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Clan Wars Field Manual

Join the Clan Wars community on Discord: discord.gg/zBCHYPvbHZ

Everything you need to found a clan, claim a base with a Clan Ward, scout and raid your rivals, run caravans between allied halls, chase the Odin-Sent Relics and settle scores one on one in the moshpits. Press F6 in game to open the clan panel - everything is done there, on the War Map and in chest windows.

Contents: Before you join · Founding a clan · Clan colours · The clan panel · Who you can fight · Ranks · Alliances · Clan Wards & bases · Clan Outposts · Finding bases & Scout Ravens · Raids · Breaking in · The War Map · Trade · Odin-Sent Relics · Moshpits & battles · Death & respawning · For server owners


Before you join

What you need installed

Mod What it is
BepInEx (BepInExPack Valheim) The mod loader. Nothing else works without it.
Valheim Plus (Grantapher) Optional. An extra balance layer some servers add. Clan Wars does not need it and works fully without it. A server that runs both should check the Valheim Plus Conflict Sheet in the download's docs folder.
Clan Wars Exactly the server's version - any other is turned away.

Your game must also be the same Valheim version as the server. The easiest way to get everything right is Thunderstore Mod Manager or r2modman: make a profile, install BepInExPack Valheim and Clan Wars from the mod list - adding Valheim Plus only if your server asks for it - and always start the game with Start modded from that profile.

Checked at the door. The server checks your mods while you connect, before the world loads. A game without Clan Wars, or with a different version, is turned away.

Fresh characters only

Nobody walks in with a head start. The first time a character joins the server it must be fresh:

  • nothing in its inventory beyond the starting rag tunic and torch,
  • no forsaken power,
  • no skill trained above level 1.

From then on the character belongs to that server. The server remembers what it has as you play, and if it comes back with gear, a better piece, a forsaken power or higher skills than it left with - earned in another world - it is turned away.

Nothing is ever taken. A character that is turned away is never changed: you are back on the main menu, with the reason in the error box. Make a new character for the server, and keep the old one for your other worlds.


Founding a clan

Press F6 to open the clan panel. On the Roster tab, fill in a tag - 2 to 5 letters or digits, unique on the server, shown in front of every member's name - and a full name, then press Found clan. You must also pick your clan colour before the button will work - see below.

You are now the clan's Leader. Press Invite and the panel lists every clanless player online - click one to invite them. They see the invitation on their own Roster tab with Join and Decline.

4 players per clan, every rank counted
3+ Clan Wards per clan, one more for every Ward you capture
3 trade posts per clan
3 Scout Ravens per clan

An invitation does not hold a place: whoever accepts first fills it, and a full clan takes nobody new. The Roster shows Members X / 4 and Clan Full.


Clan colours

Every clan flies one of fifteen colours, and no two clans on a server may fly the same one. The founder picks it on the Roster tab when the clan is made: the whole palette is shown, and a colour another clan already flies is greyed out and cannot be taken.

Oxblood Ember Amber Moss
Pine Verdigris Sky Woad
Indigo Heather Plum Rose
Bone Iron Charcoal

They are deliberately muted - weathered dyes rather than bright paint - so they sit in Valheim's world instead of on top of it, and they are kept far enough apart to tell one clan from another across a field.

Your colour is how you are known. You wear it on your cape and shield, which carry it outright, and on your armour, helmet and weapons, which carry it while still looking like the metal and leather they are made of. Your Clan Wards fly it over the land you hold, so you can see whose ground you are standing on - capture a base and its Ward turns your colour.

The colour belongs to the player, not the item. Two vikings in the same armour from different clans look nothing alike, and a shield you take from a rival carries none of their colour. Leave your clan and you look like everyone else again.

Changing colour. A Leader can change the clan colour whenever they like with Change on the Roster tab. The old colour is freed for another clan the moment the new one is taken.

Relics keep their own look. An Odin-Sent Relic is never recoloured, whoever carries it. Nor are beards.

Clans made before this update keep working and simply have no colour until their Leader takes one from the Roster tab. Only colours nobody else flies are offered.


The clan panel

F6 opens and closes it - from the inventory too - and so does the Open Clan UI button beside your inventory; Esc closes it without opening the game menu. While it is open your Viking holds still and the inventory stays shut. The mouse wheel scrolls a long list. Every button asks the server, which decides - there are no chat commands. Logs and Rules sit beside Close; the rest are tabs across the top.

Tab What it shows
Roster Members with rank and an online dot. Invite, promote, demote, kick, leave, disband; invitations waiting for you.
Diplomacy Your allies, alliance offers to accept or reject, and every other clan on the server.
Trade Your trade posts, open routes with distance and caravan time, live offers and counter-offers, and every caravan: In transit, Waiting for space or Delivered.
Bases Your named Wards (officers rename them here) and Outposts, the allied Wards and Outposts you know, by ally, and the raid under way with its clock and capture. Every one has View on War Map.
Enemies Every enemy Clan Ward and Clan Outpost Flag your clan has found, whether its defenders are there, and View on War Map to open it with the raid button.
Odin Relics Every relic's state and protection countdown, each boss's rewards and cooldown, and View on War Map.
Battles Challenges waiting for your answer and accepted battles with Commence. At a moshpit's Vegvisir, everyone online to challenge, with a search by name.
Logs The Trade Log (the clan's last 150 entries), the Raid Log (the last 200 raids), your own Battle Log and the Boss History, newest first. A delivered caravan stays on the Trade tab for 15 minutes, then only in the Trade Log.
Rules Every rule set explained - clans, combat, territory, raids, Scout Ravens, trade, relics, battles and characters - with the numbers your server actually uses.

Who you can fight

Your clan tag decides who can hurt you. Names above heads and in chat are coloured by where they stand with you: green your clan, blue an ally, red a rival, grey no clan.

They are… Your blows Detail
Same clan Do nothing No damage, no stagger, no knockback. Arrows fly straight through them.
Allied clan Do nothing The same protection, for as long as the alliance stands.
Another clan Land Nobody needs Valheim's PvP toggle. Different tags means war.
No clan Depend The vanilla PvP toggle decides: you can hurt each other only if both have it on.

How hard players hit. A blow one player lands on another hits exactly as hard as in Valheim. A server can multiply it, fire and poison left burning included; armour and resistances always work first, so good gear still protects you.

The spawn is a sanctuary. Within 50 m of the world spawn nobody can harm anybody, and no blow crosses the edge in either direction - you cannot be shot at from outside it, and you cannot strike out from inside it. A dark metal dome, lit from within by a soft golden light, rises over the stones to show where the peace ends; walk straight through it.

Tames. A tame or summon cannot strike into or out of the spawn sanctuary or a shielded camp, or break anything on a clan's land. Otherwise only player-against-player blows follow your clan: a clanmate's tamed wolf, a trap or a falling tree can still hurt you.


Ranks

Three ranks, each able to do everything the one below can.

Rank Can do
Member See the roster, watch Ravens and raids, leave the clan.
Officer Invite and kick; set trade posts, open routes, make and answer trades; send Scout Ravens; start raids; rename Wards.
Leader Promote and demote, make and break alliances, disband the clan.

There is only ever one Leader. While a raid is on, nobody in the two clans - or their allies - can leave, kick or disband.


Alliances

An alliance stops your members hurting each other, lets allies help capture a Ward in a raid, and is the only way to open a trade route. Both Leaders must agree: one offers on the Diplomacy tab, the other accepts or rejects it.

Breaking an alliance takes effect at once: protection ends, routes close, and goods in escrow go home as a returning caravan. Two clans in a raid with each other cannot ally until it is over.


Clan Wards & bases

A Clan Ward - a blue Ward, twice the size of the personal one, free to build from the Hammer - claims 150 metres around it for your clan. It is always on and belongs to the clan, not to whoever built it: every clanmate is on its list, and its hover names the clan. An ordinary Ward stays a personal, vanilla Ward.

Where a Ward may stand

305 m from another of your clan's Wards
505 m from any other clan's Ward, allies too
200 m from the world spawn, every boss altar and every trader

Nor may a Ward stand with its land under a moshpit's shield. The server checks every new Clan Ward against every Ward in the world and takes down one that is too close. You are told the rule - never where the other Ward is.

How many Wards

Your clan may hold 3 Clan Wards to begin with. Every Ward you capture in a raid raises that limit by one, and every Ward you lose lowers it by one - never below 3, and with no ceiling. The clan panel shows your Wards against your limit. A Ward past the limit stands but claims no land.

What a claim protects

Inside the claim, anyone outside your clan - allies included - cannot:

  • build, take down pieces, dig or level the ground;
  • open chests, doors, portals and the like;
  • claim a bed (a bed someone already holds stays theirs);
  • damage anything - except in a raid on that very Ward.

Workbenches and crafting stations work only for the clan whose base they stand in, and its allies. Monsters still attack bases as the game intends. When the claim turns someone away, the Ward's shield flashes across the whole claim.

Each Clan Ward also has a five-slot store that takes only feathers - use the Ward to open it. That is what your Ravens fly on.


Clan Outposts

A Clan Outpost is a camp your clan holds away from home. Raise a Clan Outpost Flag - free, no crafting station, known to every clan member - and it claims 60 m that only your clan may build on.

How many 3 for every Clan Ward your clan holds
How much fits 200 pieces, counting whatever already stands there
Distance from your Wards 350 m
Distance from a rival's Ward 210 m
Distance from the world spawn, boss altars and traders 100 m
Capture zone 20 m
Capture time 3 minutes of control
Raid length 25 minutes, shield included
Shield 5 minutes from the start of a raid

A camp holds its ground the way a base does. Outsiders cannot build on it, take it apart, open its chests, claim its beds or use its crafting stations, and the Flag flashes when it turns somebody away.

Camps are found like bases - by Scout Raven, or by walking within 200 m - and raided like bases, with three differences:

  • Somebody from the camp's clan must be online - anywhere on the server, not near the camp.
  • The shield. The moment a raid on a camp begins, a dome closes over it for 5 minutes. Only the camp's own clan can walk in, nobody can hurt anybody through it or inside it, nothing on the camp can be broken, and the capture does not move. The countdown shows at the top of the screen: it is the owners' warning to get there. When it lifts, both clans are told, and the camp is open to the raid at once.
  • It is quicker. The raid lasts 25 minutes, shield included, and 3 minutes of control of the 20 m zone takes the camp.

Take one and everything on it is yours, trade posts included - even if it takes your clan past its camp allowance or close to your own Wards; you just cannot raise new Flags until you are back within it. Break its Flag and the land is nobody's, though the buildings stay standing. Neither side can hammer the Flag down during a raid.

Building means holding ground

Pieces go up on your clan's land - a Ward or an Outpost - and nowhere else. Out in the wild anyone may still raise a Campfire, a Workbench, a wooden Cooking Station and a bed: enough to survive a journey, not enough to settle. Off your land the build menu greys out the rest, so you can see where the line is before you reach it.

Chests on ground nobody holds

When the Ward or Flag over a place falls, its chests stay shut - for everyone, the winners included - until some clan claims that ground again. Beds are unaffected, and so are the chests the world puts down itself in ruins.


Finding bases & Scout Ravens

A base must be discovered before it can be raided. Either a clan member comes within 200 m of it, or a Scout Raven finds it. Either way the whole clan learns of it, is told who found it, and it appears on the War Map - the land and anything in it stay hidden in fog.

Sending a Raven

  1. Pick the spot. On the War Map, click where you want to look.
  2. Pick the Ward and the circle. Choose which of your Wards it flies from, and how much ground it searches around the spot: 250 m, 500 m or 1 km.
  3. Pay in feathers. 10 feathers per kilometre from the Ward to the spot, times 1, 1.25 or 1.5 for the three circles, taken from that Ward's feather store. The War Map shows the cost before you send it.
  4. It flies there and back. At 1 km per 5 minutes each way - a spot 1 km out is a 10-minute round trip. It searches only the circle, not the land it crosses, and brings back every Clan Ward in it.

Ravens find Wards and nothing else - no players, no buildings, no terrain. Each clan has three; one that is out cannot be sent again until it returns.


Raids

A raid starts only from the War Map, never by attacking a base. Select a discovered enemy Ward: it shows its clan, how far it is, and Defenders Present – Raid Available or Raid Unavailable. An officer or the leader presses Initiate Raid.

No offline raiding. A raid can start only while a member of the defending clan itself is online and within 250 m of the Ward. An ally standing there does not count. Neither clan may be in a raid or on cooldown, and they may not be allies. A camp asks only that somebody from its clan is online - see Clan Outposts.

  1. The horn sounds. Both clans get a centre-screen raid announcement. Nobody else is told.
  2. 30 minutes to break in. For the length of the raid the attackers may damage that base - only that one - at the raid damage rates below.
  3. Hold the Ward's zone. The Ward is captured by holding the 50 m zone around it. Every living player there counts for their side; clans allied to only one side count for it. More attackers than defenders push the capture up; more defenders wind it back at the same rate; equal numbers freeze it (contested), and an empty zone pauses it. A full capture is 5 minutes of control however many hold the zone.
  4. Captured - the attackers win. The Ward, its land and everything in it become theirs. The old owners are outsiders there, their trade posts inside are lost, and every bed claim within the base is cleared. The winners may hold one more Clan Ward from then on, the losers one fewer.
  5. Time runs out - the defenders win. Even at 99%. Raid damage stops at once and the base is protected again.

Both clans then wait 2 hours before raiding or being raided again. During a raid the raided Ward cannot be taken down with the hammer and its owners cannot break it - but the attackers can destroy it, which ends the raid in their favour and leaves the land unclaimed.

Players at the Ward see the capture, the head count on each side and the raid clock at the top of the screen; the War Map shows the zone filling like a stopwatch.


Breaking in

In a raid every weapon works, as a share of its normal damage against the base's structures, depending on the attack and what the piece is made of:

Attack Wood Ashwood Stone Black marble Grausten / iron
Ordinary weapons 10% 10% 10% 10% 10%
Fire arrows 100% 25% 5% 5% 5%
War hammers (two-handed clubs, the sledges) 100% 100% 100% 75% 50%
Battering ram 100% 100% 100% 100% 100%
Catapult 100% 100% 100% 100% 100%

Furniture takes half of that again.

Fire arrows

A fire arrow that hits a wooden wall, fortification or piece of furniture sets it alight with the game's own fire, burning it down. Leave a fire long enough and it eats into a wooden wall. Rain puts it out. The fire stays on the piece that was hit - it does not spread to the pieces around it. Inside someone's claim, fire burns only during a raid on that base.


The War Map

The map gains a [Normal Map] [War Map] switch at the top. The Normal Map is the game's own. The War Map shows only Clan Wars: your Wards and territory, enemy and allied Wards you have found, your clanmates, Ravens in flight, trade posts and caravans, raids under way, every Odin-Sent Relic and every moshpit. A key in the corner explains the pins.

Who sees you. Your position is always shared - but only with your own clan. Enemies, allies and clanless players never see you on any map, raids included, and you never see them. Map pings (middle click) reach only your clan too, and show on the War Map as well as the Normal Map.

  • Click an enemy or allied Ward to see whose it is and how far it is - or press View on War Map beside it on the clan panel's Bases or Enemies tab.
  • A boss Vegvisir always opens the Normal Map, where the boss's marker shows.
  • Click any relic pin - even one of several carried by a player, shown in a row above their arrow - to see it in the panel.
  • The HUD minimap shows the live events: relics, your clan's raids, Ravens in flight and caravans on the road.

Trade

Allied clans trade real goods between chests that may be a continent apart. Each clan registers up to three trade posts. Open a chest you built and press Set trade post in its window, then give it a name; press it again to release it.

Which chests. Only a chest a player built, on your clan's own land - inside one of its Clan Wards or Outposts - can be a trade post: not a grave, not a chest found in a dungeon or crypt, and not one out in the wild or in another clan's base. A post whose chest is destroyed is dropped, and the clan is told; a post on ground your clan has lost cannot pay for a trade. Post names are unique on the server.

Once two allies have trade posts, either can open a route. The Trade tab then shows the distance and how long a caravan takes: 5 minutes per kilometre.

Making a trade

  1. Start from a post. Open one of your posts and press Initiate trade (or use the button on its row in the Trade tab), then choose the ally.
  2. Pick from both chests. Choose what you send from your chest's grid and what you want from theirs - their grid shows what they really hold. Only goods that stack travel by caravan: materials, food and ammunition, never weapons, armour, tools or relics. Up to five kinds of goods each way, and up to 9,999 of each. You can trade from anywhere; nobody needs to stand at a post.
  3. Your goods are loaded. They leave your chest at once and are held in escrow. If the chest does not hold enough, nothing is taken.
  4. They answer. An officer of the other clan accepts, declines or counters with different terms. A counter moves nothing until the terms are agreed.
  5. Two caravans set off. One each way, timed by the real distance between the two posts. Both sides watch the countdown.
  6. They unload themselves. When a caravan arrives, its goods go straight into the destination chest. Nobody has to be there.

Nothing is lost. A cancelled, declined or called-off offer - or a broken alliance - sends the goods home as a returning caravan. A caravan only unloads whole: if the chest is too full it shows Waiting for space and tries again until there is room. A post in use by an offer or caravan cannot be removed until it is settled.


Odin-Sent Relics

Ten unique trinkets - five Military and five Economic - each tied to a god. When one of the first five bosses falls, Odin sends that boss's two relics into the next land of the journey, and everyone on the server gets one notice: Eikthyr defeated! Ullr and Víðarr relics fell from the sky!

Boss Military Economic Lands in From the centre
Eikthyr Ullr Víðarr Black Forest 1–2 km
The Elder Loki Gefjon Swamp 2–3 km
Bonemass Týr Jörð Mountains 3–4 km
Moder Thor Njörðr Plains 4–5 km
Yagluth Freyja Frigg Mistlands 5–6 km

Only one of each relic exists. A boss sends again only once its relic is gone, and not within 3 hours of its last gift.

It falls from the sky

A relic arrives as a meteor, seen from far away, and strikes with a flash, a shockwave and a boom. Everything within 10 m is flattened - trees, rocks, buildings - but never people, creatures, dropped items, graves, ships, carts, portals or Clan Wards. It leaves a shallow scorched crater.

Odin guards it

A new relic hangs in Odin's light inside a dark, solid bubble for 6 hours (Military) or 3 hours (Economic) after it lands. Nobody can pass through, take or break it. The bubble fades over the last five minutes; then the relic is free and everyone is told. The War Map shows only an area around a guarded relic, not the spot.

When it is first claimed, Odin speaks where it happened, for everyone nearby to hear.

Loose relics hover

A relic lying loose - dropped, left behind, set free - never lies on the ground: it hovers above the ground or water in Odin's light, glowing and humming. Pick it up where it hovers.

Wearing one

  • A relic goes in the trinket slot and works only while worn. You wear one at a time; putting on another swaps the first out.
  • You can carry two, the worn one included. A third cannot be picked up or taken from a chest.
  • Worn, it hangs round your neck on a leather cord for everyone to see.
  • Every relic is on everyone's War Map from the moment it lands - carried, worn, in a chest or a grave, it can always be found.
Relic What it gives
Ullr (Military) +25% bow damage, 50% chance to keep an arrow, +15% speed in light armour
Loki (Military) +25% knife damage, +20% speed unless in heavy armour, −30% sneak stamina
Týr (Military) +20% sword damage, +20% block power, −25% block and parry stamina
Thor (Military) +25% blunt damage, +20% stagger, +15% physical resistance in heavy armour
Freyja (Military) +20% magic damage, −20% eitr cost, +20% eitr regeneration
Víðarr (Economic) +30% wood yield, +25% axe damage to trees, −25% axe wear
Gefjon (Economic) +25% cultivated crop yield, 50% chance to keep the seed, −25% cultivator stamina
Jörð (Economic) +25% pickaxe damage to rocks and ore, +20% mining yield, −20% pickaxe stamina
Njörðr (Economic) 15% off at traders, +25% on sales, +20% sailing speed while steering
Frigg (Economic) 20% of building materials saved, +25% building reach, 15% of crafting materials saved

Armour counts as heavy when helmet, chest, legs and cape together weigh 20 kg or more; under that it is light.

A relic stays in the world. Log out with a relic and it is left where you stood. Die with one and it goes into your grave - or onto the ground, on a world where items are kept or lost on death. A relic cannot be hung on an armour stand. It is never taken home with a character, and only the real one can be worn - copies are taken back. A relic found nowhere in the world for 2 minutes counts as destroyed, and its boss can send it again.


Moshpits & battles

Five moshpits stand on the Plains of every world, well apart: rings of old, weathered stone round a great Vegvisir, a standing stone carved on both faces with faintly glowing runes. Ruins lie scattered over each arena's middle - broken walls, fallen corners, rows of broken pillars, old foundations and heaps of stone - to fight around and over, with open lanes between them. Every moshpit is on the War Map with a pin of its own.

A moshpit is where two players settle it one on one, whatever their clans - rivals, allies or clanmates.

  1. Challenge. Use a moshpit's Vegvisir and pick anyone online - search by name to find them. They are told at once, and the challenge waits for them on the clan panel's Battles tab.
  2. Answer. They accept or decline within 30 minutes, or the challenge is dropped. You can cancel a challenge you sent until it is answered, and accepting a battle calls off any other challenge still waiting for either of you.
  3. Commence. Once it is accepted you both have 30 minutes to stand within 25 m of the Vegvisir and press Commence. The button stays grey until you are there. Either of you can call the battle off until it begins.
  4. Fight. When both have commenced, the battle begins. A red arrow over your rival's head shows who you are fighting - only the two of you see it. Neither of you can leave the moshpit, nobody else can harm either of you, and neither of you can harm anybody else. Several battles can be fought in one moshpit at once.
  5. The first to fall loses and drops what they carry, as in any death - but keeps every skill, even on a world set to reset skills on death.

The shield. Every moshpit stands under a dome reaching 72 m from its Vegvisir. Nobody under it can harm anybody, and no blow crosses its edge either way - except between two players fighting each other. Clan Wards and Clan Outposts cannot be raised with their land under it.

No running away. Leave the server or get out of the moshpit during a battle and you lose it. You fall where you stand - dropping what you carry, keeping your skills - as soon as you are back.

Your Battle Log, on the Logs tab, lists every battle you have been in: who, where and how it ended. It is yours alone, whatever clan you are in.


Death & respawning

When you die the map opens where you fell, with every bed you have claimed marked on it. Pick a bed, or the world spawn, which is always there. The server checks the bed as you choose it - it must still stand and still be yours - so a bed lost when a base was captured can never put you back inside.

A bed needs no roof. Valheim will not normally let you claim a bed unless it is under cover and out of the weather. Here it will: lay a bed anywhere, claim it, and wake there. A camp under the open sky is a camp all the same. Sleeping through the night still wants a roof, as it always has - that is about resting, not about where you come back.


For server owners

Install Clan Wars on the server and on every player's game. Clan data is kept by the server for each world, in BepInEx/ClanWars/<world>.clans.json, and is saved together with the world.

Every number in this manual is a setting in BepInEx/config/ClanWarsConfig.cfg, and each setting in the file carries its own description. The server's copy is the one that counts: it is sent to every player, so everyone plays by the server's numbers. The numbers in this manual are the defaults, what a new server starts with; if you change them, let your players know what differs.

Opening the Field Manual and the Valheim Plus Conflict Sheet

Both guides come with the mod, in its docs folder, as web pages that open in any browser on a computer or a phone. Send them to your players, or put them wherever your community looks.

  1. With Thunderstore Mod Manager or r2modman: select your profile, open Settings and choose Browse profile folder, then go to BepInEx/plugins/Host-ClanWars/docs.
  2. On a dedicated server or a manual install: open the Clan Wars zip you installed from, or the server's BepInEx/plugins folder where you placed Clan Wars, and go into docs.
  3. Open Clan Wars Field Manual.html for the rules your players play by.
  4. If your server also runs Valheim Plus, open Valheim Plus Conflict Sheet.html and check that none of the settings it lists are switched on in your Valheim Plus config.

Admins and testers who need to join with gear can be let past the fresh-character check by listing their player IDs - the ones the server log and adminlist.txt use, such as Steam_76561198000000000 - in ExemptPlayers.

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DatHost — Valheim server hosting, first month for one euro