Icewindheim
Early test build. A fifth-edition-inspired RPG for Valheim: 10 races with their own looks, 12 classes, 44 SRD spells with spell points and staves, levels 1-6. Unofficial; not affiliated with Wizards of the Coast or Iron Gate.Icewindheim
A fifth-edition-inspired RPG for Valheim, made for co-op. Pick a race and a class, learn spells, level up by defeating the Forsaken, and fight SRD monsters built from Valheim's own creatures, in real time, with Valheim's combat intact.
Early test build (0.1.0). Covers the Meadows, Black Forest and Swamp (character levels 1-6). Expect bugs and balance changes, and back up your characters and worlds. Some internal files still use the prototype name TenthWorld (
TenthWorld.dll,arcatio.tenthworld.cfg).
Features
- 10 races, chosen in Valheim's own character creator, each with traits and its own look: pointed ears for Elves, Half-Elves and Gnomes, tusks for Half-Orcs, pointed or curled horns for Tieflings, a dragon head for Dragonborn, smaller Dwarves, Gnomes and Halflings, taller Goliaths, and race skin palettes.
- 12 classes (no subclasses), each with signature abilities and faster skill XP in its core skills.
- Four stats: STR, DEX, CON and MAG (Intelligence, Wisdom and Charisma are merged into Magic).
- 44 spells from the free SRD, adapted to real-time play. Cantrips are free; leveled spells cost spell points that refill when you sleep. Spells gain extra effects as you unlock higher spell levels.
- Staves: Bards, Clerics, Druids, Sorcerers, Warlocks and Wizards cast attack, area and summon spells through a focus: one of seven craftable staves, from Wood to Ashwood. Clerics and Paladins can channel through a shield. The focus's tier sets how strong your spells can get.
- Armor fit: armor you're proficient in strengthens your spells; other armor weakens them and costs stamina. Mage Armor lasts 8 in-game hours in robes, leather or no armor.
- Faith, a new skill that powers healing and holy magic.
- Downed, not dead: at 0 health you're down for 30 seconds, and allies can revive you by holding interact, with Cure Wounds or with Lay on Hands. Revivify, cast at a fallen ally's tombstone within 5 minutes, brings them back with their gear if they accept.
- Valheim-style scaling, no dice: spells and abilities grow with their skill and your level, keeping pace with vanilla gear in each biome.
- Levels gated by bosses: XP from kills and discoveries; each Forsaken you defeat raises your level cap.
- Bestiary: SRD monsters remade from vanilla creatures: bandits, goblins and bugbears, blights, dryads, regenerating trolls, specters, owlbears, mimics among crypt chests, and in the Swamp zombies, ghouls, wights, oozes, gelatinous cubes, wraiths, a green hag and more.
Install
- Install with r2modman (or another Thunderstore mod manager); BepInExPack_Valheim and Jotunn come along automatically.
- Every player, and a dedicated server if you use one, needs Icewindheim at the same version.
- New characters: choose your race in the character creator, then finish creation in the character sheet (K): class, stats and starting spells.
Controls
| Key | Action |
|---|---|
| K | Character sheet (creation, stats, spells, your 8-slot spell bar) |
| Hold ` (backtick) | Spell radial: point at a spell and release to select it |
| Left click with a staff | Cast the selected spell |
| Left Alt + left click | Cast the selected spell without a staff (healing, buffs, classes that need no focus) |
| Left Alt + 1-8 | Cast the spell in that slot of your bar |
| Z / B | Class abilities |
| H | Racial ability (for example the Dragonborn breath) |
All of these can be rebound in Valheim's own Settings > Controls.
Configuration
Balance settings are server-synced, in BepInEx/config/arcatio.tenthworld.cfg. With devcommands on, tw_selftest
runs a quick health check.
Compatibility
Icewindheim owns leveling, classes and magic, so it is not meant to be combined with other class or level systems (EpicMMO, Valheim Legends, Norse Demigods, Fifth Edition Fantasy...). Loot, building and quality-of-life mods are fine.
Known limits (early test)
- Multiplayer has had little testing so far.
- Dragonborn helmets are invisible, because vanilla helmets can't fit the dragon head. Their armor and effects still apply.
- Balance and visuals are still changing between test versions.
Credits & legal
This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.
This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.
SRD material has been adapted for a real-time video game: rules, numbers and text were changed (no dice, skill-based scaling, merged ability scores, simplified classes). Unofficial fan content; not affiliated with or endorsed by Wizards of the Coast or Iron Gate.
