Nornforged
Permanent equipment Fateprints with 201 perks and elemental weapon and armor effects. Safer updates with separate authority data, automatic backups and clearer recovery diagnostics. Install on server and every client.Changelog
0.3.0 — Safer updates and recovery
- Moved authority identity and crafting records outside ordinary configuration to
BepInEx/NornforgedData/authority/. Existing legacy authority data is copied on host startup while its original files remain intact. - Added automatic local backups in
BepInEx/NornforgedBackups/authority/, covering signing identity, transaction receipts and prepared-craft configuration snapshots. A recoverable missing or damaged primary can use a matching backup; conflicting identity evidence stops authority startup without replacing it. - Added clearer authority and inactive-Fateprint diagnostics. Pending-item recovery distinguishes unfinished transactions from completed items whose original signing authority is missing or different; completed outcomes are never rerolled or re-signed.
- Added an update and recovery guide. A key already lost before this update still requires an original backup. Thanks to MrReed for reporting the update-related loss of active perks.
- Existing Fateprints, perk values, rarity chances and gameplay configuration remain unchanged. The 0.2.9 Rested fix remains included. Update the server and every client together.
0.2.9 — Rested regeneration fix
- Fixed Nornforged overwriting native status-effect modifiers, which removed the Rested stamina-regeneration bonus even without perk equipment. Thanks to MrReed for reporting this bug!
- Health and Eitr regeneration, stamina costs and fall-damage modifiers now preserve the native result before applying perks. Resting bonuses, Wet penalties and native cost limits also remain effective.
- Existing Fateprints, perk values, crafting chances and configuration remain unchanged.
0.2.8 — Armor effects and equipment fixes
- Fixed worn effects inheriting the player skeleton's 95x import scale. Helmet effects now use the native helmet socket; all armor slots and moving leg effects stay close to their equipment through animation and re-equipping.
- Failed or broken blocks no longer activate successful-block perks. Barriers, regeneration, retaliation and stamina refunds require damage actually stopped by the native block.
- Freyr's Garden checks the full nine-plant stamina cost using the world's stamina-rate setting.
- Added MyDirtyHoe 2.1.1 brush interoperability. Signed perk-expanded operations avoid its duplicate radius packet, while ordinary MyDirtyHoe operations retain their native behavior.
0.2.7 — Cleaner perk counts
- Removed the translucent background behind perk counts in inventory and hotbar icons. Only the small rarity-colored number remains.
- Raised the count by ten UI pixels to keep it clear of the durability bar.
0.2.6 — Equipment inspector and movement fix
- Fixed movement bonuses repeatedly multiplying accumulated physics velocity, including upward jump velocity. Tempo bonuses now modify native walking speed inputs once; jumping, falling and momentum retain native behavior.
- Equipment hover uses a dedicated screen-bounded panel with native stats, compact colored perk cards, smaller Valheim fonts and mouse-wheel scrolling. Large rolls use two perk columns when space allows.
- Removed repeated native tooltip title rewriting and overlapping native/custom rendering. Reused slots, gamepad selection, F6 handoff and live stat refresh retain a single stable display.
- Hover takes over only once the replacement is visible. Gameplay input blocks no longer hide inventory information; unavailable custom UI restores the native tooltip.
- Fixed missing perk cards in the actual game world: the inspector uses its own layer on the native inventory canvas, independent of Jotunn's transient invalid main-scene canvas dimensions.
- Beneficial perk names gently shimmer from 90% saved PQS, with stronger sheen from 99%. Text never moves; penalties stay static. AnimatedPerkNames and ReducedEffects control this display.
- Inventory and HUD hotbar share rarity borders, tier backgrounds and Transcendent decoration. Optional small numbers show actual perk count, such as +8, in rarity color at the lower right. Toggle ShowPerkCount locally.
- Saved items, perk rolls, crafting probabilities and authority data remain unchanged. Update server and clients together.
0.2.5 — Elemental flames and frost
- Replaced coplanar weapon surface overlays and legacy armor aura meshes with original elemental particles from Mythic (+9). Native item textures remain intact.
- Fire, frost, lightning, poison and spirit have distinct forms. Mixed perks retain their own channels; both saved PQS and actual rolled percentages determine intensity.
- +9 through +12 increase effect density, size and radiance. Full armor coordinates its rhythm while preserving each item's element and strength.
- Effects follow held, back-carried and dropped weapon geometry, including skinned deformation. Bone-attached armor includes moving leg anchors. Unlit, depth-tested materials support indoor visibility without showing through walls.
- Particle and reduced-effect preferences bound world effects. Inventory borders/background thresholds, gameplay balance and saved rolls are unchanged.
0.2.4 — Maintenance
- Updated player documentation and release packaging.
- Gameplay, saved items, perk values and drop chances remain unchanged.
0.2.3 — Weapon surface glow and compact perk quality
- Hover tooltips now keep each perk in one compact paragraph: colored bold name, neutral effect description and a subdued Perk Quality Score (PQS). PQS averages the perk's saved parameter scores; it is not reconstructed from current ranges or presented as a percentile. F6 retains the complete triggers, exact values and individual scores.
- The current six-package profile uses Jötunn 2.30.1; the declared minimum remains 2.30.0.
- Weapon rarity effects now follow the native mesh through an unlit surface pass from Epic (+6), including held, back-carried and ground equipment. Seven increasingly vivid profiles culminate in prismatic aurora across the actual weapon; weapon surfaces emit no particles.
- Saved elemental percentages still determine color and intensity. Native geometry, UVs, skinning, materials and existing effects are preserved. Unreadable or over-budget meshes use a uniform surface pulse with the same native geometry.
- Hand/back cosmetic snapshots now include the native prefab identity. New models wait for matching metadata, and native replacement hooks immediately clear the old owned overlay. This covers Valheim's separate hidden-item records and back clones.
- Armor anchors, coordinated set palette, inventory decoration and gameplay remain unchanged. The release keeps the 0.2.2 gameplay defaults and does not introduce a configuration migration or reroll existing items.
- Added native weapon mesh, skinning, visibility and material checks, focused held/back lifecycle fixtures and native-camera preview coverage. See the current testing report for executed evidence; live-world and multiplayer appearance remain separate checks.
0.2.2 — Rarity curve fix
- Corrected the lower positive rarity progression: Common 25%, Uncommon 15%, Rare 6.6%. Default stays 35%, all negative ranks and +4 through +12 stay unchanged, and the table totals exactly 100%.
- Complete untouched 0.2.1 gameplay defaults upgrade automatically with a backup, alongside existing 0.1.0/0.2.0 migrations. Custom configurations, already prepared crafting transactions and existing items keep their original data.
- Added regression coverage for strictly decreasing positive rarity chances and an exact three-weight-only configuration change.
0.2.1 — Arsenal & Fortune
- Normal Default equipment returns at 35%, with zero perks, native stats and no added icon border, background, sound or VFX. Its signed outcome stays permanent through upgrades and recovery.
- Reviewed uncapped percentage maxima expand again from +9: 1.5×, 2×, 2.5× and 3× through +12. Extreme values still require the separate rare strength roll; probabilities and bounded mechanics are excluded.
- Expanded to 201 implemented perks, including 23 weapon/shield effects with native capability and attack-type restrictions. Noncombat tool pools remain separate.
- Compact colored perk descriptions distinguish Standard, Special, Ultra and penalties. Compact values trim trailing zeros; F6 retains full numerical precision, conditions and limits. Tooltip definition lookup is cached across draws and refreshed with authority configuration.
- Wider positive percentage ranges, with far less frequent high-strength rolls: 80% in the bottom tenth of the range, 0.02% in the top five percent. Probability, cost and other structural caps remain.
- Rarer high ranks: +4 at 3%, +6 at 0.75%, +9 at 0.18%, +10 at 0.15%, +11 at 0.12%, +12 at 0.1% (1 in 1,000). No pity counter or existing-item reroll.
- Stronger original world VFX begins at +6, escalating through +12; redesigned upper-tier forms retain saved elemental colors and intensity.
- Inventory icons replace perk-count/rank badges with rarity-colored borders for every non-Default rank. Static colored backgrounds begin at +6, animated backgrounds at +9; +12 adds a distinct aurora, four corner runes and four orbiting sparks. Animation can be frozen locally.
- Dedicated worn-slot anchors cover texture-only armor. Full sets share elemental colors, timing and one central motif while preserving each piece's strength and rarity; the installed ObjectDB equipment catalog is audited beyond craftable recipes.
- Guide, damage ledger, F6 details and HUD are movable by their title/header. Local positions persist; uGUI windows adapt to screen/scale changes. The HUD can be dragged while the pointer is available, for example with inventory or F9 open.
- Current profile review targets AzuEPI 2.5.1, AutoStore 3.1.6 and CraftyBoxes 1.8.22 with Jotunn 2.30.0. Removed optional mods impose no ingredient-conflict restrictions in this profile.
- Untouched 0.1.0 and 0.2.0 gameplay defaults upgrade with a backup. Custom configurations, existing Fateprints and prepared transaction snapshots are preserved.
0.2.0 — The Living Forge
- Expanded from 107 to 178 implemented perks with deliberate item roles and native capability checks. Building tools no longer receive combat filler. Wider independent strengths allow exceptional Ultra rolls while all eighteen rarity chances remain unchanged.
- Four escalating high-rarity shiny flame forms. Actual saved elemental percentages control intensity; mixed elements produce readable gradients, including fire/frost. Equipped and ground profiles retain bounded shared resources and reduced mode.
- Native damage totals and additional colored per-perk contributions display three decimals. Actual removed health, armor, overkill, direct procs and delayed elemental ticks feed a bounded rolling damage ledger without double-counting.
- Continuous five-minute DPS/total HUD, configurable windows and display settings, F9 breakdown, and character-inventory combat record.
- Colored rank badges above durability, animated high-rarity inventory backgrounds and eighteen original rarity sounds for reveals and actual drops.
- First-entry early-access guide with all rarity odds, gameplay tips and native Norse-font “Developed by RYN”.
- Fixed pending Fateprints when auto-equip moves or clones a craft output outside the main inventory. Successful transactions follow their outputs; explicit legacy recovery reuses original prepared receipts, with aborted craft protection.
- Added targeted adapters for the supplied server pack: AzuEPI real equipment slots and statistics panel, EpicLoot component preservation/conversion attribution, ImpactfulSkills quality and equip timing, metadata-safe storage/stacking and drawer exclusion, scoped MyDirtyHoe brush choices, AzuAreaRepair durability/stamina and Build Camera placement ordering. Documented narrow AAA sequential-output policy and remaining multiplayer checks.
- Preserved EpicLoot custom/decorated names and added preflight protection against competing ImpactfulSkills/CraftyBoxes material consumption; affected equipment can be crafted with per-character container pulling disabled.
- Untouched 0.1.0 default gameplay files upgrade with a backup. Customized configurations and all permanent rolled values are preserved. New telemetry, native tool, visual, presentation and crafting regressions extend verification; actual multi-client gameplay remains a manual acceptance step.
0.1.0
Initial implementation of Nornforged — Fate at the Forge for Valheim 1.0.14.
- Eighteen exact default rarity weights; independent, biased strength sampling and completion-aware compatible selection across 107 perk definitions.
- Instance metadata, native upgrade preservation, authority signatures, durable transaction receipts and host-controlled gameplay policy.
- Implemented combat, survival, crafting, gathering, fishing and magic effects with explicit caps and trigger boundaries.
- Native tooltip integration, colored inventory accents, an F6 scrollable inspector, and original runtime rarity visuals.
- Deterministic statistical tests, production-adapter tests, installed-API checks, and isolated real-Unity startup/native-item checks. See TESTING.md for executed coverage and remaining gameplay verification.


