RagnarokRPG
Ragnarok Online class and job system for Valheim: Novice to Swordman, Archer, Mage, Thief, Acolyte, then Knight, Hunter, Wizard, Assassin, Priest. RPG job levels, skill tree, skill bar and RO skills with nostalgic effects and sounds.Ragnarok RPG: RO classes and jobs for Valheim
Remember Prontera's crowded streets, the first time you said goodbye to your Novice, the hours spent on Poring and Fabre for one more Job Level? This mod brings that feeling to Valheim.
📖 Wiki: every job and skill at every level, elements, items, controls and the full changelog.
💬 Join the Discord: bug reports, balance feedback, ideas, builds and release news.
☕ Support on Ko-fi: the mod is free and always will be; a Red Potion keeps the updates coming.
Ragnarok RPG turns Valheim's Viking survival into the RO journey: you wake up as a Novice, earn your Job Levels by hunting, and change job at the Job Altar after Eikthyr: Swordman, Archer, Mage, Thief, Acolyte or Merchant. Spend your skill points in an RO-style skill tree, put Bash, Double Strafe, Fire Bolt or Envenom on your hotbar, and after Moder take the 2nd-job test to become a Knight, Hunter, Wizard, Assassin, Priest or Blacksmith: Bowling Bash, traps and a crow at your side, Storm Gust, Sonic Blow, Sanctuary, forging.
Skills look and sound like you remember: the effects keep RO's shapes and colours, redrawn in Valheim's style, and if you have an RO client installed, the mod can read its effect textures and skill sounds from it (see Optional: RO sounds and textures). Made for players who grew up with Ragnarok Online and miss it. Fan-made, not affiliated with Gravity; no RO game files are included.
This is an early test build. Things may break or be unbalanced: please report what feels off.
Screenshots
Wizard's Lord of Vermilion
Wizard's Storm Gust
Wizard's Meteor Storm
The RO-style skill tree (Hunter)
Hunter's crow on Auto Blitz
Install
With r2modman (easiest):
- Make a new profile (or use one you play with).
- Install the dependencies from the online list: BepInExPack_Valheim, Jotunn, SeneaL_API, SeneaL_UI.
- Settings → Import local mod and pick this zip.
- Start the game from r2modman (Start modded).
Manually: copy plugins/RagnarokJobs.dll into BepInEx/plugins/RagnarokJobs/ of a Valheim install that already has
BepInEx, Jotunn, SeneaL API and SeneaL UI.
Multiplayer: everyone in the world (and a dedicated server, if any) needs this mod, same version.
How it works
- You start as a Novice (no skills). Kill creatures to gain Job EXP up to Job Lv 10.
- When Eikthyr falls, Freya's statue rises near his altar: the Job Altar. You can also build one at home with the hammer (Misc tab, near a workbench: 20 Stone, 1 Hard antler, 5 Resin). Use it (E) and pick a job. You get that job's starter weapon.
- Each job level gives a skill point (Job Lv 50 max). The level cap rises with bosses (see Job level caps below).
- To switch to another job later, trade your job weapon back in at a Job Altar. Levels and skills are kept per job, and Freya keeps your old weapon as it was (same wear) for when you come back. Job weapons are bound to you: nobody else can wield them, and replacing a lost one (1 Hard antler) makes any older copy crumble.
- 2nd job: when Moder falls, a great stone Valkyrie rises near her altar. Once your 1st job is Job Lv 40+, the Valkyrie (only her; Freya's altars change jobs) offers Advance (Swordman → Knight, Archer → Hunter, Mage → Wizard, Thief → Assassin, Acolyte → Priest). You keep your weapon and all your 1st-job skills; the 2nd job levels from 1 to 50 (cap 30, then 40 after Yagluth, 50 after The Queen) with its own points. Each job level, 1st or 2nd, also adds a small job bonus (see the Status window). As a 2nd job you keep using your 1st-job skills and can still change them: each job spends only its own points. Learning a skill also learns the requirements it's missing, if you have the points, and Reset skills in the skill window gives back every point of both trees. Changed your mind? Freya's altar or the Valkyrie returns a 2nd job to its 1st job for free; your 2nd-job levels and skills are kept, and advancing again later is free. A 2nd job returns to its 1st job before changing job at Freya. Mastered jobs: the Valkyrie also switches you straight, from any job, to any job you've taken to Job Lv 50 (1st or 2nd), and to the 2nd job of any 1st job at Lv 50 (after Moder). Free, with no weapon trade-in (a missing job weapon is given). Master Swordman and Archer, and you can go Knight → Archer → Hunter → Swordman at the statue. A mastered job's bonuses stay with you in every job: a mastered Knight playing Archer keeps melee +15% and health +50, and a 1st job's bonus comes along once its 2nd job is mastered. A mastered Wizard lends Mage and Wizard levels (MATK and eitr) to any job holding a staff, a mastered Priest lends Acolyte levels (with a staff or a mace). Skills are not inherited. The Status window lists what you inherit.
Job EXP comes from kills only (bosses give none).
Once Eikthyr is defeated the world gets tougher: every creature has 1.3× health and deals 1.3× damage. From the Plains on, creatures have 2× health and resist 30% of magic. Nights are busier too: twice the Skeletons in the Black Forest and three times the Wraiths in the Swamp.
RO monsters roam among Valheim's own: Porings hop around the Meadows and Poison Spores lurk in the Black Forest.
Settings: every setting of the mod is in Ragnarok RPG on the main menu (under Start game). Server settings
(in BepInEx/config/ragnarokjobs.valheim.cfg on the server; admins can also change them in game, and every player
gets the server's values): [Server] MobScaling = false keeps vanilla creatures, JobExpRate multiplies the job exp
from kills (default 1, from 0.1 to 10), PoringDensity and PoisonSporeDensity set how many Porings and Poison
Spores roam (0 = none), RoMonsters = false turns every RO monster off, SummoningStaffs = true allows summoning staffs (off by default), and VanillaStaffAttack = true lets Valheim's attack staffs keep their own left-click (off by default).
Job level caps
Job levels are capped by world progress, so skill power keeps pace with gear. A boss kill raises the cap for everyone in the world.
| Job | Start | Cap rises to | Max |
|---|---|---|---|
| Novice | 10 | 10 | |
| 1st job (Swordman, Archer, Mage, Thief, Acolyte, Merchant) | 30 | 40 after The Elder | 50 after Bonemass |
| 2nd job (Knight, Hunter, Wizard, Assassin, Priest, Blacksmith) | 30 | 40 after Yagluth | 50 after The Queen |
Bosses and dungeons
- Roaming bosses: every biome from the Black Forest to the Deep North has a boss of its own, one of Rune-Midgard's great monsters. Activity in a biome can wake it; it's announced, leaves a tomb and a map pin when it falls, and drops its own trophy and rare gear materials. Who they are is for you to find out.
- Dungeons: seven RO dungeons behind glowing stone gates (Payon Cave, Glast Heim, Geffen Dungeon, Pyramid, Cursed Abbey, Thor's Volcano, Odin's Temple). Monster packs, Dungeon Coins, a gauge that wakes the dungeon's boss, a refill every 3 days, and a mysterious merchant selling RO potions, meads and the biome's goods.
Keys
| Key | What |
|---|---|
Alt+K |
Job / skill window: learn (+) or lower (−) skills, drag skills onto the skill bar |
Alt+A |
Status window: vitals, attack, MATK, armor, resistances, active effects |
Alt+S |
Keys 1–8 cast skills (press again for the next skill stack that has skills) |
Alt+E |
Keys 1–8 back to the item hotbar |
Alt+F |
Lock on / let go (see below) |
Alt+L |
Loot Filter: items to ignore, or to mark on the map with a sound when they drop |
Rebind them in SeneaL's settings (F1) or the BepInEx config. The Job and Status tabs on SeneaL's character screen open the same windows.
Controller
With Valheim's default controller layout (turn off in the config: [Gamepad] Enabled):
| Buttons | What |
|---|---|
LT + Y X B A |
Cast the 4 skills of the current page (the bar marks them Y X B A) |
LT + D-pad down / up |
Next / previous page: slots 1–4 and 5–8 of each skill stack |
LT + RB |
Dodge roll (instead of LT + B) |
R3 (tap) |
Lock on / let go; push the right stick twice against the aim circle's side to switch target (hold R3: radial menu, as before) |
LT + R3 |
Sheathe / draw weapons (moved from the R3 tap) |
LB + D-pad up / down |
Camera zoom in / out (instead of LT + D-pad) |
LB + Y / LB + X |
Skill window / status window |
| In our windows | D-pad or left stick: move, A: press, X: clear a skill slot, B: close |
Lock-on
Press Alt+F (controller: tap R3) to lock onto the enemy nearest your crosshair; press again to let go. While locked:
- the camera comes in closer and keeps turning to it; the world turns bright, pale and warm with soft amber edges (like the Witcher's senses), and the target glows red with a red circle under it;
- your mouse or right stick moves the crosshair freely within a circle around it: aim above it for an arrow's arc, or at a weak spot; arrows and spells fly where you aim, as normal;
- at the circle's edge, push twice quickly to the left or right to move the lock to the next enemy that way;
- single-target skills pick it and melee skills turn you to face it;
- it moves on to the next enemy close by when the target dies, and lets go when it's out of sight or far away;
- never on players.
Jobs
Every skill's numbers at each level (damage, costs, cooldowns, requirements) are on the wiki.
- Swordman: Bash (stun from Lv 6), Magnum Break (fire blast + fire buff), Provoke (area taunt), Endure, masteries.
- Archer: Double Strafe, Arrow Shower, Improve Concentration (much faster bow draw with job level), Owl's Eye, Vulture's Eye.
- Mage: needs a staff (it sets MATK and max eitr; craftable Greydwarf, Ancient Bark and Frost Crystal staffs). Spells reach 10 m, then fizzle out. Sight, Stone Curse and Fire Wall are in; Safety Wall isn't yet. Fire / Cold / Lightning Bolt, Soul Strike, Napalm Beat, Frost Diver (freeze), Fire Ball, Thunderstorm.
- Thief: Double Attack, Envenom (poison), Steal, Hiding, Improve Dodge, Detoxify.
- Acolyte: a staff or a mace. Heal (hurts Undead), Holy Light, Blessing, Increase / Decrease AGI, Angelus, Cure, Signum Crucis, Ruwach, Pneuma (stops arrows and other physical shots, not spells), Teleport (back to bed) and Warp Portal with Memo spots (not while overweight), Divine Protection and Demon Bane.
- Merchant: an axe, a mace or a sword (Merchant's Axe to start). Mammonite (a big hit that costs coins), Enlarge Weight Limit (+200 carry weight at Lv 10), Lumber Discovery and Ore Discovery (a chance of 2 more wood or ore from each log or rock), Quick Sale (a window to sell any item for coins, priced by its type and biome), Adventurer's Pack (a frame pack on your back: up to 16 slots and 160 weight of its own, opened with the skill; ore inside can't go through portals), Burden Swing (swing the pack round: hits everything within 4 m, harder the fuller it is) and Crazy Uproar (+4 damage per weapon hit for you and players near you, 5 min).
- Knight: the full RO tree: Bowling Bash, Spear Mastery, Pierce, Spear Stab, Brandish Spear, Spear Boomerang, Two-Hand Quicken, Auto Counter (a stance: the first enemy to hit you is struck back at once with a critical counter, no block needed), Humble Squire (RO's Peco Peco Ride) and Cavalier Mastery (passives), Charge Attack. Bonus: melee damage, health.
- Hunter: the full RO tree with a crow instead of a falcon: traps (Skid Trap, Land Mine, Ankle Snare, Shockwave Trap, Flasher, Sandman, Freezing Trap, Blast Mine, Claymore Trap) set with crafted Hunter's Traps (Workbench: Wood + Resin), Remove Trap, Spring Trap, Trap Research; Beast Bane; Crow Mastery (cast to call your crow or send it home: it circles above you, Hugin's look), Blitz Beat and Auto Blitz, Steel Crow; Fear Breeze (extra arrows) and Sky Hunter (damage on flying creatures). Bonus: bow damage, stamina.
- Wizard: the full RO tree: Jupitel Thunder, Lord of Vermilion (slows instead of blinding), Meteor Storm, Storm Gust, Earth Spike, Heaven's Drive, Quagmire, Water Ball (needs water nearby or rain), Ice Wall (2 charges), Frost Nova, Sight Rasher, Fire Pillar, Sense. Bonus: MATK and eitr keep growing. A craftable Black Metal Staff covers the Plains (forge).
- Assassin: the full RO tree, on knives (Valheim has no katars): Sonic Blow (8 fast stabs, can stun), Knife Mastery (knife damage, 50% less stamina at Lv 10 with one knife, 20% with two), Righthand / Lefthand Mastery and Dual Wield (switched on with the skill, the Off Hand slot takes a one-handed knife, or use a second knife from the hotbar; Skoll and Hati's two-knife attacks), Cloaking (walk while hidden, 15 s), Grimtooth (strike from hiding), Enchant Poison (on you or an ally), Poison React, Venom Dust (1 Ooze). Bonus: knife damage, knife attack and knife skill speed (shorter after-cast delays too), evade. New Ashlands weapon: Twinknives of Naught (dual knives, Black Forge, gem-infusable like Nidhögg).
- Priest: the group's buffer, weak alone (its MATK stops at Acolyte Lv 50). Sanctuary (healing ground that burns Undead and Shadow), Magnus Exorcismus (a huge holy cross striking up to 10 times), Kyrie Eleison (a barrier), Impositio Manus and Suffragium (shorter cooldowns) for others, Aspersio (Holy weapon), B.S. Sacramenti, Magnificat (double regen for the group), Status Recovery, Lex Divina (no attacks), Lex Aeterna (double damage), Turn Undead, Meditatio, Mace Mastery and Resurrection: near a Priest who knows it, a dying player falls instead and can wait 30 s to be raised with no death penalty, or go back to bed at once. Bonus: heal power, max eitr.
- Blacksmith: an axe, a mace or a sword. Forging (anywhere): any weapon gets two slots, an element (Fire, Frost, Lightning or Poison: all its physical damage becomes that element; staves ignore it) and then a power slot (+1-5% ATK, or MATK on staves, attack speed, health, eitr or stamina). Up to 50% / 15% chance at Lv 5; a failure costs only the materials, a reset may break the weapon (50%). Adrenaline Rush (faster axe, mace and sword attacks) and Over Thrust (more physical damage) for the whole group, Weapon Perfection (+5 ATK, +5% physical damage), Maximize Power (best damage rolls for 12 s a level, 60 stamina up front), Hammer Fall (area stun), Weapon Repair (5 coal: everything you or an ally carries, Adventurer's Pack too), Skin Tempering, Hilt Binding, Weaponry Research, Iron Tempering (extra bars from the smelter), Smoulder (wood into coal, anywhere), Dubious Salesmanship (cheaper Mammonite) and Greed (pick up everything around you). Bonus: axe and mace damage, carry weight.
Skills use RO's element table (e.g. Fire is strong against Earth and Undead, Wind against Water).
Quality of life (server settings, off by default)
[QoL] in the config, synced from the server: StackSizeMultiplier (stacks up to 5x), NoFoodDegradation,
AutoStoreProduce (smelters, kilns, windmills, fermenters, beehives, cooking stations... put what they make into a
nearby chest) and AutoCookFromChests (Shift + Use on a cooking station or cauldron: pick what it cooks from nearby
chests). Also a craftable Raincoat (Workbench Lv 3): while you wear it you don't get Wet.
Always on: a Loot Filter (Alt + L, or its tab in the character panel): ignore items so you don't pick them up, or stop them dropping for you at all, and mark rare finds on the map with a sound when they drop.
Always on: a Repair all button beside the Repair button at workbenches and forges mends every worn item that station can repair in one press.
Taming lures
Throw a lure at a tameable creature to tame it on the spot, or fail: the lure is used up either way. A throw that misses (or hits a creature it can't tame) drops the lure to pick up again. Stronger creatures resist more, each star 5% more, and a lure of a higher tier than the creature does 10% better per tier. A lure can't tame creatures of a higher tier. A creature you tame with a lure follows you at once, and every tamed creature (boars and hens too) follows or stays when you press Use on it. Crafted at the Workbench, two at a time:
| Lure | Tames | Chance | Recipe |
|---|---|---|---|
| Meadow Lure (Lv 1) | Hen, Boar | 90%, 50% | 2 Raspberries, 1 Leather scraps |
| Mountain Lure (Lv 3) | Wolf | 40% | 2 Raw meat, 1 Freeze gland |
| Plains Lure (Lv 4) | Lox | 30% | 2 Barley, 2 Cloudberries, 2 Flax |
| Ashlands Lure (Lv 5) | Asksvin | 20% | 2 Vineberries, 2 Fiddleheads, 1 Sulfur |
Optional: RO sounds and textures
Every skill comes with the mod's own sounds and effect textures, drawn after RO's. If you have a Ragnarok Online
client installed, set [Sounds] RoClientFolder in BepInEx/config/ragnarokjobs.valheim.cfg to its folder (the one
with data.grf): skills then play RO's own sounds, read from your client while the game runs. Also set
[Textures] PreferRoTextures = true to use RO's effect textures instead of the mod's. Nothing from RO is included in
this mod.
Feedback
Every report helps. Come to the Ragnarok RPG Discord and tell me what felt too strong or too weak (which
job, which skill, which biome), anything that looked wrong, and attach the BepInEx/LogOutput.log file if something
broke. Bugs, balance and ideas each have their own forum there, and every release is posted in #changelog.
