special cart instead of being applied to every cart
- The Auto Cart is granted when the system checks for one and no Auto Cart is within 10 meters
- This can happen when a player first logs in away from the Start Temple
- This can also happen when a player dies and has a spawn set
- Sorry if the cart spawns inside stuff for some of you. Good luck.
Baleog also developed a new Bear Armor set bonus.
- Bear Armor now spawns a Bear Trap when the player performs a perfect dodge
Start Temples
- Krewe’s Welcome Center is now automatically spawned on new Enigma Worlds
- Thanks Krewe for building the wonderful Gazebo, the Gazebo is what gave me the teleportation idea!
- Each world now has 3 Start Temples, blue, green, and red
- Start Temples spawn away from the world center
- Most Start Temples spawn within sight of Swamps and Plains
- This gives new players more biome diversity and a better chance of finding an area they can get started in
- Players can teleport between the 3 Start Temples by standing in the exact center
- The commands
/say red/say blueand/say greencan be used - These commands only work at Start Temples
- Players can no longer build workbenches within 200 meters of a Start Temple
- This prevents players from crowding the Starting Area with buildings and instances
- The goal is to keep Start Temples feeling fresh for new players, especially on servers with player history
- New players often judge a server by the first thing they see, so this helps keep the first impression cleaner
Stone Circle Rifts
- Fixed the problem that made Stone Circle Rifts link to the nearest Stone Circle
- Stone Circles now link to other Stone Circles at least 7000 meters away
- This restores the original intention that Stone Circles can teleport the player to distant lands
Central Meadows Rework
- The Central Meadows has been reworked
- Central Meadows means Meadows within 1500 meters of the world center
- The Central Meadows had been mostly unused because Start Temples usually spawn around 3000 meters from the center
- This update adds convenience and QoL features to give players reasons to use the center of the world
- Added Crashed Crystals
- Each world now has 3-5 Crashed Crystals in the Central Meadows
- Crashed Crystals link the Central Meadows to the World Serpent Teleport system
- Players can use
/say ride cfrom the World Serpent to travel to the Central Meadows - The Central Meadows teleport is only available to players who are on the World Serpent or at a Crashed Crystal site
- When teleporting from the World Serpent to the center, players are sent to the closest Crashed Crystal
- This means the Central Meadows destination can change depending on where the player is on the World Serpent
- The lore logic is that when the World Serpent rose, its magical crystals were thrown into the air and some landed in the center of the world
- Because the Crashed Crystals are part of the World Serpent, players can use their magic to travel between the center and the edge of the world
- This was carefully designed to fit into Noportal without completely ruining Noportal
- Most of the world still cannot be teleported through
- Teleporting is limited to specific regions, creating paths of least resistance for building and travel
- This helps Enigma influence players to build in areas that are better for server health without damaging the main play area
Hearth System
- Added the Hearth system
- Players can now set one designated hearth spot
- Players can return to their hearth once every 2 hours with
/say hearth - Hearths only work on Floating Islands or the World Serpent
- Each player can only have one hearth at a time
- Setting a hearth costs 9 full stacks of coin
- To get started, build a private chest on the World Serpent or on a Floating Island and use
/say hearth - The design goal is to make players more willing to go on long adventures
- Players often avoid exploring far away because they are worried about losing everything and needing to recover their body
- Hearthstone gives players a rare escape option without allowing full portal freedom
- The 2 hour timer means it is a safety tool, not a normal travel system
- This is part of the larger strategy to make building on the World Serpent ideal for players
Central Graveyard
- Added the Central Graveyard
- Every new Enigma world now has one Central Graveyard
- This uses the recent
pregenerate: truefeature in EWP - The Central Graveyard is located near the Central Meadows
- Players will usually discover it later in the playthrough after activating the World Serpent
- Players can still find it early if they travel to the center of the world
- For most singleplayer worlds it will be mostly empty
- On servers, the Central Graveyard will slowly become populated over time
- The graveyard displays mannequins of players, showing their names, gear, and death counts
- This gives servers a visible history that players can visit later
- The Central Graveyard only exists on Enigma worlds created with 2.4.0 or later
- Worlds created before 2.4.0 will not have a Central Graveyard
Konar Locations
- Made Konar locations slightly more common on the world map
- Added 5 guaranteed Konar locations
- 4 guaranteed Konar locations are on the World Serpent
- These are near the east, west, north, and south World Serpent teleport areas
- Added 1 guaranteed Konar location in the Central Meadows
- This should make it much easier for players to find Slayer Master Konar and start Slayer
- Crashed Crystals can help players reach the Central Meadows region where one Konar location is guaranteed
Slayer Tasks
- Slayer is now easier to start because of the new guaranteed Konar locations
- Once players find Slayer Master Konar they can start participating in Slayer
- Slayer tasks players with hunting specific monsters while using specific gear
- The design goal is to encourage players to try weapons and playstyles they would not normally use
- Build a pile of coins at Slayer Master Konar to get started
- Konar will assign a task
- Players can complete the task to earn coins and Slayer Keys
- Players can also pay double to replace their current task with a new one
- Players are not required to complete every task
- If a player completes a task, the next task cost goes back down to 1 coin pile
- While on task, task monsters can drop coins and Slayer Keys
- Slayer Keys can be turned in to Slayer Master Konar for guaranteed rewards
- Rewards usually include valuable metals, coins, and building supplies
- Each Slayer Key also has a chance to give a Unique reward
- The Unique chance from Slayer Keys is now 1/40 per key
- Slayer Keys remain the most viable long term way to get Uniques
- There is now a wider variety of possible quantity outcomes for each task (added 1.5x, 2x, and 5x variants)
- Adjusted the base task amount for certain Slayer Tasks based on player feedback
- Easy tasks now have a lower rate for slayer keys
- Hard tasks now have a much higher rate for slayer keys
Slayer Lords
- While on task, Slayer Lords and Super Slayer Lords can sometimes spawn
- These are very powerful versions of the monster that triggered them
- The player must kill the Slayer Lord without a nearby player dying
- If the player succeeds, the Slayer Lord drops guaranteed Slayer Keys
Uniques and Ubers
- The Unique playtesting phase is over
- Uniques have been moved to their real gameplay rates
- Uniques are incredibly powerful and can sometimes break progression if found too early
- This means they need to be very rare
- Ubers now drop Uniques 10% of the time instead of 100% of the time
- This allows players to experience the fun of fighting Ubers more often without one lucky kill completely ruining power progression
- Slayer Key turn ins remain the most reliable long term way to get Uniques
- Slayer Keys now have a 1/40 chance per key to give a Unique
- Dyrnwyn parts have the highest Unique chance
- A fully assembled Dyrnwyn has a higher chance than the sum of its individual parts
- This makes completed Dyrnwyn turn ins the best Unique chance
- However, Slayer Keys are more plentiful and will usually be the better long term option
Dyrnwyn Location Changes
- Dyrnwyn locations no longer reset all at once
- Dyrnwyn locations are not included in the normal weekly reset
- Instead, each Dyrnwyn location has a chance to refresh every couple of hours
- When a Dyrnwyn location refreshes, the server shows the message
A sudden mysterious feeling... 🗡️ - This means somewhere in the world, a Dyrnwyn location just reset
- Players will not know which one reset, so they must check
- This replaces the old system where all Dyrnwyn locations reset at the same time
- The goal is to reduce playgroup tension caused by one player taking all Dyrnwyn locations after a reset
- This gives players at different times of day a chance to find Dyrnwyn locations, even on crowded servers
Swap Traders (Thanks GIVEMEACID for the inspiration!)
- Added new Weapon Traders and Armor Traders
- Weapon Traders and Armor Traders are RNG swap traders
- When a Weapon Trader spawns, it randomly selects one weapon it wants and one weapon it gives
- When an Armor Trader spawns, it randomly selects one armor piece it wants and one armor piece it gives
- Some trades are great
- Some trades are pointless
- It is RNG
- A trader might offer an Iron Sword for a Bronze Sword
- A trader might also offer the reverse
- Added new at-sea trader locations
- Players can now find occasional Longships and Drakkars in the Ashlands populated with Dvergr Weapon Traders and Dvergr Armor Traders
- These Dvergr are specially scripted
- If their boat is destroyed, they go with it
- Bonemaws can destroy these boats
- Weapon Traders and Armor Traders can also populate the Central Meadows
- They also have a small chance to spawn in locations anywhere in the world
- These traders are not as strong as Cointraders
- They are prone to getting killed by monsters if players do not protect them
Dvergr Boat Jumping
- Added new Dvergr boat behavior
- Dvergr can now “get into” nearby boats
- This happens when a Dvergr is swimming or gets into water near a boat
- This applies to all types of Dvergr
- This makes it much easier to move Dvergr
- This also allows players to do lots of crazy stuff
- I bet people will have fun with this one
- Be careful in multiplayer I doubt 2 people can have a good time with 30 dvergr in a boat
World Changes
- Reduced density of Dvergr Harbours in Swamps, Plains, and Black Forest
- Added clusters of smaller fir trees in Black Forest
- Added clusters of large pine trees in Black Forest
- Increased rates of bushes in Plains
Deep North Preparation
- I have analyzed as much publicly available Deep North information as I can so Enigma can be ready for Valheim 1.0
- I expect Enigma to be available for Deep North Valheim within 48 hours of Jere updating Expand World Prefabs for Valheim 1.0
- I expect to have Enigma Deep North running within 1 week of the Deep North launch
- That being said, I expect most players will want to play pure Vanilla Deep North first
- I expect interest in Enigma Mode Deep North to grow once players are bored of Vanilla
- Many Deep North preparation changes have already been made based on the available information
- Deep North looks like an awesome experience
- I am really proud of what Iron Gate has done
- I especially expect things like the Grappling Hook to be adored by players
- Deep North is absolutely enormous and gives Enigma a whole new area to play in
Deep North Design Direction
- The development mentality for Enigma Deep North is to preserve the vibes of Deep North
- Most vegetation and location generation should be left alone
- The focus will be making monsters powerful enough to hold up to Enigma Mode
- Players will be encouraged to use the World Serpent as an access mechanism to Deep North
- Players can build bases in the safety of the World Serpent and drop down into Deep North to explore
- The new Hearthstone system is designed to support this gameplay loop
- This allows players to build huge laggy bases on the World Serpent without sacrificing the playability and performance of Deep North itself
- This same strategy can be used for Ashlands with the South World Serpent
- It can also be used for Deep North, Mistlands, Black Forest, and sometimes Mountains with the East and West World Serpent
Misc
- Odin and Ancient Seed vegetation add commands no longer trigger in Swamp
- This prevents overspawning of invincible trees players can’t remove
- Fixed an issue causing World Serpent
/say rideteleports to not go to the current location if you are within 100 meters of it - Fixed an issue causing Ancient Seed regrowth to trigger an extra regrowth for every ancient seed prefab in the loaded area
- Uber monsters now drop 5 guarenteed Slayer Keys per kill
- Players can now use command
/say rollto roll a random number from 1 to 100 in chat
2.3.9 Deep North Preparation & Feedback Patch VIII
This patch continues the playtesting feedback changes and starts to prepare for the Deep North update!
Easier Start
- Eikthyr Boss Temples are now next to the Start Temples on most seeds
- This allows players faster access to the bosschest introduction
- Removed a lot of the nonsense messages in the tip shouter
Navigation
- Players can use
/say northto see where North is - Stability Skulls in the enigma paths now look north to help players navigate
- Player spawned stability skulls also look north
Bubble Blocks
- Perfect Dodges now activates the bubble block mechanic
Cointrader Adjustments
- Cointrader offers for individual items are now better
- Instead of being level 1 the items are rolled usually from level 2 to level 12
- Ashlands items are rolled from level 2 to level 8
- Some items are rolled higher
Uniques Adjustments
- Dvergr now occasionally hint to the player where to get Uniques
- Players can sell uniques they dont want to Dvergr for 10,000 coins each
- Uniques are no longer stolen by Gluttons
- Uniques are no longer lootable by Dvergr
- Leviathan Line is now associated with Greydwarf Shaman instead of Greydwarf
- Staff of the World Tree is now lvl 80 and associated with Charred Mage instead of Greydwarf Shaman
- Treefellers are now associated with Troll instead of Greydwarf
- Glint is now associated with Poison Skeleton instead of Skeleton and its trigger rate is tripled
- Old Centurian is now associated with Wraith instead of Skeleton
- Fenrirs Fang is now associated with Fenring instead of Wolf
- Frostfang Chest is now associated with Fenring instead of Wolf
- A Close Call is now associated with Lox instead of Deathsquito
- The Last Point is now associated with Vile insead of Deathsquito and its trigger rate is 10x
Uber Monster Adjustments
- Uber Monsters can kill cointraders if they get within 6 meters
- Uber Monsters cannot be triggered until the player has made one empowering attempt since this update
- Uber Monsters are now healed when a monster dies nearby equal to that monsters health
- A little monster absorbed text shows up to indicate this to players
- Uber Monsters no longer fight other Uber Monsters
- Uber Monsters must be killed within 30 minutes of spawning
- Wolves Greydwarves Greyling Boar and Skeleton no longer trigger biome Uber Spawns
New Mechanic: Lethal Wounds
- Certain high level monsters signature attacks have lethal hitboxes
- If the player is in the lethal zone 2 seconds after they die
- The Lethal Attack shows a red bloodspurt to telegraph the 2 second window to escape
- This Lethal Wound only triggers if the player is withing a few meters of the monster when it uses a signature attack
- It is only intended for the largest and scariest of monsters
- The philosophy of this nurture fear in the player's hearts
- Its gonna help make the Deep North feel more EPIC
- Lethal Attacks from tamed monsters kill monsters instead of players
Monster Changes
- Stone Golems no longer die instantly from Fire Arrows
- Ticks now have a chance to give you parasites if they latch onto you
- Troll Overhead Vertical Log Swing is a lethal attack
- Abomination Full Body Groundslam is a lethal attack (when it lifts its main trunk and slams it into ground)
- Seeker Soldier Headbutt Attack is a lethal attack
- Bonemaw projectile explosion is a lethal attack if it hits directly
- Morgen bite is a lethal attack
- Gjall now have an attack that produces Mist
- Gjall can now see through Mist
- Gjall projectiles are now lethal zone hits if
- Valkyrie can no longer entangle
- Valkyrie projectiles are are now lethal zone hits if direct
- Valkyrie spin attacks are now lethal zone hits if player is too close (2 meters)
- Players are told which attack caused the lethal wound in chat as they die
Fish
- There are now rare lvl 12 fish
- These fish sell for 10000 coins to a FishMonger
- These lvl 12 fish are no longer removed "for being too powerful"
Misc
- Dvergr Foreman can buy metal bars again
- Dvergr can now buy Chitin for 999 coins per stack of 50
- Fixed Eikthyr Chest first reward to give 10 Hard Antlers instead of 1
- Fixed Deer and Hare slayer tasks
- Shooing Dvergr now shared once per 2 hour cooldown with Cointrader completions
- Play produced items should get converted less often on the World Serpent
- The limit of Forks has been increased to 1 every 500 meters up from 300 meters
- This is to reduce path clutter
- Mastercraft Keys no longer activate if near an itemstand
- Assassin types no longer spawn in dungeon layer
- Serpent Eye mistiles are now 1/3 the speed as before
- Reduced the possible types of location that the Enigma Pather can remove
- Added an altitude filter to prevent islands from being removed
- Fixed an issue where Gemstone Fuel triggers the wrong type occasionally
2.3.7 Uber Monsters & Feedback Patch VII
Uber Monsters
- Uniques now drop from Uber Monsters instead of dropping directly
- The Uber Monster a powerful variant of the monster that triggered it
- If the player kills the Uber Monster then they get a guarenteed Unique
- The Uber Monster vanishes if one player dies near it
- The chance for an Uber Monster to spawn is aprx 1/1000 per kill
- Uber Monsters are rare events intended to happen while players do other things
- Slayer Keys remain the most reliable way to acquire Uniques
New "less help" toggle
- Enigma has some automatic on screen messages that are only necessary in the beginning
- The messages become annoying
- Players can type
/say lesshelpto disable the automatic on screen messages - This prevents the messages about Bosschests from showing up near Start Temples
- This prevents the messages about removing Bossstones from showing up when you walk near one
- This prevents the player from seeing the free boat prompt near water
- Players can type
/say morehelpto enable those auto messages
Slayer Adjustments
- Added "Pair of Slayer Keys" as possible reward from chest
- Replaced Corewood chest with "unlucky chest"
Blocked Ravines
- Players can use
/say clearpathin mountains - It must be at least 15 meters within an existing cleared area
- Use these sparingly because the path already makes too many of
Tombstone Conversion
- Player tombstones eventually become cargocrates to encourage looting them
- After 3-5 days of uptime the tombstone becomes a cargocrate
- This telegraphs to other players it is acceptable to take the loot
Misc
- The new year now adjusts plants growth data and smelter timers correctly
- Previously it was setting a static time instead of reducing the time each year
- Uber Monsters, Slayer Lords, and Super Slayer Lords no longer get behavior affix
- Fixed the issue where uniques are lost if they end up in a player tombstone
2.3.6
Uniques & Slayer Overhaul Playtesting & Feedback Patch VI
This is a significant patch that adjusts World Generation. For best results you should make a new world, though it is not required. Implemented over 90 Uniques. Weapons, Armor, and Tools designed to make the Enigma Experience more enjoyable. Uniques are an alternative to empowering to obtain the most powerful gear. It also dramatically increases the speed of single player world generation, thanks to ZeuS's LPA.
New World Generation
- Enigma now creates 3 Start Temples on most seeds
- World Generation now takes 40 seconds instead of 15 minutes thanks to LPA. Faster if you have many core CPU.
- Learn more about Location Placement Accelerator by ZeuS here https://thunderstore.io/c/valheim/p/NickPappas/Location_Placement_Accelerator/
- These changes only apply to newly created Enigma worlds after this patch
Vegetation tweaks
- There is now more flint
- There are more Birch Trees in meadows
- There are less blueberry and raspberry bushes
New Uniques
- There are over 90 Unique weapons and armor to seek out
- Uniques are the most powerful gear in Enigma, capable of challenging some of the Forsaken.
- Roughly equal in power to the strongest Empowered Gear
- There are currently 45 Unique Armors, 42 Unique Weapons, and 7 Unique Tools
- There are 4 methods to obtain Uniques. By slayer, by biome, by monster, and by crafting Dyrnwyn
Uniques from Slayer
- The most reliable way to aquire Uniques is completing Slayer Tasks from Konar
- Each Slayer Key you turn into the Slayer Chest has a 1 in 20 chance to reward a Unique
- Slayer Keys have a chance to drop from monsters while you are completing tasks
- Build a pile of 999 coins in front of Konar in her home to get started.
- You do not need to complete your task to purchase a new one.
Uniques from other methods
- While slayer is the reliable way to obtain Uniques, it is possible to aquire them in other ways
- Each biome has certain Uniques that killed monsters can drop.
- Each unique has a chance to drop from a specific monster.
- You can find Dyrnwyn pieces and turn them in as if they were slayer keys
- Alternatively you can craft full Dyrnwyns for better chances at uniques
Slayer Changes
- Increased drop rate of Slayer Keys while on task
- The Slayer Chest has one slot to prevent confusion
- Slayer Key rewards now spawn in a designated CargoCrate to make moving the rewards easier
- Slayer Key rewards now grant 2 or 3 times as much per turn in than before
- Added 5% chance on Slayer Key turn-in to get a Unique
- Removed the "inner world" and "outer world" slayer variants because they dont work well in nomap
- Buffed Slayer Lords
- Konar now considers Slayer Sword a 2 handed sword
- Players can turn in Dyrnwyn Fragments in lieu of Slayer Keys for the same rewards
- Players can turn in a completed Dyrnwyn for increased chance of getting a unique
Player Spawn Staircases
- Players can create full staircases on Enigma paths with
/say makestairs - The staircase must be at least 200 meters from an existing staircase
- Old spiral stairs summoned with coin stack removed
Old tombstones become Forgotten Loot
- If a player does not loot their tombstone after an extended period of time it converts into a cargocrate
- This is done to incentivize other players to take the loot
- Otherwise many players will not loot from another players tombstone even if it was from months ago.
- Thanks DhakhaR for making the script!
World Serpent Biome adjustments
- There is now a system to respawn World Serpent Cointraders and Chests
- The system only takes effect if there are no cointraders present in a 120 meter area on the World Serpent
- There is now terrain in some parts of the World Serpent
- Terrain in the Mistlands, Black Forest, etc
- The terrain spawns monsters based on current biome
- Clear the terrain and build if you want
Ocean Changes
- Reduced chance of Ocean Wraith ecnounter by 2x
- Reduced chance of Scurvy Bat encounter by 3x
- There are now 3 distinct "teams" in the Enigma Ocean
- Players, Sea Monsters, and Bonemaw
- Sea Monsters includes Wraiths, Bats, and regular Serpents
- This means normal Serpents will no longer fight Ocean Wraiths
- Bonemaw still fight everything
Player Death Memorials
- A memorial spawns when the player dies
- The memorial becomes more ellaborate the more the player dies up to 1000 deaths
- Your memorial is usually located nearby your first or second death on the server
- Find your memorial with
/say mymemorial
Elemental Bolts
- 3 of the Crossbow Bolt Ammunitions now have powerful aoe damage similar to existing elemental arrows
- Iron Bolts spawn a lightning explosion
- Blackmetal Bolts create spots of burning green fire
- Carapace Bolts create powerful chain lightning
- You are not immune to the consequences of shooting these bolts
- Bone bolts are tradeable for other bolts as described below
- Charred Bolts remain untouched to give players a powerful non explosive option
Bolt Trades
- Dvergr now have bolt Trades that changes by biome
- Give any Dvergr 100 Bone Bolts or a lesser Bolt to upgrade them
- Grants Iron Bolts in Meadows, Black Forest
- Grants Blackmetal Bolts in Mountains, Swamps
- Grants Carapace Bolts in Ocean, Plains
- Grants Charred Bolts in Mistlands, AshLands
Missile Trades
- Dvergr now have Turret Missile trades
- Give any Dvergr 100 Wooden Missiles or a lesser Missile to to upgrade them
- Grants Blackmetal Missiles in Meadows, Black Forest, Ocean, Mountains, Swamps, Plains
- Grants Flametal Missiles in Mistlands, AshLands
Arrow Trades
- Arrow trades now work with all lesser tiers instead of just wooden and flint arrows
- 100 lesser arrows to Bronze Arrows at a Meadows Trader
- 100 lesser arrows to Iron Arrows at a Swamp Trader
- 100 lesser arrows to Obsidian Arrows at a Mountain Trader
- 100 lesser arrows to Obsidian Arrows at a Plains Trader
- 100 lesser arrows to Carapace Arrows at a Mistlands Trader
- 100 lesser arrows to Charred Arrows at an Ashlands Trader
Starting Cart changes
- Added more filtering to the starting cart that is granted once per character
- The starting cart will not spawn if there is one cart within 32 meters when the player logs in
- The starting cart will not spawn if there is one built object within 4 meters of the player when they log in or join
Misc
- Players can remove parts of Enigma Paths with
/say weaken - Adjusted the build mode and power on and off to be more obvious for Conveyors
- Added missing destroy on empty to loot crates
- Fixed missing Ashwood fallback message
- Reduced teleport distance for carts and mounts to 5 meters
- Battleaxes now give the hasty mead movement increase when you kill an enemy with one
- Asksvin Mounts now have a 10 meter aggro range to reduce them running off
- This doesnt apply to the Battling Asksvin
- Added missing empower attempt shouter for higher level items (Thanks Erik)
- Serpents and Bonemaw are removed if they bite a player who wears a Flametal Helmet
- Fixed Cointrader 2 hour cooldown not working
- Throttled the shouter for player temper messages
- Switched Muckshake drop in BlackForest to Onion Soup
- Added valuegroups so Fish names return properly when empowered
- Added missing Gierrhafa value entry
- Added DhakhaR's fix for Dvergr Harbor Ramp pieces going up instead of down
- Fixed Dvergr Spicedealers now they give you spice instead of stealing from you
- Assassins that are loyal to the player no longer warn players of their presence
- Specialist Dvergr should now be immune to behavior variants, tough, and empower
- Tombstone Recall Skulls no longer spawn if the player is close to a Boat
- Wooden Spears now grant Corpse Run and are destroyed on each throw
- Made Tar Pits more interesting
- Enigma Tribute Stops can no longer occur above a Trader (which blocks making a coin pile)
- Players who complete the Elder bosschest may use the Trollstav on the server
- The server will still steal the Trollstav if you throw it in openworld
- Cointrader Jewelers now give the correct 120 Rubies instead of 60
- Smouldering Tombs now have some Charred Monsters and are a source of Metal Scraps
Mastercrafted Items Rework
- I had to reduce the capacity of certain Mastercrafted items because Valheim has issues saving if the smelter or kiln has more than 100 items fields
- The true limit for any smelter ore object in Valheim is 90 or so. I have updated all of the Mastercrafted Units accordingly.
- You can restore any credits you lost by editing your ewp_data.yaml file (this is your enigma's local memory)
- Youll see the name of the credit you had before with a value of 0. Set it to 1 to grant yourself 1 credit.
- The next Mastercrafted Unit you build will use the corrected modern data.
- When possible I compensated for this by increasing the speed the Mastercrafted unit generates the resource
Dvergr Behavior Changes
- The Dvergr do not like it when you kill them.
- Do not be around dying Dvergr too much...
- They might brand you a Dvergr Killer.
List of changed Mastercrafted Objects
- "Mastercrafted Kiln" now has 90 slots and produces 3x faster
- "Mastercrafted Fermenter" now produces in 1 minute instead of 5
- "Mastercrafted BlackCorefueled Refinery" now has 90 slots and produces every 3 seconds
- "Mastercrafted SpeedMill" now has 90 slots and produces every 2 seconds roughly
- "Mastercrafted Spinning Wheel" now has 90 slots and produces every 2 seconds
- Other variants of spinning wheel removed
- "Mastercrafted Smelter" now has 90 Ore slots and 360 Wood slots and produces once every 10 seconds
- Other variants of smelter removed
- "Mastercrafted Wood Blasting Furnace" now has 360 Wood slots and 90 Ore slots and produces 1 per 6 seconds
- "Mastercrafted Surtling Core Blasting Furnace" now has 120 Surtling Core slots and 90 Ore slots and produces 1 per 3 seconds
