
OdinBet ForgeOfPotential
Gamble on your gear. Or lose it. Set the odds at the Refinement Forge, choose what a failure costs, announce every win and wreck. Plus an in-game settings panel, a Hall of Fame, Elemental Infusions on Thunder Nights and Odin's visit.π‘οΈ ODINBET β FORGE OF POTENTIAL
Gamble on your gear. Or lose it.
π¬ Join the Discord
π Click the pictures to see them bigger β click again to close.

ODINBET β Forge of Potential
Thunder Night β a lightning storm over the forge

ODINBET β Forge of Potential

Thunder Night β a lightning storm over the forge



Odin's visit β a cutscene on Thunder Nights
Elemental Infusions β fire, frost, lightning, poison, spirit

Odin's visit β a cutscene on Thunder Nights

Elemental Infusions β fire, frost, lightning, poison, spirit



In-game settings panel β every option explained, in 15 languages
Shift + E at the Refinement Forge opens it

In-game settings panel β every option explained, in 15 languages

Shift + E at the Refinement Forge opens it



Statistics β your numbers, your place in the Hall of Fame, your history
Server log β every change to the server's settings, kept for good

Statistics β your numbers, your place in the Hall of Fame, your history

Server log β every change to the server's settings, kept for good


What this mod does
Forge of Potential turns the Refinement Forge into a real gambling table. In vanilla Valheim, refining is a button that sometimes works, and you control almost none of it. With this mod, you set every number: the odds, what happens when you lose, what it costs, how long it takes, how far it can go, and what the whole server gets to hear about it.
Fourteen systems, each one switchable on its own:
| System | What it gives you |
|---|---|
| βοΈΒ The gamble | Success chance as a percentage, plus separate control over what a failure does: drop levels, destroy the item, or hand it back at level 1. |
| πΒ Recipes | All 16 Idols (Protection and Battle, tier 0 through 7) get craft recipes, each one requiring the boss trophy for that biome. Cost scales with item level. |
| π’Β Notifications | Every refinement becomes a line in every player's chat, and the player who refined gets a clear message on screen. You choose what gets announced (success, failure, destruction) and from which level. Every text is translated in 15 languages. |
| ποΈΒ Forge area | Optional exemption that lets you build inside the protected zone around the Refinement Forge. |
| βοΈΒ Lightning storm | The show of Thunder Night: on a Thunder Night, lightning and other sky effects fill the sky around the Refinement Forge. Has its own switch, EnableStorm. |
| ποΈΒ Odin's visit | On a Thunder Night, a short cutscene each time you arrive at the Refinement Forge: Odin waits there with his ravens, calls the storm, and Thor's lightning strikes the forge. Local switch EnableOdinScene. |
| π«Β Forge disable | One switch that closes the Refinement Forge for everyone β no refining, no repairing. The forge is on by default; set EnableRefinementForge = false to close it. |
| πΒ Version lock | On a server, players with a different mod version than the server are disconnected, so nobody plays by different rules. On by default, server only. |
| βΒ Item blacklist | A comma-separated list of items that can never be refined at the Forge, no matter what. Empty by default. |
| πΒ Hall of Fame | Eight statues around the Refinement Forge, each guarding one server-wide ranking (highest level, most refinements, longest streaks, best item ever made...) with a click-to-open panel. Tracked by Steam ID, translated in all 15 languages. Rankings can be switched off without ever losing the data behind them. |
| βοΈΒ Settings panel | New in 1.4.0. Every setting in one in-game panel (Shift + E at the Refinement Forge): each one explained, with live examples and alerts when two settings conflict, in 15 languages. An admin with devcommands changes the server's settings while it runs β saved, applied and sent to every player at once, no restart. Every player can change their own options there too. New in 1.4.2: a Statistics page for every player (their numbers, their place in every Hall of Fame ranking, their full refinement history) and a Server log page for admins (who changed which setting, when, from what to what β kept for good). |
| πͺΒ Refinement power | New in 1.4.0. Decide how much each forge level really adds: weapon damage, shield Block Power and armour, each as a percentage of what the game itself adds per level. |
| π§©Β Items from other mods | New in 1.4.0. Choose whether items added by other mods can be refined (with a list of exceptions) and whether they can be infused, plus a list of items that are never infused. |
| β‘Β Thunder Night | Some nights are Thunder Nights. On one, a refinement that has already succeeded may also earn an Elemental Infusion: a fire, frost, lightning, poison or spirit affinity that stays with the item and adds a bonus (weapon damage; shield Block Power and a strike-back on block; armour resistance and an elemental perk). It never changes the refinement odds or a failure. On by default; EnableInfusions = false turns the Infusions off, EnableStorm = false the lightning show. |
π‘ Out of the box, nothing fails. UpgradeSuccessChance defaults to 100, so
refinements always succeed until you lower it. See the ready-made presets near
the end for setups that actually gamble.
Multiplayer: with the mod installed on a dedicated server, the server
enforces its config values on every client that connects (in memory β nobody's
local .cfg is overwritten on disk). The server also makes sure every player who
has the mod runs the same version (see Version lock). An admin can change the
server's settings while it runs, from the settings panel: the new values reach every
connected player at once. Without the mod on the server, every player just uses
their own .cfg.
β οΈ Read this before installing
- A large part of the code was reviewed with AI assistance, including
validating every patch target against the metadata and IL of the game's
assembly_valheim.dll. That caught real bugs, but it is not a substitute for real testing by real players. - In other words: there may be bugs. If you hit one, please report it.
- π Report bugs on Discord: https://discord.gg/aMkN89Cuas
- When reporting, it helps a lot to include your
.cfg, the BepInExLogOutput.log, and what you expected to happen. If you can, turn onVerboseLogging = true(theDebugsection) before reproducing it β it writes exactly what the mod did on every refinement.
Installation
With a mod manager (recommended): install through Thunderstore Mod Manager, r2modman or Gale. BepInEx comes along as a dependency.
Manually:
- Install BepInExPack Valheim.
- Copy
OdinBet_ForgeOfPotential.dlland theTranslationsfolder (with theConfigPanelfolder inside it) intoBepInEx/plugins/(side by side β theTranslationsfolder is what drives each player's language, see below). - Run the game once.
BepInEx/config/OdinBet.ForgeOfPotential.cfgis generated with every option commented. - Change the settings in the game with the settings panel (Shift + E at the
Refinement Forge, see βοΈ The settings panel) β no restart needed β or edit the
.cfgand restart.
Dedicated server: same DLL, same BepInEx/plugins/ folder. Installing on
both sides is recommended β that way the server enforces the config and nobody
plays with different numbers.
Updating from 1.4.0: just update and play β every setting, the Hall of Fame and
every Infusion stay as they are, and nothing in the .cfg changes. Update the server
and every player together (the version lock keeps a 1.4.0 player out of a 1.4.2
server, see Compatibility). Copy the Translations folder again: the new pages' texts
are in its ConfigPanel folder. The Statistics page and the Server log start recording
from the moment the server runs 1.4.2.
Updating from 1.3.0 (or older): just update and play. Update the server and every
player together (the version lock keeps a 1.3.0 player out of a 1.4.0 server). Keep
your .cfg: the new 1.4.0 settings are added with values that change nothing (every
multiplier at 100 %, items from other mods allowed), and a .cfg from 1.2.1 still
updates itself as described in the changelog. Items keep their Infusions and the Hall
of Fame keeps every record. Copy the whole Translations folder again: it has the new
ConfigPanel folder.
How the game resolves a refinement (and where the mod steps in)
Worth understanding, because the settings make far more sense afterwards.
target = item's current level + 1
roll = random number between 0 and 1
if (idol's upgrade chance >= roll) -> SUCCESS: item comes back at the target level
else if (idol's break chance >= 1 - roll) -> BROKE: item is gone, some ingredients come back
else -> FAILED: item comes back one level LOWER
Note this: losing a level is already what a normal failure does in Valheim. "Destroying the item" is a separate, rarer branch. The mod does not rewrite that logic β it writes your configured numbers into the right fields before the craft and restores them afterwards. That is the safest possible approach: no game code is rewritten.
βοΈ The settings panel
New in 1.4.0. Every setting of the mod, in the game, in your own language.
The settings panel: every setting with its explanation, its default and its .cfg key.
The forge's hover text shows the combination: Shift + E opens the panel, E alone the forge.
Opening it: stand at the Refinement Forge and press Shift + E (its hover text
shows the combination; E alone still opens the forge as usual). Or type
odinbet_config in the console (F5), anywhere in the world. Esc or Close
closes it; if you have unsaved changes it asks first.
Who can change what:
| The server's settings, and the Server log | Your options | Statistics | |
|---|---|---|---|
Single player, or the host of the world, with devcommands on |
see and change | change | see your own |
A player in the dedicated server's adminlist.txt, with devcommands on |
see and change | change | see your own |
Everybody else β including the host or an admin without devcommands |
hidden | change | see your own |
Without devcommands, the panel shows only Your options (and Statistics): the
odds, the costs and every other server setting stay hidden. The host or an admin gets a notice there: type
devcommands in the console (F5) and open the panel again to see the full panel. The
server checks every request again itself: the player must be in its admin list,
every setting must be one of this mod's, and every value must have the right type and
be inside its allowed range β a modified client gets exactly the same answer.
The pages: Overview (the main switches and a status box) Β· The bet Β· Cost and time Β· Refinement power Β· Idol recipes Β· Notifications Β· Thunder Night Β· Infusions Β· Infusion effects Β· Allowed items Β· Server Β· Server log Β· Your options Β· Statistics (the last two for everybody, see π Statistics and π Server log below). A page with unsaved changes shows their number in the list; a dot marks a page with a warning (orange) or an error (red).
Every setting shows its name and its .cfg key, what it does, its default and its
allowed range, and a live example where one helps β computed from what you are
typing, for instance:
- The bet: "Out of 100 refinements: 80 succeed, 15 fail and lose 1 level(s), 5 destroy the item."
- Cost and time: a small table with the idol cost and the crafting time for several item levels.
- Refinement power: what a real item of the game gains per forge level with the value you picked.
- Thunder Night: how often one comes, and the exact in-game hours its effects run.
- Infusions: how the bonus grows with the Infusion level; Notifications: a preview of the chat line with your chat name.
Alerts tell you when settings get in each other's way:
- grey No effect now: another setting makes this one irrelevant (the failure settings while the success chance is 100 %, the cost growth while the interval is 0...). It can still be changed.
- orange Warning: allowed, but probably not what you want (Thunder Night hours that contain no night time, a chance of 0, a lowest level after a failure that is not below the level cap, an item in both the blacklist and the exceptions...).
- red Error: blocks saving until it is fixed (a recipe with more than 4 ingredients, a number outside its range).
No item names to type: every setting that takes items β the blacklist, the exceptions for items from other mods, the items that are never infused, and the ingredients of the 16 idol recipes β has a picker: search by the item's name in your language or by its prefab name, filter by category (weapons, shields, armour, tools, materials, trophies, food, other, other mods), click to add, click again to remove. Items come with their icons; items from other mods are marked. A recipe holds up to 4 ingredients, with β / + for the amounts (hold Shift for 10 at a time). The crafting station of the idols is picked from the game's stations, with their icons.
Saving: nothing changes while you edit. Save and apply first shows a summary of every change (old Β» new). Then:
- the server's settings are applied at once on the server (or on your game, in
single player or as the host), written to its
.cfg, the idol recipes are rebuilt, and the new values are sent to every connected player β no restart, nobody has to reconnect; - the change is written to the server's log (
LogOutput.log) with the admin's name and every old and new value, and (1.4.2) to the permanent Server log, which survives restarts; - your own options are written to your own
.cfg.
Other buttons: Discard changes, Page defaults (the whole page back to its
defaults, as a draft you still have to save), Default and Undo on each setting,
and, for admins, Reload .cfg: after editing the .cfg by hand, the server reads
it again and applies it to everyone, without a restart.
While the panel is open you cannot move or act, the inventory, the map and the chat
stay closed, and the mouse wheel scrolls the panel instead of the camera. The panel's
texts are in Translations/ConfigPanel/<Language>.json, 15 languages, apart from the
message files.
π Statistics and π Server log
New in 1.4.2. Two more pages in the settings panel (Shift + E at the Refinement Forge). Everything they show is kept on the server and read from there, so it is the same whichever computer you play from.
π Statistics β every player
The Statistics page: this character's numbers, your place in the Hall of Fame and your history.
- This character: refinements, success rate, successes, failures, items destroyed (and items sent back to level 1, if the server uses that), the best success streak and the worst failure streak, the highest level reached (and its Infusion), the last refinement, and the idols used, per idol.
- Hall of Fame β your account: your record and your place in each of the eight rankings, even far outside the top 10 the statues show (gold = in that top 10). All your characters together, counted exactly as the statues count them.
- History: every refinement, newest first, one card each: the date and time (in your own time zone and date format), the item and its levels (level 5 β 6), the result (success, fell to level 4, kept level 5, destroyed, back to level 1), the Infusion the item carries after a success, and the idols it used (3 Γ Silver Battle Idol). 50 at a time: scroll down and the next ones load. Refresh reads it again; opening the panel always shows it fresh.
- Per world and per character: another world, or another character, has its own history β a single-player test world never mixes with the server's. The server keeps the last 500 refinements of each character; the numbers count all of them.
- Private: the server works out who is asking from the connection itself (the Steam ID, like the Hall of Fame, and the character's name). Nobody can read anyone else's history.
- Recorded from 1.4.2 on (the Hall of Fame keeps counting everything, as before). The history is built from the same report the Hall of Fame already gets, so a player whose game is still on 1.4.0 is recorded too when the server runs 1.4.2 (with the version lock off). The idols used are worked out on the server with its own rules β the same numbers the refining game used (none on a world with the no crafting cost modifier, where the game takes none).
π Server log β admins with devcommands
The Server log page: when, who, which setting, and the value before and after.
Every change to the server's settings, newest first: when (in your local time),
who (the admin's name; the file also has their Steam ID), which setting (its name
in your language and its .cfg key) and the value before β after. It catches:
| How the setting changed | What the log shows |
|---|---|
| Save and apply in the settings panel | the admin's name (settings panel) |
| Reload .cfg after editing the file by hand | the admin who pressed it (Reload .cfg) |
The .cfg edited while the server was off |
.cfg changed while the server was off β noticed at the next start |
| Configuration Manager or another mod, while it runs | changed outside the panel (a slider being dragged gives one line, once it settles) |
Unlike LogOutput.log, it survives restarts, has no size limit (a change is a
few hundred bytes) and cannot be erased or reset from the game. Only admins see the
page, and the server checks its admin list again on every request. A player's own
options (Your options) are never logged.
Both pages have a Refresh button. A Server log that is already open (and scrolled to the top) shows a change you just saved by itself. If the server does not answer, the page says so and offers Refresh: "The server did not answer" (the server runs an older version), "This server does not run OdinBet 1.4.2 or newer" or "The server is not ready to answer yet" (no world loaded yet β try again in a moment).
The files
All in BepInEx/config/OdinBet_ForgeOfPotential_HallOfFame/, next to the Hall of Fame
database, on whichever game is the server:
| File | What it holds |
|---|---|
History_<world>/<SteamID>_<character>_<code>.json |
One per character and world: the totals and the last 500 refinements |
ServerSettingsLog.jsonl |
The server log: one line per change, only ever added to |
ServerSettingsLog_state.json |
The last value seen for each setting, to notice what changed while the server was off |
Every entry carries its time twice: "utc": "2026-09-26T21:50:30Z" to read by hand, and
"time" (a Unix timestamp) that the panel turns into each player's own local time. A
line of the log looks like this:
{"n": 12, "utc": "2026-09-26T21:50:30Z", "time": 1790459430, "by": "Ragnar", "byId": "76561198000000000", "source": "panel", "section": "Upgrade Settings", "key": "UpgradeSuccessChance", "old": "85", "new": "75"}
They are saved the same careful way as the Hall of Fame: through a temporary file, with
the previous version kept as .bak. A damaged file is kept as .corrupt and the .bak
is used; a file that another program is holding open (an antivirus, a backup) is left
alone and tried again, with the new refinements waiting in memory until then.
π Every setting
File: BepInEx/config/OdinBet.ForgeOfPotential.cfg
Everything is server-synced except the settings marked local (VerboseLogging, EnableInfusionEffects, EnableThunderNightMessage, EnableThor, EnableOdinScene) and the two server-only Multiplayer options.
The file only holds switches and numbers. Every text the mod shows (messages, chat lines, tooltip lines) lives in the Translations/ folder, in 15 languages β see π Multi-language messages.
Every setting below can also be changed in the game, with explanations and examples, in the settings panel (see βοΈ The settings panel).
π Feature Toggles section
Master switches. Turn a whole system off here if you only want the others.
| Setting | Default | What it does |
|---|---|---|
EnableRefinementForge |
true |
Turns the Refinement Forge on or off as a whole. With false, nobody can open it, refine gear, or repair anything there, and the craft buttons are greyed out. See π« Turning the forge off, further down. |
EnableHallOfFame |
true |
Turns the eight Hall of Fame statues on or off. With false, they stop responding β no hover text, no panel. The database behind the rankings keeps recording every refinement regardless; nothing is ever lost while this is false. See π Hall of Fame, further down. |
EnableCustomRecipes |
true |
Adds the craft recipes for all 16 Idols. With false, the mod touches no recipes at all β use this if you only want the gambling, or only the announcements. |
EnableUpgradeChanceAndCostTweaks |
true |
Master switch for the entire Upgrade Settings section (chance, failure, cost, cap). With false, the mod touches none of it and the game's own prefab values are used. |
EnableCraftDurationTweaks |
true |
With false, UpgradeBaseDuration and UpgradeDurationIncreasePerLevel are ignored and the game's own duration is used. |
π² Upgrade Settings section β the gamble
This whole section only applies while
EnableUpgradeChanceAndCostTweaks = true.
The odds
| Setting | Default | Range | What it does |
|---|---|---|---|
UpgradeSuccessChance |
100 |
0β100 or -1 |
Chance, in percent, that a refinement succeeds. 100 = never fails. 0 = always fails. 65 = succeeds roughly 65 out of 100 attempts. -1 = leave the idol's own chance untouched. |
FailureBreaksItemChance |
0 |
0β100 or -1 |
When an attempt fails, what percentage of those failures destroys the item instead of only lowering its level. 0 = never destroys. 100 = every failure destroys. -1 = use the game's own value. |
β οΈ FailureBreaksItemChance is a share of the failures, not of all attempts.
With UpgradeSuccessChance = 80 and FailureBreaksItemChance = 50, the real
outcome is: 80% success, 10% destroyed, 10% level lost.
What a failure does
| Setting | Default | Range | What it does |
|---|---|---|---|
LevelsLostOnFailure |
1 |
0β20 | How many levels the item drops on a failure that does not destroy it. 1 = vanilla (level 5 becomes level 4). 0 = the item keeps its level and the attempt only costs the ingredients. 2 or more = a harsher penalty. |
MinimumLevelOnFailure |
1 |
1β20 | Floor the item can never drop below through failure. Leave this at 1. Without this guard, the game hands back a level 0 item when a level 1 item fails β a bug in Valheim itself. |
FailureAtMinimumLevelBreaksItem |
false |
β | What to do when a failure would take the item below the floor, i.e. it has no levels left to lose (with LevelsLostOnFailure = 1 that is an item already at the floor; with 2 or more it also covers items a little above it). false = it survives at the lowest level it is allowed to have and the attempt only costs the ingredients. true = the failure is promoted to a break, and then BreakReturnsItemAtLevel1 / BreakReturnIngredientsPercent decide what the player gets. Ignored while LevelsLostOnFailure = 0. |
What happens when an item is destroyed
| Setting | Default | Range | What it does |
|---|---|---|---|
BreakReturnsItemAtLevel1 |
false |
β | false = vanilla: the item is destroyed and part of the ingredients is refunded. true = the item is not destroyed; the player gets the same item back at level 1 and no materials. |
BreakReturnIngredientsPercent |
-1 |
0β100 or -1 |
How much of the recipe's recoverable ingredients comes back when the item IS destroyed. 0 = nothing, 100 = everything. -1 = use the game's own value. Only matters if something actually breaks. |
π‘ Why you probably want BreakReturnsItemAtLevel1 = true:
refunded materials are metals and ores, and those cannot go through a
portal. A player who fails a refinement far from home is stranded with a pile
of metal and no way back. Handing the finished item back at level 1 keeps the
loss real while letting them portal home.
π Useful combination: FailureAtMinimumLevelBreaksItem = true +
BreakReturnsItemAtLevel1 = true β a level 1 item can never be lost outright;
it just comes back at level 1 and the idol is gone.
Level cap
| Setting | Default | Range | What it does |
|---|---|---|---|
MaxUpgradeLevel |
0 |
0β100 | Highest level an item can be refined to. 0 = no limit. The player who tries to go past it gets a warning in the middle of the screen (only them, never broadcast). |
Valheim deliberately skips its own max-quality check when the station is an upgrader, so without this mod there is no ceiling at all at the Refinement Forge.
β οΈ Honest caveat: the craft button in the UI stays enabled. The block happens on the click β nothing is consumed, but the button is not greyed out. Greying it out would mean patching the game's crafting UI, which breaks far more easily on a game update.
Ingredient cost scaling
The idol cost can grow as the item gets higher.
| Setting | Default | Range | What it does |
|---|---|---|---|
CostStart |
1 |
0β1000 | Base idol cost per refinement. 0 = free. (Game default: 1) |
CostIncreasePerInterval |
1 |
0β1000 | How much the cost goes up each time the interval is reached. |
CostIncreaseInterval |
2 |
0β100 | Number of levels between each cost increase. 0 disables scaling. |
CostScalingLevelStart |
6 |
1β100 | Level at which scaling starts. (A lower value in an older config is corrected to 1.) |
The cost can never go below 0, whatever is in the config.
Example with the defaults (starts at 6, +1 every 2 levels): levels 1β5 cost 1 Β· levels 6β7 cost 2 Β· levels 8β9 cost 3 Β· and so on.
Craft duration
| Setting | Default | Range | What it does |
|---|---|---|---|
UpgradeBaseDuration |
2 |
0β600 | Base refinement duration, in seconds. (Game default: 8) |
UpgradeDurationIncreasePerLevel |
1 |
0β600 | Extra seconds per item level. (Game default: 1) |
πͺ Refinement Power section
New in 1.4.0. How much each Refinement Forge level really adds to an item.
| Setting | Default | Range | What it does |
|---|---|---|---|
RefinementStatMultiplierWeapons |
100 |
0β500 | What each forge level adds to a weapon's combat damage, in percent of what the game itself adds per level. 100 = the game's own, 200 = twice as much, 0 = forge levels add no damage. |
RefinementStatMultiplierShields |
100 |
0β500 | The same for shields: their Block Power and their parry force (deflection). |
RefinementStatMultiplierArmor |
100 |
0β500 | The same for the Armor of helmets, chest and leg pieces, gloves and capes. |
How it works:
- The game adds a fixed amount for every quality level of an item. Only the levels above the item's normal maximum quality β the ones only the Refinement Forge can give β are scaled. The workbench levels stay exactly as in the game.
- Example: a sword that gains 6 damage per level in the game gains 9 per forge level
at
150, and nothing at0. After 10 forge levels: +60 in the game, +90 at150. - Weapons: only combat damage (blunt, slash, pierce, the elements, spirit). Chop and pickaxe damage are not scaled, so tools do not turn into super-axes.
- Durability never changes. The item's Tier (which decides who can reach immunity with an Infusion) is based on its base stat and does not change either.
- An Infusion adds its percentage on top of the scaled value.
- Nothing is stored on the items: the value is applied live, so lowering it also lowers items that were refined before. The tooltip shows the real numbers.
- Items from other mods are scaled the same way.
π¨ Crafting section
| Setting | Default | What it does |
|---|---|---|
GlobalStation |
$piece_forge |
Station required to craft all the Idols. Accepts the station's m_name (e.g. $piece_workbench) or its prefab name. Empty = craftable by hand. |
BlacklistedItems |
(empty) | Comma-separated list of item PrefabNames (same format as the recipes below) that can never be refined at the Refinement Forge β no matter the level, the chance settings, or anything else. Checked before every other rule. Empty = nothing blacklisted. |
AllowRefiningModdedItems |
true |
New in 1.4.0. false = items added by other mods cannot be refined at the Refinement Forge (nothing is consumed, and a message says so β key ModdedItemBlockedMessage), except the ones in RefinableModdedItems. The game's own items are never affected. |
RefinableModdedItems |
(empty) | New in 1.4.0. Comma-separated prefab names of items from other mods that can still be refined while AllowRefiningModdedItems is false. An item that is also in BlacklistedItems stays blocked. |
π« How the blacklist works: it is checked first, before MaxUpgradeLevel
or any other setting gets a chance to allow the attempt. If an item's prefab
name is on the list, the craft is blocked outright and nothing is consumed.
The player sees a message in the middle of their screen (key
ItemBlacklistedMessage in the Translations/ files). Example:
BlacklistedItems = SwordBronze,ArmorIronChest
π§© How the mod tells the game's items from other mods' items: when the game builds
its item list, the mod records the items that ship with the game, before any other mod
adds its own. If that list could not be recorded (another mod adding items in an unusual
way), every item counts as a game item, so AllowRefiningModdedItems and
InfusionAllowModdedItems block nothing: the log says so once, and the settings panel's
overview shows how many game items were recognised. In the settings panel you do not
need to know any prefab name: the item picker lists every item with its icon and can
show only the items from other mods.
π Recipes section β the 16 Idols
The 16 Idols (Upgrader0Armor β¦ Upgrader7Weapon) already exist in Valheim 1.0.
This mod only adds craft recipes for them.
Format for each recipe: PrefabName:Amount, comma-separated.
| Tier | Idol | Default recipe | Boss / Biome |
|---|---|---|---|
| 0 | Wooden Protection / Battle Idol | FineWood:20, Tin:10, GreydwarfEye:10, TrophyEikthyr:1 |
Eikthyr β Meadows |
| 1 | Bronze Protection / Battle Idol | Bronze:10, SurtlingCore:1, TrophyTheElder:1 |
The Elder β Black Forest |
| 2 | Iron Protection / Battle Idol | Iron:10, ElderBark:5, TrophyBonemass:1 |
Bonemass β Swamp |
| 3 | Silver Protection / Battle Idol | Silver:10, FreezeGland:5, Obsidian:5, TrophyDragonQueen:1 |
Moder β Mountain |
| 4 | Black Metal Protection / Battle Idol | BlackMetal:10, Needle:2, Tar:5, TrophyGoblinKing:1 |
Yagluth β Plains |
| 5 | Black Marble Protection / Battle Idol | BlackMarble:20, BugMeat:10, Carapace:10, TrophySeekerQueen:1 |
The Queen β Mistlands |
| 6 | Flametal Protection / Battle Idol | FlametalNew:10, CharredBone:15, TrophyFader:1 |
Fader β Ashlands |
| 7 | Bloodgold Protection / Battle Idol | Gold:10, Coins:40, FrozenKingDrop:1 |
Kall β Deep North |
That is 16 entries in the .cfg, one per idol: Wooden Protection Idol,
Wooden Battle Idol, Bronze Protection Idol, and so on through
Bloodgold Battle Idol.
π― Every tier requires the boss trophy. That is on purpose: refining gear of a given tier should mean you beat the boss of that tier.
β οΈ About tier 7: Valheim 1.0 ships no head trophy for the Deep North boss
(Kall). What he drops reliably is FrozenKingDrop (Sacrificial Blood), and that
is what went into the recipe. If a future update adds a TrophyFrozenKing, just
swap it in the .cfg.
π‘ Two practical notes:
- Boss trophies also unlock powers at the Sacrificial Stones. Spending one on an idol consumes it β but bosses can be summoned again and trophies stack to 20.
- If a prefab name does not exist in your build, the mod logs a warning and builds the recipe without that ingredient instead of cancelling the whole recipe. Worth checking the BepInEx log the first time you run it.
ποΈ Refinement Forge Area section
| Setting | Default | Range | What it does |
|---|---|---|---|
AllowBuildingNearRefinementForge |
false |
β | Lifts the no-build restriction around the Refinement Forge β the one that answers "a mystical force prevents building". |
RefinementForgeBuildRadius |
32 |
1β256 | How far the exemption reaches, in metres, from an upgrader crafting station. |
How the exemption works, and why it is safe: it is not based on the location's name. The mod checks whether a crafting station flagged as an upgrader exists within the radius of the spot being built on. That is exactly the Refinement Forge and never a boss altar. Altars, crypts and every other protected location keep their protection.
β οΈ Two honest caveats:
- This also allows terrain modification in that area (the game uses the same check for both).
- If the Refinement Forge can be built by players, a large radius turns into a portable "build anywhere" bubble. That is why the default is 32, not 200.
π« Turning the forge off
Want to close the Refinement Forge β for an event, for a while, or for good? Set
EnableRefinementForge = false (in the Feature Toggles section).
- Nobody can open the forge, refine, or repair there. The craft buttons are
greyed out, and a player who tries to use it sees a message in the middle of
the screen (key
ForgeDisabledMessagein theTranslations/files). - Changed in-game (for example with Configuration Manager) or received from the
server, it applies right away, even for someone who already has the forge
window open. If you edit the
.cfgfile by hand, restart the game to be safe. - Only the Refinement Forge is affected. Other crafting stations work as usual, and so do the lightning storm, building near the forge, and crafting the Idols.
- On a server with the mod, the server's choice applies to everyone connected.
β οΈ Three honest caveats:
- The lock is applied by each player's own game, so it only works on players who have the mod installed. Anyone without it can still use the forge.
- Players running a different version of the mod are disconnected by the version lock (on by default) β except versions older than 1.1.0, which cannot be detected (see Version lock).
- Hovering over the forge still shows the usual "use" hint. The message appears when the player presses the key.
β‘ Thunder Night and Elemental Infusions
An optional reward layer on top of the Refinement Forge. It never changes the refinement itself: the success chance, the cost, failures, levels lost, destruction, resets, the blacklist and the messages all work exactly as you configured them. A Thunder Night only looks at a refinement that has already succeeded and, sometimes, adds an Infusion to the item.
Thunder over the Refinement Forge. The lightning storm is the show of a Thunder Night.
β οΈ On by default. A server that updates to this version starts having Thunder Nights with Infusions on its own. Set
EnableInfusions = false(Thunder Nightsection) to opt out of the Infusions. A Thunder Night has two parts, each with its own switch β the Infusions (EnableInfusions) and the lightning storm (EnableStorm) β and with both off, Thunder Nights do nothing at all.
How it works
- Every night is its own draw. When night falls there is a
ThunderNightChance(default 20%) that it is a Thunder Night. Each night is independent β 20% does not mean "one night in five". The answer is the same for everybody in the world, is not stored anywhere, and does not change when the server restarts; a player who joins in the middle of a Thunder Night sees the same night as everyone else. Players in the world get a message when one begins (ThunderNightMessage);EnableThunderNightMessage = falsehides it. - Refine as usual. The forge decides success or failure with your normal settings β vanilla odds or any configuration of this mod.
- A failure gets nothing. No Infusion, and the failure is handled exactly as before (levels lost, destroyed, back at level 1β¦). A Thunder Night can never save an item, undo a level loss or change a failure.
- A success on a Thunder Night gets a second roll.
ThunderNightInfusionChance(default 30%) that the item receives an Infusion. This is a separate roll made after the success; it neither raises nor lowers the chance to succeed.
There is no other hidden chance, luck bonus or pity system.
What an Infusion is
An item can carry one Infusion: an element (Fire, Frost, Lightning, Poison or Spirit) and an Infusion level.
- First Infusion: the element is picked at random from the five (capes: from Fire, Frost and Poison), and the Infusion level is the item's new refinement level. A weapon that already deals an element of its own (Frostner, for one) keeps that element instead of drawing a new one.
- Item already infused: the element never changes and is never joined by
a second one. The Infusion level grows:
new Infusion level = current Infusion level + the item's new refinement level.
| Refinement | Infusion before | Infusion after a successful roll |
|---|---|---|
| level 8 β 9 | none | (random element) level 9 |
| level 9 β 10 | Lightning 9 | Lightning 19 |
| level 8 β 9 | Lightning 6 | Lightning 15 |
If the roll does not succeed, the item keeps its Infusion exactly as it was (Lightning 9 stays Lightning 9 while the item goes from level 9 to 10). The Infusion level has no cap; it is a progression counter, not the bonus itself.
What an Infusion does
| Item | Effect |
|---|---|
| Weapon (one-handed, two-handed, bow) | Adds damage of the Infusion's element, equal to a small percentage of the weapon's total damage. Vanilla damage β including any elemental damage the weapon already has β is never removed or replaced. |
| Shield | Raises Block Power by a small percentage, and strikes back with its element when you block (see Element effects below). |
| Armour (helmet, chest, legs β and gloves, if a mod adds them) | Raises Armor by a small percentage, gives a resistance to its element and a small secondary bonus. Armour never deals damage. |
| Cape | Raises Armor, gives the same resistance, and a biome bonus instead of the secondary one. Capes only draw Fire, Frost or Poison. |
Other item types (tools, torches, capes with no armourβ¦) are never infused.
Element effects on armour, capes and shields
All of this lives in the new [Infusion Effects] config section and is synced
by the server. Everything grows with the Infusion level on the same flattening
curve as the main bonus (InfusionHalfLevel) and never passes its cap.
Resistance (armour and capes). Fire β fire, Frost β frost, Poison β poison,
Spirit β spirit, Lightning β lightning. Resistant below
ArmorResistanceLevelForVeryResistant (default 5), Very Resistant from it on.
Two pieces with the same element don't add up β the best one counts. A piece that
is already weak to that type is never turned resistant by its own Infusion.
Immune is off by default: set ImmuneMinInfusionLevel above 0 and a Tier 6
armour piece (base Armor 19 or more) whose Infusion level reaches it makes you
immune to its element.
Good to know: in vanilla Valheim any frost resistance removes both Freezing and Cold in the Mountains and the Deep North. So a single Frost-infused piece keeps you warm there, the way wolf armour does.
Secondary bonus (helmet, chest, legs; not capes).
| Element | Effect | Cap (default) |
|---|---|---|
| Fire | Less heat penalty (Ashlands heat, lava heat, the boiling Ashlands ocean) | 35% |
| Frost | Wet / Frost / Freezing wear off sooner | 35% |
| Poison | Poison on you wears off sooner (fewer ticks) | 20% |
| Lightning | Less stagger build-up when hit | 22% |
| Spirit | Less damage from Undead monsters | 15% |
Cape biome bonus. Frost: faster in the Mountains and the Deep North. Poison:
faster in the Swamp. Fire: faster in the Ashlands and less lava damage (up to
FireCapeLavaDamageReductionMaxPercent, default 55%, hard limit 95% β lava
always hurts). Speed: walking and running up to CapeBiomeSpeedBonusPercent
faster (default 10%). It is pure speed: the stamina cost of running, jumping and
dodging is not touched.
Shield procs. When you block, the shield hits the attacker with its element:
Fire burns, Frost slows it for 2β4 seconds (3β6 on a parry), Poison poisons,
Lightning staggers on the spot, Spirit burns it with spirit fire (Undead only β a
Spirit shield also gets its Block Power bonus twice against the Undead). A monster
that resists frost is not slowed, as in the base game. A parry with a shield that
can parry always triggers it; any other block rolls ShieldBlockProcChance (default
25%, growing towards 50% with the level). Strength = Block Power Γ the shield's
Infusion bonus, with the same small minimums as weapons. The same element can't hit
the same attacker again for 5 seconds.
Frost smoke. When a Frost Infusion takes hold on a monster β a hit of your
Frost weapon or the strike-back of your Frost shield β a white, icy smoke pours off
its body and sinks to the ground for as long as the chill lasts. Only the player who
hit sees it, and EnableInfusionEffects = false turns it off with the rest.
Every infused armour piece, cape and shield shows a "Bonus: β¦" line under the
Infusion line in its tooltip (translated; the InfusionSecondaryTooltip_* keys of the
Translations/ files).
Infusion Effects section (synced by the server; every setting takes effect immediately):
| Setting | Default | Range | What it does |
|---|---|---|---|
EnableArmorElementalResistance |
true |
true / false |
Resistance to the element on infused armour and capes. |
ArmorResistanceLevelForVeryResistant |
5 |
1 β 1000 |
Infusion level from which the resistance becomes Very Resistant. |
ImmuneMinInfusionLevel |
0 |
0 β 100000000 |
Infusion level at which a Tier 6 piece makes you Immune to its element. 0 = never. |
EnableArmorSecondaryEffects |
true |
true / false |
The secondary bonus of helmets, chests and legs. |
FireBodyBonusMaxPercent |
35 |
0 β 100 |
Most the heat penalty can be reduced. |
FrostBodyBonusMaxPercent |
35 |
0 β 100 |
Most Wet / Frost / Freezing can be shortened. |
PoisonBodyBonusMaxPercent |
20 |
0 β 100 |
Most the poison you receive can be shortened. |
LightningBodyBonusMaxPercent |
22 |
0 β 100 |
Most the stagger build-up can be reduced (also while blocking). |
SpiritBodyBonusMaxPercent |
15 |
0 β 100 |
Most the damage from Undead can be reduced. |
CapeBiomeSpeedBonusPercent |
10 |
0 β 50 |
Most walking / running speed a cape adds in its biome. 0 = off. |
FireCapeLavaDamageReductionMaxPercent |
55 |
0 β 95 |
Most lava damage a Fire cape removes. Never 100. 0 = off. |
EnableShieldBlockProcs |
true |
true / false |
Shields strike back with their element when you block. |
ShieldBlockProcChance |
25 |
0 β 100 |
Chance on a normal block (grows up to twice this with the level). A parry always triggers. |
The thirteen "Bonus: β¦" texts are not in the .cfg: they live in the
Translations/ files (InfusionSecondaryTooltip_* keys).
π Coming from 1.2.1: this section is new and is added to your .cfg with
the defaults above. Armour and capes that were infused in 1.2.1 start giving their
resistance and bonus right away β worth knowing for your server's balance.
The real bonus is calculated separately from the level:
bonus = item stat Γ InfusionMaxBonusPercent Γ level Γ· (level + InfusionHalfLevel)
It rises quickly at first and then flattens out towards InfusionMaxBonusPercent,
however high the level goes β so an uncapped level does not become an uncapped
bonus. With the defaults (12% and 30):
| Infusion level | 9 | 19 | 30 | 60 | 150 |
|---|---|---|---|---|---|
| Bonus (% of the item's stat) | 2.8% | 4.7% | 6.0% | 8.0% | 10.0% |
The damage, Armor and Block Power numbers in the item's tooltip already include
the bonus, and a line at the bottom (key InfusionTooltip in the Translations/
files) names the element and level.
Every item gets the same percentage; a stronger item still gets a larger absolute bonus, because the percentage applies to a larger stat.
Tier. Valheim has no Tier field, so the mod works one out from the item's own
base stat before any refinement (estimates for vanilla gear): armour is Tier 6 from
19 base Armor. It only matters for immunity (ImmuneMinInfusionLevel).
Infusion effects
An Infused weapon or shield shows its element's own effect over the whole item β in your hands, put away on your back, and lying on the ground:
| Element | Effect |
|---|---|
| π₯ Fire | Flames licking along the item, vivid embers rising off it, and a warm flickering light that lights up the surroundings. |
| βοΈ Frost | Cold air: a pale-blue vapour breathing off the whole item and sinking, ice glints twinkling on it from grip to tip, and fine frost dust drifting down. |
| β οΈ Poison | A sickly green smoke rising off the whole item, toxic bubbles swelling and popping on it, and the odd drop falling off. |
| β‘ Lightning | Tiny violet arcs crackling on the item and, every moment or so, a longer bolt running along it with a burst of sparks and a faint violet flash on the surroundings. |
| π» Spirit | Pale-gold souls spiralling close around the item from grip to tip, each with a ghostly trail β more on a longer item (about 5 on a sword, 9 on an atgeir). |
The new Infusion effects.
- Only the element effect. The item's own material is never recoloured and nothing pulses. Armour and capes have no visual at all β their Infusion shows in the tooltip and works through the element effects above.
- Made by the mod itself from plain particles and lines (plus the game's fire and soft glow), emitted from the item itself, no external assets. If an effect cannot be built on your game version, that item shows flames in its element's colour instead.
- On the ground. An Infused weapon or shield that is dropped (or spills out of a broken container) keeps its effect while you are within 40 m.
- Cheap by design. At most 24 Infused items worn around you (your own always count) and 24 on the ground; other players and ground items farther than 40 m are skipped. The Fire and Lightning lights cast no shadows (at most 8 Fire and 6 Lightning lights at once).
- Other players who have the mod see your effects too. Purely visual: it never changes the bonus.
- One setting in the
Infusionsection, local (never synced from the server, so each player chooses for themselves):
| Setting | Default | Range | What it does |
|---|---|---|---|
EnableInfusionEffects |
true |
true / false |
Turns every Infusion effect off on your screen. (Called EnableInfusionGlow before 1.3.0; your value is kept.) |
It stays with the item
- The Infusion is stored on the item itself, in the per-item data the game already saves. It survives closing the game, restarting the server, chests, dropping and picking the item up, equipping and unequipping. The mod keeps no separate save file or database for Infusions.
- Refining again keeps it: the mod carries it over to the item the game creates. A failed refinement that only costs levels keeps it too.
- It is lost only when the item is destroyed, or when
BreakReturnsItemAtLevel1hands back a new level-1 item. - Two identical items can carry different Infusions.
EnableInfusions = falsestops new Infusions only. Existing ones keep working.- Without the mod, the item behaves as a normal vanilla item and the Infusion sits unused on it; with the mod back, it works again.
Settings
Thunder Night section:
| Setting | Default | Range | What it does |
|---|---|---|---|
EnableStorm |
true |
true / false |
The lightning storm show over the Refinement Forge on a Thunder Night. See βοΈ Lightning storm, below. Has no effect on Infusions. |
EnableInfusions |
true |
true / false |
New Infusions on a Thunder Night. false = Thunder Nights with the show but no new Infusions. Existing Infusions are untouched. |
ThunderNightChance |
20 |
0 β 100 |
Chance in percent that a given night is a Thunder Night. Independent draw every night. 0 = never, 100 = every night. Used while at least one of the two switches above is on. |
ThunderNightInfusionChance |
30 |
0 β 100 |
Chance in percent that a refinement that already succeeded, on a Thunder Night, also grants an Infusion. Failures never roll. 0 = never, 100 = always. |
ThunderNightStartHour |
18 |
0 β 23 |
In-game hour from which a Thunder Night's effects (the storm and the Infusion draw) are active. |
ThunderNightEndHour |
6 |
0 β 23 |
In-game hour at which they end. It can be lower than the start hour: with the defaults it runs from 18:00, across midnight, until 06:00, the whole night. Same number for both = the whole night. |
With both switches false, Thunder Nights do nothing at all: no show, no Infusions, no message. A Thunder Night only exists at night (18:00 to 06:00), so hours outside the night never take effect; use, for example, 22 and 4 to limit both the show and the Infusion draw to the deep night.
Infusion section:
| Setting | Default | Range | What it does |
|---|---|---|---|
InfusionMaxBonusPercent |
12 |
0 β 100 |
The most an Infusion can add, as a percentage of the item's own stat. Also sets the strength of a shield's strike-back. 0 = no stat bonus (the element effects have their own settings in Infusion Effects). |
InfusionHalfLevel |
30 |
1 β 1000 |
The Infusion level at which the bonus reaches half of its maximum. Lower = the bonus arrives sooner. |
InfusionAllowModdedItems |
true |
true / false |
New in 1.4.0. false = items added by other mods never get a new or stronger Infusion. Infusions they already have keep working. |
InfusionBlacklistedItems |
(empty) | item list | New in 1.4.0. Comma-separated prefab names of items that never get a new or stronger Infusion. They can still be refined, and an Infusion they already have keeps working. |
A new Infusion always draws from all five elements (capes: Fire, Frost or
Poison), and a weapon that already deals an element keeps its own. The Thunder
Night and Infusion texts live in the Translations/ files (see π Multi-language
messages); their on/off switches are in the Notifications section. Every
setting here takes effect immediately and is enforced by the server on every
player who has the mod (except the ones marked local).
Known limitations
- The Infusion is decided on the player's own game, like the rest of the refinement, and written on the item there. The server enforces the numbers (chances, bonus formula) but cannot verify an item, so a player running a modified game could give themselves an Infusion β exactly as they could already edit any item. This is how Valheim is built.
- Only players with the mod get the bonus. It is calculated by the mod on each player's own game: weapon damage by the attacker's game, Armor, Block Power, resistances and the other armour / cape / shield effects by the defender's.
- Other mods that also change the damage, Armor or Block Power the game
reports for an item can stack with or override an Infusion. The mod only
touches its own three
OdinBet_*entries in the item's data and no one else's. - The night is judged when the refinement finishes, not when it starts.
- Nothing to migrate: items refined before this version simply have no Infusion.
- The Lightning storm is the show of Thunder Night and is limited by the same night and hours, but it has its own switch: you can keep either, both or none.
π Hall of Fame
Turns the eight standing statues around the Refinement Forge into guardians of
eight server-wide rankings. Look at one and, if the feature is on, [E] Consult the Hall of Fame appears β press it to open that ranking's panel.
One of the eight statues around the Refinement Forge, and the panel it opens.
| # | Statue | Ranking | Tracks |
|---|---|---|---|
| 1 | Standing alone | The Forge Master | Highest refinement levels reached, one entry per item type and Infusion element β the same player can appear more than once |
| 2 | Paired with #3 | The Favorite of the Gods | Most successful refinements |
| 3 | Paired with #2 | The Unlucky One | Most failed refinements |
| 4 | Standing alone | The Relic of the Forge | The item with the strongest Infusion ever gained here, and who made it |
| 5 | Paired with #6 | The Unstoppable | Longest streak of successes in a row |
| 6 | Paired with #5 | The Cursed | Longest streak of failures in a row |
| 7 | Paired with #8 | The Tireless Smith | Most refinements in total (successes and failures together) |
| 8 | Paired with #7 | The Destroyer | Most items destroyed while refining |
The panel: the ranking's name, an italic tag line, a boxed description of
what it measures, and always ten rows (unclaimed ones show as β). Click a
player's name to see their Steam profile link β it's copied to the clipboard
right away, and a separate "Open profile" button opens it in the browser
(clicking a name never opens anything by itself). One OK button closes the
panel; so do Esc, pressing E again, walking away from the statue, or
EnableHallOfFame being switched to false while it's open.
The Forge Master and The Relic of the Forge share the same underlying records β one per player and item type, the best level that combination ever reached β but rank them differently, so they no longer show near-identical lists:
- The Forge Master lists every record, highest item level first. This is the ranking of pure refinement skill: it can (and usually does) show the same player more than once, once per item type they refined far.
- The Relic of the Forge only lists records that carry an Infusion, ranked
by the strongest Infusion first β not by item level. It is empty until someone's
item is infused on a Thunder Night, and stays a normal, unclaimed
βrow until then, the same as any other ranking with no entries yet.
Both rankings show a line ending with the Infusion the item carried when its
record was set, for example Iron Sword - level 20 (Lightning Infusion 45). Only
an Infusion this mod gave the item is shown: a Frostner that was refined but never
infused stays a plain Frostner - level 13, however much frost damage it has from
the game itself, and simply never appears in The Relic of the Forge. If the item
later reaches a higher level, or its Infusion grows, the record is replaced,
so an older, weaker version never stays in the list. "The same item" means the
same item type of the same player (the game gives items no unique id): two
different Iron Swords of one player are one record, the best of them. The element
name comes from the game's own text, so it appears in each player's language.
Records made before 1.2.0 simply have no Infusion, so they can only ever show up
in The Forge Master. Players updating from 1.1.0 keep every record they already
had β nothing is migrated or reset, only how the two panels sort and filter it.
Tracked by Steam ID, not by character. The same person keeps the same record across characters, and across worlds hosted on the same server. A player on a platform without a Steam ID is still tracked (so they still show up and still get credit), just without a profile link.
The database is never the thing that gets switched off. EnableHallOfFame
(Feature Toggles section, on by default) only controls the statues:
with false they go silent β no hover text, no panel. Every refinement keeps
being recorded underneath regardless, so switching the Hall off for a while (an
event, a break from the feature) never loses data; set it back to true and
the rankings are complete again immediately.
π Security detail, same principle as the rest of this mod's networking: a client only ever asks the server for the ten rows of the ranking currently open, over the same authenticated per-connection channel the server config uses β never a broadcast. The server checks the request before answering, and refuses outright while the feature is off, so a modified client cannot get rankings that way either. Every name and item that reaches the panel is cleaned first (no formatting tags, capped length). On a single-player game, or the game hosting the world, there is no network round-trip: the database is read directly.
Your own place in every ranking β even outside the top 10 β is on the settings panel's Statistics page (see π Statistics and π Server log).
Fully translated, the same way every other message in this mod is: the
panel's text lives in the Translations/*.json files (not the .cfg β around
forty strings for wording alone would have meant that many new synced
settings) and shows up in each player's own Valheim language automatically.
β οΈ Two honest caveats:
- The panel is built for a mouse. With a gamepad, Esc / B still closes it, but a row's name and the profile-link button cannot be selected.
- Which statue guards which ranking is fixed β matched to the ring around the
Forge itself, not to any particular world, so it holds on every save, but it
is not currently configurable from the
.cfg.
βοΈ Lightning storm
The show of a Thunder Night. While one is under way, the sky above the Refinement Forge comes alive: lightning strikes again and again, joined by a mix of other effects in the air, all within about 70 metres of the forge.
The Lightning storm show over the Refinement Forge on a Thunder Night.
Thor flies by over the Refinement Forge during the show.
- Purely visual. Everything happens high above the ground, so buildings, players and creatures around the forge are never damaged.
- Nothing to download. It only uses effects that already exist in Valheim.
- Only on a Thunder Night. It plays when the night has been drawn as a Thunder
Night (
ThunderNightChance) and the clock is insideThunderNightStartHourβThunderNightEndHour(the whole night by default). - Its own switch.
EnableStorm(Thunder Nightsection) turns only the show off; Infusions keep working. Applies right away when changed in-game or by the server; after editing the.cfgby hand, restart the game. - Starts when you get close. The show plays while you are within about 200 metres of the Refinement Forge.
- Independent of the forge switch. It keeps running whether or not the forge is disabled.
β οΈ One caveat: each player's own game draws the show, so only players who have the mod installed see it. On a server with the mod, the server's values apply to everyone connected.
β οΈ Flashing lights: the show has bright, rapid flashes. If you or your players
are sensitive to flashing light, set EnableStorm = false β and remember that a
server's setting applies to everyone connected, who can't switch it off
individually.
Coming from 1.1.0? The old Forge Storm section (Enabled, StartHour,
EndHour) no longer exists. If it was Enabled = false (the default), the update
keeps EnableStorm off for you too. To get back the old every-night behaviour
between 22:00 and 04:00, see the last presets below.
ποΈ Odin's visit
Odin and Thor clash over who is worthy of the forge during a Thunder Night.
On a Thunder Night, the gods come to the forge. Each time you arrive within about 100 metres of the Refinement Forge and no other player is standing at the forge itself, the camera leaves you for about 25 seconds. It starts the moment you arrive β also right after coming through a portal next to the forge:
- The camera glides to the forge; the HUD hides, black cinema bars slide in, the screen edges darken and the music and wind drop.
- Odin is already there, standing beside the forge β the game's own Odin, just as you know him, in a soft cold light β and his two ravens land at his sides.
- Odin calls the storm: a column of light rises from him into the sky, sparks climb it, and the sky answers with flashes and thunder.
- He vanishes in his smoke, the ravens fly up and away, and in the silence the camera turns to the skyβ¦
- Thor's chariot rushes over your head, hurling bolts at the ground, and a huge bolt strikes the forge: a blinding flash, thunder, the camera shakes, and the forge smokes and glows.
- The camera returns to you.
- You are safe while it plays. It uses the game's own cutscene mode (the one of the arrival intro): you cannot act and you cannot be hurt.
- Esc skips it. It also ends by itself if an enemy comes close, and it never starts with enemies around, in a menu, in a dungeon, in bed, on a seat or boat, in the water or in build mode.
- When it plays again. After the scene, it waits until you have been more than 200 metres away from the forge and come back β or until the next Thunder Night.
- Odin and Thor talk. A short, subtitled exchange about who is worthy of the forge, shown in the bottom cinema bar in your language.
- A calm sky. A snowstorm or blizzard would hide everything, so the weather is clear while the scene plays and goes back to what it was afterwards (only on your screen).
- The storm steps aside. While the scene plays, the Thunder Night show pauses, so nothing gets lost among its bolts and only one chariot crosses the sky.
- Everyone sees their own. Each player's own game plays it when that player arrives; players who arrive together, or who are there when a Thunder Night begins, see it at about the same moment. Nothing is sent over the network and nothing in the world changes.
- Light on the game. Outside a Thunder Night the scene and the lightning show are switched off completely; the mod only glances at the clock at nightfall and once per in-game hour to see whether one begins. During a Thunder Night it checks every 2 seconds, and 4 times a second only when you are close to a forge, so the scene starts right as you arrive.
- Outdoors only. The mod looks for a camera spot with a clear view of the forge; if the forge is closed inside a building, the scene simply does not play.
- Its own local switch:
EnableOdinScene(Thunder Nightsection, defaulttrue). It also needsEnableStorm, since the scene has bright flashes too. - Nothing to download. Odin, the ravens, Thor, the smoke and the thunder are the game's own; the column of light, the glow and the bolt are drawn by the mod.
β οΈ Flashing lights: the strike has a bright flash. EnableOdinScene = false
turns the scene off for you.
Testing it: with devcommands on, type odinbet_odin in the console (F5) near
a Refinement Forge to play it right away, whatever the night.
π Multiplayer section β version lock
Server and players must run the same version of the mod, or they would play
by different rules. On a server that has the mod, the version lock makes sure of
it. Both settings only matter on the server, live in the server's own .cfg, and
are not synced.
| Setting | Default | What it does |
|---|---|---|
KickDifferentModVersion |
true |
A player who has the mod but a different version than the server is disconnected a moment after joining. |
RequireModToJoin |
true |
Also disconnects anyone who does not answer the version check within 30 seconds. Closes the last gap (see below), but it also keeps out players who do not have the mod at all β on by default, because a player without the mod would play with vanilla refinement odds/costs while everyone else uses this mod's settings. Turn it off only if you're fine with that. |
How it works: when a player with the mod joins, their game tells the server which mod version it runs. The server compares it with its own; if they differ, the player is disconnected and the reason (the player and both versions) is written to the server log.
β οΈ Honest limits:
- A disconnected player sees the game's normal disconnect screen, with no text about the mod. Tell your players: disconnected right after joining = the mod version differs from the server's.
- Versions older than 1.1.0 cannot answer the check, so the server cannot tell
them apart from players who have no mod.
RequireModToJoinkeeps them out β and everyone without the mod too. It's on by default for that reason; turn it off only if you're fine with some players playing by different rules. - Without the mod on the server, nothing is checked.
π’ Notifications section
Everything the mod tells players: the line in every player's chat, the
message in the middle of the screen of the player who refined, and the
Thunder Night message. Only switches live here β the texts themselves are in the
Translations/ folder, in each player's own language (see π Multi-language
messages).
| Setting | Default | What it does |
|---|---|---|
EnableGlobalNotifications |
true |
Chat announcements for everyone on the server: refinements, plus new and strengthened Infusions. false = the mod never writes in the chat. |
EnableLocalNotifications |
true |
The mod's own centre-screen message for the player who refined (success, lost levels, destroyed, back at level 1) and for a new or strengthened Infusion. It replaces the game's own result text. false = leave the game's text exactly as it is. |
EnableThunderNightMessage |
true |
Local. The message on your screen when a Thunder Night begins. false = no message for you; the storm and the Infusions are not affected. |
NotifyOnSuccess |
true |
Announce successful refinements in the chat. |
NotifyOnFailure |
true |
Announce failures where the item only lost levels. |
NotifyOnBreak |
true |
Announce failures that destroyed the item (or returned it at level 1). |
MinimumLevelToNotify |
1 |
(1β100) Only announce in the chat if the attempted level is at least this. 1 announces everything; raise it to 4, say, to keep low-level refinements out of the chat. |
NotificationPrefix |
OdinBet |
The name shown at the start of every chat line (in yellow). Rename it here and every line follows; empty it to show nothing. |
NotifyOnSuccess, NotifyOnFailure, NotifyOnBreak and MinimumLevelToNotify
only filter the chat. The Infusion announcements follow
EnableGlobalNotifications alone. The messages that explain why an attempt was
blocked (maximum level reached, blacklisted item, forge disabled) are always
shown to the player who tried.
Why EnableLocalNotifications is worth leaving on, even if you like the
game's wording:
- Some Valheim 1.0 builds ship without a translation for those tokens and show
a raw
[msg_upgrader_failed]on screen instead of a sentence. - The game writes its text before the mod has finished deciding the
outcome. With
BreakReturnsItemAtLevel1or aLevelsLostOnFailureother than 1, the game's wording no longer matches the item the player actually received. The mod's text does.
π¬ Heads-up: each announcement also opens the chat window for every player, so
nobody misses it. On a busy server, raise MinimumLevelToNotify or turn
EnableGlobalNotifications off if that gets noisy.
π Security detail: what travels over the network is structured data only (player name, item token, levels, outcome) β never a finished sentence. Every client renders the text locally. That means two good things: the text and the item name show up in each player's own language, and nobody can broadcast arbitrary text by editing their own files.
π Coming from 1.2.1 or older: the old Local Messages and Global Notifications sections are merged into this one on the first start, together
with EnableThunderNightMessage from Thunder Night. Your switches,
MinimumLevelToNotify and the prefix are carried over
(ReplaceGameUpgradeMessages β EnableLocalNotifications,
EnableGlobalUpgradeNotifications β EnableGlobalNotifications,
GlobalNotificationPrefix β NotificationPrefix), and the old text lines are
removed from the file. A wording you had customized in the .cfg is not carried
over β change it in the Translations/ files instead.
π Multi-language messages
Every text the mod shows β the centre-screen messages, the chat lines, the
tooltip lines, the Hall of Fame panel and the dialogue of Odin's visit β lives in
the Translations/ folder and shows up in each player's own language,
automatically. None of it is in the .cfg: that file only holds the switches.
How it picks the text, for each message: the file of the player's game
language β English.json β the English text built into the mod. A missing key or
file never leaves a message blank and never crashes anything.
Included out of the box (15 languages): English, German, French, Spanish, Italian, Japanese, Korean, Chinese (Simplified), Polish, Portuguese (Brazil), Portuguese (Europe), Russian, Turkish, Dutch, Swedish.
Where it lives: BepInEx/plugins/.../Translations/<LanguageName>.json β one
flat file per language. File names match Valheim's own internal language names
exactly (Portuguese_Brazilian, Portuguese_European, etc.) β that's how the
mod knows which file belongs to a player's game language. The keys:
- Chat:
SuccessMessage,FailedMessage,BrokenMessage,ResetMessage,InfusionMessage,InfusionStrengthenedMessage. - Centre of the screen:
LocalSuccessMessage,LocalFailedMessage,LocalBrokenMessage,LocalResetMessage,LocalInfusionMessage,LocalInfusionStrengthenedMessage,MaxLevelReachedMessage,ItemBlacklistedMessage,ModdedItemBlockedMessage,ServerVersionMismatchMessage,ForgeDisabledMessage,ThunderNightMessage. - Tooltips:
InfusionTooltipand the thirteenInfusionSecondaryTooltip_*"Bonus: β¦" lines. - Hall of Fame: the
Hall_β¦keys. Odin's visit: theOdinScene_β¦keys.
Placeholders (they are filled in by the mod; keep them as they are):
- Chat lines:
{Prefix}(theNotificationPrefixsetting),{PlayerName},{ItemName},{Level}(attempted level),{ResultLevel}(final level). The two Infusion lines take{Prefix},{PlayerName},{ItemName},{Element}and{InfusionLevel}instead. - Centre-screen results:
{ItemName},{Level},{PreviousLevel},{ResultLevel}. The two Infusion messages:{ItemName},{Element},{InfusionLevel},{Level}(the item's new refinement level).MaxLevelReachedMessage:{ItemName},{Level}(current level),{MaxLevel}.ItemBlacklistedMessageandModdedItemBlockedMessage:{ItemName}. InfusionTooltip:{Element},{InfusionLevel}.
The element names (Fire, Frost, Lightning, Poison, Spirit) and the item names come from the game's own translations, so they always appear in each player's own language.
βοΈ Changing a wording: edit that key in the file of your language (and in
English.json for players whose language has no file). Each player reads their
own files β on a server, share the edited file with everyone (in your
modpack, for example) so they all see it.
π Hiding a message: leave its text empty ("InfusionMessage": ""). The mod
then shows nothing for it. That works for any message, chat line or tooltip line,
in the language files where you empty it.
π‘ Adding a language yourself: drop a new <LanguageName>.json in
Translations/ with the same keys, matching the exact language name Valheim
itself uses internally. No recompiling, no code changes. A key you leave out
falls back to English.
βοΈ The settings panel's texts live apart, in Translations/ConfigPanel/<LanguageName>.json
(same 15 languages, same rules: the player's language, then English, then the English
built into the mod). Only change them if you want to reword the panel itself.
π Debug section
| Setting | Default | What it does |
|---|---|---|
VerboseLogging |
false |
[Local β not synced by the server] Writes two lines to the BepInEx log per refinement, with the levels before and after, the outcome, and the chances that were applied. The chances are only written in single player, for the host, and for an admin with devcommands on; other players get the levels and the outcome. |
Turn this on if a result does not match what your .cfg says. The log shows:
Refine start: 'SwordIron' level 4 -> 5, upgraderResource=True, successChance=50%, ...
Refine result: 'SwordIron' 4 -> 3 (LevelLost) [game text replaced: "..."]
If the Refine result line does not appear, the mod's hooks are not running
at all β the problem is the patch, not the config. Those two lines are the most
useful thing you can attach to a bug report on Discord.
π§© Ready-made config presets
Hardcore (a real gamble):
UpgradeSuccessChance = 50
FailureBreaksItemChance = 25
LevelsLostOnFailure = 1
BreakReturnsItemAtLevel1 = true
FailureAtMinimumLevelBreaksItem = true
Painless (only the cost matters):
UpgradeSuccessChance = 100
FailureBreaksItemChance = 0
LevelsLostOnFailure = 0
Risky, but I never lose the item:
UpgradeSuccessChance = 70
FailureBreaksItemChance = 0
LevelsLostOnFailure = 1
MinimumLevelOnFailure = 1
Forge closed (nobody can refine or repair):
EnableRefinementForge = false
Some items are off-limits, everything else refines normally:
BlacklistedItems = SwordBronze,ArmorIronChest
Thunder Night every night, every success infused (for testing):
ThunderNightChance = 100
ThunderNightInfusionChance = 100
Thunder Nights with the show, but no Infusions:
EnableInfusions = false
Thunder Nights with Infusions, but no lightning show (existing Infusions keep working either way):
EnableStorm = false
No Thunder Nights at all (existing Infusions keep working):
EnableStorm = false
EnableInfusions = false
Thunder Nights only from 22:00 to 04:00:
ThunderNightStartHour = 22
ThunderNightEndHour = 4
The 1.1.0 storm back: every night, 22:00 to 04:00 (this also makes every night a Thunder Night for Infusions, so add EnableInfusions = false if you only want the show):
ThunderNightChance = 100
ThunderNightStartHour = 22
ThunderNightEndHour = 4
Just the Idol recipes, nothing else touched:
EnableUpgradeChanceAndCostTweaks = false
EnableCraftDurationTweaks = false
EnableGlobalNotifications = false
EnableCustomRecipes = true
Compatibility and known limitations
- Valheim 1.0 with BepInEx 5.
- Client and server need the same mod version. On a server with the mod, the
version lock (see Version lock) disconnects players who have a different
version. Where it cannot act β the lock switched off, or a version older than
1.1.0 that cannot answer β a mismatched player is not disconnected: their game
ignores the server's sync packet (with a log warning). From 1.4.0 on, such a
player also cannot refine at the Refinement Forge on that server (a message says
so and nothing is consumed), so nobody refines by the odds of their own
.cfgon a server that has rules of its own. - Players always follow the server's settings. On a server with the same version,
every setting that affects the game (odds, costs, caps, recipes, Infusions...) comes
from the server: changing it on the player's side (in the
.cfg, with Configuration Manager or in the settings panel) is refused and put back at once. Only the options on Your options (visual effects, messages, Odin's visit, the log) are each player's own. MaxUpgradeLeveldoes not grey out the craft button; it blocks on the click. The same goes forBlacklistedItemsand for items from other mods whileAllowRefiningModdedItemsisfalse.- 1.4.0 and 1.4.2 together: by default the version lock keeps them apart (a 1.4.0
player cannot join a 1.4.2 server, and the other way round), so update the server and
every player together. With
KickDifferentModVersion = false, a 1.4.0 player on a 1.4.2 server still gets a history (the server builds it), and a 1.4.2 player on a 1.4.0 server sees "The server did not answer" on the Statistics and Server log pages β nothing breaks. - The settings panel changes a dedicated server's settings only when the server
runs this same version of the mod, and only for players in its admin list with
devcommandson. It draws with Unity's simple IMGUI (like the Hall of Fame panel), not with the game's own menus. EnableRefinementForge = falseonly stops players who have the mod installed, and the forge's "use" hint still shows on hover β the message appears on the key press.- The whole refinement is resolved on the client β that is how Valheim is
built. Config sync makes the server enforce its values in memory, which covers
someone editing their
.cfg, but not someone running a modified DLL. - Infusions (see β‘ Thunder Night and Elemental Infusions) are decided on the player's own game and only give their bonus to players who have the mod.
- Cost scaling affects any recipe requirement flagged as an upgrader resource. In practice, only refinement recipes carry that flag.
- Without the mod on the server, none of this changes: every client just uses
its own
.cfg.
Inspiration
Inspired by ReforgedPotential by akuichi.
This mod adds a global announcement system with multi-language support, full percentage control over outcomes, a level cap, on-screen message replacement, forge-area build exemption, a lightning storm and Elemental Infusions on Thunder Nights, a switch to shut the forge down completely, an in-game settings panel that changes the server's settings live, and its own server-side configuration synchronization.
Found a bug? Got an idea? Want to show off a refinement that went horribly wrong?
π¬ https://discord.gg/aMkN89Cuas