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JPValheim-Enigma_Mode-3.0.3 icon

Enigma Mode

💀 Flat Valheim Rework · Crossplay Compatible if on a Server 💀

Date uploaded 3 days ago
Version 3.0.3
Download link JPValheim-Enigma_Mode-3.0.3.zip
Downloads 39
Dependency string JPValheim-Enigma_Mode-3.0.3

This mod requires the following mods to function

denikson-BepInExPack_Valheim-5.4.2333 icon
denikson-BepInExPack_Valheim

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

Preferred version: 5.4.2333
ValheimModding-YamlDotNet-16.3.1 icon
ValheimModding-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: 16.3.1
JereKuusela-Expand_World_Prefabs-1.58.0 icon
JereKuusela-Expand_World_Prefabs

Allows creating rules for objects being spawned, destroyed and more.

Preferred version: 1.58.0
JereKuusela-Expand_World_Data-1.69.0 icon
JereKuusela-Expand_World_Data

Allows adding new biomes and changing most of the world generation.

Preferred version: 1.69.0
JereKuusela-Server_devcommands-1.108.0 icon
JereKuusela-Server_devcommands

Enables devcommands and utilities for server admins.

Preferred version: 1.108.0
JereKuusela-Upgrade_World-1.80.0 icon
JereKuusela-Upgrade_World

A tool which can add new content to already explored areas.

Preferred version: 1.80.0
JereKuusela-World_Edit_Commands-1.72.0 icon
JereKuusela-World_Edit_Commands

Adds new client side commands for advanced world editing.

Preferred version: 1.72.0

README

Enigma Mode

Valheim with Flat Progression

Enigma can run on your Valheim client on PC. It also can run server-side and supports crossplay. Players joining an Enigma server do not need client mods. This is how xbox and other crossplay players can play on Enigma servers if crossplay is enabled.


Start Here

This 15-minute guide explains the beginning without spoiling the wider world.

Make Valheim Feel Unknown Again | Start Playing Enigma

You do not need to learn every mechanic before playing. Important mechanics explain themselves when you reach them.


⚠️ Updating to Enigma 3.0.3 ⚠️

Enigma 3.0.3 is a major update. Do not install it over an older Enigma setup without deleting the previous files.

  1. Stop the game or server.
  2. Find BepInEx/config/expand_world/ewp_data.yaml.
  3. Copy ewp_data.yaml somewhere outside BepInEx/config.
  4. Delete only the old Enigma folders at BepInEx/config/data, BepInEx/config/expand_world, and BepInEx/config/PlanBuild.
  5. Copy the new package folders data, expand_world, and PlanBuild into BepInEx/config.
  6. Copy your saved ewp_data.yaml back to BepInEx/config/expand_world/ewp_data.yaml.
  7. Remove the Cron Job mod. Enigma now runs all scheduled features through Expand World Prefabs.

ewp_data.yaml contains the Enigma progression for the world and its characters. Back it up before deleting anything.


Bosschests Replace Boss Progression

Bosschests are the main Enigma progression path.

Each Forsaken altar has a Bosschest with three challenges. The challenges ask for materials from different parts of the world. Completing them grants resources, permanent perks, and new abilities.

Bosschests can be completed in any order.

The Forsaken are still present. They are built as endgame fights and will overwhelm most early characters.


Keep One Main Base

Valheim often leaves players with several abandoned bases as progression moves outward. Enigma makes it easier to maintain one important home while still using the whole world.

Rifts and other earned travel systems connect distant experiences as you progress. Enigma Paths provide direction in a Nomap world.

Three core player tools remove much of the friction from building and carrying supplies across Enigma:

  • Builder's Refuge — use /say refuge twice to create a protected remote building area.
  • Deposit Box — /say box summons a portable personal 4Ă—8 chest. Its 32 slots effectively double normal character storage.
  • Pocket Dimension — use /say pocket twice to enter a private building and storage space outside the normal world.

Other player tools extend the same freedom:

  • SaGarren's Lifts — use /say lift to summon a standard lift or /say liftbig for a 4Ă—4 lift. Use /say 1 through /say 6 nearby to choose a floor.
  • CargoCrates — use /say crate or /say full to summon one for large rewards and dungeon cargo without filling the player's inventory.
  • Blueprints — use /say blueprint NAME twice to save a large owned structure, /say blueprint place NAME twice to rebuild it, and /say blueprints to list saved designs.

You still travel but will be able to spend less time hauling the same items and rebuilding the same base.


More Reasons to Revisit the World

Old biomes and locations stay useful.

  • Trees, rocks, metals, dungeons, and other world resources can return.
  • Dungeons and camps have more monster variety and can react to player activity.
  • Slayer Tasks create repeatable combat goals.
  • Trophies can be sold, mounted, used in raids, or committed to player Arenas.
  • Gemstones can improve equipment, reset dungeons, or permanently fuel supported fires.
  • Old equipment and extra materials can be sold instead of discarded.

Enigma gives familiar Valheim items more than one purpose.


Equipment Does Not End at Crafting

You can keep improving a favorite weapon instead of replacing it once and forgetting it.

  • Tempering adds durability at low risk.
  • Empowering gambles the item for a major increase in power.
  • Strengthening uses gemstones to bring eligible equipment to level 4.

These systems create more reasons to gather materials, craft another weapon, and return to older regions.


Dvergr Trade and Services

Dvergr appear throughout Enigma as traders, specialists, and local protection.

They buy surplus gear, food, fish, trophies, and resources. Some sell building materials or provide equipment services. Chefs help with cooking. Blacksmiths handle Tempering, Empowering, and Strengthening.

Dvergr have names and clans. Their professions and locations affect what they do.

How players treat them matters.


Building Is Progression

Enigma gives builders useful progression before the final Bosschests.

Building activity raises a persistent Builder Rank. Higher ranks place stronger structures and unlock tools such as Ultrabenches and Blueprints.

Builder's Bunkers provide a quick protected base. Building modes unlock pieces that are normally unavailable. Visual Wards can be used without locking nearby containers and doors.

Builders progress by building.


Dungeons, Camps, and Monsters

Enigma changes the population and behavior of familiar locations.

Dungeons can contain unexpected enemies and later reinforcements. Camps have broader monster pools. Some creatures receive behaviors such as Sapper, Glutton, Tough, Empowered, or Weeping.

The result is less predictable than vanilla Valheim. A familiar location may not play the same way twice.


Paths, Floating Islands, and the World Edge

Enigma Paths give players a shared direction without restoring the normal map-and-portal loop.

The paths extend as the world is explored. They reach distant biomes, the World Serpent, Floating Islands, and routes beyond the normal world edge.

Players leave behind useful roads and connections for everyone who arrives later.


Larger Systems

Some Enigma mechanics take longer to find or require more preparation:

  • Build a player Arena and turn monster trophies into staged fights.
  • Follow Sky Paths through locations above and beyond the normal world.
  • Complete persistent quests tied to trade, death, exploration, and old landmarks.
  • Discover Trinket Game Modes that change monster or world behavior.
  • Reach Townfall, a long town-defense challenge built around Moder's altar.

These systems are part of Enigma, but they are not required reading for a new player.


What to Expect

  • Flat progression instead of a fixed boss-to-biome order
  • Bosschests as the main progression path
  • Forsaken as endgame fights
  • Earlier access to metals, building pieces, and crafting facilities
  • Nomap and noportal travel supported by paths, Rifts, and earned travel tools
  • A practical way to keep one main base
  • More storage and safer item recovery
  • Reusable dungeons, resources, equipment, and trophies
  • Dvergr trade and specialist services
  • Builder progression and movable structures
  • Solo, private-server, and long-running multiplayer support
  • Server-side delivery with no required client mods

Enigma Mode QoL

Enigma Mode QoL is the recommended client-side companion pack to play Enigma Mode with.

It adds extra slots, quickslots, craft-from-chests, first person, a quieter HUD, and Cartography Table map access. It does not add Enigma progression or change server rules.

Enigma Mode QoL on Thunderstore

The QoL pack also configures access to the public Enigma server, Islands of Magic.


Play on Islands of Magic

Islands of Magic is the public Enigma development and playtesting server.

Character progression is individual. You can join an established world, leave, and return later without needing to follow the progress of another group.

Talk to other Enigma Valheimers here at The Poolside community Discord.


Development and Credits

Enigma Mode is an open-source project managed by JPValheim.

It would not be possible without Jere, Raaka, Dhakhar, Zeall, CaptainCrumbs, SplashOPain, Teenzie, Leftaf, StarDancer, Haloa, Fire, GeriAtiric, Panand, AlexWho, Erik, Baleog, Shinuii, Ping, ConSeannery, Naoima, Nars, Rose, Indexx, Reapersix01, Fischmaster, MDMchan, Cavalier, Relic, Frank from ZAP, Maxime, Krewe, Rayuzanda, VassagoTemplarus, DrDank, Zeus, Ashenius, the modders Azumatt, Shudnal, TheJotunnTeam, and more than 200 playtesters since January 2024.

Learn more through the Valheim scripting series on YouTube.

CHANGELOG

3.0.3 — “Miracle Playtesting”

Enigma 3.0.3 is the first response to public playtesting on Islands of Magic.


Lethal Wounds Still Hurt But They Are No Longer Death Sentences

Lethal Wounds were a little too lethal. They still strike directly through armor and protective bubbles, so standing beside one of these monsters remains a terrible idea, but a healthy Viking can now survive the warning and retreat.

  • Troll: 50 direct damage
  • Abomination: 65 direct damage
  • Stone Golem: 80 direct damage
  • Goblin Brute: 100 direct damage
  • Seeker Soldier: 125 direct damage
  • Gjall: 145 direct damage
  • Bonemaw: 170 direct damage
  • Fallen Valkyrie: 185 direct damage
  • Morgen: 200 direct damage

The lesson is no longer “you were close, so you died.” It is “that blow ignored everything protecting you—back away before another one lands.”


Player Avengers

A protective Dvergr now spawns if an early threat kills you in the Meadows.

  • It attacks the danger around the player’s tombstone.
  • It recognizes its avengee when that player returns.
  • It notices whether the tombstone is still waiting or has already been recovered.
  • Its dialogue can remember the player, the fallen grave, and the creature that brought it into the story.

This makes Meadows protection visible and personal more tied to Dvergr.


More Room to Build in Peace

Builder’s Refuges are now easier to understand and more flexible to shape. Every account receives three Refuge credits, and every active generator occupies one of those three slots—whether it begins a new sanctuary or expands an existing one.

  • Use /say refuge twice to place a generator.
  • Every generator costs one Refuge credit.
  • A generator within 40 metres of an active Refuge is treated as an expansion.
  • An expansion spends a credit but does not begin another cooldown.
  • A separate Refuge spends a credit and begins the one-hour cooldown.
  • One account can maintain three active generators total.
  • Use /say remove refuge twice beside your own generator to remove it and recover its credit.
  • Use /say myrefuge to point toward the nearest Refuge recorded for you.

This means you can build three separate sanctuaries, one large refuge made from three overlapping generators, or a mixture of both. Expansion changes the shape of the protection—not the number of generators you are allowed to own.


Fixed Ride the World Serpent

The World Serpent is once again a real travel network rather than a collection of hopeful coordinate guesses. A route now confirms that its physical destination exists before moving the traveller, so a broken segment fails safely instead of sending someone into nowhere.

  • Use /say ride n, ne, e, se, s, sw, w, or nw while the World Serpent is in sight to travel toward another hub.
  • Use /say ride c for the central Meadows route.
  • Use /say ride? to review the travel commands.
  • Nearby players, carts, and tamed creatures can travel with the caller.
  • The destination must answer before anything is moved.
  • If a route is missing or damaged, the player stays safely in place and receives an explanation.
  • Center crystals remember the serpent segment they found, making familiar routes easier to resolve again.
  • Use /say rise near the World Serpent to rise 100 metres and receive Slow Fall.

Find the serpent, gather the expedition close, call a direction, and let the enormous world-road carry everyone together.


Dvergr Deals and Slayer Work

Dvergr business now behaves more like a bargain and less like several scripts arguing over a coin pile. Lawful sales identify one item, one seller, and one peaceful buyer before committing the payment.

  • A nearby non-angry Dvergr accepts responsibility for the exact offered item.
  • The sale concludes only after the payout is committed.
  • The same item cannot be purchased twice by competing buyers.
  • A successful lawful sale can introduce the player to the Far Ledger at the Floor Trader Head Office.
  • Nearby buyers still offer the full local value; remote Ledger sales trade profit for convenience.

Konar has also stopped interpreting one payment as an application for several simultaneous careers.

  • Place a qualifying 999 Coin payment near Konar while standing nearby.
  • The payment is locked to that coin pile and that player.
  • Existing Slayer assignment data is cleared before the new work is selected.
  • One accepted payment produces one Slayer task.
  • The task still comes from Konar’s large pool of creatures, biomes, dungeons, and more demanding hunts.

Pay the hunter, receive one contract, and discover what terrible career decision you just purchased.


Strange Places Return

Several of Enigma’s stranger destinations can appear again, and the places outside the ordinary world feel less empty when players reach them. These are not merely corrected coordinates—they are locations with their own atmosphere, forests, and reasons to revisit them.

  • World generation can place five Crashed Crystal sites in the central Meadows.
  • A separate Crashed Crystal Holder variant supports the distant Gravebound Trial in the Mountains.
  • Newly created Pocket Dimensions grow a mixed forest of 180 trees drawn from six tree families.
  • Ocean Sky Path constellations form ten small islands with 60 trees shared across them.
  • Each Ocean island receives a random pairing of two different tree families.
  • Faint lights beneath the floating rocks make the constellation appear to be held aloft by something stranger than ordinary physics.
  • Ocean rocks and constellation pieces are staged as players explore instead of arriving as one abrupt burst.
  • Meadows protection relies more on visible local Dvergr and less on broad monster removal.

The result is a world where odd systems become places the player can actually discover: a mixed forest outside reality, a chain of impossible islands, or a Dvergr who appeared because somebody died.


Trinkets Announce Trouble

Enigma’s trinkets can dramatically rewrite the rules around their wearer. They now do a better job of introducing themselves before Trolls, poison, lightning, ghosts, or exploding chickens provide the practical demonstration.

  • Throw a crafted trinket into the world to give it its Enigma stamp.
  • Each stamp carries a quirky green inscription followed by a plain explanation of the effect.
  • The crafter identity is presented as Enigma, giving the inscription the appearance of a legitimate—and deeply irresponsible—artifact.
  • Equipping a trinket can warn its wearer what has just been enabled.
  • Warnings are limited so they teach the mechanic without becoming permanent screen clutter.

The trinket remains mysterious enough to be fun, but not so mysterious that the player cannot connect it to the disaster unfolding around them.


⚠️ Updating to Enigma 3.0.3

Enigma 3.0.3 reorganizes its configuration folders. Do not copy it over an older Enigma installation: files left in the old folders may continue running beside their replacements.

  1. Stop the game or server.
  2. Find BepInEx/config/expand_world/ewp_data.yaml.
  3. Copy ewp_data.yaml somewhere outside BepInEx/config.
  4. Delete only the old Enigma folders at BepInEx/config/data, BepInEx/config/expand_world, and BepInEx/config/PlanBuild.
  5. Copy the new data, expand_world, and PlanBuild folders into BepInEx/config.
  6. Restore the saved file to BepInEx/config/expand_world/ewp_data.yaml.

ewp_data.yaml contains Enigma’s saved world and character progression. Back it up before deleting anything.

Sorry for changing the folder structure again. I want to organize Enigma properly once, make it easier to understand, and then leave the layout alone.


3.0.2 — “Miracle”

Miracle is Enigma’s largest expansion of player freedom so far. It adds ways to carry storage, preserve builds, establish safe worksites, create private spaces, fight custom encounters, and follow strange routes across a Valheim world that still refuses to provide maps or ordinary portals.

The aim is flat progression: defeating bosses remains important, but discovering tools, professions, landmarks, and unusual world systems can change how you play long before the end.


Three Core Player Tools

Three commands form the practical heart of Miracle. Together they reduce inventory pressure, make distant worksites safer, and let an explorer maintain one important home without abandoning every expedition.

  • /say refuge creates a protected remote building area.
  • /say box summons portable personal storage.
  • /say pocket opens private building and storage space outside the ordinary world.

They are not minor conveniences. They are Enigma’s answer to playing Nomap and Noportal without making every new idea collapse under travel time and item management.


Bosschest Perks

Bosschests continue to provide the practical progression that ordinary Forsaken powers cannot. Miracle makes those rewards easier to recognize and gives dedicated builders a late-game ability worth chasing.

  • Progress and reward helpers provide clearer reminders about unlocked perks.
  • Fader’s Bosschest grants Freebuild.
  • /say freebuild creates a hidden Ultrabench beneath the player.
  • Freebuild has a ten-minute cooldown per account.
  • Builder Ranks can unlock automatic Ultrabench support earlier.

Completing a Bosschest is therefore more than checking off a biome—it can permanently widen what the character is able to do.


More Storage and One Main Base

Deposit Box

The Deposit Box gives every character a personal storehouse that can follow them across the world. It behaves like a second inventory screen without adding carried weight.

  • Use /say box to summon a personal 4Ă—8 chest.
  • Its 32 slots effectively double a normal character’s storage space.
  • Each character can have one active Deposit Box.
  • The box keeps a persistent character-bound identity.
  • It can be accessed wherever the character’s journey takes them.

Player Blueprints

Blueprints let a builder preserve a real structure, travel elsewhere, and rebuild it without surrendering the effort invested in the original. Large structures are recorded and restored gradually so a ten-thousand-piece hall does not attempt to exist in a single frame.

  • Use /say blueprint for an introduction.
  • Apprentice Builders can use /say blueprint NAME twice to save a nearby owned structure.
  • NAME can be any name the player chooses.
  • One Blueprint can contain up to 10,000 pieces.
  • /say blueprints lists saved structures.
  • /say blueprint place NAME twice rebuilds the structure at the new site.
  • Containers are excluded from Blueprint capture.

Blueprints make moving or repeating a major build possible without turning construction into disposable work.

Pocket Dimension

Every character can claim a private buildable zone outside the normal world. It can hold buildings and supplies, act as a travelling workshop, and provide a dependable space that does not require a conventional portal.

  • Use /say pocket twice to enter or leave.
  • Each character receives one Pocket Dimension.
  • Items may be carried inside and back out.
  • The ten-minute travel cooldown begins when the player enters.
  • Dying inside closes the visit but preserves the entry-time cooldown.
  • The player can return later to recover a tombstone left in the Pocket.

Cargo and Recovery

Cargo systems let players move more than will fit in their pockets, while locator tools make losing important objects less final.

  • Use /say crate or /say full to summon the same strong CargoCrate.
  • In a dungeon, walk away from a filled CargoCrate to send it to the owner’s Tombstone Recall Point outside.
  • Cargo instructions stay quiet when a crate is already nearby.
  • Dvergr Harbour cargo carts preserve their special identity instead of becoming ordinary player carts.
  • /say mybody and related locators project their directional arrow above the character while hiding the physical sign underground.
  • Tribute Capper signs update as tribute is added.
  • A completed Coin Capper removes its Coin Pile before replacing the supports beneath it.

Building Tools

Builder’s Refuge

Builder’s Refuges establish temporary peace around remote construction projects. Their shield removes nearby hostile creatures while leaving peaceful Dvergr and tamed companions alone.

  • Use /say refuge twice to create one.
  • In 3.0.2, each account can maintain two active Refuges.
  • Refuges cannot overlap or sit directly over major hostile camps and fortresses.
  • The generator can display a red, blue, or white shield.
  • Refuge color commands no longer trigger unrelated Welcome Center commands.
  • Strike the generator to turn its protection on or off.
  • Removing or accidentally losing an owned generator returns its credit.

SaGarren’s Lifts

SaGarren’s Lifts turn tall builds into usable spaces for people, carts, and cargo. New lifts begin modestly and can grow with the structure around them.

  • Use /say lift for a standard lift.
  • Use /say liftbig for a 4Ă—4 lift.
  • New lifts begin with three floors.
  • The original builder can use /say addfloor to extend the lift to six floors.
  • Use /say 1 through /say 6 within ten metres to call a destination.
  • Players, carts, and CargoCrates travel on the platform.
  • Use /say lift clear or /say liftbig clear to remove the corresponding lift.

Builder’s Bunkers

Builder’s Bunkers hide more utility inside their stone than their appearance suggests. They support serious construction while allowing the owner to selectively reshape the natural shell.

  • Bunkers include hidden Stonecutter and Forge support.
  • Bunker beds are protected.
  • /say weaken removes protection from bunker rocks and vegetation for twenty seconds.
  • The player can strike only the objects they actually want to remove.
  • Rocks fractured during that window remain destructible afterward.

Wards and Building Modes

Miracle opens architectural styles that normally belong to other inhabitants of Valheim, while keeping ownership protections around the conversion process.

  • /say ash, /say ashme, /say wood, and /say woodme convert owned building pieces.
  • Converted pieces do not refund materials.
  • Goblin and Dvergr building modes expose architecture normally unavailable to players.
  • /say ward converts a player-built Ward into a visual-only Ward with almost no protection radius.
  • Ward construction also introduces the existing Ward Bomb mining system.
  • Properly arranged Wards can break large metal deposits.
  • Ownership and anti-grief protections continue to apply.

Equipment, Trophies, and Gemstones

Trophy Uses

Trophies are no longer merely proof that something unfortunate met the player. Their tooltips point toward several systems that can turn old victories into money, allies, raids, or arena fights.

  • Trophies can be sold.
  • Exact quantities can summon hostile or loyal souls.
  • Mounted trophies can attract biome Trophy Raids.
  • Trophies can be loaded into player Arenas.
  • /say blockraids makes a nearby mounted trophy decorative.

Gemstone Uses

Red, blue, and green Ashlands gemstones now hint at uses beyond their ordinary recipes. They can restore exhausted places, improve equipment, or keep unusual flames alive.

  • Toss three gemstones at a dungeon entrance to reset it.
  • A constructed pile of 999 Coins can also reset a dungeon.
  • Dvergr Blacksmiths use gemstones for Strengthening.
  • A matching gemstone can permanently fuel a supported flame.

Dvergr Trade and Services

Names and Clans

Dvergr are treated as people with professions, homes, and reputations rather than interchangeable blue strangers. Their identities persist, and later transformations extend those identities instead of erasing them.

  • Every Dvergr receives a persistent name.
  • Known specialists keep an appropriate professional identity.
  • Other Dvergr receive a random full name and clan.
  • Territorial clans include Gjaldkyn, Glodaett, Sjoraett, Grundaett, Eldaett, Skiftkyn, Brotkyn, and Fardkyn.
  • Welcome Center traders, Slayer Master Konar, and other authored characters retain their intended names and functions.
  • Tough, Empowered, and similar variants add to an existing name instead of replacing it.

Dvergr in the Meadows

The starting region becomes safer through visible inhabitants rather than invisible suppression. More Dvergr specialists can appear in the Meadows, but the rules still guard against overcrowding and protect important authored characters.

  • Most Dvergr specialist families can appear in the Meadows and starting region.
  • Coin Trader restrictions remain unchanged.
  • Existing nearby Dvergr prevent unnecessary crowding.
  • Start Temples retain their red, blue, and green protectors.
  • The Follower guards the altar until Eikthyr is summoned, then objects and leaves permanently.

Dvergr Chefs

Chefs turn cooked food into a small local economy. Selling meals creates real stock, which the Chef can later sell back to hungry travellers.

  • Chefs buy prepared food.
  • A nearby Chef can release supported cooked meat before it burns.
  • A stack of 99 Coins buys one random late-game meal.
  • A 999 Coin Pile buys ten meals.
  • A Chef can only sell as many meals as players have previously supplied.
  • Fishmonger payouts are balanced so fish are worth roughly three times comparable prepared food.

Dvergr Harbours

Harbour Dvergr are allowed to wander farther without immediately being dragged home. Recovery still exists for those who become stranded in water or truly lose the Harbour.

  • Harbour Dvergr have a much longer working range.
  • The leash remains as a distant recovery system.
  • Harbour CargoCrate carts retain their special cargo behavior.

Coughing Winter

Miracle also adds the Coughing Winter.

  • Only DhakhaR knows what this is.

Dungeons and Camps

More Activity and Variety

Cleared rooms are not always finished rooms. Enigma’s activity-pressure system allows several dungeons and camps to respond to nearby exploration or fighting with later reinforcements, turning familiar locations into places that can surprise returning players.

  • Burial Chambers, Sunken Crypts, Infested Mines, Frost Caves, Hildir Caves, Putrid Caves, Goblin Camps, Draugr Villages, and Greydwarf Camps participate.
  • Each location shares one nearby activity limit across all players.
  • Reinforcements arrive in stages instead of one large simultaneous group.
  • Returning monster swaps and unusual encounters add variety.
  • Lightning and distant combat sounds can warn that a cleared area is becoming active again.

Sunken Crypt Difficulty

Sunken Crypt entrances now communicate the kind of journey waiting inside. Travelling farther into the world also makes the more dangerous versions increasingly likely.

  • Green marks the easier Crypt experience.
  • Blue marks a hard Crypt.
  • Red marks a Charred Crypt with greater danger and stronger scrap rewards.
  • Distant Swamps favor blue and red Crypts more often.
  • Dungeon Barrel text has been repositioned.
  • The CargoCrate courier lesson waits until the immediate dungeon warning has finished.

Camps and Locations

Several world locations receive smaller population and reward adjustments that make them feel more deliberate.

  • Tar Pits can contain Blobs, Blob Elites, Growths, Frost Blobs, and Lava Blobs.
  • Unbjorn no longer appear there merely to start fights with the Growths.
  • Mountain locations imported from the Ashlands contain more Obsidian than Crystal.
  • Frost Cave quantity increases by roughly twenty percent.
  • Ashlands Dvergr Banks avoid unsuitable lava placement more reliably.

Farming and World Resources

Giant Skulls can now be discovered outside the Mistlands, but their frequency follows the character of each biome. They remain strange finds rather than ordinary landscaping.

  • Mistlands and Ashlands receive the most skulls.
  • Swamps receive a smaller number.
  • Black Forests receive rare skulls.
  • Meadows, Mountains, and Ocean receive none.
  • Overall skull frequency is lower than the earlier implementation.

Player Arenas

Player-built Arenas turn stored trophies into repeatable staged encounters. The chest remembers its history, grows stronger with successful fights, and produces cargo rewards without asking the surrounding base to endure the battle with it.

  • Build a Black Metal Chest and use /say arena twice to create an Arena Chest.
  • Nearby construction is protected from Arena damage.
  • Load ordinary monster trophies into its slots.
  • Use /say fight or strike the chest to begin.
  • Trophy type and quantity determine the encounters and Arena Power.
  • Victories raise the Arena’s persistent Power and Level.
  • Successful fights produce CargoCrate rewards.
  • Arenas pause when no players remain nearby.
  • Interrupted fights and earned rewards include owner recovery routes.

Floating Islands and Sky Paths

Floating Islands now provide a visible way back down. Their upper return core is distinct from ordinary flying cores, preventing unrelated movement systems from carrying away the exit.

  • Each island has a small upper flying_core return point.
  • The return core is protected from scripts that move ordinary flying cores.
  • Approach it without a hammer to return to the ground.
  • The core sits high enough to remain visible across different island shapes.

Quests and World Services

Head Office and Far Ledger

Floor Traders can reveal a hidden Head Office in the Mountains and Swamps. Completing a lawful local sale opens a remote trading option for future expeditions.

  • One lawful Dvergr sale opens a Far Ledger account.
  • Eligible goods can then be sold remotely for half their ordinary value.
  • A nearby valid buyer still pays the full local price.
  • Bloodmarked players receive progressively worse remote rates.

Dinner Bell

The Dinner Bell is a player-controlled invitation to everything nearby that can hear Valheim noise. Repeated ringing makes that invitation increasingly difficult for the wilderness to ignore.

  • Use /say bell to create one.
  • Strike the bell to produce real creature-attracting noise.
  • Repeated rings raise the range through four stages.
  • The largest ring reaches most of the active area around the player.

World Reactions

Session Chronicle

The Session Chronicle gives Enigma enough memory to recognize that a character has returned, progressed, vanished for a long time, or died somewhere important. Character history remains separate from the shared history of the world.

  • It tracks sessions, returns, deaths, absence tiers, and major progression moments.
  • Returning characters can receive a short Bosschest reminder.
  • Character and world history are stored separately.

Delayed Reactions

Some adventures now leave echoes that appear later instead of attaching an immediate notification to every action. The world may remember unfinished work, repeated trouble, or something impressive enough to become Dvergr gossip.

  • Escaped Alarmists and abandoned Slayer targets may return.
  • Completed Slayer tasks and Blueprints can become rumors.
  • Dungeons, recalled tombstones, expedition sites, and Builder Islands can show evidence of earlier events.
  • Blood Debt can travel ahead through Dvergr warnings.
  • Reactions are occasional rather than guaranteed after every action.

Odin’s Bribes

Important milestones can inspire Odin to give a small gift to somebody else who is currently playing. One Viking’s achievement can therefore become another Viking’s mysterious good fortune.

  • Eligible moments include first joins, major Builder ranks, Bosschests, Slayer work, Blueprints, Townfall, and returns after long absences.
  • Odin’s ordinary visits can also bring blessings, curses, loot, mist, noise, and other effects.

Trinket Game Modes

Some Enigma trinkets enable an optional Game Mode while equipped. Each changes the rules around the wearer and carries its own safeguards, limits, and cooldowns.

  • Aggressive Reforestation — monster corpses can grow trees.
  • Forest Management — weak forest creatures are replaced by Trolls, Bears, Brutes, and Shamans.
  • The Corpse Still Bites — marked enemies leave poison when they die.
  • Every Road Leads North — nearby monsters begin travelling toward the Deep North.
  • OMGWTFBBQ Chickens — movement and defensive actions can produce explosive hens.
  • You Smell Important — nearby creatures hunt the wearer.
  • Employee of the Moment — a survivor may inherit the star power of the dead.
  • You Killed It, It Likes You — defeated monsters can return as minions.
  • Competitive Matchmaking — one- and two-star enemies become three stars.
  • Death Has Requested a Rematch — monsters can return as named Ghost or Wraith echoes.
  • Group Project Assigned — deaths can distribute chain lightning through nearby creatures.
  • Behavioral Guidelines Revoked — monsters receive unrestricted behavior variants.
  • Cremation Now Automatic — damaged creatures can prepare a lava explosion.

These trinkets are not passive stat sticks. They are switches that let a player volunteer the surrounding world for a much stranger ruleset.


Monster Changes

Weeping

Weeping monsters turn the player’s attention into a survival mechanic. Watching them keeps them still; looking elsewhere gives them permission to move again.

  • They stop moving and attacking while watched inside a 100-degree field of view.
  • They resume when the player looks away.
  • They avoid ordinary circling behavior and prefer to approach from behind.
  • Ordinary damage cannot kill them.
  • Each change between watched and unwatched states carries a small chance for the creature to disappear.

Tough, Empowered, and Glutton

Monster variants now preserve more of the creature’s original identity. Promotions and behavior changes build on an existing name instead of replacing the story the monster already had.

  • Tough and Empowered labels combine with existing names.
  • Monsters can grow stronger by killing prey animals or players.
  • A level-two monster can become Empowered after another promotion.
  • Wild Fulings receive names outside camps.
  • Tamed creatures and specialist Dvergr cannot become Gluttons.
  • Ordinary wild Dvergr can still become Gluttons.

Familiar Creatures, Stronger Names

A small number of memorable monsters receive more specific names. The renaming is deliberately restrained so that seeing one still feels notable.

  • Troll → Forest Troll
  • Bear → Forest Bear, Mountain Bear, or Northern Bear
  • Serpent → Sea Serpent
  • Stone Golem → Crystal Golem
  • Draugr Elite → Draugr Champion
  • Wraith → Swamp Wraith
  • Ore Guardian Troll → Cave Troll

Combat Adjustments

Several attacks and behaviors have been refined so that danger remains readable instead of becoming an uncontrolled projectile cascade.

  • Draugr and Skeletons do not switch to bows while a player is within six metres.
  • Gjall, Fallen Valkyrie, and Bonemaw ranged explosions no longer apply Lethal Wounds.
  • Bilebomb explosions retain layered damage while producing fewer secondary projectiles.
  • A smaller cinder pattern still spreads fire after the impact.

Townfall

Townfall is a long-form settlement defense built around Moder’s altar. It begins as a disaster, becomes a construction period, and eventually grows into a 21-wave war whose history remains attached to the site.

Starting Townfall

Claim the nearby bed and summon Moder to begin. Her arrival transforms the altar and calls both new Invaders and existing nearby threats into the opening battle.

  • A meteor announces the event.
  • The Heart descends into the settlement.
  • Lightning and the transformed altar mark the battlefield.
  • Nearby hostile creatures join the opening attack.
  • Townfall enemies receive the Invader identity.

Feeding the Heart

The opening storm teaches the player what the settlement needs. Killing valid Invaders feeds Reward Power into the Heart and visibly acknowledges each contribution.

  • Each valid kill creates a Wishbone pulse.
  • The kill produces a bonus-yield effect and a running notice.
  • The opening storm ends with six reward chests.
  • Players then receive two in-game days to build before the third dawn.

The War Circuit

Townfall’s full campaign contains 21 waves that escalate from ordinary Invaders to elites, siege threats, war leaders, and Heartseekers. The settlement can sleep when abandoned and awaken when its defenders return.

  • Heartseekers can damage the Heart directly.
  • Player deaths also wound the Heart.
  • Rewards scale with accumulated Reward Power.
  • Challenge waves can repair the Heart.
  • Townfall pauses when nobody is nearby.
  • A longer absence places the site into hibernation.
  • Returning players can wake it and continue the war.
  • Owners can name the settlement, inspect its condition, surrender, or retire it after completing the circuit.
  • Nearby non-owners can help fight.
  • Retired and surrendered Townfalls remain as places in the world.

Interface, Performance, and Recovery

Miracle contains many systems that can speak, spawn, remember, and react at the same time. The player-facing result should feel like a living world, so the underlying work has been staged and given recovery routes where interruptions previously risked turning an adventure into silence.

  • Major messages are retimed to reduce interruptions between nearby systems.
  • Konar’s introduction finishes before ordinary Slayer responses begin.
  • Players can bypass the introductory Greydwarf assignment by purchasing ordinary Slayer work.
  • Konar is protected from generic Dvergr naming and respawn rules.
  • Arena instructions are divided into smaller readable panels.
  • Dungeon, Cargo, Bosschest, Ward, farming, trophy, gemstone, and Blacksmith guidance appears closer to the moment it becomes useful.
  • Large encounters use staged spawning and local population limits.
  • Townfall maintains a six-Invader live target and replaces enemies as they die.
  • Dungeon activity uses one shared limit per location.
  • Broad starting-region monster removal has been reduced in favor of visible protection.
  • Persistent systems include recovery paths for restarts, disconnects, interrupted actions, and missing visuals.
  • Scheduled Enigma features now run through Expand World Prefabs.
  • The separate Cron Job mod is no longer required.
  • The previously observed freeze could no longer be reproduced in the release candidate fileset.

⚠️ Updating to Enigma 3.0.2

Enigma 3.0.2 belongs to the major Miracle generation of Enigma. Do not install it over an older setup without first removing the previous Enigma files, because old rules may continue running beside their replacements.

  1. Stop the game or server.
  2. Find BepInEx/config/expand_world/ewp_data.yaml.
  3. Copy ewp_data.yaml somewhere outside BepInEx/config.
  4. Delete only the old Enigma folders at BepInEx/config/data, BepInEx/config/expand_world, and BepInEx/config/PlanBuild.
  5. Copy the new data, expand_world, and PlanBuild folders into BepInEx/config.
  6. Restore the saved file to BepInEx/config/expand_world/ewp_data.yaml.
  7. Remove the Cron Job mod; Enigma now runs scheduled features through Expand World Prefabs.

ewp_data.yaml contains the Enigma progression for the world and its characters. Back it up before deleting anything.