
EpicValheim
Call of Ragnarok, This configuration file pack brings together a bunch of most popular mods to provide a satisfying gameplay loop and significantly extend the vanilla play time. Epic Valheim , EpicValheim , Epic_ValheimNEWS
Join our DISCORD to follow development news, submit bugs, feedback, and share your experience in general: https://discord.gg/9ZYGMzYd89
SUPPORT
Like the project? Buy me a coffee! @paypal [email protected] or patreon.com/CaptainIceblock
CHANGELOG
Epic Valheim 3.5.2
ENCHANTING:
Adjusted every enchant:
Replaced every "Add X damage of Y type" variation with a percentage based all-damage-increase
Extended most enchantments to more potential slots
Returned "OnLowHealth" enchant variations
Disabled "Glowing"
"Double Jump" moved to utility slot enchants
Removed "JumpStaminaUse" from weapon slot enchants
Epic quality of "Executioner" increased from 100% to 200%
"Indestructible" is now a legendary quality only enchant
Skyheim's runes will no longer receive enchants that do not fit rune's purpose
Maximum stat number for most enchantments increased
All rarities can now roll the highest number for a stat
Higher rarities increase the lowest number factor when rolling for the stat
It is now possible to target a particular playstyle via enchants (e.g. damage avoiding rogue)
It is now possible for a green to roll better stats than a legendary
Adjusted every unique/set legendary:
Item name will always be colored Red to distinguish from non-unique versions
Unique legendaries will always roll with 6 stats
Unique legendaries have up to three pre-set stats and will always choose near the highest number when rolling for it
Added three more enchantable items to utility slot:
Handcrafted Belt / Polished Silver Ring / Ruby Encrusted Ring
Adjusted every set item and reshuffled the following sets with different pieces:
Loki: Weapon / Helm / Cape / Ring
Thor: Weapon / Helm / Cape / Belt
Bear: Shield / Helm / Chest / Legs
Nomad: Chest / Cape / Ring / Belt
Rewritten the rarity roll percentages when enchanting:
Magic: [1, 40] / [2, 40] / [3, 20]
Rare: [2, 40] / [3, 40] / [4, 20]
Epic: [3, 40] / [4, 40] / [5, 20]
Legendary: [4, 40] / [5, 40] / [6, 20]
LOOT:
Further increased Dust droprate from all sources
All chests now have a 50% chance of an extra rune/rare item
Quality of dropped Runestones now cap at Rare - droprate from higher tier chests adjusted accordingly
All bosses will now drop one Rare Runestone
All bosses will now drop one tier-appropriate legendary
OTHER:
Blue Mushroom should now spawn only after defeating T5 boss
All the T7 creatures now serve the same faction
T7's Calm Spirit now only takes damage from Fire (previously Spirit)
T8's Ashsquito damage and health reduced
Chef's Hat is now craftable
Trader's gold cap increased to 3000, and is refreshed daily
Epic Valheim 3.5.3
GENERAL:
Removed ModifyLifeStealLowHealth
Removed AddHealthRegenLowHealth
Drastically increased ModifyArmorLowHealth - now up to 600% with perfect rolls
AvoidDamageTakenLowHealth now caps at 70-80% with perfect rolls
Increased ModifyBlockLowHealth
Increased ModifyParryLowHealth
BUG FIXES:
Armor pieces should no longer roll with Throwable and Recalling
T8's Ashsquitos and Swollen Bodies should no longer spawn in abnormal numbers
Fixed some instances where droptable allowed scaling by level where not intended
EPIC VALHEIM 3.5
Call of Ragnarok
While this is technically a modpack by definition, I made sure not to repackage other authors' works. I have great individual respect for each mod's creator, and am simply providing my own configurations/interpretations according to my own vision. You will still need to visit, download and set up each mod yourself from their creator's page, before replacing configuration files where needed. I will provide links and instructions as much as I can.
With that said - let's dive in!
GAMEPLAY CHANGES:
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Mistlands and Deep North are fully implemented, functioning as Valheim's Tier 6 and Tier 7 progression zones. Featuring its own Creatures, Food, Mineable Resources, new Weapons, Armor and Build Pieces. Those brave enough to conquer the new biomes, may even collect forsaken Offerings, and use them on the forsaken Altars to summon an ancient Spirits that lurk within.
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DIFFICULTY is ramped up. Player now has many more tools at his disposal, but the creatures scale up too. Player's ability to min-max his gear choices and approaches becomes crucial to succeed.
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EPIC LOOT brings magical enchantments to the items of Valheim, similar to any familiar RPG. By default, Epic Loot mod enables creatures of the world to have a chance to drop fully enchanted items. Epic Valheim replaces this system to instead drop Materials. Player is no longer overwhelmed by the availability of weapons and armor, and instead has to make conscious choices on which select item piece to spend enchanting materials on, or to save them up for a higher rarity enchantments.
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ECONOMY is a thing in Epic Valheim. Every creature drops gold, and many activities can be complimented with said gold drops. However, the player will not find himself sitting under piles of Coins - every cost involving decision will accomplish a certain task, so one should think wisely where to invest the hard earned gold.
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TRADER functionality greatly expanded. Nearly every item can be purchased or sold. However, the pricing for an individual item can vary greatly depending on general availability, ease of access, rarity, etc.
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RECYCLING is now an integrated gameplay element. Outgrown your old pieces? Dismantle them back into parts, and use said parts either to kickstart your new upgrades, or simply sell them for extra profit.
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LOOT frequency for every creature is rewritten. Each item drops less often, and is more valuable. No more massive stacks of everything!
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BOSS FARMING is now an integrated gameplay element. While regular creatures only drop materials, Valheim's bosses will always drop increasingly rarer quality Tier-appropriate weapon and armor pieces. Those can be either equipped, disenchanted, or recycled, ensuring that boss runs stay profitable for a long time.
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MOVEMENT SPEED is rebalanced. Mid-tier and beyond chest and leg pieces no longer slow the player down. Instead, All Leg pieces now natively grant Movespeed increase by default, up to 2% increments per Tier, up to 20% for last tier piece.
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MASS FARMING takes care of the agricultural side of Valheim. Every plantable resource can now be both planted and collected as multiple pieces.
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BETTER RAIDS expand the vanilla raid experience with extra tiers, adding new and exciting events to your base defense.
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VITALITY SKILL adds natural character scaling into the lategame, without only depending on the gear. Now as the player naturally progresses throughout the game, his fitness level will rise, and with it raw Health, Movespeed, Stamina, etc.
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SPELL SYSTEM: Skyheim mod adds a bunch of craftable weapon-like runes, with effects such as healing, stat augmentation, crowd control and others. Compliments the combat system very well, and from 3.2 onward, Skyheim is deeply integrated in Epic Valheim's loot and difficulty ecosystem.
SUMMARY
All of the above combined, create unique experiences where player has many dynamic paths on how to progress to a particular goal:
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Player A might be a bloodthirsty barbarian, equipped with the best gear, venturing out to the wild every morning to collect as many trophies as he can. During those adventures, he will naturally collect the resources needed to upgrade his gear, and also to summon and defeat Valheim's bosses. Tier progression is mainly done via fighting.
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Player B might not be decked out in latest shiny armor and weapons, or is simply too tired from battle. He will carefully choose his fights, avoiding the harder encounters, but will gladly stop by a resource from time to time, to extract the goods. After utilizing whatever resources he needed for his gear or base improvement, he will exchange the rest to the trader, to either buy materials for upgrades, or to summon and defeat the bosses. Tier progression is done via a mix of fighting and farming.
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Player C might be a natural pacifist, set on to create the best Viking establishment he possibly can. With creature slaying being his last priority, he will gladly relax spending time around his base, tending to his animal farms, plant fields and beekeeping corner, later selling the yield to the Trader in exchange for more exotic parts. Eventually, he will also purchase materials required to summon the bosses, dust off his trusty gear, and slay the mythical creatures for glory, before returning to his agricultural lifestyle. Tier progression is mainly done via farming.
DEVELOPEMENT ROADMAP
Full changelogs for each 3.3.X gameplay adjustments are listed in our Discord. As for the major 3.X releases:
- [COMPLETE] Tier 6 release
- [COMPLETE] Tier 7 release
- [COMPLETE] Tier 8 release
- Full Tier 9 release
INSTALLATION
Auto
Use R2MM Mod Manager (Don't use Thunderstore Mod Manager)
Manual
Download the Zip. Open it up and Drag the contents into your profiles(Mod Managers) or main installs (Manual), BepInEx folder and overwrite when asked.
Thunderstore Mod Manager Profile Location:- C:\Users\USER_NAME\AppData\Roaming\Thunderstore Mod Manager\DataFolder\Valheim\profiles\PROFILE_NAME\BepInEx.
R2MM Profile Location:- C:/Users/USER_NAME/AppData/Roaming/r2modmanPlus-local/Valheim/profiles/PROFILE_NAME/BepInEx.
Every mod in this list should be compatible with one another, however I cannot guarantee the same function in multiplayer, or when mixed in with other mods outside of the list. Experiment at your own risk.
FINAL NOTES
- Balance changes for the new biomes and its related items will be frequent and plenty. Feel free to discuss what you've found too strong or too weak in the Discord channel or Nexus posts tab.
- To kickstart Tier 6, you will need the item drop from Tier 5 boss, and a new material found by breaking down certain roots.
- Final tiers should be brutal both environmentally and monster-wise. Prepare with the best food, resistance potions, and aim to have relevant-tier equipped weapons and armor before progressing further. Rushing through those last tiers is not the design goal, so if needed, required balance changes will be made.

