Valheim
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ExtendedBosses

Raid-style boss fights for a group, from Eikthyr to Fader: HP phases, waves of adds, destructible nests, biome mini-bosses as lieutenants, shields that drop when the nests fall, burn windows, marks, ground hazards, resistance shifts and a threat table — built only from vanilla prefabs, animations and RPCs, so players without the mod see and feel the same fight.

Eikthyr marks a player for lightning — spread out! The Elder: roots under the marked player, a seed grows a new nest
Eikthyr marks a player for lightning — spread out! The Elder: roots under the marked player, a seed grows a new nest

Phase announcements — every player sees them, with or without the mod

Phase announcements — every player sees them, with or without the mod

  • Profiles Light (bosses with reinforcements), Raid (default) and Hard, globally or per boss; any boss can be set back to Vanilla. Everything switches without a rejoin.
  • Group scaling for 1–8 players: boss HP, adds, nests, stars and marks grow with the group; solo stays doable.
  • Reward on top of the vanilla drop: coins and valuables, about a stack of each material of the biome, about half a stack of the next biome's, and upgraded gear of the next biome for a group of 2+.
  • English and Russian messages; players without the mod get them in the language set by GuestLanguage.
  • The server's settings apply to every client with the mod; config edits are picked up without a restart.

Install on the host; guests do not need it. With the HostOwner mod (Bosses = true) the host keeps owning the boss whoever hits it. On a dedicated server every player who may own the boss needs the mod.

Early version: every boss is implemented, in-game testing is in progress — the numbers are starting values and all adjustable.

How a fight goes

The boss's own attacks and AI stay vanilla — everything below is added on top. Described for the default Raid profile.

  • Nests. As the fight goes on, the boss raises destructible spawners of its biome — greydwarf nests, bone piles, eggs…
  • Shield. While the nests stand, the boss takes only a fraction of the damage. Break them all → the boss is staggered and takes ×1.5 damage for 10 s. Ignore them and the shield crumbles on its own after a while — without the bonus.
  • Phases. About once a minute the boss enters a special state for 30 s — armor against one damage type, regeneration, damage reflection… The message in the centre of the screen tells you how to answer it.
  • Marks. The boss names a player and 3 s later strikes where they stand. Step away from your friends.
  • Lieutenants. Mini-bosses of the biome join the fight, along with waves of adds.
  • Reward. On top of the vanilla drop: coins and valuables, about a stack of each material of the biome, about half a stack of the next biome's, and upgraded gear of the next biome for a group of 2+.

Light keeps the adds and nests but drops shields, phases and marks; Hard is Raid, denser and tougher. All the numbers: FIGHTS.md.

The bosses

Eikthyr — the tutorial

No shield and no phases: every mechanic once, gently.

  • Charge — every 20 s he dashes at double speed at a player who keeps their distance.
  • Skull pile — raises Meadows skeletons until you break it (it glows for players with the mod and drops nothing).
  • Lightning mark — the marked player is struck 3 s later.
  • Reinforcements: boars and necks, and a herd leader — a 2★ boar with triple health.

The Elder

  • Greydwarf nests hold his shield.
  • Roots — roots burst out around the marked player.
  • Seeds — his projectiles sometimes take root and grow a new nest.
  • Living bark (phase): Sap — only slashing hits (axes, swords) get through; Back — armored in front, full damage from behind: the tank keeps him facing away from the group.
  • Shamans heal him — kill them first.
  • Reinforcements: a troll, a bear, greydwarf elites, a skeleton and a ghost.

Bonemass

  • Bone piles hold his shield.
  • Leeches come out of the water nearby; poison pools under marked players; his hits leave you Wet, later Tared.
  • Merging — blobs crawl towards him from afar, and each one that reaches him heals him. Intercept them.
  • Phases: Hardening — blunt barely hurts, fire does double: burn him. Rot vapour — close hits are halved and poison the attacker: fight from range.
  • Reinforcements: an abomination, writhans, surtlings, elite draugr, a wraith and swamp bats.

Moder

  • Ice stalagmites hatch drakes and hold her shield. More drakes fly in all fight long.
  • Ice nova under marked players — frost and slow.
  • Breath mark — she lands and fixes on the marked player for a few seconds.
  • Phases: Ice armor — while she is on the ground, ranged hits do a quarter: get into melee. Ice spikes — every hit reflects part of its damage back as frost.
  • Reinforcements: a wolf pack (ulvs at night), cultists, a stone golem, a fenring.

Yagluth

  • Fuling totems call fulings and archers and hold his shield.
  • Fuling shamans heal him.
  • Meteor mark — his own meteors fall around the marked player.
  • Beam — he fixes on the marked player for a few seconds; his hits leave you Tared.
  • Phases: Regeneration — heals over time; any frost hit stops it. Adaptation — resists the damage type you use most and takes more from the others; the message names the type.
  • Reinforcements: fuling brutes, an unbjorn, three skeletons, deathsquitos; an echo of Moder (optional, off by default).

The Queen

  • Egg clutches hatch into seekers; the shield holds while any egg is whole — break them before they hatch.
  • Acid mark — acid splashes under the marked player.
  • Cocoon — after she teleports, a seeker and a brood guard her; while they live she is shielded.
  • Phases: Bloodlust — she heals from her hits on players: block, don't get hit. Acid spikes — every hit reflects part of its damage back as poison.
  • Reinforcements: seeker brutes, a gjall, ticks and young seekers.

Fader

  • Charred spawner stones hold his shield.
  • Meteor mark — meteors fall around the marked player.
  • Wall of fire — raised towards a random player again and again.
  • Phases: Molten armor — close hits are halved and burn the attacker: fight from range. Ash veil — ranged hits do a quarter: everyone into melee.
  • Reinforcements: a morgen, a fallen valkyrie, Lord Reto, an asksvin and a lava blob.

Compatibility

Tested with Valheim 1.0.16 (network version 40), BepInEx 5.4.23.5 (BepInExPack_Valheim 5.4.2351).

Who needs it

Who What
Host required — the fight runs on the boss's owner; with HostOwner (Bosses = true) that is always the host
Dedicated server recommended for settings and messages; every player who may own the boss also needs the mod
Players without the mod see and feel the same fight, messages in the GuestLanguage language

Known conflicts

  • Other boss overhauls (HardBosses and similar) — do not run two at once.
  • Mods that scale boss health or stars by player count or level (e.g. Creature Level and Loot Control) stack with this mod's group scaling; lower 02 Scaling or theirs.

Bugs and feedback

GitHub Issues: https://github.com/tbsj1ga/ExtendedBossesValheim/issues — please attach BepInEx/LogOutput.log.

More mods by j1gA

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WeaponArts WeaponArts — One key, one active ability per weapon: stagger, taunt, heals, berserk, crits.
HostOwner HostOwner — The host takes ownership of stations and bosses near it, so its mods work for everyone.
HudLayout HudLayout — Move, resize and restyle your HUD with the mouse: bars, food, hotbar, minimap, even other mods' HUD.
HealthPulse HealthPulse — Low health warning: the screen edges pulse red like a heartbeat, faster as your health drops.
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