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Nornforged
Permanent equipment Fateprints with 201 perks, compact PQS tooltips and F6 details. Mesh-surface glow from +6 follows held, back and ground weapons. Saved rolls stay unchanged. Install on server and every client.
By RYN_DevOps
| Date uploaded | a week ago |
| Version | 0.2.3 |
| Download link | RYN_DevOps-Nornforged-0.2.3.zip |
| Downloads | 19 |
| Dependency string | RYN_DevOps-Nornforged-0.2.3 |
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: 5.4.2350ValheimModding-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: 2.30.0README
Nornforged — Fate at the Forge
Every successfully crafted piece of equipment receives its own permanent Fateprint: either normal Default equipment with no perks, or a rarity with compatible perks and independently rolled strengths. Craft with the ordinary interface and materials. No extra stations, currencies, rerolls or recipes are added.
Version 0.2.3 — Weapon surface glow targets the installed Valheim 1.0.15, BepInExPack Valheim 5.4.2350 (BepInEx assembly 5.4.23.5), HarmonyX 2.9.0.0 and Unity 6000.0.75f1. The current profile uses Jötunn 2.30.1; the declared minimum remains 2.30.0. Weapon effects from +6 now follow the actual native mesh in the hand, on the back and on the ground. Hover tooltips use compact descriptions with saved Perk Quality Scores. Armor auras, saved Fateprints, 201 perks and the corrected 0.2.2 rarity curve remain unchanged. See TESTING.md for executable evidence and remaining gameplay checks.
Install
- Install BepInExPack Valheim 5.4.2350 and Jötunn 2.30.1 in the game or mod-manager profile. Nornforged does not bundle those dependencies. See Jötunn's official project.
- Close the game. Extract the release ZIP's
BepInExdirectory into that same game/profile directory. The two DLLs belong inBepInEx/plugins/Nornforged/. - For a new installation, copy the included
BepInEx/config/Nornforged/gameplay.json. For an update, keep your existing configuration and authority directory. Exact, untouched 0.1.0, 0.2.0 and 0.2.1 gameplay defaults upgrade automatically with an atomic backup. Customized gameplay files are preserved; to apply this correction manually, set Common/Uncommon/Rare weights to 2500/1500/660 and ensure the full table totals 10,000. See CONFIGURATION.md. Missing configuration files are generated on startup. - Start through your mod manager or BepInEx-enabled game launcher. Open an ordinary crafting station and craft new equipment. Existing equipment remains Unrated.
For local single-player, the local host generates and signs the outcomes. For hosted multiplayer or a dedicated server, install the exact same Nornforged version and dependencies on the server and every client. Only the host/server gameplay configuration is used; clients receive it during the handshake. Client visual settings remain local. Do not copy the server's private authority key to clients.
Keep backups of the character, world, and BepInEx/config/Nornforged/authority/ together. The authority directory contains the signing key, configuration snapshots and committed receipts. Moving a server requires moving that directory too. A Fateprint from another signing authority is preserved but inactive; returning to its original authority restores it. See transaction and trust boundaries.
Play
- Craft a new weapon, tool, shield, armor piece, cape or supported accessory to roll its fate. Craftable fishing rods and mod-added equipment are supported when their recipes and capabilities qualify.
- Positive rarity rank equals perk count. Negative rank magnitude equals penalty count. A Worthless item still works and is never destroyed by its roll.
- 35% of new outcomes are normal Default items with zero perks, unchanged native stats, no added icon border or background and no special reveal/drop sound. This result is permanent through upgrades and recovery.
- Every non-Default rarity, including negative ranks, adds a rarity-colored icon border. Inventory icons show no perk counts or rank-number badges. Epic (+6) through Legendary (+8) add a static colored background; Mythic (+9) and above animate it. Transcendent (+12) adds its own aurora, four corner runes and four orbiting sparks.
- Transcendent has a 0.1% chance per eligible craft, with nine Standard and three randomly selected Ultra perks. There is no pity counter or guaranteed 1,000th craft.
- Strength is a separate roll for every numerical parameter. Common can have an excellent value; Transcendent can have modest values. Selected uncapped percentages gain wider maximum ranges at +9 / +10 / +11 / +12: 1.5× / 2× / 2.5× / 3× their ordinary maximum. Chances, cooldowns and bounded mechanics keep their limits.
- Upgrades, repair, trading and storage retain the original outcome. Percentage effects use the newly upgraded native baseline.
- Hover an item to read each perk in one compact paragraph: a colored bold name, neutral effect text and a subdued PQS percentage. Name colors are teal Standard, lilac Special, gold Ultra and rose penalties. PQS means Perk Quality Score, the arithmetic mean of that perk's independently saved parameter scores; it is not a probability or an estimate of total item power. Higher penalty PQS means greater severity. Press F6 while hovering inventory equipment for detailed triggers, exact parameter values, individual scores, current ranges, stacking rules and caps. Close with F6, Escape or Close. The panel keeps twelve-perk results readable without shrinking the text.
- The small DMG / SEC and TOTAL DMG meter keeps a rolling five-minute history, including idle time. Press F9 for per-perk totals and local window/display settings. The native character inventory also has a combat record panel. Drag the meter header while your cursor is free (inventory or F9 open); the guide, damage ledger and F6 window also have draggable titles. Positions are saved locally and kept within the screen.
- Normal damage numbers remain and display three decimals. Additional colored labels show each perk's included contribution: fire red, frost blue, poison green, lightning violet and spirit pale gold. They do not inflict or count extra damage. Damage-over-time is recorded when its ticks land; overkill counts only actual health removed. Shared mitigation is attributed proportionally.
- First world entry after an update opens a native-font early-access guide with compact rarity chances, tips and Developed by RYN. Reopen it with
nornforged welcome. - With Freyr's Garden, hold Left Shift while planting for a validated 3×3 layout. All nine positions and all nine seed costs must be valid; normal planting remains available without Shift.
The complete 201-perk catalog includes the rarity table, ranges and compatible-pool counts. Tools draw from deliberate work-oriented pools: hammers repair/build, hoes shape terrain, cultivators grow plants and fishing rods improve fishing. Combat-only effects are excluded from these tools. Wider independent rolls allow exceptional Ultra outcomes without a pity counter. EFFECTS.md defines actual triggers, baselines, exclusions and safeguards.
Your current mod profile
The current six-package profile contains Nornforged, Jotunn 2.30.1, AzuExtendedPlayerInventory 2.5.1, AzuAutoStore 3.1.6, AzuCraftyBoxes 1.8.22 and BepInExPack Valheim 5.4.2350. The inspected live profile has Nornforged 0.2.2; isolated candidate tests substitute 0.2.3 without changing it. EpicLoot and ImpactfulSkills are absent. Their optional adapters remain dormant; the old ingredient-quality/container-pulling conflict guard does not restrict this profile. See the current exact versions, hashes and test scope.
Azu equipment auto-equip and extra-slot recovery, AutoStore metadata preservation and native container-fed crafting remain supported. Fate-bearing equipment stays individual; pending outputs temporarily stay out of automatic transfers until their receipt arrives. The original larger modpack's audit is historical evidence only, not a claim about its later updated versions.
New rarity and strength curve
Default is 35%; Common +1 is 25%; Uncommon +2 is 15%; Rare +3 is 6.6%; +4 is 3%; +5 1.5%; +6 0.75%; +7 0.4%; +8 0.2%; +9 0.18%; +10 0.15%; +11 0.12%; +12 0.1%. The six negative ranks together retain 12%. The full table totals exactly 100%, with each positive rank less likely than the previous one. Each eligible craft rolls independently. These are crafting outcomes, not additional monster-loot drops.
Numerical strength is separate: 80% of rolls fall in the bottom 10% of the possible range, and the top 5% has only a 0.02% chance. Uncapped percentage bonuses have much higher potential maxima, while probabilities, cost reductions and other bounded mechanics retain meaningful limits. See the balance report in the documentation. Existing rolled values and already-prepared crafting transactions retain their original results.
Repairing a pending item from 0.1.0
The auto-equip fix follows the output through supported inventory movement and ItemData.Clone, including equipped references. It no longer requires a finished output to remain in the main inventory. Newly completed crafts retain a durable completion marker and retry their original receipt.
For an older item already stuck on Fateprint pending, keep it on its original character and authority, then use Recover pending items in the welcome guide or nornforged recover in the console. Recovery reuses the prepared transaction and its saved configuration; it never rerolls a completed Fateprint. Explicitly aborted new crafts are excluded. A missing original authority receipt cannot be recreated safely. Custom equipment mods that bypass every native inventory and equip path still need a combined-session test.
Configure and diagnose
Edit BepInEx/config/Nornforged/gameplay.json on the host/server while it is stopped, then restart. Rarity tables, strength bands, weights, ranges, extra exclusions, caps and item overrides are data-driven. Invalid tables are rejected, not normalized. Changes affect future rolls; stored values remain unchanged. Current execution caps still apply. See CONFIGURATION.md for examples and the distinction between permanent values and live policy.
Local settings are in BepInEx/config/rinor.nornforged.cfg: visual intensity, armor particles, reduced effects, animated inventory backgrounds, rarity sound volume, damage window (10–1800 seconds), HUD scale/position/refresh, perk-number lifetime/size and the first-entry guide. Weapon surface glow emits no added particles or trails; reduced mode freezes its animation. F9 offers common window presets and display toggles. The built-in console can be enabled with Valheim's -console launch option; press F5 and use:
nornforged status
nornforged inspect
nornforged validate
nornforged simulate 1000000
nornforged damage
nornforged welcome
nornforged recover
These inspect outcomes, open local panels, run an isolated rarity simulation or recover an existing pending transaction. They never grant new equipment or reroll a completed outcome. validate also checks all currently loaded eligible recipe pools. Consult BepInEx/LogOutput.log for rejected configuration, receipt or metadata diagnostics.
Build from source
Install the .NET 8 SDK or newer and the target game/dependencies above. Copy Local.Build.props.example to Local.Build.props, then set ValheimDir, BepInExDir and JotunnDir to your installation. Do not commit this machine-specific file or redistribute game assemblies.
./scripts/Build-Nornforged.ps1
This builds Release, runs core, crafting and damage-telemetry tests, checks Harmony signatures against the installed assemblies, and creates Nornforged-0.2.3.zip and Nornforged-0.2.3-source.zip in dist/, with Nornforged-0.2.3-SHA256.txt. -Dotnet 'C:\Program Files\dotnet\dotnet.exe' selects an SDK explicitly. -SkipTests skips the automated suites only. The optional separate real-Unity startup test launches an isolated hidden game process and exits after its checks:
./scripts/Start-NornforgedSmoke.ps1 -Dotnet 'C:\Program Files\dotnet\dotnet.exe'
# Optional real Unity camera renders of weapon surfaces, armor profiles and UI:
./scripts/Start-NornforgedSmoke.ps1 -Dotnet 'C:\Program Files\dotnet\dotnet.exe' -RenderPreview
# Optional isolated copy of the supplied mod-manager profile:
./scripts/Start-NornforgedSmoke.ps1 -ModProfile '<profile path>' -RenderPreview
The smoke script requires a local Windows Valheim installation with Doorstop. It uses fresh test configuration/save directories under .local/ and does not alter an existing game/profile. Its test-only plugin is excluded from release ZIPs. This is a menu/startup and native-API test, not an automated playthrough.
Source modules and data contracts are documented in ARCHITECTURE.md. The original request is retained in PRODUCT-SPEC.md. Existing VikingChronicle workspace files are separate from this mod and are not packaged.
Visuals and licensing
World rarity effects begin at Epic (+6). Weapons and bows receive an unlit glow on their actual native mesh, with increasingly vivid surface patterns through +12: runic facets, forge lattice, stellar facets and prismatic aurora at +9–12. The same saved style follows native hand, back and ground models. Saved elemental perks determine the palette: frost shines icy blue, and fire plus frost creates a gradient with both colors. Actual saved percentages determine intensity; future roll ranges do not recolor existing outcomes. Armor keeps its original bounded flames, ribbons and coordinated set motif. Inventory borders and backgrounds retain rarity colors: backgrounds begin at +6, animate from +9, and gain a distinct aurora, corner runes and orbiting sparks at +12. Original tiered chimes accompany a new Fateprint reveal and an actual drop; loading saved ground items stays silent.
Weapon overlays retain native geometry, UVs and skinned poses and emit no particles. Unreadable or over-budget meshes retain the same geometry with a uniform pulse. Dedicated head, chest, leg, cape and accessory anchors support texture-only armor. Multiple visible pieces share an elemental palette and timing while retaining their own rank and strength. Native materials, lights and effects remain intact. Reduced mode freezes weapon animation and simplifies armor indicators. No external texture, sound recording or asset bundle is shipped. See VISUALS.md and DAMAGE-TELEMETRY.md. The package icon is original procedural artwork; regenerate it with scripts/New-NornforgedIcon.ps1.
Nornforged source and its original artwork are MIT licensed; see LICENSE. Valheim, Unity, BepInEx, Harmony, Jötunn and Newtonsoft.Json are independent dependencies with their own licenses. Their binaries are not redistributed here. No other mod's code or art is incorporated.
Uninstall
Close the game/server and remove BepInEx/plugins/Nornforged/. Keep the configuration/authority backup so a future reinstall can verify the same items. Base equipment remains ordinary equipment while the mod is absent; do not rely on another mod or save editor preserving unknown custom data. Remove configuration files only if you intentionally want to discard those backups. All players and the server must change the installed mod set together.
Read known limitations before deploying to an established shared world. Current evidence is in TESTING.md and the machine-readable text reports beside it.
CHANGELOG
Changelog
0.3.1 — Compare and understand your equipment
- Hold either Shift key while hovering equipment to see green or red differences directly beside native values and perk amounts. Release Shift to return to the normal hover; the quick view always uses matching equipped gear. F6 keeps the detailed inspector.
- The Shift hover starts with a compact swap summary naming added, removed and changed perks. Candidate perks carry clear status labels; removed effects retain their full values. Extra gear actually displaced by a hand-slot change, such as a shield, is identified separately.
- Fixed verified private Test Lab items incorrectly appearing inactive in comparisons. Rejected or unverified items remain inactive; the comparison never rerolls or rewrites an item.
- Faster, consistent mouse-wheel scrolling across Nornforged windows, with smooth fractional input and screen-aware sizing from small displays through Full HD, ultrawide and 4K. Existing Valheim canvas scaling is respected.
- Rebuilt F6 as a draggable, scrollable equipment comparison window with three views: comparison, perk explanations, and saved values and rules. It follows the game's German or English language setting.
- Automatically compares matching equipment slots and roles, including held and sheathed equipment. A remembered reference also lets you compare two items in your inventory. Normal, Default and inactive items remain inspectable.
- Shows native item values, useful differences, and perks added, changed, removed or unchanged. Conditional effects, ammunition, skills, shared caps and displaced shields are identified instead of collapsed into a misleading overall power rating.
- Added plain explanations and worked examples for all 201 perks. Hover summaries stay compact; F6 explains triggers, quality scores, cooldowns, stacking and limits using the item's saved rolls and current server limits.
- Added stable high-quality perk-name highlights, readable small-screen layouts, remembered window position and safe input handling. Inactive rolls remain clearly marked and are never repaired or rerolled by comparison.
- This update changes presentation only. Saved Fateprints, crafting probabilities, perk ranges and gameplay configuration remain unchanged. The authority protection from 0.3.0 and MrReed's Rested fix remain included. Update server and clients together.
0.3.0 — Safer updates and recovery
- Moved authority identity and crafting records outside ordinary configuration to
BepInEx/NornforgedData/authority/. Existing legacy authority data is copied on host startup while its original files remain intact. - Added automatic local backups in
BepInEx/NornforgedBackups/authority/, covering signing identity, transaction receipts and prepared-craft configuration snapshots. A recoverable missing or damaged primary can use a matching backup; conflicting identity evidence stops authority startup without replacing it. - Added clearer authority and inactive-Fateprint diagnostics. Pending-item recovery distinguishes unfinished transactions from completed items whose original signing authority is missing or different; completed outcomes are never rerolled or re-signed.
- Added an update and recovery guide. A key already lost before this update still requires an original backup. Thanks to MrReed for reporting the update-related loss of active perks.
- Existing Fateprints, perk values, rarity chances and gameplay configuration remain unchanged. The 0.2.9 Rested fix remains included. Update the server and every client together.
0.2.9 — Rested regeneration fix
- Fixed Nornforged overwriting native status-effect modifiers, which removed the Rested stamina-regeneration bonus even without perk equipment. Thanks to MrReed for reporting this bug!
- Health and Eitr regeneration, stamina costs and fall-damage modifiers now preserve the native result before applying perks. Resting bonuses, Wet penalties and native cost limits also remain effective.
- Existing Fateprints, perk values, crafting chances and configuration remain unchanged.
0.2.8 — Armor effects and equipment fixes
- Fixed worn effects inheriting the player skeleton's 95x import scale. Helmet effects now use the native helmet socket; all armor slots and moving leg effects stay close to their equipment through animation and re-equipping.
- Failed or broken blocks no longer activate successful-block perks. Barriers, regeneration, retaliation and stamina refunds require damage actually stopped by the native block.
- Freyr's Garden checks the full nine-plant stamina cost using the world's stamina-rate setting.
- Added MyDirtyHoe 2.1.1 brush interoperability. Signed perk-expanded operations avoid its duplicate radius packet, while ordinary MyDirtyHoe operations retain their native behavior.
0.2.7 — Cleaner perk counts
- Removed the translucent background behind perk counts in inventory and hotbar icons. Only the small rarity-colored number remains.
- Raised the count by ten UI pixels to keep it clear of the durability bar.
0.2.6 — Equipment inspector and movement fix
- Fixed movement bonuses repeatedly multiplying accumulated physics velocity, including upward jump velocity. Tempo bonuses now modify native walking speed inputs once; jumping, falling and momentum retain native behavior.
- Equipment hover uses a dedicated screen-bounded panel with native stats, compact colored perk cards, smaller Valheim fonts and mouse-wheel scrolling. Large rolls use two perk columns when space allows.
- Removed repeated native tooltip title rewriting and overlapping native/custom rendering. Reused slots, gamepad selection, F6 handoff and live stat refresh retain a single stable display.
- Hover takes over only once the replacement is visible. Gameplay input blocks no longer hide inventory information; unavailable custom UI restores the native tooltip.
- Fixed missing perk cards in the actual game world: the inspector uses its own layer on the native inventory canvas, independent of Jotunn's transient invalid main-scene canvas dimensions.
- Beneficial perk names gently shimmer from 90% saved PQS, with stronger sheen from 99%. Text never moves; penalties stay static. AnimatedPerkNames and ReducedEffects control this display.
- Inventory and HUD hotbar share rarity borders, tier backgrounds and Transcendent decoration. Optional small numbers show actual perk count, such as +8, in rarity color at the lower right. Toggle ShowPerkCount locally.
- Saved items, perk rolls, crafting probabilities and authority data remain unchanged. Update server and clients together.
0.2.5 — Elemental flames and frost
- Replaced coplanar weapon surface overlays and legacy armor aura meshes with original elemental particles from Mythic (+9). Native item textures remain intact.
- Fire, frost, lightning, poison and spirit have distinct forms. Mixed perks retain their own channels; both saved PQS and actual rolled percentages determine intensity.
- +9 through +12 increase effect density, size and radiance. Full armor coordinates its rhythm while preserving each item's element and strength.
- Effects follow held, back-carried and dropped weapon geometry, including skinned deformation. Bone-attached armor includes moving leg anchors. Unlit, depth-tested materials support indoor visibility without showing through walls.
- Particle and reduced-effect preferences bound world effects. Inventory borders/background thresholds, gameplay balance and saved rolls are unchanged.
0.2.4 — Maintenance
- Updated player documentation and release packaging.
- Gameplay, saved items, perk values and drop chances remain unchanged.
0.2.3 — Weapon surface glow and compact perk quality
- Hover tooltips now keep each perk in one compact paragraph: colored bold name, neutral effect description and a subdued Perk Quality Score (PQS). PQS averages the perk's saved parameter scores; it is not reconstructed from current ranges or presented as a percentile. F6 retains the complete triggers, exact values and individual scores.
- The current six-package profile uses Jötunn 2.30.1; the declared minimum remains 2.30.0.
- Weapon rarity effects now follow the native mesh through an unlit surface pass from Epic (+6), including held, back-carried and ground equipment. Seven increasingly vivid profiles culminate in prismatic aurora across the actual weapon; weapon surfaces emit no particles.
- Saved elemental percentages still determine color and intensity. Native geometry, UVs, skinning, materials and existing effects are preserved. Unreadable or over-budget meshes use a uniform surface pulse with the same native geometry.
- Hand/back cosmetic snapshots now include the native prefab identity. New models wait for matching metadata, and native replacement hooks immediately clear the old owned overlay. This covers Valheim's separate hidden-item records and back clones.
- Armor anchors, coordinated set palette, inventory decoration and gameplay remain unchanged. The release keeps the 0.2.2 gameplay defaults and does not introduce a configuration migration or reroll existing items.
- Added native weapon mesh, skinning, visibility and material checks, focused held/back lifecycle fixtures and native-camera preview coverage. See the current testing report for executed evidence; live-world and multiplayer appearance remain separate checks.
0.2.2 — Rarity curve fix
- Corrected the lower positive rarity progression: Common 25%, Uncommon 15%, Rare 6.6%. Default stays 35%, all negative ranks and +4 through +12 stay unchanged, and the table totals exactly 100%.
- Complete untouched 0.2.1 gameplay defaults upgrade automatically with a backup, alongside existing 0.1.0/0.2.0 migrations. Custom configurations, already prepared crafting transactions and existing items keep their original data.
- Added regression coverage for strictly decreasing positive rarity chances and an exact three-weight-only configuration change.
0.2.1 — Arsenal & Fortune
- Normal Default equipment returns at 35%, with zero perks, native stats and no added icon border, background, sound or VFX. Its signed outcome stays permanent through upgrades and recovery.
- Reviewed uncapped percentage maxima expand again from +9: 1.5×, 2×, 2.5× and 3× through +12. Extreme values still require the separate rare strength roll; probabilities and bounded mechanics are excluded.
- Expanded to 201 implemented perks, including 23 weapon/shield effects with native capability and attack-type restrictions. Noncombat tool pools remain separate.
- Compact colored perk descriptions distinguish Standard, Special, Ultra and penalties. Compact values trim trailing zeros; F6 retains full numerical precision, conditions and limits. Tooltip definition lookup is cached across draws and refreshed with authority configuration.
- Wider positive percentage ranges, with far less frequent high-strength rolls: 80% in the bottom tenth of the range, 0.02% in the top five percent. Probability, cost and other structural caps remain.
- Rarer high ranks: +4 at 3%, +6 at 0.75%, +9 at 0.18%, +10 at 0.15%, +11 at 0.12%, +12 at 0.1% (1 in 1,000). No pity counter or existing-item reroll.
- Stronger original world VFX begins at +6, escalating through +12; redesigned upper-tier forms retain saved elemental colors and intensity.
- Inventory icons replace perk-count/rank badges with rarity-colored borders for every non-Default rank. Static colored backgrounds begin at +6, animated backgrounds at +9; +12 adds a distinct aurora, four corner runes and four orbiting sparks. Animation can be frozen locally.
- Dedicated worn-slot anchors cover texture-only armor. Full sets share elemental colors, timing and one central motif while preserving each piece's strength and rarity; the installed ObjectDB equipment catalog is audited beyond craftable recipes.
- Guide, damage ledger, F6 details and HUD are movable by their title/header. Local positions persist; uGUI windows adapt to screen/scale changes. The HUD can be dragged while the pointer is available, for example with inventory or F9 open.
- Current profile review targets AzuEPI 2.5.1, AutoStore 3.1.6 and CraftyBoxes 1.8.22 with Jotunn 2.30.0. Removed optional mods impose no ingredient-conflict restrictions in this profile.
- Untouched 0.1.0 and 0.2.0 gameplay defaults upgrade with a backup. Custom configurations, existing Fateprints and prepared transaction snapshots are preserved.
0.2.0 — The Living Forge
- Expanded from 107 to 178 implemented perks with deliberate item roles and native capability checks. Building tools no longer receive combat filler. Wider independent strengths allow exceptional Ultra rolls while all eighteen rarity chances remain unchanged.
- Four escalating high-rarity shiny flame forms. Actual saved elemental percentages control intensity; mixed elements produce readable gradients, including fire/frost. Equipped and ground profiles retain bounded shared resources and reduced mode.
- Native damage totals and additional colored per-perk contributions display three decimals. Actual removed health, armor, overkill, direct procs and delayed elemental ticks feed a bounded rolling damage ledger without double-counting.
- Continuous five-minute DPS/total HUD, configurable windows and display settings, F9 breakdown, and character-inventory combat record.
- Colored rank badges above durability, animated high-rarity inventory backgrounds and eighteen original rarity sounds for reveals and actual drops.
- First-entry early-access guide with all rarity odds, gameplay tips and native Norse-font “Developed by RYN”.
- Fixed pending Fateprints when auto-equip moves or clones a craft output outside the main inventory. Successful transactions follow their outputs; explicit legacy recovery reuses original prepared receipts, with aborted craft protection.
- Added targeted adapters for the supplied server pack: AzuEPI real equipment slots and statistics panel, EpicLoot component preservation/conversion attribution, ImpactfulSkills quality and equip timing, metadata-safe storage/stacking and drawer exclusion, scoped MyDirtyHoe brush choices, AzuAreaRepair durability/stamina and Build Camera placement ordering. Documented narrow AAA sequential-output policy and remaining multiplayer checks.
- Preserved EpicLoot custom/decorated names and added preflight protection against competing ImpactfulSkills/CraftyBoxes material consumption; affected equipment can be crafted with per-character container pulling disabled.
- Untouched 0.1.0 default gameplay files upgrade with a backup. Customized configurations and all permanent rolled values are preserved. New telemetry, native tool, visual, presentation and crafting regressions extend verification; actual multi-client gameplay remains a manual acceptance step.
0.1.0
Initial implementation of Nornforged — Fate at the Forge for Valheim 1.0.14.
- Eighteen exact default rarity weights; independent, biased strength sampling and completion-aware compatible selection across 107 perk definitions.
- Instance metadata, native upgrade preservation, authority signatures, durable transaction receipts and host-controlled gameplay policy.
- Implemented combat, survival, crafting, gathering, fishing and magic effects with explicit caps and trigger boundaries.
- Native tooltip integration, colored inventory accents, an F6 scrollable inspector, and original runtime rarity visuals.
- Deterministic statistical tests, production-adapter tests, installed-API checks, and isolated real-Unity startup/native-item checks. See TESTING.md for executed coverage and remaining gameplay verification.