Norns
Mage, Berserker, six endgame paths, 42 runes, custom gear and eight languages — built multiplayer-first.Changelog
2.0.0
First public release. The exact release source was validated in game as
v2.0.0-beta.7 and promoted unchanged to production.
Breaking: the major-version bump makes every 1.x beta client and server
incompatible. The server and every player must update together. Character
progress remains stored on the character.
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Ships the complete Mage and Berserker progression: fifty levels, five core abilities, three level-50 paths per class and a full five-spell replacement roster plus Final Thread for every specialization.
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Ships the complete seven-tier rune system: 42 class runes unlocked from Eikthyr through Fader, with one Major and two Minor slots, permanent carving, boss-gated recipes and server-controlled rune power.
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Ships English, Italian, French, German, Russian, Chinese, Japanese and Korean localization, switchable at runtime independently from Valheim's language.
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Removed the final developer-only Fury lock and free-rune shortcuts. F7 remains the intentional player-facing HUD and keybinding editor.
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Moved the local language selector to
[General] Language, where it appears at the top of the configuration. Existing selections intentionally reset to the defaultAutoonce because BepInEx keys include their category. -
Reworked the Ravager's opening chain. Eviscerate is now a decisive single-target wound; Flensing Storm applies a weaker, longer area wound; Maim refreshes the profile already on each victim instead of flattening both wounds into one.
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Reworked the Warlord's offensive orders. Sundering strikes and plants its standard at an aimed point. Muster keeps Rally and Warding around the commander, then orders a targeted assault whose damage grows with nearby allied players and Warband's Oath spirits. The Warlord always counts as the first member.
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Fixed conditional elemental rune riders being applied outside their condition. Rider conditions are now preserved and resolved once per frame before damage.
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Added dedicated authored VFX and audio signatures for Eviscerate, Maim, Sundering's impact and Muster's assault.
1.6.0
Runes reach every biome, and Norns now speaks eight languages. The minor bump makes older clients and servers incompatible — everyone must run this build.
Runes: all seven tiers
- Moder, Yagluth, The Queen and Fader now carve runes too: 24 new ones, three per boss per class, bringing the roster to 42. Every biome with a boss has a fork in it now.
- Runes cost more, and they cost the right things. Every recipe is one signature item plus three bulk materials. A major rune costs the boss trophy of its tier — the global key only says the boss fell once, so taking the major means going back for a second kill instead of emptying a chest. Minor runes ask for a trophy from a creature of the same biome, or a drop you have to go looking for: Wraith chains, Abomination root, amber pearls.
- Minor runes now build around your major, instead of stacking unrelated percentages. Tier 5 rewards fighting hurt (below 50% health), tier 6 rewards staying whole — or, for the Berserker, riding high Fury. A conditional rune is worth more than a flat one, but only inside its window.
- Elemental runes let you pack for the trip. Frost, fire, lightning, poison and blunt riders add a share of every blow or ability as that damage type. Take blunt into a crypt and frost to the Plains.
- Six new major behaviours: Rime Chain (every ability chills), Dawnbreak (your opener is instant and free), The Cup (every third ability is free), Seed of Embers (a killing blow leaves you at 1 health instead), Hailbound (blows no longer break your channelling and each one cuts every cooldown) and Pyre (enemies you kill in melee burst into flame).
- Thornstrike counted targets instead of swings. One wide swing into four enemies filled its four-hit counter by itself, so it fired on every single blow in a crowd — four times the intended rate, damage included. It now counts swings, and its burst is its own small shockwave on the enemy you hit rather than the full War Cry detonation on you.
- Rune costs across the first three tiers were raised as well, on beta feedback that they felt cheap.
Eight languages
- Eight languages: English, Italian, French, German, Russian, Chinese, Japanese and Korean. Every line the mod shows you is translated: ability names, flavour, tooltips, runes, items, buildables, status effects, combat messages and all five panels. English remains the source language and the fallback for anything a translation misses.
- The language is a Norns setting, not the game's. It lives under
[General] Languagein the config and only affects Norns, so you can play Valheim in English and read your abilities in Italian.Autofollows the game's language and is the default. It is per player and is never sent to the server: two people on the same world can read in two different languages. - The setting applies immediately. There is no need to restart the game, and changing it will not disturb anything else.
- Names are translated too, not just descriptions. Be aware of the consequence in multiplayer: two players set to different languages will see different names for the same ability, so agree on one before comparing notes.
- Russian, Chinese, Japanese and Korean fall back to a system font inside the Norns panels. Valheim's own fonts cover the Latin alphabet only, so without this those languages would render as empty boxes. Those panels lose the Norse look and gain legibility, which is the right trade.
- The BepInEx config file is now entirely in English, including the descriptions that were still in Italian. It is read by whoever administrates a server.
No existing ability, number, cooldown or multiplayer rule was touched by the translation work itself.
The seven non-English translations have not been reviewed by a native speaker. If a line reads badly, is cut off, or says something the ability does not actually do, please report it with a screenshot.
1.5.0
Adds runes: a second axis of progression alongside class and thread. The minor bump makes older clients and servers incompatible — everyone must run this build.
- New station: the Runesmith's Anvil. Built from the hammer for 30 Stone, 20 Wood, 10 Flint and 2 Hard Antler. The Hard Antler is deliberate — it drops from Eikthyr, the same boss that unlocks the first runes, so the bench becomes available exactly when there is something to carve on it.
- Three runes per biome boss, per class: one major and two minor. You set one major rune and two minor ones, so every boss is a fork rather than an increment. Runes are named after the Elder Futhark, and each one carries its own glyph.
- This build covers Eikthyr, The Elder and Bonemass — eighteen runes across the two classes. Moder, Yagluth, The Queen and Fader follow in 2.1.0.
- Runes are knowledge, not items. Carving one costs materials once and is remembered by your character forever: you cannot drop it, lose it on death, or leave it in a chest. Setting and unsetting is free, so trying a different loadout is never a commitment you have to pay for twice.
- Two crafts, two places. The smith makes them, the Norns decide what you become: you carve runes at the Runesmith's Anvil and set them under the new THE RUNES tab of the Codex, which turns interactive only at the Shrine. Opened with the codex key it stays read-only, exactly like changing class.
- Setting a rune is a drag, the way the inventory works: pick a carved rune and drop it on one of the three settings, or click once to take it and once to place it. Hovering any rune tells you exactly what it does.
- Recipes unlock from the world's boss keys, exactly like vanilla progression. A rune you have already carved keeps working on a server where that boss is still alive — what you have learned is yours.
- Minor runes tune damage, cost, cooldown, cast time, radius, armour, regeneration and Fury. Major runes change how the kit behaves instead of adding a percentage: an ability's first target struck twice, casts that shorten every other cooldown, a ward that answers each cast, every fourth melee hit bursting outward, damage that grows as your health falls, and a bargain that pays Fury costs in blood.
- Cooldown and cast-time tooltips now report the rune-adjusted number. A tooltip that lies is worse than no tooltip.
- New server-side setting
RunePowerMultiplierscales the numeric rune bonuses.
1.2.0
Rebuilds the Berserker around tester feedback and gives every level-50 path its own five abilities. The minor bump makes older clients and servers incompatible: everyone must run this build.
- Reworked Wrathbound into three continuous effects instead of one. Physical melee damage now runs from -10% on an empty Fury bar to the level maximum when full, movement speed rises to +15%, and past 50 Fury health and stamina recover faster.
- Fixed Fury favouring fast weapons. It is credited per hit, so dual wielding generated far more than a two-handed weapon at the same damage output. Two-handed weapons now gain 35% more, one-handed 22% less. Fury from taking hits rises from 4 to 10 as a floor, and decay is halved.
- Rebuilt War Cry as the opening move of the kit: no damage, no Fury cost, 50 Fury gained and a stagger within 8 m on a 30 second cooldown. The first three techniques used to replace one another rather than serve different purposes.
- Rage Unbound is instant. A 1.5 second interruptible channel made it unusable in the exact situation it exists for. It now erupts on activation for blunt damage and heavy stagger within 6 m, on a 120 second cooldown.
- Bearskin is the tank technique. Alongside the damage reduction it now pulls the attention of everything within 12 m onto you and regenerates health.
- Warband's Oath calls three fallen warriors for 12 seconds instead of granting a damage reduction. They cannot be killed, barely wound, and drag enemies onto themselves.
- Earthshatter lands where you aim. The target was the first point the camera ray touched, so aiming slightly down in melee dropped it two or three metres away and the leap looked purely vertical. Maximum range is now 16 m, and the dive brings the weapon down with it.
- Executioner's Wake trades base damage for execution: less against a healthy enemy, far more below 50% health.
- Added complete rosters for all three Berserker paths. Ravager opens wounds and multiplies them, Jotunn holds ground and moves enemies instead of chasing, and Warlord plants standards that create zones for the whole warband.
- Every Berserker order also affects the Warlord, so the path stays playable alone. Standard bonuses reach allies of any class through vanilla stat effects, so a Mage inside a Rally Standard genuinely deals more damage.
- Staying on the base kit is now a real choice at the Shrine, and it can be taken back at any time.
- Rebuilt the Codex as a single thread running from level 1 to 50, lit as far as you have come. Abilities sit at the level that unlocks them, and the passive is the first link instead of a separate box.
- Rebuilt the Shrine as the Well of Urd: a well ringed by three unequal stones, one for each Norn, with a carved idol rising from the water and the three threads running from its hands.
- Fixed buffs that worked but could not be seen. Status effects without an icon occupy an empty slot in the vanilla list, and several Warlord and Jotunn effects had none.
- Reworked the sound of Rending Blow into a roar, deepened Bloodstorm into a heavy swing, and lengthened Executioner's Wake.
1.0.0
Original public-release milestone used during the closed beta. It established the Mage and Berserker foundation and made the earlier beta line incompatible.
- Retired the experimental Archer before public release. Beta characters that had selected it are returned to mandatory class selection, while their old Archer save keys remain reserved and inert instead of being reused.
- Removed every developer diagnostic hotkey from the runtime. F7 remains the intentional player-facing editor for the ability bar and its bindings.
- Fixed false damage interruptions shared by Rage Unbound and every channelled
ability. Channels now react only when owner-authoritative
RPC_Damagecauses actual health loss; food decay and maximum-health adjustments are ignored. - Fixed every Mage release gesture so it cannot also fire the currently equipped staff attack, including Trollstav projectiles during raids. Single-player Esc pause now freezes and shifts all six persistent cooldown expiries.
- Reworked all three level-50 Mage paths into playstyles. Void shares movement, jump and fall protection and slows with every Norns hit; Blood spends health, scales with Blood Magic and fights beside a life-draining Sanguine Familiar; the Necromancer trades higher Eitr costs for faster, wider spellcasting and raises the dead to fight in its place.
- Each level-50 path now replaces all five standard spells with a roster of its own, not just the first slot. Every thread keeps its own icons, cast palette, projectile behavior, audio signature and impact.
- Expanded Void Mage into a complete post-level-50 roster. Void Blink now moves the player immediately without entering Valheim's delayed teleport/fade state. Void Rift cuts and slows beneath a broad star-filled cosmic wound, Time Dilation keeps its visible animated clock, and Void Portal opens a public 60-second route to the caster's bed through a dark, counter-rotating violet vortex while obeying vanilla portal restrictions. Void Bolt is a camera-facing sphere of void with a dark heart, a narrow lilac corona and its own collapsing sound signature; Black Hole remains the sixth Final Thread.
- Void Rift now stays open for five seconds, beats six times and drags nearby enemies into the wound instead of striking once. Void Bolt and Void Rift no longer use spirit damage, which only harms undead and left them doing nothing at all against ordinary creatures. Void Portal is a filled violet vortex with a crystalline shard fringe rather than a bare outline.
- Renamed Emberbolt to Fireball. It now has a 1.15-second interruptible staff cast with synchronized charge/cancel cues before releasing its authored spherical inferno projectile; damage, cooldown, cost and arrival timing are otherwise unchanged.
- Rebuilt Frost Nova as an authored eight-metre glacial fracture: a central snowflake knot, low radial ice lances, a broken damage front, perimeter splinters, cold mist and settling rime replace the stacked vanilla rings.
- Rebuilt Blood Harvest as an authored sanguine rite. A hand-bound cast flows into twelve dark, fixed terrain-projected blood patches, an icon-derived central sigil, five synchronized inward heartbeats and brief target tethers; the oversized procedural neon pool, rotating ground disc, vertical walls and primitive heart orb are fallback only. Static blood uses a dedicated bundled ground shader so its organic silhouette and restrained wet edge remain readable without neon. A broad original RGBA puddle now owns the central silhouette through twelve terrain-normal mesh lobes in three organic variants; connector lobes, a softer wet rim and heartbeat-synchronized sheen remove separated repeated islands and the graphic red outline. Twelve edge patches and the sigil remain subordinate.
- The Dark Mage is now the Necromancer, in necrotic green. Its roster is Wither Bolt, Raise Dead, Corpse Bloom, Grave Chill and Death Sentence, closing with Army of the Dead as its Final Thread. Risen thralls are real networked servants with their own owner, damage and lifetime: they follow you, fight, are never targeted by your own area spells and crumble when their time runs out, up to six at once. Grave Chill curses a twelve-metre area for sixteen seconds, and a condemned enemy detonates when it dies. Chaos Bolt and Dread Veil were retired with it.
- Added the complete Blood Mage roster: Blood Bolt marks prey, Hemorrhage opens a frontal cone of bleeding wounds that heal you as they tick, Sanguine Chains drains up to four enemies at once, Crimson Bulwark spends your own health for a barrier worth far more than it costs, and Rupture bursts everything you marked or made bleed. Blood Harvest remains its Final Thread.
- Completed the Berserker's visual language: War Cry, Bloodstorm, Bearskin, Rage Unbound, Executioner's Wake, Earthshatter and Warband's Oath are now authored Unity prefabs built from dust, earth, stone, blood, hide and ember instead of runtime lines, rings and cubes. Damage, cooldowns, radii, resources and network authority are unchanged, and the previous effects remain as fallback.
- War Cry now reads as a detonation: a compact flash opens into a pressure wave that crosses the full eight-metre radius, throwing earth and debris, with dust as the consequence rather than the effect itself.
- Bloodstorm is now a continuous blade vortex around the character, dense for the whole spin, with its three gameplay pulses widening the disc.
- Bearskin is a heavy pelt worn on the shoulders instead of stacked rings, and Rage Unbound is wrath rising off the body with a slow heartbeat and scorched footing.
- Earthshatter separates dive and impact: compressed air and a landing omen during the plunge, then a dome of dust and stone with ground fractures, debris and settling haze on landing.
- Warband's Oath passes once across the field, then leaves a discreet golden guard on each protected player, decided locally by every client.
- Each Berserker ability now has its own synthesized audio signature instead of a single shared tone: a shout, three weapon passes, a falling pelt, an eruption with heartbeat, a metallic cut, a rock impact and a low oath horn.
- Rebuilt Uruz Cleaver as a Unity-authored model matching its item icon: a dark double-bit head with two unequal bright edges, a crimson rune set in a diamond socket, cord wrapping along nearly the whole haft, a pronounced butt and a swinging bone charm. The blade has real wedge thickness and knapped flat-shaded facets. Stats, recipe, attacks and networking are unchanged.
- Fixed the Uruz Cleaver being held the wrong way round when equipped.
- Fixed Bearskin covering the character: its pelt layers were large enough and opaque enough to hide armour and body, and its warm haze rose above the head.
- Rebuilt Apprentice, Runic and Seidr Staff as three Unity-authored equipment prefabs instead of recolors of one procedural cage. They now use an ember reliquary, asymmetric frost antler and black-metal fate loom silhouette, original lit materials and restrained elemental idle layers without changing item stats, recipes, attacks or networking. The first equipped-client review led to a restrained polish pass: readable non-white core facets, a bronze ember vein, a much more asymmetric side-tined Runic antler with non-emissive rime, and old-gold Seidr runes with less neon fog.
0.4.0
Development build. The minor bump makes previous beta clients and servers incompatible with this version.
- Added the Berserker as a second complete class, with a permanent level-one passive, five core abilities at levels 10/20/30/40/50 and three level-50 specializations selected or changed only at the Shrine.
- Added the dedicated Fury bar. Effective melee damage dealt and hostile damage received build Fury, which increases physical melee damage and fuels every Berserker ability. Fury fades after five seconds outside combat and resets on death, relog or character change. The HUD bar now uses a high-contrast 16-pixel body, quarter marks and an explicit current/maximum value for combat readability.
- Fury from dealt damage is owner-authoritative in multiplayer: the single peer that owns the target measures post-resistance health loss and credits the attacking Player through a compact routed RPC. Immune hits and duplicate witnesses cannot generate Fury.
- Added Rending Blow, War Cry, Bloodstorm, Bearskin and Rage Unbound. Rending Blow now raises the weapon into a crimson beam from the sky before empowering the next strike. Bloodstorm performs three real character rotations using the equipped weapon's primary animation while a blood vortex follows the hand. Bearskin replaces the old lethal-save design with 40% damage reduction for twelve seconds. Rage Unbound remains the full-Fury capstone with doubled passive power and healing based on actual melee health loss.
- Added Ravager with Executioner's Wake, Jötunn with Earthshatter, and Warlord with Warband's Oath. The Warlord protection is applied locally by each nearby player, preserving multiplayer ownership while reducing incoming damage.
- Executioner's Wake now turns toward the aim, plays the equipped weapon's primary attack animation and reveals three frontal crimson crescents before its delayed cleave damage lands.
- Earthshatter now follows a guided 15-metre-high arc toward the cursor, then accelerates into the selected point as a crimson meteor. Only landing resolves the ability, using Yagluth's original meteor impact over terrain-following cracks, a shockwave and ballistic stone fragments; the spell cancels only its own fall damage.
- Executioner's Wake and Bloodstorm now start a genuine vanilla weapon attack state for animation. Norns suppresses its native melee/area damage and refunds animation-only stamina, leaving only the authored ability damage.
- Fixed Fury not increasing from hostile damage received. The local owner now
measures effective health loss once around the authoritative
RPC_Damage, after armor, resistances, Bearskin and Warband mitigation. - Berserker abilities now require a two-handed melee weapon and spend Fury instead of Eitr. The semantic gate accepts compatible modded weapons and dual-wield sets while excluding one-handed, ranged and magical equipment.
- Added Uruz Cleaver, an early two-handed flint great axe crafted at a level-one Workbench. It uses Battleaxe only as a technical animation/network skeleton; its restrained stats, painted icon and flint/wood/bone 3D model are original.
- Refined Uruz Cleaver after its first in-game pass: the oversized flat-black blades are now smaller and jagged, with real thickness, chipped raised edges, contrasting flint facets, cracks, visible leather/bone bindings and a proper Uruz rune engraved on both faces instead of the placeholder Y-shaped mark.
- Rebuilt its proportions after the second visual test: the shaft is roughly one third as thick, torus-like bands are now tight leather spirals, the head is shorter and narrower, bone wedges radiate from the socket, and independent lit procedural textures keep wood, flint, leather and bone readable outside direct light.
- Added Berserker integration to mandatory class selection, the Class Codex, specialization controls, the six-slot HUD and the persistent shared cooldown of the final slot.
- Added a painted Berserker portrait and eight original painted ability icons, plus class-specific crimson, stone-blue and oath-gold runtime effects and layered spatial audio.
- Added confirmed class changing at the Shrine. XP, levels, milestones and specializations are stored independently per class; returning resumes the saved thread, while a new class starts at level 1. Slot cooldowns remain shared.
- Added a one-time migration that assigns legacy global XP and milestones only to the character's current class, preventing accidental duplication.
- Rebuilt the Shrine as a 5.2 by 4.1 metre monument with a two-tier foundation, a 5.7 metre arched loom, enlarged Elder monolith, buttressed posts, stronger grounded torches and collision fitted to the new silhouette. Its recipe is now 60 Stone and 30 Wood.
- Added painted vanilla status indicators and countdowns for Rending Blow while armed, Bearskin, Rage Unbound, Warband's Oath, Runic Ward, Fall of Ragnarok, Black Hole, Blood Harvest and Dread Veil. Instant attacks remain outside the status list.
0.2.0
Development build. The minor bump makes 0.1.x clients incompatible in multiplayer.
- Added three level-50 Mage specializations chosen at the Shrine: Void Mage with Black Hole, Blood Mage with Blood Harvest, and Dark Mage with Army of the Dead.
- Mage spells now require an equipped Elemental Magic or Blood Magic staff, including compatible modded staves. Removing it interrupts a channel without consuming Eitr or starting the cooldown.
- Added Apprentice, Runic and Seidr Staves to carry Mage weapon progression through the Black Forest, Mountains and Plains. Each has a biome-appropriate recipe, four upgrades, a restrained elemental attack, an original painted icon and a fully custom procedural 3D model instead of a recolored vanilla staff.
- Refined the first in-game staff pass with much slimmer shafts, narrower crowns, finer runes and a full-length Seidr silhouette. Removed inherited particle billboards and fixed console errors from sampling non-readable vanilla meshes.
- Black Hole creates a six-second singularity that repeatedly damages enemies and pulls them inward with owner-authoritative multiplayer physics.
- Blood Harvest drains nearby enemies in five pulses and restores part of the life taken to the caster.
- Army of the Dead summons five networked allied skeletons that follow the caster for sixty seconds, scale with world progress and retain a networked expiry even when ownership changes. Their damage now contributes kill XP to the summoning Mage through the summon owner stored in the ZDO.
- Rebuilt progression around a deterministic vanilla enemy catalogue. Rewards now scale with native tier, health and stars, while dangerous glass cannons receive explicit threat values and obsolete tiers fade more quickly.
- Excluded training dummies, summons, boss appendages, neutral Dvergr and bred juveniles from XP. Multiplayer credit now requires 2% effective damage or the killing blow; every valid participant still receives the full cooperative reward.
- Reduced the level-50 curve to 97,943 XP and redistributed boss and exploration milestones across the campaign so the midgame is less grindy without skipping Mistlands and Ashlands combat. Kill and milestone rates are separately configurable.
- Fixed pure fire, spirit and poison damage losing kill attribution when Valheim converts the original hit into damage-over-time ticks. XP rewards now rise and fade above the character in grey, green or gold based on their amount, merging rapid multi-kill rewards into one readable popup.
- Cooldowns now persist on the character across relogs and world changes.
- Blood Harvest heals from health actually lost and exposes its per-pulse cap; Runic Ward no longer grants an undocumented health-regeneration multiplier.
- Added a sixth independently rebindable ability slot, defaulting to Left Alt + 6, plus specialization status and selection controls in the Codex.
- Added three hand-painted specialization icons, dedicated effects, staff animations and layered spatial sounds.
- Refined the Codex layout, reshaped Black Hole into a ground-bound gravitational well, and replaced Blood Harvest's boundary ring with a terrain-conforming, dark-crimson blood pool.
- Rebuilt the Class Codex as a rune-book spread: identity and specialization are isolated on the left, while all six spell threads remain visible in a 2x3 card grid with no scrollbar. The unchosen specialization keeps a dedicated Final Thread card instead of disappearing.
- Increased Runic Ward's visual and owner-authoritative repulsion radius from three to 3.8 metres. Both now use the same value, keeping the visible shell and physical boundary aligned while leaving the Ward damage-free.
- Simplified the Shrine to three fate strands braided around the Elder monolith, added two physical torches and increased their night-time illumination.
0.1.0
First development version. Not released.
- Mandatory class selection on first entering the world; the panel blocks input until a class is chosen and the choice is permanent.
- Level system up to 50. Experience from kills (broadcast so every nearby player in a multiplayer session is credited) and from milestones: seven bosses and nine biomes, each claimable once per character.
- The Mage: the
Seidr Bloodpassive from level 1 — a personal Eitr reserve that grows with level, no Mistlands food required — and five spells at levels 10 (Fireball), 20 (Frost Nova), 30 (Arc Lightning), 40 (Runic Ward) and 50 (Fall of Ragnarok). - HUD showing class, level, experience, five ability slots and a cast bar.
- Added an in-game HUD editor: press F7, drag the ability bar, resize it with the mouse wheel, rebind each of the five complete shortcuts or reset everything. Position, scale and bindings persist locally.
- Hand-painted icons for every Mage spell, shared by the HUD, class choice and Codex, plus a new official Norns package icon.
- Layered spatial audio for every spell: verified Valheim casting and impact sounds over a quieter procedural Norns signature, including separate launch and impact beats for Fireball and every stage of Fall of Ragnarok.
- Each Mage spell now uses a fitting native staff animation. Channeled spells hold the staff charging pose, release on completion and abort when interrupted.
- Spell effects now combine Norns' rune geometry with verified local Valheim particles for fireball impacts, frost nova, lightning, ward and fire rain.
- Frost Nova is now a single ice detonation instead of layered procedural rings, and Arc Lightning no longer plays a redundant charging pose before release.
- Runic Ward is now a single iridescent protective bubble: a bright aurora rim, a glass-like membrane, drifting motes, crystal accents and sparse engraved runes. It physically repels enemies crossing its three-metre boundary, using Valheim's native pushback, owner-authoritative in multiplayer and without adding damage.
- Fall of Ragnarok now opens the sky over a ten-metre area and rains down twenty overlapping firebolts, each with its own warning, trajectory, local explosion and damage, replacing the former single meteor.
- Added the buildable Shrine of the Norns for 20 Stone and 12 Wood. Its layered stone plinth, arched darkwood loom and Elder monolith form a ritual structure with a painted hammer icon and a Class Codex interaction.
- Server-enforced balance settings: separate kill and milestone experience multipliers, damage multiplier and a switch for milestone experience.


