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Fifth Edition Fantasy
Fifth-edition tabletop rules for Valheim: 58 races, 13 classes, 176 spells, skills, conditions, reactions, 69 SRD monsters, magic items and leveling to 12.
| Date uploaded | 2 weeks ago |
| Version | 1.2.3 |
| Download link | jdvanaus-Fifth_Edition_Fantasy-1.2.3.zip |
| Downloads | 132 |
| Dependency string | jdvanaus-Fifth_Edition_Fantasy-1.2.3 |
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: 5.4.2351ValheimModding-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: 2.30.2README
Fifth Edition Fantasy
Join the Discord: discord.gg/gPRFKDwe5n
Get help, report bugs with /bug, suggest ideas with /suggest, find a group, and get pinged when a new version comes out.
Bring tabletop fifth-edition fantasy to Valheim. Choose from 58 playable races, 13 classes with 47 subclasses, 52 feats and 176 spells, pick a background and a patron god, face 69 monsters from the fifth-edition SRD, hunt for magic items, and grow in power as you defeat the Forsaken.
Features
Races (58)
Every race has its own racial abilities and its own look: skin and hair tones plus hand-built horns, ears, tails, tusks, snouts, beaks, crests, manes, fins, crystals, shells and wings.
- Fairy: small, winged and fey. Gossamer wings that fold at rest and beat in flight, pointed ears, a cat-like tail, Druidcraft and Faerie Fire as racial spells, plus a full appearance customizer.
- Flyers: Skyfolk and Owlkin (feathered wings), Glidefolk (glide membranes), Fairy. Aesborn grow radiant wings during Radiant Awakening.
- Flying skill: flying trains its own skill, which makes flight cheaper on stamina the way Run does for running.
- Plus: Half-Elf, Versatile Human, High Elf, Wood Elf, Drow, Season Elf, Shadow Elf, Dwarf, Highland Dwarf, Duergar, Halfling, Sturdy Halfling, Gnome, Woodland Gnome, Deep Gnome, Tiefling, Dragonborn (all ten colors), Elemental-kin (Emberkin, Windkin, Stonekin, Tidekin), Goliath, Firbolg, Catfolk, Shellfolk, Triton, Lizardfolk, Tuskfolk, Minotaur, Kobold, Goblin, Bugbear, Orc, Half-Orc, Serpentblood, Mindwarden, Witchblood, Runeforged, Harefolk, Satyr, Lionfolk and Moonbloods (Hide, Fang, Swift).
- Small races shrink, big races grow. Carry weight, stealth, damage resistances and movement all vary by race.
- Darkvision for the races that have it, and Stonecunning: dwarves, duergar and deep gnomes sense metal ore nearby. Dwarven Resilience, Fey Ancestry and Dragonborn breath that grows with your level.
Classes (13) and subclasses (47)
| Class | Subclasses |
|---|---|
| Barbarian | Berserker, Bear Spirit, Eagle Spirit, Wolf Spirit, Fervent |
| Bard | Lore, Skald |
| Cleric | Life, Sun, Storm, Lore, Wild, Guile, Battle |
| Druid | Beast, Land (with Wild Shape into Valheim creatures and SRD beasts you've seen) |
| Fighter | Champion, Tactician (Battle Master maneuvers), Spellblade |
| Monk | Open Hand, Dusk, the Elements |
| Paladin | Devotion, the Green, Retribution |
| Ranger | Hunter, Beast Warden (an animal companion), Night Warden |
| Rogue | Thief, Assassin, Spellthief |
| Sorcerer | Draconic (dragon wings at level 12), Chaos Sorcery |
| Warlock | Fiend, Fey Patron, Deep Dreamer |
| Wizard | Evocation, Warding, Summoning, Foresight, Beguiling, Glamours, Grave Arts, Change |
| Runesmith | Alchemist, Siegesmith, Forge Warden |
Classes have their rulebook features for levels 1 to 12: Eldritch Invocations and Pact Boons, Metamagic, Battle Master maneuvers, Turn Undead, Extra Attack, Sneak Attack dice, Aura of Protection, Action Surge and more. Use them with the class feature key (G); Shift+G picks the next one.
Feats (52)
Heavy Swing, Deadeye, Spear Dancer, Tough, Alert, Skilled, Fleet-Footed, Fortune's Favored, Battle Mage, Shieldwall Guard, Fey-Blessed, Magic Initiate, Weapon Training, Ritekeeper, Chef, Healer and many more. Feats with an active ability fill the Feat ability keys in order, so no key is tied up by a feat you don't have.
Spells (176)
Cantrips and leveled spells from Fire Bolt and Eldritch Blast up to Fireball, Cone of Cold, Wall of Fire, Globe of Invulnerability and Heal, each with a painted icon, a casting animation and Valheim-style effects. Find Familiar summons a scouting raven (or a rat, frog, snake or spider) and Find Steed a rideable spectral Lox. Conjure Animals, Conjure Elemental and Planar Binding call creatures to fight for you.
- Each spell has its own recast cooldown, shown on the Spells tab.
- Targeted, area and healing spells cost nothing if nothing is in range to affect.
- A ring shows who a targeted spell will hit and where an area spell will land. Press T to lock on to a target.
- Many spells call for a saving throw against your spell save DC; damaging ones deal half damage on a success.
- No spellcasting while wild shaped.
- Casting costs stamina like a weapon swing (8 for a cantrip, more for higher levels), and the Spellcasting skill lowers it as you use magic, down to half at 100.
- Leveled spells use spell slots that come back when you rest (see Fifth Edition rules below). Prepared casters pick their daily spells, known casters learn a set number, and every caster knows a set number of cantrips (2014 tables). Bards, Clerics, Druids and Wizards can cast Find Familiar and Speak with Animals as a slot-free ritual.
- Switch spells on or off on the Spells tab so O only cycles through the ones you use.
- Concentration spells (Bless, Hex, Moonbeam, Haste and others): one at a time, and a heavy hit can break them.
- Tap O for the next spell and I (or Shift+O) for the previous one. Hold O to open the spellbook: every spell you know, grouped by level. Scroll to pick, press 0-6 to jump to a spell level, and let go to keep your choice. Ctrl+O keeps it open.
Fifth Edition rules
The mod plays by the 2014 fifth-edition rules wherever Valheim allows:
- Ability scores (STR, DEX, CON, INT, WIS, CHA) with racial bonuses, set in Session Zero: standard array, point buy or 4d6 drop the lowest. They change melee, bow and spell damage, carry weight and health.
- Spell slots, prepared and known spells, and rituals.
- Short rests by a fire with hit dice, and long rests in a bed.
- Class resources with their 2014 uses: Rage, Bardic Inspiration, Channel Divinity, Wild Shape, Ki, Lay on Hands and more.
- Attack rolls against armor class, with advantage and disadvantage.
- Death saving throws: at 0 health you're Downed, not dead. Your party sees it and can Stabilize you.
- Ability Score Improvements at levels 4, 8 and 12, and a level-up screen.
- 18 skills with proficiency, Expertise, Jack of All Trades and passive Perception. Pick locks on locked chests, spot hidden caches, haggle with traders and recall lore about the creatures you meet.
- Conditions (the full 5e list) with saving throws, and six levels of exhaustion.
- Reactions: Shield, Counterspell, opportunity attacks, Hellish Rebuke, Uncanny Dodge, Deflect Missiles and more trigger on their own.
- Damage types like radiant, necrotic and force, with resistances and vulnerabilities.
- Legendary bosses with Legendary Resistance, Legendary Actions and Lair Actions.
- Alignment, chosen in Session Zero (servers can let it shift with how you play).
Server admins can tune or switch off each rule in the [FifthEdition] config section, including going back to the Eitr spell system.
Monsters
69 creatures from the fifth-edition SRD live in Valheim's biomes: kobolds and giant rats in the Meadows, owlbears, gnolls and green trolls in the Black Forest, ghouls, wights and gelatinous cubes in the Swamp, giants and winter wolves in the Mountains, gorgons and bulettes in the Plains, phase spiders in the Mistlands, and hell hounds and fire elementals in the Ashlands. They use their stat-block tricks (pack tactics, regeneration, lycanthropy, petrification, splitting oozes, frightful presence) and drop parts for crafting. Twenty have their own 3D models; the rest are reworked Valheim monsters. Server admins control them in the [Bestiary] config section.
Magic items
102 SRD magic items (potions, rings, cloaks, boots, belts, amulets, wands and staves with charges) and 40 enchanting runes that add +1 to +3 bonuses or effects like Flame Tongue and Vorpal to your own gear. Find them in dungeon chests and on monsters, or craft most of them from monster parts.
Leveling
Start at level 1 and gain a level for each boss you defeat, up to level 12. In multiplayer, everyone who hit the boss or was within 60 m when it died levels up. New levels unlock class features, subclass features, feats and higher-level spells.
Adventurer's Log
Press K for your journal, titles, background, deity, multiclass (from level 4), spells, skills, class features, reactions, alignment, your dice rolls and bounties. Look at another player and press K to inspect them.
- Backgrounds (13): Soldier, Sage, Outlander, Criminal, Acolyte, Folk Hero, Charlatan, Entertainer, Guild Artisan, Hermit, Noble, Sailor or Urchin. Each gives a small permanent bonus, skill proficiencies and a Valheim feature: Folk Heroes plant berry bushes, mushrooms, thistle and dandelions and can sow a whole grid of crops in one click, Sailors turn the wind behind their ship once a day, Hermits get extra mead, Outlanders see the next weather coming, and more.
- Deities (14): Odin, Thor, Freyja, Tyr, Loki, Heimdall, Hel, Njord, Skadi, Baldr, Frigg, Ullr, Forseti or Frey. Clerics and Paladins get the full boon.
- Bounties: vendors post daily hunting and gathering jobs for coins, scrolls and magic items.
- Titles: 17 to earn, shown after your name.
World and loot
- Wayshrines, druid groves and ruined wizard towers to discover, and mimics hiding among treasure chests.
- Magic items: Boots of Striding and Springing, Cloak of Elvenkind, Ring of Feather Falling, Wand of Magic Missiles, Pearl of Power, the SRD items above, and 38 spell scrolls anyone can read.
- A natural 20 doubles a hit's damage (a natural 1 halves it), and bosses adapt to one-note tactics. Both can be turned off.
Character sheet
Press L to open the character sheet (it opens your inventory with it), or press Tab and click its tab button. It has tabs for your race, class, subclass, feats and spells, with full descriptions. A new character starts with no race: pick one on the Race tab, then a class.
Bag of Holding
A craftable pouch (level 2 workbench) that opens your own bottomless chest. Only you can use it. It has no slot limit, a search box and auto-sort by type, name or amount. Star items as favorites to keep them out of "Put in everything". The contents weigh nothing, stay with you on death, count for crafting and building wherever you are, and can feed smelters, kilns, cooking stations and fires. The crafting and build menus show how many of each ingredient you have.
Vendors
Talk to Haldor, Hildir or any other trader for extra options:
- Reset race, class and feats: 200 coins
- Change appearance: 50 coins
Default keys
| Key | Action |
|---|---|
| L | Character sheet |
| K | Adventurer's Log (look at a player: inspect them) |
| O | Next spell (hold: spellbook) |
| I | Previous spell |
| P | Cast the selected spell (hotbar slot 1) |
| Z, X, H, J, N, B, Y, U | Ability hotbar slots 2-9 (class, race and feat abilities, or any spell you put there) |
| F | Toggle flight (flying races) |
| Space / Left Ctrl | Ascend / descend while flying |
| G | Class feature (Shift+G: next feature) |
| T | Lock on to a spell target |
| F7 | Error log: copy errors for a bug report |
| Arrow keys | Folk Hero grid planting: more/fewer columns (Right/Left) and rows (Up/Down), with a plant on the cultivator |
Valheim's own keys still apply: Q is vanilla Auto-run (press W or S to stop it). Where a mod key shares a key with a vanilla action (L = Toggle walk, F = Forsaken power for flyers), the mod key wins.
Ability hotbar: the bar at the bottom of the screen shows each slot's key, icon, name and cooldown, with your spell slots and class resources above it. Slot 1 always casts the spell picked with Next/Previous spell. Open the inventory to edit it: press Abilities and drag class, race and feat abilities or spells onto a slot, drag slots onto each other to swap them, and drag one off (or right-click it) to clear it. A spell on its own slot leaves the Next/Previous cycle until you take it off the bar. Slot 10 starts unbound.
You can rebind every key in game under Settings > Keyboard & Mouse, in the "Fifth Edition Fantasy" section below the vanilla keys. Click a key and press the new one. Esc cancels and Backspace unbinds. Conflicting keys show in red.
Controller (experimental)
| Button | Action |
|---|---|
| LB + A | Toggle flight (flying races) |
| Hold A / B | Ascend / descend while flying |
| Left stick | Fly in any direction |
| LB + D-pad Right | Next spell (hold: spellbook) |
| LB + D-pad Left | Previous spell |
| LB + RT | Cast spell |
| LB + RB | Class ability |
Holding Next spell on a controller opens a radial spell wheel: aim with the right stick. The other actions are unbound on a controller by default. Bind them in the Controller column next to the keyboard keys: select a row, then press a button, or hold one button and press another for a combo. Start clears a binding.
Installation
Install with r2modman or the Thunderstore Mod Manager. BepInExPack_Valheim and Jotunn are installed automatically.
To install manually, put FifthEditionFantasy.dll in BepInEx/plugins.
Multiplayer
Every player needs the mod installed. Your race, class, level and appearance are saved with your character. Gameplay settings follow the server's config. Type /roll 2d6+3 in chat to roll dice for everyone nearby.
Compatibility
- Windows: fully supported.
- macOS: experimental. The mod includes macOS assets, but hasn't been tested on a Mac yet. Please report problems on the Discord.
- Linux (Proton or native): untested.
- Achievements: Valheim normally disables achievements whenever mods are installed. This mod turns them back on (real cheats still disable them). Set
AllowAchievementsWhenModded = falsein the config to keep vanilla's behavior. Typeachievementstatusin the F5 console to check. - Console crossplay: not supported. Xbox, PlayStation and Switch players can't install mods. On a crossplay server, every PC player still needs the mod.
Notes
- Configuration file:
BepInEx/config/jdvanaus.fifthedition.cfg - Found a bug? Press F7 for the error log: it lists every error with duplicates removed, split into Discord-sized parts. Copy them and post them with
/bugon the Discord: https://discord.gg/gPRFKDwe5n (the window has a button for the link). - Console commands:
fefbugcopies a bug report to paste into the Discord's/bug.fefexportlangwrites a translation template.achievementstatusshows whether achievements can progress.selftestruns a quick check of every race, class, feat and spell (it's a cheat command: needsdevcommands+confirmcheats).
Disclaimer
This is an unofficial fan project. It is not affiliated with, endorsed by or sponsored by Wizards of the Coast or Iron Gate.
License notice (SRD)
This work includes material from the System Reference Document 5.1 and the System Reference Document 5.2 ("SRD 5.1" and "SRD 5.2") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.1 and SRD 5.2 are licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.
Races, subclasses, feats and features that are not in the SRD use original names and descriptions written for this mod.
Credits
Created by jdvanaus. Built with BepInEx, Harmony and Jotunn.
- 3D models by Quaternius (Easy Enemy Pack, Ultimate Monsters, Ultimate RPG Items Pack), https://quaternius.com, CC0.
- Wand model by Kay Lousberg (KayKit Adventurers), https://kaylousberg.com, CC0.
- "Owlbear" by Spinnee (https://sketchfab.com/3d-models/b073d2499a7a40528d3000bebcd65783), licensed under CC BY 4.0 (https://creativecommons.org/licenses/by/4.0/). Only the head is used, cut from the model, rescaled and mounted on Valheim's bear.
- All other creatures reuse and recolour Valheim's own monsters. No Valheim assets are redistributed.
CHANGELOG
Changelog
1.7.2 - Gear you can see, creatures with character, and one interface for everything
Everything you wear and wield now has its own model, the monsters got their missing parts, and the whole mod moved into one MMO-style interface: a ribbon across the top, one window for every section, and a compact HUD.
One interface
- A ribbon across the top whenever a menu is open: Character, Inventory, Crafting, Spells, Feats, Journal, Bestiary, Party, Companions, World Map, DM (admins) and Settings, each with its hotkey. Click one or press its key to switch; the X closes everything.
- The Hero Codex: every section opens in the same place under the ribbon, on the Longhouse wood board.
- Character: Character / Race / Class / Subclass tabs only. The character page now reads in two columns, so nothing gets cut off.
- Spells: tabs for each spell level you've unlocked (Cantrips, 1st, 2nd...), only the spells you can actually pick, and a counter of cantrips and spells picked against what you're allowed. Click a spell, then click it again to learn or forget it.
- Feats on their own page, without the other tabs.
- The Bestiary has its own window, with a tab for each region the creatures live in. Click a creature to read its page on the right: portrait, where it's found, how many you've slain, health, weaknesses, resistances and abilities.
- Journal keeps the story (Journal, Campaign, Bounties, Titles, Dice) and your hero (Background, Deity, Alignment, Multiclass, Skills, Features, Reactions); Settings is its own section.
- A compact HUD: Health, Stamina and Eitr bars sit beside the three food slots inside an iron-bracketed frame, in deeper, less cartoony colours, with a "recent damage" trail.
- One hotbar: the item bar (1-8) joined the ability bar at the bottom as two even rows, items on top by default (
[FEFHotbar] ItemRow,ItemRowOnTop). - Party frames in the top-left corner, each on a wood card with a round portrait of the member (players, companions and summons). Your companions get their own cards.
- The inventory no longer flashes the vanilla screen the first time you open it.
- Turn it off with
[UI] Ribbonand[UI] CompactHudto get the previous layout back.
Spells: pick them yourself
- Pick your spells on the Spells page: no more ticking spells in two places, no disabling, and nothing is picked for you - a message tells you when picks are waiting.
- Fixed: spells above your first level not showing (a level 3 Sorcerer couldn't see Scorching Ray) and spells vanishing after taking a level back. Losing a level now only trims what's over your allowance; picks above your new tier wait until you're back.
- Reactions (Shield, Counterspell, Hellish Rebuke) need to be picked like any other spell. Spells from your race, feats, subclass or a second class are always ready and don't count.
- Wizards copy spell scrolls on the Spells page ("Copy scrolls").
- New setting
[FifthEdition] ExtraSpellsKnown(admin): extra spells everyone may know.
Gear with real models
- 5e weapons: rapier, scimitar, quarterstaff, warhammer, glaive, halberd, longbow, hand crossbow, whip and trident, each with its own model and 5e properties. Bows bend as you draw; the hand crossbow shows loaded and unloaded.
- 5e armour sets: studded leather, chain shirt, breastplate, half plate and plate - helmet, chest and legs fitted to the body.
- Shields with heraldry: round, heater and tower shields with seven emblems to choose from when crafting.
- Every magic item has its own model and icon: boots (in the new Footwear slot), belts, gloves, bracers, rings on your finger, amulets, headgear, cloaks that move with you, wands and staffs, and the Bag of Holding as a pouch on your hip.
- New items: rings of Invisibility, Water Walking, the Ram and Spell Storing; Eyes of the Eagle, Helm of Telepathy, Circlet of Blasting, Hat of Disguise; Wings of Flying, Robe of Stars, Robe of Eyes; Efficient Quiver, Quiver of Ehlonna; eight ioun stones that circle your head.
- Potions and scrolls have real bottles and rolled parchment; a carried wand or staff is held in your off hand and its tip glows when you cast.
- Enchantments show: Flame Tongue burns, Frost Brand mists, Holy Avenger glows, and so on. Cloaks of Displacement shimmer to one side, Boots of Speed leave a trail, and invisibility fades you out - for everyone.
- Weapons use the right ability: finesse weapons STR or DEX, heavy weapons STR, ranged weapons DEX, magic staffs your spellcasting ability, monk weapons the better of STR and DEX. The tooltip shows which and the bonus.
Races and wings
- Every race part was rebuilt so it looks part of the body: horns, tusks, snouts, beaks, ears, tails, fins, crests, manes, shells, trunks and claws on every fingertip, all skin- and hair-coloured.
- New wings: feathered wings with real feathers, dragon wings with bones and claws, gossamer fairy wings - and other players now see your wings open and beat.
- Shape sliders at Fenring's: size, length, width and curl (or angle) for each part, and your height. Other players now see your true size.
- The Glidefolk membrane is always there, draped when standing and spread when gliding.
Creatures
- Monsters got their missing parts: the Ettin's second head, Minotaur horns, Mummy wrappings, the Lich's crown and robes, giants' beards, ice, flames and armour, Gorgon plates, the Bulette's fin, Iron Golem plates, a burning Hell Hound and more.
- Signature attacks you can see: fire and frost breath, poison clouds, acid spray, petrifying gazes and mist, the Banshee's wail, the Storm Giant's lightning. Petrified players turn to stone on every screen.
- Bestiary portraits rendered from each creature.
Companions
- Their worn gear shows as equipped in their pack: right-click to equip or unequip, and taking a worn item out takes it off them first.
- Companions and townsfolk wear the new armour and carry the new weapons, wands and staffs; town guards carry their town's emblem.
- Townsfolk and companions no longer play a "getting up" animation when they appear.
Travel and multiplayer
- Join a friend: buttons in the World Map, the campaign list and the Party window, or
fef join, take you to where a friend is ([Travel] JoinFriend,JoinFriendOverworld). - Fixed: players in the same realm not seeing each other - the server now decides where each realm stands for everyone.
The DM's voice
- Much less echo: the voice no longer picks up the game's cave and building reverb;
[Voice] Roomsets how much room it has (default 0.15). - Lighter on the processor:
[Voice] Threads(default 2).
Fixes
- Clicking between tabs always opens the tab you clicked (Spells to Feats used to drop you back where you were). The character sheet key opens Character; the Journal key opens the Journal from Settings or the Bestiary; Crafting opens Crafting from any section.
- The name plate panel (Texts, Skills, Trophies, PvP) sits under the ribbon instead of over the minimap.
- The Journal shows spell names instead of internal names.
- A performance pass across the mod: menus, the party window, combat and spell checks do less work each frame.
New settings
[UI]Ribbon, CompactHud.[FEFHotbar]ItemRow, ItemRowOnTop.[FEFPartyWindow]Portraits; Position now defaults to Top left.[FifthEdition]ExtraSpellsKnown.[Travel]JoinFriend, JoinFriendOverworld.[Voice]Room, Threads.
Languages
- Everything new is translated into all 12 languages.
1.7.0 - The Dungeon Master comes alive
The automated Dungeon Master (fef autodm start) now tells a story, talks with you, runs scenes at the table, lets the world move on without you - and can speak aloud.
Stories with a shape
- Every campaign has a theme (ten of them - a dragon's tithe, a witch's bargain, a drowned bell, a barrow king and more): a villain with a reason, servants, lore that unfolds chapter by chapter, a relic broken into pieces, and a turn of the story at Act II. Chapter goals and intros are written in the theme's voice.
- Every chapter has people who matter: a quest-giver who tells you what's wrong, a witness who knows where the threat hides, a holdout with a secret, a hard choice - and sometimes an errand back to a place you've already been. Look for the [!] and [?] marks over people's heads.
- The chapter's threat waits until you've found its trail by talking to people (or, if you take too long, it finds you).
- Relic pieces appear in the world once someone tells you where they are - a glowing piece on a stone plinth. Carry them, or give them back to the people they belong to.
- Endings follow your deeds, and the villain can be talked to before the last fight - and might listen.
Talk to the townsfolk
- Press E on anyone in a Realm Forge place for a real conversation: branching choices that show what they are -
[Persuasion 14](a real roll with your bonuses),[Pay 20],[Give 5 Thistle], and their nature:[Good],[Evil],[Lawful],[Chaotic],[Mercy],[Cruel],[Greed],[Brave]. Keys 1-9 pick them. - People remember you (hostile to devoted): kindness, favours and help raise it; threats, lies found out and cruelty lower it. Friends tell you more for less.
- Favours: ask someone who they are and they'll tell you what they want - twenty kinds of errand, some sending you to another place and back.
- Secrets, bribes, intimidation, lies - and the consequences that follow.
- Factions have someone who speaks for them: jobs carrying sealed letters to other places, or quiet trouble for their rivals. Friends send runners with news; enemies put a price on your heads.
Talk to the DM
- The F10 window (or
@dmin chat) is a conversation: "what do I see?", "who's here?", "talk to Hilda", "I need a hint", "tell me about the villain", "what are we known for?". Speak in character in quotes, or act - the DM answers, and hands the moment back with choices you can click or answer with a number. - "Yes, and...": try anything. "I swing from the chandelier" gets an Acrobatics check (harder when it's outrageous); if no skill fits, the DM asks how you do it.
- Rulings: "can I use Athletics instead?", "do I get advantage because I have the high ground?", "what did you rule?". The DM keeps its rulings.
- "What am I missing?" - a hint list with no spoilers.
- The backstory interview: the DM asks new characters where they're from, who they lost and what they fear - and the villain learns your fear, townsfolk know your home, and your loss becomes a personal quest.
- Styles:
fef autodm style storyteller|bard|sage|menace|gritty, or just ask the DM to be more cheerful or sinister. - Sessions open with a recap in the DM's voice and a word to each player, and close (
fef autodm wrapup, or "let's call it a night") with a cliffhanger, an award for each player and a vote for the best moment. Late joiners get their own recap. Quiet players get the spotlight. The DM remembers your legendary rolls and fumbles - and teases you about them.
Scenes at the table
- Chases when you find the trail: three rounds of obstacles, a choice of approach and a roll each. Catch them for an interrogation (three statements, one a lie - read them, lean on them, call the lie; the truths really move the story), and decide their fate - even turn them into your spy.
- Riddles at sealed doors and warded relics: answer in your own words; study, lore and the ward itself give hints.
- The road between chapters: each player says what they did on the way (keep watch, hunt, tell stories, scout, pray, practise), with small real effects.
- Aftermaths after fights, table votes on how to go into each chapter (quietly, openly or by force - each plays differently), and bonds between characters (friends, kin, rivals, a life owed) that matter when someone goes down.
- Scene cards: a title card on every screen when a scene begins.
The world moves on
- Dreams at dawn - sometimes true visions. Letters by raven from spies, friends, factions, your character's home and the villain (
fef letters). - Villain raids on places you've been: go back and help, or two chapters later the place is lost - and says so.
- Your deeds come back: mercy sends help, cruelty runs ahead of you, greed draws thieves, courage is sung about.
- Companions banter on the road - about their trade, what you did, the villain, and each other.
The DM speaks aloud
fef voice on(each player, on their own PC): narration cards, NPC lines and townsfolk replies are read aloud; the card waits for the voice. The DM has its own voice (a British storyteller by default,fef voice dm <name>); every NPC gets a voice of their own.- English: Kokoro, a natural neural voice that runs on your processor. Install the separate Fifth Edition Fantasy - Voices package with your mod manager; the voice model (about 337 MB) downloads once on first use.
- Other languages use Windows' own voices (Settings > Time & language > Speech adds more).
For the host
- Discord recaps:
fef discord webhook <url>- a recap of each session (deeds, awards, the best moment, where the tale stands) and each chapter won. - The AI DM knows all of it, with new tools for scenes, votes, letters and raids.
- Commands:
fef scene,fef poll,fef letters,fef dreams,fef bonds,fef raids,fef awards,fef past,fef voice,fef discord,fef talk,fef tale.
New settings
[Story]Dialogue, DialogueLeads, LeadPatienceMinutes, Consequences, Revisits.[AutoDM]DmStyle, SessionOpeners, BackstoryInterview, Spotlight, Scenes, TablePolls, Dreams, Letters, VillainRaids, VillainRaidMinutes, LetterMinutes, DelayedConsequences, CompanionBanter, BanterMinutes, Bonds, DiscordWebhook, DiscordChapterRecaps.[Voice]Narration (off), Volume, Speed, DmVoice, NpcVoices, TownsfolkConversations, WindowsVoiceUntilKokoroIsReady, WindowsVoice.[Hotkeys] DmTalk(F10).
Languages
- The new text is translated into all 12 languages. The DM understands what you type in English; in other languages, use the buttons and numbers.
1.6.0 - Earthworks
The Groundwright's Rod
- A new tool for planning earthworks. Make the Groundwright's Rod at a workbench (4 wood, 1 bronze, 2 leather scraps): an ash staff with a crook, a bronze plumb bob and carved runes. Hold it like the hoe and right-click for its tools - Valheim's own build menu:
- Dig down and Raise ground round a point (radius and depth or height up to Valheim's own limit of 8 m from the world's ground),
- Level area to the first corner's height (adjust it with the mouse wheel),
- Slope area: draw an area, then click its high edge and its low edge. The ground is graded evenly between them, and each edge keeps its own fall, so a sloped edge is followed,
- Set terrain: dirt, paved, cultivated, or back to grass - the height doesn't change,
- Clear debris: rocks, stumps, bushes, small trees and loose items,
- Undo last point and Cancel plan (or middle-click a plan with any tool).
- Aiming: a ring on the ground shows where you're pointing and how wide a Dig or Raise will be. Points snap to building snap points, to other plans' corners and to a 0.5 m grid; hold Shift to place freely. Mouse wheel: radius (Ctrl + wheel: depth or height).
- Lines on the ground show every plan while you hold the rod: red (not started), yellow (in progress, or blocked - the message says why), green (done). A finished plan stays green for 10 seconds, then closes itself. Nothing of the rod runs while it's put away.
- Up to 3 areas of each kind and 8 Dig/Raise points at a time. Messages about the rod show in the middle of the screen, like the game's own placement messages.
The Earthwork job
- Companions carry the plans out. Give a companion the new Earthwork job: they work your plans within range of their chest, nearest first, with their own swings - a pickaxe for digging (and deep cuts), a hoe for raising, levelling, sloping, dirt and paving, a cultivator for cultivating and grass, an axe and a pickaxe for debris (which goes into their chest).
- Stone: only raising pays, like the hoe's own Raise ground - half a stone a metre, from their chest first, then their pack. Levelling and sloping fill hollows for free.
- Workbench: they only work plans inside a workbench's range, like building (
[Companions] EarthworkNeedsStation, on by default). - Without the right tool or the stone, the plan turns yellow and the companion tells you once. They work a patch from up to about 3 m away, skip a patch they can't get to for a minute, and say when a plan is finished.
Companions
- Their own chest. Build a companion a chest from their window (Work tab: Build their chest, or Open their chest). Only you and they use it, and its contents are kept with the companion: rebuild it somewhere else, or knock it down, and nothing is lost. If they leave, what's in it goes to your Bag of Holding, and the chest comes down with its materials back to you.
- Sharing a job. Two or more companions on the same job split it: each claims a tree, a stone or a patch of ground, and a claim lapses after 30 seconds without progress. On a farm they take different kinds of work first. In testing, two companions cleared a field in half the time of one.
- Climbing. Companions climb steep ground (hillsides, earth cliffs, raised terrain) the way you do, jumping up it again and again, instead of treating it as a wall. Building walls and sheer rock still stop them.
[Companions] ClimbSteepGround(on by default).
Jumping
- Fall damage from a boosted jump is measured from where you jumped. With Boots of Striding and Springing, a Ring of Jumping, the Jump spell, a jump potion or a Harefolk or Satyr leap, jumping on the spot used to hurt when you landed. Now the top of a boosted jump counts as the top of a normal one: jumping in place does no damage, and jumping off a cliff hurts exactly as much as it would without the boost. (The Jump spell and the racial leaps no longer forgive the whole fall for a few seconds; Feather Fall still does.)
Bag of Holding
- Put in everything never takes your worn gear or what's in your pouches, and keeps one full stack of anything you have equipped (arrows, a torch) or marked as a favourite, putting smallest stacks in first.
- Restock fills those stacks back up from the bag.
- Stash keeps one stack the same way.
Languages
- Everything added in 1.5.1 to 1.6.0 is now translated into all 12 languages (about 1,700 new lines each).
- Long feat names shrink to fit their buttons instead of being cut off.
New settings
[Companions] EarthworkNeedsStation(on) - Earthwork plans are only worked inside a workbench's range.[Companions] ClimbSteepGround(on) - companions climb steep ground.
1.5.3 - Companions keep working
Companions keep working
- No more standing still in a base. When the navmesh's way to the work went round a house, a fence or a wall, a companion stopped where it stood to look for a shorter way - often for several seconds - and then gave the target up as "no nearer to it". In a built-up base that happened to nearly everything, so it stood idle. It now keeps walking while it looks, takes a shorter way only if it finds one, and walking a long way round counts as getting nearer.
- No more calling it a day too early. A farming companion used to say "the area is clear" as soon as everything left was something it had just failed to reach (or barely scratched) - and without "Keep going", it then waited for orders for good. Now it only calls the area clear when there's truly nothing left. Work it couldn't reach is tried again later (each failure on the same thing waits longer before the next try), so one awkward tree or stone no longer stops the whole job.
- Giving up on what it can't reach, quickly. When there's simply no way to a tree, stone or crop (behind walls, on top of something it can't climb), a working companion now gives it up after about 20 seconds without getting any nearer (sooner when the way is plainly blocked) and gets on with the rest. It used to stand there for a minute and a half.
- Reaching up. Something on a table, shelf or beehive - in arm's reach from the floor beside it - no longer counts as out of reach: the companion walks up to it and takes it.
- Waiting isn't being stuck. A working companion standing still while it worked out a route counted that time as being stuck - so after a few slow searches, each new route arrived "stuck" and was thrown away at once, and it never left the spot (Fenna in her house). Route planning also now sees carts and the small solid things characters bump into.
- Things inside rocks or under the ground. A stone that sinks into a rock or ends up under raised ground can't be reached by anyone, but companions used to keep going back to it - each try a long search, then again a few minutes later. Buried things are now passed over, and when a search stands right over or under something with no way to it, the companion gives it up for half an hour.
- Stairs. The route planner threw out every step of a wooden staircase: to keep companions off fence rails and post tops, a surface under 0.45 m deep didn't count as floor - and a stair step is 0.3 m. A narrow surface now counts when there's floor just above or below it on both sides (a step), and is still turned down when it drops away on both sides (a rail). Loose items are picked up from 2 m away.
- Hillside bases. The route planner only looked from 12 m below to 6 m above a companion and its target - on a base built on a slope, ground outside that band counted as a wall, so stones, branches and berries a short walk away (up stairs or over a rise) were "no way through". When a search runs into that limit it now looks again 30 m up and down. This also helps companions follow you over hills.
- Berry bushes are in reach. A bush (or a beehive, or a chest) is solid, and the spot a companion aimed for was inside it - so a patch of blueberries counted as "no way through" from every side. It now picks from up to 2.2 m away, and a companion with no way to its target no longer marks the ground in front of itself as a place to avoid.
- Loose items don't hold up the job. When two loose items in a row are out of reach, it gets on with chopping, mining or the base for a minute and a half before trying loose items again (it still collects what its own work drops).
- Not while you're far away. Valheim only loads the world near a player. A companion no longer calls its area clear while part of it is too far from you to be loaded - it looks again when you're closer.
- A full chest is looked at again. "Chest full - waiting by it" now goes back to work by itself as soon as there's room in the chest again.
Watch your companions live
fef companion watch(orfef companion watch <name>) shows an overlay with what each of your companions is doing and why, the target it's after, how it's moving and where it is, and writes every change toBepInEx/fef-companion-watch.log- including how long one has been standing still, and why. When a working companion finds no way to something, a map of what its route search saw (where it got to, and what stopped it) goes toBepInEx/fef-companion-map.txt.fef companion watch offstops it. Handy for a bug report.
Known limits
- Valheim pauses everything outside the area loaded around the players: a companion working far from everyone waits until someone comes back.
1.5.2 - The long way round, and narration you can read
Companions take the long way round
- When you're close but the only way to you leads far out (a walkway that loops away, the one bridge far along a gorge), a companion now plans again across 160 m instead of walking to the near edge and waiting there to be teleported.
- Edges: if the way it was given runs right along an edge, it steps away from the lip and carries on, instead of stopping and planning the same way again and again.
DM tools
- Narration you can read.
fef announceandfef npc(and the DM window's Narration boxes) now show a narration card at the top of everyone's screen instead of the one-line centre message that ran off the screen and faded after 4 seconds. The card wraps, stays up as long as the text takes to read, splits long narration into pages at sentence ends, and lines sent while one is showing wait their turn. With the cursor showing, click it for the next page. The full text still goes to chat and the log. - The DM window's Narration and NPC boxes wrap and grow as you type, so you can see a long line before you send it.
fef spells reset <player>lets a player pick their spells and cantrips again without touching their class: no one-swap-a-level or after-a-long-rest limits until they press Confirm on the Spells tab (or take a long rest). A Wizard keeps their spellbook and copied scrolls.
Fixes
[AutoDM] AiModelis a drop-down (Opus, Sonnet or Haiku) like every other text setting. A model name typed in by hand goes back to Opus.
1.5.1 - Mazes, wings and a DM of your own
Companions find their way through anything
Companions were run through dozens of labyrinths, high wires, moats, spirals, airlocks and moving bridges until they got through them all. What changed:
- Big mazes: a companion now plans a route across 80 m (was 48 m) and searches much further before giving up. A route that leads nowhere is marked as a dead end, and the next plan looks elsewhere instead of going back to it.
- Leaps follow a real arc. Before it jumps a gap it checks its whole body along the jump's curve, so it can leap through a window in a wall or under a beam, and it won't try a leap that would hit its head. It learns how high and far its own jumps go from the jumps it makes.
- Landing well: in the air it steers for a spot well onto the stone or ledge instead of flying past it. It turns towards the next leap at a walk and only then runs up, so it no longer leaps at twice the speed and lands on a corner.
- Ledges: before jumping up a ledge it checks there is room overhead, lines up with the gap and steps back to its take-off spot if it has to. A jump up that failed is remembered, so it stops trying the same one again.
- Edges: it stops at once at a drop it didn't expect, such as a drawbridge that just went up, instead of walking into the chasm.
- Ways that change: twice a second it checks the floor and the way to its next step. A bridge that's gone or a wall that has swung shut makes it plan again at once. If its way closes and the other way round is much longer, it waits up to 8 seconds for the way to come back.
- Doors: an open door counts as a way through, and it now shuts every door it opened behind you both, not just the last one (airlocks stay shut).
- Catching up: a companion only appears next to you at once when you're more than 100 m away. Between 60 and 100 m it does so only when you're on a boat or cart, on the other side of a dungeon door, or it really can't find a way on foot. Before, anything past 60 m was teleported straight away, even with a good way to walk.
- After a recall (or any teleport), it drops the route it was planning and doesn't wander back along the old one.
- Waiting while it thinks is no longer counted as being stuck, so slow routes through big mazes don't end in a hop and a give-up.
New: flying companions
A companion that could fly as a player now flies while it follows you: the flying races (Fairy, Skyfolk, Owlkin, Glidefolk) and a Sorcerer of level 12 or higher (Dragon Wings). Only those fly; every other companion keeps to the ground.
- When it flies: when the way to you is long, or climbs or drops a lot.
- How: it plans a route through the air with room for its whole body, keeping away from walls. A clear straight line is flown without planning. It flies slowly near walls and as it arrives, faster in the open, and plans again if something swings shut across its way.
- Landing: it comes down about 1.5 m from you, over solid floor (never over water or a drop). If you're standing on a tower, it lands on the tower, not on the ground below.
- No flying in a fight, while working, while waiting or when downed. If it's in the air at the time, it comes straight down.
- Gives up sensibly: if three flight plans in a row get nowhere, it lands and walks for 20 seconds.
- No fall damage while flying.
Companions repair their gear properly
- One unrepairable item no longer blocks the rest. A companion looks at every piece below
[Companions] RepairBelow, most worn first, and goes to fix the first one a station nearby can mend. Before, it only looked at the most worn piece: a bronze axe with no forge about kept its armour at 20% from ever going to the workbench next door. - At work, the repair task mends whatever the station it walked to can, even with two workbenches in range (before, nothing got mended and it came back to try again).
New: an automated Dungeon Master
A DM that runs a Realm Forge campaign for your group, using the same fef DM commands a human DM would. It runs on the host or dedicated server. By default it's the Director: built in, works offline, free.
Starting it (host or server admin, F5 console):
fef autodm starttakes over the running campaign or builds a new one.fef autodm start <seed> [level] [chapters]builds that campaign first.fef autodm statusshows the chapter, the next beat and the difficulty.fef autodm pace <minutes>sets how often fights come.fef autodm stopends the session and prints the recap.- Once started it stays on for that server (
[AutoDM] Enabled) and picks the campaign up again after a restart.
What it does: it opens a session and reads the opening aloud, puts each chapter's goal on the quest list and ticks it off when you win it, reads each place aloud when you arrive and has a local speak up. In campaign places it sends a fight about every [AutoDM] PaceMinutes (8) while the party is healthy and not already fighting, easier after deaths and harder after clean wins ([AutoDM] Adaptive). Now and then it brings in a complication: the villain's doom clock, the rivals, the traitor's trail, a storm or a dilemma. A won chapter gives XP (or a level) and Inspiration to everyone. [AutoDM] Narrate off keeps only the quests, fights and rewards going.
Talk to it: anyone can type @dm <anything> in chat (or fef dm <anything> in the console). It answers where / what now, recap, quests, rumor, rest, who's behind this, and things you do ("I search the room", "I try to sneak past", "we spare the bandit chief") by calling a check and telling you how it went. With [AutoDM] AutoTravel on, "take us there" sends you to the chapter's place.
Optional: the AI brain. Set [AutoDM] Brain = AI (or fef autodm brain ai) and Claude does the talking and the story beats instead. It needs the host's own Anthropic API key, and the host pays for it:
- Put the key in the
ANTHROPIC_API_KEYenvironment variable of the host or server, or inBepInEx/config/FifthEditionFantasy/anthropic-key.txton the host (just the key). It's never in the config (which is sent to every player), never logged and never sent to players. - It can only act through a fixed list of DM actions (narration, NPC lines, quests, checks, saves, Inspiration, XP, encounters, time, weather, advancing the campaign), never the console itself.
- Limits:
[AutoDM] AiMaxDollarsPerHour(1.00 US dollar) is a hard stop,[AutoDM] AiMaxCallsPerMinute(10), and[AutoDM] AiMaxXpPerHour(1000 per player) holds whatever a player talks it into.[AutoDM] AiModeland[AutoDM] AiEffortpick the model and how hard it thinks.fef autodm statusshows the calls and dollars spent. - No key, no internet, a refusal or the spending cap reached: the Director answers instead. Nothing breaks.
Turn-based fights
- Timers count in rounds. In a turn-based fight your spell durations, concentration and class, race and feat cooldowns no longer run out in real time while everyone waits. One round (6 s) passes at the start of each of your turns, so a 30-second Haste lasts 5 rounds.
[TurnBased] RoundTimers. - Speed: Longstrider adds 10 ft and Haste doubles your speed in turn mode. Haste's extra action can be one weapon attack, Dash, Disengage or Use an Object.
- One free object interaction a turn: opening a door or chest, picking something up, drawing or stowing a weapon. The next one costs your action.
- Mobile: no opportunity attack from a creature you attacked in melee this turn.
- Delay and reroll:
fef combat delay [who] [after who]moves someone later in the round.fef combat reroll [all|who]rolls initiative again, with the new order from the next round; players roll their own. Both are buttons in the combat window.
5e rules
- Cantrip damage steps up at character levels 5 and 11 (twice and three times the dice) instead of growing 6% a level. The level-up summary tells you when the next step comes.
[FifthEdition] CantripDamageTiers. - Heavy armour needs Strength: below
[FifthEdition] HeavyArmorStrength(13) you move 10% slower (HeavyArmorStrengthSlow). Dwarves and Duergar are never slowed. - Armour proficiency (off by default,
[FifthEdition] ArmorProficiency): armour your class, multiclass, cleric domain, race or feat doesn't cover gives disadvantage on Strength and Dexterity checks, saves and attacks, and stops you casting. The "Not suited to you" tooltip says so. - Feats and subclass features that were only described now work: Parrying Blade (a reaction with a knife or one-handed sword), Silver Tongue (advantage on Deception, Performance and haggling), Polyglot (advantage on History and Arcana), Lore Domain's Arcana and History expertise, School of Beguiling's Hypnotic Gaze (your charms and frights last 50% longer), School of Grave Arts' Grim Harvest (heals double) and School of Summoning's Benign Transposition (Misty Step always known, free once per long rest).
Races
- Natural weapons on unarmed strikes: Shellfolk and Catfolk claws (d4 slashing), Minotaur horns and Lizardfolk bite (d6 piercing). Shellfolk natural armour is AC 17 (no Dexterity, not with body armour).
- New racial abilities: Catfolk Feline Agility (double speed for 6 s), Minotaur Hammering Horns (a horn attack that shoves, double dice right after a dash), Gnome Tinker (a clockwork fire starter, or a glowing lantern-bug), Deep Gnome Blur and Stone Camouflage, Dwarf and Highland Dwarf Dwarven Fortitude.
- Swimmers: Triton, Tidekin, Lizardfolk and Shellfolk swim 50% faster on half the stamina. Everyone holds their breath before drowning (1 + CON minutes; Lizardfolk 15, Shellfolk 60; Triton and Tidekin breathe water).
[Races] RaceSwimming,[Races] HoldBreathSecondsPerMinute. - Sunlight Sensitivity for Drow, Duergar and Kobold players: disadvantage on attacks and sight Perception outdoors in direct sunlight.
[Races] SunlightSensitivity. - Race preview: step through races on the character sheet without committing, with the body size shown.
Summons
- Forge Defender (Runesmith, Forge Warden): press X to build a construct that follows you and fights. X again for Follow / Stay, Repair (3 per long rest) or Dismiss. If it's destroyed, build a new one after a long rest or 8 in-game hours.
- Animate Dead raises 2 more undead per slot level above 3rd. Crouch while casting for a zombie. At most 4 serve you at once (+2 per upcast); the oldest crumbles.
- Undead Thralls (School of Grave Arts): one extra undead per cast, 30% more health and damage, a green glow. Durable Summons (School of Summoning) now really gives +30% health and +20% damage.
- Conjure spells take time: 4 seconds after you pick what answers (
[FifthEdition] ConjureCastSeconds). Getting hurt, attacking or going down breaks the call, and no slot is spent. - Health bars for your summons under the party window (
[FEFPartyWindow] SummonBars).fef summons listandfef summons dismiss.
Class extras
- Druid Reincarnate (level 9): at a downed ally or a fresh tombstone, bring them back in a new body of a random race the server allows. Costs a 5th-level slot and
[FifthEdition] ReincarnateCoins(1000). - School of Change: a real Transmuter's Stone item at 6 (
[MinorAlchemy] TransmutersStoneItem), Shapechanger at 10, Master Transmuter at 12. - Chaos Sorcery: a d100 Wild Magic Surge table with the 5e d20 rule and Tides of Chaos (
[FifthEdition] WildMagicSurge= 5e, Frequent or Off). - New warlock patrons: the Genie (Genie's Wrath, and a Genie's Vessel with a little room you can step into; invite friends with
fef vessel invite <name>from level 10) and the Undead (off by default,[FifthEdition] UndeadPatron). - Ability animations: Rage starts with a roar, Lay on Hands kneels, Divine Smite flares with golden light.
[FEFHud] ClassAbilityAnimations.
Spells
- Dancing Lights uses the Wisplight's own lights: up to four follow you for 60 s. Cast it again to put them out.
- Explosions are sized to the spell's area, and Ice Storm bursts in ice instead of fire.
- Fireball bursts where it lands: on a creature, a wall, the ground, or at the end of its range.
- Spiritual Weapon is a gold-lit spectral mace that hovers at your shoulder and swoops onto each strike.
- Spell cards: pick a spell on the Spells tab and a card shows its icon, school, level, casting time, range, components and duration (
[UI] SpellCards).fef spellcard <spell>pins one anywhere.
Bestiary
- Green Hag (CR 3): a tall, bog-green crone in the Swamp at night. She turns invisible, charms with a glare and leaves a wasting curse on hit.
- Adult White Dragon (CR 13): an ice-white dragon with frost breath that flies. Rare in the Mountains. Legendary (Legendary Resistance, legendary and lair actions), but not a boss: no boss bar and no boss drops. Drops white dragon scales.
- The DM encounter builder now values creatures up to CR 30 (it stopped at CR 20), so the Lich (CR 21) and other big monsters are priced right.
- Better looks: poison creatures (the wyvern and the spiders) spit poison instead of ice, the oozes lost their green gas cloud, and the stirge flies level.
A living world
- Seasons: spring, summer, autumn and winter every
[FifthEdition] SeasonDays(30) days. They lean the weather in Realm Forge places, dress the towns, nudge shop prices, add a seasonal ware and speed or slow crops ([FifthEdition] SeasonEffects). - Townsfolk at work: tool swings, smiths at the forge, farmers in the fields, and guards on a round by the gate who fight monsters that come in (
[RealmForge] TownWork,GuardsFight). - A day of their own (off by default,
[RealmForge] LiveClock): places follow the world's clock, and townsfolk walk the roads to work, to the tavern in the evening and home at night. - Live animals: villages, farms and towns keep real tame hens, boars, a lox or a watchdog wolf in pens (
[RealmForge] LiveAnimals). - Night markets: after dark, lantern-lit stalls and smugglers sell the next tier up and a rarity or two (
[RealmForge] NightMarkets). - Caravans: named caravans travel between the world's towns, with a caravan master who sells the whole route's best wares. Sign on as a guard for the road to its next stop: bandits fall on the caravan when you get there, and the caravan master pays when they're down.
fef caravan. - Side sites: a shrine, an abandoned camp or a cave on the edge of campaign places, found by exploring (
[RealmForge] SideSites,fef sites). - Realm Forge: a new lake village (
site=lakevillage) with stilt houses and piers, night creatures in half the wandering groups after dark ([RealmForge] NightSpawns), and Valheim's own landmarks as scenery ([RealmForge] VanillaSetPieces).
Story
- The undercroft under a crypt, barrow, tomb or mine is now a whole dungeon level: 4 to 7 rooms with halls whose dead rise, pressure-plate traps you can spot and disarm, a side-room cache, the guardian before the hoard, and a stair out.
fef undercroft. - Rebuild what was burnt: once a place is safe, burnt buildings get a builder's pile. Bring wood and stone and lend a hand; the building stands again for good and someone moves in. Finish every project and the place is restored.
fef rebuild. - The rivals in person: their camp of four named adventurers stands where they got ahead of you. Talk to them,
fef rival fightthem (nobody dies) orfef rival allywith them. The score is kept per campaign. - Companion stories in three beats: the reveal, a scene and a choice at the place (
fef companion choose <name> 1|2), and an ending after the next chapter. - The traitor: four suspects, alibis in the clues, and
fef mystery question <name>with Insight. Name the wrong one twice and the traitor flees. - Legacy: a finished campaign leaves memorial stones, a victory cairn at the old lair, townsfolk who name the heroes, the bards' song in the next hub and six new titles.
- One map per campaign: every place lies in the direction the campaign map says, so smoke and signposts point the true way, and silhouettes of the other places stand on the horizon (
[RealmForge] CampaignGeography,HorizonLandmarks,fef campaign geography).
Windows, controller and accessibility
- Controller in the inventory: tap LT / RT to switch tabs, LB / RB to move between the chest, grid, info and character panel; the D-pad moves between slots and A equips or uses. The Companions, Party and DM windows show an orange focus frame you move with the D-pad.
[Accessibility] TextScalesizes the text in the mod's windows.[UI] Scalenow reaches the Bag of Holding, the race preview, the subclass picker and the spellbook too.[Accessibility] ColorblindMode(Off, Deuteranopia, Protanopia, Tritanopia) swaps the good / bad colours and adds letter and shape cues where colour alone told them apart.
Server and mounts
[Server] CheckEnforce(off, fix or kick): what the join check does about character data that can't be right.fef server check fix|kickdoes it now.- Riding a lox: melee attacks strike the foe in front of you instead of throwing you off (
[Mounted] SaddleStrikes). A heavy hit needs a DC 10 Dexterity save to stay on, and you fall prone if your mount dies ([Mounted] DismountRules). fef export datawrites the mod's races, classes, feats, spells, items and monsters as JSON.
Going back to vanilla, safely
Playing your character in unmodded Valheim no longer drops your worn armour, cape and food-pouch stacks at your feet, and no longer loses a modded meal you had eaten. They come back, worn and in their pouches, the next time you load the character with the mod, with the meal's time less what passed meanwhile.
Fixes
- Escape opens the pause menu again after the realm job window, a riddle stone or the spell picker.
- Realm shops no longer offer to buy your coins, and traders buy back the gear their shops sell (40% of the price).
- Dwarf companions (Dwarf, Duergar, Highland Dwarf) always have a beard.
- Codex of Hidden Talents tooltip: ASIs from level 4.
- Minor Alchemy: transmuted stacks change back in your pack, in chests and on the ground, and don't merge with normal stacks.
- Realm Forge: the motte's wall no longer blocks the tower door; chests and hearths in burnt houses, ruins and tents stand on the ground instead of floating; misplaced furniture is moved back without emptying its chests; no world-edge current, boat shove or edge wind inside a realm.
fef recapincludes the realm lines from your journal.- Performance: other players in Wild Shape and the party window do less work each frame.
Known limits
- The AI brain costs the host money and needs their own API key. Without it, the Director runs everything.
- The automated DM understands a set list of things in
@dm; anything else gets an in-character nudge. - Flying companions fly while following you only; they walk at work and land for fights.
- Round timers cover your own timers, not companions' or monsters' cooldowns.
- Controller support is still experimental.
Discord
- One announcements channel again, and everyone reads it in their own language. A 🌍 Translate button sits under every release post, and right-click any message → Apps → Translate works anywhere. Only you see the translation, in your Discord language or the one you pick with
/language. /campaign-mapdraws a campaign's road from the hub to the lair as a parchment map, and/dm-realmnarrates a rolled place scene by scene (Realm Forge commands, when the server has them on).- Server owners can now host the bot 24/7 with Docker, Fly.io or Railway (see HOSTING.md).
1.5.0 - The mod speaks your language
New: 11 languages besides English
Every window, button, tooltip, message and description the mod adds is now translated into:
Français · Italiano · Deutsch · Español (España) · Español (Latinoamérica) · Русский · Português (Brasil) · Polski · 简体中文 · 繁體中文 · 日本語 · 한국어
- It follows Valheim's own language (Settings > Gameplay > Language). English stays the default.
- Pick a different one for the mod alone with
[Language] Language(Auto,en,fr,it,de,es,es-419,ru,pt-BR,pl,zh-Hans,zh-Hant,ja,ko). Latin American Spanish is only available here, because Valheim has one Spanish. - Russian, Chinese, Japanese and Korean use a Windows system font in the mod's windows, since the game's fonts don't have those letters.
[Language] SystemFont(Auto/On/Off). - Covers: the inventory and character sheet, Session Zero, races, classes, subclasses, feats, spells and their descriptions, skills and saves, items, monsters, companions and their work menus, the DM window, the party window, realms and campaigns, center-screen messages and console replies.
- Left in English on purpose: console command words and their options (they're what you type, so
fef helpworks the same for everyone), and campaign file keywords.
Fix a translation yourself
The translations were drafted by AI from a shared glossary of game terms, so some wording will be off. Fixes are welcome on the Discord, and you can change any line on your own PC without waiting for an update:
feflang exportin the F5 console writes the current language's table toBepInEx/config/FifthEditionFantasy/Translations/<code>.json.- Edit the right-hand side of any line (
"English": "your wording"). feflang reload, or restart the game.
feflang on its own shows the active language and how many lines it has. [Language] LogMissingText writes any text that's still in English to missing-<code>.txt in the same folder. Please send those files on the Discord so they can go into the next version.
Known limits
- Text made by joining many small pieces in one line can come out partly English.
- Setting descriptions in the configuration manager stay in English.
- If you change language while in a world, a few HUD labels keep the old language until you restart the game.
- Some long names are cut off on narrow buttons in some languages.
Discord
- New 📢 Announcements category: pick your language in #choose-language to get the update channel in your language. New versions are posted there translated, and they only ping people who picked that language. Nobody gets an @everyone for updates any more.
- Translation channels: messages in English get an automatic translated reply.
1.4.0 - A new inventory, a companion menu, chest sorting and smarter companions
New: one-window inventory
Press Tab and the inventory, your character and the crafting menu now share one wooden window.
- Live 3D preview of your character. Drag to turn, scroll to zoom, right-click to reset. Drop an item on it to equip it.
- 10 equipment slots: Head, Cape, Chest, Legs, Feet, Main hand, Off hand, Ammo, Utility and Trinket.
- Worn items leave the grid, so your armour no longer takes up pack space. Items on the hotbar row stay put so number keys still work. With no free cell, an item you take off waits until there's room (the weight line tells you).
[UI] WornItemsLeaveGrid; it switches itself off with extended-inventory or equipment-slot mods. If you play the character in unmodded Valheim, the worn items are dropped at your feet on spawn, not lost. - Food and draught pouches: drop food in one of the 3 food slots, or a mead in the draught slot. Right-click the slot to eat or drink one, left-click it empty-handed to put the stack back. Rings show how long each buff has left.
- Stats: Health, Stamina, Eitr, Armor and AC, with a weight bar under the grid.
- Footer: Sort, Stash (see below), Bag of Holding, a trash slot (click twice) and your coins.
- Bag of Holding opens inside the window, under the grid, whenever you own one.
- Tabs in Valheim's own style along the top of the window: Inventory, Crafting, Companions, Party and DM (DM for the host or an admin). Switching tabs no longer flashes the vanilla panels.
- New wood: every mod window (inventory, companions, party, DM, character sheet) uses the same hand-made plank board in Valheim's colours. It dims with the light at night like Valheim's own panels.
- The Character Sheet button in the window's header opens the sheet.
[UI] CharacterPaneland[UI] OneWindowswitch the new layout off.
New: companion menu
- F6 (
[Hotkeys] CompanionMenu) opens the Companions tab from anywhere. Each row shows the companion's health, what it's doing and its most worn piece of gear, with Orders, Work and Bring here. - Orders and Work can be changed from any distance. A companion only stops to listen when you're within 10 m; further away it keeps working.
- Open their pack works from any distance.
- Rename a companion from its orders window. Its chest is renamed with it.
- Fixed: companions showed twice ("too far away") after a logout, and paying or dismissing them could fail.
New: chest names and assigned items
- Name a chest: open it and click its name with nothing on the cursor.
- Assign an item to a chest: pick the item up and click the chest's name. Click again to unassign. A chest takes up to 8 kinds of item.
- Assigned items' icons are painted on the front of the chest, either side of the latch, and the hover text shows the chest's name and what it's for.
[UI] PaintAssignedItems. - Stash (inventory footer) puts every assigned item in your pack into its chest within 15 m (
[UI] StashRange). Worn items and the hotbar row are left alone. - Giving a companion a chest renames it "Name's Chest".
- Companions on Maintain base put things in their assigned chest first and move assigned items there from other chests. Sorting leaves assigned items where they are.
Companions at work
- Raw stock levels: the Work tab's stock list now shows each raw ingredient and what it becomes, like Raw meat → Cooked meat. Set keep raw (they always leave at least this many) and make up to for each. Cooking stations, kilns, smelters and fermenters all respect it.
- Repairs: when a companion's own gear drops below 40%, it walks to the nearest workbench or forge that can repair it, fixes everything it can and tells you.
[Companions] RepairBelow. - Companion gear now wears with use, the same as yours: armour when hit, weapons when swung.
[Companions] GearWears.
Companions find better paths
- They no longer drop into places they can't climb back out of. When they can't reach you, they wait on ground they can leave instead of jumping into the pit beside you.
- Jobs plan a route there and back. A one-way drop is only taken when there's a way back to the chest. Targets they can't reach are skipped for 4 minutes.
- Job scans ignore things far above or below the chest and do the work on the chest's own level first.
- They find the shortest way through a maze of leaps, ledges and doors, climb staircases of ledges, and walk short flat stretches straight without stopping to plan.
1.3.9 - Companions in turn-based fights, smarter paths, and a faster mod
New: companions fight in turn-based mode
Your companions now take part in turn-based fights.
- Each companion rolls its own initiative and gets its own turn in the order. It stays still on everyone else's turn.
- On its turn it uses 2014 5e rules:
- Movement: its race's speed. A Monk or Barbarian moves faster, the same as a player of that class.
- Attacks: an attack roll against the target's AC. Extra Attack at level 5; a Fighter gets 3 attacks at 11 and 4 at 20. Monsters roll against the companion's AC too.
- Healers: they cast Healing Word (bonus action) or use Lay on Hands (action) on whoever is hurt.
- Downed allies: helping someone up or stabilizing them uses its action.
- Casters: they open with a cantrip.
- Out of reach: with nothing in reach it Dashes. A passive companion takes the Dodge action.
- Archers: a companion with a bow or crossbow shoots from up to 80 ft instead of running into melee. With an enemy next to it, the shot has disadvantage.
- Class bonus actions:
- A Fighter uses Second Wind when badly hurt (once per short rest).
- A Rogue uses Cunning Action to Disengage.
- A Monk gets its Martial Arts bonus strike.
- Badly hurt healers heal themselves, then Disengage and step away.
- Targets: companions go first for enemies threatening a downed ally or you, then the weakest enemy in reach. They avoid walking past other enemies to reach a far one.
- Opportunity attacks: a companion makes one when an enemy walks out of its reach, and provokes one when it walks out of an enemy's reach. Each uses its reaction.
- Downed: a downed companion makes a death save on each of its turns. Three failures and it's carried off the field.
- The real-time class tricks companions use outside fights are switched off while a fight is turn-based.
Turn-based fights follow 5e more closely
- Death saves:
- A downed player rolls one death save at the start of their turn, then the turn passes. A natural 20 gets you up with your turn still to play.
- Death saves no longer tick on a timer in a turn-based fight.
- Damage while downed counts as a failure; a melee hit from within 5 ft counts as two. Damage of at least your maximum HP kills outright.
- Three successes make you stable: you stay down until healed or until the fight ends.
- Helping a downed ally up and Stabilize cost your action, on your turn only, and happen at once.
- Reactions come back at the start of each creature's own turn instead of once a round.
- Archers no longer back away for free: leaving your reach provokes an opportunity attack.
- Spells: a bonus-action spell and a levelled spell can't be cast on the same turn.
- Ranged attacks: monsters have disadvantage when a foe is next to them.
- Monsters Dash when they can't reach anyone.
- Prone: standing up costs half your movement.
fef combat skipworks in any round, not just the first. With no name it skips the current turn.- Healing while downed: food regeneration no longer gets a downed player up. Real healing does.
- Movement: companions and monsters no longer overshoot their movement by a few feet at the end of a move.
New: companion work
These are in the Work tab (press E on your companion).
- Guard. It patrols a circle around its chest at night, or day and night if you tick Guard by day too. It fights anything hostile that comes inside the range, then goes back to its rounds. When the base is attacked it warns you and gets anyone sleeping nearby out of bed.
- Day and night shifts. Give it a day job and a night job, for example maintain the base by day and guard by night. It switches at dusk and dawn. Choose No night shift to keep one job all day.
- Fetch & craft lists. Add lines like "Wood x20".
- It keeps that many topped up in your pack, or in a chest you pick, taking them from the chests in range.
- With crafting on, it makes what's missing at a station in range, if you know the recipe and the materials are there.
- If your pack is full it stops handing things over for a minute instead of emptying the chest at your feet.
- Presets. Save a work order under a name and give it to any of your companions.
Companions find their way
- Route planning: a companion now plans its own route when the game's paths aren't good enough. It can walk, jump up ledges, drop down, swim, and leap gaps up to the limit of its jump. It tested clean on these:
- a moat;
- a broken bridge with a gap at the edge of its reach;
- a cliff with only one way down;
- a narrow switchback;
- a long detour round a gap it can't jump;
- a closed door;
- a pond with one low bank;
- a cluttered base.
- Route choices:
- It prefers a bridge to swimming, and a ramp to a big drop.
- It keeps to the middle of narrow paths and walks, rather than runs, near drops.
- It doesn't hop off a cliff while it's still working out a route.
- It remembers a jump it failed and tries another way.
- Doors: it opens unlocked doors in its way and closes them behind you both.
- Recall:
fef companion recall(a name, or all) or[Hotkeys] RecallCompanionsbrings a stuck companion onto solid ground next to you. The orders window has a Call back button too. - Orders window:
- It stays open when the companion walks off. You close it.
- The companion holds still while you're giving orders.
Windows
- The DM window has been rebuilt.
- Nothing is cut off any more, and the tabs and buttons line up.
- The search boxes work: the item search filters, and the creature list is up to date.
- Text boxes are clearly visible, with a hint when empty and an x to clear them.
- The companion windows (orders, hire, Work tab) have a fixed header and footer with a scrolling middle, so nothing runs off the bottom.
- While you type in a window's text box, your keys no longer trigger hotkeys or abilities.
- The party window is drawn once instead of every frame.
Fixes
- Playing a character in vanilla Valheim and coming back. Vanilla keeps your race, class, feats, bag and boss credit, but it deletes skills and items it doesn't know. Your Flying and Spellcasting skills and any modded items in your pack (SRD gear, potions, scrolls) now come back when you load the character with the mod again. If your pack has filled up meanwhile, the items are dropped at your feet.
fef server checkno longer reports Fairy as an unknown race.- Darkvision now follows how dark it is around you, not where your camera points. Looking at a dark wall in daylight no longer turns it on, and looking at a bright sky at night no longer turns it off.
Realm Forge
- Standing stones: a stone circle's altar stone, heel stone and rune stone are now standing stones instead of houses with smoking chimneys. Burial cists and cairns are mounds. The ring's stones stand twice as tall.
- Towers: the tower a wizard's tower or tower-house is built around is now a tall spire instead of a squat block.
- Caves: a cave mouth's top stone rests on its side boulders instead of floating above them.
- Walls: in walled towns with avenues (capitals, temple towns), the avenues stop at the town wall instead of running through it. A road leads in from the gate.
- Read-aloud text fits the place: no smoking chimneys or lamps being lit at an empty ruin, and no "bright, honest daylight" or dust devils in the rain.
- Stone circles keep trees out of the ring.
- Mounds (mass graves, burial cists, cairns) are low humps instead of 9 m boulders.
- Place names no longer get triple letters (no more "Gunnnes").
- Castle entrances:
- Castle gates are a full 9 m opening, and the gatehouse lines up with the wall. On short, slanted walls the old gap was too narrow, and the gatehouse's own walls could close it off.
- A ring fort's gate now faces the way-home portal, with a road to it, instead of being round the side.
- Townsfolk in Realm Forge places use the same route planner when they stroll, so they walk round walls, wells and stalls instead of into them.
- Way-home portal: no more rocks, rubble or trees clipping into it.
- Signs:
- Wanted posters stand on posts instead of floating.
- Signs and item stands are no longer hung on buildings without side walls (stalls, wells, docks, tents, ruins).
Performance
Measured with the in-game profiler (fefperf):
| Scene | Before | After |
|---|---|---|
| Idle | 0.81 ms | 0.58-0.63 ms |
| With companions | 0.88 ms | 0.65 ms |
| A Realm Forge town | 1.24 ms | 0.93 ms |
Mod garbage is down by half.
- Townsfolk and companions: their ears, tails and other race parts update less often when far away or off screen. Yours still update every frame.
- Realm Forge doors: all of a town's doors run from one shared update.
- Spells and stealth:
- Spell lists, the hotbar and the Stealth bonus reuse what they worked out instead of recomputing it many times a frame.
- The hotbar skips redrawing when nothing changed.
- Realm Forge minimap: its dots, the creature health-bar lore line and the downed banner do less work each frame.
- Exhaustion veil: now one screen image instead of being redrawn every frame.
1.3.8 - Companions that work, and a DM window
New: companions at work
Press E on your companion and open the new Work tab.
- Farm. Pick a chest ("Pick a chest", then look at any chest and press E) and how far around it to work (5-60 m). The companion chops trees and logs, mines rocks and ore, picks everything pickable, clears ordinary bushes, can hunt deer, boar, hares and necks, and picks up loose items. Berry bushes are picked, never cut down. Anything its best axe or pickaxe can't break is skipped, and it tells you once what tool it needs. When its pack is full or the area is clear it empties everything into the chest. With the chest full, or nothing left, it waits by the chest for orders (or tick Keep going as things regrow).
- Maintain base. Every chest in range is the base's storage, and the companion looks after it:
- fires, hearths and torches stay fuelled;
- kilns get plain Wood only - never fine wood, core wood or other better woods - and it keeps a wood reserve for the fires;
- smelters, furnaces, the windmill and spinning wheel get their ore, grain or flax, and coal;
- cooking stations and ovens get raw food, and the cooked food comes off before it burns;
- fermenters are filled and tapped, beehives and sap collectors emptied;
- ripe crops are harvested and replanted with the same seed (seeds are taken from storage);
- loose items are picked up and put away in a chest that already holds them;
- optional: sort chests (each kind of item gathers in the chest that holds most of it) and repair gear (its own, and stored gear, at a workbench or forge in range).
- Stock levels. The Work tab lists everything the base's stations can make, with how much you have and a minimum and maximum. The companion starts making an item when you have less than the minimum and stops at the maximum (coal 20-60, cooked food 10-30 and mead 4-12 to start; smelters process all the ore there is unless you set a maximum).
- Status reports tell you when the chest is full, the area is clear, or it needs a better tool.
- It jumps. A companion that can't find a path toward a ledge jumps for it, and after a few seconds of no progress hops over, the way it already catches up with you over a ravine.
- Working companions still defend themselves (by their passive / defensive / aggressive setting), switch back to their weapon for a fight, and keep helping downed allies up.
[Companions] Jobs(on) turns work off for a whole server.
New: companions help you up
- A companion goes to a downed player, or another downed companion, within 30 m and helps them back up (2 seconds beside them). Not during turn-based fights, which have their own turns.
[Companions] HelpDownedAllies(on).
New: the DM window
- F9 (
[Hotkeys] DmWindow) opens the DM window for the host, a single-player game or a server admin. Tabs:- Campaign: every chapter with a "Send party" button, advance or go back, win a chapter by killing / sparing / recruiting / bribing, or build a new campaign from a seed; sessions, recaps and the journal; quests (add, done, remove); narration (announce, speak as an NPC, write a choice or a journal note, drop a pin for everyone); skill challenges and set pieces; milestones.
- Encounters: a rules encounter for the players near someone, any creature from the bestiary (search, count, stars), despawn, wild encounters, sieges, turn-based fights (start one, choose where fights are turn-based, the DM combat window, play a monster's turn), freezing creatures and time stop.
- Players: pick a player or everyone: info, heal, revive, bring to you or go to them, freeze, Inspiration, ability checks, saving throws and passive scores with a DC, XP, levels, reward books, coins and any item, companions and party size.
- World: time of day, weather, every Realm Forge place (send the party in, open its DM sheet), the world map, server checks, which races and classes the world offers.
- Everything: every
fefcommand, searchable, with its options as buttons. - Every button runs the same
fefcommand the console has (same permissions, same networking), and what it prints shows in the window's log.
- New commands:
fef heal <player|all>(full health and stamina; a downed player gets up) andfef revive <player|all>.
Fixes
- Darkvision no longer flicks on and off. It used to switch hard at dusk and dawn, flicker along the Mistlands border, and rebuild its light each time. It now fades in and out over about a second, the night ramps in across dusk, the Mistlands keep it on for a few seconds after you step out, dark weather counts too, and Devil's Sight gives it like the race trait does.
- While picking a companion's chest, pressing E on a locked chest or a mimic only picks it.
Performance
Measured with the in-game profiler (fefperf) on a 4K screen; the mod's own work was already about 1 ms a frame, so this pass went after the stutters:
- The wild-encounter sweep searched the whole scene for nests every 6 seconds: a 27 ms hitch each time. It now keeps a list of nests as they load.
- The dwarves' ore sense searched the whole scene four times every 20 seconds; it now looks only at nearby objects.
- In turn-based fights, "are my arrows still flying?" searched the scene every frame at the end of your turn, Wind Wall did it every frame, and the DM combat window listed the legendary bosses on every redraw. All three use the same kind of list now.
- The ability hotbar's check for new abilities (about 2 ms) runs every 2.5 seconds instead of every second, and lists your abilities once instead of twice.
- The party window, condition, freeze, DM and legendary banners and the controller hints draw only once a frame.
- Carry weight and the Stealth bonus are looked up twice a second instead of several times a frame.
1.3.7 - Real dice, a portal table and free quest travel
New
- Real 3D dice. Your d20 rolls now tumble on screen as real twenty-sided dice, with the numbers printed on the faces, then settle on the number you rolled. With advantage or disadvantage, a second die rolls beside it. A natural 20 turns gold and a natural 1 turns black.
[UI] DiceRolls. - RealmForge Portal. A new piece in the hammer's Transportation tab (8 fine wood, 6 resin, 4 greydwarf eyes, 1 surtling core, at a workbench): a table with the world map on it and three candles. Press E to open the world map and travel to any Realm Forge place.
[RealmForge] PortalTravelCost(0 = free). - Realm Forge world map.
fef realm worldmap(or the[Hotkeys] RealmWorldMapkey, unbound by default) shows every Realm Forge place on a map, even when no campaign is running. The campaign window lists every known place too. - Free quest travel. Quest-board jobs that send you somewhere (clear, deliver, escort) have a free Go there button, and the way back is free while the job is yours: Shift+E at the way-home portal,
fef quest return, or the world map.[RealmForge] QuestTravelFree. - Pings in Realm Forge places. Middle-click pings, pins and pin removal on a place's map now land in the place.
- Campaigns up to 12 chapters, and the hub tavern no longer counts as a chapter. The Realm Forge web page has a new campaign generator, and its Roll button works.
- DM companion cleanup.
fef companion alllists every companion on the world.fef companion purge <owner | companion | offline>removes the companions of characters who no longer play. - Planner import.
fef sheet import <planner link>previews the changes to your character, thenfef sheet import confirmapplies them (orcancel). - Stronghold upgrades.
fef stronghold upgrade walls | steward | hall | shrine. - Turn-based fights start from a hit. Hitting a monster (or being hit by one), or a monster going after your companion, now starts the turn-based fight where turn-based fights are on.
Changes
- No healing between turns. In a turn-based fight, food no longer heals you every few seconds. Paladin auras, troll regeneration and monster Regeneration heal once a round.
[TurnBased] NaturalHealingInFights(off) brings food healing back. - Wild encounters come about 8% more often (
[TurnBased] EncounterDistanceis now 415 m, was 450 m).
Fixes
- Doors in Realm Forge places showed "$KEY_Use" instead of your Use key.
- The minimap zoom keys did nothing inside a Realm Forge place. The place's minimap now zooms from 12 m out to the whole place.
- Round-robin loot keeps one shared turn order for the whole party.
1.3.6 - Encounter-based wilds, choices that matter and towns that feel alive
New: turn-based wilds
- No more endless fights in the open world. With turn-based fights set to
fef combat mode everywhere, the wilds no longer spawn wandering monsters. Instead, encounters find you as you travel, the way Realm Forge places work: walk about 450 m (less at night, more in winter) and a group from your biome's own spawn list comes at you, and the fight starts. Camps, nests, villages, dungeons and bosses keep their monsters. Deer, hares, birds and fish still come.fef wildshows how far until the next one. DMs:fef wild encounter,fef wild clear.[TurnBased] WildEncounters(Auto = on with "everywhere"),EncounterDistance,EncounterRaids(off),EncounterClearWild.
New: campaigns with consequences
- Finish a chapter your way.
fef campaign outcome killed|spared|recruited|bribed <who>(DM). Spared and recruited foes come back in later chapters and the epilogue. - Choices list:
fef campaign choice <text>writes what the party did.#good,#evil,#lawfuland#chaoticnudge everyone's alignment, and@Namegives that player Inspiration for roleplay.fef campaign choices,choice remove <n>. - Factions and reputation: each place's factions like or dislike you (
fef faction,fef reputation). Friendly factions give discounts and fly their banners, hostile ones raise prices. When you turn in a quest-board job you choose who gets the prize, or sell to the highest bidder. - Fame and notoriety. Famous heroes get discounts. Notorious ones get wanted posters, worse greetings and a night market.
- Crime. Looting a townsperson's chest with people watching takes a Sleight of Hand check. Get caught and prices rise, then traders refuse you until you pay the fine.
- Secrets:
fef secretnear a townsperson (Insight), thenfef secret exposeorkeep. - The doom clock (
[RealmForge] DoomClock): dawdle on a chapter and the villain's power grows, prices rise and the lair's pall darkens.fef campaign doom. - Dilemmas:
fef campaign dilemma <place A> | <place B>(DM). Save one, and the other falls (it rebuilds after 5 days). - Lieutenants guard the chapter before the lair, and hold a grudge if they escape.
- A rival adventuring party races you to places. Help them or race them (
fef rival). - A traitor hides among the townsfolk:
fef clue(Investigation) in each place, thenfef accuse <name>. - Prophecy, three acts, backstory threads from your background, cliffhangers, a villain's letter after each chapter and an epilogue at the end. A "Previously on..." card greets you at login (
fef previously). - Finales: in the lair, the boss transforms once below half health (
[RealmForge] FinalePhases). - Artifacts:
fef artifact bindyour weapon. It awakens (+10% damage) in Act II and is exalted (+20%) in Act III. - A stronghold:
fef stronghold claima cleared castle. Its treasury earns coins, but leave it too long and raiders empty it. - Legacy: finished campaigns are remembered on the world, and later campaigns hear about them (
fef campaign legacy). - Milestone leveling:
[Leveling] Progression = Milestonelevels everyone up when a chapter is won (fef milestone <player>for DMs). - Hand-written campaigns can branch: an
if: spared Vargaline plays a chapter only if that choice was made (see the README in the campaigns folder). - Set pieces for DMs:
fef siege start <waves>, skill challenges (fef challenge start/roll) andfef setpiece trial|heist|chase. - DM tools:
fef campaign plan(the session planner),fef weather <environment>|auto,fef sheet <player>.
New: places that feel alive
- Townsfolk live their day. They stroll the roads, turn to greet you, chat with each other and gossip about the villain, the party and the rival. Guards watch the way in, and farmers tend the fields. Mornings have errands at the well and the stalls, an evening crowd gathers at the tavern, and at night folk go home. They shelter from storms and cower when a fight breaks out.
- Real doors on houses, swinging open as anyone comes near (E holds one open).
[RealmForge] RealDoors. - Lit windows, chimney smoke and lamps at night, plus mist, ash, fireflies or flies to match the place's mood. Festivals dance around a bonfire, and haunted places have ghosts.
- Shop signs, wanted posters, faction and villain banners, caravans (10% off that day), hens, crows and gulls, the smithy's anvil, and music for each place.
- The campaign on the horizon: the next chapter and the lair show as smoke on the horizon, signposts point the way, beacons burn for won chapters, and trophies fill the hub.
- Things to do: buy a drink for Good Cheer, renting a room clears exhaustion, "Any rumours?" at the keeper, perform for coin, riddle stones in ruins, hidden caches, and an undercroft below crypts, barrows and mines with a trap, a guardian and a reliquary.
- Journeys: fast travel eats a day's rations (none means exhaustion) and sometimes meets something on the road (a Survival check).
fef journey.[RealmForge] Journeys.
New: rules and character
- Calendar and festivals (
fef date,fef season), with seasons that change how often wild encounters come. - Languages (
fef language), tool proficiencies that save materials at stations (fef tools), and downtime (fef downtime train|work|carouse|research) to learn new ones. - Personality (traits, ideal, bond, flaw) on the sheet, and class emotes (
fef classemote). - Shove and grapple (
fef turn shove,fef turn grapple, bindable keys). Travel pace (fef pace fast|normal|slow). Tracking (fef track <creature>), Insight (fef insight), foraging (extra pickings), runestone lore, and Medicine (fef medicine). The Healer feat always stabilizes. - Darkness (
[FifthEdition] Darkness), troll regeneration (stopped by fire or poison), Animal Handling when taming, heavy armour stealth, and optional Strength carry ([FifthEdition] StrengthCarry, off). - Mounted lox: Animal Handling to get in the saddle, and your hits land harder while riding.
- Attunement (
[Items] Attunement, off): powerful magic items work only when attuned, three at a time (fef attune). - Companion stories: after 5 days a companion opens up and asks to see a kind of place. Take them there and they become Loyal (
fef companion story). - Party:
fef party splitand[Party] CoinShare(off) share coins, and[Party] LootRule = RoundRobin(off) sets drops aside for each party member in turn. - Random encounters in the open world, outside turn-based mode (
[Encounters] RandomEncounters, off). - Dice on screen: your d20 rolls tumble on screen with the breakdown (
[UI] DiceRolls). The Spells tab shows each spell's card line (level, school, range, save, duration). - XP bar in Experience mode (
[Leveling] ExperienceBar). DMs:fef xp set/fef xp reset. - Accessibility:
[UI] Scaleand[UI] ColorblindSafe. - Sharing:
fef sheet copy(a Discord-ready card) andfef sheet planner(a link to the online planner with your character, which the Discord bot's/sheetreads). - For admins and modders:
fef server check,[Server] CheckOnJoin, and API events for other mods. fef newlists everything in game.
Fixes
- A monster that was already alerted could walk up after a turn-based fight without starting a new one.
- A hit's knockback no longer triggers opportunity attacks.
- Push and pull spells (Thunderwave, Repelling Blast, Gust and the rest) now move enemies in turn-based fights.
- A clear "YOUR TURN" banner and screen frame on your turn.
- The realm map shows the portal out of a place.
- You can fly out of water.
- Logging in where a realm stands no longer drops you from the sky.
- Trader lists keep your selection when they refresh.
1.3.4 - Experience leveling, a DM campaign guide and a zoomable realm map
New
- Experience leveling (optional). Set
[Leveling] Progression = Experienceto level up from kills instead of from bosses (the default staysBosses).- Every kill gives XP for the biome it happened in, more for tougher and starred creatures. Inside a Realm Forge place, the place's level decides how much it's worth.
- Soft level caps per biome: Meadows 2, Black Forest 4, Swamp 5, Mountains 7, Plains 9, Mistlands 10, Ashlands and Deep North 12. Once you reach a biome's cap, its kills give a tenth of the XP (less for each level past it), so you'd have to really grind to out-level the Meadows. A biome whose cap is two or more levels above you gives up to double XP, so pushing into harder places levels you faster.
- The first time you help kill a boss you get half a level's worth of XP (a third for minibosses).
- Party members within 50 m share the XP, and your companion's kills count for you.
- Switching an existing character to Experience keeps their level.
fef xpshows your XP and what kills are worth where you're standing. DMs:fef xp give <player> <amount>. Settings:[Leveling] ExperienceRate,ExperiencePartyShare.
- A guide for writing campaigns. The mod now puts
README_How_to_write_a_campaign.txtinBepInEx/config/FEFCampaign/campaigns/, with every line explained, every biome, time, weather, mood and site you can lock, monster names and the commands. A second example campaign uses every option, including a chapter the DM runs without a fight. - Campaign navigation for DMs:
fef campaign backreopens the previous chapter, andfef campaign goto <number>sends the party to any chapter. - Zoom the realm map. Inside a Realm Forge place, scroll to zoom the map in and drag to look around. The minimap zooms out with the normal minimap keys.
- Townsfolk on the map. People in a Realm Forge place show as gold dots (orange if they sell things), with their names when you zoom in or hover over them.
- More people trade. Scribes, fishmongers, tanners, millers, miners, innkeepers, cooks, monks and other working folk now sell what fits their trade, and every tavern keeper has a shop shelf too. Anyone who sells says "Talk and trade" when you look at them.
- Realm Forge web page: a Campaign tab, and Previous / Next chapter buttons (or the arrow keys) when you open a chapter.
Fixes
- "[$KEY_Use] Talk" on Realm Forge townsfolk, the way-home marker and gaming tables now shows your actual Use key.
1.3.3 - Campaigns, quests, shops and smarter fights
New: Realm Forge campaigns and town life
- Campaigns. One seed builds a whole campaign: a hub tavern and a chain of places of rising level that ends in the villain's lair. Clearing a chapter's threat opens the next place, and the campaign journal writes up what the party did.
fef campaign roll <seed> [level] [chapters]previews one,fef campaign buildbuilds it. Alsofef campaign status | map | advance | goto [hub] | remove. The campaign map window shows the chapters, and you can travel to the ones you've opened.- Write your own. A DM can write a campaign as a plain text file in
BepInEx/config/FEFCampaign/campaigns/: chapters, places, monsters, goals and read-aloud intros. Start it withfef campaign load <name>.fef campaign export <seed>writes any rolled campaign as a file to edit, and an example campaign is included. - The Realm Forge web page and the Discord bot's
/campaignroll the same campaign from the same seed, and give you the file.
- Quest board. Tavern keepers post three jobs a day: hunts, places to clear (the place is built for the job, and the threat is waiting when you arrive), things to fetch, letters to deliver, and travellers to escort. Rewards are coins and gear.
fef quest jobsshows your jobs.[RealmForge] QuestBoard. - Escort jobs. The traveller walks with you and comes along when you fast travel. Get them to the place alive. If they're left knocked down too long, the job fails.
- Fast travel. Innkeepers and tavern keepers sell passage to any place the party has already found (at least 10 coins, more for higher-level places).
fef realm travel <place>.[RealmForge] FastTravel,FastTravelCost. - Companions travel with you when you fast travel or go in and out of a place.
- Shops. Merchants, smiths, fletchers and herbalists sell gear for the place's level, and buy your valuables. Prices depend on your Charisma.
[RealmForge] Shops. - Places remember you. Each place remembers your visits, the threats you cleared, the treasure you found, the jobs you did and the brawls you won. Townsfolk greet you accordingly, and every first goes into the campaign journal.
fef realm memory.- Saved a place? Its shops give you 10% off.
- Go back to a place you cleared, and the survivors may return for revenge.
[RealmForge] RevengeChance(25%).
- The place's own map. Inside a realm, the map and minimap show that place: the buildings with their names, the roads, the way out, your party and the enemies.
[RealmForge] RealmMap. - Tavern brawls. Ask a regular for a fight: fists only, nobody dies, the last ones standing win.
[RealmForge] TavernBrawls. - Bets at the gaming tables. People watching a game can bet coins on who wins the next hand.
[GamingTables] SpectatorBets.
New: smarter, fairer fights (turn-based fights are still experimental)
- Combat log. Every attack roll, hit, miss, damage, save, opportunity attack and turn in one log. The last lines show on the left during a fight (
[TurnBased] CombatLogLines), andfef combat log(or a hotkey you can bind) opens the full log. When the fight ends you get a summary of who dealt and took what, and it goes into the campaign journal. - Monsters fight smarter. On their turn, monsters pick a target they can reach, prefer the wounded, use all of their attacks, and walk properly on Realm Forge ground. They also fight by type:
- Pack animals like wolves gang up on one target.
- Brutes and bosses charge the nearest enemy.
- Clever monsters go for spellcasters and healers.
- Archers keep their distance and shoot.
[TurnBased] MonsterTactics.
- Opportunity attacks for monsters. Leave a monster's reach without Disengaging and it uses its reaction to swing at you. Your own opportunity attacks now only fire when the monster moves away from you, not when you step back.
[TurnBased] MonsterOpportunityAttacks. - Cover and high ground. Ranged attacks against someone behind cover suffer: half cover +2 AC, three-quarters cover +5 AC. Monsters shooting from well above get advantage.
[FifthEdition] Cover. - Ready action.
fef turn ready(or a hotkey) spends your action to strike the first enemy that comes into reach before your next turn. - Encounter rating. Every fight is rated Easy, Medium, Hard or Deadly by the 2014 XP rules when it starts.
fef encounter raterates the fight before it happens. - DM tools:
- The DM combat window is now a dashboard with everyone's HP, AC, reaction, concentration and conditions.
- The DM can take over a monster's turn (
fef combat control): middle-click moves it, Shift + middle-click attacks. - The DM chooses legendary and lair actions with
fef combat legendary.
Fixes
- Flying up during a turn-based fight works, and climbing now uses up movement. Hovering on the ground in fly mode no longer drains movement while you stand still.
- Flying over a Realm Forge place: the height limit used the sea floor far below the place, so every climb was cancelled.
- Hearths and chests floating in the sky over some Realm Forge places are put back on the ground automatically when the world loads.
fef realm refurnishdoes it by hand. - Turn-based fights start within 20 m by default (was 40 m).
[TurnBased] EncounterRadius. - Monsters on their turn: they no longer stand still, pick unreachable targets or stop after one swing.
- A removed realm's memory no longer carries over to a new place built later.
1.3.2 - Gaming tables, better-looking realms, and a Subclass tab
New
- Gaming tables: cards and dice for coins. Every Realm Forge tavern and inn has a gaming table with six chairs, and you can build your own with the hammer (Furniture: 6 fine wood, 4 wood, 10 coins). Press E at a table to join.
- Seven games: Texas Hold'em, Five-card draw, Blackjack (against the house), Liar's Dice, Ship-Captain-Crew, Acey-Deucey and Hazard, played by their real rules (side pots, no-limit betting, the dealer's fixed rules in Blackjack).
- NPC players sit at the table and really play: they judge their hands, bluff now and then, and win or lose coins. Anyone at the table can add or remove NPC players.
- Set the stakes before a hand: ante, blinds, and minimum and maximum bets. Coins come from your inventory and winnings go back into it.
- Settings:
[GamingTables] Enabled,BuildableTable,DefaultNpcPlayers,MaxStake(1000 by default). Commands:fef table list,fef table reset [all].
- Townsfolk look like real people. Realm Forge townsfolk and tavern regulars use the player models, with random races and sexes, dressed for their role or class. Tavern regulars sit at the benches with a drink. Turn it off with
[RealmForge] PlayerModelNpcs. - Battle time (turn-based fights). The day/night clock pauses during a fight and moves on 6 seconds per round, like the tabletop.
[TurnBased] BattleClock. - Enemies on the map (turn-based fights). Every enemy in the fight shows as a red marker on the map and minimap.
[TurnBased] MapEnemies. - Companions show their Armor Class when you hover over them, in the orders window and on the party card.
- Map colors: your own companions are blue and other players' companions are green.
- Subclass tab on the character sheet. Subclasses have their own tab under Class, in the same style as the Race and Class tabs: your class's subclasses, a description of each, and a Choose Subclass button. The Class tab's Choose Subclass button opens it.
Realm Forge: places look and feel much better
- Real Valheim ground. Realms now use Valheim's own terrain look for their biome: grass, dirt paths, paved squares, tilled fields and worn ground at doors, rolling land out to the horizon, and Valheim water in lakes and swamps. Before, the ground was a flat painted disc with a raised edge.
[RealmForge] ValheimTerrain. - Meadows towns no longer look like tundra or ash. Realms used to sit near the edge of the world, where Valheim paints the ground as the Deep North or the Ashlands whatever the biome. New realms are placed inside the world, and existing realms in those areas move automatically the next time they load.
- Ashlands realms are ash rock with a few lava pools, not one big lava lake.
- Buildings no longer overlap, and towns look less like rigid grids: houses face their street, some plots are yards with trees, bushes and fences, and rows vary their spacing.
- You can walk into every house. Doorways were too low to pass through. Houses are taller, with one proper doorway, and the table that stood just inside the door has moved.
- Roofs: no more gaps between the walls and the roof, and the doubled ridge piece is now a slim cap along the top.
- The smithy is tall enough for its forge, and banners and other furniture fit under the roof instead of poking through it.
- Nothing clips into anything outside. Bonfires, tables, banners, woodpiles, carts and gravestones keep clear of buildings and of each other, and decorations stand beside the building they belong to instead of out in open ground. Gatehouse banners no longer float in the air.
- More life in towns: lit lamp posts along the streets, benches by some front doors, woodpiles, barrels and carts beside houses, and a millstone in the mill.
- The wizard's tower is a real 18 m stone tower you can walk into, and every named tower has a doorway.
- Doorways are clear: boulders, log piles, weapon racks, chests and barrels no longer block doors.
Fixes
- Flying in turn-based fights: once you've used all your movement (or it isn't your turn), you hover in place instead of flying on. Starting a fight or ending your turn no longer drops you to the ground.
- Companions keep up across ravines and moats. A companion that gets stuck behind a gap while following you catches up beside you.
- The subclass window can be closed with Esc, and it has an X in the corner (reported by Bromm Deepstone). Before, it couldn't be closed if your current subclass's description was long.
Older versions
The notes for 1.3.1 and earlier are left out to keep this file within Thunderstore's 100,000-character limit. From 1.2.7 on, every version's notes are also on the Nexus Mods page (Changelogs tab); ask on the Discord for anything older.