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RagnarokRPG
Ragnarok Online class and job system for Valheim: Novice to Swordman, Archer, Mage, Thief, Acolyte, then Knight, Hunter, Wizard, Assassin, Priest. RPG job levels, skill tree, skill bar and RO skills with nostalgic effects and sounds.
| Last updated | 17 hours ago |
| Total downloads | 92 |
| Total rating | 0 |
| Categories | Mods Modpacks Deep North Update AI Generated Tweaks Server-side Misc |
| Dependency string | OctopusRage-RagnarokRPG-0.8.1 |
| Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
ValheimModding-Jotunn
Jötunn (/ˈjɔːtʊn/, 'giant'), the Valheim Library was created with the goal of making the lives of mod developers easier. It enables you to create mods for Valheim using an abstracted API so you can focus on the actual content creation.
Preferred version: 2.30.2denikson-BepInExPack_Valheim
BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.
Preferred version: 5.4.2351seneaL-SeneaL_API
Public API for Valheim UI mods: notices, dialogs and HUD elements, with a bridge that routes the game's own windows to any UI that registers as a provider.
Preferred version: 1.2.0seneaL-SeneaL_UI
Complete Valheim UI redesign: HUD, inventory with equipment and quick slots, chests, crafting, build menu, world map, character windows, in-game settings. The server sets the gameplay rules.
Preferred version: 1.2.5README
Ragnarok RPG: RO classes and jobs for Valheim (test build 0.8.1)
Remember Prontera's crowded streets, the first time you said goodbye to your Novice, the hours spent on Poring and Fabre for one more Job Level? This mod brings that feeling to Valheim.
💬 Join the Discord: bug reports, balance feedback, ideas, builds and release news.
Ragnarok RPG turns Valheim's Viking survival into the RO journey: you wake up as a Novice, earn your Job Levels by hunting, and change job at the Job Altar after Eikthyr: Swordman, Archer, Mage, Thief or Acolyte. Spend your skill points in an RO-style skill tree, put Bash, Double Strafe, Fire Bolt or Envenom on your hotbar, and after Moder take the 2nd-job test to become a Knight, Hunter, Wizard, Assassin or Priest: Bowling Bash, traps and a crow at your side, Storm Gust, Sonic Blow, Sanctuary.
Skills look and sound like you remember: the effects keep RO's shapes and colours, redrawn in Valheim's style, and if you have an RO client installed, the mod can read its effect textures and skill sounds from it (see Optional: RO sounds and textures). Made for players who grew up with Ragnarok Online and miss it. Fan-made, not affiliated with Gravity; no RO game files are included.
This is an early test build. Things may break or be unbalanced: please report what feels off.
Screenshots
Wizard's Lord of Vermilion
Wizard's Storm Gust
Wizard's Meteor Storm
The RO-style skill tree (Hunter)
Hunter's crow on Auto Blitz
Install
With r2modman (easiest):
- Make a new profile (or use one you play with).
- Install the dependencies from the online list: BepInExPack_Valheim, Jotunn, SeneaL_API, SeneaL_UI.
- Settings → Import local mod and pick this zip.
- Start the game from r2modman (Start modded).
Manually: copy plugins/RagnarokJobs.dll into BepInEx/plugins/RagnarokJobs/ of a Valheim install that already has
BepInEx, Jotunn, SeneaL API and SeneaL UI.
Multiplayer: everyone in the world (and a dedicated server, if any) needs this mod, same version.
How it works
- You start as a Novice (no skills). Kill creatures to gain Job EXP up to Job Lv 10.
- When Eikthyr falls, Freya's statue rises near his altar: the Job Altar. You can also build one at home with the hammer (Misc tab, near a workbench: 20 Stone, 1 Hard antler, 5 Resin). Use it (E) and pick a job. You get that job's starter weapon.
- Each job level gives a skill point (Job Lv 50 max). The level cap rises with bosses (see Job level caps below).
- To switch to another job later, trade your job weapon back in at a Job Altar. Levels and skills are kept per job, and Freya keeps your old weapon as it was (same wear) for when you come back. Job weapons are bound to you: nobody else can wield them, and replacing a lost one (1 Hard antler) makes any older copy crumble.
- 2nd job: when Moder falls, a great stone Valkyrie rises near her altar. Once your 1st job is Job Lv 40+, the Valkyrie (only her; Freya's altars change jobs) offers Advance (Swordman → Knight, Archer → Hunter, Mage → Wizard, Thief → Assassin, Acolyte → Priest). You keep your weapon and all your 1st-job skills; the 2nd job levels from 1 to 50 (cap 30, then 40 after Yagluth, 50 after The Queen) with its own points. Each 2nd-job level also adds a small job bonus (see the Status window). As a 2nd job you keep using your 1st-job skills and can still change them: each job spends only its own points. Learning a skill also learns the requirements it's missing, if you have the points, and Reset skills in the skill window gives back every point of both trees. Changed your mind? The Valkyrie returns a 2nd job to its 1st job for 1 Moder trophy; your 2nd-job levels and skills are kept, and advancing again later is free. A 2nd job can't change job at Freya's altars: return to your 1st job at the Valkyrie first.
Job EXP comes from kills only (bosses give none).
Once Eikthyr is defeated the world gets tougher: every creature has 1.3× health and deals 1.3× damage. From the Plains on, creatures have 1.7× health and resist 30% of magic.
Server settings (in BepInEx/config/ragnarokjobs.valheim.cfg on the server; admins can also change them in game,
and every player gets the server's values): [Server] MobScaling = false keeps vanilla creatures, and
JobExpRate multiplies the job exp from kills (default 1, from 0.1 to 10).
Job level caps
Job levels are capped by world progress, so skill power keeps pace with gear. A boss kill raises the cap for everyone in the world.
| Job | Start | Cap rises to | Max |
|---|---|---|---|
| Novice | 10 | 10 | |
| 1st job (Swordman, Archer, Mage, Thief, Acolyte) | 30 | 40 after The Elder | 50 after Bonemass |
| 2nd job (Knight, Hunter, Wizard, Assassin, Priest) | 30 | 40 after Yagluth | 50 after The Queen |
Keys
| Key | What |
|---|---|
Alt+K |
Job / skill window: learn (+) or lower (−) skills, drag skills onto the skill bar |
Alt+A |
Status window: vitals, attack, MATK, armor, resistances, active effects |
Alt+S |
Keys 1–8 cast skills (press again for the next skill stack that has skills) |
Alt+E |
Keys 1–8 back to the item hotbar |
Rebind them in SeneaL's settings (F1) or the BepInEx config. The Job and Status tabs on SeneaL's character screen open the same windows.
Controller
With Valheim's default controller layout (turn off in the config: [Gamepad] Enabled):
| Buttons | What |
|---|---|
LT + Y X B A |
Cast the 4 skills of the current page (the bar marks them Y X B A) |
LT + D-pad down / up |
Next / previous page: slots 1–4 and 5–8 of each skill stack |
LT + RB |
Dodge roll (instead of LT + B) |
LB + D-pad up / down |
Camera zoom in / out (instead of LT + D-pad) |
LB + Y / LB + X |
Skill window / status window |
| In our windows | D-pad or left stick: move, A: press, X: clear a skill slot, B: close |
Jobs
- Swordman: Bash (stun from Lv 6), Magnum Break (fire blast + fire buff), Provoke (area taunt), Endure, masteries.
- Archer: Double Strafe, Arrow Shower, Improve Concentration (much faster bow draw with job level), Owl's Eye, Vulture's Eye.
- Mage: needs a staff (it sets MATK and max eitr; craftable Greydwarf, Ancient Bark and Frost Crystal staffs). Spells reach 10 m, then fizzle out. Sight, Stone Curse and Fire Wall are in; Safety Wall isn't yet. Fire / Cold / Lightning Bolt, Soul Strike, Napalm Beat, Frost Diver (freeze), Fire Ball, Thunderstorm.
- Thief: Double Attack, Envenom (poison), Steal, Hiding, Improve Dodge, Detoxify.
- Acolyte: a staff or a mace. Heal (hurts Undead), Holy Light, Blessing, Increase / Decrease AGI, Angelus, Cure, Signum Crucis, Ruwach, Pneuma (stops arrows and spit), Teleport (back to bed), Warp Portal with Memo spots, Divine Protection and Demon Bane.
- Knight: the full RO tree: Bowling Bash, Spear Mastery, Pierce, Spear Stab, Brandish Spear, Spear Boomerang, Two-Hand Quicken, Auto Counter (a stance: the first enemy to hit you is struck back at once with a critical counter, no block needed), Peco Peco Ride and Cavalier Mastery (passives), Charge Attack. Bonus: melee damage, health.
- Hunter: the full RO tree with a crow instead of a falcon: traps (Skid Trap, Land Mine, Ankle Snare, Shockwave Trap, Flasher, Sandman, Freezing Trap, Blast Mine, Claymore Trap) set with crafted Hunter's Traps (Workbench: Wood + Resin), Remove Trap, Spring Trap, Trap Research; Beast Bane; Crow Mastery (cast to call your crow or send it home: it circles above you, Hugin's look), Blitz Beat and Auto Blitz, Steel Crow; Fear Breeze (extra arrows) and Sky Hunter (damage on flying creatures). Bonus: bow damage, stamina.
- Wizard: the full RO tree: Jupitel Thunder, Lord of Vermilion (slows instead of blinding), Meteor Storm, Storm Gust, Earth Spike, Heaven's Drive, Quagmire, Water Ball (needs water nearby or rain), Ice Wall (2 charges), Frost Nova, Sight Rasher, Fire Pillar, Sense. Bonus: MATK and eitr keep growing. A craftable Black Metal Staff covers the Plains (forge).
- Assassin: the full RO tree, on knives (Valheim has no katars): Sonic Blow (8 fast stabs, can stun), Knife Mastery (knife damage, 50% less stamina at Lv 10 with one knife, 20% with two), Righthand / Lefthand Mastery and Dual Wield (switched on with the skill, the Off Hand slot takes a one-handed knife; Skoll and Hati's two-knife attacks), Cloaking (walk while hidden, 15 s), Grimtooth (strike from hiding), Enchant Poison (on you or an ally), Poison React, Venom Dust (1 Ooze). Bonus: knife damage, evade. New Ashlands weapon: Twinknives of Naught (dual knives, Black Forge, gem-infusable like Nidhögg).
- Priest: the group's buffer, weak alone (its MATK stops at Acolyte Lv 50). Sanctuary (healing ground that burns Undead and Shadow), Magnus Exorcismus (a huge holy cross striking up to 10 times), Kyrie Eleison (a barrier), Impositio Manus, Suffragium (shorter cooldowns), Aspersio (Holy weapon) for others, B.S. Sacramenti, Magnificat (double regen for the group), Status Recovery, Lex Divina (no attacks), Lex Aeterna (double damage), Turn Undead, Meditatio, Mace Mastery and Resurrection: near a Priest who knows it, a dying player falls instead and can wait 30 s to be raised with no death penalty, or go back to bed at once. Bonus: heal power, max eitr.
Skills use RO's element table (e.g. Fire is strong against Earth and Undead, Wind against Water).
Optional: RO sounds and textures
Every skill comes with the mod's own sounds and effect textures, drawn after RO's. If you have a Ragnarok Online
client installed, set [Sounds] RoClientFolder in BepInEx/config/ragnarokjobs.valheim.cfg to its folder (the one
with data.grf): skills then play RO's own sounds, read from your client while the game runs. Also set
[Textures] PreferRoTextures = true to use RO's effect textures instead of the mod's. Nothing from RO is included in
this mod.
Testing commands (F5 console, run devcommands first)
| Command | What |
|---|---|
ro_testjob <job> |
Become that job (1st or 2nd, e.g. knight) at Job Lv 50 with every skill maxed, test weapons and skills on the bar |
ro_setjob <job> / ro_setlevel <n> [job] / ro_addexp <n> |
Switch job, set a job's level (e.g. ro_setlevel 10 as a Novice), add job EXP |
ro_altar [freya|valkyrie] |
Spawn a Job Altar in front of you (or a boss shrine, for worlds that beat Eikthyr or Moder before 0.7.2) |
ro_dummy [creature] / ro_dummy clear |
Spawn / remove an immortal training dummy that shows damage per hit (prefab or in-game name, e.g. ro_dummy krigen) |
ro_weapons |
Every craftable weapon your job uses, weakest first |
ro_dummy_live troll|abomination|golem|lox|<prefab> [stars], ro_dummy_live tanks |
Passive dummies that can die: real health ×1.3, reports the kill time |
ro_dummy_refresh |
Refill every living dummy's health and reset its DPS counter |
ro_nocd |
Toggle: no cooldowns, delays or costs |
ro_job, ro_skills |
Show your job and skills |
Feedback
Every report helps. Come to the Ragnarok RPG Discord and tell me what felt too strong or too weak (which
job, which skill, which biome), anything that looked wrong, and attach the BepInEx/LogOutput.log file if something
broke. Bugs, balance and ideas each have their own forum there, and every release is posted in #changelog.