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Clan Wars

Build a home, choose your allies, and decide when to go to war.

Clan Wars adds clan territory, diplomacy, trading and organised player battles to Valheim. Form a clan with friends, protect your settlement, and establish smaller camps as you explore. Trade with allied clans, scout rival bases, compete for powerful relics that remain in the world, and climb the weekly clan rankings for renown and rewards.

You do not have to start fighting as soon as you join. By default, new clans are Peaceful and cannot be raided. Your leader decides whether the clan enters the war, and each member separately chooses whether to take part in combat.

Join the Clan Wars community on Discord

Your main controls are in the clan panel, opened with F6, and the War Map, a new view on Valheim's map. Start by joining or founding a clan, then build a Clan Ward to claim a home for it. The sections below explain each feature as you need it.

The numbers below are default settings. Your server may use different limits, distances and timers. Open Rules in the clan panel to see the settings you are playing with.

Contents: Before you join · Founding a clan · Clan colours & emblems · 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 · Clan battles · Renown & seasons · The clan store · Clan deeds & the Warlord · Death & respawning · Playing with a controller · Languages · For server owners


Before you join

What you need installed

Clan Wars must be installed on the server and every player's game.

Install What you need to know
BepInExPack Valheim The mod loader required to run Clan Wars.
Clan Wars Use exactly the same version as the server.
TargetPortal (optional) Smoothbrain's portal mod. With Clan Wars its portals gain a Clan mode, open to every member of your clan.

Use Thunderstore Mod Manager or r2modman to create a profile and install BepInExPack Valheim and Clan Wars, then launch with Start modded. Your Valheim game version must also match the server's. Missing or mismatched required mods prevent you from joining.

Fresh characters only

Bring a new character for this server. On its first visit, it may have only the starting rag tunic and torch, no forsaken power, and no skill above level 1.

Keep that character's progress on this server. Returning with equipment, improved items, powers or skills gained in another world can prevent it from joining again. A refused character is not changed or stripped of items; the connection screen explains the reason. If you think it was refused wrongly, ask a server admin: a character that has played here before can be pardoned, and one refused on its very first visit can be let in through ExemptPlayers.


Founding a clan

A clan is your group of players, sharing a name, territory and diplomacy. Press F6, open Roster, and either accept an invitation or create your own clan.

To create one, enter a full name and a unique tag of 2–5 letters or digits. The tag appears before members' names. Choose a clan colour and an emblem, then press Found clan.

The founder becomes Leader. Use Invite to choose a clanless player who is online. They accept with Join on their Roster tab; an invitation does not reserve a place.

Starting allowance Default
Members, including the Leader 4
Clan Wards for main bases 3, with more earned through captures; 1 while Peaceful
Trade posts for exchanging goods 3
Scout Ravens for finding rival Wards 3

Once you have a clan, build a Clan Ward from the Hammer menu to claim your first base. You can settle and trade while remaining Peaceful. The clan store can add a Raven, a trade post and a member slot.


Clan colours & emblems

Choose one of fifteen colours and one of thirty emblems from Norse myth, such as Fenrir, Sleipnir and Gungnir, to represent your clan. A colour and emblem together belong to one clan only: two clans may share a colour or an emblem, but never both. Pairs already taken are unavailable.

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

Your clan colour appears on members' capes, shields, armour, helmets and weapons, and on your Clan Wards. Your clan's boats fly it on their sails. Equipment keeps its underlying material appearance. Capturing a Ward changes it to your colour.

The appearance follows the player, rather than permanently dyeing the item. Looting a rival's shield does not keep their colour, and leaving a clan removes its colour from your equipment. Relics and beards keep their own appearance.

Your emblem stands in your clan's colour just before its tag wherever the tag is shown: name plates, chat, the clan panel, the Hall of Champions and the War Map, where your Wards' pins wear it too. Capes and shields keep the colour only.

The Leader can use Change on the Roster tab to choose another colour or emblem. The old pair then becomes available to other clans. A clan with no colour can choose one there too, and a clan founded before emblems existed is asked to pick one when its Leader next opens the clan panel.

A server can leave gear, Wards, Flags, sails and banners as Valheim made them (ClanColours); tags, emblems and the map keep the clan's colour.


The clan panel

Press F6 or the inventory's Open Clan UI button. Press Esc to close it. While the panel is open, the mouse is free and your character does not move. Use the mouse wheel to move a page at a time within the current tab. The latest action message has a fixed two-line area; long messages end with an ellipsis and do not move the controls.

The panel shows only what you can use. A guide beside it explains whatever page is open and what to do there; show or hide it with H, or the Guide button. Long guides keep their text size and scroll separately with the wheel or their up/down buttons.

Tab What you do there
Roster Found or join a clan, manage members and invitations, and choose whether to join the war.
Diplomacy Offer, withdraw, accept or end alliances with other clans.
Trade Manage trade posts, offers, counter-offers and travelling goods.
Bases Find your Wards and Outposts, rename them, and follow active raids.
Enemies Browse rival bases your clan has discovered and check whether a raid is available.
Odin Relics Find relics and check their protection timers and boss rewards.
Battles Challenge another player to a duel, arrange a battle between clans, or open the Hall of Champions.
Deeds Follow your clan's path, your own path and this season's war deeds; at the Warlord, hand in trophies and turn deeds in.
Logs Read trade, raid, battle and boss history, and the final rankings of recent seasons.
Rules Check your server's settings and explanations of the rules.

Logs and Rules sit beside Close. View on War Map takes you from a listed base or relic to its map location. Actions use the panel, map and chest windows; there are no chat commands to memorise.


Who you can fight

Clan Wars separates your clan's war status from your personal choice to fight.

  • Peaceful clan: new clans start here. Their Wards and Outposts are shielded from raids. Until it enters the war, a Peaceful clan earns no renown, may hold one Clan Ward and may build 100 pieces on each camp. Wards and pieces already standing stay when these limits apply.
  • Warbound clan: the Leader permanently enters the clan into the war with Enter the War, or by starting its first valid raid. The clan can then be raided when the other raid requirements are met.
  • Peaceful member: joining a Warbound clan does not automatically make you a fighter.
  • Combatant: choose Join the War to permanently opt into combat once your clan is Warbound.

Enter the War and Join the War, like Disband, ask for a second press to confirm.

Peaceful members cannot damage other players or be damaged by them. They do not count toward raid presence or capture, are moved out of active raid territory, and cannot carry or equip Odin-Sent Relics. If their clan is attacked, they receive a notice explaining how to join the war if they wish.

Servers can disable this Peaceful/Warbound system. With it enabled, the following clan relationships apply to players who have joined combat:

Relationship Combat
Same clan No damage, stagger or knockback. Projectiles pass through clanmates.
Allied clan The same protection while the alliance lasts.
Rival clan Combatants from rival clans can fight one another.
No clan Clanless players fight by the same rules as everyone else: they can fight and be fought like rivals.

Names use relationship colours: green for your clan, blue for allies, red for rivals and grey for clanless players.

A peaceful spawn. The area within 50 m of the world spawn protects players from PvP. Attacks cannot cross its boundary. A dome marks the area and can be walked through.

Tames and summons fight for their clan. A tame or summon belongs to a clan and fights by the same rules as its members: only against rival Warbound clans, and never at the spawn, under a shielded camp or under a moshpit's shield. A summon fights wherever its caster goes. A tame fights while it follows a clan member (at most 2 for each player, a ridden one first, then the strongest) or while it guards its clan's land (the 5 strongest in a base and the 2 strongest in a camp, while a clan member is online). Only its own clan can command, ride, saddle or rename it, and its own clan can hurt it only with a butcher knife. Nobody else can hurt it, save a rival clan it is attacking, or while it carries a rider. A newly tamed creature joins the clan of the nearest clan member within 30 m; a tame of no clan joins the clan of the first member who commands it. Tames and summons never damage claimed structures. Traps can still hurt you.

Area attacks, fire and siege weapons must also respect clan building protection. Summoned trolls cannot bypass it. Trolls summoned before this update must despawn before that protection applies to them.

Player damage otherwise follows Valheim's armour and resistance rules, multiplied as the server chooses: by default a blow lands five times as hard as in Valheim, a bow or crossbow shot four times and a staff's magic three times. Arrows and bolts never stagger a player.


Ranks

Each rank includes the permissions of the rank below it.

Rank Responsibilities
Member View clan information, leave the clan, and choose to join the war.
Officer Invite and kick members, manage trade, send Ravens, start later raids and rename Wards.
Leader Promote and demote members, manage alliances, disband the clan and make its first war commitment.

There is one Leader. During a raid, members of the participating clans and their allies cannot leave, be kicked or disband their clans.

By default, a Leader inactive for 72 hours becomes an Officer. The longest-serving eligible Officer takes over, or the longest-serving Member if there is no Officer. Offline members can be chosen; a one-person clan keeps its Leader.

A clan with no member activity for 7 days is retired. Its members become clanless and its name and tag become available again. Its Wards and Outpost Flags are removed and bed claims cleared, but beds, ordinary buildings, containers, items, portals, ships and carts remain. There is no gradual building decay. Servers can change or disable either inactivity timer.


Alliances

An alliance is an agreement between two clans. It prevents friendly fire between them, allows them to help one another in raids, and lets them open trade routes.

Both Leaders must agree: one sends an offer from Diplomacy, and the other accepts it. The offering Leader can withdraw the offer until it is answered. Allies still do not gain general access to each other's claimed buildings or storage.

Ending an alliance immediately ends its protection and closes its trade routes. Goods already offered for trade are returned. Two clans fighting each other in a raid cannot form an alliance until it ends.


Clan Wards & bases

A Clan Ward claims a 150 m radius for your clan. Build it free from the Hammer menu. It looks like a larger Ward, is always active, and belongs to the whole clan rather than its builder. An ordinary Valheim Ward remains a personal Ward.

Where a Ward may stand

Keep at least… Away from…
305 m Another Ward belonging to your clan
505 m Another clan's Ward, including an ally's
200 m World spawn, boss altars and traders

A Ward's territory cannot overlap a moshpit's protective dome. An invalid Ward is removed and you are told which placement rule it broke, without revealing a hidden rival base. A Ward refused for standing too close also tells you where the nearest open land lies.

Finding open land

If you have no clan, or your clan holds no Ward yet, the War Map offers Find open land. It marks the three nearest spots within 3 km where a Clan Ward could stand right now, each with the land it would claim, and chat tells you which way the nearest one lies. You can look once every 5 minutes, and the marks stay for ten minutes. It shows where land is free, never where another clan lives.

How many Wards

Your clan starts with room for 3 Wards. Capturing a Ward raises your limit by one; losing one lowers it by one, never below three. A Ward built beyond your allowance does not claim land. A Peaceful clan may hold only one until it enters the war; a Ward it already holds keeps its land. Check Bases to see your current holdings.

What a claim protects

A claim is the territory protected by a Ward or Outpost. Outsiders—including allies—cannot build, remove pieces, dig, level ground, open chests or doors, rename portals, harvest planted crops (by hand or with a scythe), take food from or put food on cooking stations, or claim beds inside your Ward's territory. They cannot damage it except as allowed during a raid on that base. Anything an outsider still manages to build there is taken down by the server within a second or so, without a refund. Wild flint, berries, mushrooms and barley, and trees, stay free for anyone.

Crafting stations in a base are available to its clan and allies. Portals on your land can be used by your clan and its allies, at either end of the trip, and by nobody else. Monsters can still attack your base; a claim is not protection from Valheim's world.

Carts and boats belong to the clan that built them, wherever they are taken: only that clan can pull the cart, take the helm or open the hold. One built by a clanless player is theirs alone until they join a clan. A cartography table goes with the ground it stands on: on claimed land, only the clan holding that land can read it.

Each Clan Ward also has a five-slot feather store. Interact with the Ward to open it and stock feathers for Scout Raven flights. Long Ward names appear above the chest controls and item grid. The clan store's Ward store upgrade raises every Ward of the clan to 10, then 15 slots.


Clan Outposts

A Clan Outpost is a smaller camp away from your main base. Build a free Clan Outpost Flag to claim a 60 m radius. You do not need a crafting station to place it.

Rule Default
Outpost allowance 3 per Clan Ward held
Building limit 200 pieces, including pieces already there; carts and boats do not count
Building limit while Peaceful 100 pieces, lifted when the clan enters the war
Distance from your Wards 350 m
Distance from rival Wards 210 m
Distance from spawn, boss altars and traders 100 m
Capture zone 20 m
Capture time 3 minutes of control
Raid length 25 minutes, including the opening shield
Opening shield 5 minutes

Outposts protect your camp from outsiders' building, dismantling and storage access. Like bases, they must be discovered before a rival can raid them. A piece built past the limit is refused, and the clan store's Bigger camps upgrade raises it.

Camp raids differ from main-base raids:

  • A member of the defending clan must be online, but can be anywhere on the server.
  • The opening five-minute shield gives defenders time to arrive. Only the camp's clan can enter; damage and capture are paused until the shield lifts.
  • Attackers then compete for the smaller capture zone within the remaining raid time.

Capturing a camp transfers its territory and trade posts. You may keep a captured camp even if it puts you over your allowance, but cannot place more Flags until you are within the limit. Destroying the Flag in a raid captures the camp just the same: the attackers' own Flag rises in its place. Neither side can dismantle the Flag with the Hammer during a raid.

Building means holding ground

Build settlements on your clan's claimed land. In the wilderness, everyone can still place a Campfire, Workbench, wooden Cooking Station and bed for travelling and survival. Other building pieces are unavailable until the land belongs to your clan.

Chests on ground nobody holds

Player-built chests on unclaimed ground stay locked until a clan claims the area again. This also applies when a Ward or Flag is destroyed. Until then nobody can break a locked chest or take it down while anything is inside. A clan's cart or boat out on open ground cannot be broken up or dismantled by anyone outside its clan. Beds and the chests generated in ruins are unaffected by this chest-access rule.


Finding bases & Scout Ravens

Your clan needs to discover a target before raiding it. Coming within 200 m reveals a base to your clan. A Scout Raven is a scouting flight you can send to search for Clan Wards at a distance.

Discoveries are shared with your whole clan and marked on the War Map. They do not uncover terrain or reveal players inside the base.

Sending a Raven

  1. Open the War Map and right-click the area to search. Left click only selects bases, camps and relics.
  2. Choose a departure Ward and a search radius: 250 m, 500 m or 1 km.
  3. Check the feather cost and send the Raven. Feathers come from that Ward's store.
  4. Wait for its return to learn which Clan Wards it found in the search circle.

Each clan has 3 Ravens. Only Officers and the Leader can send them. A flight costs 10 feathers per kilometre to the search area, multiplied by 1, 1.25 or 1.5 for the three search sizes. Travel takes 5 minutes per kilometre each way.

Ravens search only the chosen circle, not the route they fly. They find Wards, not players, buildings or terrain, and cannot be sent again until they return.


Raids

A raid is a timed fight over a discovered rival base. Start it from the War Map by selecting a target and choosing Initiate Raid. Hitting a protected base does not start a raid.

Only a Leader can start a Peaceful clan's first raid; later raids may also be started by Officers. Peaceful clans cannot be targeted. Neither participating clan can already be in a raid, the clans cannot be allies, and the defender cannot have post-raid protection.

Defenders must be online. For a main base, a member of the defending clan must be online and within 250 m of its Ward. An ally does not count. Outposts only require a defending member somewhere online. Peaceful members do not count toward raid presence or capture.

  1. The raid begins. Both clans receive a centre-screen announcement.
  2. Attack that base. The attackers have 30 minutes and may damage only the targeted base.
  3. Control the Ward. Hold its 50 m capture zone for 5 minutes of progress to capture it. Eligible living players count for their side, including allies of only that side. More attackers advance capture; more defenders reverse it. Equal numbers or an empty zone pause it.
  4. Capture or defend. A captured Ward and its territory change hands. Bed claims inside the base are cleared, but the beds remain. If time runs out first, the defenders win and raid damage stops.

Destroying the Ward is a capture too: the attackers' own Ward rises in its place, and the base is theirs. The defending side cannot destroy its own Ward, and it cannot be dismantled with the Hammer during the raid.

When a raid ends in a capture, a defence or a broken Ward or Flag, the rest of the server reads the result in chat. It names the clans, never where the base is. Raids also earn renown.

Afterward, only the defending clan receives two hours of protection. Offline time counts. Attackers can begin another valid raid immediately. A protected clan may attack, but gives up its own protection when that raid successfully starts; a refused attempt does not remove it.

The on-screen raid display shows time, capture progress and nearby fighters. The War Map also shows the capture zone. Server owners can change or disable post-raid protection.


Breaking in

Raid damage depends on the weapon and building material. Ordinary weapons work, but siege equipment is much more effective against strong walls.

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 and sledges) 100% 100% 100% 75% 50%
Battering ram 100% 100% 100% 100% 100%
Catapult 100% 100% 100% 100% 100%

These percentages are the share of normal weapon damage dealt to structures during the raid. Furniture takes half that amount.

Fire arrows

Fire arrows can ignite wooden walls, fortifications and furniture during a raid. Fire damages the piece over time and rain puts it out. The fire stays on the piece hit rather than spreading to neighbours. Inside a claim, this fire damage works only during a raid on that base.


The War Map

Open Valheim's map and choose Normal Map or War Map at the top.

The Normal Map is for exploration and your usual pins. The War Map shows clan territory and discoveries, Ravens, trade routes and caravans, raids, relics and duel arenas, along with the world spawn and the boss altars you have found. Switching views does not reveal unexplored terrain.

Clan Wars keeps the map on. On a Clan Wars server the No map world modifier and the nomap console command do not remove the large map or the minimap: the respawn map, the Moshpit Portal map, the War Map, raids, Scout Ravens and Find open land all need it.

Colour Meaning
Green Your clan
Blue Allies
Red Rivals
White Unowned places and objectives, such as relics and duel arenas

Your location and map pings are shared only with your own clan. Allies, rivals and clanless players do not receive your live position, including during raids.

  • Select a Ward or Outpost for details, or use View on War Map from the clan panel.
  • With no clan, or no Clan Ward yet, press Find open land to see where a Ward could stand.
  • Follow caravan pins as they travel between trade posts.
  • Your clan's Moshpit Portals have a green portal pin.
  • Select a relic pin to see its information.
  • During a raid, its marker replaces the target's usual marker.
  • War Map pins also appear on the minimap.
  • Boss Vegvisirs open the Normal Map to show their boss location.
  • Valheim's own raid is marked only for the clan whose ground it falls on, and for anyone standing in it.

Trade

A trade post is a chest registered for exchanging goods with an allied clan. A trade route connects the two clans' posts, and a caravan is the shipment travelling between them.

Each clan may register 3 posts. Open a chest you built on your clan's claimed land, press Set trade post, and give it a unique name. Graves, dungeon chests, wilderness chests and chests on another clan's land cannot be trade posts.

Once both allies have a post, open a route from Trade. Travel time follows the distance between the selected chests: 5 minutes per kilometre by default.

Making a trade

  1. Open a registered chest or its row in Trade, then select Initiate trade and choose an ally.
  2. Choose what to send and what you want in return from the two chest inventories.
  3. Your offered goods are removed and held safely while the other clan decides.
  4. An Officer of the other clan accepts, declines or sends a counter-offer with different terms.
  5. Once agreed, two caravans set off, one in each direction.
  6. Each shipment automatically unloads into its destination chest when it arrives.

Only stackable materials, food and ammunition can be traded this way. Weapons, armour, tools and relics cannot. An offer can contain up to 5 item types and 9,999 of each in each direction. You do not have to stand at a chest to answer an offer.

A counter-offer does not move more goods until agreed. Cancelling or declining returns held goods, as does ending the alliance or route.

Leave room for deliveries. A caravan unloads its whole shipment or waits for space and tries again. A full chest does not prevent retirement.

A retired or disbanded clan loses its trade goods. Goods it put up in offers and caravans still on their way to it are destroyed. Goods another clan put up in an offer with it go back to that clan.


Odin-Sent Relics

Odin-Sent Relics are sixteen unique wearable treasures: eight improve combat, and eight help with gathering, crafting, travel or survival. Boss victories send them into the world for players to find and contest.

Defeat this boss Combat relic Economic relic Where they land Distance from world 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
The Queen Heimdall Iðunn Ashlands 8–9.5 km
Fader Baldr Ægir Deep North 8–9.5 km
Kall Fimbulbringer Skaði Mímir Deep North 8.5–9.8 km

Only one of each relic exists. A boss can send a replacement only after that relic is gone and at least 3 hours have passed since its last gift. Peaceful members must join the war before carrying or wearing relics. Every hour your clan holds a relic earns it renown.

It falls from the sky

A relic arrives as a visible meteor and leaves a shallow crater. It never lands where anyone has built, dug or died. Its impact clears trees, rocks and anything else standing within 10 m, but spares people, creatures, loose items, graves, ships, carts, portals and Clan Wards.

Odin guards it

A protective dome keeps a new relic out of reach for 6 hours for a Military relic or 3 hours for an Economic relic. It fades during the final five minutes. Until protection ends, the War Map shows an approximate area rather than the exact spot.

Everyone is notified when the relic becomes available. When someone first claims it, nearby players hear Odin speak.

Loose relics hover

Unclaimed or dropped relics hover above the ground or water with light and sound to help you spot them. Pick them up where they float.

Wearing one

  • Equip a relic in the trinket slot to receive its effect.
  • Wear one at a time; equipping another replaces it.
  • Carry at most two, including the one you wear.
  • A worn relic is visible around your character's neck.
  • Relics remain visible on the War Map, including when carried, stored or left in a grave.
Relic Effect while worn
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
Heimdall (Military) +25% crossbow damage, 50% chance to keep a bolt, +20% stamina regeneration
Baldr (Military) +20% spear and polearm damage, −20% spear and polearm attack stamina, −25% fire damage taken
Skaði (Military) +20% axe damage against creatures and players, −25% frost damage taken, +15% speed in the Mountains and the Deep North
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
Iðunn (Economic) +25% food duration, +20% health regeneration, +25% wild food picked
Ægir (Economic) +30% duration of meads that do not heal or restore over time, −30% swimming stamina, +25% swimming speed
Mímir (Economic) +20% skill experience, +15% carry weight, −20% running stamina

Helmet, chest, leg armour and cape weighing 20 kg or more together count as heavy armour; less counts as light.

Relics belong to the world. Logging out leaves a carried relic where you stood, and so does a server shutdown or restart. Dying leaves it in your grave, or on the ground if the world's death settings keep or remove your items. Relics cannot be placed on armour stands or taken to another world with your character.


Moshpits & battles

A moshpit is a protected arena for agreed one-on-one duels. Five appear in the Plains, marked on the War Map. Each surrounds a large Vegvisir, the standing stone you use to challenge a player.

Nobody walks into or out of a moshpit. Its shield stops you at the edge like a wall, and Moshpit Portals are the only way in and out. No creature lives in a moshpit, and tames are kept out.

Moshpit Portals

  • You learn the Moshpit Portal by being within 100 m when Moder falls. It is built with the hammer, from the same materials as the wooden portal. Only players who were at Moder's fall can travel through one.
  • Your clan may build one on each territory it holds: each base and each camp. Only your own clan can use them, and a captured territory's portal passes to its new owner.
  • Every moshpit has its own portal, in a stone room at its north gate.
  • Moshpit Portals work in no-portal worlds; ordinary portals stay disabled. Boss portal locks still apply.
  • Step into a portal and the map opens. Pick a moshpit, or one of your clan's portals, then press Travel. With no clan portal of your own, your bed and the world spawn are offered instead.
  • As with any portal, ore and other metals cannot go through, and no portal works during a duel or a clan battle.

Duels

Fight a rival, an ally or a clanmate. These battles are a separate consensual way to fight.

  1. Challenge: use the arena's Vegvisir and choose an online player.
  2. Accept: the other player has 30 minutes to answer from Battles.
  3. Meet: after acceptance, both players have 30 minutes to come through a Moshpit Portal to within 25 m of the stone and press Commence.
  4. Duel: an arrow marks your opponent. Only the two participants can damage one another.
  5. Finish: the first to fall loses, but a fall in a moshpit is not a death. The loser kneels for a few seconds and gets up whole: nothing dropped, no gravestone, no skill lost. Every battle has a winner.

The loser hands over every Odin-Sent Relic they carry, worn or not, to the winner, as many as the winner may carry; worn relics go first, and the rest stay with the loser. A Peaceful winner takes none.

The arena's 72 m protective dome blocks other player combat and attacks crossing its edge. Several separate duels can take place in one arena at the same time. Clan territory cannot overlap the dome.

Leaving the arena or disconnecting during a duel only forfeits it: the battle is lost, and nothing happens to you when you return. Your personal Battle Log records your results even if you change clans.

The Hall of Champions

Every moshpit battle goes on your character's record: career wins, losses, win rate, current and best streak, and the players you have beaten. A win also counts as a qualifying win, up to 3 over the same opponent in a rolling 24 hours; wins beyond that still count as career wins.

Qualifying wins earn milestones. Each gives a permanent combat reward and a permanent economic reward, and every milestone earned adds to the rest. Combat rewards are off during your own moshpit battles; economic rewards never are. Farming means planted crops, gathering covers wood, stone, ore and everything picked, and trader rewards apply at Valheim's traders, never at clan trade posts. Your rewards are listed in the Valheim Compendium under Active effects.

Milestone Qualifying wins Combat reward Economic reward
Pit Fighter 10 +3% stamina regeneration +5% wood yield
Pit Veteran 25 +3% maximum stamina +5% stone yield
Pit Champion 50 +3% maximum health +5% trader sell value
Warlord 100 +3% melee damage +5% ore yield
Arena Master 200 +3% armour +5% farming yield
Conqueror 300 -5% attack stamina use +5% yield from all gathering
Legend of the Pit 500 +5% damage against players +100 carry weight, +10% trader sell value
The Immortal 1000 +5% movement speed +15% yield from all gathering, +15% trader sell value

Open the Hall of Champions from the button in your inventory's row of icon buttons, or from the Battles tab. It shows your record, the milestone ladder and the server's leaderboard, ranked by qualifying wins and then career wins, and its Clan Leaderboard ranks the clans for the season. The inventory key closes it.


Clan battles

A clan battle is an agreed fight between two clans for a wager, arranged at a cartography table built on your own land. Any clan with a table can challenge any other clan with one — allies and Peaceful clans included. Nothing is lost on the field, so there is nothing to protect anyone from. A win between two Warbound clans also earns renown.

Look at the table and press F4 to open clan battles; on a controller, use the alt button + Use (the table's hover shows which). This interface is available only at the table, and only one player can use it at a time. Ordinary map sharing still works as usual. There is no attached wager chest. An officer or the leader arranges the battle.

  1. Opponent: choose a clan and press Next. Clans without a cartography table are greyed out and marked No Cartography Table; they cannot be challenged.
  2. Team: choose the team size and your online fighters, then press Next. The next section opens underneath; earlier choices remain visible and editable.
  3. Wager: select item icons and quantities, or wager nothing. Items stay in your inventory until Confirm challenge. Cancel or leave the table before confirming to discard the draft.
  4. They answer: the other clan chooses its team and wager. The challenger then accepts that wager or declines. Online clanmates receive a centre-screen notice when a challenge arrives or is accepted. Withdrawing an unanswered challenge returns its wager to Winnings / Returned wagers.
  5. Commence: either clan can Cancel an accepted battle until combat starts, even if one clan has already pressed Commence; both wagers are returned. Once both clans commence, everyone chosen is taken to a neutral field in the land of the latest age both clans have reached. Nobody is taken out of a moshpit duel or a dungeon, and a clan in a raid cannot commence. If a clan has nobody free, both commence again when it has.
  6. Fight: 15 minutes. The clan with the most kills takes both wagers. Level is a draw and each wager goes home.

While the battle is fought, nobody can leave either clan or be put out of it, and a clan cannot disband while it has a battle arranged. Clanmates who are not fighting see the field's dome but cannot walk onto the field or fight there.

Each clan starts on its own guarded ground at one end of the field — yours is green, theirs is red. No attack crosses either. You can walk out of yours, but nobody can walk in, and standing in it for more than 30 seconds puts you just outside it.

Falling costs you nothing: no gravestone, nothing dropped, no lost skills, no corpse run, and your food and Forsaken power are kept. You wait 10 seconds on your clan's ground and are back in the fight. Ground you cross during a battle stays under the fog of war on your map.

Use Claim items at the table to collect Winnings / Returned wagers. Choose an item and quantity; compatible partial stacks in your inventory fill first. If there is not enough room, the items stay available to claim. These balances are never included automatically in a new wager. Log out mid-battle and you return to it; if it finished without you, you come back to your cartography table, or to where you stood before it if you carry anything that cannot go through a portal. A battle under way when the server restarts is called off, and both wagers go home.


Renown & seasons

Renown is your clan's score in the war, earned from raids, relics and clan battles. Clans compete for it in weekly seasons, and the best are rewarded for the season after.

Only Warbound clans earn renown: a Peaceful clan earns none until it enters the war, and a clan battle counts only when both clans are Warbound.

Earned by Renown
Capturing a base / a camp, by holding it or destroying its Ward or Flag 100 / 40
Holding a base / a camp until the raid runs out 60 / 25, if the attackers made some capture progress
Holding a Military / an Economic relic 5 / 3 an hour, while a clan member is online
Winning a clan battle 30, plus 10 for each fighter on the smaller side

A relic counts as your clan's while a member carries it, or while it is kept on your land or aboard your clan's cart or ship. Allies who stood in the raided ground earn half of what the side they helped earns, on top of it. Between the same two clans, at most 2 raids and 2 battles earn renown in any 24 hours. Renown never goes down during a season.

Seasons

  • A season runs from Monday 00:00 UTC to the next Monday, one week by default. Every clan starts it at nothing, and only what happens during a season earns renown.
  • When Clan Wars first starts mid-week, the first season begins the following Monday.
  • The start and end of every season are announced on screen to everyone; the end names the champion and its win streak.
  • A countdown on the HUD shows when the season ends, or when the next one starts. Hide it with Show season countdown in Valheim's own Settings → Gameplay.
  • Your clan's renown and place this season, and its Hacksilver, show beside the inventory's Crafting title.

The Clan Leaderboard

Open the Hall of Champions and choose Clan Leaderboard to see the running season: each clan's renown, raids won and held, relic hours, battles won and current bonus. A clan needs 50 renown to place; clans below that are dimmed. Logs → Season Log keeps the final rankings of the last 3 seasons.

Season rewards

The top three placed clans of a season fight creatures better for the whole of the next one:

Place Damage to creatures Damage from creatures
1st +5% −5%
2nd +3% −3%
3rd +2% −2%

The bonus covers every monster and animal, bosses included, but never players, tames or summons. It belongs to the clan: members who join get it, and members who leave lose it. It stacks while a clan keeps finishing in the top three, up to 15%, and is lost the first season it does not. It is listed in the Valheim Compendium under Active effects.

The champion also wears a crown beside its tag, on the Clan Leaderboard and above its members' heads, through the next season.

The season recap

When a season ends, everyone online reads its recap in chat: the biggest raid, the clan with the most relic-hours and the top duellist of the moshpits. A server linked to Discord also posts each season's result and recap there.


The clan store

Every point of renown also earns your clan 3 Hacksilver, kept from season to season. Only clans that earn renown earn Hacksilver, and a clan that disbands or is retired loses it.

Spend it with Ingolf Silverhand, the Viking Quartermaster, who wanders the Sanctuary at the world spawn: talk to him to open his store. Anyone may browse; only a clan's Leader and Officers buy, standing near him. The store has three pages: Upgrades, Trinkets, and Collect when a trinket waits for you.

Upgrades

Upgrades belong to the clan for as long as it exists.

Upgrade What it gives Price (Hacksilver)
Fourth Raven 3 → 4 Scout Ravens 8,000
One more trade post 3 → 4 trade posts 6,000
Bigger camps 200 → 250 → 300 pieces per camp 4,000, then 8,000
Ward store 5 → 10 → 15 feather slots in every Clan Ward 2,000, then 4,000
One more member slot 4 → 5 members 12,000
Clan banners Members can build clan banners 1,500

A Peaceful clan's camps keep their 100-piece limit until it enters the war, whatever it has bought.

Once your clan has bought banners, members can build a Clan Banner on the clan's land from 3 wood, 2 leather scraps and 1 resin, with no workbench. It flies the colour and emblem of the clan that built it.

Trinkets

The Leader or an Officer can buy any of ten trinkets for any member, themselves included, and the member collects it from the Quartermaster under Collect. A trinket is bound to that member: it cannot be dropped, traded or stored, it stays with them when they die, and it never wears out. It goes in the trinket slot, so you wear a trinket or a relic, never both. No trinket changes a fight between players, and none works while you fight a moshpit or clan battle.

Trinket Effect while worn Price (Hacksilver)
Huntsman's Tooth +5% damage to creatures, bosses included 1,500
Ironbark Charm +10% damage to trees 800
Miner's Knuckle +10% damage to rock and ore 800
Hearth Ember Food lasts 10% longer 1,200
Sailor's Knot +8% sailing speed while steering 1,000
Featherfall Charm 30% less fall damage 800
Swimmer's Scale 25% less stamina used swimming 600
Lantern Stone A soft light around you, 6 m 600
Tamer's Whistle Creatures within 30 m tame 15% faster 800
Fletcher's Notch 20% chance an arrow or bolt is not used up 1,200

Clan deeds & the Warlord

Deeds show your clan and you the next steps from the age you are in. A clan's age is the last boss it has beaten in order, Meadows to Deep North, and it moves when the next boss falls to the blows of a member or one of the clan's tames or summons.

The paths

  • Clan path: five deeds for the whole clan, leading to the next boss - settle the land, raise a station's upgrades, tame its beasts, hand in its trophies, fell the boss. Each pays clan gold when turned in, and the whole path pays more on top.
  • My path: five deeds of your own for the clan's age - wear the age's armour, carry its weapon, find the boss's altar by reading the Vegvisir that points to it, reach the next land. Each pays Coins when you turn it in, and the whole path pays more on top.
  • This season: every Monday each Warbound clan is dealt three war deeds, and a Blood Feud whenever a rival captures one of its bases or camps. They pay renown the moment they are done, the Duellist deed Hacksilver instead.

A deed pays by its effort: a visit or a single weapon pays the base amount, a full set of armour or a boss three times that, and every age past the Meadows pays a quarter more. What a clan deed asks grows with the clan's size. Trophies are the only thing a deed asks you to give up; everything else is counted where it lies - in the clan's chests on its land, in members' packs, on its ground. When the clan reaches the next age, unfinished deeds lapse, finished ones stay ready to turn in, and the new age's paths are dealt. Follow a deed and it shows under your minimap.

Bjorn the Great, the Warlord

He stands in the Sanctuary at the world spawn. Talk to him and his panel opens:

Page What you do there
Deeds Turn in collects every ready deed at once. Hand in gives him the trophies a deed asks for, from your pack: your own deed first, then the clan path.
Armoury Gear of your clan's age and every age before, for your own Coins, at its first quality.
Workshop Crafting-station upgrades as kits, for clan gold, bought by the Leader and Officers. Carry a kit and its upgrade stands ready in your hammer costing only the kit; taking it down gives the kit back.
Sell He buys valuables exactly as Haldor does.

Clan gold

Clan gold belongs to the clan, like Hacksilver. It is earned by deeds, and any member can top it up by putting Coins into a Clan Ward's store, counted once the world is saved; it cannot be taken back out. It shows on the Deeds page and beside your Hacksilver in the crafting panel.


Death & respawning

After death, the map opens on where you fell. Select a claimed bed or the world spawn by clicking its pin on the map or picking it from the list (the map moves to show it). Your choice turns green; then press Respawn here at the bottom of the panel. The bed must still exist and belong to you. You cannot wake in a bed that stands on a rival clan's ground.

Beds can be claimed without a roof, making outdoor camps useful on long journeys. Sleeping through the night still needs shelter.

You may keep 15 claimed beds. Claim a sixteenth and your oldest claim is released — the bed stays standing, it simply belongs to nobody until someone claims it again. After you wake in a bed it rests for 5 minutes and cannot be used to respawn again until that passes; the list shows how long it has left. The world spawn never rests. A long list of beds scrolls.


Playing with a controller

The clan panel, the War Map and the respawn map can all be driven with a gamepad, and the on-screen hints use the buttons of the pad in your hands. Move with the left stick or the d-pad, choose with the south button, go back with the east one, change tab with the shoulder buttons, scroll with the right stick, and close with the right trigger. Typing opens Valheim's own on-screen keyboard.

In your inventory, the Open Clan UI button stands with Skills and Trophies, and the Hall of Champions button sits in the inventory's row of icon buttons. The shoulder buttons bring you to either row, and the stick moves along it.

  • Clan panel from anywhere: hold the alt button and tap Hide.
  • Guide: the top button (Triangle/Y) shows or hides it.
  • Clan battles: look at your cartography table and press the alt button + Use.
  • In a chest: the shoulder buttons reach the trade post buttons; the east button (Circle/B) cancels naming a post.
  • War Map: the left stick moves the map and the d-pad works the side panel. The top button switches maps, the left shoulder selects what is under the crosshair, and the right shoulder sets where a Scout Raven goes.
  • Respawn map: the stick moves the map, the d-pad walks the list, and the left shoulder picks the bed under the crosshair. The right stick scrolls a long list.
  • Moshpit Portal map: as the respawn map.
  • Hall of Champions and the clan store: as the clan panel; the shoulder buttons turn their pages.

Languages

Clan Wars follows your selected Valheim language and responds when you change it. English, French, Polish, Russian and Turkish are included; missing translations fall back to English.

Menus, relic descriptions, hover prompts, map labels and Clan Wars announcements use your language. Player and clan names, custom place names and countdown numbers stay as written. The Scout Raven feathers prompt keeps your keyboard or controller binding visible.

Server owners can choose the language of new automatic Ward and Outpost names. Discord posts use the same language unless another is chosen with /cw language in Discord. Changing it does not rename existing places or change anyone's menu language.

For server owners

Install the same Clan Wars version on the server and every player's game. The server always turns away a game running a different Clan Wars version, or none. Clan Wars also works alongside AsyncSave: clan trades, deliveries and battle wagers complete as usual.

Settings are in BepInEx/config/ClanWarsConfig.cfg, with descriptions beside them. The server sets the gameplay rules for everyone. Tell players when you change defaults, especially clan sizes, territory distances, raid protection and inactivity timers.

  • Raid protection: RaidCooldownSeconds defaults to 7200 (2 hours); 0 disables it.
  • Leader succession: LeaderInactivityDuration defaults to 259200 (72 hours); 0 disables it.
  • Clan retirement: ClanAbandonmentDuration defaults to 604800 (7 days); 0 disables it.
  • Peaceful limits: PeacefulClanWards defaults to 1 and PeacefulOutpostPieceLimit to 100; 0 gives Peaceful clans the Warbound limits.
  • Open land: OpenLandCooldownSeconds defaults to 300 (5 minutes) and OpenLandSpots to 3.
  • Tames and summons: the [Tames] section holds ClanTamesEnabled (default true), the guards per base and camp (TameGuardsPerBase 5, TameGuardsPerCamp 2), the fighting followers per player (FightingFollowersPerPlayer 2) and TameClaimRadius (30 m). ClanTamesEnabled = false keeps tames and summons out of fights between players, as in Valheim.
  • Renown and seasons: the [Renown] section holds every renown award, the season length RenownSeasonWeeks (default 1 week), the renown needed to place, RenownMinimumToPlace (50), and the season rewards. RenownEnabled = false turns off renown, seasons and their rewards.
  • Discord (Clan Wars Herald): off by default. Clan Wars can mirror your clans into a Discord server: a role and private text and voice channels for each clan, and a public #war-log with raids, clan battles, duels and each season's result. Invite the bot and run /cw setup in Discord; it shows you a key once. Save the key, and nothing else, in a text file named BepInEx/ClanWars/clanwarsdiscord.key, beside the clan data; it never goes in the config. Then set DiscordEnabled = true in the [Discord] section and restart the server. Players link their character in the Discord section of the clan panel's Roster page. The bot's invite link, its commands and what it stores are in docs/discord.md in the download.
  • Clan store: the [ClanStore] section holds ClanStoreEnabled (default true), HacksilverPerRenown (3) and every price; [ClanStore.Trinkets] sets each trinket's strength.
  • Clan deeds: the [Deeds] section holds DeedsEnabled (default true), what a deed pays (GoldPathStep 100, GoldPathFinished 400, CoinsPersonalStep 30, CoinsPersonalFinished 100, RewardPerAge 0.25), the war deeds (SeasonPvpDeeds 3, RenownPvpDeed 40, HacksilverDuellist 120, RenownBloodFeud 80, BloodFeudHours 72) and how a clan deed's amount grows with the clan's size. DeedsEnabled = false deals no deeds, and the Warlord does not stand at the spawn.
  • Player damage: PvpDamageMultiplier defaults to 5, PvpBowDamageMultiplier to 4 and PvpMagicDamageMultiplier to 3; 1 is Valheim's own damage. A config file written by an earlier version keeps its old values, so set these by hand if you want the new defaults.
  • Clan colours: ClanColours (default true) paints members' gear, Wards, Flags, sails and banners in their clan's colour; false leaves them as Valheim made them.
  • Automatic place names: [Server] DefaultLanguage defaults to English; French, Polish, Russian and Turkish are supported with English fallback. Existing names remain unchanged when you change it.

Upgrading from 1.1.x: RelicBubbleRadius is now RelicSearchAreaRadius, the War Map area a guarded relic hides in (default 75 m); a value you set carries over. RequireClanWarsMod is gone, since matching Clan Wars versions are always required.

Changing inactivity durations adjusts existing timers rather than restarting them. Older saves receive a full configured grace period when activity records are missing. Back up the world and its clan data together; clan records are stored in BepInEx/ClanWars/<world>.clans.json.

Opening the Field Manual

The download includes a browser-readable player guide in its docs folder. Share it with players or keep it handy while setting up the server.

  1. In Thunderstore Mod Manager or r2modman, open Settings → Browse profile folder, then BepInEx/plugins/Host-ClanWars/docs.
  2. For a manual installation, open the Clan Wars download or the mod's folder under BepInEx/plugins, then open docs.
  3. Open Clan Wars Field Manual.html.

Admins and testers who need to join with existing equipment can be listed in ExemptPlayers using the same player IDs as adminlist.txt.

Admin console commands

Server admins listed in adminlist.txt can type these in the game's console (F5; turn it on first under Settings → Gameplay → Enable console, or start the game with -console); anyone else is refused. The answer comes in chat.

  • cw_relic [relic] puts a fresh, unprotected copy of a relic at your feet and destroys the old one, wherever it is. Tab completes relic names.
  • cw_hacksilver [amount] [clan tag] gives a clan Hacksilver, your own clan without a tag; a negative amount takes it away.
  • cw_pardon [character name or number] pardons a character turned away for what it brought back, so its next join is accepted as it comes. It helps only a character that has played here before: one refused on its very first visit was never recorded, so list its player in ExemptPlayers instead.
  • cw_discord tests the connection to Clan Wars Herald.
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