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EliteCreaturesReborn
Creatures spawn with mutations that change how they fight - fast, armoured, exploding, splitting, devouring. Rebuilt from scratch; tunable per biome.
| Date uploaded | 5 days ago |
| Version | 3.6.0 |
| Download link | MilkyTeam-EliteCreaturesReborn-3.6.0.zip |
| Downloads | 420 |
| Dependency string | MilkyTeam-EliteCreaturesReborn-3.6.0 |
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
Elite Creatures Reborn
Creatures spawn with mutations — named, visible traits that change how a fight goes. A Mad greydwarf comes at you twice as fast on half the health. A Bloated draugr takes twice the killing and then explodes in your face. A Devouring wolf eats the boars around it and grows on what it eats until it comes looking for you.
Bosses take an aspect instead: one modifier, shown at the altar before you summon, that changes what kind of fight it is. A Twin Bonemass comes as two sharing one health pool; a Reflective Moder hurts you with every hit you land.
The world hardens as bosses fall: every boss's first defeat raises the world tier, and each tier makes stars and mutations more common everywhere. Tamed creatures pass their traits on: a newborn inherits a mutation and stars from its parents.
Rebuilt from scratch. This release covers mutations, stars, world tiers, breeding, loot and boss aspects; the rest returns over the next releases.
Mutations
Ten, one per creature by default, each with its own colour and its own name on the nameplate.
| Mutation | What it does |
|---|---|
| Mad | Far faster, half health |
| Bloated | Double health, explodes a second after it dies |
| Cloaked | Invisible beyond 6 metres |
| Splintering | Splits into two weaker copies when killed, which can split again |
| Leeching | Regenerates, and heals from the damage it deals |
| Warding | Reflects damage and knocks you back |
| Plated | Armoured while healthy, hits harder as that armour goes |
| Miasmic | Trails poison clouds; poisons players, never creatures |
| Devouring | Kills creatures in one bite and keeps their health and damage, until it is big enough to hunt you |
| Thieving | Steals an item on its first landed hit and carries it on its nameplate; kill it to get everything back |
Mutation power fields
mutation power in the rule file sets how strong each mutation is, in named fields rather than positional
numbers. A field marked (enhanced) is multiplied by large star power on a large star; a cost field never is.
Any mutation can also be switched off entirely with mutations enabled, regardless of its chance curves.
- Mad -
move/attack speedmultipliers (enhanced);healthmultiplier, its cost - Bloated -
healthmultiplier (enhanced);delayseconds from death to the blast, which goes off at the corpse's resting place;damage(enhanced) andradius(enhanced) of the blast;blast effect/warning effectvanilla prefabs for the explosion and the pre-blast warning - Cloaked -
reveal distancemetres to become visible (enhanced);fade timeseconds to phase, 0 snaps;fade marginextra metres before fading back out, to stop strobing - Splintering -
damagemultiplier per split;max generationscascade-depth cap, 0 = unlimited;max descendantslive-descendant cap, 0 = unlimited - Leeching -
regenpercent max health per second, never enhanced;regen caphard HP/s ceiling on a single tick, so a huge-health creature cannot out-heal a fight;combat cooldownseconds since its last damage taken before regen resumes;lifestealpercent of damage dealt returned as health (enhanced) - Warding -
reflectpercent of incoming damage returned (enhanced);knockbackforce on a melee attacker (enhanced) - Plated -
armourpercent of incoming damage cut at full health, to 0 hurt (enhanced);max reductionhard ceiling on that percent, so enhancement cannot approach invulnerability;damagepercent bonus at zero health, to 0 full (enhanced) - Miasmic -
cloud lifeseconds a dropped cloud lasts;cloud damagestrength of the vanilla Poison a cloud or hit applies, not direct damage (enhanced);clouds per secondwhile moving (enhanced);cloud radiusmetres;cloud effect/body effectvanilla prefabs for the trail cloud and the permanent worn poison look (cosmetic) - Devouring -
absorb health/absorb damagepercent kept permanently from a victim (enhanced; an instant kill always lands the killing blow, so the full amount is kept);slow per 100 health, its cost;movebase speed multiplier before the slow (0.5halves it; not enhanced);player thresholdfraction of a player's max health a hit must pass before it hunts players for good;devour cooldownseconds after a meal before it can eat again - Thieving -
max itemsthe most it will ever hold (enhanced), hard-capped at 8; never takes equipped gear or more than one item per landed hit, and gives back everything it holds when it is killed
Stars
Beyond vanilla's two, counted in fives on the nameplate: a small star is one, a large star is five. A mutation on a large star is stronger. Star chances and mutation chances are set per biome, so the Meadows stay the Meadows.
Bosses have their own star table, the same for the whole world, and nine in ten stay plain by default. A boss's stars are drawn under its health bar at the top of the screen.
World tiers
The world starts at tier 0 and goes up one tier the first time each boss is defeated - by anyone, in any order - so the seven bosses take it to tier 7. Killing a boss again changes nothing. Every rise is announced to everyone on the server.
Each tier makes stars and mutations more common in every biome while keeping each biome's character. At the default settings, by tier 7 the share of unstarred Meadows creatures falls from 73 in 100 to 44, five-star Plains creatures rise from 5 in 100 to 22, and every mutation chance doubles. Bosses are unaffected, and creatures already alive keep what they rolled - the tier decides what the next one rolls. A world that killed bosses before the mod was installed starts at that tier.
elite tier shows any player the current tier, what it is doing to the rolls, and which bosses count. The
world tiers: block in the rule file has the off switch, the list of bosses that count (a modded boss counts once
its defeat key is listed; elite tier shows every boss's key), and the star and mutation boost for each tier.
Breeding
Tamed creatures keep their traits and pass them on. A newborn - a pup, a piglet, a calf, or an egg and the chick that hatches from it - takes one of its parents' mutations whenever either has one, and a star count from 0 up to its stronger parent's, every count equally likely. Two plain parents have plain young and nothing new is ever rolled, so a strong line stays strong only if you keep the good ones.
Young creatures keep their traits when they grow up. Eggs keep theirs when carried, and say what they will hatch
("Hatches with 2 stars, Leeching") on their hover text and tooltip; an egg's stars are its quality, so eggs of
different stars do not stack. A bred mutation behaves exactly as it does in the wild - a Miasmic pet
still trails poison. The breeding: block in the rule file has an off switch and the mutation chance (100 by
default).
Boss aspects
A boss never takes a mutation. It takes an aspect, which is in its name - "Enraged Eikthyr" - and on its altar before you commit: hover the offering bowl to see the current aspect, what it does, what it pays, and how long until it shifts. Every altar shifts to a different aspect each in-game hour (75 real seconds), so a group can wait for the fight it wants. The aspect on the bowl when you make the offering is the one you fight. A boss with no altar - the Queen, or a console spawn - rolls its aspect when it first appears.
| Aspect | What it does | Loot |
|---|---|---|
| none | The fight as the game ships it (one in five) | x1 |
| Reflective | 15% of each hit you land comes back to you as true damage | x1.4 |
| Shielded | 30% less damage from arrows and bolts | x1.1 |
| Mending | Regenerates 0.3% of its health every second, in combat too | x1.3 |
| Summoner | Calls two 2-star creatures of its own biome each time it loses 33% of its health | x1.5 |
| Elementalist | 20% more fire, frost, lightning, poison and spirit damage | x1.2 |
| Enraged | 20% more physical damage | x1.2 |
| Twin | A second copy of the boss; the two share one health pool, 25% less health and damage each, and both drop full loot | x1 each |
| Phantom | Four copies with 100 health and half its damage; they drop nothing, leave no body, and vanish when the boss dies | x1.3 |
Everything is in the aspects: block under bosses: in the rule file: the off switch, the shift interval (0 fixes
each altar), the chance of each outcome, the loot multiplier, every aspect's numbers, and per boss the creatures
Summoner calls and, optionally, which aspects that boss may roll.
Loot
What a kill drops is governed by a loot: block in the rule file. Four modes, chosen for the whole world:
Vanilla (drops untouched), Scaled (quantities raised by the per-star drops line), Rolled (the
creature's own drop table rolled once more per star, each roll independent — the default, so a hard fight has a
real chance at the rare thing), and Curated (per-creature rules decide everything). An extra roll chance
line and a max extra rolls cap tune Rolled; a global multiplier and a separate boss multiplier scale everything
after the mode, and a boss's aspect multiplies its drops on top - even in Vanilla mode, where it is the only thing
that does. Trophies are never multiplied unless you switch that on — one kill, one trophy.
Per-creature rules in the same file, matched by prefab name, override any of it: a creature's own drops line,
adjusted or removed rows of its drop table, extra drops with their own chance and amounts. elite reference
writes creature_reference.yml with every creature the game knows — modded ones included — under its exact
prefab name with its vanilla drop table; paste it and creature_rules.yml at an AI assistant, describe the
economy you want, and drop the rules it writes back into the file.
Configuration
Two files, both written and documented on first run, both hot-reloaded while you play:
BepInEx/config/gglasgow.elitecreaturesreborn.cfg— the settings: star chances, mutation chances and mutation strength per biome, colours, nameplate distance, and an off switch for everything.BepInEx/config/creature_rules.yml— the rule file, for anything too structured for a flat settings file, including amutations enabledswitch that turns any mutation off everywhere.
A server binds connected players to its own rules. Display preferences — colours, tint strength, nameplate distance, whether trait names show at all — stay with each player and are never locked.
Console commands
| Command | Does |
|---|---|
elite spawn <prefab> <stars> [mutation...] |
Spawns exactly that creature, bypassing every roll, for testing. A boss takes one aspect instead: elite spawn Bonemass 2 Twin |
elite inspect |
Prints the resolved stars, mutations or aspect, and numbers for the creature under your crosshair |
elite purge |
Removes the loaded creatures this mod has marked, with no drops (a Thieving creature's stolen goods drop first) |
elite effects <text> |
Lists loaded effect prefabs matching the text and plays one, for building visuals |
elite reference |
Writes creature_reference.yml: every creature the game knows, by biome, with its drop table |
elite tier |
Shows the world tier, what it does to the rolls, and which bosses count. Open to every player; the rest are admin only |
Install
With a mod manager, install it. By hand, drop EliteCreaturesReborn.dll into BepInEx/plugins. Requires
BepInEx. On a server, install it on the server and on every client.
Multiplayer
Creature state travels in the world data the game already shares, so every player sees the same creature with the same traits. Install it on the dedicated server as well as the clients.
Files
plugins/EliteCreaturesReborn.dll— the mod, a single merged assemblyconfig/gglasgow.elitecreaturesreborn.cfg— settingsconfig/creature_rules.yml— creature rules
Building
.NET SDK 8, with Valheim installed:
dotnet build EliteCreaturesReborn/EliteCreaturesReborn.csproj -c Release
Override -p:GamePath=..., -p:BepInExCore=... or -p:ModLibsPath=... if your layout differs. The build merges
the shared libraries into one DLL and writes it to dist/.
License
GNU General Public License v3.0 (GPL-3.0). You are free to use, study, share and modify it, and anything you
distribute that is built from it must carry the same freedoms and be released under the same licence, with source.
See the LICENSE file for the full terms.
CHANGELOG
Changelog
3.13.4
- A new install's rule file has short comments; the full reference is linked at its top.
- Shorter store page; the reference (mutations, aspects, rule fields, commands) is on GitHub.
3.13.3
- Warding no longer draws particles: a reflect is marked by sound alone, the Staff of Protection's shield at 30% volume.
- The Reflective boss aspect's tell changes the same way.
- Devouring no longer draws a burst when it eats; the sound is unchanged.
3.13.2
- The world tier boxes show only with PackPanel; without it the inventory and HUD stay as the game draws them.
3.13.1
- Fixed: the inventory broke with Jewelcrafting, CurrencyPocket, OttoPay, TrashItems or Quick Stack Store Sort Trash Restock installed.
- Those mods' boxes join the stat column; TrashItems' trash can takes dragged stacks there.
- OpenKeep 1.8.0 to 1.9.0 and PackPanel 0.1.0 to 0.2.0 have the same column: update them too.
3.13.0
- Devouring eats only creatures with at most 125% of its current health (
max prey health, 0 lifts the limit). - Devouring eats one creature per star, at least one (
min meals), then is sated and acts like its kind. - A devourer's nameplate shows what it ate (
Show devoured creatures,Devoured creature icon size); so doeselite inspect. - The devour flash is a fifth of its size, and its screen shake is felt only close by.
- Bloated's fuse is 1.7 seconds; an older
creature_rules.ymlkeeps its owndelay: 2.0.
3.12.0
- New box with the world tier under the minimap (
Show world tier under minimap). - The tier reads as one number ("3"); hovering it shows the total.
- The inventory's stat plates are square boxes in a column.
- Thieving steals only with melee hits, never on a parry or dodge, and with PackPanel never from its slots.
- On a grid wider than eight, thieves no longer spare the top-row cells right of the hotbar.
- Elite Creatures Pack: a sleeping mimic hides its traits; the kraken never rolls Twin or Phantom.
- Warding's
max reflectnow caps everything reflected to you per second, not per hit. - Rule changes reach loaded creatures' mutations at once.
3.11.0
elite purge 30removes marked creatures within 30 m only; without a number it still removes every loaded one.
3.10.0
- With GrindstoneSkills 0.7.0 or later, Husbandry's "Better offspring" can give a newborn one more star.
3.9.1
- Starred creatures wear the game's own one-star and two-star looks again (a two-star Neck is purple).
3.9.0
- New mutations: Gilded (rare, flees, pays triple loot), Blinking (reappears behind you), Relentless (follows you to 150 m).
- New boss aspects: Adaptive, Fixated, Stormbound, Gravitic and Colossal; one fight in five stays plain.
- Mutation rules per creature under
creatures:; two entries for one creature merge. - Cloaked shows at 10 m (was 6), at 15 m on trolls and lox, and never on drakes.
- Warding reflects only damage taken, at most
max reflect(7.5%) of your health; smaller flashes. - Bloated: a two-second fuse; the corpse vanishes in a smaller blast and drops its loot there.
- Thieving carries one item per star;
max itemsis the minimum, 8 the most. - Tamed Splintering creatures split into tamed copies.
- Boss damage board moved left;
/damageshows it again; damage to Phantom copies counts. - Fixed: smoke left after a Bloated blast, effects drawn twice, and stolen goods duplicated at dawn.
- Update the server and every player. An older rule file keeps its old numbers until you delete it.
- Gilded ignores
mutation chance: stop it withmutations enabledormutation chances.
3.8.0
- Phantom splits off one copy per player online at 66% and 33% health (
split at,per player,health per tier). - An older rule file's Phantom
copiesandhealthare ignored; replace that line to tune it. - Fixed: Bloated, Warding, Devouring, Thieving, Summoner and Phantom effects drew nothing; Bloated's blast has a sound
(
blast sound). - World tier plate in the inventory under the weight (
Show world tier). - Update the server and every player.
3.7.1
- Fixed: with mods that raise creature health (such as Path of Valheim), creatures spawned with 10-15% health.
3.7.0
- Boss damage board: when a boss dies, everyone sees who hurt it and how much.
Boss damage boardandBoss damage board secondsin the .cfg.- Update the server and every player.
3.6.1
- Fixed: admins on a dedicated server's
adminlist.txtwere refused theeliteadmin commands. - A refusal names the ID to add to
adminlist.txt, which is read again within 10 seconds. - A mistyped
elitesubcommand lists the subcommands. - Update the server and every player.
3.6.0
- World tiers: each boss's first defeat makes stars and mutations more common; bosses are unaffected.
- A world that defeated bosses before starts at that tier.
elite tiershows it to any player. - Breeding: young take a parent's mutation and up to the stronger parent's stars, and keep them when grown.
- Eggs keep their traits, say what they will hatch, and stack only with eggs of the same stars.
elite inspectshows the tier a creature rolled at.- New
world tiers:andbreeding:blocks; an older rule file takes their defaults.
3.5.0
- Boss aspects: Reflective, Shielded, Mending, Summoner, Elementalist, Enraged, Twin or Phantom, or a plain fight.
- Hover the altar's offering bowl to see the aspect; it shifts every in-game hour.
- Harder aspects multiply the boss's loot, in Vanilla loot mode too.
- Boss stars show under the boss health bar.
- New
aspects:block underbosses:;stars: falsenow turns off only boss stars. elite spawn Bonemass 2 Twinspawns a boss with an aspect;elite inspectreports it.
3.4.0
- Loot modes in a new
loot:block: Vanilla, Scaled, Rolled (default) or Curated. extra roll chance,max extra rolls,global multiplierandboss multiplier.- Trophies are multiplied only with
multiply trophies. - Loot rules per creature under
creatures::drops,drop overridesandextra drops. elite referencewritescreature_reference.yml: every creature with its drop table.- Drops added by other loot mods pass through untouched.
3.3.0
- Devouring toned down:
devour cooldown60 (was 10),absorb health50 andabsorb damage25 (were 100). - New Devouring
movefield: its base speed. - An older rule file keeps the old Devouring numbers; edit that line or delete it.
- Fixed: joining a busy server no longer refuses a correct client.
3.2.0
- New mutation, Thieving: it steals an unequipped stack when it hits and drops everything when it dies.
- A message names what was stolen, and its nameplate shows it.
- Stolen items are never multiplied or destroyed;
elite purgedrops them too. max itemssets how many it carries (1 by default, 8 at most).
3.1.0
- New
mutations enabledswitch turns any mutation off everywhere. - Shorter rule file comments; the
mutation powerfield reference moved to the README. - Leeching weaker: regen 0.5% (was 2%), pausing after damage (
combat cooldown), capped byregen cap; lifesteal 10% (was 30%). - Plated's
armouris now a damage reduction percent, capped bymax reduction; revisit a custom value. large star powerdefaults to 1 (was 2), and five-star health is lower.- Fewer 4 and 5 star creatures in the Ash Lands and Deep North.
- Fixed: starred and Mad creatures' attacks sped up out of control.
3.0.0
- Rebuilt from scratch: not an update to earlier versions, and none of the old code remains.
- Nine mutations: Mad, Bloated, Cloaked, Splintering, Leeching, Warding, Plated, Miasmic and Devouring.
- Stars beyond vanilla's two, counted in fives on the nameplate.
- A settings file and a YAML rule file, both hot reloaded; chances and strength set per biome.
- Servers can bind connected players to their rules; every player sees the same creature.
- Console:
elite spawn,elite inspect,elite purge,elite effects.