
EliteCreaturesReborn
Creatures spawn with mutations that change how they fight - fast, armoured, exploding, splitting, devouring. Rebuilt from scratch; tunable per biome.Elite Creatures Reborn
Creatures spawn with mutations — named, visible traits that change how a fight goes. A Mad greydwarf comes at you twice as fast on half the health. A Bloated draugr takes twice the killing and then explodes in your face. A Devouring wolf eats the boars around it and grows on what it eats until it comes looking for you.
Bosses take an aspect instead: one modifier, shown at the altar before you summon, that changes what kind of fight it is. A Twin Bonemass comes as two sharing one health pool; a Reflective Moder hurts you with every hit you land.
The world hardens as bosses fall: every boss's first defeat raises the world tier, and each tier makes stars and mutations more common everywhere. Tamed creatures pass their traits on: a newborn inherits a mutation and stars from its parents.
Rebuilt from scratch. This release covers mutations, stars, world tiers, breeding, loot and boss aspects; the rest returns over the next releases.
Mutations
Ten, one per creature by default, each with its own colour and its own name on the nameplate.
| Mutation | What it does |
|---|---|
| Mad | Far faster, half health |
| Bloated | Double health, explodes a second after it dies |
| Cloaked | Invisible beyond 6 metres |
| Splintering | Splits into two weaker copies when killed, which can split again |
| Leeching | Regenerates, and heals from the damage it deals |
| Warding | Reflects damage and knocks you back |
| Plated | Armoured while healthy, hits harder as that armour goes |
| Miasmic | Trails poison clouds; poisons players, never creatures |
| Devouring | Kills creatures in one bite and keeps their health and damage, until it is big enough to hunt you |
| Thieving | Steals an item on its first landed hit and carries it on its nameplate; kill it to get everything back |
Mutation power fields
mutation power in the rule file sets how strong each mutation is, in named fields rather than positional
numbers. A field marked (enhanced) is multiplied by large star power on a large star; a cost field never is.
Any mutation can also be switched off entirely with mutations enabled, regardless of its chance curves.
- Mad -
move/attack speedmultipliers (enhanced);healthmultiplier, its cost - Bloated -
healthmultiplier (enhanced);delayseconds from death to the blast, which goes off at the corpse's resting place;damage(enhanced) andradius(enhanced) of the blast;blast effect/warning effectvanilla prefabs for the explosion and the pre-blast warning,blast soundthe vanilla sound it goes off with (elite effects <text>lists and plays the game's effect and sound prefabs) - Cloaked -
reveal distancemetres to become visible (enhanced);fade timeseconds to phase, 0 snaps;fade marginextra metres before fading back out, to stop strobing - Splintering -
damagemultiplier per split;max generationscascade-depth cap, 0 = unlimited;max descendantslive-descendant cap, 0 = unlimited - Leeching -
regenpercent max health per second, never enhanced;regen caphard HP/s ceiling on a single tick, so a huge-health creature cannot out-heal a fight;combat cooldownseconds since its last damage taken before regen resumes;lifestealpercent of damage dealt returned as health (enhanced) - Warding -
reflectpercent of incoming damage returned (enhanced);knockbackforce on a melee attacker (enhanced) - Plated -
armourpercent of incoming damage cut at full health, to 0 hurt (enhanced);max reductionhard ceiling on that percent, so enhancement cannot approach invulnerability;damagepercent bonus at zero health, to 0 full (enhanced) - Miasmic -
cloud lifeseconds a dropped cloud lasts;cloud damagestrength of the vanilla Poison a cloud or hit applies, not direct damage (enhanced);clouds per secondwhile moving (enhanced);cloud radiusmetres;cloud effect/body effectvanilla prefabs for the trail cloud and the permanent worn poison look (cosmetic) - Devouring -
absorb health/absorb damagepercent kept permanently from a victim (enhanced; an instant kill always lands the killing blow, so the full amount is kept);slow per 100 health, its cost;movebase speed multiplier before the slow (0.5halves it; not enhanced);player thresholdfraction of a player's max health a hit must pass before it hunts players for good;devour cooldownseconds after a meal before it can eat again - Thieving -
max itemsthe most it will ever hold (enhanced), hard-capped at 8; never takes equipped gear or more than one item per landed hit, and gives back everything it holds when it is killed
Stars
Beyond vanilla's two, counted in fives on the nameplate: a small star is one, a large star is five. A mutation on a large star is stronger. Star chances and mutation chances are set per biome, so the Meadows stay the Meadows.
Bosses have their own star table, the same for the whole world, and nine in ten stay plain by default. A boss's stars are drawn under its health bar at the top of the screen.
World tiers
The world starts at tier 0 and goes up one tier the first time each boss is defeated - by anyone, in any order - so the seven bosses take it to tier 7. Killing a boss again changes nothing. Every rise is announced to everyone on the server.
Each tier makes stars and mutations more common in every biome while keeping each biome's character. At the default settings, by tier 7 the share of unstarred Meadows creatures falls from 73 in 100 to 44, five-star Plains creatures rise from 5 in 100 to 22, and every mutation chance doubles. Bosses are unaffected, and creatures already alive keep what they rolled - the tier decides what the next one rolls. A world that killed bosses before the mod was installed starts at that tier.
The inventory shows the tier on a plate with a globe under the weight ("3/7"); the armor and weight plates move up
to make room, and every plate on that side names itself when hovered. Show world tier in the .cfg hides the plate
for one player. With OpenKeep installed its trash plate joins the same column.
elite tier shows any player the current tier, what it is doing to the rolls, and which bosses count. The
world tiers: block in the rule file has the off switch, the list of bosses that count (a modded boss counts once
its defeat key is listed; elite tier shows every boss's key), and the star and mutation boost for each tier.
Breeding
Tamed creatures keep their traits and pass them on. A newborn - a pup, a piglet, a calf, or an egg and the chick that hatches from it - takes one of its parents' mutations whenever either has one, and a star count from 0 up to its stronger parent's, every count equally likely. Two plain parents have plain young and nothing new is ever rolled, so a strong line stays strong only if you keep the good ones.
Young creatures keep their traits when they grow up. Eggs keep theirs when carried, and say what they will hatch
("Hatches with 2 stars, Leeching") on their hover text and tooltip; an egg's stars are its quality, so eggs of
different stars do not stack. A bred mutation behaves exactly as it does in the wild - a Miasmic pet
still trails poison. The breeding: block in the rule file has an off switch and the mutation chance (100 by
default).
Boss aspects
A boss never takes a mutation. It takes an aspect, which is in its name - "Enraged Eikthyr" - and on its altar before you commit: hover the offering bowl to see the current aspect, what it does, what it pays, and how long until it shifts. Every altar shifts to a different aspect each in-game hour (75 real seconds), so a group can wait for the fight it wants. The aspect on the bowl when you make the offering is the one you fight. A boss with no altar - the Queen, or a console spawn - rolls its aspect when it first appears.
| Aspect | What it does | Loot |
|---|---|---|
| none | The fight as the game ships it (one in five) | x1 |
| Reflective | 15% of each hit you land comes back to you as true damage | x1.4 |
| Shielded | 30% less damage from arrows and bolts | x1.1 |
| Mending | Regenerates 0.3% of its health every second, in combat too | x1.3 |
| Summoner | Calls two 2-star creatures of its own biome each time it loses 33% of its health | x1.5 |
| Elementalist | 20% more fire, frost, lightning, poison and spirit damage | x1.2 |
| Enraged | 20% more physical damage | x1.2 |
| Twin | A second copy of the boss; the two share one health pool, 25% less health and damage each, and both drop full loot | x1 each |
| Phantom | At 66% and again at 33% health it splits off one copy per player online, each with 25 health per world tier (tier 0 counts as 1) and half its damage; copies drop nothing, leave no body, and vanish when the boss dies. Their small health bars sit in a row under the boss's own | x1.3 |
Everything is in the aspects: block under bosses: in the rule file: the off switch, the shift interval (0 fixes
each altar), the chance of each outcome, the loot multiplier, every aspect's numbers, and per boss the creatures
Summoner calls and, optionally, which aspects that boss may roll.
Boss damage board
When a boss dies, everyone on the server sees who fought it: the boss's name and every player who hurt it, with the
health each one took off it, most first, at the top of the screen for a minute. It counts what the boss actually
lost - after its resistances, without the overkill - and only players count, not tames or summons. Twin bosses are
one fight and one board. Each player can turn it off (Boss damage board) or change how long it stays
(Boss damage board seconds) in the .cfg.
Loot
What a kill drops is governed by a loot: block in the rule file. Four modes, chosen for the whole world:
Vanilla (drops untouched), Scaled (quantities raised by the per-star drops line), Rolled (the
creature's own drop table rolled once more per star, each roll independent — the default, so a hard fight has a
real chance at the rare thing), and Curated (per-creature rules decide everything). An extra roll chance
line and a max extra rolls cap tune Rolled; a global multiplier and a separate boss multiplier scale everything
after the mode, and a boss's aspect multiplies its drops on top - even in Vanilla mode, where it is the only thing
that does. Trophies are never multiplied unless you switch that on — one kill, one trophy.
Per-creature rules in the same file, matched by prefab name, override any of it: a creature's own drops line,
adjusted or removed rows of its drop table, extra drops with their own chance and amounts. elite reference
writes creature_reference.yml with every creature the game knows — modded ones included — under its exact
prefab name with its vanilla drop table; paste it and creature_rules.yml at an AI assistant, describe the
economy you want, and drop the rules it writes back into the file.
Configuration
Two files, both written and documented on first run, both hot-reloaded while you play:
BepInEx/config/gglasgow.elitecreaturesreborn.cfg— the settings: star chances, mutation chances and mutation strength per biome, colours, nameplate distance, and an off switch for everything.BepInEx/config/creature_rules.yml— the rule file, for anything too structured for a flat settings file, including amutations enabledswitch that turns any mutation off everywhere.
A server binds connected players to its own rules. Display preferences — colours, tint strength, nameplate distance, whether trait names show at all — stay with each player and are never locked.
Console commands
| Command | Does |
|---|---|
elite spawn <prefab> <stars> [mutation...] |
Spawns exactly that creature, bypassing every roll, for testing. A boss takes one aspect instead: elite spawn Bonemass 2 Twin |
elite inspect |
Prints the resolved stars, mutations or aspect, and numbers for the creature under your crosshair |
elite purge |
Removes the loaded creatures this mod has marked, with no drops (a Thieving creature's stolen goods drop first) |
elite effects <text> |
Lists loaded effect prefabs matching the text and plays one, for building visuals |
elite reference |
Writes creature_reference.yml: every creature the game knows, by biome, with its drop table |
elite tier |
Shows the world tier, what it does to the rolls, and which bosses count. Open to every player; the rest are admin only |
Install
With a mod manager, install it. By hand, drop EliteCreaturesReborn.dll into BepInEx/plugins. Requires
BepInEx. On a server, install it on the server and on every client.
Multiplayer
Creature state travels in the world data the game already shares, so every player sees the same creature with the same traits. Install it on the dedicated server as well as the clients.
Files
plugins/EliteCreaturesReborn.dll— the mod, a single merged assemblyconfig/gglasgow.elitecreaturesreborn.cfg— settingsconfig/creature_rules.yml— creature rules
Building
.NET SDK 8, with Valheim installed:
dotnet build EliteCreaturesReborn/EliteCreaturesReborn.csproj -c Release
Override -p:GamePath=..., -p:BepInExCore=... or -p:ModLibsPath=... if your layout differs. The build merges
the shared libraries into one DLL and writes it to dist/.
License
GNU General Public License v3.0 (GPL-3.0). You are free to use, study, share and modify it, and anything you
distribute that is built from it must carry the same freedoms and be released under the same licence, with source.
See the LICENSE file for the full terms.

