Mists of Avalor
Descend into the Mists of Avalor: a procedural black-stone crypt-labyrinth in a forsaken sky-realm. Dodge true-damage traps & restless dead. Tear keys from mutant bosses to crack vaults, & take the Avalorian Greatsword off the Warden. Bring a torch.π Mists of Avalor
"They say the gods buried something beyond the edge of the world β a labyrinth of black stone that drinks the light. The dead walk its halls still, guarding hoards no living hand was meant to touch. Step through the mist, Viking. Few return. None return the same."
Walk between the two stones. Bring a torch.
Mists of Avalor casts you into a vast crypt-labyrinth, carved fresh every run and hung in a forsaken sky-realm beyond the edge of Midgard. Black-stone halls, collapsing stairwells, bone-strewn vaults and pitch-dark dead ends where something is already hunting you β all of it lit by the cold green witch-light of Avalor, the colour of grave-fire.
Survive the maze. Break the guardians. Tear the keys from their corpses and crack the sealed vaults. And at the deepest point, where the escape-gate burns, take the Avalorian Greatsword off the Warden that guards it β the only thing in the world that carries one.
The labyrinth pays for the run you survive, not the one you die in on purpose.
| You | It |
|---|---|
| Kill an ordinary Avalorian | carries nothing but a chance at a Crypt Key β no trophies, no hides, no scraps (Anti-Farm, on by default) |
| Kill a starred sub-boss | a better chance at a key |
| Kill the Revenant or the Warden | a Crypt Key, guaranteed |
| Kill the Warden | still drops its whole hoard β Greatsword, Recall Rune, gems and coins |
| Back off from the Warden | it gives up a short way from its post and walks home to the gate |
ποΈ Key chances are settings Β· π¦ The chests are adjustable β stack size, how many different items, coins, and your own material lists Β· π‘οΈ WardenLeash sets how far the Warden follows
| If⦠| Then⦠| |
|---|---|---|
| π¦ | you install it | it needs Jotunn. Without it, Avalor does not load β and says nothing about it. |
| π€ | you play on a server | the server and every player need it. The server owns the labyrinth; without the mod there is no maze to walk into. Keep everyone on the same version. |
| πΊοΈ | you add it to an existing world | the gate rises near the Sacrificial Stones by itself on a fresh world. On an old one, place it with avalor_spawn_portal. |
| β»οΈ | you still have the old Mists_of_Avalor_BETA package | remove it, so the game does not find two copies of the same plugin. |
| π₯· | you run an out-of-date Shadows of Midgard | update it. Old versions make the maze's dead wait to be hit before they attack. |
| π« | you want to build in the maze or the gate's clearing | you cannot. "The mists reject your works here." |
A true 3D maze, never the same twice, raised far from anything you built.
| π Procedural every run | 6 m black-stone corridors across one, two or three floors, joined by stairwells that always lead somewhere |
| βοΈ In a hidden sky-realm | it never touches your overworld builds or other mods' terrain |
| ποΈ Combat arenas | bone-pits and pillared halls, 12Γ12 m up to 24Γ24 m, with corner chests and proximity spawners |
| πΏ Carved by hand | its own walls, floors, vaulted ceilings, stairs, arches, gate monoliths and skull-torches, built into the plugin |
| π¬ A solid entrance | a fixed platform anchors every maze β you arrive on stone, never in the void |
| π°οΈ Resets on a timer | a new labyrinth on a real-time schedule, and never while a player is inside |
π Read the saga β how the halls are built
The asset kit is embedded in the plugin β three wall faces, three floor patterns, ceilings, stairs, archways, the twin gate-monoliths and the skull-crowned torches β so there is no bundle to misplace. Walls are laid two-sided, one per boundary, and varied by position, so no two corridors read alike and no seams open at the corners. If the kit ever fails to load, the labyrinth falls back to vanilla stonework rather than leaving you in the void.
Every maze piece is persistent: it survives logout and relog. The sky-realm forces its own crypt weather, so no Ashlands sky bleeds through, and vegetation is skipped beneath the maze to keep the frame rate up.
The dead wake as you come, and they come for you.
| π The Mob Director | Draugr, Draugr Elites, Draugr Archers, Skeletons, Poison Skeletons, Wraiths and Ghosts β the Charred join on Hardcore |
| β³ A grace on arrival | 20 seconds counted down on screen, ending with "Good luck." β nothing strikes while you load |
| π― Hunted, not patrolled | the dead lock on as they wake, spawn ahead of your path, and stragglers far behind are culled |
| πΉ Sub-bosses | about one in seven rise starred and mutated β a genuinely different fight |
| π₯ The Revenant | about one spawn in fifty: a named, two-star Draugr Elite, Charred Warrior or Poison Skeleton |
| π©Έ True-damage traps | spike plates and poison darts take a share of your current health |
| Sub-boss | Curse |
|---|---|
| Goliath | massive health, cannot be staggered |
| Venomous | immune to poison |
| Glacial | immune to frost |
| Vampiric | resists all physical β blunt, slash and pierce |
| Lightning | immune to lightning, and unnaturally fast |
π Read the saga β the Director, the Revenant and the traps
The maze empties when you leave. Nothing is simulated while no one is inside; it wakes when you return. Proximity spawners through the arenas wake as you approach, so the whole labyrinth is alive, not just the entrance. The mob cap is per player β four of you summon four times the dead.
Every sub-boss is starred, hardened by difficulty and allied to the undead horde, and the starred ones carry Crypt Keys far more often.
The Revenant arrives named, with a green health bar, because rarity you cannot see is indistinguishable from a bug β and the labyrinth is already thick with starred mobs. It is always mutated and always starred twice.
The traps scale with you. Both take from 40% on Easy to 85% on Hardcore of your current health. Spike plates are true damage β nothing reduces it β and land all at once. Dart traps are poison: poison resistance blunts them, and they drain you over the next twenty seconds while you try to get away. Because they measure current health, neither kills you outright β but one misstep leaves you on a sliver, deep in the dark, with the horde closing in.
The creatures hit hard, but not unfairly. Two server settings sit between them and your health bar: EnemyDamageScale scales their damage before armour and blocking, and MaxHitFraction caps any single blow at a share of your maximum health β at the default, a player at full health always survives the first hit. Neither touches traps, falling or drowning.
Something guards the way out. It carries the only blade of its kind.
| Champion | What you face |
|---|---|
| Brenna (Skeleton Hildir) | a champion skeleton with a fire nova and a burning sword |
| Lord Reto (Charred Dyrnwyn) | a charred lord wielding Dyrnwyn, a named, self-lit blade |
| Draugr Elite | the straight brawl at boss scale, which makes the other two feel special |
| The Avalorian Greatsword | |
|---|---|
| β€οΈ +100 health, +100 stamina | while wielded |
| βοΈ Heavier slash | than the blade it was raised from |
| π» Spirit damage | a quarter of its weight again β death's own edge |
| π’ Its own light | a faint green glow, and runes that bleed off the steel |
| π¨ Four levels | of refinement, and durability to match |
π Read the saga β the Warden, and the sword you carry into graves
The Warden rises when you come within about 34 m of the way out, announced by name under a gold health bar. Whichever champion it is, it is two-starred, cannot be staggered, and carries 3Γ to 7Γ its kind's health depending on difficulty.
It guards rather than hunts. It holds the gate and paces it, and fights you the moment you arrive β but pull it a short way from its post and it breaks off, runs home, and takes no interest in you until it is there. So healing and re-engaging is free. A short leash is also a short bow range: a patient archer just outside it can work on the boss unanswered.
It always drops the sword β guaranteed, one per labyrinth, no roll β with a guaranteed Recall Rune and a rolled hoard of gemstones, Surtling Cores, Black Metal, Flametal and a purse of 200β600 coins.
One Warden per labyrinth. Kill it and the way out stays unguarded; that is stored on the gate, so it survives a relog and a server restart. Only a full maze reset raises a new one.
The blade will not stay still. Small dark-green runes bleed off the steel β a slow drip while it rests on your back, a trail of glyphs hanging in the air behind every swing. In a labyrinth that can be set to absolute pitch black, its own green light is worth more than any number on a stat sheet. It is not simply a better sword. It is the sword you carry into graves.
Wood and resin are worthless here. How deep you walk decides what you find.
| Band | Opens up | What the dark gives |
|---|---|---|
| Common | everywhere | Coins, Amber, Amber Pearls, Iron, Silver, Crystal, Surtling Cores, Linen Thread, Rubies |
| Deeper | past the first quarter, or any large arena | Black Metal, Refined Eitr, Yggdrasil Wood, Scale Hide, Carapace, Mandibles, Wisps, Soft Tissue, Black Cores, Molten Cores, Black Marble, Bile Bags |
| The Deep Dark | past 60% of the way in, and every vault | Red, Blue and Green Gemstones, Flametal, Flametal Ore, Ask Hide, Grausten, Sulfur, Proustite Powder, Celestial Feathers, Volture Eggs, Bonemaw Serpent Scale, Morgen Hearts, Jade |
π Read the saga β keys, vaults and how a hoard is rolled
Crypt vaults sit behind heavy rusted iron grates, and only an Avalor Crypt Key opens them. The entrance and the exit are never sealed β no key ever locks you out of your own escape. Every chest in Avalor is indestructible: no stray blow or collapsing hall will cost you a hoard.
Keys: an ordinary Avalorian has a small chance of carrying one, a starred sub-boss a much better one, and the Revenant and the Warden always do. One key per kill at most, never multiplied by stars. Valheim paces low drop chances with a counter rather than a fresh coin flip, so a small chance plays as "about one key every twenty-odd kills", not a drought and then three at once. A key off the Warden is for the next labyrinth.
Depth decides the hoard. A chest at the threshold rolls three distinct stacks; a vault at the world's end rolls eight. Past halfway, the deeper band stops being a bonus and becomes the bulk of what you find. Most stacks come in threes to fives; what a smith burns by the dozen β cores, ingots, hides, stone β in eight to twenty-five. Difficulty multiplies it all (Γ1 / Γ2 / Γ3), and depth once more. Every vault chest also hands you a Recall Rune.
Anti-Farm exists to answer one loop: walk in empty-handed, kill what is in reach, open what you pass, then die on purpose and collect the grave the mod sends home. None of that was cheating, and the grave rescue stays β but it paid out in full for a run nobody survived. The hoard is still in the vaults; a vault still needs a key; a key now needs a fight.
Two standing stones, a veil of green fire β and you can never lose your grave.
| β°οΈ The Gate of Two Stones | two vast monoliths a short walk from the Sacrificial Stones, rune-rings and green fire between them |
| πΆ Walk through it | no prompt, no key β cross the threshold and the gate takes you |
| π―οΈ A funeral avenue | a graded road from the stones to the gate, lined with skull-lights facing inward |
| πͺ¦ Your grave comes home | die in the maze and your tombstone moves to the gate's graveyard |
| π Never deleted | a grave is only ever moved, and a sweep checks for strays every minute |
π Read the saga β the clearing, the boneyard, and the one promise Avalor keeps
The site is laid out, not scattered. The gate stands in a cleared graveyard, set well apart from the Sacrificial Stones so the hallowed ground is never disturbed. Leaning gravestones march out in front of it in ordered rows, half-buried ruin walls stand in symmetric pairs, and nothing stands in the avenue. The ground is matched to the land around it β cut into the high side, filled on the low β so the clearing meets untouched terrain at its own height, and the temple's own stones are fenced off from every terrain edit. A gloom hangs over it even at noon.
Graves never stack, and never sink. Each fallen Viking takes the next free plot β sixteen marked plots, four rows deep and two wide, all on levelled ground β before the dead are laid behind the gate instead. A grave always lands on flat, walkable ground; if the graveyard cannot be found, it stays where you fell.
You cannot permanently lose a grave. A quiet sweep runs when a world loads and every minute after, looking for any grave that fell out of the labyrinth or ended up stranded on the clearing, and sets it back on a plot. It only looks at Avalor's own ground β the sky-realm and the clearing. A grave in your cellar or anywhere out in the world is left exactly where it is. avalor_tp_grave takes you straight onto your nearest tombstone, asking the server where it really is; an admin can run avalor_recover_graves to force the sweep now.
If a run goes badly, the only thing you lose is the walk back.
The murk is live, and a compass gives you a bearing β never a route.
| π¦ Light, live | from pitch black to dimly lit, torches and darkness change the instant the setting does |
| π«οΈ Mist, live | from none at all to blinding; at none, even the drifting motes are stilled |
| π No fire in Avalor | every torch is a skull-crowned pillar glowing a steady green β no flicker, no smoke |
| π§ The exit compass | a raked disc of witch-light with the way out riding on it; an exit on another floor lifts off the disc on a stem |
π Read the saga β the compass
The compass is a compass rose lying on the ground ahead of you, seen from above, drawn in transparent Avalor green. The exit rides inward as you close on it. It gives a direction and a distance, nothing else β it will point straight through a wall, and following it into a dead end is normal. Turn it off if you would rather be properly lost.
Hold Left Alt to adjust it: drag it with the mouse, nudge it with the arrow keys (Shift for faster), resize it with the wheel or + / β. Wherever you leave it, it stays.
De-misting mods are fine. Avalor paints its own fog last, after every other mod, so the labyrinth keeps its murk even if something strips the mist from the rest of the world.
First ten minutes: start a fresh world β walk from the Sacrificial Stones to the Gate of Two Stones β glance at the graveyard β step between the monoliths β eat and light up during the countdown β pick a direction and commit.
| Key | Command | ||
|---|---|---|---|
| Left Alt (hold) | move and resize the compass | avalor_tp_grave |
stand on your nearest tombstone |
| F5 | console; devcommands first |
avalor_spawn_portal |
raise the gate where you aim |
avalor_recover_graves |
rescue stray graves now | ||
avalor_reset Β· avalor_remote_reset |
forge a new maze, near it or from anywhere |
πΊοΈ Walkthrough: pack, run it, don't
Pack
- Two damage types. Every sub-boss is immune to something, and Vampiric resists all three physical types. One-trick builds get stonewalled.
- Poison resist β it works on the dart traps as well as the skeletons.
- Max-health food, not regen. Traps take a fraction of your current health, so the size of the pool decides what you are left with.
- A light. A torch, minimum.
- Leave the hoard at home. Deaths are recoverable, but they cost the walk back.
Run it
- Walk between the monoliths. Glance at the graveyard β that is where you loot later.
- Spend the countdown. Eat, light up, buff. When it says Good luck, the maze wakes.
- Pick a direction and commit. Shallow chests roll the common band only.
- Clear arenas before looting. The corner chests are bait; the spawners wake while your inventory is open.
- Kill every starred mob you can afford to. Keys are where the vaults' value is.
- Spend keys at once. Vault chests roll the top band wherever they sit, and each hands you a Recall Rune.
- Read the disc, not the walls. A blip on a stem means the exit is on another floor β go find a stairwell. (Hard and Extreme only; Normal is one floor.)
- Heal up before the disc goes tight. The Warden wakes at about 34 m.
- Fight the Warden in a doorway. Back off far enough and it returns to its post.
- Kill it for the greatsword, loot the corpse, walk into the gate.
Don't
- Fight in the open when a corridor is two steps away β spawns come ahead of you, so open ground means both sides.
- Save your Recall Rune. It is a 5-second channel; start it before the fight goes bad.
- Panic when the compass points into stone. It gives a bearing, never a route.
- Corpse-run. Your grave is already at the gate.
- Assume a group is safer. The mob cap is per player.
π§― When it goes wrong
| Problem | Fix |
|---|---|
| Lost, low, deep | Recall Rune β back to your bed, run over |
| Died in there | Your grave is at the gate's graveyard. Nothing is lost. |
| Can't find the grave | avalor_tp_grave; then ask an admin for avalor_recover_graves; or give the automatic sweep a minute. A grave out in the world is never moved β avalor_tp_grave still finds it. |
| Stonewalled by an immune mob | Swap damage type, or leave it β only the Warden must die |
| Can't find the exit | avalor_tp_end (admin), or avalor_reset |
| Black screen after stepping through | Wait. After 45 seconds Avalor sets you on a platform at the entrance and logs what stalled β send the [Avalor][FAIL] labyrinth entrance: line. Server and players must both run the current version. |
| A grave floating over the graveyard | Left by an older version. It sets itself down the next time a player is at the gate. |
| The gate or the road looks like it floats | Walk toward the gate and wait a few seconds. Part of the site was out of range of the Sacrificial Stones; it finishes itself as it streams in. |
| The road looks stepped, like mismatched dirt | Built by an older version. It re-shapes itself once the next time it streams in β walk away until it unloads, then come back. |
| The ground at the gate was never levelled | Look for [Avalor] terrain: β¦ terrain-op prefab(s) registered in ObjectDB in the log of whoever stood there. Missing is the bug; cancelling TerrainOp lines in the owner's log are its signature. |
| Mobs won't attack until I hit them | An out-of-date Shadows of Midgard. Update it; Avalor names the combination in the log. |
| Nothing from Avalor in the log at all | Jotunn is missing or failed to load. Check BepInEx/plugins and Jotunn's own startup lines. |
π οΈ All admin commands
Open the console with F5 and enable devcommands first. Commands that move a grave, forge the maze or rebuild the overworld site ask the server to do the work when typed on a client; the fuller log lands in the server's log.
| Command | Effect |
|---|---|
avalor_tp |
teleport into the labyrinth, no gate needed |
avalor_tp_end |
teleport to the escape gate, a cell short of the Warden's post |
avalor_tp_grave |
teleport onto your nearest tombstone, maze or overworld, at its current position |
avalor_recover_graves |
re-seat any grave lost in the sky-realm or stranded on the clearing β the automatic sweep, now |
avalor_gather_graves |
move every grave in the sky labyrinth to the graveyard, lost or not β for tidying after a reset |
avalor_open |
cutaway view: floors and ceilings stripped; add walls to strip those, off to restore. Pair with fly. Local only. |
avalor_illuminate |
toggle full-bright inside the maze. Local only. |
avalor_spawn_portal |
raise the full site where you aim and make it the gate: clearing, graveyard, and the path back to the stones if they are within 200 m. Stand at least 55 m from the stones. Run it from a client standing there. |
avalor_spawn_portal bare |
the gate alone, on bare ground |
avalor_spawn_portal nopath |
the full site without the avenue |
avalor_spawn_portal replace |
remove your current gate first β this is how you move it. World-gen maze portals in the Mistlands and Ashlands are never touched. |
avalor_reset |
forge a new maze now (near the labyrinth); anyone inside is evacuated first |
avalor_remote_reset |
the same, from anywhere β for dedicated servers |
avalor_remove_all |
wipe the labyrinth, the gate, the graveyard and the avenue, and put the ground back as the world generator drew it. Graves, chests, player builds and the temple are spared. Run it standing at the temple. β οΈ The sky-realm is then empty until you rebuild it β don't fly, teleport or portal up there. |
avalor_remove_all keepterrain |
the same, leaving the shaped ground as it is |
avalor_generate_all |
rebuild the gate and the labyrinth; free if they already exist, so safe as a "make sure everything's there" check |
avalor_fix_stones |
repair a missing sacrificial altar and its flanking boulders |
π₯οΈ Run it on a dedicated server
- Install BepInEx, Jotunn and Mists of Avalor on the server, as on a client.
- Start the server once and stop it β that writes
BepInEx/config/wubarrk.mistsofavalor.cfg. - Edit the server's config. Every gameplay setting is server-synced; editing them on a client does nothing.
- Restart, and look for this line in the server log β it prints whether or not
DebugLoggingis on:
[Avalor][net] topology=DedicatedServer - RPCs registered (SERVER+client handlers) headless=True simDistance=...
The labyrinth is forged when first needed. Walking through the gate asks the server to make sure one exists; only the server ever creates one.
The gate appears when someone visits spawn. A dedicated server cannot site the gate itself, so the first client at the Sacrificial Stones is granted the job (portal-siting request from β¦: GRANTED). On a brand-new world the gate appears once somebody stands there, not at server start.
Grave recovery runs on the server only, on load and every minute after. Resets run on the server clock, only when the maze is empty; anyone inside is sent home first.
| Works with vanilla players and servers | Decided by the server | Needs it on both ends |
|---|---|---|
| nothing β every player on the server needs the mod | maze generation, the Mob Director, vaults and hoards, resets, grave recovery, and every gameplay setting | everything |
β οΈ Versions must match. A player on a different minor version is refused at connect rather than allowed to half-work. Keep the server on the newest version in use, and update server and players together.
| Mod | |
|---|---|
| β»οΈ Mists_of_Avalor_BETA | Remove it. It is the same plugin under its old package name. |
| π₯· Shadows of Midgard | Current versions leave Avalor's mobs alone. An out-of-date one makes them wait to be hit; Avalor names it in the log. |
| First Person Mode by Azumatt | Pairs beautifully. A 6 m corridor at eye level is a genuinely enclosed one β the ceiling presses down and nothing shows you what is round the corner. |
| De-misting mods | Fine. Avalor paints its own fog last, so the labyrinth keeps its murk. |
| BarrkBOT | Finds and reads the labyrinth's stats file on its own. |
π Read the saga β the labyrinth keeps a record
The server writes BepInEx/config/MistsofAvalor/barrkbot_avalor_labyrinth.json once a minute, with no setup: for the labyrinth standing now, how many have died in it and what killed them, how many creatures are left, how many people are inside, whether the Warden still guards the way out and how many walked out alive β plus lifetime totals for the server and each player, which survive restarts and resets.
Only the labyrinth is counted. A death with no creature behind it β a fall, drowning, a trap β is put down to the labyrinth itself. The lifetime counters live in avalor_stats_store_<world>.tsv, one per world; delete it to reset them.
Configuration Manager (F1) in game, or BepInEx/config/wubarrk.mistsofavalor.cfg. On a server, the server's values win.
π Server-synced β set on the server, admin-only
| Section | Setting | |
|---|---|---|
| General | Difficulty |
Easy Β· Normal Β· Hardcore |
| General | MazeComplexity |
Normal Β· Hard Β· Extreme β next regeneration |
| General | LightingLevel |
None Β· Some Β· More Β· Most β instant |
| General | MistDensity |
None Β· Little Β· Normal Β· More Β· Most β instant |
| General | ClutterDensity |
None Β· Normal Β· High Β· Higher Β· Extreme β next regeneration |
| General | SpawnPortalAtStart |
raise the gate near the Sacrificial Stones (on) |
| General | MazeResetIntervalHours |
real hours between regenerations (24) |
| Combat | EnemyDamageScale |
creature damage, before armour and blocking (0.6) |
| Combat | MaxHitFraction |
most of your max health one blow can take (0.5) |
| Combat | WardenLeash |
how far the Warden follows from its post (8) |
| Loot | AntiFarm |
creatures carry only a Crypt Key (on) |
| Loot | KeyChanceRegular Β· KeyChanceSubBoss Β· KeyChanceBoss |
key chances (0.05 Β· 0.24 Β· 1.0) |
| Loot | LootQuantityScale Β· LootEntryBonus Β· LootCoinScale |
stack size Β· how many different items Β· coins |
| Loot | LootPoolCommon Β· LootPoolMid Β· LootPoolDeep |
replace a band with comma-separated prefab names; empty is built-in |
Set EnemyDamageScale and MaxHitFraction both to 1.0 for untouched damage.
π₯οΈ Local to your game β yours alone
| Section | Settings |
|---|---|
| General | ExitCompass Β· DebugLogging (on by default β most of what it records happens at load, so switching it on after a problem is too late) |
| Compass | Size Β· Opacity Β· TiltDegrees Β· AdjustKey Β· PositionX / PositionY (set by dragging) |
π What each level does
| MazeComplexity | Grid | Floors | Arenas |
|---|---|---|---|
| Normal | 20Γ20 | 1 | 5 |
| Hard | 40Γ40 | 2 | 15 |
| Extreme | 60Γ60 | 3 | 30 |
| Difficulty | Sub-boss HP | Trap damage (current HP) | Trap density | Mob speed | Loot | Mob cap / player | Charred |
|---|---|---|---|---|---|---|---|
| Easy | Γ1.0 | 40% | 2% | Γ1.0 | Γ1 | 5 | β |
| Normal | Γ1.5 | 60% | 8% | Γ1.15 | Γ2 | 7 | β |
| Hardcore | Γ2.5 | 85% | 15% | Γ1.35 | Γ3 | 10 | β |
| LightingLevel | Darkness | Torches lit |
|---|---|---|
| None | pitch black β bring your own light | none |
| Some | heavy gloom | ~30% |
| More | dim | ~62% |
| Most | dimly lit | all |
| MistDensity | Fog | Mist volumes | Motes |
|---|---|---|---|
| None | none | none | stilled |
| Little | faint | ~20% | on |
| Normal | murky | ~45% | on |
| More | thick | ~72% | on |
| Most | blinding | all | on |
| ClutterDensity | |
|---|---|
| None | bare stone β no debris, wall dressing, banners or chains |
| Normal | light scatter on the floor, walls dressed |
| High | heavier scatter |
| Higher | well-furnished halls |
| Extreme | every hall a midden |
LootEntryBonus shifts how many different items a chest holds β -2 lean, +3 generous, never fewer than one. LootCoinScale at 0 takes coins out of the chests. A pool name the game does not have is dropped and named in the log.
Needs: BepInExPack Valheim 5.4.2360 Β· Jotunn 2.30.0. Install with a mod manager, or unzip into BepInEx/plugins β on the server and on every player's game. One file: the asset kit is inside the plugin.
π° Come play it with us. The labyrinth is best met alongside Wubarrk's other mods on Wubarrk's modded server. Details on joining are on the Discord.
Forged by Wubarrk β ravenirongames.com. May your torch outlast the dark. π₯ License: MIT β use, modify and redistribute freely, including commercially; keep the copyright notice. Full text in LICENSE.md.
