Confirm with your password

FateWoven

Fate Woven adds spellcasting to Valheim. Level up and pick from three cards each time: abilities, runes and blessings. Build your own bar of spells, earn favour from the gods and take quests. BETA: please report bugs, issues and requests.

Client (& Server) Progression Skill Valheim 1.0 Visuals

· Website

Stars
0
Downloads
67
Version
0.2.1617
Updated
Author
processq
Virus scan
✓ Scan successful
Runs on
Client (& Server)

Compatibility

Required 1

Install these too — Gale pulls them in for you.
  • Jotunn ValheimModding ·2.30.2

Images

Description

Fate Woven

BETA, BETA, BETA. This is an early beta, so expect bugs and rough edges. Please report any bugs, issues or requests at https://github.com/processq/fate-woven-issues/issues. Every report is read.

Fate Woven adds spellcasting to Valheim. Level up, pick from three cards each time, and weave abilities, runes and blessings into a build of your own.

Features

  • Earn XP from fights. Every level offers three cards: pick one.
  • Abilities go on your bar. Runes change how they work, and each ability gets stronger as you use it.
  • Utility abilities, summons and pets, with twelve elements and many statuses.
  • Gods and blessings: please a god with deeds and offerings, and carry its blessing.
  • Quest boards with notices that send you out to hunt, gather and clear nests. Rewards come in tiers.
  • At level 60, Re-weave: start over and carry one ability and one rune into every later run.
  • Rune Charms you craft from boss drops, and an Altar of the Gods for offerings.
  • Works in multiplayer. Everyone installs the same version.

Keys: K opens the Runes panel, Z casts the readied ability, B (hold) opens the ability wheel, [ and ] step through the bar, H and J control your pets.

Installing

Use your mod manager, which installs BepInEx and Jotunn for you. To install by hand, put BepInExPack_Valheim and Jotunn in place first, then copy the plugins/FateWoven folder from this download into BepInEx/plugins.

Configuration

The config file is BepInEx/config/FateWoven.cfg, created the first time you run the game. Most settings are server settings, so on a server only the host's file matters. They let a host switch parts of the mod on or off, such as blessings, advanced runes and utility abilities, or list specific cards to turn off.

Compatibility

Fate Woven's later game is balanced around Creature Level and Loot Control (CLLC). Fate Woven never changes enemies, so on plain Valheim it will feel easy. An enemy-scaling mod such as CLLC gives the late game its challenge, and we recommend using one.

Fate Woven is in beta, and this is a first pass. Each mod below was tested on its own with Fate Woven 0.2.1385: it loads with no errors, the charm slot works and your pets come back after loading. Things we did check beyond that are listed. If something clashes, please tell us (see Reporting bugs).

Known issues and untested

Fate Woven is in beta and changes fast, so here is what we know is not finished or not tested yet. If you hit any of these, or something not listed, please tell us on the issues page (https://github.com/processq/fate-woven-issues/issues) or on Discord. Set General > Logging to Detailed first and attach BepInEx/LogOutput.log.

Built, but not fully tested yet

  • Co-op effects on other players. Tested with two players: Ash Veil, Fading Veil, Song Beneath the Shield and the one-song limit. Not yet tested with two players: Raven Banner, The Great Sea-Wall, Muster of the Slain, Bridge of Light, Steel-Sworn Rune, Yggdrasil's Cycle, Grove-Keeper's Vow, Leap of the Winds carrying others, Harvest-Lord's Step and Gallows-Speech. Steam Veil's second copy protecting other players from ranged hits is untested too.
  • New rune set pieces. Bat Wing, Charred Relic, Growth Tar and Charred Bone are tested. Not yet: Neck Scale, Shaman's Herb, Leech Tooth, Wolf Fang, Abomination Root, Serpent Fin, Forge Slag, Valkyrie Feather and the Ember Ash and Bloodsworn 5-piece bonuses.
  • Legendary rune fixes. Not yet tested: Void Rift on enemies that can't be staggered, Web of Fate's tie rule, Giant's Guile's strength, Iron Ledger out of combat, Grove-Keeper's Vow's pet distance, Witch's Familiar keeping its range, Wolf-Warrior Bond's fear immunity and Spell Pair copies.
  • Epic rune second copies. Checked in testing, not yet in normal play: Totem Vessel, Black Ice, Eruption, Ward-Breaker Blow, Skyward Arc, Drowsing Field and Rampart of Spite. Shield-Loosed's second copy and Running Draw's three-arrow fan fire, but their strength isn't checked.
  • Hel's Leech. Not yet tested: what happens when an enemy kills a leech, and hitting from behind an enemy that is already Bleeding.
  • Thrown Voice. Tested with Shout from a totem. Songs and Nova cast from a summon are untested.
  • Raven Banner and Song Beneath the Shield. Burning and poison ticks are meant not to get their bonus (only real hits). Not yet checked.
  • Crossbows as bows. Snowfield Glide works. Yew-Hall Draw's faster crossbow reload isn't confirmed.
  • Old saves. Characters with cards that have since been cut or renamed (Carried Threads, Full Sets, blessing offers) are handled, but haven't been tried with a real old save. Back up your character first.

Rough edges

  • Hearth Shelter: at night the walls keep the same faint glow instead of darkening. The fire is mostly purple with a little orange showing through. With the fade-in switched off, a rune panel can flash for one frame.
  • Hel's Leech is hard to trigger on an enemy you have already made Bleed, because the bleeding alerts it.
  • Different versions can't join each other. A player on an older version would also miss many of the new co-op effects, so everyone in a game must update together.
  • PvP: with PvP on, Fate Woven still treats other players as friends, by design. Only plain weapon damage works between players.

Mods

  • Creature Level and Loot Control 4.6.4 from Thunderstore crashes with this game version. Use version 5.x from Hexium.
  • Epic Loot works even though it shows a "not compatible" warning.

First-pass balance

  • All balance is tuned against normal enemies, not yet against levelled-up enemies from enemy mods such as Creature Level and Loot Control or Monstrum. Expect it to change.
  • First numbers, likely to change: the new set pieces, the Epic second copies, Ward-Breaker Blow's rebuilt shield, the Warding Rune beam's stacking shields, Last Command's shield of 30, Reaper's Toll's 6 refunds a minute, and control on big enemies (half length, then 6 seconds of immunity).
  • Effects that fire "about N times a minute" on rare events now fire as often as their cards say, so they are stronger than before.

Reporting bugs

Please report bugs and ideas at https://github.com/processq/fate-woven-issues/issues. The guide is at https://fatewoven.net/.

About this mod

Fate Woven is designed by a human, who decides what it does and how it plays. The code is written by Claude, an AI model made by Anthropic, working from that design. The documentation is written by Claude too, and the icons are AI-generated.

Community

Come and chat, share builds and get help on the Fate Woven Discord: https://discord.gg/dWC9gWMc

Credits

Thanks to the Valheim modding community, and to the authors of BepInEx and Jotunn, which this mod is built on.

Changelog

Fate Woven is in BETA. Please report bugs, issues and requests at https://github.com/processq/fate-woven-issues/issues.

0.2.1617 Latest

Highlights

  • Carried Threads: after a Re-weave, the ability and rune you carry over wait in a second window under your draft, and you still make one pick.
  • The top quest rewards are now called Legacy Rewards, and the Compendium and first-time hints are rewritten in plainer words (hints cut to the ten that matter).
  • Hearth Shelter's hut is rebuilt: one wall high under a sloped roof, ghostly and element-tinted, with a purple-pink fire and no smoke.
  • Many cards now do exactly what they say: all Epic and Legendary runes, ten set pieces, and the Steel, Shout and Hel's Leech wording and rules.
  • Effects that fire "about N times a minute" on rare events now fire as often as their cards say, so they are noticeably stronger.
  • Control on big enemies lands at once at half length; only bosses use the hidden meter. Crossbows count as bows.
  • Co-op: heals, statuses, auras and "allies" cards now reach other players, and several crashes and desyncs are fixed.
  • Saves are safer: a damaged card file or an older version no longer removes cards, and a backup is kept.
  • New setting General > Logging (Quiet, Normal, Detailed) and a repeat limit for warnings, for easier bug reports.
  • Everyone in a game must update together: card data changed, and many co-op effects need the new version on every player's game.

Full list

Re-weave, quests and rewards

  • Compendium entries now open as you meet each thing in game, including three new ones: quests and Charms, Re-weave, and Legacy Rewards.
  • Epic Loot's choose-one-of-three now offers up to three items, with their rarity colours on the buttons.
  • The permanent top-tier quest rewards are now called Legacy Rewards everywhere (they were called Uniques). The Mastery list, the reward messages and the first-steps text use the new name.
  • Re-weave now gives you Carried Threads: the ability and rune you pick on the Re-weave screen wait in a second window under your draft, also called Carried Threads, instead of being handed to you for free. You still make one pick, and anything you pass over stays there for the next draft of that kind.

Hearth Shelter

  • Hearth Shelter's hut is rebuilt: its walls stand on the ground, one wall high, under a sloped roof, and its bed lets you sleep. It now looks ghostly, with see-through walls tinted in your ability's element colour, faint white-gold runes on the walls, drifting sparkles, and a fade-in with a burst of sparkles when you cast it. The fire is purple-pink and gives no smoke, so you aren't Smoked inside. You still can't walk through the walls.
  • Sleeping through the night no longer removes the hut, portals, temporary workbenches or the Traveller's Trunk.

Co-op and servers

  • Drowsing Field holds sleepers on enemies another player's game runs, and no longer keeps immune enemies immune.
  • A message tells you when another player in your game runs a different Fate Woven version.
  • Cooldowns now carry on after you log out and back in. Dying still resets them.
  • Co-op: kills near the world spawn on a dedicated server now give XP and quest credit.
  • Co-op: heals from other players now get your healing bonuses, and Trickster's Ante's -60% applies to them.
  • Co-op: many effects now work on enemies another player's game runs: Blind, Soothe the Wild, Beast-Speech, pulls and Water Melee's push, Fimbulwinter, Níðstang and Wraith Shroud-Thread's damage cuts, Hel's Harvest, Calmer of Flame, Cowing Tremor, beam holds, Drowsing Field, Weakening Hex's bounce, Battle-Fed and Crimson Tide.
  • Co-op: the Vanir springs wash Burning and Venom off other players too, and Rune-Tether won't take a cart someone else is pulling.
  • Nine Nights, Gold-Toothed Vigil and beam ticks work the same at any frame rate.
  • Smoother frames and less network traffic in co-op.
  • Cards that say "allies" now reach other players, not just you and your tames.
  • Co-op: Avenger's Debt and Hringhorni's Pyre work when a player dies in another player's game, and one song at a time holds for allies. A crash from Blinding Glare when you joined a host is fixed.
  • PvP: when someone with PvP on swings at someone with PvP off, side effects such as Shared Hide moving damage onto a thrall, Brace's Blood Shield healing, and Boon lifesteal no longer happen, and another player's game can no longer stagger you.
  • Ash Veil and Stormshade now reach allies standing inside them, other players too: enemies lose track of them, and Ash Veil stops ranged hits on anyone inside, you included.
  • Fading Veil now gives stealth to other players, and it ends when they attack.

Saves and settings

  • Save safety: a damaged card data file, or going back to an older version, no longer removes cards from your character; if your Fate Woven data can't be read you're told, and the original is kept as a backup; unreadable Traveller's Trunk contents are kept as a backup too.
  • Cards that were cut or renamed no longer disappear from old saves. A cut Carried Thread waits in case the card returns and doesn't count toward your 10, and if your Full Set was cut you can choose a set for stage I again.
  • New setting General > Logging: Quiet, Normal or Detailed. Set it to Detailed before reporting a bug and attach the log. The same warning no longer fills the log: after 5 copies it shows a "(repeated N times)" line instead.

Combat rules

  • The last four set element runes now do what they say: Stag Rune (your next hit on a Shocked enemy also Staggers it), Ooze Rune (Venom stacks to 15), Lox Rune (enemies you Stagger are knocked back 2 m) and Ember Rune (Burning stacks to 80%). Each works while the rune is on your bar.
  • Ember Rune and Ooze Rune now help slow abilities too: with Ember on an ability that has a cooldown of 5s or more, Burning starts at 80%; with Ooze on one with a cooldown of 8s or more, each hit adds 5 Venom stacks at once.
  • Gathered Bolt's element status now lands from half charge up (a quick tap still doesn't), and the card says so.
  • Effects that fire "about N times a minute" on rare events (kills, blocks, casts and slow ability hits) now fire as often as their cards say. Some were firing far less often, so these effects get noticeably stronger.
  • Control on big enemies now lands at once at half length, then 6 seconds of immunity, instead of needing several hits to fill a hidden meter (bosses still use the meter). Bosses are Slowed at once by Binding Roots and Rooting Shot.
  • Crossbows now count as bows on every card that says Bow.
  • Steel abilities now use your held weapon's damage type, as the Steel card says.
  • Stagger effects now fire on every stagger you cause: Lox Rune, Antler, Silt and Surge, Hel's Sickbed, Edge-Song and Thor's deed.
  • Every element's status now lands where its card says, for example Fire Roar, Hex, Heavy Limbs and Glare burn, Earth staggers and Steel Sunders. Finisher's Mark now doubles.
  • Hand Between the Jaws costs nothing when no enemy is in reach.
  • Steel now follows your weapon: maces, sledges and fists deal Blunt, with extra stagger, and stagger instead of causing light Bleeding. Steel's +10% damage and +15% stagger now apply.
  • Yew-Hall Draw's +8% speeds up crossbow reloading.
  • Reaper's Toll refunds about 6 times a minute, as its card says. Every cast that finds no target refunds its cost and cooldown. Arcane Finisher's Mark no longer applies Spellbound.
  • Statuses that come from an ability's zones, puddles, rings and spreading effects now count as that ability's, so set bonuses and runes that lengthen statuses or add stacks reach them too.
  • Beams now build a ramp per target with a half-second grace, and a Warding Rune on a beam adds a shield on every tick (shields still stack only up to the shield cap).

Runes, sets and cards

  • Card wording now says what the cards really do in several places, for example Shout blessings fire only on Shout, Challenging Roar and Dread Howl; Weapon Imbue affects plain weapon attacks only; Call Back works within 60 seconds of a death; Death's Door only from above 25% health; and "elite" means a starred enemy or a boss.
  • Add-on API: RegisterElementStatus lets another mod's element apply a Fate Woven status.
  • Ten rune set pieces that did nothing now work: Neck Scale, Shaman's Herb, Leech Tooth, Wolf Fang, Abomination Root, Growth Tar, Serpent Fin, Bat Wing, Forge Slag and Charred Relic. Charred Bone, Valkyrie Feather and the Ember Ash and Bloodsworn 5-piece bonuses work too.
  • Valkyrie's Choice's full set tooltip now says it heals 10, as it does.
  • Legendary runes now do everything their cards say: Void Rift, Web of Fate, Giant's Guile, Mead-Hall Oath, Iron Ledger, Trigger Bolt, Spell Pair, Grove-Keeper's Vow, Hound's Watch, Witch's Familiar, Wolf-Warrior Bond and the fit rules for Blood-Price Edge, Spirit Relay, Fate-Thread Mending and Star-Carrier.
  • Card wording fixes: Trigger runes and Riding Spell say a signature in the next slot is cast; Harmony and Mead-Hall Oath's pass-on are songs only; Swarm Fletching needs an enemy hit; Void Rift opens where the shot lands or runs out; Undying Ward shows how long it has held.
  • Undying Ward now shows a counter above the food icons for how long its shield has held, up to 60 seconds.
  • Void Rift now opens where a shot stops or runs out, or at an area's centre a moment after the cast if it hit nothing, one rift per cast.
  • About 50 Epic runes now do everything their cards say, including Hobbling Blow (no running or fleeing, +25% Stagger taken), Volatile (survivor buff, rush and recast detonate, a second copy that speeds up resummoning), Duelist's Focus, Steam Veil, Thornroot, Drowsing Field (sleepers stay asleep), Rampart of Spite, Rot-Bloom, Stormshade, Last Command and many second copies.
  • Card wording fixes: Circling Runes orbit for 3 times the flight time; Unbinding no longer mentions an enemy buff that doesn't exist; Arcane Expose counts as Spirit damage; Shared Hide's second copy sends 50%.
  • The rest of the Epic runes now do what their cards say, including Thrown Voice, Turning Hue, Echoing Rune, Hel's Leech creatures, Frost-Sworn wolves, Dodge- and Shield-Loosed, Ash Veil on area casts, Hobbling Blow on stance and imbued swings, and the second copies of Eruption, Black Ice, Drowsing Field, Totem Vessel, Running Draw, Skyward Arc and Ward-Breaker Blow. Seeker's Point, Quake Knuckles, Skyward Arc and Raven-Guided fit the abilities their cards say.
  • Hel's Leech now works: crouching out of an enemy's sight counts as Stealthed, and the hit that makes an enemy Bleed counts too.
  • Fixes: Hel's Leech, Skaði's wolves, Eruption, Running Draw, Drowsing Field and Black Ice now work as their cards say, and the hut's runes show on worn walls too.

Interface and polish

  • The in-game Compendium entries are rewritten in plainer, friendlier words. The facts are the same.
  • First-time tutorial hints are cut down to the ten that matter, reworded to be short and friendly like Valheim's own hints, and no longer pop up while the draft page is open. The rest are in the Compendium.
  • Lists now scroll with the mouse wheel or the scrollbar only, so dragging no longer moves them.
  • Utility abilities that place pieces now put them on the floor when you are indoors, and Waypair's far portal faces the way you faced.
  • The moving shimmer on signature ability icons is turned off, because it smeared across the art.
0.2.1490

Highlights

  • Heals now show white-gold motes around whoever is healed, and everyone nearby sees them.
  • Undo after a Re-weave keeps much more: favour, quest history, blessing offers, Full Set pieces and the higher Charm.
  • Full Set pieces survive a Re-weave, and unopened blessing offers are refunded.
  • Long Banner now boosts every summon except totems, and their ranged hits too.
  • "Clear a location" quests work on someone else's server.
  • Blessing auras reach your allies with less network traffic, and spell effects go only to players within 80 m.
  • Eitr Flow also speeds food eitr regen, and Spell Edge no longer boosts pets.
  • Max health, stamina and eitr bonuses now apply to the whole total, and several stat bugs are fixed.
  • Switched-off cards, runes and Uniques no longer leak into drafts and rewards.
  • Please update together: older players miss newer players' blessing auras.

Full list

Seeing and sharing

  • Every Fate Woven heal now shows the same white-gold motes rising around whoever is healed when they were hurt (at most once every half second each), and everyone nearby sees them. Regeneration at full health and health-cost refunds show nothing. Meads and other vanilla heals are unchanged.
  • Spell effects (heal motes, bursts and beams) now go only to players within 80 m, and blessing auras use even less network traffic, so big servers send less.
  • Blessing auras (Saga, Sigr, Valhalla's Doors, Hallow and Fensalir) now reach allies with less network traffic on busy servers, at the same strength, reach and timing. Your own tamed animals now get your auras too.
  • "Clear a location" quests now work for a player on someone else's server, and the quest board fills again for a character coming from another world whose day count is further on.
  • Please update together: 0.2.1468 and 0.2.1490 can join the same game, but a player on the older version won't receive a newer player's blessing auras (Saga, Sigr, Valhalla's Doors, Hallow and Fensalir), and "clear a location" quests need the server on the new version too.

Re-weave and Undo

  • Undo after a Re-weave now keeps your favour, boss kills and quest history, blessing offers and the blessings you paid for since, token maxes won since, Full Set pieces, and the higher Charm (tier first, then quality).
  • Full Set pieces are kept through a Re-weave. A Re-weave refunds the favour of unopened blessing offers that cost favour (free offers from quests aren't refunded). A boss whose trophy a Re-weave reset offers its trophy again on the next kill.

Numbers and rules

  • Eitr Flow also speeds food eitr regen. Spell Edge no longer raises pet and summon damage (Long Banner is their boost; totems still count) and now also raises Binding Roots' damage.
  • Elemental and Greater Charms keep the +5% per upgrade of the Charm they're on, and an Elemental Charm counts its own tier for Hearth Shelter's wall health and the Bots.
  • Long Banner now covers every summon except totems: decoys, signature, duo and blessing summons, and the pet pack's bodies, as well as the Summon pet and Thralls.
  • Long Banner's damage boost now also reaches the pet's ranged bolts and the summoning signatures' hits, not just their health.

Stat fixes

  • Fixed: percentage bonuses to max health, stamina and eitr now apply to the whole total, and several flat bonuses (Goat-Bone Feast, Evergreen Vigor, Stag Stance, food, the Wells) were missing some multipliers before.
  • Fixed: Cave-Bear Stance's 25% slow now applies, reservations no longer cut normal food eitr regen, and Deep Reserve's refund counts when checking whether you can reserve.

Server settings and fixes

  • Cards, runes, blessings and Uniques that a server switched off no longer turn up in drafts, rune stones, quest rewards or lock-ins. A Full Set stage waits, instead of being lost, while one of its pieces is switched off.
  • Fixed: the "Replace your Charm?" popup closes when you die or the crafting window closes, and Yes only crafts while you're at the open station. The Re-weave screen closes on death.
  • Fixed: a totem plant is interrupted if you're moved more than 3 m by a knockback or teleport, and the Hel's Road switch no longer says "hardcore" on an Easy server.

Card text and data

  • Card text fixes: Fate's Pity III no longer promises a Rare on every roll; Seventh Slot, Patron's Favour, Light Foot, Lucky Drafts, Lucky Runes, Lucky Quests and the Elemental and Greater Charm descriptions now say exactly what they do. The first-steps text no longer says bosses give a reroll token.
  • The Unmaking Unique reward was removed (it did nothing, since taking runes out of an ability is already free).
  • The Infested Mine quest now finds its place (it was skipped before).
0.2.1468

Highlights

  • Re-weave: at level 60, start your build over for lock-ins. Pick one ability and one rune that join every later run. An Undo button in Settings works in the beta.
  • Charms are one at a time: you hold a single Charm and it can't be dropped or stored. Elemental and Greater Charms move into a Charms list in the Mastery screen.
  • Quests follow the Charm you wear, and easier quests pay XP only.
  • Rerolls, banishes and locks have a maximum and a current count, with a Clear banishes button.
  • Uniques: a list of permanent quest rewards in the Mastery screen, and Epic quests on the board (clear a place) that can pay them.
  • The ability bar now grows from 3 to 6 slots at levels 10, 25 and 40.
  • Healing, shield and stamina casts have their own rims, and Twin Cast and Split now fit beams.
  • Totems are now carved wooden posts with an element-coloured inlay.
  • Better with other mods: SeneaL UI, Epic Loot (Warfare gear in quest rewards) and CLLC (quest elites roll their level).
  • Many fixes from a full QA pass.

Full list

Re-weave and tokens

  • New: Re-weave. At level 60 the Runes panel has a Re-weave button: you start your Fate Woven progress over and keep your world, gear, skills, favour, special charms and trophy signatures. You pick one ability and one rune to lock in, which join you in every later run, and your rerolls, banishes and locks refill. An "Undo last Re-weave" button in Settings works until level 5 of the new run (on in the beta). Servers can switch it off.
  • Rerolls, banishes and locks have a maximum and a current count, and quests are their only source: a boss's first kill no longer gives a reroll, and a Black Core no longer pays for a banish. A new Clear banishes button on the draft screen brings every banished card back at once, with a warning that it isn't selective.
  • Hel's Road (off by default, with the end-game switch): an optional hardcore Re-weave. One life, Easy or Hardcore deaths as a server setting, and a permanent +10% XP for each run you finish at level 60. Quest rewards roll one tier higher while you walk it.

Charms

  • You can hold only one Charm at a time, and a Charm can't be dropped or stored in a chest. Crafting a higher one asks first before it replaces the old one.
  • Elemental and Greater Charms live in a Charms list in the Mastery screen (or right-click the worn Charm). You switch your Charm into a special form from there, and a Re-weave never loses them.
  • Quest notices follow the Charm you wear, and a notice below the tier of the Charm you hold pays XP only.

Uniques, the bar and quests

  • A Uniques list in the Mastery screen shows your permanent Unique quest rewards: stat wells, eitr flow, move speed, Rune Finder, longer buffs, Quick Study, damage and cooldown boosts, Early Slots, a pet boost, Patron's Favour (click a god in the Favour list), Fourth Loadout, Fourth Card (a fourth draft card), Seventh Slot, the Third utility slot, and Full Set I to III (pick a rune set and its pieces go into your Runes panel).
  • The ability bar grows as designed: 3 combat slots at the start, one more at combat levels 10, 25 and 40. Characters above level 10 get their extra slots when they load. A message says when a slot opens, and the new key settings Slot7 and Utility3 are unbound by default.
  • Epic quests are on the board: kill a number of enemies at a named place 150 to 2000 m away (the Burial Chambers, Sunken Crypt, Frost Caves, a Fuling village, an Infested Mine or a charred fortress). They can pay a Unique.
  • Epic Loot quest rewards: a "choose one of three" gives three different kinds (weapon, armour or shield, jewelry or trinket), rewards show Epic Loot's own names and colours, and Warfare gear is included when both mods are installed. With Hel's Road or Lucky Quests, a boosted Legendary roll can give Epic Loot's Mythic and Ancient rarities.
  • With CLLC installed, a named quest elite gets CLLC's own level, infusion and extra effect.

Totems and keys

  • Beams no longer twist round each other when several run the same way: the helix look was removed, and they run side by side.
  • Totems are now a carved wooden post, 0.75 of a person tall, with its own art for the Support Totem, War Totem and Totem Vessel, an inlay glow in the element's colour, and a soft glow so it shows at night. The old guard stone and Fuling pole looks are gone.
  • The key-clash warning also reads keys other mods keep as text, such as Epic Loot's ability hotkeys.

Fixes in this round

  • Charms put in containers were deleted on load.
  • A Flametal Charm made every quest XP-only.
  • Re-weave lost the trophy drafts, and Undo lost the Full Set choices.
  • "Clear a location" quests paid one kill's XP.
  • Full Set gave runes the server had turned off.
  • Deep Reserve raised max eitr when it shouldn't.
  • Patron's Favour also drained the rival god by the bonus.
  • Hel's Road's death message was hidden and its killer was wrong.
  • The Fourth Loadout button showed after relogging.

Known limits

  • "Clear a location" quests don't work for a client on someone else's server.
  • Long Banner covers only the Fylgja pet and Thralls.

Also since the last published release (0.2.1415)

Seeing what a spell does

  • Healing, shield and stamina casts have a rim: soft white-gold for healing, blue for shields, yellow for stamina. Damage casts have none. Healing beams pulse toward the target, and ally cones and novas get a rim outline.
  • Rains show a healing rune (Berkanan) or a damage rune (Thurisaz) in the middle of their rune circle, and other players see it.
  • Stamina from a Shout shows as yellow motes on each player it reaches.

Keys, mods and abilities

  • If one of our keys is also used by another mod (for example Z, B, H and Left Alt with SeneaL UI, Equipment and Quick Slots or Quick Stack), a message lists the clashes once. Our defaults stay; rebind either side in the config.
  • Twin Strike works with a dual-wield weapon: it counts as both hands, two hits at 80% each. Fixed: Twin Strike had no reach and never found a target.
  • The Bots' damage, the Summon's HP and the Hidden Hall's size follow the Charm you wear. Charm tooltips say so.
  • Fixed: Chant of Many Wards no longer lowers a bigger Shout or totem bonus from another player, and an older 0.2 game no longer loses the bonus. Ragnarok's Sentinels outlines a close enemy over a far one.
  • Fixed: a shield break effect could linger about 90 seconds after a shield timed out.

Performance

  • A held beam or a charged draw no longer recompiles the ability every frame. A held Wide beam ran about 20% faster in our tests.

Charms and quests

  • New: Elemental and Greater Charms, rewards from Legendary quests. Elemental Charms boost one element; Greater Charms go above the Flametal Charm (odds 60/30/10 for I, II and III). Their slots show the tint as a border (element colour, or gold for Greater), and the fill turns orange while worn.
  • All seven pinned quest hunts now have a named elite at the pin: Grath the Troll, Vorn the Abomination, Krell the Stone Golem, Brug the Goblin Brute, Dunn the Gjall, Ashk the Morgen and Torv the Fallen Valkyrie. With CLLC installed, it rolls its own level, infusion and effect. The brute chief quest now asks for one brute.

Blessings

  • More blessings now work for your allies and other players, as their text says: Njord's Stillness, Brightness Returned from Hel, Apples Shared, Feast-Host, the Cauldron for others, Bristles of Gold's glow, crop growth, The High Seat and Mistletoe for allies, and Spear Flung's stamina. 18 blessings that fell short of their card were fixed.
  • Ragnarok's Sentinels shows enemies as a red outline through walls. The High Seat's Watch shows a gold-white flash over the enemy's head and a chime before its attack lands.
  • Chant of Many Wards and Spell-Woven Mantle work. A second aura of the same ability needs Chant of Many Wards.
  • Trickster's Ante counts blessing hits, and Belt of Might Unbuckled arcs on ability hits. Youth-Apple Verses reaches allies. Thunder-Stone Ward says it rises every 30s in combat.
  • Blessing hits now scale with their own element. Gjallarhorn's Warning shows an on-screen arrow. Champion's Ring and Horn at World's End work on any Shout ability.
  • Fixed: Valhalla's Feast and Horn of Mead buffs arrived empty on other players' games.

Abilities and shields

  • Shields are layers, each with its own timer: a short shield no longer cuts a long one short. At the cap, a new shield adds nothing.
  • Summon Mount's element runes work: Lightning runs faster, Fire leaves a fire trail, Water walks on water, Nature climbs slopes up to 50% steeper, Shadow makes you harder to notice.

Fixes

  • Other players saw your Wolf, Bear or Raven Form as your normal self.

11 older entries, full version history & downloads →

Files

768 files · 34 MB download

Loading files…

FAQ

Manual download
Just this mod One .zip — FateWoven 0.2.1617
Files you'll get 2
  • FateWoven 0.2.1617 processq this mod Get
  • Jotunn 2.30.2 ValheimModding Get

Your browser may ask permission to download several files at once. How to install these manually

Manual installation instructions
1

Install BepInExPack Valheim

BepInExPack Valheim is required to run mods in Valheim.

Download BepInExPack Valheim 5.4.2360 · View mod page

Check out the mod page for detailed installation instructions.

2

Install FateWoven

This mod must be installed on the client. Installing it on the server is optional (e.g., for config syncing).

Download FateWoven 0.2.1617

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