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BiomeLords

Adds a boss-tier Lord to every biome, summoned with the Lord's Horn after you've proven yourself a hunter. Defeat them for Forsaken Powers, and keep their trophies for permanent blessings.

Client & Server Combat Enemies Valheim 1.0

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Downloads
167
Version
0.6.15
Updated
Author
TaegukGaming
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Runs on
Client & Server
Required by
6 mods

Compatibility

Required 1

Install these too β€” Gale pulls them in for you.
  • Jotunn ValheimModding Β·2.30.1

Description

BiomeLords

Every biome hides a Lord β€” a towering, named version of one of its creatures, waiting for a worthy hunter to call it out.

What this mod adds

  • One Lord per biome. Meadows, Black Forest, Swamp, Mountain, Plains, Mistlands, Ashlands, and the Deep North each have their own Lord, scaled up and far tougher than anything else that biome throws at you.
  • A relic that summons them. Craft the Lord's Horn, hunt enough of that biome's regular creatures to prove yourself, then use the Horn at night in that biome to call the Lord out.
  • A trophy worth keeping. Defeat a Lord and it drops a unique trophy. Mount it on a Lord's Pedestal to receive that Lord's Blessing β€” a permanent passive perk for as long as the trophy stays on display.
  • A power you carry into battle. Landing the killing blow on a Lord also grants its Forsaken Power, usable like any other Forsaken Power from a fallen boss.
  • A fight that grows with you. Lords scale up in toughness based on how many Lords you've already defeated, so even an early-game Lord can still be a real fight for a veteran β€” without one-shotting a newcomer.
  • A storage window you can put where you want. Click and drag any open chest window anywhere on screen; where you drop it is remembered between sessions. Configurable numerically too, per player.

Why hunt them

Each Lord offers its own flavor of reward β€” some make daily life easier (better fishing, longer-lasting food, faster crops, bonus crafting output), some make you tougher to fight (less weight, more carrying capacity), and their Forsaken Powers each open up a different way to turn the tide of a fight. Full details on where to find each Lord, what their Blessings and Powers do, and how the scaling works are in the Wiki.

Getting started

  1. Craft a Lord's Horn.
  2. Go hunt the regular creatures of a biome until you've proven yourself.
  3. Return to that biome at night and use the Horn.
  4. Survive the fight, claim the trophy and the Power, and bring the trophy home to a Lord's Pedestal.

See the Wiki for the full hunter's guide.


Compatibility

BiomeLords is built entirely from vanilla Valheim assets β€” every Lord, item, and effect is a cloned/retinted vanilla prefab, with no custom models or asset bundles. This keeps the footprint small and avoids clashing with most other mods.

Known interactions with other mods:

  • ComfyQuickSlots β€” fully compatible as of v0.6.1, with a further fix in v0.6.7. ComfyQuickSlots expands the player inventory by a 5th row for armor + quickslot bindings; BiomeLords' Featherweight blessing (Fallen Valkyrie Lord) detects that layout and adapts its own extra-row math around it. Before 0.6.1, having both mods installed could crash on opening the inventory, spill equipped armor into a crate when switching blessings, or lose Featherweight's extra-row items on logout. Before 0.6.7, ComfyQuickSlots' own "find a free slot" routine only looked at the first five rows, so with both mods installed the Featherweight rows showed up and took hand-dragged items but auto-pickup, manual pickup and crafting output all reported "inventory full" β€” all fixed.
  • Chest/storage window placement β€” as of v0.6.5 this is no longer tied to mod detection at all. The window sits wherever you drag it (or wherever the UI.StorageUiOffsetColumns / StorageUiOffsetRows settings put it), and behaves identically with or without ComfyQuickSlots installed. Those two settings are local to each player and are never overwritten by a server.
  • Shudnal ExtraSlots and AzuExtendedPlayerInventory β€” as of v0.6.2, detected automatically. Both of these mods grow the player inventory and manage that space themselves, so Featherweight no longer tries to add its own rows (or resize the inventory window) when either is installed β€” you still get the blessing's raised carry-weight cap, just without the extra-row buff, since these mods already provide extra slots of their own.
  • Other inventory/UI mods that resize, rename, or otherwise hook the player inventory grid haven't all been tested. If you find a conflict, please open an issue with your modlist and the error log (LogOutput.log) so it can be diagnosed.
  • Valheim 1.0's purchasable inventory rows β€” rows bought from Haldor are treated as part of your normal inventory, and the Featherweight blessing's extra rows stack below them, so the two add up and buying a row while blessed disturbs nothing you're carrying. Fixed in v0.6.14: before that, the game's own row reset dropped the Featherweight rows on the ground on every login and on every purchase, and BiomeLords could shrink a bought inventory back to four rows and crate what was in the rows you'd paid for. Update if you have bought rows.
  • Server-authoritative config β€” BiomeLords requires every client to have the mod (EveryoneMustHaveMod) and matching major.minor version; admin-set config values are pushed from the server to clients automatically. The one exception is the UI section (storage window placement), which is deliberately client-side so each player keeps their own layout.
  • Joining a server without BiomeLords β€” you are refused at the connect screen, with JΓΆtunn's mod-compatibility window in place of the usual error box (BiomeLords appears under Additional Mods Loaded). That's the EveryoneMustHaveMod setting doing its job: you never spawn in, and neither your character nor that server's world is touched. Use a profile without BiomeLords to play on such a server.
  • Keep a server and its players on the same version. Because only major.minor is enforced, two different 0.6.x builds can connect to each other β€” but a release that adds a creature or item leaves older clients unable to see it. A player still on 0.6.9 joining a 0.6.10 server, for example, cannot see the Neck Lord's summons at all.

Disclaimer

This mod is created using AI. No other mods were copied during the process. All feature ideas come from the uploader and are mainly to cater the needs of the TaegukGaming community server. If any features or ideas look similar to other mods, these are not intentional.

This mod is free to use as is. Voluntary support is appreciated.


Source / issues / wiki: https://github.com/yesu0725/BiomeLords

Changelog

0.6.15 Latest

Maintenance release.

  • No gameplay changes β€” Lords, Blessings, Forsaken Powers and config all behave exactly as in 0.6.14. This release updates the developer documentation and the build setup only. Updating is optional, and 0.6.14 and 0.6.15 players can share a server.
0.6.14

Bug fix for Valheim 1.0's purchasable inventory rows.

  • Featherweight now works alongside the inventory rows Haldor sells. Valheim 1.0 lets you buy extra inventory rows from Haldor, and on every login (and every purchase) the game resets your inventory to exactly the rows you've bought and throws anything beyond them on the ground. That collided with Featherweight's two extra rows in three ways: everything stored in the Featherweight rows was dumped on the floor at your feet each time you logged in or bought a row; if you'd bought rows from Haldor and were on any other Blessing, BiomeLords shrank your inventory back to four rows on login and crated the items in the rows you'd paid for; and with Featherweight active the bought rows and the Blessing rows overlapped, so you didn't get both. All three are fixed. Your bought rows are now the baseline and Featherweight's rows stack below them, so with two rows bought you have 4 + 2 + 2 = 8. Buying a row while blessed simply grows the grid by one β€” nothing moves and nothing is dropped. Switching Blessings still crates only the Featherweight rows, never the ones you bought.
  • The inventory window is sized by the game's own row-count routine, so bought rows and Featherweight rows are framed identically and the panel no longer double-counts the rows you bought.
0.6.13

The Deep North, and configuration.

  • A Lord for the Deep North: the Gammeltroll Lord. Valheim 1.0's final biome gets its own Lord β€” a 1.3Γ— glacial Gammeltroll with 47,000 base health (Kall Fimbulbringer's three forms combined) and the frost troll's 220-damage swing. Prove yourself on 20 Gammeltrolls, Barka or Bjorn, then use the Horn at night in the Deep North. Three times in the fight it petrifies: rooted, frozen mid-pose, grey as stone, shrugging off 90% of everything you throw at it β€” except pickaxes, which bite as hard as ever. When the shell breaks it shatters in a frost burst that hurls you back and sheds a pair of Tiny Pulp; after the third shatter it enters Fimbul Fury. Drops its trophy plus Bjorn Hide, Barka Branch, Dead Pulp and Frozen Fuel.
  • New Blessing β€” Fimbul Hide. Deep snow no longer slows you, and in the Deep North every building piece within 30 m of you sheds its snow buildup, so heavy snow never crushes a roof while you're home. Radius is configurable.
  • New Forsaken Power β€” Petrify. Turn to stone for 6 s: βˆ’75% damage of every kind, stagger-immune, slowed. When it ends, the shell shatters for 80 frost damage and heavy knockback to everything hostile within 8 m. Duration, radius and damage are configurable.
  • Tier 8. The difficulty ladder now runs to the Deep North, so defeating the Gammeltroll Lord raises every lower Lord and vanilla boss to tier 8 the same way the Fallen Valkyrie Lord raised them to 7.
  • Set each Lord's health directly. A new LordStats.BaseHealth config section has one entry per Lord, defaulting to the biome boss's health the Lord was matched to (Neck Lord 500 … Fallen Valkyrie Lord 25000). Change it and the automatic tier scaling and HealthMultiplier build on your number instead. Admin-only and server-synced like the rest.
  • Blessing and Forsaken Power descriptions now show your server's actual settings. The compendium and hover text used to quote the built-in defaults β€” "carry up to 1000", "+2 inventory rows", "+100% longer", "20 m", "20-minute Rested" β€” no matter what an admin had configured. Every number in those descriptions is now read live from the config, so Featherweight's weight cap and extra rows, Hearth Master's food bonus, Refiner's Touch and Fisher's Boon chances, and Valkyrie's Rally radius and Rested duration always match what the server is running. Fisher's Boon and Refiner's Touch now state their chance instead of just "a chance".
  • Lord's Horn crafting clarified. The Horn requires a Workbench of level 1 or higher β€” it was never locked to a level-1 bench, but the recipe now says so explicitly in code. No change in play.

13 older entries, full version history & downloads β†’

Files

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Manual download
Just this mod One .zip β€” BiomeLords 0.6.15
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Manual installation instructions
1

Install BepInExPack Valheim

BepInExPack Valheim is required to run mods in Valheim.

Download BepInExPack Valheim 5.4.2360 Β· View mod page

Check out the mod page for detailed installation instructions.

2

Install BiomeLords

This mod must be installed on both the client and the server.

Download BiomeLords 0.6.15

Extract the ZIP and place the file(s) into the BepInEx/plugins/ folder inside your Valheim game folder.