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BlightedWorldHeart
A massive raid-boss mod for Valheim using TheHive prefab. Spawns the Blighted World Heart, summoning endless waves of enemies, unique Sub-Bosses, and dropping dozens of new custom weapons and armors with Poison, Spirit, and Defense affixes.
| Last updated | 37 minutes ago |
| Total downloads | 1667 |
| Total rating | 4 |
| Categories | Enemies Gear AI Generated Server-side Client-side Mods Deep North Update |
| Dependency string | Wubarrk-BlightedWorldHeart-1.1.4 |
| Dependants | 3 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: 2.30.0denikson-BepInExPack_Valheim
BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.
Preferred version: 5.4.2360README
🫀 The Blighted World Heart
The old stones remember what was laid on them. Lay a fallen god-beast's trophy back on them, and the stones remember something older — a heart, black and swollen, that was here before the gods and beats again the moment it is fed.
Lay a boss's own trophy back on its altar, and the ground opens.
The Blighted World Heart is a raid boss forged from the remains of the Hive. Offer the right trophy at any vanilla boss altar and it erupts there: a towering, pulsing core that pours out endless waves of that biome's creatures and, as it bleeds, calls up Sub-Bosses to defend it.
Break it and it pays in Blighted gear — more than 360 rare variants of vanilla weapons and armour, each carrying a poison, spirit or defence affix. The more of your clan stood at the altar, the more of it drops.
The Deep North gets a Heart of its own, built from Valheim 1.0's real Deep North.
| 🩸 The offering | 1 Sacrificial Blood, Kall Fimbulbringer's drop, at the Deep North altar |
| 🧊 The waves | Frozen Greydwarves, Deep North Skeletons and Elakings |
| 👹 The Sub-Bosses | Jötun Warrior · Jötun Witch · Barka · Frost Troll |
| 🗡️ The loot | Blighted versions of all 12 Frost-Fire gold weapons, the Heavy and Medium armour lines, the Deep North cape and the three gold shields — 76 new items, upgraded at the Black Forge |
| 🏆 Upgrade trophies | Elaking and Writhan |
🔹 The Heart rises inside the Deep North boss room, on its floor, the way vanilla places the altar's own boss · 🔹 Refinement Forge upgrades — an optional setting lets Blighted gear go past max quality there, break risk included
| If… | Then… | |
|---|---|---|
| 📦 | you install it | it needs Jotunn. Without it, the mod does not load at all. |
| 🤝 | you play on a server | the server and every player need the mod, on the same version. Update them together. |
| 🧙 | you run Wacky's Database | it is detected on its own. A Blighted recipe you give a WackyDB YAML belongs to that YAML; every other one keeps its normal upgrade cost. |
| 🔮 | you fight with staves and magic | elemental and magic damage hits the Heart and its Sub-Bosses at a quarter strength by default. Magic Damage Multiplier changes it. |
| 🔄 | you upgrade an existing server | Heart and Sub-Boss HP still on an old default move to the new one, once, by themselves. A value you set yourself is never touched. |
Any boss altar in your world can become a raid.
| Biome | Offering at the altar |
|---|---|
| 🌳 Meadows | 1 Hard Antler |
| 🌲 Black Forest | 1 Swamp Key |
| 🐸 Swamp | 1 Wishbone |
| 🏔️ Mountain | 1 Dragon Tear |
| 🌾 Plains | 1 Yagluth Thing |
| 🌫️ Mistlands | 1 Queen Drop |
| 🔥 Ashlands | 1 Fader Drop |
| ❄️ Deep North | 1 Sacrificial Blood |
The rule is simple: the local boss's own drop. The item and the amount are both settings, per biome.
📖 Read the saga — where the Heart rises
The Heart is set down by the same rules vanilla uses for the altar's own boss: the altar's spawn point, its height margin and its offset. In the Swamp it is pushed out from the altar and dropped to the ground, so it never ends up on top of the giant skull or stuck inside it. In the Deep North it rises on the floor of the enclosed boss room, not on its roof.
The Heart takes the shape of its biome, and so does everything it sends at you.
| 🧟 Endless waves | that biome's own creatures, wave after wave, up to a cap on how many live at once |
| 👹 Two Sub-Bosses | at two health thresholds the Heart summons a biome champion; each must be slaughtered |
| 🎭 A biome-shaped Heart | its look and its nature change with the land it infests |
| 📊 A boss health bar | tracks the Heart and both Sub-Bosses — for everyone at the fight, not only the summoner |
| 🛡️ Only you can hurt it | players and their tames and summons damage the Heart; a Troll's log swing or an Abomination's slam does not |
📖 Read the saga — who answers the Heart in each biome
| Biome | The waves | The Sub-Bosses |
|---|---|---|
| Meadows | Boars, Necks, Greylings | Boar · Neck |
| Black Forest | Greydwarves, Greydwarf Brutes, Skeletons | Greydwarf Brute · Troll · Rancid Remains |
| Swamp | Draugr, Blobs, Leeches | Draugr Elite · Wraith · Abomination |
| Mountain | Wolves, Drakes | Fenring · Stone Golem |
| Plains | Fulings, Deathsquitos | Fuling Berserker · Fuling Shaman · Lox |
| Mistlands | Seekers, Seeker Broods | Seeker Soldier · Seeker |
| Ashlands | Charred Warriors, Charred Marksmen | Morgen · Charred Warrior |
| Deep North | Frozen Greydwarves, Deep North Skeletons, Elakings | Jötun Warrior · Jötun Witch · Barka · Frost Troll |
The Heart is built to last. It stands still and takes full damage from everyone, so it carries far more health than a vanilla boss, and that health grows with the biome's tier — the Deep North Heart is more than twelve times the Meadows one. Its Sub-Bosses are sized like a starred elite of their biome rather than a slice of the Heart.
Sub-Boss damage is one dial. Sub-Boss Level sets their star level: every level above 1 adds half again to their damage. Their health is set per biome.
Magic is blunted. Late-game staves would melt a target that cannot dodge, so elemental and magic damage against the Heart and its Sub-Bosses is calculated apart and scaled down.
Rare variants of vanilla gear, each with an affix, dropped by the Heart alone.
| 🎁 What drops | three Blighted items, plus one more for every other Viking at the fight |
| 🗡️ What it can be | more than 360 Blighted weapons, armour pieces and shields, drawn from the biome you raided |
| ⚒️ Upgrading | at the Workbench, Forge or Black Forge its biome belongs to — the base item's vanilla materials plus that biome's trophies |
| 🔧 Repairing | at the normal station, like any item |
| 🚫 Crafting | never — Blighted gear is drop-only |
| Weapon affix | |
|---|---|
| 🐍 of the Serpent | festering poison on every strike |
| 👻 of the Wraith | heavy spirit damage |
| ☢️ of the Blight | ultra-rare: poison and spirit, and a big boost to the weapon's base damage |
| Armour affix | |
|---|---|
| 🏰 of the Bastion | a large boost to armour and durability |
| 🐍 of the Serpent | resistance to poison |
| 👻 of the Wraith | resistance to spirit |
| ☢️ of the Blight | ultra-rare: both resistances and a big multiplier on the base armour |
📖 Read the saga — upgrades, shields and the Refinement Forge
Upgrading costs what vanilla charges, and then some. A Blighted item costs the same per-level materials as its vanilla counterpart, plus trophies of two of its biome's creatures. A Blighted Iron Sword of the Serpent, for example, costs the Iron Sword's upgrade materials plus Draugr and Leech trophies. Picking up a Blighted item marks its upgrade ingredients as known, so the Upgrade tab shows their icons.
Shields are armour. They take the Bastion and Blight defensive affixes, not weapon damage.
The Refinement Forge upgrades items past max quality with Upgrader items, with vanilla's chance to fail or destroy the item. Blighted gear stays out of it unless the server turns on Allow Refinement Forge Upgrades; then it costs the same Upgrader per level as its base item, break risk included.
No popup flood. Learning a crafting station unlocks its Blighted recipes quietly. A Blighted item you have never seen still gets the normal "New item" popup.
First ten minutes: install it on the server and every player → beat a boss as usual and keep its drop → bring your clan to that boss's altar → offer the drop → kill the waves, then the Sub-Bosses, then the Heart → share out the Blighted gear.
🛠️ Change the offering
Every biome has its own config section (Meadows, BlackForest, Swamp, Mountain, Plains, Mistlands, AshLands, DeepNorth). Set Altar Summon Item to the exact prefab name of the item to sacrifice, and Altar Summon Amount to how many.
⚖️ Make the raid harder or easier
Per biome: Boss HP for the Heart, Sub-Boss Threshold 1 / 2 for when each Sub-Boss comes (0.5 is half health), Sub-Boss 1 HP / Sub-Boss 2 HP for theirs, Max Enemies Per Wave and Wave Timer Seconds for the horde, and Loot Scale Factor for the gear. Under General, Sub-Boss Level sets their damage and Magic Damage Multiplier how much magic gets through.
🧙 Customise Blighted items with Wacky's Database
Wacky's Database is detected at startup. A Blighted recipe that has a WackyDB recipe YAML (name: Recipe_Blighted...) is left entirely to that YAML; every other Blighted recipe keeps its normal upgrade cost. Recipes that reach clients through WackyDB's own sync are respected too.
Blighted items stay drop-only until you give one a real level-1 cost in its recipe YAML. Then it becomes craftable.
📡 Read raid status from outside the game (BarrkBOT)
The server can write a read-only status file, BepInEx/config/BlightedHeart/barrkbot_blightedheart.json, for tools such as BarrkBOT. Per biome it reports whether a Heart is active, its health, its live Sub-Bosses, and lifetime summon and defeat counts. World and event data only; no player data is written. It is on by default and lives in the BarrkBOT Export section.
On a dedicated server the lifetime counts and biomes are right everywhere. The live fields (active, health, Sub-Bosses) only fill in while the Heart is loaded on the server itself, which a dedicated server only does near the world's centre.
| Works with vanilla players and servers | Needs it on the server | Needs it on both ends |
|---|---|---|
| nothing — a server running it refuses players without it | the settings: the server's values are pushed to every player | everything else — the Heart, the waves, the loot, the health bar |
⚠️ Versions must match. Keep the server and its players on the same version, and update them together. Single player needs nothing extra.
| Mod | |
|---|---|
| Wacky's Database | Auto-detected. YAML-owned Blighted recipes are left to the YAML; the rest keep their normal upgrade cost and stay drop-only. |
| AzuAntiArthriticCrafting and other crafting-list mods | The Blighted recipes are filtered out before the list is drawn, so paging and sorting mods never show an empty page. |
AAACrafting · vanilla nocost |
With no-cost mode on, every Blighted recipe shows in the Craft tab for previewing and spawning. |
| Shadows of Midgard | Leaves the Sub-Bosses alone on every peer: no stealth detection, no fleeing mid-fight. |
| BarrkBOT | Reads the optional raid status file. |
Configuration Manager (F1) in game, or the BepInEx config file. Every setting is admin-only and server-synced: on a server, the server's file decides, and there are no local settings.
🔒 Server-synced — set on the server
| Section | Setting | |
|---|---|---|
| General | Magic Damage Multiplier |
how much elemental and magic damage reaches the Heart and Sub-Bosses |
| General | Sub-Boss Level |
Sub-Boss star level; each level above 1 adds half again to their damage |
| General | Allow Refinement Forge Upgrades |
let Blighted gear be refined past max quality |
| General | Enable Wave Announcement · Wave Announcement Location |
the wave text, and where it shows |
| General | Debug Mode |
verbose logging |
| BarrkBOT Export | Enable BarrkBOT Export · Export Interval Seconds |
the raid status file, and how often it is rewritten |
| each biome | Boss HP |
the Heart's health there |
| each biome | Sub-Boss Threshold 1 · Sub-Boss Threshold 2 |
the health fraction at which each Sub-Boss is summoned |
| each biome | Sub-Boss 1 HP · Sub-Boss 2 HP |
the Sub-Bosses' health |
| each biome | Max Enemies Per Wave · Wave Timer Seconds |
the horde's size and pace |
| each biome | Loot Scale Factor |
the power and rarity of the gear dropped |
| each biome | Altar Summon Item · Altar Summon Amount |
the offering |
The biome sections are Meadows, BlackForest, Swamp, Mountain, Plains, Mistlands, AshLands and DeepNorth.
Needs: BepInExPack Valheim 5.4.2360 · Jotunn 2.30.0. Install with a mod manager, or unzip into BepInEx/plugins, on the server and on every player's game.
🔗 Also by me: Mists of Avalor, a procedural crypt-labyrinth in a forsaken sky-realm, and StackIT, server-synced stack and weight control.
Made by Wubarrk — ravenirongames.com. Bug reports welcome on Discord. License: MIT — use, modify and redistribute freely, including commercially; keep the copyright notice. Full text in LICENSE.md.