MidgardPlus

MidgardPlus

One mod to rule them all.

A full overhaul for Valheim: Jarl legendaries that wake and grow, bosses of its own, living villages and sieges, companions, crafting and building, in 1,711 settings. Every one starts at vanilla, so you turn on only what you want, and on a server the host decides.

Like what you see? Drop a like, stop by Discord and say hi, and follow the rest of what I make at odinthered.dev.

Counting.

Choose a realm on the tree

1,711Settings
44Jarl weapons
0Changes by default
5Languages

In short

What it is

What is MidgardPlus

MidgardPlus is a full overhaul for Valheim. It started as a quality of life pack and grew into a world of its own. It has 1,711 settings, and every one of them starts at vanilla. Install it and your game plays exactly as before. Then turn on the parts you want.

  • Quality of life you control: farming, storage, slots, timers and a HUD you lay out yourself.
  • 44 Jarl legendary weapons and nine Jarl armour sets that wake in a boss’s blood and grow with every life they take.
  • Eight bosses of its own, with cinematic fights, the Kraken out at sea, and the game’s bosses to replay.
  • A living sea with the Kraken, raiders and wrecks, a shipyard to build your own ships, and fishing that fights back.
  • Villages that grow and wall themselves in, now in every land, realms that go to war, factions you can swear to, and sieges on villages and on your base.
  • Companions with jobs, and a barracks to command them.
  • An enchanting table, a painter's table and station queues.
  • Building tools, a compass and map that keep up with you, and a server that controls it all from the F9 panel.

What is Megin

Megin is the first add-on for MidgardPlus, a separate download that adds an RPG layer. At Ýdalir, the hall of Ullr's hunters, you pass the trials, swear on the oath ring and wake the inner might in you. Then you shape it yourself: powers you build piece by piece and bind with oaths, an affinity named by Mímir's well, stances, mastery and five paths. Take the lodge's contracts, hear the elders' tales and climb the 200 floors of Himinbjörg. It needs MidgardPlus, and like everything here it starts off.

More about Megin

Try it in your browser

Two of the windows from the game work right here, with the same numbers the mod uses.

Enchanting table Megin power builder

Out now

What’s new in 1.56.0

The sea comes alive, fishing turns into a real fight, and you build your own ships and put weapons together from parts. Four Jarl kits come built in. It’s a minor version, so the server and everyone on it need 1.56.0. Everything new starts off apart from the red Hugin.

Play it with us

MidgardPlus Valheim MMO

Our public server runs MidgardPlus with Megin and most of the switches on. In Valheim pick Join game, then Add server, and type the address. It has a password, and you get it on our Discord.

Address31.220.58.245:2456 Get the password on Discord
The Kraken

The Kraken

Turn on Living Water and late in the game the Kraken rises far out at sea. It shoots water, slams, dives and wraps your hull until you cut it free. A ring on the sea and a circle on the map close in over three stages, and the spoils float up in crates once it sinks.

Sea King raiders

Sea King raiders

Once Bonemass is down, raider karves and longships chase you, shoot, ram, hook alongside and board. Board them back and the hold is yours. Turn on Sea King raiders, it needs Living Water.

Shipyard

Shipyard

Build a shipyard on the shore and put a karve or a longship together plank by plank. Weight sets speed and turning, and you see it while you build. A skiff and a knarr hull, three sails that sail differently, and designs you share as codes. Turn on Shipyard.

Fishing

Fishing

A bite becomes a fight. Hold block to reel, keep the line in the gold zone and steer against runs. New fish in every biome, legendary fish, a fish journal and a trophy plaque. It starts on Relaxed, so a common fish is yours in seconds. Turn on Fishing minigame.

Part crafting and construction sites

Part crafting and construction sites

Four workshops put swords, axes, bows and armour together from parts, and you see the numbers before you make it. Put down a site board and a hut or a stone wall rises in four stages as you bring the materials. Turn on Part crafting and Construction sites.

Mount barding

Mount barding

Armour you can see on your mount. Light barding from the workbench for wolves, boars and deer, heavy from the forge for trolls, lox and asksvin. Mounts can bite back and each kind gets a trait of its own. Turn on Mount barding.

Hjarðmaðr, the tamer steward

Hjarðmaðr, the tamer steward

He lists every tame you own anywhere in the world, with its stars, health and which way it is. Hit Mark and the map opens right on it, and turn breeding on or off for each kind. Turn on Tamer steward.

The Hall Board and the Bryti

The Hall Board and the Bryti

Write your base’s jobs on the board: torches at dusk, 40 iron bars then stop, fires, fields, feeders, repairs and hauling. Your companions take the jobs that fit them. Hire the Bryti for 50 coins and he does the light jobs himself. Turn on Hall Board and Bryti.

Himindreki

Himindreki

BlackDragonDeath’s sky dragon kit: an atgeir that turns into a scythe, with the Crown, Mail, Greaves and Wings. A full bar brings a pale sky dragon diving down.

Húsfreyja

Húsfreyja

TheBarracksRat’s battle maid set. Sópvöndr is a war broom that turns into a mop, with the Headband, Battle Dress, Lace Greaves and Lace Cape.

The Blood of the Wolf Moon

The Blood of the Wolf Moon

Snugglz’s own kit: Garmr’s Eclipse, a battleaxe that bleeds what it cuts, the daggers Fate and Fury, and the four piece Moonfang Harness with a Bloodmoon Fury bar.

Jack’s Drekarbrynja, built in

Jack’s Drekarbrynja, built in

jackdispade’s dragon armour comes inside the mod now, and the little wyrm on Jacksníðhöggr is a real dark red dragon at your shoulder. The new Jarl gear drops in the Ashlands and the deep north.

The sea fights back

Turn on Sea gets busier and a long trip grows from jumping fish and traders to octopus swarms, raiders and serpents. Sea hazards brings rogue waves and whirlpools after Bonemass, and Ship handling makes a ship quick enough to dodge.

Villages in every land

Stilt villages over the swamp, stone halls in the mountains, timber forts on the plains, Dvergr outposts, walled fortresses in the ashlands and ice halls in the deep north, each with its own trade and raids. Turn on Villages in every biome.

Realms

Named realms with a jarl, a colour and a banner share out the villages, go to war and make peace. Be there when a war band marches and pick your side. Turn on Realms, and Village styles for villages that don’t all look the same.

Hall interface style

Set Interface style to Hall for dark see through panels with thin gold frames, a crafting window with search and recipes by biome, and a gold framed minimap. Classic stays the default.

Damage meter

Damage, damage per second, healing, damage taken and kills, fight by fight, with your companions under you and a card when a boss falls. Turn on Damage meter.

Lantern Rings

Bigger on your hand and calmer on the eyes. Rings grow with a vanilla feel and never past the bosses you have beaten, charge is one pool per player, and a ring battery carries a full charge on the road. All about the rings

Bosses fight fairer

Marked hits land a beat after you see them, so a roll at the edge counts. Mosskin’s quake goes off when his fists land, the cold bites softer, and our bosses hold their ground like the game’s own.

The Saga of the Red Eye

Lore by jackdispade. A new chapter in the Saga Book writes a page every time a Forsaken or one of our old ones falls. Hugin comes deep red when he brings our news. Turn off Red Hugin for MidgardPlus messages if you want him black.

Companions and tames

A gear window with loadouts, one wheel to order companions and tames, work area markers, breeding caps, a body per companion and a companion that pulls you back up when you play alone. More on companions

From #ideas

A wardrobe at the armour stand, a hunter’s tonic and an herb ward, the Eitr skill, cartography table travel, Norse mushrooms, tower shield bash, trophy bait and tankard toasts. Thanks to everyone who posted.

Building

Flat roofs in five materials, half and quarter roofs, darkwood walls and floors, piece scaling, loose placement, a black metal portal and a ship lamp.

Megin 0.4.13 and the launcher

Megin 0.4.13 comes out with it and needs 1.56.0, and Megin power damage follows your bosses now. Every new setting is in the launcher in all five languages, and Let’s set you up shows once more for everyone.

That is the short of it. Every change, every fix and every new setting is in the full notes. Read the 1.56.0 notes

Lantern Rings

Seven colours, one ring for you

Every player can win one Lantern Ring in each world. Three questions from the old tales wake it in one of seven colours, each with ten powers and a great one, and it grows with you up to level 10. It all starts off, so your host turns it on.

Looking for the rings? This is the place, and the Lantern Rings link in the Features menu brings you back here.

1. Find the altar

Every world has one ring altar, out in the Meadows or the Black Forest, with a pillar of light over it. Once Eikthyr falls, Hugin tells you where it stands and pins it on your map. Come close and its guards rise. Kill every one and the ring is yours.

2. Answer three questions

Put the ring on and it asks you three questions from the old tales. Your answers wake it in one colour. Later you can turn it to another colour at your rune hearth.

3. Meet the Last Bearer

The first time you wear it, the Last Bearer comes down from the sky and walks you through it, one short step at a time. Hold use to skip him, and type ringtutorial or use the button in F9 to see him again.

4. Build your rune hearth

Build it next to a stonecutter while you carry your ring. It’s one per player and your first one is free. It fills your ring back up with a thin beam in about five seconds, and it’s where you change colour.

5. Everything runs on charge

A full ring holds 200 charge, shown as a bar over your stamina. Every power spends some and then rests a while. The charge is one pool for each player, so swapping rings doesn’t fill it up. When it’s empty, fill it at your hearth or from a ring battery.

6. Fly

Press Left Alt and F, or jump again in the air, to take off. Flight spends 2 charge a second. When the charge runs out you glide down slowly and take no fall damage. You can punch and swing in the air, dive and slam with power 2 and fire your quick shot as a volley.

7. Grow it

Powers that land on foes make the ring grow, up to level 10, and never past the bosses you have beaten. Powers open as it grows: the quick shot, the guard and flight first, the great power at 10. Every level hits and heals harder. Ring growth Fast brings the old way back.

8. Fight together

Two colours cast together merge into one team attack. Three great powers at once open the Gate of the Nine Worlds, or the Einherjar Charge when white is among them. With Ring support on, friends feed each other’s charge.

9. Swear the oath

At your own hearth, hold the alternate place key and say your colour’s four line oath out loud. The ring fills up and you go Oathbound for a while, and shouting makes it hit harder. Once a day. It needs proximity voice and a mic, and nothing you say is saved.

The seven colours

Left Alt and 1 to 0 call the ten powers, Left Alt and R the great power. You can change every key.

Lantern Ring, Yggdrasil, the World Ash

Green

Yggdrasil, the World Ash

Its roots reach into every world. Your ring raises shapes of hard light, walls and fists, chains and bridges, and stands like the ash when the storm comes.

Gift: Bark like the World Ash. More armour and stamina while your ring holds charge.

  1. 1Green bolt
  2. 2Giant fist
  3. 3Spike field
  4. 4Dash
  5. 5Shield wall
  6. 6Grapple chain
  7. 7Watching orb
  8. 8Shield dome
  9. 9Green beam
  10. 0Bridge of light
  11. RRoots of Yggdrasil
Lantern Ring, Hel, keeper of the dead

Yellow

Hel, keeper of the dead

Half her face is living and half is dead. Your ring carries the cold of Helheim: bones from the ground, a bell that sends foes running and the dead rising to serve you.

Gift: Frost and spirit bite less while your ring holds charge.

  1. 1Bone shard
  2. 2Grave bell
  3. 3Bone field
  4. 4Hel's door
  5. 5Half of Hel
  6. 6Hel's gaze
  7. 7Hel's thralls
  8. 8Garmr's run
  9. 9Niflhel mist
  10. 0Nidhogg's bite
  11. RHel's gate
Lantern Ring, the berserkir, the bear shirts

Red

The berserkir, the bear shirts

The berserkir went to battle in the skins of bears and boars. Your ring burns with their blood: claws, charges and a war cry, and at the last the berserkergang.

Gift: You heal and get your breath back faster while your ring holds charge.

  1. 1Blood bolt
  2. 2Bear's maul
  3. 3Blood burst
  4. 4Boar's rush
  5. 5Bear's hide
  6. 6War cry
  7. 7Spirit bear
  8. 8Axe whirl
  9. 9Ulfhednar pack
  10. 0Berserkir leap
  11. RBerserkergang
Lantern Ring, Ægir, lord of the sea

Blue

Ægir, lord of the sea

Ægir brews the mead of the gods in his hall under the waves, and his nine daughters are the waves themselves. Your ring carries the tide: water bolts, an undertow that drags foes in, Rán's net and a flood across the field.

Gift: You swim faster and longer and frost bites less while your ring holds charge.

  1. 1Wave bolt
  2. 2Tide lance
  3. 3Undertow
  4. 4Surf leap
  5. 5Ward of the deep
  6. 6Rán's net
  7. 7Daughters of Ægir
  8. 8Ægir's brew
  9. 9Whirlpool
  10. 0Kraken's arm
  11. RÆgir's flood
Lantern Ring, Fafnir, the dragon on the gold

Orange

Fafnir, the dragon on the gold

Fafnir lay coiled on Andvari's gold until the gold made him a dragon. Your ring breathes his fire and venom and calls his gold down from the sky.

Gift: You carry 75 more and fire bites less while your ring holds charge.

  1. 1Gold shards
  2. 2Dragonfire
  3. 3Venom pool
  4. 4Wing beat
  5. 5Dragon scales
  6. 6Andvari's grasp
  7. 7Fafnir's brood
  8. 8Dragon breath
  9. 9Tail sweep
  10. 0Hoard shield
  11. RGold of Gnitaheath
Lantern Ring, Freyja, mistress of the seidr

Violet

Freyja, mistress of the seidr

Freyja taught the seidr even to Odin, and wore Brisingamen and the falcon cloak. Your ring weaves her craft: crystal, storms, flight and the charm that turns a foe to your side.

Gift: No fall damage and faster stamina while your ring holds charge.

  1. 1Seidr spark
  2. 2Brisingamen
  3. 3Seidr storm
  4. 4Falcon cloak
  5. 5Crystal shell
  6. 6Freyja's charm
  7. 7Chosen of Folkvangr
  8. 8Chariot of the cats
  9. 9Hildisvini
  10. 0Seidr chain
  11. RFolkvangr
Lantern Ring, Valhalla, Odin's hall of the slain

White

Valhalla, Odin's hall of the slain

The valkyries choose the bravest of the fallen and carry them to Valhalla, where they feast and fight until the last day. Your ring shines with that hall: spears of light, valkyrie wings, Bragi's song and a gate that heals every friend.

Gift: You heal much faster and poison bites less while your ring holds charge.

  1. 1Einherjar spear
  2. 2Valkyrie's choosing
  3. 3Field of the einherjar
  4. 4Valkyrie wings
  5. 5Shield of Valhalla
  6. 6Bragi's song
  7. 7Valkyries
  8. 8Heidrun's mead
  9. 9Gjallarhorn
  10. 0Bifrost lance
  11. RGate of Valhalla

The ring pictures are renders of the ring models, not screenshots from the game.

Team attacks

Two players cast these two powers within a few seconds and a few metres of each other.

Three or more great powers at once open Gate of the Nine Worlds. With white among them it becomes Einherjar Charge.

Turn them on

In the launcher, the Rings of Valheim card turns every ring part on at once and leaves the oath off. Or pick them one by one in F9 or the config:

Lantern Ring Lantern Ring powers Lantern Ring flight Lantern Ring grows Ring team attacks Ring support Lantern Ring armour glow Ring oath Ring growth Ring battery

Ring altar waits for Eikthyr is on by default. Ring tutorial and Ring effects brightness are your own settings.

This month

Vetrnætr, the Winter Nights

A season event for all of October by the server’s own date. Your host turns on Vetrnætr.

Undead and anything killed at night can drop soul candles, more with stars. Bosses drop 3 to 6 candles and a keepsake the killer hasn’t found yet, and Haldor and Hildir sell keepsakes for candles. There are ten: a skull lantern, a Dísir shrine, a raven candelabra, a witch cauldron, a Hel stone, a watcher that turns its head, a bone throne and grave hangings to build, plus a mask and a wisp jar to wear. The F9 guide keeps a collection log with a trophy for finding them all, and everything you find stays and works after October.

The premise

Every setting starts at vanilla

Install it and nothing changes. There’s no bundled opinion about how Valheim should be played, and no rebalanced loot table to undo.

Open the launcher, the F9 panel or midgardplus.cfg, change the two or three things that have been bugging you, and leave the rest alone. Edits apply while the game is running, so you can try a number and change it again without restarting.

Each thing it adds has its own switch, and every switch starts off. Turn on Companions, Mounts, Saga Book or Tiered portals under 0 - Features and only that part joins your game. Settings that arrive with an update start off too, so an update never changes your world under you.

Everything in MidgardPlus

The Nine Realms

MidgardPlus has grown into a world of its own, so its features are laid out the way the old poems laid out the world: nine realms on one tree. Choose a realm on Yggdrasil and walk through it. Nothing changes your game until you switch it on, and where another mod already does a job, this one steps aside.

317features
1,711settings, each described in five languages
31legendary weapons
4replay bosses
1add-on: Megin

The legendary armoury

Thirty seven Jarl weapons

Every legendary has its own model, five or more powers, a charge bar and growth with every life it takes. Every one of them stands in this hall, each turned in three dimensions from the model the game puts in your hands, and the newest carry the update that brings them.

3D

Choose a weapon

Jarl weapons

Every Jarl weapon, on its own light

Legendary weapons named for the people who back MidgardPlus. Every picture here is the model the game itself puts in your hands, lit in that weapon’s own colour.

Úlfrinn’s Fang

Úlfrinn’s Fang

A storm-wolf’s fang, carried by the old chieftain who ran with the wolves. Thunder follows every swing.

SweatyT’s Talon

SweatyT’s Talon

Two ravens took the storm in their beaks and would not let go, and Odin bent the dark wood between them into a bow. It asks for no arrows.

NightGod’s Crescent

NightGod’s Crescent

Odin cut a moon out of the night and hammered a blade through it. It changes shape in the hand, and what it cuts, it cuts twice.

Tera’s Hornbearer

Tera’s Hornbearer

Tera the Mead-giver keeps the horn filled month after month, so the hall never goes dry. This spear wears that horn at its throat and a leaf of amber and gold at its tip, and like a good guest it always comes home. Throw it, and it finds your hand again.

Sajakain’s Ember and Rime

Sajakain’s Ember and Rime

Sajakain backed MidgardPlus when it was only a fire and an empty hall. Ember was forged in that first hearth, Rime cooled in the winter that followed.

SweatyT’s Stormwing

SweatyT’s Stormwing

An eagle spread its wings across the storm, and Odin caught it on a board of grey oak ringed with iron and runes. It is the Talon’s other half: the bow strikes, the shield answers.

Odin the Red’s Hugin and Munin

Odin the Red’s Hugin and Munin

Two ravens sit on Odin’s shoulders. Thought flies out first and Memory keeps the road home, and Odin the Red set them both in black steel so the hand that holds them goes where the thought goes.

Odin the Red’s Stormgrinder

Odin the Red’s Stormgrinder

The old smiths named a hammer for what it does, and this one grinds the storm. Odin the Red beat it out of storm iron on a night the sky would not close and quenched it in the rain. It comes home to a hand that has earned it and lies dead in any other.

Odin the Red’s Fetter and Wing

Odin the Red’s Fetter and Wing

Odin hung nine nights on the windy tree and came down knowing the runes and the worth of a rope. He beat that knowing into two blades: the Fetter, that chains what it cuts, and the Wing, that takes the chained off their feet. Whatever these two hold is already Odin’s.

Zero’s Winter Yew

Zero’s Winter Yew

Ullr keeps his hall in Ýdalir, the Yew Dales, where the snow never goes and the hunt never ends. The oldest yew there froze through in the Fimbulwinter, and Zero cut this bow from its heart of ice, with a charred skull of the Ashlands grinning at either tip, red embers burning in its eyes, and the northern lights still running in the cracks. It asks for no arrows: every draw looses a shaft of winter light, and it never loses its prey.

Odin’s Galdr Gauntlets

Odin’s Galdr Gauntlets

Before the world there was Ginnungagap, the yawning gap, where the rime of Niflheim met the sparks of Muspelheim and the venom of Élivágar dripped into it until Ymir woke. Odin cut the first galdr into these gauntlets from what was left of that meeting, eitr set in steel and gold, so that a fist could speak a spell. They answer every punch with a bolt, pour the old rivers from open palms, and when enough blood has been spilled they gather the gap itself into a sphere and throw it.

Odin the Red’s Glapsvidr and Svipall

Odin the Red’s Glapsvidr and Svipall

Odin keeps two hundred names and never the same one twice. Glapsvidr is the swift one in deceit and Svipall is the changing one, and Odin the Red set both names in curved steel for the fighter who never stands still. One blade took its cold from Moder’s breath, the other the light that walks the winter sky. Neither one waits to be struck.

Odin’s Gelgja

Odin’s Gelgja

Fenrir lies on the island Lyngvi, held by the cord Gleipnir, which runs to the fetter Gelgja, driven through the rock Gjoll and weighted by the boulder Thviti. Odin cut this staff from the same setting, and in it the fetter runs slack. A sword props the wolf’s jaws apart and the river Van pours from them without end, so every cast throws his slaver. Hold the staff and the binding loosens for a while, and the wolf comes out. Tyr paid a hand for the first binding. You pay blood for every loosening, and it does not come back until the wolf does.

Odin the Red’s Þrymlúðr

Odin the Red’s Þrymlúðr

Under the Mistlands the Dvergr keep a hall of lanterns, and there they learned to shut a lantern crystal inside a tube of black iron with brass at the mouth. One crystal, one shot, and the shot is thunder. Odin the Red carried the Þrymlúðr out of that hall. It takes as long to wind as a man takes to think twice, and the winding is the whole of its craft.

Odin the Red’s Tyrfing

Odin the Red’s Tyrfing

Dvalinn and Durin were held against their own rock until they gave this blade up, and they put more into it than they meant to. It shines like a banked hearth, it never misses and it never rusts, and it will not go back in the sheath hungry. Odin the Red carries it anyway, and pays what it asks.

Odin the Red’s Lævateinn

Odin the Red’s Lævateinn

Loptr went down to the gate of death and cut this with runes, and Sinmara keeps it in a chest under nine locks, because it is the one thing that can bring down what nothing else can touch. It is a twig, not a sword. Its spirit bites almost nothing in Midgard, so it opens the hide first and lets everyone else through. Sinmara is going to notice it is gone.

Odin the Red’s Vegtamr

Odin the Red’s Vegtamr

Vegtamr ek heiti. Way-Tamer is the name Odin gave at the gate of Hel, when he rode down to wake the dead seeress and did not want his own name used. It is the staff of a man who has walked every road in the nine worlds and kept walking. It is weakest at your own hearth and strongest where nobody has been. Odin the Red carries it far from home.

Odin the Red’s Sköfnung

Odin the Red’s Sköfnung

Twelve men went into the mound with Hrólfr Kraki and twelve are still in the steel. Skeggi of Midfirth broke the barrow to take it out, and the rules came with it: the sun must not shine on the hilt, and what it cuts will not close without the stone that hangs from the pommel. In daylight it is only the sharpest sword in the north. Out of the sun the twelve wake. Odin the Red keeps it in the dark.

Odin the Red’s Hnikarr

Odin the Red’s Hnikarr

Sigurd’s ship was labouring under the cliffs in a gale when a man on the rocks hailed it and asked to be taken aboard. He gave his name as Hnikarr, the one who overthrows, and the moment he stepped over the side the wind dropped and the sea went flat. This is what he carried aboard: no ornament, one copper coil and one bolt at a time, wound slow. It is the shot that ends the argument. Odin the Red plants a foot in the stirrup and waits for it.

Odin the Red’s Riðill

Odin the Red’s Riðill

Regin killed nothing with this. Sigurd did the killing, and Regin knelt by the dragon afterwards, opened its chest with this knife, took the heart and wiped the blade on the grass. It was made for the work after the fight: it wants the fight already going and the thing in front of it already hurt. The blood on it never quite dries. Odin the Red carries it for that work.

Odin the Red’s Nægling

Odin the Red’s Nægling

Beowulf’s hand was too strong for any blade. He swung Nægling at the dragon’s head and it burst in his grip, and the poem is careful to say the sword did not fail him. He broke it. Odin the Red drove what was left through a block of iron and nailed it there. Ask too much of it and it still breaks, and it comes back together harder every time.

Odin the Red’s Mistilteinn

Odin the Red’s Mistilteinn

Everything in the nine worlds swore Frigg it would never harm Baldr, everything but one green sprig of mistletoe she thought too young to ask. Loki cut it, blind Hodr threw it, and Odin’s son was dead. Long after, Hromund Gripsson dragged a sword of the same name out of the barrow of the draugr Thrain, and it never dulled. The two grew into one staff, the living wood closed over the old blade. Odin calls it the only honest thing he owns. Nothing it touches keeps its oath.

Odin the Red’s Draugadróttinn

Odin the Red’s Draugadróttinn

Odin went out to the mounds at night and sat under hanged men until they spoke, and for that he was called Draugadróttinn, lord of the draugar. This staff is three thighbones bound end to end with black wire, and a horse skull set on top the way a níðstang is raised, looking down at the ground it curses. It makes nothing. Everything that answers it is something you already killed, standing up where it fell. Odin the Red carries it into the thick of a fight and lets the fight feed it.

Odin the Red’s Dáinsleif

Odin the Red’s Dáinsleif

Dáinn the dwarf cut this and left his name on it; the runes by the eye still read it. King Högni drew it at the Hjaðningavíg, and Snorri wrote down its rule: once drawn it must be the death of a man, it never fails in its stroke, and a wound it makes will never heal. The dead of that battle stand up again every night. Odin the Red keeps the ledger.

Odin the Red’s Angurvaðall

Odin the Red’s Angurvaðall

Thorstein Vikingsson carried this and his son Fridthjof after him, and the saga says the runes on it lay dim in peace and burned when war was coming. Odin the Red found it cold. It is a weather-glass for killing: the runes wake one by one as the blood runs, the fire in the steel comes with them, and the edge goes white before the end. Answer with it and the light pours out down the field, and you start again from the dark.

Odin the Red’s Biflindi

Odin the Red’s Biflindi

Odin keeps two hundred names, and one of them is for the board on his arm and not the spear in his hand. Biflindi, the painted one: ochre and oxide and bone white, ravens and wolves running round an eye that never shuts. Flametal ribs burn behind the planks, and every blow it takes goes back as fire. Plant it and it is a wall. Raise it and it is a roof. Stand behind it and you will see why.

Odin the Red’s Þrúðhendr

Odin the Red’s Þrúðhendr

Þrúðr is Thor’s daughter, and þrúðr is his strength, and these are the hands it was poured into. In Útgarða-Loki’s hall Thor’s runner Þjálfi raced Hugi three times and lost every race, because Hugi was thought, and nothing outruns thought. Thor never forgot it. He had these bound for the next one who would try: storm steel over the wraps, the hammer on the back of the arm, copper wound round the knuckles so the lightning has somewhere to go. Gird them and you arrive before your own thunder. Odin the Red wears them to be there first.

Odin the Red’s Hlautvið

Odin the Red’s Hlautvið

In the lay of Hymir the gods shook the twigs and read the lots before they feasted, and the Seeress says that when the world has burned Hœnir will choose the lot-wood again. Odin the Red did not wait for the world to end. He cut three lots, Steinn the stone, Egg the edge and Glóð the ember, and set them in iron over his knuckles. Every blow he throws is a lot cast, and he chooses which one falls.

Odin the Red’s Nauðfjötrar

Odin the Red’s Nauðfjötrar

The valkyrie Sigrdrífa taught Sigurd to cut runes on the back of his hand and to mark Nauð on the nail. Nauð is the need-rune: the bondmaid’s grief, the narrow lot, the fetter nobody slips. Odin the Red took her counsel further than she meant. He forged a silver bracer, set a ring on every finger, marked Nauð on each nail and chained the five together, so that need itself could be thrown. One chain binds. One heals as Eir heals. One swings like a völva’s plumb and finds the seam in any hide. One dulls every edge raised against him, the charm Odin boasts of in Hávamál. The last belongs to Forseti, who sits in silver-roofed Glitnir and settles every quarrel, and it weighs a foe before it judges it.

Odin the Red’s Norna-hjól

Odin the Red’s Norna-hjól

Under the root of the world tree, beside Urðr’s well, three women spin. Urðr spins what was, Verðandi what is, Skuld what shall be, and no god has ever talked them out of a single thread. Odin the Red cut their wheel from the ash itself and set it on a haft. Spin it and it becomes whatever the Norns decide: a scythe, a spear, a bow, now and then a ladle. You do not get to choose. You only get to use it.

Ivanos’s Valgaldr

Ivanos’s Valgaldr

Valgaldr is the corpse-song Odin sang at the gate of Hel to wake the dead seeress. LordIvanos found it carved into a black thorn staff crowned with a horned skull and a stone of red soul-fire. Every cast tears an angry soul loose and sends it hunting. Bind your foes and drink from them, spill your own blood to sing louder, and when the price is paid, a Morgen of the ash rises and walks at your side.

Animus’ Skjoldr

Animus’ Skjoldr

The Helm of Awe was carved to terrify the living and to shelter them. Animus had it burned into plates of green iron, bound in metal bands and rivets and a rim of black iron gone green with age, and the dead answered: the runes glow with their pale fire. Block and the spirits gather in the iron. Parry and they strike back in shards of ghost ice. Fill the bar and the ghost wolves of the hunt run at your side.

Trajan’s Hróðvitnir

Trajan’s Hróðvitnir

The old songs give Fenrir many names, and Hróðvitnir, the famed wolf, is the one the Æsir never spoke lightly. When he burst the fetters Leyding and Drómi, splinters of black ash fell where his blood ran into the snow. Trajan gathered them, bent them into a bow and strung it with sinew dyed red. It asks for no arrows: every draw looses a black shaft with a red wake behind it. Let it hunt and the pack gathers, until the black wolf himself rises out of the dark and breathes fire on your prey.

Boko’s Vein Tearer

Boko’s Vein Tearer

Æðrifr, the vein-tearer, was strung in a barrow under the swamp by a smith who could not die, and every bolt it loosed came home to him as blood. Boko pulled it out of the black water: a crossbow of night black wood with wings of bat hide, a fanged skull at its mouth and a blood gem at its heart that burns brighter with every wound it opens. Every bolt opens a vein, and the crossbow drinks a little of what runs out. Feed it and the bleeding burst, the leeches of the night hunt for it, and when the gem is full, the Red Feast begins.

Moumix’s Wayfinder

Moumix’s Wayfinder

The Wayfinder was never forged. It was grown in the dark beneath the roots of the world tree, grey metal that drank blood until it learned to move, with a shard of caught red lightning set into its haft to show it the way. Moumix carried it up into the light. In the hand it is a spear; ask it and it stretches into an atgeir. Go all in and it strikes like the storm, every few blows it drinks back some of the blood it spills, and when it has drunk enough, the Bloodstorm breaks.

Odin the Red’s Gungnir

Odin the Red’s Gungnir

The Allfather’s spear, cut from the white ash of Yggdrasil and fitted with a blade of dwarven gold. Huginn and Muninn ride its socket, and its runes were carved by the one who hung nine nights for them. Gungnir never misses: thrown with a full heart it finds the foe the ravens chose and comes home to the hand. It wakes small in a boss’s blood and grows brighter with every kill.

Tera’s Jarðvörðr Buckler

Tera’s Jarðvörðr Buckler

A round of weathered granite in a bronze rim, bound with roots and crowned with jade, with the world tree raised on its face and a ring of green runes around it. Catch a blow at the last moment and the stone answers: roots grab the one who swung and the ground bursts around you. It wakes small and grows with every blow it turns.

Tera’s Jarðgeirr

Tera’s Jarðgeirr

Tera’s name means earth. The shaft is ash from the world tree with its roots still wound around it, the drum on the haft is granite with Yggdrasil cut into it, and the head is a leaf of jade. Every thrust plants a seed. Throw it and it sinks into the ground and comes back to the hand through the roots. Feed it long enough and the world tree itself comes up to help. It wakes small in a boss’s blood and grows with every kill.

Jacksníðhöggr

Jacksníðhöggr

Níðhöggr lies under the world gnawing at the roots of Yggdrasil, and jackdispade went down far enough to hear him chewing. He came back up with a sword of black iron grown over with dragon scales, and the wyrm came with it. It sleeps in the steel and breathes slow, the seams of its scales going red and dark with every breath. The eyes on the hilt never close. Feed it and it wakes: it breathes fire, it bites, and when it is hungry enough it climbs out of the blade to fight beside you.

Superdestructo’s Sassbreaker

Superdestructo’s Sassbreaker

A unicorn’s horn on a pearl shaft, wrapped in rainbow cord with a pink sash at the head. Thrown, it turns into a bolt of rainbow light that goes through everything in its line and flies home. Hold the name key and SUPERDESTRUCTO lights up the sky, because subtle was never the plan. It wakes small in a boss’s blood and grows brighter with every kill.

Himindreki

Himindreki

Himindreki means sky dragon. In the hand it’s an atgeir, white ash with gold bands and a narrow ice blue blade. Turn it and the dragon wakes at the top of the shaft and opens its wing into a scythe. Every few swings the atgeir’s spirit flies out and comes back to you, the spin throws a gale, a leap from a run brings you down out of the sky, every fourth blow calls the storm, and with the bar full the sky wyrm dives and then circles over you. It wakes small in a boss’s blood and grows with every kill.

TheBarracksRat’s Sópvöndr

TheBarracksRat’s Sópvöndr

Sópvöndr, the sweeping wand. A war broom bound in iron with a spike on the end, and the form key turns it into a mop that hits like a hammer. Spring cleaning, Viking style.

Garmr’s Eclipse

Garmr’s Eclipse

Hel’s smith forged it from Yggdrasil’s root iron and a shard of Garmr’s fury, made for Snugglz. It grows hungrier with every life it takes.

Fate and Fury

Fate and Fury

Two plain daggers nobody looks at twice until they’re drawn, made for Snugglz. Fate is the strike that was always going to land, Fury the curse that stays in the wound.

Turn on Jarl weapons in the launcher, the F9 panel or midgardplus.cfg. They turn up where the game hides its own best finds, and an admin can call one with midgardplus legend.

Drag to turn it. Scroll or pinch to look closer.

Jarl armour

Trajan’s Úlfheðnar

The first Jarl armour set. Four pieces in black iron and wolf fur under a bright red cape, made for Trajan84 to run with his bow Hróðvitnir.

Made through the creator program

Trajan’s Úlfheðnar

Trajan’s Úlfheðnar

Made forTrajan84

Four pieces, four powers

  • HelmWolf Sight: foes your arrows hit glow red through walls.
  • CuirassPack Hide: less damage for every tamed beast or packmate near you.
  • GreavesHunter’s Stride: faster and quieter while you draw a bow.
  • CapeRed Mantle: near death, wolf spirits tear loose and hurl your foes back.

Set powers

  • Pack Embers2 pieces: bow hits add fire, up to a fifth of their damage once grown.
  • Úlfheðinn Fury4 pieces: kill to fill the fury, then your next arrows howl and pierce.

Every piece wakes small and grows with every kill, like the Jarl weapons: longer sight, harder hide, more fire and a faster fury.

Made to run withTrajan’s Hróðvitnir
Trajan’s Úlfheðnar, Front
Front
Trajan’s Úlfheðnar, Three quarter
Three quarter
Trajan’s Úlfheðnar, Back
Back
Trajan’s Úlfheðnar, Wolf helm
Wolf helm
Trajan’s Úlfheðnar, Shoulder wolf
Shoulder wolf
Trajan’s Úlfheðnar, Red cape
Red cape

Jarl armour

Odin the Red’s Alföðr

The author’s own armour. White enamel plate with gold trim and red cloth, and a gold winged raven on the helm with one red eye. Made to stand beside Gungnir, and each piece drops in a land of its own.

The author’s own kit

Odin the Red’s Alföðr

Odin the Red’s Alföðr

Worn byOdin the Red

Four pieces, four powers

  • HelmHuginn and Muninn: every few seconds the ravens mark foes near you gold, through walls.
  • CuirassSvalinn’s Ward: a golden ward soaks damage, and comes back once you stay unhurt a while.
  • GreavesGangleri’s Road: you move faster and running costs less stamina.
  • MantleBaldr’s Light: a perfect parry bursts light around you and throws attackers back.

Set powers

  • Rúnatal2 pieces: your hits add lightning, up to 15% of their damage once grown.
  • Hliðskjálf4 pieces: kills fill it, then light bursts around you, heals your friends and shows your foes.

Every piece wakes small and grows with every kill, like the Jarl weapons: more ravens, a stronger ward, brighter light.

Made to stand besideOdin the Red’s Gungnir
Odin the Red’s Alföðr, Front
Front
Odin the Red’s Alföðr, Three quarter
Three quarter
Odin the Red’s Alföðr, Back
Back
Odin the Red’s Alföðr, Raven helm
Raven helm
Odin the Red’s Alföðr, Raven pauldron
Raven pauldron
Odin the Red’s Alföðr, Red mantle
Red mantle

Jarl armour

Sajakain’s Sköll and Hati

The twin wolves’ armour. Four pieces of near black iron with blood red runes, Sköll in ember and Hati in rime, made for Sajakain to stand with his twin axes Ember and Rime. Each piece drops in a land of its own.

Sajakain’s Sköll and Hati

Sajakain’s Sköll and Hati

Made forSajakain

Four pieces, four powers

  • HelmHati’s Gaze: every few seconds your next hit adds frost and slows the foe.
  • CuirassSköll’s Ember: foes that strike you up close burn for it, and it resists fire.
  • GreavesEmber Tracks: a dodge roll leaves embers that burn the foes around you.
  • MantleRime Pelt: a heavy blow rimes your fur, the blows that follow hurt less, and it resists frost.

Set powers

  • Twin Fangs2 pieces: your hits add fire and frost in turn, up to 15% of their damage once grown.
  • Sky Swallowed4 pieces: every few kills the wolves swallow the sun and the moon: fire and frost burst around you and you heal.

Every piece wakes small and grows with every kill, like the Jarl weapons: a colder gaze, a hotter heart, longer tracks and a thicker pelt.

Made to stand withSajakain’s Ember and Rime
Sajakain’s Sköll and Hati, Front
Front
Sajakain’s Sköll and Hati, Three quarter
Three quarter
Sajakain’s Sköll and Hati, Back
Back
Sajakain’s Sköll and Hati, Wolf helm
Wolf helm
Sajakain’s Sköll and Hati, Pauldron
Pauldron
Sajakain’s Sköll and Hati, Mantle
Mantle

Jarl armour

More sets to wear

Four Jarl kits came built in with 1.56.0, next to the two sets from 1.55.0, and the server admin has a set of their own. Every Jarl piece wakes small and grows with every kill.

Himindreki

Himindreki

New in 1.56.0 A Jarl's armour, made for BlackDragonDeath in white, gold and sky blue to wear beside Himindreki.

Pieces

  • Himindreki Crown
  • Himindreki Mail
  • Himindreki Greaves
  • Himindreki Wings

Set powers

  • 2 pieces Spirit and Flame: Your hits add spirit damage and fire hurts you less.
  • 4 pieces Sky Dragon: A Wingbeat that ends by a foe dives into it, and with Himindreki in hand every kill fills its bar twice.

Carried with it

  • Himindreki
Húsfreyja

Húsfreyja

New in 1.56.0 A creator kit made for TheBarracksRat, twitch.tv/TheBarracksRat, in off white and near black.

Pieces

  • TheBarracksRat's Húsfreyja Headband
  • TheBarracksRat's Húsfreyja Battle Dress
  • TheBarracksRat's Húsfreyja Lace Greaves
  • TheBarracksRat's Húsfreyja Lace Cape

Set powers

  • 2 pieces House Proud: Near your own base you take less damage and your gear slowly mends.
  • 4 pieces Head Maid: Kills polish your gear back up, and your dodges leave a little sparkle.

Carried with it

  • TheBarracksRat's Sópvöndr
The Moonfang Harness

The Moonfang Harness

New in 1.56.0 A Jarl's kit made for Snugglz, Hel's Forgotten Champion: The Blood of the Wolf Moon.

Pieces

  • Moonfang Visage
  • Moonfang Heartguard
  • Moonfang Warstriders
  • Moonfang Shroud

Set powers

  • 2 pieces Fate's Thread: Hit the same foe three times in a row and the thread snaps: extra spirit damage, a bleed and more stagger.
  • 4 pieces The Wolf Moon's Fury: Melee hits and kills fill the Bloodmoon Fury bar. Full, it's an 8 s trance: 12% faster attacks, 15% cheaper swings, 8% quicker feet.

Carried with it

  • Garmr's Eclipse
  • Fate and Fury
Drekarbrynja

Drekarbrynja

New in 1.56.0 A Jarl's armour, made for jackdispade to wear beside Jacksníðhöggr in black scales and molten red.

Pieces

  • Jack's Drekarbrynja Crown
  • Jack's Drekarbrynja Mail
  • Jack's Drekarbrynja Greaves
  • Jack's Drekarbrynja Wings

Set powers

  • 2 pieces Dragonfire: Secondary attacks burn, and a foe that wounds you may catch fire.
  • 4 pieces Dragon Heart: Hoard Wrath, Wyrmfall and the kinship of Níðhöggr wake, and a dodge roll leaves you swift.

Carried with it

  • Jacksníðhöggr
Tera’s Jarðvörðr

Tera’s Jarðvörðr

A Jarl’s armour, made for Tera to stand beside the Hornbearer in moss green and bronze.

Pieces

  • Helm Jörð’s Fist: every few seconds an attack hurls a boulder at the foe ahead.
  • Cuirass Stone Skin: stand still and stone covers you, less harm until you move. Bedrock: crouch while you stand and the stone covers you at once.
  • Greaves Tremor: land from a jump near foes and the ground shakes around you. Earthbreaker: crouch in the air to slam down and quake.
  • Mantle Moss Mend: low on health, moss heals you and the friends around you.

Set powers

  • 2 pieces Rootbind: secondary attacks root foes and add poison.
  • 4 pieces Heart of Jörð: hits in a row throw stone shards. Ground Surge: hold the form key on a full Heart to charge and raise a stone ring. Spear of Jörð: spears hit harder as the Heart fills, and a throw roots.
Superdestructo’s Sparkleguard

Superdestructo’s Sparkleguard

A Jarl’s armour, made for the streamer Superdestructo to stand beside his Sassbreaker in pearl, pink and rainbow.

Pieces

  • Unicorn Helm Look At Me: press its key and the foes around you turn on you and hit softer.
  • Rainbow Cuirass Short and Stout: less stagger and push, and a big hit charges your next swing.
  • Hoofguards Glitter Trail: a dodge leaves glitter that slows foes.
  • Sassy Mantle Unbothered: a perfect parry bursts a rainbow and hurls foes back.

Set powers

  • 2 pieces Ponies Of Doom: your hits add some of their damage as lightning.
  • 4 pieces Laugh It Off: kills heal you, more near death, and enough kills bring the stampede of ghost unicorns.
Admin Regalia

Admin Regalia

Admin only The server admin’s gear. Only an admin can wear it.

Pieces

  • Crown Halo: nine admin powers on their own keys while you wear it: Fly, Blink, Heal All, Mend All, Smite, Freeze, Ghost, Summon and Clear.
  • Robe Untouchable: nothing can hurt the admin who wears it.
  • Boots Light Step: no fall damage and quicker running.
  • Cape of Light Lantern: a soft light around you that every player sees.

Jarl gear comes with Jarl weapons in loot on, and the newest drops in the Ashlands and the deep north. Admins get any of it with midgardplus legend. The regalia answers only an admin, and the server writes down every use.

From the Forge

What Odin the Red is forging now

Jarl weapons still on the anvil. They are coming in a future update and may still change before they reach your world.

Nothing is on the anvil right now. Everything that was here went out with 1.56.0, so you’ll find it in What’s new and in the armoury. The next piece shows up here first.

Loot rarity and enchanting

Gear with marks, and a table to work them

With Loot rarity on, gear that drops from creatures or waits in a chest you find can come out marked. The enchanting table rerolls, raises and fixes it for runestones. Both start off.

Four steps

  1. Magic
  2. Rare
  3. Epic
  4. Legendary

Each step is rarer than the last and carries one more mark. The colour in the tooltip tells you the step. With Loot rarity glow on, runes along the blade show it too: faint silver, more silver, silver with gold that shimmers, and bright gold that pulses.

The marks

A mark changes a number the game already keeps. The marks live on the item, so they go with it into a chest, onto the ground and into a friend’s hands. These are the first set:

  • Damage
  • Armour
  • Durability
  • Movement
  • Attack stamina
  • Weight
  • Resistant to one of eight damage types

Loot rarity more marks opens the whole set, like life steal, more health, stamina and eitr, faster swings, thorns and a last stand. Loot rarity damage type marks lets a weapon deal an element it never had, and Spell marks put a staff spell on Epic and Legendary pieces.

Curses

  • Cursed: weight
  • Cursed: durability

Set Loot rarity curse chance above 0 and some marked pieces come out cursed. One curse makes a piece 25 to 40 percent heavier, the other cuts its durability in half. Both show in red in the tooltip, with what it costs to lift them. It starts at 0, so nothing is ever cursed.

The enchanting table and runestones

Build the table from the crafting tab of the hammer. It carves runestones, and creatures drop them too, 5 in 100 unless your host changes it. Put a piece from your bag in the slot, see every mark and what each choice costs, and look at the result before you pay.

  • Enchant
  • Raise a step
  • Reroll
  • Inscribe a mark
  • Strengthen a mark
  • Remove a mark
  • Lift the curse
  • Focus rune

Enchant makes a plain piece Magic, and Raise a step lifts it one rarity higher, drawing new marks. Reroll draws its marks again. Inscribe a mark adds the mark you pick. Strengthen a mark raises one mark a step. Remove a mark takes one off and frees its place. Lift the curse takes curses off and leaves the marks.

Everything is paid in runestones from your bag, and the price sits under each action. Inscribing also takes one material that matches the rarity, and every mark you keep in a raise or reroll adds to the price. When an action is greyed out, the line under it says why.

Elder runes need sockets, and sockets come with rarity: Rare has 1, Epic has 2, Legendary has 3. Lower pieces have none, so raise a piece before you set runes.

Focus runes are used up to give a Epic or better piece a spell. Elder runes, like Fehu or Tiwaz, drop from creatures and bosses and go into sockets. You can take them out again for a few runestones, and the right runes together speak a rune word.

Named legendaries take no marks, runes or rerolls at the table. They grow by awakening and kills instead: hold it while a boss you fought dies to wake it, then every kill makes it stronger and opens its next power.

Shortcuts at the table: hold R and click a piece in your bag to reroll it, Left Shift and R to raise it, C to lift a curse.

Turn it on

The table needs Loot rarity switched on as well. Nothing carries marks without it, so there is nothing to enchant.

These are server settings, all off until your host turns them on:

Loot rarity Loot rarity chance Enchanting Loot rarity glow Loot rarity curse chance Loot rarity more marks Loot rarity damage type marks Spell marks Rune sockets Loot rarity names Enchanting breaks down gear Boss sets with Epic Loot

Moving off Epic Loot?

While Epic Loot is installed, MidgardPlus steps aside and turns Loot rarity and Enchanting off. Back up your world first, take Epic Loot out of the server and every player’s mods, then turn on Loot rarity and Enchanting. Keeping Epic Loot instead? Turn on Boss sets with Epic Loot and bosses still leave their set pieces and their Epic and Legendary gear.

Try the enchanting table in your browser

The Legendary Vault

New gear without a mod update

The supporter legendaries after the first five, and the vault armour and shields, come in a signed pack from this site. Your game checks for a newer pack when it starts, keeps it in BepInEx/config/midgardplus-vault and refuses anything Odin didn’t sign. A server sends its own pack to everyone who joins, so everyone there plays with the same numbers.

The vault holds up to 100 legendaries and twenty slots each for helmets, chests, legs, capes and shields, with sets and set bonuses. Since 1.55.1 vault armour can carry its own powers too.

Vault gear crafting lets you make the vault armour and shields at the stations the pack names. It starts off, and admins can always spawn them. Legendary vault offline is your own setting: on, your game never asks this site and uses the pack it has or the one the server sends.

Finding legendaries

How to find a Jarl legendary

More than eighty weapons, shields and armour pieces named for the Jarls who back MidgardPlus on Ko-fi, each with its own powers, element and model. They come only from the hardest places in the world, and every world hides each one somewhere of its own.

Two kinds of Legendary

Jarl legendaries

Named gear such as Úlfrinn’s Fang, SweatyT’s Talon or the Úlfheðnar set. Powers, finishers, an element no table can change, and they grow with kills. This guide is about these.

Legendary rarity

The top step of Loot rarity: Magic, Rare, Epic, Legendary. It is an ordinary item with four marks on it. By default a quarter of found gear is marked and 3 in 100 marked pieces reach Legendary. The Gravejarl leaves one 45 times in 100, Ulfarr and Hrævengr 55, the Red One every time. A Jarl legendary never takes rarity marks.

Settings to turn on

All of these are server settings and all start off. The first one is the switch: without it nothing drops. The rumours tell you where to look, the map setting draws the search circle, and the caches change how they are found (below).

Jarl weapons in loot Legendary rumours Legendary rumours on the map Legendary drops outside their place Legendary caches

Where they drop

1. Hard places only

Charred fortresses and ash ruins, Dvergr halls, watchtowers and diggings, the frozen villages and halls of the Deep North. Never earlier than their own tier, never in the Meadows or the Black Forest.

2. Hard creatures

Fenrings and their cultists, Dvergr mages, seeker soldiers, fuling berserkers and shamans, morgens, fallen valkyries, charred warriors, marksmen, twitchers and warlocks, bonemaw serpents, and the Dvergr and fulings of the north. Some only from starred ones, and one star is always enough.

3. The odds

Most are 0.5 to 1 in 100 for each kill or chest that can carry them. A kill or a chest gives at most one, to the player who made the kill. One you already have keeps only a quarter of its chance.

4. Where it sleeps

Every world gives each legendary a home out of its seed: a stretch about 1400 m across around a real place where it drops. Inside it the chance is four times higher. Outside it keeps 10 percent, set by Legendary drops outside their place.

5. It comes for sure

Inside its stretch, after 40 kills or chests that could have given it and did not, it drops for sure. That count is per player, and only while caches are off.

6. Hugin’s rumours

Stand a few moments in a land where one sleeps and the raven comes. He names the land, the quarter of the world, how far out and the kind of place, never the spot. He waits for the boss before that land: Ashlands and Deep North ones after the Queen, Mistlands ones after Yagluth. The Rumours tab in your book keeps every one, and the saga stones carry them too.

Guarded caches

With Legendary caches on, each legendary lies in a guarded chest near the middle of its stretch instead. The map circle starts at a 120 m radius and closes in as you come near and as more saga stones speak of it. Within 150 m a beam in the colour of its element stands over the cache. Two to five creatures of that land rise to guard it, led by a stronger one. Every player who opens it takes their own copy, once. The cache moves every 5 in game days, but never while someone who has not taken theirs is there. While caches are on, ordinary creatures never drop one; bosses keep theirs.

Bosses that carry them

A boss or mini boss keeps the same chance wherever you fight it, with no home and no stretch. Chances are per kill, in 100.

Waking it

With Legendaries start dormant on, as it starts, a new legendary is a plain strong weapon with its powers asleep. Hit a boss with it, or wear it if it is armour, and be close when the boss dies: it wakes. Then it grows with kills, a point for each level of the creature and 60 for a boss, to full at 750 on most. Its powers wake at 0, 25, 50, 75 and 100 percent. Legendary balance starts on Progression, so a legendary hits like the game’s own weapons of your world: 25 percent before any boss, full only after the Fader. With Legendaries keep growing past full on, a full one keeps counting up to 1200 kills and slowly gets a bit stronger again.

Admins and the vault

Admins can hand one out with midgardplus legend and a name, midgardplus legend all, or spawn MP_Legend_UlfrinnsFang. midgardplus legend awaken wakes the one in your hand, and midgardplus legend where and a name shows every source, its chance and its home in your world. New legendaries arrive in the signed Legendary Vault pack, without a mod update.

Four replay bosses

Older things under the world

Four bosses of MidgardPlus's own, each built on a creature the game already knows so he hunts, hits and dies the way the game expects. Each is raised with an offering you craft, at a place Hugin marks for you, and each starts off until the server turns him on.

Bestiary

The bosses MidgardPlus adds

Eight bosses of the mod’s own, each one waiting behind a boss the game already has. Every picture is the model that walks into your world, and all of them but Hrævængr turn in 3D.

Mosskin

Mosskin

After Eikthyr · Meadows · 5,000 health

The ground splits and the moss stands up. Mosskin is awake, and he is not pleased.

Summoned
Lay a Mossheart on the middle stone of a Moss Ring, nine mossy stones standing in the Meadows, five rings to a world. The Mossheart is made at a level 4 workbench from 5 ancient seeds, 10 surtling cores, 60 greydwarf eyes, 80 resin and 50 fine wood.
Weak to
Fire
Shrugs off
Pierce
Powers
Rage at half health and again at 30%: he hits harder and faster, and the trees on his back grow out. Earthquake: a ground slam that reaches 8 m around him. Vine traps: roots burst under the nearest player and hold everyone within 3 m.
Drops
60 copper, 30 tin, 24 surtling cores, 9 rubies and a troll trophy. With Loot rarity on the piles are a third smaller and an Epic piece of Black Forest gear drops every time, with a 25% chance of a Legendary one.
Vordr of the Reeds

Vordr of the Reeds

After the Elder · Swamp · 8,000 health

The reeds stand up in a line, and the line has a face.

Summoned
Lay a Drowned Ember in the brazier of a Drowned Hearth, a sunken hearth at the water’s edge in the Swamp, five to a world. The ember is made at a forge from an abomination trophy, 20 guck, 10 bloodbags, 10 ancient roots and 5 surtling cores.
Weak to
Fire, until the fire in his chest is lit. Then frost.
Shrugs off
Nothing at first. At his last stage fire only half hurts him.
Powers
Stages at 60% and 30% health. The water rises: leeches and blobs come in threes, everyone near him is soaked, and his slams leave pools of poison. A wall of roots closes round the fight. At the last stage the fire under the water is lit and every blow of his burns.
Drops
The Hearth Lantern, the Vordr trophy and an abomination trophy, with 75 iron, 60 guck, 9 chains and 30 ancient roots. With Loot rarity on the piles are a third smaller and an Epic piece of Swamp gear drops every time, with a 35% chance of a Legendary one.
The Gravejarl

The Gravejarl

After Bonemass · Swamp · 10,000 health

Chains drag up out of the mud. The Gravejarl has come to keep his oath.

Summoned
Lay a Jarl’s Oathring on an Oath Stone, a leaning runed stone inside a broken ring of stones in the Swamp, five to a world. The ring is forged at a level 2 forge from a draugr elite trophy, 10 iron, a chain, 10 withered bones and 40 bone fragments.
Weak to
Spirit
Shrugs off
Poison
Powers
A rack of weapons: a rusted sword, a bow whose quiver refills itself, and a grave axe he draws at half health. Rage at 60% and 25%: he grows, and hits harder and faster. His warband: draugr rise out of the ground around him, three at a time.
Drops
45 iron, 60 scrap iron, 6 chains, 15 withered bones and a draugr elite trophy. With Loot rarity on the piles are a third smaller and an Epic piece of Mountain gear drops every time, with a 45% chance of a Legendary one.
Ulfarr the Unfed

Ulfarr the Unfed

After Moder · Mountain · 14,000 health

A howl comes down off the peaks, and it is not a wolf’s.

Summoned
Lay an Unfed Portion on the Feeding Stone, a flat slab between two fires that never go out, inside a ring of nine standing stones in the Mountains, five to a world. The Portion is cooked at a cauldron from a Fenring trophy, 10 wolf meat, 10 freeze glands, 10 silver and 5 wolf fangs.
Weak to
Fire
Shrugs off
Frost
Powers
His claws hit for 110. Pounce: a pale ring marks where he will land on the player furthest from him, up to 32 m away, every 14 seconds. Stages at 65% and 30% health, each one hitting harder. At the second his pack comes, two starved wolves and a starved Ulv to a howl, and he breathes frost. At the last the fires go out: a frost burst in three waves, a cold within 20 m that stops your health coming back until you stand in a fire’s warmth, and a snowstorm.
Drops
The Unfed’s Pelt and the Ulfarr trophy for every player, with 75 silver, 60 wolf pelts, 60 wolf fangs, 45 freeze glands, a Fenring trophy and an Ulv trophy. With Loot rarity on the piles are a third smaller and an Epic piece of Plains gear drops every time, with a 55% chance of a Legendary one.
Bokr the Ledger-Eater

Bokr the Ledger-Eater

After Yagluth · Plains · 20,000 health

Something heavy comes over the ridge, chewing.

Summoned
Lay a Torn Ledger on the Reckoning Stone, a marked stone among Fuling stakes, banners and totem poles in the Plains, five to a world. The Ledger is bound at an artisan table from a Fuling berserker trophy, 10 black metal, 20 linen thread, 20 needles and 10 tar.
Weak to
Frost
Shrugs off
Pierce
Powers
A tally maul that hits for 150, and a rage of three blows in a row. Stages at 60% and 30% health, each one hitting harder. At the second his tribe answers: a Fuling shaman, an archer and two blades, four to a call. The shaman’s shield on him soaks up 1,500 damage while the shaman lives, and he eats pages to heal for every Fuling near him. At the last Yagluth’s debt comes due: a ring of fire 7 m around him and meteors, four to a call.
Drops
The Bokr trophy and a Page of the ledger for every player, with 90 black metal, 60 needles, 60 tar, 60 linen thread, 6 Fuling totems and a Fuling berserker trophy. With Loot rarity on the piles are a third smaller and an Epic piece of Mistlands gear drops every time, with a 70% chance of a Legendary one.
Thogn the Unanswering

Thogn the Unanswering

After the Queen · Mistlands · 24,000 health

The mist goes still. Somewhere a horn is not being blown.

Summoned
Sound a Fourth Horn at the Quiet Cairn, a black marble horn stand among leaning posts and Dvergr lanterns in the Mistlands, five to a world. The Horn is carved at a black forge from a Dvergr trophy, a Sealbreaker fragment, 3 black cores, 20 soft tissue and 20 refined eitr.
Weak to
Poison
Shrugs off
Frost
Powers
A staff, fireballs and an ice bolt that hits for 150. Stages at 65% and 30% health, each one hitting harder. At the second the towers answer: a Dvergr mender and two more Dvergr come, he heals while the mender lives, and every 45 seconds a ward takes 70% off every blow for 8 seconds. At the last comes the silence: nobody within 30 m can start a Forsaken power, Seekers come three at a time, and a shower of nine fireballs and a ring of ice join his spells.
Drops
The Unanswered Horn and the Thogn trophy for every player. Worn, the horn brings your eitr back a quarter faster and your steps carry half as far. With them come 90 refined eitr, 9 black cores, 60 carapace, 60 soft tissue and a Dvergr trophy. With Loot rarity on the piles are a third smaller and an Epic piece of Ashlands gear drops every time, with a 70% chance of a Legendary one.
The Red One

The Red One

After Fader · Black Forest and Mountain · 30,000 health

The sky goes grey out of season. The Red One has come for his Eye.

Summoned
Lay the Wanderer’s Eye on the saga stone at a Red One’s Rest, a shrine in the Black Forest or the Mountains that needs Saga stones on. The Eye is made at a level 2 black forge from Fader’s trophy, the Queen’s trophy, the Cloak of the Red One from the shrine’s chest and 10 flametal.
Weak to
Frost
Shrugs off
Lightning
Powers
The Wanderer’s Spear, thrust, thrown and loosed as a beam of lightning, and the Allfather’s Lightning, which cannot be blocked, only dodged. Stages at 65% and 30% health: first the wolves Geri and Freki come to his heel, then he calls the sky and a spear falls on every marked ring.
Drops
Gungnir and the Wanderer’s Hat for every player, with 60 flametal, 60 black metal, 90 refined eitr and a Seeker Queen trophy. With Loot rarity on the piles are a third smaller and an Epic and a Legendary piece of Ashlands gear drop every time.
Hrævængr the Hallsold

Hrævængr the Hallsold

After Moder · Mountains · 15,000 health

Rooks lift off the peaks all at once. Something big is flying with them.

Summoned
Lay an Unpaid Ring on the Cold High Seat, a broken high seat between two rows of hall posts in the Mountains. The ring is forged at a forge from 10 silver, 2 dragon tears, 10 feathers, 5 freeze glands and 5 obsidian. From an idea by Wolfrages.
Weak to
Spirit
Shrugs off
Frost
Powers
His glaive hits for 110. Stages at 65% and 30% health, each hitting harder. The cold of his sold hall hangs around him and slows your stamina and healing. At the second stage he calls his oathsworn housecarls and rings of frost light up under everyone near him. At the last he spreads his wings and the hall comes down, so get into the light.
Drops
His trophy and the Rook Mantle for every player there. With Boss trophy powers on, his trophy gives Wings of the Sold Hall.

The game’s own bosses can change too, each part behind its own switch. Boss scaling fits a boss to the band in front of it: harder to bring down with every extra player, a little more damage and more of whatever it summons, and it can grow with each boss your world has beaten. Extra bosses lets you offer a boss’s trophy back at the altar where you summoned it, and something older answers: The Reed Warden, Hrimnir the Frost Warden or Skarde the Blood Standard. Passive boss powers keeps the Forsaken power you chose always on at a quarter of its strength, and a boss trophy on an item stand at home hands you its power without the walk back to the stones.

Each boss has its own switch under 0 - Features and starts off, and so does every stage and power, so the host decides how hard the fight is. The numbers on the cards are the defaults, for one player.

Drag to turn it. Scroll or pinch to look closer.

The first add-on

Megin

Somewhere between the meadows and the black forest stands Ýdalir, the yew-dale hall of Ullr's hunters. Prove yourself to the ring warden, swear on the great oath ring, and the hunters wake the megin in you: the inner might the old poems give to gods and heroes. Then you build powers of your own, piece by piece, and bind them with oaths that make them stronger.

Megin grew out of my love for Hunter x Hunter: the idea that power comes from within, that you shape it yourself, and that an oath you swear on it makes it stronger. I gave that idea a Norse home.

Odin the Red

      Get Megin from the launcherIt is its own download. Open the launcher, go to Midgard add-ons and press Install. Everything in it starts off until you turn on The Lodge, and the server and every player need the same version.

      What it adds

      A whole saga, one switch at a time

      Every part below has its own switch and starts off. Turn on what you want in the launcher, the config file or the F9 panel, and leave the rest.

      Companions with jobs

      Craft a horn and call a warrior, gatherer, builder or gardener. Lead one to a Garden sign and it keeps that garden, harvesting and planting again, seed beds too. Lead one to a kitchen and it cooks. A Household board shows who does what, and the harvest goes into the right barrel or signed chest.

      Forty four Jarl weapons

      Legendary weapons named for the people who back MidgardPlus, waiting to be found in your world. Each has its own model and powers, wakes small and grows stronger with every life it takes. The newest are Himindreki, Sópvöndr, Garmr’s Eclipse and Fate and Fury.

      Replay bosses

      Mosskin, Vordr of the Reeds, the Gravejarl and the Red One, and four more who answer at the game’s own altars. They fight like the game’s late bosses: an intro with a title card, the boss music, a ring round the arena, a great move at every stage and a death worth watching.

      Raids, sieges and the War horn shrine

      Upgraded sieges take over every raid: a siege book you can rewrite, faction and seasonal sieges, a war horn before the attack and rewards when your base holds. Sound the War horn shrine and a horde comes in waves, ending with a warlord.

      The Saga Book, deeds and bounties

      Press J for your saga: creatures slain land by land, finds, lands walked, the bosses and their tales, and 68 deeds with rewards and titles to wear. Take bounties from a Bounty board or the village trader: 45 named, starred hunts across eight lands.

      Farming

      See where you plant: a ghost on every spot a click will plant, red where the crop cannot grow, with a count and the grow time. Planting grids that line up with the field beside them, bulk harvest, replant after harvest, and the Seed bed, where crops grow without tilled ground.

      Storage

      Store all, Restock, Sort and a Trash button that can recycle. Quick stack fills the open chest too, follows chest signs and groups by kind. Food, seed and meat barrels with a lid that shows what they hold, house chests your companions fill, and crafting from the chests around you.

      Equipment and quick slots

      One panel beside your bag for helmet, chest, legs, cape, utility, trinket, food and ammo. Up to six quick slots with their own keys and a bar on screen, a second utility slot, misc slots for coins, keys, trophies and fish, and slots that open boss by boss.

      Archery

      A quiver bar with a key for each kind of arrow, a draw bar on the weapon readout, and arrow recovery that knows arrow kinds. Draw speed and stamina, crossbow reload and recoil, critical arrows, a crouched draw and an aim trajectory, all steadied by the Hunting skill.

      Sharpening and Blacksmithing

      Four whetstones, rough, fine, dragon and runed. Grind a blade for a few seconds and it keeps a honed edge for a number of blows, with a glint everyone can see. Blacksmithing rises as you craft, upgrade, repair and sharpen, for keener edges, more durability and cheaper repairs.

      New skills

      Ranching, Building, Tenacity, Endurance, Vitality, Exploration and Herbalist, with a herb table and dandelion and thistle tonics, beside Mining, Foraging, Sailing and more. Bonuses for the game’s own Cooking, Woodcutting, Dodge and Sneak, passive boss powers and professions.

      Mounts

      Ride your tamed wolves and boars on a saddle you craft and upgrade. Every mount, lox and asksvin too, levels up as you ride, adds to your carry weight, comes to your whistle and pulls a cart. A taming rope holds a wild animal while you tame it.

      Portals

      Bronze, iron and silver portals let more through as you go. Take carts through with their load, choose which tames follow, let enemies give chase, pay a toll for ore and travel faster by tier. Portal stations and a travel stone you carry reach any portal in the world.

      Ships and crafting carts

      Longship upgrades fitted at the mast: a hinged mast, a lantern, sail colours and patterns, a tent, side shields, a bigger hold and a surtling brazier. The surtling boost burns cores to push any ship, even into the wind. Crafting carts carry a workbench, forge, cauldron, stonecutter, artisan table or black forge.

      World tools

      A map shared by the server, guild wards, tar, feather and guck collectors, pressure plates and lifts, forty more of the game’s own pieces, locked tombstones and a training yard. Traders sell more, dungeons grow bigger and creatures roll past two stars.

      Admin tools

      Press F9 for every setting with its explanation. Admins also get a command search with suggestions, devcommands that work on a server, a spawner for any prefab, settings presets to save and load, and a log of what admins did. Drag it to any size.

      Quality of life

      Stations that fuel themselves from the chests around them, production timers, an item and recipe browser, a rotation gizmo, chest names, a weather forecast, a better chat, a hip lantern, bigger stacks and a bigger bag, a HUD you lay out yourself and hundreds of small switches besides.

      Five languages

      English, Russian, Spanish, Portuguese and Italian. Set Valheim to your language and the mod follows: messages, hover text, the guide, the admin panel and every setting’s description. The launcher and this site pick your language too.

      One mod to rule them all

      The mods it can stand in for

      MidgardPlus can do the job of the mods below. You don’t have to choose, though: keep any of them installed and the matching part of MidgardPlus steps aside by itself, says so once in the log and keeps your setting saved, so two mods never fight over the same job.

      Companions

      Offline Companions

      Farming

      PlantEasilyMassFarmingTreesReborn

      Storage and chests

      Quick Stack Store Sort Trash RestockOdinsFoodBarrelsSmarterContainersAutomaticFuelAutoFuelLazyVikings

      Slots and bag

      Equipment and Quick SlotsAzuExtendedPlayerInventoryExtraSlotsInventorySlots

      Archery

      BetterArcheryBowPlugin

      Skills and Blacksmithing

      BlacksmithingCookingFarmingLumberjackingRanchingBuildingTenacityEvasionVitalityExplorationMiningForagingSailingPackHorseSmartSkillsProfessionsEnduranceHerbalistHuntingSNEAKerFermentingPassivePowersCartographySkillPathfinderSkilledCarryWeightReliableBlock

      The skill mods by Smoothbrain and blacks7ar, and the ones like them.

      Ships and carts

      LongshipUpgradesSurtling BoatsCraftyCarts

      Portals

      TeleportEverythingQuickTeleportFastTeleportPortalStations

      Saga Book and raids

      AlmanacCustom RaidsValheim Fortress

      World

      TradersExtendedMax Dungeon RoomsStarLevelSystemWorld Advancement ProgressionDrop ThatDropMoreLootRecipeCustomizerLongerDaysServerSideMapProtectiveWardsTombstoneLockVenture Location ResetVenture Multiplayer TweaksVenture Floating ItemsTimedItemDestructionUsefulPathsSpearfishingOdinTrainingPlaceBetterNetworkingSmoothSave

      Building

      GizmoSearsCatalogFenceSnapPressurePlateSimpleElevatorsMore Vanilla Build PrefabsAdvancedTerrainModifiersFreeBuilderStructurallyImpossibleVenture Area RepairInfinityToolsNoRainDamageTarCollectorFeatherCollectorGuckCollector

      Everyday comforts

      VNEIMyLittleUIMinimalStatusEffectsHipLanternBetter WispsBetterLanternsInstantEquipIntermissionChatterBetterLaddersNoSmokeStayLitItemStacksBiggerItemStackMagniZenUIZenMapZenPlayerZenCombatZenHoverItemZenItemStandsZenWorldSettings

      Admin tools

      Server devcommands

      Big tweak packs

      ValheimPlusOdinsQOLAllTheBases

      Step aside for other mods is on by default. Never step aside for keeps a job with MidgardPlus even when the other mod is there.

      What you can change

      The ledger

      A few from each group, in the order they show up in the config file, out of 1,711 in all. The values are the defaults: the game’s own value for every setting, and off for every feature switch. The launcher and the F9 panel show every one with its explanation.

      0 Features

      Companionsfalse
      Companion jobsfalse
      Mountsfalse
      Saga Bookfalse
      Reinforced chestfalse
      Extra recipesfalse
      Tiered portalsfalse
      Step aside for other modstrue

      1 Quality of Life

      Stack size multiplier1
      Item weight multiplier1
      Auto pickup range1
      Portals carry everythingfalse
      Skill loss on death1
      Tames follow through portalsfalse
      Portal destination pickerfalse

      2 Player

      Carry weight bonus0
      Stamina regen multiplier1
      Stamina cost multiplier1
      Run speed multiplier1
      Skill XP multiplier1

      3 Building

      Free buildingfalse
      Ignore stabilityfalse
      Build range multiplier1

      4 Combat

      Enemy health multiplier1
      Enemy damage multiplier1
      Player damage multiplier1
      Creature star chance1
      Creature loot multiplier1

      5 Production

      Smelter speed multiplier1
      Fermenter speed multiplier1
      Fireplace fuel duration1
      Infinite fireplace fuelfalse
      Resource yield multiplier1
      Pickup yield multiplier1

      6 World

      Day length in seconds0 → 1800

      7 Companions

      Companions per player1
      Companion health1
      Companion star level1
      Scale to weapon skilltrue
      Minimum strength0.35
      Companion gearStarter
      Recall distance40
      Gatherer reach20
      Gatherer chest range16
      Gatherer combat strength0.5
      Builder work range20

      8 Containers

      Craft from nearby chestsfalse
      Chest search range20

      9 Crafting and inventory

      Craft several amount5
      Repair everything at oncefalse
      Quick-stack range10
      Quick-stack keynone
      Sort keynone

      Weapons, armour and tools never become stackable, whatever you set the multiplier to. Durability and quality are stored per item, so stacking them would wreck both.

      New content

      Four horns, four companions

      Each horn calls a Dverger who is already tamed and already yours, with a name everyone on the server sees. They sit in the player faction, so they fight whatever attacks you and never turn on you. Press E to send one ahead or tell it to hold, the same way you command a wolf.

      Warrior, gatherer, builder, gardener

      The warrior fights beside you, in whatever you give it to wear.

      The gatherer would rather carry than fight. It walks over to what is lying around, picks it up, and files it into the chests nearby as it goes.

      The builder looks after your base. It repairs damaged pieces, keeps fires and torches burning, and keeps smelters, furnaces, windmills and spinning wheels supplied from its own bag and the chests around them. It never feeds building wood into a kiln, and it leaves seed barley and flax for the next crop.

      The gardener works your fields. Give it seeds and stand it on tilled ground and it sows rows in the same grid and spacing you would, working through every kind of seed in its bag. It plays by the rules you do: tilled ground, the right biome, other people’s wards and no build zones. It knows a crop by the plant that grows it, so crops from other mods count too. Being straight with you: it plants, it does not yet harvest, and the release notes say so.

      Each wears its own colours, so you can tell them apart at a glance: warriors in the Dverger’s red, gatherers in green, builders in blue, gardeners in brown.

      A hooded companion holding a lantern in a fog-filled pine forest at night
      HornCallsCostRobe
      Companion HornWarrior10 fine wood, 2 bronze, 4 deer hide, 10 greydwarf eyethe Dverger's red
      Gatherer's HornGatherer10 fine wood, 8 leather scraps, 4 deer hide, 10 greydwarf eyegreen
      Builder's HornBuilder10 fine wood, 20 stone, 10 resin, 10 greydwarf eyeblue
      Gardener's HornGardener10 fine wood, 5 dandelion, 8 leather scraps, 10 greydwarf eyebrown

      All four are made at a level 2 workbench.

      They take jobs. Lead a companion to a Garden sign and it keeps that garden, harvesting, planting again and tending seed beds. Lead one to a kitchen and it cooks. A Household board shows who does what, what each one needs and what happened, and the harvest goes into the right barrel or signed chest. With Offline Companions installed, this part steps aside.

      Arm them yourself

      Every companion carries a 5×3 bag. Drop in a weapon, shield or armour and they put it on within a few seconds. What you give them stays yours: it is saved with them, so it is still on them after you log out, and if they fall it drops with their bag. The kit they arrive in is their own.

      Leaving one behind has a price

      Crouch and sound any horn twice to dismiss every companion you own, however far away. The ones near you drop their bags where they stand. The far ones stay where you left them until someone next goes near, then put down everything they had. To get your gear back, go and fetch it.

      They find their way back

      Anyone who falls more than forty metres behind is pulled back to your side, so you will not lose them the first time you take a portal. Leave food in the bag and they eat it when hurt.

      They level up

      Every companion earns its own XP and grows up to level 10 (the cap is a setting). Warriors learn from the damage they deal and the things they kill, with starred enemies worth more and bosses worth triple. Gatherers learn from every pickup, builders from repairs, finished plans and fuelling fires and smelters, and everyone picks up a little from each meal. Look at a companion to see its level and XP.

      LevelXP to nextTotal XPHealthWarrior hitsWork speedGear they show
      1750+0%+0%+0%none yet
      221075+6%+5%+4%none yet
      3390285+12%+10%+8%Leather, flint spear, wood shield
      4600675+18%+15%+12%Bronze, after Eikthyr
      58401,275+24%+20%+16%Iron, after The Elder
      61,1002,115+30%+25%+20%Iron, after The Elder
      71,3903,215+36%+30%+24%Silver and wolf, after Bonemass
      81,6954,605+42%+35%+28%Black metal and padded, after Moder
      92,0256,300+48%+40%+32%Carapace, after Yagluth
      10max8,325+54%+45%+36%Flametal, after The Queen

      Each level also heals them for 0.12% of their max health every 4 seconds (about 1.1% at level 10), and makes gatherers chop and mine 3% faster with a 2% chance of an extra item. Gear only shows once your world has beaten that boss; until then they wear the best your world has earned. It is only for looks, can’t be looted, and anything you give them yourself always wins. Settings: Companion levels, Companion XP multiplier, Companion max level and Companion gear by level, in 7 - Companions.

      Jobs, barracks and the steward

      With Companion jobs on, cooks take station orders, an alchemist taps your mead, gatherers haul a cart and a crew sits aboard your ship. Guard patrols adds waypoint torches, and a warrior walks from one to the next and keeps watch at each.

      A single bunk (Small barracks) or a weapon rack (Weapon rack barracks) counts as a barracks now, no whole house needed. The rack gives every player their own shelf of companion gear. With Companions rest in beds on, they heal resting by any bed, modded beds too.

      Hirðstjóri is the barracks steward. He stands where you put him and can’t be hurt. Talk to him to see all your companions, near or far, and give them orders: follow you, stay, or guard by him, work a garden or kitchen near him, and get dressed from your bag or the chests around him. He counts as a barracks too. Turn on Barracks steward and build him from the furniture tab.

      The Move aside key, new in 1.55.1, sends your own companions and tames right in front of you a few metres to the side. It’s your own key.

      Portals that grow with you

      Three new portals, each built with the metal it lets through. Copper and tin first, then iron, then everything.

      Each is the normal portal’s recipe plus ten bars of its metal. What you may carry depends on the portal you step into, and they link by tag to any portal, the game’s own included. Each glows in its metal’s colour and says what it lets through when you look at it. Tiered portals under 0 - Features takes them out of the build menu.

      Turn on Portal destination picker and Shift+E on any portal lists every portal in the world, with the biome it stands in and how far away it is. Pick one and you go straight there, no matching tags needed. What you carry is still checked against the portal you stand at, and tames following you come along.

      Portals do more now as well: carts go through with their load, you choose which tames follow, enemies can give chase, a toll can be paid in ore and trips get faster by tier. Portal stations and a travel stone you carry reach any portal in the world. Each part steps aside for TeleportEverything, QuickTeleport, FastTeleport or PortalStations.

      PortalExtra costWhat may pass
      Bronze portal10 bronzecopper, tin and bronze, as ore, scrap or bars
      Iron portal10 ironall of that, and iron
      Silver portal10 silvereverything, like the stone portal from the Ashlands

      Craft from the chests around you

      Build, craft and repair with what is sitting in the chests nearby, instead of carrying everything to the workbench first.

      The recipe list counts what is in your bag and in the chests within 20 metres. From 1.5.1 each amount shows what the recipe needs, the way the game does, in gold when the chests make up what you are not carrying; hover it to see how many are on you and how many are in the chests. It only reaches chests you built and are allowed to open, never a tombstone or a companion’s bag, and nothing inside a ward you are not permitted in. Off by default, like everything else: turn it on under Containers.

      Also added

      Storage and recipes

      A longhouse interior at night, iron-banded chests lining the wall by a fire pit

      Reinforced Chest

      An iron-banded chest with an 8×4 grid. Built with the hammer under Furniture. Costs ten fine wood and four iron.

      A viking forge at night, an anvil beside glowing coals

      Craftable materials

      Three things you could only find before. These are additions. Every normal drop and spawn is left as it was.

      ItemYieldCostStation
      Chain14 ironForge · level 2
      IronNails201 ironForge
      Tar48 resin, 4 coal, 2 bloodbagWorkbench · level 3

      The host’s world, the host’s rules

      Join a server and it hands you its settings. They override yours while you’re connected, and you get yours back when you leave.

      So nobody has to compare config files before a session, and nobody can quietly hand themselves free building on someone else’s world. If your version differs from the host’s, the client uses what it was sent and logs a warning instead of drifting out of sync.

      Running a dedicated server? Install BepInEx, Jotunn and MidgardPlus on it too. It writes its own midgardplus.cfg the first time it starts, and that file is the one that counts. Edit it while people are playing and the change reaches everyone connected within a second or two.

      The launcher

      Pick a style, stack what you like

      The launcher sets MidgardPlus up for you. Pick one style, tick the add-ons you want on top, or press Set me up and answer a few questions, like whether you want magic and myth or your feet on the ground.

      Styles

      Vanilla Plus

      The game as Iron Gate balanced it, with everything MidgardPlus adds switched on. Every number stays vanilla: damage, health, yields, stacks, weights, food and the length of the day. The new places, bosses, companions and every comfort are on, with no magic: Lantern Rings, legendaries, loot rarity, marks and enchanting stay off. Switches that only make the game easier or harder stay off. Add-ons like Megin come from the Midgard Addons page.

      Vanilla Plus with magic

      Vanilla Plus with the magic switched on: Lantern Rings, legendaries, loot rarity and marks, enchanting and boss rewards. No villages, factions, sieges or seasons, so the world itself stays as Iron Gate made it.

      High Fantasy

      Every bit of magic and myth MidgardPlus has: Lantern Rings with flight, team attacks and the oath, Jarl legendaries, loot rarity and marks, enchanting, boss powers, villages, factions, tames you never thought you could ride, and Megin from the Add-ons page. Numbers stay vanilla.

      Viking survival

      No magic at all. Every comfort and new thing that fits a grounded saga, with the rough edges back: gear that breaks, fires you light yourself, hard winters, seasons and a map you read at the table.

      Cozy builder and farmer

      A calm world for building and farming. Every building tool, crops in any biome, stations that feed themselves, tames, pens and seasons to watch, with no bosses, factions, raids or magic switched on.

      Add-ons

      Magic

      Lantern Rings with flight, legendaries, loot with marks and enchanting. All the magic, nothing else.

      Bosses and rewards

      Eight new bosses to hunt, with trophies, marks and powers for beating them.

      Villages and factions

      Villages to visit, factions to swear to and wars between them. The world feels lived in.

      Tames and companions

      Tame more animals, ride them, and bring companions who fight, gather and build with you.

      Hard survival

      Gear breaks, fires need lighting, winters bite and the map lives at the table. For the tough ones.

      Cozy building and farming

      Every building tool, crops anywhere, stations that fill themselves and endless fuel. Pure comfort.

      Server host

      Safe settings for a world other people join. Pick this if you run the server.

      Low-end PC

      Lighter graphics so an older PC keeps up. Stacks on anything.

      Also in the launcher

      Get the launcher

      Getting it running

      Install

      The easy way

      Download the launcher (64 MB)

      A desktop app for Windows. It finds your Valheim folder, installs BepInEx, Jotunn and MidgardPlus, gives all 1,711 settings a proper control instead of a text file, and starts the game. It always installs the newest MidgardPlus from Thunderstore, so it never goes stale, and from version 1.2.4 it keeps itself up to date too.

      Already have the launcher? Look at its title bar. If there is no version number after “MidgardPlus Launcher”, yours is older than 1.2.4 and cannot update itself. Download it once more with the button above and run it. If you added the old one to your Start menu, the new one replaces it there as well, so your usual icon opens the new version.

      That is the last time you need this page for it. When a new launcher is out, a gold Update launcher button appears at the top of the window. One click downloads it, checks it against the published checksum and restarts. Valheim, your mods and your settings are not touched.

      Presets you can try without losing your own tuning Search all 1,711 settings Export your rules, hand them to your server Tells you when there is a new version Updates itself in one click Update the other mods you added, all at once Backs up your config before it writes Clean uninstall that keeps your settings Install other mods in one click, and see what overlaps Edit every other mod's settings with the same controls Import your r2modman or Thunderstore Mod Manager profile Bring your ValheimPlus settings over Server packs: install what a server runs, then Join Warns when two of your mods fight Edit every other mod's settings with the same controls Import your r2modman or Thunderstore Mod Manager profile Bring your ValheimPlus settings over Server packs: install what a server runs, then Join Warns when two of your mods fight

      The controls are built from the config the mod itself writes, so it reads your real types, ranges and defaults rather than a list someone typed by hand. Windows will call it an unknown publisher because it is not code-signed. Choose More info, then Run anyway. If you would rather check the file first, every download is listed in SHA256SUMS.txt.

      or one line in PowerShell
      irm https://midgardplus.odinthered.dev/install.ps1 | iex

      Paste that into PowerShell. It finds your Valheim folder on its own, installs BepInEx, Jotunn and MidgardPlus, and stops there. It needs no admin rights and only writes inside your Valheim folder. Read the script first if you would rather see exactly what it does.

      Installs BepInEx for you Installs Jotunn for you On Thunderstore Launcher for Windows
      or use a mod manager
      Install with Mod Manager View on Thunderstore Get help on Discord

      Works with r2modman, Thunderstore Mod Manager and Gale. The manager pulls BepInEx and Jotunn in for you, and keeps the mod updated.

      or install it by hand
      Download 1.57.0 (136355 KB, from Thunderstore)
      1. Install the Valheim BepInEx pack and Jotunn. Jotunn is what registers the companion, the chest and the recipes. It’s a separate plugin and isn’t bundled here.

      2. Drop MidgardPlus.dll into your plugins folder.Valheim\BepInEx\plugins\MidgardPlus\

      3. Launch the game once. The config file gets written on first run with everything at vanilla.Valheim\BepInEx\config\midgardplus.cfg

      4. Playing together? Everyone needs the mod, including the dedicated server. Only the host’s settings get read.

      To remove it, delete the MidgardPlus folder. Nothing the game ships gets modified, so there’s nothing else to undo.

      When updates land

      Release schedule

      MidgardPlus has one public patch a week, so servers restart on a schedule instead of several times a day.

      The public patch comes every Sunday. New versions reach Thunderstore, Hexium and the launcher on Sunday and no other day. The one exception is a fix for something that breaks the game: that goes out the day it is ready.

      Want the newest build sooner? Dev builds come out whenever something is finished. Beta testers and supporters get them through the Dev update channel in the launcher (Help and tools, Update channel), with the key pinned on the MidgardPlus Discord.

      Supporters get every dev build the moment it is built. Become a Mead Drinker or a Jarl on Ko-fi. Every perk is cosmetic, early access or a voice in what gets built; nobody pays for power, and the mod stays free for everyone.

      See it

      Media

      Short pieces about what MidgardPlus adds to your world. No sound needed, but they are better with it.

      Villages under threatThe Hearthguard hold their ground against the Ashen Host. 50 seconds.
      The HearthguardWho they are and why they are out there. 35 seconds.

      Made by Odin the Red. Streamers and video makers are welcome to use these; there is more in the streamer kit.

      How it got here

      Devlog

      The three newest releases. Every one since the first lives on the devlog page.

      1. 1.57.0 25 Oct 2026, 03:40 UTC

        The Hallow King walks the Black Forest for Halloween, and every fix from this week comes with him.

        It's a minor version, so the server and everyone who joins need 1.57.0 at the same time. Everything new starts off, so your game stays as it was until you turn it on. Megin 0.4.16 comes out with it, and launcher 1.5.113 is already live.

        The Hallow King

        • A Black Forest boss for Halloween. Turn on Hallow Hunt and once Eikthyr is down the Hallow King can rise: a huge tree with a jack-o'-lantern head burning blue, a rusted scythe and a spiked mace. Server setting, off by default.
        • Calling him. Greydwarfs killed at night in the Black Forest drop Hallow pumpkins. Three make a Lost Head, and three more build a Hallow Shrine with the hammer. Lay the head on the shrine at night and he comes for it.
        • The fight. Scythe sweeps and mace slams to start. With Hallow King stages on he grows a second head, then five, and hits harder each time. Hallow King roots sends roots up under you and vines at anyone keeping their distance.
        • His minions. Turn on Hallow King minions and from his second stage he calls skeletons and pumpkin headed greydwarfs, a few more for every extra player nearby. They crumble when he falls or leaves. His health, damage, size, weakness and what he shrugs off have their own settings.
        • What he drops. His trophy, Hallow embers and pumpkins. The embers make the Hallow Crown, a carved pumpkin to wear with blue fire in the eyes that lights your way a little at night, and the Rusted Scythe, made from his own blade, that cuts wide.
        • Pumpkins to build. Jack-o'-lanterns, a blue one with the King's fire that never needs feeding, a pumpkin pile and a scarecrow.
        • For admins. midgardplus hallow king calls him to you and midgardplus hallow king clear sends him off.
        • The hunt waves and Evernight come later. This patch has the King, his shrine and his loot. The waves of monsters and the long night come in a dev build after Sunday, once they play right.

        Building and the deep

        • Drag to build. Turn on Drag to build, hold Left Alt with the hammer, click where the row starts and drag: a whole line of walls, fences or beams, or a floor or a wall face, every piece snapped and paid for, up to 20 a side to start, and the remove button takes the last drag back. Server setting, off by default.
        • The underwater world, an early look. Turn on Underwater world and the sea floor opens up: sunken Norse towns with stone halls and arches, broken longships, kelp, glowing coral, and the Sjø-folk Merchant, a fish man who trades sea goods for coins. A first look, more comes in the dev builds. Server setting, off by default.
        • Diving. Turn on Underwater diving and you swim down instead of bobbing on top: hold the Dive key, Left Control to start, to go down, Jump to come up and Run to swim fast, and it gets darker and colder the deeper you go. The diving helm and the diving set stretch your breath. Off by default, both switches are in F9.
        • The Sea Lung and three meads. The Sea Lung, a Dvergr breathing piece worn at the belt, keeps you under twice as long. Mead of the Deep stops your breath running out for two minutes, Mead of the Tide makes you swim half again as fast for three, and Mead of the Sjø-folk lets you see under water the way they do, clear and far.
        • More for vault gear. A Jarl kit legend writes its own name in light in its own colour, crouch and press the legend key, vault weapons shoot their own coloured bolts, beams and arrows of light, and a vault kit can bring its own extra parts. Nothing changes for a kit that doesn't use it.

        Fixed

        • The stutter is gone. Chests that collect from the ground were searching every piece around you every 2 seconds, and 1.56.5 made that heavier. They now check the loaded chest list with a distance check. Thanks i_devour_bugs, imrys and nicuuso.
        • A bound key no longer turns dev commands on. Hosts only get devcommands when they type a cheat command in the console or chat. Spawning items and running classic commands from the F9 panel works again without typing devcommands first. Thanks i_devour_bugs.
        • Map pins. Hide auto pins hides ore pins again after a reload, ships stop using the portal pin, pins of the same kind share one picture, and the Aa button sits after the last pin button, below the portal button on the big map. Thanks fudgedup and l0newolfie.
        • Paint and dye stay on. Armour paint stays when you take out the hammer or any tool, and the Troll tunic takes the dye on its lower half too. Thanks _danielross and imrys.
        • The hotbar stays where you moved it. The quick slot bar takes its home spot under the hotbar's own home, so a hotbar placed below the quick slots stays below after a relog, and it sits under the hotbar at the hotbar size you picked. Thanks imrys.
        • Vault gear dresses itself again. A pack that missed a bundle download gets it at the next start and dresses the gear, with no wait for the next pack version.
        • Item drawers drop what they cost the moment they break, even before the server's settings arrive. Thanks swegomat.
        • You wake up in your bed. While a big base loads late the bed still counts as your spawn, so you stop waking at the Sacrificial Stones. Thanks warzold.
        • The planting grid follows the camera. A multi plant grid lands where its ghost showed, not where your body faced. Thanks imrys.
        • Startled deer keep running. A wild deer that still sees you keeps getting away like the game's own deer, and a deer stuck in a pen still calms down once you step back. Thanks imrys.
        • Ships with companions crewing reverse again. Companions at the oars stopped holding the ship back, so the helm goes backwards like with nobody aboard. A ballista or ram bought from the longship kit shows on a Shipyard ship, and the kit sends you to the Shipyard for the rest. Thanks joeljay.
        • The second utility slot and the Trinket slot follow their settings again. Hip lantern stopped holding them open, so Second utility slot off takes the slot away, the server's value included.
        • The rested timer shows the real time left with Rested duration multiplier set, and rest runes stack with it. Thanks lyferian.
        • Mining skill bonus leaves rare drops alone. The bonus only adds to a deposit's normal drops, so the rare extras Balrond Absolute Overhaul puts on ore come out as the deposit rolled them. Thanks lyferian.
        • MidgardPlus steps aside for DiveIn. With DiveIn installed our diving and swimming settings stay out of its way, and the configuration manager and F9 agree on what's set. Thanks fudgedup and i_devour_bugs.
        • A quieter server log. A dedicated server stops warning about the model and icon of every vault kit it never loads, and the Balrond repair check keeps quiet when Balrond isn't installed.

        Megin and the launcher

        • Megin 0.4.16. The courage trial counts any boss you help fell within 150 m, the game's own too, Farewell in the trial of the marks no longer fails it, and the quest light and the cairn stand on the ground, never in a tree. It needs MidgardPlus 1.56.0 or newer. Thanks jackdispade.
        • Launcher 1.5.113 is live. It offers a dev build on the dev channel even when its number matches the live stable, knows MidgardPlus steps aside for DiveIn, and the F9 panel and the launcher share one tree of setting groups.

        Get the launcher at https://midgardplus.odinthered.dev

      2. Launcher 1.5.115 25 Oct 2026, 03:30 UTC

        New Jarl gear shows on Home with an Update vault button, and cards for every 1.57 feature

        • It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.
      3. Launcher 1.5.113 24 Oct 2026, 17:30 UTC

        Dev builds show up and update properly again. DiveIn is in the compatibility list.

        • It updates itself: if you have 1.2.4 or newer it offers this one. Otherwise download it once from the site.

      Every release in the devlog

      The same text ships inside the mod as CHANGELOG.md, so this page and the download can never disagree.

      On the bench

      Roadmap

      What is coming and what is already built. A lot of it started as a message from a player. Tell me what you want most.

      30 of 35 built5 still ahead

      Still ahead

      1. Companion jobs, part twoAfter 1.49.0

        A smith who keeps smelters and kilns fed and mends your gear at the forge, a porter who hauls between two chests, a guard who walks a patrol and sounds a horn when a raid comes, and a daily rhythm: work by day, supper at the fire, a bed at night, with moods that speed the work up or slow it down.

      2. Companion jobs, part threeAfter part two

        Companions grow in their jobs, with perks as the work adds up, build loyalty through gifts and fights won together, come running to a Rally horn, and crew your ship at the oars.

      3. Flying mountsNo date yet

        Take to the air on a mount of your own. The plan is written; the date is not.

      4. Gale, r2modman and Thunderstore install locationsWeek of Oct 27

        Install to a profile those tools manage instead of taking over your install.

      5. Delete a mod's config on removalWeek of Oct 27

        Clean up a mod's saved settings when you uninstall it through the launcher.

      Already in the game

      1. Buildable, sailable vehiclesShipped 1.56.0

        Build a vehicle from regular pieces and sail it as one craft.

      2. Fishing worth doingShipped 1.56.0

        Bobber size, stamina by fish grade, and a fishing screen that is not horrid. Asked for by Arthritic Gamer.

      3. A light for your boatShipped 1.49.0

        A mast lamp or prow lantern so you can see what you are sailing into at night. Asked for by Arthritic Gamer.

      4. A character sheet you drop gear ontoShipped 1.49.0

        Wear your armour on a character panel the way an MMO does, instead of an equipment grid. Asked for by Arthritic Gamer.

      5. Guilds & PartiesShipped 1.16.0, 1.18.0

        Form guilds and parties with other players, with their own ranks and shared goals.

      6. NPC FactionsShipped 1.16.0, 1.18.0

        Optional server events where Dvergr and undead patrols meet away from players, fight, and can leave guarded supplies.

      7. Player-driven, NPC-supported economyShipped 1.18.0

        Buy, sell and trade with NPCs and other players in a living economy, including traders selling foraged brews and other consumables with their own buffs and looks.

      8. Controller supportShipped 1.16.0

        Controller navigation now reaches MidgardPlus panels, the radial menu and key pickers. Use B to close a MidgardPlus panel or cancel a picker.

      9. Companion gear persists through deathShipped 1.17.0

        A companion that dies respawns wearing the gear you gave it instead of coming back naked.

      10. Tree replantingShipped 1.18.1

        Cutting a tree down to its stump plants a new sapling in its place.

      11. Full HUD customizationShipped 1.18.1

        Drag and resize the map, hotbar, compass, seasons display and other HUD elements anywhere on screen, so nothing overlaps.

      12. Larger building repair areaShipped 1.18.1

        Repair more of a base at once instead of piece by piece.

      13. One-click area repair with the hammerShipped 1.18.1

        Repair everything in range with a single hammer swing.

      14. No stamina or durability drain on toolsShipped 1.18.1

        Optional setting to stop the hammer, hoe and cultivator wearing down or costing stamina.

      15. Unrestricted equipment upgradingShipped 1.18.1

        Optional setting to upgrade gear past the game's normal cap.

      16. Auto-repair at the workbenchShipped 1.18.1

        Gear repairs itself when you open a nearby workbench, no separate repair click needed.

      17. More bossesShipped 1.23.0, 1.24.0

        Four more bosses. Offer a boss's own trophy back at its own altar and something older answers, each one tougher than anything around it and carrying a power of its own.

      18. World fightsShipped 1.22.0

        Great battles: a share of faction conflicts come out twice the size on both sides, a tier harder, announced to everyone on the server and marked on every map while they last.

      19. Upgraded Base SiegesShipped 1.22.0

        Decide how many attackers a raid sends, how fast the waves come and how long it lasts, and let raids grow harder with every boss your world has beaten.

      20. Boss and creature scalingShipped 1.22.0, 1.23.0

        Creatures carry traits that change the fight: Shielded, Hardy, Enraged and Reflective, with their own chance, strength and reward. Boss fights scale with the size of the group too, and a crowd feels it in more summons rather than a health bar five times over.

      21. Loot rarity and enchantingShipped 1.23.0

        Magic, Rare, Epic and Legendary drops with an enchanting table and runestones.

      22. Floors act as roofsShipped 1.22.0

        Floor pieces stop rain wear underneath them, the way a roof does.

      23. Per-player boss progressionShipped 1.23.0

        Every player reads the boss record of their own character, so what roams the world for them, what the traders will show them and what a boss unlocks all follow what they have beaten themselves.

      24. Coastal heightmap controlShipped 1.23.0

        Raise the limit on how far ground can be lifted or lowered, move the sea up or down, taper the waves near a shore and cap how far water rises in a storm.

      25. Item stands display any itemShipped 1.22.0

        Put any item on a stand, not just the ones the game allows.

      26. Gardener companionShipped 1.19.0 to 1.22.0

        A fourth companion for your fields. It sows every kind of seed in its bag on tilled ground and picks your ripe crops, by the same rules you follow.

      27. MidgardPlus gets its own iconsShipped 1.23.0, most of it

        Custom art for the companion horns, the mod skills and the pieces MidgardPlus adds, instead of borrowed vanilla icons. The faction emblems and the upgrade tree branches are still ahead.

      28. Revive a downed friendShipped 1.29.0, 1.31.0

        Pick a friend up instead of watching them run back for their grave. Asked for by pinkanella.

      29. Resource tracking on the mapShipped 1.22.0

        Walk past a copper, tin, silver, obsidian, scrap or black marble deposit and it goes on your map as an ordinary pin you can rename or clear.

      30. More map icons to choose fromShipped 1.22.0

        The four icons Valheim draws but never offers you: Hildir's three and the memorial stone, reached with a key.

      Asked and answered

      Questions people ask

      The ones that come up again and again, answered properly, so nobody has to ask twice or wait for me to be awake. If something is missing, say so on Discord and it goes here.

      Tell me what is wrong with it

      Bugs and ideas

      Or just come and say it

      Everything here lands in my Discord anyway. If you want an actual conversation, or help getting it installed, that is the faster door.

      Join the Discord

      Community

      Share your saga

      Screenshots, builds and clips from players' worlds hang here once Odin has looked them over. Send yours and it may hang beside the rest.

      One mod, your rules

      Take it into your world

      Everything starts at vanilla. Change what’s been bugging you and leave the rest alone.