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RagnarokRPG
Ragnarok Online class and job system for Valheim: Novice to Swordman, Archer, Mage, Thief, then Knight, Hunter, Wizard, Assassin. RPG job levels, skill tree, skill bar and RO skills with nostalgic effects and sounds.
| Date uploaded | 2 weeks ago |
| Version | 0.7.2 |
| Download link | OctopusRage-RagnarokRPG-0.7.2.zip |
| Downloads | 48 |
| Dependency string | OctopusRage-RagnarokRPG-0.7.2 |
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 0.7.2)
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 or Thief. 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 or Assassin: Bowling Bash, traps and a crow at your side, Storm Gust, Sonic Blow.
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: 20, then 35 after The Elder, 50 after Bonemass.
- 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). 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). 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.
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.
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.
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.
- 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).
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> / ro_addexp <n> |
Switch job, set job level, 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 / ro_dummy clear |
Spawn / remove an immortal training dummy that shows damage per hit |
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.
CHANGELOG
Changelog
0.12.0 (2026-11-08)
- Bosses: every biome from the Black Forest to the Deep North now has a roaming boss of its own, one of
Rune-Midgard's great monsters. Chopping, mining and fighting in a biome can wake its boss; it's announced to everyone,
fights with its own skills and followers, and leaves a tomb and a map pin when it falls. Each is unique in the world
and needs time before it can return. Every boss drops its own trophy, and rarely a material the forge turns into
unique gear. Some say the trophies of every field boss, bound together, can break a seal that should never be broken...
Server settings:
[Server] RoMvps,MvpSpawnChance,MvpRespawnHours. - Bosses and armour: a boss's plain hits are cut RO-style by your armour (× 100 / (100 + armour)), so heavy armour matters against them; their spells ignore it.
- Dungeons: seven RO dungeons, one per biome from the Black Forest up: Payon Cave, Glast Heim, Geffen Dungeon, Pyramid, Cursed Abbey, Thor's Volcano and Odin's Temple. Look for a stone gate glowing in the biome's colour; more appear as you explore. Two levels each, packs of monsters (RO ones too) with more stars deeper down, a Dungeon Coin from every kill, and each dungeon's own music. Kills fill the dungeon's gauge: a full gauge wakes the boss in its depths. Every 3 in-game days, with nobody inside, a dungeon fills up again.
- A mysterious merchant waits in every dungeon. He buys Dungeon Coins and sells the biome's goods, a feast, potions and meads, with limited stock shared by everyone until the next refill. Now and then he has something rare.
- RO potions (from the merchant), all at once: Red, Green and White Potion heal 45 / 85 / 170; Grape Juice, Strawberry and Blue Potion restore 20 / 40 / 80 eitr. Health and eitr potions each have their own 5 s cooldown.
- New meads (mead base at a cauldron, 6 from the fermenter):
- Mead of Mending: gear wears half as fast for 10 minutes.
- Mead of Warding: die within 10 minutes and you keep everything you carry, no grave.
- Chemical Protection Mead (after Moder): Full Chemical Protection for 5 minutes: nothing can strip your gear or break your armour.
- Loot Filter (
Alt+L, or its tab on SeneaL's character screen): put items in Ignore (never picked up automatically, or with Disable drop not dropped at all for you), Rare or Very Rare (a map mark and a sound when they drop). Mark everything at or under a drop chance you type in as Rare, and boss drops are always picked up. Your own lists, for you only. - Two trinket slots: wear two different trinkets; both effects fire when the adrenaline bar fills.
- Staffs: a staff's item damage is now its MATK (same numbers), and every 20 MATK adds +2 MATK on any staff. The shot is 40% MATK (was 60%). Magic hits pass through other mods' damage bonuses. New for the Acolyte and Priest: the Orb of Ahri is their top staff, 120 MATK, Holy skills +15%.
- New server settings:
[Server] SummoningStaffs(off by default: Valheim's summoning staffs are refused) and[Server] VanillaStaffAttack(off by default: Valheim's attack staffs keep their own left-click and damage). - Upgrades: the job weapons (Swordman's Sword, Archer's Bow, Thief's Knife, Acolyte's Mace, Merchant's Axe) and the Raincoat upgrade to quality 4 at their station. Freya keeps a traded-in job weapon's quality.
- Job weapons: changing job only gives what's due (your first set, or what Freya kept), no free copies.
- Monsters: after Moder, creatures have 2× health (was 1.7×). RO monsters' spells scale with their stars. Monsters that fight with their fists now close in to reach you.
- Pneuma stops physical shots only.
- Star Level System: with it installed, dungeon monsters take its stars, but keep their size (so they fit the passages), and Dungeon Coins and the dungeon gauge count up to 2 stars' worth per kill.
- Dropped items of the mod lie at Valheim's size on the ground, no longer tiny.
- Windows: one open at a time; Esc closes them.
- Recommended settings: a button in the Ragnarok RPG settings window, and
[Display] ApplyRecommendedin Mod Settings. - Multiplayer: everyone should update to 0.12.0 together (new creatures, items, pieces, dungeons and their network messages).
0.11.1 (2026-11-02)
- Wizard: Lord of Vermilion and Meteor Storm have a 1.5 s after-cast delay (was 4 s), Storm Gust 1.5 s (was 2.5 s), so spells chain much faster; their cooldowns are unchanged. Heaven's Drive: after-cast delay 1.25 s at Lv 5 (was 2.25 s) and a cooldown of 1.8 s at Lv 5 (was none).
- Valheim's staffs boost their element's spells twice as much: Staff of Embers Fire, Staff of Frost Water, Dundr Wind and Staff of Fracturing Earth +10% (were +5%), ThunderBlood Wind +15% (was +7%).
- Bowling Bash: each of its two hits deals 200% at Lv 10 (was 300%), after-cast delay 1.25 s (was 1 s).
- Blitz Beat: Auto Blitz triggers much more often, 25% of plain arrow hits at Lv 5 (was 15%), and each crow strike deals 30% of a bow shot at Lv 5 (was 45%), cast Blitz Beat included.
- Lock-on now works on the T.W.I.G. and the DPS Dummy.
- Fixed: some items' appearance (models glowing white, worn items sitting in the wrong place, one falling through the ground).
- Multiplayer: works with 0.11.0, but update together so everyone has the same balance.
0.11.0 (2026-11-01)
- 1st-job bonuses: every 1st job now has its own bonus, growing with job level up to Lv 50, like the 2nd jobs':
- Swordman: +10 armour, +35 health.
- Archer: bow damage +10%, stamina +20, health +10.
- Thief: attack speed +10% (plain attacks, any weapon), evade +5%, health +10.
- Merchant: axe and mace damage +10%, carry weight +100, health +20.
- Acolyte: heal power +10%, health +10.
- Mage: MATK grows faster, +0.6% per Mage level (was 0.4%).
- A 1st job's bonus counts in that job and its 2nd job. It passes to other jobs once that family's 2nd job is mastered (Lv 50).
- 2nd jobs gain health: Knight +50 (as before), Blacksmith +25, Assassin +20, Priest +20, Hunter +10, Wizard +10. The Wizard also gets +20% MATK, and the Assassin's attack speed now works with every weapon for plain attacks (knife skills only for skills).
- Inherited MATK changed: Mage and Wizard levels add MATK and eitr to other jobs only once the Wizard is mastered, Acolyte levels only once the Priest is mastered (a mastered Mage or Acolyte alone no longer lends them).
- Mage bolts as in RO: Fire, Cold and Lightning Bolt are cast at the enemy you aim at (up to 10 m, or your lock-on target), then one bolt per level falls on it from the sky, and every one hits. New falling flame, ice spear and lightning effects and sounds. Damage and costs unchanged.
- Staff rework: every MATK staff shoots one small sparkling ball, 60% MATK Neutral with 50% of that splashing onto other enemies within 2.5 m. Eitr per shot by the staff's tier. Valheim's own staffs shoot it too while held, and boost their element's spells: Staff of Embers Fire +5%, Staff of Frost Water +5%, Dundr Wind +5%, Staff of Fracturing Earth +5%, ThunderBlood Wind +7%.
- Monster skills and your resistances: RO monster skills (no armour, as before) are now reduced by your resistances, like meads and resistant armour, and their frost chills you like any frost hit.
- DPS Dummy (hammer, Misc, at a workbench): a T.W.I.G. that shows total damage, DPS and the last hit for everyone nearby.
- The dead wood isn't the only thing stirring anymore...
- Multiplayer: everyone should update to 0.11.0 together (new creatures, items, pieces and their network messages).
0.10.0 (2026-10-31)
- Poison Spore (new RO monster) in the Black Forest, about twice as common as Greydwarfs: a hopping purple
mushroom with its own model, moves and sounds after RO's sprite. 90 HP, a poisonous headbutt (10 blunt + 12 poison).
Drops mushrooms, resin and sometimes fine wood.
[Server] PoisonSporeDensitysets how many (0 = none). - Nights are busier: three times the Wraiths in the Swamp at night (part of
[Server] MobScaling, like the Black Forest Skeletons). - Mod settings in the main menu: a Ragnarok RPG entry under Start game opens every setting of the mod, server
ones marked. New
[Server] RoMonsters = falseturns off every RO monster (Porings, Poison Spores...). - Double Strafe: 80% + 2% per level (100% at Lv 10, was 102-120%), after-cast delay 2 s (was 1.2 s).
- Bowling Bash: works with swords, spears and atgeirs; the two-handed sword bonus is +40% at Lv 10 (was +20%).
- Atgeirs count as two-handed spears: Knight spear skills and Spear Mastery work with them; Spear Boomerang throws them like a spear.
- Forged Fire: the fire lands at once instead of stacking Burning (resistances and weaknesses still apply).
- Status window: an Inherited section lists every mastered job's bonuses.
[Server] PoringDensity = 0now means no Porings.- Something stirs in the dead wood...
- Multiplayer: everyone should update to 0.10.0 together (new creatures, items and their network messages).
0.9.0 (2026-10-30)
- Merchant (new 1st job), from Novice at Freya's altar like the others. Fights with axes, maces and swords (the
altar gives a Merchant's Axe) and pays coins for big hits:
- Mammonite: a hit for 160% up to 250% weapon damage, paid in coin (1 coin per skill level a hit).
- Quick Sale: opens a window to sell any item from your inventory for coins. Every item is worth something by its type and biome: materials 2 (Meadows) up to 20 (Ashlands) coins, wood and stone a coin per biome (wood 1, fine and core wood 2, elder bark 3, Yggdrasil wood 6, blackwood 7), trophies ×10, fish ×5, crafted items half their ingredients. Cheap items sell in bundles worth a coin. 55% of the price at Lv 1, full price at Lv 10.
- Lumber Discovery and Ore Discovery: a chance of 2 more wood or ore from each log or rock you break.
- Enlarge Weight Limit: +20 carry weight per level.
- Adventurer's Pack: a frame pack on your back with up to 16 slots and its own weight limit.
- Burden Swing: swing the pack round in a full circle, harder the fuller it is.
- Crazy Uproar: a war cry, +4 damage on every weapon hit for you and nearby players for 5 minutes.
- Blacksmith (new 2nd job, from Merchant), at the Valkyrie like the other 2nd jobs:
- Forging: give any weapon two slots, anywhere. An element slot (Fire, Frost, Lightning or Poison: all its physical damage becomes that element, and the weapon glows with it for every player) and a power slot (+1-5% ATK, MATK on staves, attack speed, health, eitr or stamina). A failure costs only the materials; resetting a slot may break the weapon.
- Adrenaline Rush (faster axe, mace and sword attacks) and Over Thrust (more physical damage) for the whole group. Weapon Perfection (+5 ATK, +5% physical damage), Maximize Power (every hit rolls its best), Hammer Fall (area stun).
- Weapon Repair: 5 coal repairs everything you or an ally carries, the Adventurer's Pack too.
- Smoulder: turn 10 wood into a coal anywhere (3 wood at Lv 5).
- Greed (pick up everything within 10 m), Iron Tempering (extra bars from the smelter), Skin Tempering, Hilt Binding, Weaponry Research, Dubious Salesmanship (cheaper Mammonite).
- Job bonus: axe and mace damage, carry weight.
- Mastered jobs keep giving: a job taken to Job Lv 50 keeps its bonuses in every job, and every mastered job counts. A mastered Knight playing Archer keeps +15% melee damage and +50 health. Mastered Mage, Wizard, Acolyte and Priest levels add MATK and eitr to any job holding a staff (a mace too, for Acolyte and Priest). Skills are not inherited. The status window lists what you inherit.
- Valkyrie: switches you, from any job, to any job you've taken to Job Lv 50, and to the 2nd job of any 1st job at Lv 50. Free, no weapon trade-in. Returning a 2nd job to its 1st job is free (was a Moder trophy), at Freya's altar too. When you can't advance yet, every missing step is listed at once.
- Assassin job bonus: +10% knife damage and +20% knife attack speed at Lv 50 (was +15% knife damage). The speed reaches knife skills too (Sonic Blow, Envenom) and shortens their after-cast delay. +5% evade stays.
- Knight: Peco Peco Ride is now Humble Squire, with a new icon (same effect: carry weight and speed; Valheim has no Peco to ride).
- Status window: tabs. Jobs shows every job's progression as a card: level, EXP, points and what it gives.
- The hover text no longer shows over the mod's windows.
- Multiplayer: everyone should update to 0.9.0 (new jobs, items and skills).
0.8.9 (2026-10-29)
- Taming lures (new): throw a lure at a tameable creature to tame it on the spot, or fail. The lure is used up
on a try; a throw that misses, or hits a creature it can't tame, drops it to pick up again. Crafted at the
Workbench, two at a time:
- Meadow Lure (Lv 1): hens 90%, boars 50%. 2 Raspberries, 1 Leather scraps.
- Mountain Lure (Lv 3): wolves 40%. 2 Raw meat, 1 Freeze gland.
- Plains Lure (Lv 4): lox 30%. 2 Barley, 2 Cloudberries, 2 Flax.
- Ashlands Lure (Lv 5): asksvin 20%. 2 Vineberries, 2 Fiddleheads, 1 Sulfur.
- Each star resists 5% more; a lure of a higher tier than the creature does 10% better per tier, and a lure can't tame a creature of a higher tier.
- A creature you tame with a lure follows you at once, and every tamed creature (boars and hens too) follows or stays when you press Use on it.
- Repair all: a button beside the Repair button at workbenches and forges mends every worn item that station can repair in one press.
- Wiki: octopusrage.github.io/valheim-ro-rpg-preview has every job, every skill at every level (damage, costs, cooldowns, requirements), character growth and job bonuses, elements, items and controls. It's built from the mod's code, so its numbers match the game.
- Acolyte:
- Blessing now gives a flat +10 ATK on every weapon hit and +10 MATK at Lv 10 (was +10% damage), and also +20% stamina regeneration. Its MATK counts without a staff too, so a mace Acolyte's Heal grows with it. Strongest on early weapons. It now needs Divine Protection Lv 3 (was Lv 5).
- Maces give an Acolyte or Priest eitr by their biome: 40 (Meadows) up to 120 (Ashlands); was a flat 40.
- Increase AGI: attack speed +2% per level, +20% at Lv 10 (was +10%).
- Heal costs half: 20 eitr at Lv 10 (was 40).
- Teleport and Warp Portal don't work while you're overweight.
- Hiding and Cloaking now make creatures lose you: one chasing you turns on another enemy it can sense (another player, say), or gives up and calms down. Before, it walked to where it last saw you and searched there. Hiding has a 3 s cooldown; casting it again to come out is free and works during the cooldown.
- Magnum Break: swings about as fast as Bash, and its cooldown is 2 s (was 4 s).
- Multiplayer: everyone should update to 0.8.9 (the lures are new items that 0.8.8 doesn't have).
0.8.8 (2026-10-29)
- Lock-on (new):
Alt+F(controller: tapR3) locks onto the enemy nearest your crosshair; press again to let go.- The camera comes in to 3 m and follows it. The view brightens, pales and warms with soft amber edges, like the Witcher's senses, and the target glows red with a red circle under it.
- Your mouse or right stick moves the crosshair freely within a circle around the target. Arrows and spells fly where you aim, as normal, so you can aim above it for the arc or at a weak spot.
- At the circle's edge, push twice quickly left or right to move the lock to the next enemy that way.
- Single-target skills pick the locked enemy and melee skills turn you to face it.
- When the target dies the lock moves to the next enemy close by. It lets go when the target is out of sight for 3 s or over 50 m away. Players are never locked.
- Controller: sheathing moved from the
R3tap toLT+R3; holdingR3still opens the radial menu.
- Hunter's crow comes alive: it soars with wings spread and beats them in short bursts, sweeps them back to dive, and beats hard while hovering to strike. Its head glances about, its beak caws, its tail sways and fans, and its legs dangle, then swing forward with talons spread to strike. Its body tilts and rolls as it flies, no longer held stiffly nose-up.
- Traps are coloured by element (Land Mine gold, Claymore red, Blast Mine and Shockwave green, Freezing blue...), with a pulsing light, a ground pulse and rising sparks, so they're easy to spot.
- Music: the mod's own tracks now also play in the Mountains, the Mistlands and the Deep North.
0.8.7 (2026-10-28)
- Bash fixed: with a sword (and other weapons with a swing combo) it played an animation that doesn't exist, so it never hit. It now always uses the first swing of the combo. Damage is now 150% at Lv 1 up to 300% at Lv 10 (was 308-380%), and its stamina cost follows.
- Frost Diver: damage cut to 65% (52-91% MATK, was 80-140%).
- Hunter traps (were far too strong in the Plains):
- Damage at Lv 1-5: Claymore Trap 140-300%, Land Mine 150-270%, Blast Mine 120-240% of a bow shot (were 240-400%, 240-400% and 180-300%). A late-Plains Hunter's Lv 5 Claymore kills a plain Fuling.
- At most 5 traps out at once (was 4, +1 per Trap Research level); Trap Research now only adds damage.
- A new trap arms 1.5 s after it's placed, so it can't be dropped under an enemy for instant damage (Spring Trap waits too).
- Every trap has a 1 s after-cast delay and cooldown (Blast Mine was 6 s), and Blast Mine no longer goes off by itself.
- Plains and later: the 30% magic resist is now a 30% element resist: every element but Neutral, on skill hits only. Spells are resisted as before (they all have an element); now traps, Magnum Break's fire, poisons and Aspersio's Holy are too. Plain weapon hits are left to Valheim, so vanilla elemental weapons (fire, frost and poison arrows, Frostner...) and staffs' plain shots are no longer touched. The target info shows "Element resist 30%".
- Multiplayer: everyone should update to 0.8.7.
0.8.6 (2026-10-28)
- Buff circles: every Acolyte and Priest buff draws its own circle on the ground under the buffed player for as long as it lasts: gold runes for Blessing, a fast blue ring for Increase AGI, a star for Angelus, ripples for Aspersio, music notes for Magnificat and so on. Several stack up and still read apart. Everyone nearby sees them.
- Main Hand / Off Hand slots: an equipped weapon, shield or torch now stays in its hotbar or inventory cell, as in the game, and shows in the slot too. The slots can be reached with a controller (A puts the carried item in).
- Dual Wield on a controller: with Dual Wield on and a knife in the main hand, using another one-handed knife (hotbar, inventory) puts it in the off hand; using the off-hand knife swaps hands. Casting Dual Wield with no off-hand knife picks the strongest one you carry.
- Aspersio can be cast on yourself (the ally you aim at, else you).
- Quality of life (server settings, all off by default):
StackSizeMultiplier(stacks up to 5x),NoFoodDegradation(full food stats until it runs out),AutoStoreProduce(smelters, kilns, windmills, spinning wheels, fermenters, beehives, sap collectors and cooking stations put what they make into a nearby chest) andAutoCookFromChests(Shift + Use, or LT + A, on a cooking station or cauldron: choose the foods it cooks from nearby chests, with keep / stop-at rules). - New item: Raincoat (Workbench Lv 3: deer hide, leather scraps, resin, dandelion), a long yellow coat with a hood. While you wear it you don't get Wet.
- Frost Diver: freeze chance is now 17-35% (was 38-65%).
- Fixed: Acolyte and Priest buffs could vanish from the status list on the left (no icon, so no timer either).
- Poring density is fixed at 5 times the Boars (no longer a setting).
- Multiplayer: everyone should update to 0.8.6.
0.8.5 (2026-10-27)
- New creature: the Poring lives in the Meadows. Passive like in RO: it only fights back when hit. It has
20 HP, drops Wood, Resin and sometimes Raspberries, and pops in a jelly splash. There are 5 times as many as
Boars, one at a time and spread out (
[Server] PoringDensity, 0 turns them off). - Background music: the mod's own tracks play in the Meadows, Black Forest, Plains and Ashlands, with a short
pause and a random track on each biome change. Raids, dungeons, boss areas and sailing keep Valheim's music.
Off:
[Music] UseModMusic. - RO-style damage numbers: outlined pixel digits that pop out of the target and arc away. Each damage type has
its own look: white normal hits, yellow (bigger) on a weakness, grey when resisted, dark grey when immune, red
for hits on you, gold on a red burst for criticals (staggered or sneak-attacked creatures), green heals and
"Miss". Off:
[Display] RoDamageNumbers. - Buff macros: two per job, each casting up to 4 buffs with one press (great on a controller). Set them up at the top of the skill window and drag them onto the skill bar. The buffs go to whoever is under your crosshair when you press it (else yourself), buffs with more than 15 s left are skipped, and each buff still costs its eitr and delay. Attacking, dodging or pressing it again stops it.
- Job exp reworked: kills give 4 times the job exp they did, and every level costs a set share more than the
last (fastest growth early). Roughly 14 Black Forest kills for job 1-10, 50 for 10-20 and 115 for 20-30; a 2nd
job starts easy in the Plains. If your server ran
JobExpRatearound 4, set it back to 1. - More Skeletons in the Black Forest: twice as many at night and some by day too (part of
[Server] MobScaling). Burial chambers are unchanged. - Empty hotbar slot: pressing an empty slot (1-8, or the controller's hotbar use) puts your weapons away, like R / R3, and the weapon moves into that slot, so the same key draws it again.
- Fixed: Freya's statue and the Valkyrie never rose when Eikthyr or Moder fell. Worlds that already beat them get the missing shrine back when a player walks up to the boss's altar.
- Controller: the job altar windows start on the first job / Advance button and show a controller hint, the button that opened a window no longer presses anything in it, and the inventory can be moved again with the controller after logging out and back in (a SeneaL UI issue).
- Multiplayer: everyone should update to 0.8.5.
0.8.1 (2026-10-26)
- Controller support (Valheim's default controller layout): hold LT and press Y / X / B / A to cast
the 4 skills of the current page, LT + D-pad down / up to change page (slots 1-4 and 5-8 of each stack),
LT + RB to dodge (instead of LT + B). LB + D-pad up / down zooms the camera (instead of LT + D-pad),
LB + Y / LB + X open the skill / status window. The skill bar shows the page's 4 skills marked Y X B A.
All our windows work with the D-pad (A press, X clear a skill slot, B close). Off:
[Gamepad] Enabled. - Server settings (admin-only, synced to every player):
[Server] MobScalingturns the mod's creature scaling off for vanilla creatures,JobExpRatemultiplies job exp from kills (0.1 to 10). - Weapons, shields and torches can be dragged out of the Main Hand / Off Hand slots onto any inventory cell (that unequips them there).
- New mod icon: Ragnarok x Valheim with a poring.
- Multiplayer: everyone should update to 0.8.1.
0.8.0 (2026-10-26)
- New 1st job: Acolyte. Heal (hurts Undead), Holy Light (5 levels), Blessing, Increase / Decrease AGI, Angelus, Cure, Signum Crucis, Ruwach, Pneuma, Teleport (back to bed), Warp Portal with Memo spots, Divine Protection and Demon Bane. Fights with a staff (MATK and eitr) or a one-handed mace (a flat +40 eitr, no MATK, shown on the mace's tooltip). Starts with the Acolyte's Mace and the Basic Rod.
- New 2nd job: Priest (from Acolyte, at Moder's Valkyrie). The group's buffer, weak alone: Sanctuary, Magnus Exorcismus, Kyrie Eleison, Impositio Manus, Suffragium, Aspersio, B.S. Sacramenti, Magnificat, Status Recovery, Lex Divina, Lex Aeterna, 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.
- Skill window: a 2nd job can still raise or lower its 1st-job skills (each job spends its own points). Learning a skill also learns the requirements it's missing. New Reset skills button (click twice). Faster mouse-wheel scrolling.
- 1st job level cap is 30, then 40 after The Elder and 50 after Bonemass.
- Knight: Bowling Bash does up to +20% damage with a two-handed sword.
- Creatures from the Plains on (now including the Deep North's Jotun) resist 30% of all attack magic, Blood Magic included.
- Fixed: after Jupitel Thunder (and Fire, Cold, Lightning Bolt and Water Ball at Lv 1, Soul Strike at Lv 1-2) you couldn't run or cast for a few seconds.
- Fixed: Magnus Exorcismus and Wizard ground spells could stop hurting creatures after a mod reload.
- Multiplayer: everyone should update to 0.8.0.
0.7.2 (2026-10-25)
- Boss shrines: when Eikthyr falls, Freya's statue rises near his altar as a Job Altar. When Moder falls, a great stone Valkyrie rises near hers: she is where you advance to your 2nd job (Freya's altars change jobs).
- Return to 1st job: the Valkyrie turns a 2nd job back into its 1st job for 1 Moder trophy. Your 2nd-job levels and skills are kept, and advancing again later is free.
- Job weapons are bound to you: nobody else can wield them. Replacing a lost one (1 Hard antler) makes any older copy crumble, and when you trade a weapon in, Freya keeps it with the same wear for when you come back.
- Changing job now ends your active buffs.
- New: a Discord server for bug reports, balance feedback and ideas.
- Multiplayer: everyone should update to 0.7.2 (the shrines are new objects).
0.7.1 (2026-10-25)
- Fixed: on Linux, skill effects never loaded their textures or sounds and showed plain white glows and squares instead. Effects now look as intended on every platform.
- Glows no longer show faint square corners; fire, lightning and haze effects retuned.
- Screenshots on the Thunderstore page.
0.7.0 (2026-10-24)
- First public test build.
- Start as a Novice, earn Job Levels by hunting, change job at Freya's Job Altar after Eikthyr: Swordman, Archer, Mage, Thief.
- 2nd jobs after Moder: Knight, Hunter, Wizard, Assassin, each with its full RO skill tree.
- RO-style skill tree window, skill bar, Status window, job weapons, RO element table.
- Skill effects and sounds drawn after RO's; optionally read from your own RO client.