
ExtendedBosses
Raid-style boss fights from vanilla parts only: HP phases, add waves, nests, lieutenants, shields, burn windows, threat - seen by every player, mod or not.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.
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| 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
- Profiles
Light(bosses with reinforcements),Raid(default) andHard, globally or per boss; any boss can be set back toVanilla. 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.
- 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 Scalingor theirs.
Bugs and feedback
GitHub Issues: https://github.com/tbsj1ga/ExtendedBossesValheim/issues — please attach BepInEx/LogOutput.log.
More mods by j1gA
| Mod | |
|---|---|
| LivingMap — Your buildings, roads and cleared forest on the map and the minimap — and a detailed map when you zoom in. | |
| StationSpeed — Faster smelters, kilns, fermenters and crops — consistent even for players without the mod. | |
| WeaponArts — One key, one active ability per weapon: stagger, taunt, heals, berserk, crits. | |
| HostOwner — The host takes ownership of stations and bosses near it, so its mods work for everyone. | |
| HudLayout — Move, resize and restyle your HUD with the mouse: bars, food, hotbar, minimap, even other mods' HUD. |

