Valheim · Clan Wars

Clan Wars Field Manual

Everything you need to found a clan, claim a base with a Clan Ward, scout and raid your rivals, run caravans between allied halls, chase the Odin-Sent Relics, settle scores one on one in the moshpits, climb the weekly Clan Leaderboard and spend your clan's Hacksilver at the Viking Quartermaster. Press F6 in game to open the clan panel - everything is done there, on the War Map, in chest windows and at the Quartermaster's store.

Clan Wars 1.2.1

Tames and summons now fight for their clan: summons, the tames following you, and the guards on your clan's land. Only its own clan can command, ride, saddle or rename a clan's tame. Destroying a Clan Ward or an Outpost Flag in a raid now captures it, and the raiders' own rises in its place.

A server can mirror its clans into Discord through Clan Wars Herald: link your Discord account on the clan panel's Roster page to get your clan's role and channels. Clan Wars now speaks Turkish and keeps the map on in every world.

Before you join

What you need installed

ModWhat it is
BepInEx (BepInExPack Valheim)The mod loader. Nothing else works without it.
Clan WarsExactly the server's version - any other is turned away.

Your game must also be the same Valheim version as the server. The easiest way to get everything right is Thunderstore Mod Manager or r2modman: make a profile, install BepInExPack Valheim from the mod list, import the Clan Wars zip your server admin gives you, and always start the game with Start modded from that profile.

Checked at the door

The server checks your mods while you connect, before the world loads. A game without Clan Wars, or with a different version, is turned away. Join a server that does not run Clan Wars and you are told so; building and your own chests then work as in plain Valheim.

Fresh characters only

Nobody walks in with a head start. The first time a character joins this server it must be fresh:

  • nothing in its inventory beyond the starting rag tunic and torch,
  • no forsaken power,
  • no skill trained above level 1.

From then on the character belongs to this server. The server remembers what it has as you play, and if it comes back with gear, a better piece, a forsaken power or higher skills than it left with - earned in another world - it is turned away.

Nothing is ever taken

A character that is turned away is never changed: you are back on the main menu, with the reason in the error box. Make a new character for this server, and keep the old one for your other worlds. If you think a character was turned away by mistake, ask a server admin: one that has played here before can be pardoned, and its next visit is taken as it comes; one turned away on its very first visit is let in by listing its player in ExemptPlayers.

Founding a clan

Press F6 to open the clan panel. On the Roster tab, fill in a tag - 2 to 5 letters or digits, unique on the server, shown in front of every member's name - and a full name, pick your clan colour and an emblem to go with it, then press Found clan.

You are now the clan's Leader. Press Invite and the panel lists every clanless player online - click one to invite them. They see the invitation on their own Roster tab with Join and Decline.

4players per clan, every rank counted - a fifth from the clan store
3+Clan Wards per clan at war, one more for every Ward you capture; 1 while Peaceful
3trade posts per clan - a fourth from the clan store
3Scout Ravens per clan - a fourth from the clan store

An invitation does not hold a place: whoever accepts first fills it, and a full clan takes nobody new. The Roster shows Members X / 4 and Clan Full. The clan store's One more member slot makes room for a fifth.

Clan colours & emblems

Every clan flies one of fifteen colours and bears one of thirty emblems with it. Two clans may share a colour, or share an emblem, but never both: a colour and an emblem together belong to one clan only. The founder picks both on the Roster tab as the clan is made. The whole palette is shown, and a colour or emblem another clan already bears in that pairing is greyed out and cannot be taken.

ColourColourColour
Oxblood Ember Amber
Moss Pine Verdigris
Sky Woad Indigo
Heather Plum Rose
Bone Iron Charcoal

They are deliberately muted - weathered dyes rather than bright paint - so they sit in Valheim's world instead of on top of it, and they are kept far enough apart to tell one clan from another across a field.

Your colour is how you are known on the battlefield. You wear it:

  • Your cape and shield carry it outright - these are what can be read at distance.
  • Your armour, helmet and weapons carry it too, while still looking like the metal and leather they are made of.
  • Your Clan Wards fly it over the land you hold, so you can see whose ground you are standing on. Capture a base and its Ward turns your colour.
  • Your clan's boats fly it on their sails, wherever they are.
  • Your clan banners fly it with your emblem - see The clan store.

The colour belongs to the player, not the item. Two vikings in the same armour from different clans look nothing alike, and a shield you take from a rival carries none of their colour. Leave your clan and you look like everyone else again.

Changing colour or emblem

A Leader can change the clan's colour or its emblem whenever they like with Change on the Roster tab. The old pairing is freed for another clan the moment the new one is taken.

Relics keep their own look

An Odin-Sent Relic is never recoloured, whoever carries it. Nor are beards.

Emblems

Your emblem is free and stands as a small mark in your clan's colour just before your [TAG], wherever the tag is shown: name plates, chat, the clan panel, the Hall of Champions, raid and season lines, hover texts and the War Map, where your Wards' pins wear it too. Capes and shields keep the colour only. There are thirty, all from Norse myth:

EmblemEmblemEmblem
FenrirSköll and HatiHuginn and Muninn
HræsvelgrSleipnirGullinbursti
TanngrisnirEikþyrnirRatatoskr
NíðhöggrHafgufaFreyja's cats
The BerserkerYmirSurtr
HelThe ValkyrieThe Troll
GungnirDraupnirJárngreipr
MistletoeHliðskjálfBifröst
The VölvaBrokkr's anvilCrossed axes
The Jarl's helmRán's netThe Norns
Clans made before colours or emblems

They keep working. A clan without a colour has none until its Leader takes one from the Roster tab. A clan without an emblem shows none, and its Leader is asked to pick one each time they open the clan panel until they do; until then no other clan can take its colour.

The clan panel

F6 opens and closes it - from the inventory too - and so does the Open Clan UI button beside your inventory; Esc closes it without opening the game menu. While it is open your Viking holds still and the inventory stays shut. Each mouse-wheel step moves a page within the current tab. Long guides scroll separately. The latest message has a fixed two-line area, with an ellipsis for longer text, so it cannot move the controls. Every button asks the server, which decides - there are no chat commands. Logs and Rules sit beside Close; the rest are tabs across the top.

The panel shows only what you can use, and a button the server would refuse is greyed out. A guide stands beside it, explaining the page that is open and what to do there; H, the Guide button or the pad's top button shows or hides it.

While your clan is raiding or being raided, an alert stands above the tabs - red when you are attacked, amber when you attack - and opens the Raids page with the raid's clock and capture.

Roster

Members with rank and an online dot. Invite, promote, demote, kick, leave, disband; invitations waiting for you. On a server linked to Discord, a Discord section links your character to your Discord account: type your Discord username, press Send me a code, then enter the code the bot sends you.

Diplomacy

Your allies, alliance offers to accept, reject or withdraw, and every other clan on the server.

Trade

Your trade posts, open routes with distance and caravan time, live offers and counter-offers, and every caravan: In transit, Waiting for space or Delivered.

Bases

Your named Wards and Outposts (officers rename both here) and the allied Wards and Outposts you know, by ally. Every one has View on War Map. Ward and Outpost names are unique across the server.

Enemies

Every enemy Clan Ward and Clan Outpost Flag your clan has found, whether its defenders are there, and View on War Map to open it with the raid button.

Odin Relics

Every relic's state and protection countdown, each boss's rewards and cooldown, and View on War Map.

Battles

Personal challenges waiting for your answer and accepted battles with Commence. At a moshpit's Vegvisir, everyone online to challenge, with a search by name. A button opens the Hall of Champions. Clan battles open separately at your clan's cartography table.

Logs

The Trade Log (the clan's last 150 entries), the Raid Log (the last 200 raids), your own Battle Log, the Boss History and the Season Log (the final rankings of the last three seasons), newest first. A delivered caravan stays on the Trade tab for 15 minutes, then only in the Trade Log.

Rules

Every rule set explained - clans, combat, territory, raids, Scout Ravens, trade, relics, battles, renown, the clan store and characters - with the numbers your server actually uses.

Asked twice

Disband, Enter the War and Join the War cannot be undone, so they ask first: the first press turns the button into its question - Confirm disband? - for a few seconds, and a second press on it does it.

Incoming trade offers provide Accept, Counter and Decline actions. When another clan counters your outgoing offer, Cancel withdraws your offer; Reject counter leaves your original offer active.

Who you can fight

With the default PeacefulClansEnabled = true, every new clan begins Peaceful. Its Clan Wards and Outposts carry an everlasting shield - faint and almost clear - and cannot be raided. Only its leader can permanently make it Warbound, either with Enter the War (permanent) or by initiating its first raid. Becoming Warbound drops the clan's peace shields, but every member remains personally Peaceful until choosing Join the War (permanent). Both buttons ask for a second press to confirm.

Peace has its limits. Until it enters the war, a Peaceful clan may hold only one Clan Ward, and 100 pieces may stand on each of its camps; Wards and pieces already standing stay. It also earns no renown, and so no Hacksilver. Entering the war lifts every one of these.

A Peaceful player cannot damage another player or be damaged by one. They do not count toward raid presence or capture, are moved out of active raid territory, and cannot pick up, carry or equip an Odin-Sent Relic. When their Warbound clan is attacked, they are told how to opt in if they choose to defend. The choice is permanent.

When clan peace is disabled, or when both players are Combatants, clan tags decide the remaining combat rules. Names above heads and in chat are coloured by where they stand with you:

YOUR CLAN cannot be hurt
ALLY cannot be hurt
RIVAL fair game
NO CLAN fair game, like a rival
They are…Your blowsDetail
Same clanDo nothingNo damage, no stagger, no knockback. Arrows fly straight through them.
Allied clanDo nothingThe same protection, for as long as the alliance stands.
Another clanLandCombatants from rival clans can fight one another.
No clanLandClanless players fight by the same rules as everyone else: they can fight and be fought like rivals.
How hard players hit

A blow one player lands on another hits exactly as hard as in Valheim. A server can multiply it, fire and poison left burning included; armour and resistances always work first, so good gear still protects you. Bows and crossbows have a multiplier of their own, and an arrow or bolt never staggers a player.

The spawn is a sanctuary

Within 50 m of the world spawn nobody can harm anybody, and no blow crosses the edge in either direction - you cannot be shot at from outside it, and you cannot strike out from inside it. A dark metal dome, lit from within by a soft golden light, rises over the stones to show where the peace ends; walk straight through it.

Tames

Tames and summons fight for their clan, by the same rules as its members: only against rival Warbound clans, and never at the spawn, under a shielded camp or under a moshpit's shield. A summon fights wherever its caster goes. A tame fights while it follows a clan member - at most 2 for each player, a ridden one first, then the strongest - or while it guards its clan's land: the 5 strongest in a base and the 2 strongest in a camp, while somebody of the clan is online. Everything else of a clan stays out of fights.

A newly tamed creature joins the clan of the nearest clan member within 30 m; a tame of no clan joins the clan of the first member who commands it. Only its own clan can command, ride, saddle or rename it, and its own clan can hurt it only with a butcher knife. Nobody else can hurt it, save a rival clan it is attacking, or while it carries a rider. Its clan's tag shows before its name. No tame or summon breaks anything on a clan's land, and a trap or a falling tree can still hurt you.

Area attacks, fire and siege weapons also respect clan building protection. Summoned trolls cannot bypass it. Trolls summoned before this update must despawn before that protection applies to them.

Ranks

Three ranks, each able to do everything the one below can.

RankCan do
MemberSee the roster, watch Ravens and raids, leave the clan; permanently join the war after the clan becomes Warbound; collect trinkets bought for them at the Viking Quartermaster.
OfficerInvite and kick; set trade posts, open routes, make and answer trades; send Scout Ravens; start later raids; rename Wards; spend the clan's Hacksilver at the Viking Quartermaster.
LeaderPromote and demote, make and break alliances, disband the clan; change its colour and emblem; permanently enter the clan into the war and initiate its first raid.

There is only ever one Leader. While a raid is on, nobody in the two clans - or their allies - can leave, kick or disband.

Inactivity & clan retirement

With the default server setting, a Leader with no authenticated activity for 72 hours (LeaderInactivityDuration = 259200) becomes an Officer. The oldest Officer by clan join time takes over, or the oldest Member if there is no Officer; stable player ID breaks a tie. Offline members are eligible, the outgoing Leader is excluded, and a sole member stays Leader. The successor receives a new full leadership window, but the promotion never refreshes clan-wide activity. A server can set the duration to 0 to disable succession.

A clan with no authenticated activity from any member for 7 days (ClanAbandonmentDuration = 604800) is safely retired; 0 disables this independently. Its members become clanless and its name and tag become available again. Bed claims are cleared but beds remain. Only validated Clan Wards and Outpost Flags are removed: ordinary buildings, containers, items, portals, ships, carts and creator information remain, with no gradual decay. Historical raid records may still retain the former clan's identity. Its renown, season reward and Hacksilver go with it, though seasons it placed in stay in the Season Log, and trinkets already bought for its members still wait for them at the Quartermaster. If an object cannot be identified safely or cleanup cannot be saved, retirement waits for an administrator rather than risking foreign property.

Alliances

An alliance stops your members hurting each other, lets allies help capture a Ward in a raid, and is the only way to open a trade route. Both Leaders must agree: one offers on the Diplomacy tab, the other accepts or rejects it. The offering Leader can withdraw the offer at any time before it is answered.

Breaking an alliance takes effect at once: protection ends, routes close, and goods in escrow go home as a returning caravan. Two clans in a raid with each other cannot ally until it is over.

Clan Wards & bases

A Clan Ward - a Ward twice the size of the personal one, in your clan's colour, free to build from the Hammer - claims 150 metres around it for your clan. It is always on and belongs to the clan, not to whoever built it: every clanmate is on its list, and its hover names the clan. An ordinary Ward stays a personal, vanilla Ward.

Where a Ward may stand

305 mfrom another of your clan's Wards
505 mfrom any other clan's Ward, allies too
200 mfrom the world spawn, every boss altar and every trader

Nor may a Ward stand with its land under a moshpit's shield. The server checks every new Clan Ward against every Ward in the world and takes down one that is too close. You are told the rule - never where the other Ward is - and which way the nearest open land lies, which is marked on your War Map. Looking for somewhere to settle before you build? See Finding open land.

How many Wards

Your clan may hold 3 Clan Wards to begin with. Every Ward you capture in a raid raises that limit by one, and every Ward you lose lowers it by one - never below 3, and with no ceiling. The clan panel shows your Wards against your limit. A Ward past the limit stands but claims no land.

A Peaceful clan may hold only 1 until it enters the war. Wards it already holds keep their land; a new one claims nothing while it is at that limit.

What a claim protects

Inside the claim, anyone outside your clan - allies included - cannot:

  • build, take down pieces, dig or level the ground;
  • open chests, doors and the like, or rename a portal;
  • harvest crops planted there, by hand or with a scythe, or take food from or put food on a cooking station;
  • claim a bed (a bed someone already holds stays theirs);
  • damage anything - except in a raid on that very Ward.

The server keeps watch too: anything an outsider still manages to build on claimed land is taken down within a second or so, with no refund, and the builder is told whose land it is.

Only crops somebody planted are the clan's. What grows wild on its land - flint, berries, mushrooms, wild barley - and the trees are anybody's, as everywhere else. So are the doors the world put there itself: a crypt gate inside a claim opens to its key for anyone, as it would anywhere.

Workbenches and crafting stations work only for the clan whose base they stand in, and its allies. Portals on clan land carry only that clan and its allies, at either end of the trip. Monsters still attack bases as the game intends. When the claim turns someone away, the Ward's shield flashes across the whole claim.

Carts and boats belong to the clan that built them, wherever they are taken: only that clan can pull the cart, take the helm or open the hold - not a rival who finds it moored on an open shore, and not the builder once they have left the clan. One built by a clanless player is theirs alone until they join a clan. A cartography table goes with the ground it stands on: on claimed land, only the clan holding that land can read it.

Each Clan Ward also has a five-slot store that takes only feathers - use the Ward to open it. That is what your Ravens fly on. The clan store's Ward store upgrade adds five more slots to every one of your Wards, twice over.

Clan Outposts

A Clan Outpost is a camp your clan holds away from home. Raise a Clan Outpost Flag - free, no crafting station, known to every clan member - and it claims 60 m that only your clan may build on.

  • 3 Outposts for every Clan Ward your clan holds.
  • 200 pieces may stand on one, counting whatever is already there when the Flag goes up - 100 on a Peaceful clan's camp until it enters the war. Carts and boats do not count. On a full camp a new piece simply will not go up, and you keep its materials. The clan store's Bigger camps adds 50 pieces to every camp, twice over.
  • 350 m from your own Wards, 210 m from a rival's, and never overlapping another camp.
  • 100 m from the world spawn, every boss altar and every trader, and never with its land under a moshpit's shield.
  • Found like a base - by Scout Raven, or by walking within 200 m.
  • Raided like a base, with a tighter 20 m capture zone.

Raiding a camp

A camp raid differs from a base raid in three ways:

  • Somebody from the camp's clan must be online - anywhere on the server, not near the camp.
  • The shield. The moment the raid begins, a dome closes over the camp for 5 minutes. Only the camp's own clan can walk in, nobody can hurt anybody through it or inside it, nothing on the camp can be broken, and the capture does not move. The countdown shows at the top of the screen: it is the owners' warning to get there. When it lifts, both clans are told, and the camp is open to the raid at once.
  • It is quicker. The raid lasts 25 minutes, shield included, and 3 minutes of control of the 20 m zone takes the camp.

Take a camp and everything on it is yours, trade posts included - even if it takes your clan past its camp allowance or close to your own Wards; you just cannot raise new Flags until you are back within it. Break its Flag instead and the camp is yours just the same: your own Flag rises in its place. While a raid is on, neither side can hammer the Flag down.

Building means holding ground

Pieces go up on your clan's land - a Ward or an Outpost - and nowhere else. Out in the wild anyone may still raise a Campfire, a Workbench, a wooden Cooking Station and a bed: enough to survive a journey, not enough to settle. Off your land the build menu greys out the rest, so you can see where the line is before you reach it. What counts is where the piece goes, not where you stand: you can build at the edge of your land from just outside it.

Chests on ground nobody holds

When the Ward or Flag over a place falls, its chests stay shut - for everyone, the winners included - until some clan claims that ground again, and until then nobody can break them or take them down while anything is inside. A clan's cart or boat out on open ground cannot be broken up or dismantled by anyone outside its clan. Beds are unaffected, and so are the chests the world puts down itself in ruins.

Finding bases & Scout Ravens

A base must be discovered before it can be raided. Either a clan member comes within 200 m of it, or a Scout Raven finds it. Either way the whole clan learns of it, is told who found it, and it appears on the War Map - the land and anything in it stay hidden in fog.

Sending a Raven

  1. Pick the spot

    On the War Map, right-click where you want to look. A left click only selects bases, camps and relics.

  2. Pick the Ward and the circle

    Choose which of your Wards it flies from, and how much ground it searches around the spot: 250 m, 500 m or 1 km.

  3. Pay in feathers

    10 feathers per kilometre from the Ward to the spot, times 1, 1.25 or 1.5 for the three circles, taken from that Ward's feather store. The War Map shows the cost before you send it.

  4. It flies there and back

    At 1 km per 5 minutes each way - a spot 1 km out is a 10-minute round trip. It searches only the circle, not the land it crosses, and brings back every Clan Ward in it.

Ravens find Wards and nothing else - no players, no buildings, no terrain. Each clan has three - four once it buys the clan store's Fourth Raven - and one that is out cannot be sent again until it returns.

Raids

A raid starts only from the War Map, never by attacking a base. Select a discovered enemy Ward: it shows its clan, how far it is, and Defenders Present – Raid Available or Raid Unavailable. An officer or the leader presses Initiate Raid. A Peaceful clan cannot be targeted. A Peaceful attacking clan's first raid is leader-only and makes that clan permanently Warbound at once; officers may initiate later raids. Peaceful members of a defending Warbound clan are notified, but do not count or fight unless they permanently join the war.

No offline raiding

A raid can start only while a member of the defending clan itself is online and within 250 m of the Ward. An ally standing there does not count. Neither clan may be in a raid, the target may not be protected, and they may not be allies. A camp asks only that somebody from its clan is online - see Clan Outposts.

  1. The horn sounds

    Both clans get a centre-screen raid announcement. Nobody else in the game is told while it is fought; on a server linked to Discord, the war log there shows the raid from the moment it starts.

  2. 30 minutes to break in

    For the length of the raid the attackers may damage that base - only that one - at the raid damage rates below.

  3. Hold the Ward's zone

    The Ward is captured by holding the 50 m zone around it. Every living player there counts for their side; clans allied to only one side count for it. More attackers than defenders push the capture up; more defenders wind it back at the same rate; equal numbers freeze it (contested), and an empty zone pauses it. A full capture is 5 minutes of control however many hold the zone.

  4. Captured - the attackers win

    The Ward, its land and everything in it become theirs. The old owners are outsiders there, their trade posts inside are lost, and every bed claim within the base is cleared.

  5. Time runs out - the defenders win

    Even at 99%. Raid damage stops at once and the base is protected again.

Only the defending clan then receives 2 hours of protection (RaidCooldownSeconds = 7200; 0 disables it), and offline time counts. The attackers may start another valid raid immediately. A protected clan cannot be targeted; if it attacks, it gives up its own protection only after the new raid passes every check and starts successfully. Refused attempts leave it protected. The voluntary leader-only Enter the War action remains separate. During a raid the raided Ward cannot be taken down with the hammer and its owners cannot break it - but the attackers can destroy it, and that is a capture too: their own Ward rises in its place, and the base is theirs.

Players at the Ward see the capture, the head count on each side and the raid clock at the top of the screen; the War Map shows the zone filling like a stopwatch.

The server hears how it ended

When a raid ends in a capture, a defence or a broken Ward or Flag, everyone else online reads the result in chat - [ABC] captured a base from [XYZ]. It names the clans and whether it was a base or a camp, never where. The two clans in the raid are told in their own words, with the renown each earned, or why it earned none.

Breaking in

In a raid every weapon works, as a share of its normal damage against the base's structures, depending on the attack and what the piece is made of:

AttackWoodAshwoodStoneBlack marbleGrausten / iron
Ordinary weapons10%10%10%10%10%
Fire arrows100%25%5%5%5%
War hammers (two-handed clubs, the sledges)100%100%100%75%50%
Battering ram100%100%100%100%100%
Catapult100%100%100%100%100%

Furniture takes half of that again.

Fire arrows

A fire arrow that hits a wooden wall, fortification or piece of furniture sets it alight with the game's own fire, burning it down. Leave a fire long enough and it eats into a wooden wall. Rain puts it out. The fire stays on the piece that was hit - it does not spread to the pieces around it. Inside someone's claim, fire burns only during a raid on that base.

The War Map

The map gains a [Normal Map] [War Map] switch at the top. The Normal Map is the game's own. The War Map shows only Clan Wars: your Wards and territory, enemy and allied Wards you have found, your clanmates, Ravens in flight, trade posts and caravans, raids under way, every Odin-Sent Relic and every moshpit - and, with Valheim's own icons, the world spawn and every boss altar your map already has, uncovered or marked by a Vegvisir. Clan Wars' pins and rings are painted in the colour of whose they are: green your clan, blue allies, red enemies, white nobody's (moshpits and relics). A key in the corner explains them all.

Who sees you

Your position is always shared - but only with your own clan. Enemies, allies and clanless players never see you on any map, raids included, and you never see them. Map pings (middle click) reach only your clan too, and show on the War Map as well as the Normal Map.

The map stays on

Clan Wars keeps the map on. On a Clan Wars server the No map world modifier and the nomap console command do not remove the large map or the minimap: the respawn map, the Moshpit Portal map, the War Map, raids, Scout Ravens and Find open land all need it.

Valheim's own raids

When the game sends monsters against a base, its circle and marker are shown to the clan whose ground they fall on, and to anyone standing inside the raid. Other clans see nothing on their maps. A raid out in the wilderness is marked for nobody but those in it.

  • Click your own, an enemy or an allied Ward or Outpost to see its details - or press View on War Map beside it on the clan panel's Bases or Enemies tab.
  • An active caravan moves along its visible post-to-post route until it reaches the destination.
  • Your clan's Moshpit Portals have a green portal pin.
  • A boss Vegvisir always opens the Normal Map, where the boss's marker shows.
  • Click any relic pin - even one of several carried by a player, shown in a row above their arrow - to see it in the panel.
  • While a base or camp is raided, the raid's pin takes the place of its own.
  • A Ward's pin wears its clan's emblem.
  • The HUD minimap shows every War Map pin too, beside the game's own pins.

Finding open land

With no clan, or a clan that holds no Clan Ward yet, the War Map's panel offers Find open land at its top. Press it and the server looks outward from where you stand, up to 3 km, for the three nearest spots where a Clan Ward may stand right now, judged by the very rules a new Ward is held to. Each is marked on your War Map alone, with the 150 m it would claim roped out on stakes, and chat tells you which way the nearest lies - Nearest open land: 420 m north-east. - or that you are standing on it already.

The marks stay for ten minutes, or until you leave the world. You may look once every 5 minutes; until then the button is greyed out with the time left on it, and a Ward refused for standing too close counts as a look. It shows where land is free, never where anyone lives: no other clan's base is drawn.

Trade

Allied clans trade real goods between chests that may be a continent apart. Each clan registers up to three trade posts - four with the clan store's One more trade post. Open a chest you built and press Set trade post in its window, then give it a name. To release it, press Remove trade post, then press it again when it asks Confirm removal?.

Which chests

Only a chest a player built, on your clan's own land - inside one of its Clan Wards or Outposts - can be a trade post: not a grave, not a chest found in a dungeon or crypt, and not one out in the wild or in another clan's base. A post whose chest is destroyed is dropped, and the clan is told; a post on ground your clan has lost can neither pay for a trade nor take a delivery. Goods bound for a post that is gone go to another of your trade posts instead, and goods coming home with no post left to go to wait for the next one you set. Post names are unique on the server.

Once two allies have trade posts, either can open a route. The Trade tab then shows the distance and how long a caravan takes: 5 minutes per kilometre.

Making a trade

  1. Start from a post

    Open one of your posts and press Initiate trade (or use the button on its row in the Trade tab), then choose the ally.

  2. Pick from both chests

    Choose what you send from your chest's grid and what you want from theirs - their grid shows what they really hold. Only goods that stack travel by caravan: materials, food and ammunition, never weapons, armour, tools or relics. Up to five kinds of goods each way, and up to 9,999 of each. You can trade from anywhere; nobody needs to stand at a post.

  3. Your goods are loaded

    They leave your chest at once and are held in escrow. If the chest does not hold enough, nothing is taken.

  4. They answer

    An officer of the other clan accepts, declines or counters with different terms. A counter moves nothing until the terms are agreed.

  5. Two caravans set off

    One each way, timed by the real distance between the two posts. Both sides watch the countdown.

  6. They unload themselves

    When a caravan arrives, its goods go straight into the destination chest. Nobody has to be there.

What is kept, and what is lost

A cancelled, declined or called-off offer, or a broken alliance, keeps its goods in a durable refund record. A retired or disbanded clan loses its own trade goods: what it put up in offers and every caravan still bound for it are destroyed. Goods another clan put up in an offer with it go back to that clan, and a full chest never delays retirement. Inventory delivery and its receipt finalize only when the world save succeeds, so a retry cannot duplicate or discard the load.

Odin-Sent Relics

Sixteen unique trinkets - eight Military and eight Economic - each tied to a god. When one of the eight bosses falls, Odin sends that boss's two relics into the next land of the journey, and everyone on the server gets one notice: Eikthyr defeated!  Ullr and Víðarr relics fell from the sky!

BossMilitaryEconomicLands inFrom the centre
EikthyrUllrVíðarrBlack Forest1–2 km
The ElderLokiGefjonSwamp2–3 km
BonemassTýrJörðMountains3–4 km
ModerThorNjörðrPlains4–5 km
YagluthFreyjaFriggMistlands5–6 km
The QueenHeimdallIðunnAshlands8–9.5 km
FaderBaldrÆgirDeep North8–9.5 km
Kall FimbulbringerSkaðiMímirDeep North8.5–9.8 km

Only one of each relic exists. A boss sends again only once its relic is gone, and not within 3 hours of its last gift.

The Ashlands lie at the world's far south and the Deep North at its far north, so the last three bosses' relics land near the edge of the world. In the Ashlands a relic never lands on lava or beside it. Kall Fimbulbringer counts as defeated when the last of his forms dies.

It falls from the sky

A relic arrives as a meteor, seen from far away, and strikes with a flash, a shockwave and a boom. It never lands where anyone has built, dug or died. Everything within 10 m is flattened - trees, rocks, whatever stands there - but never people, creatures, dropped items, graves, ships, carts, portals or Clan Wards. It leaves a shallow scorched crater.

Odin guards it

A new relic hangs in Odin's light inside a dark, solid bubble for 6 hours (Military) or 3 hours (Economic) after it lands. Nobody can pass through, take or break it. The bubble fades over the last five minutes; then the relic is free and everyone is told. The War Map shows only an area around a guarded relic, not the spot.

When it is first claimed, Odin speaks where it happened, for everyone nearby to hear - in words of his own for every relic.

Loose relics hover

A relic lying loose - dropped, left behind, set free - never lies on the ground: it hovers above the ground or water in Odin's light, glowing and humming. Pick it up where it hovers.

Wearing one

  • A relic goes in the trinket slot and works only while worn. You wear one at a time; putting on another swaps the first out. A clan store trinket takes the same slot, so you wear a relic or a store trinket, never both.
  • You can carry two, the worn one included. A third cannot be picked up or taken from a chest.
  • Worn, it hangs round your neck on a leather cord for everyone to see.
  • Every relic is on everyone's War Map from the moment it lands - carried, worn, in a chest or a grave, it can always be found.
RelicWhat it gives
Ullr+25% bow damage, 50% chance to keep an arrow, +15% speed in light armour
Loki+25% knife damage, +20% speed unless in heavy armour, −30% sneak stamina
Týr+20% sword damage, +20% block power, −25% block and parry stamina
Thor+25% blunt damage, +20% stagger, +15% physical resistance in heavy armour
Freyja+20% magic damage, −20% eitr cost, +20% eitr regeneration
Heimdall+25% crossbow damage, 50% chance to keep a bolt, +20% stamina regeneration
Baldr+20% spear and polearm damage, −20% spear and polearm attack stamina, −25% fire damage taken
Skaði+20% axe damage against creatures and players (trees and rock take the usual), −25% frost damage taken, +15% speed in the Mountains and the Deep North
Víðarr+30% wood yield, +25% axe damage to trees, −25% axe wear
Gefjon+25% cultivated crop yield, 50% chance to keep the seed, −25% cultivator stamina
Jörð+25% pickaxe damage to rocks and ore, +20% mining yield, −20% pickaxe stamina
Njörðr15% off at traders, +25% on sales, +20% sailing speed while steering
Frigg20% of building materials saved, +25% building reach, 15% of crafting materials saved
Iðunn+25% food duration, +20% health regeneration, +25% wild food picked (berries, mushrooms and the like)
Ægir+30% duration of meads that do not heal or restore over time, −30% swimming stamina, +25% swimming speed
Mímir+20% skill experience, +15% carry weight, −20% running stamina

Armour counts as heavy when helmet, chest, legs and cape together weigh 20 kg or more; under that it is light.

Holding a relic also earns a Warbound clan renown for every hour it is held while a season runs.

A relic stays in the world

Log out with a relic and it is left where you stood. One you carry when the server shuts down is laid down where you stand - after a crash, where you were last seen. Die with one and it goes into your grave - or onto the ground, on a world where items are kept or lost on death. A relic cannot be hung on an armour stand. It is never taken home with a character, and only the real one can be worn - copies are taken back. A relic found nowhere in the world for 2 minutes counts as destroyed, and its boss can send it again.

Moshpits & battles

Five moshpits stand on the Plains of every world, well apart: rings of old, weathered stone round a great Vegvisir, a standing stone carved on both faces with faintly glowing runes. Ruins lie scattered over each arena's middle - broken walls, fallen corners, rows of broken pillars, old foundations and heaps of stone - to fight around and over, with open lanes between them. Every moshpit is on the War Map with a pin of its own.

Nobody walks into or out of a moshpit. Its shield stops you at the edge like a wall, and Moshpit Portals are the only way in and out. No creature lives in a moshpit, and tames are kept out.

Moshpit Portals

  • You learn the Moshpit Portal by being within 100 m when Moder falls. It is built with the hammer, from the same materials as the wooden portal, and only players who were at Moder's fall can travel through one.
  • Your clan may build one on each territory it holds - each base and each camp. Only your own clan can use them, and a captured territory's portal passes to its new owner.
  • Every moshpit has its own portal, in a stone room at its north gate.
  • Moshpit Portals work in no-portal worlds; ordinary portals stay disabled. Boss portal locks still apply.
  • Step into a portal and the map opens: pick a moshpit, or one of your clan's portals, and press Travel. With no clan portal of your own, your bed and the world spawn are offered instead.
  • As with any portal, ore and other metals cannot go through, and no portal works during a duel or a clan battle.

A moshpit is where two players settle it one on one, whatever their clans - rivals, allies or clanmates.

  1. Challenge

    Use a moshpit's Vegvisir and pick anyone online - search by name to find them. They are told at once, and the challenge waits for them on the clan panel's Battles tab.

  2. Answer

    They accept or decline within 30 minutes, or the challenge is dropped. You can cancel a challenge you sent until it is answered, and accepting a battle calls off any other challenge still waiting for either of you.

  3. Commence

    Once it is accepted you both have 30 minutes to come through a Moshpit Portal, stand within 25 m of the Vegvisir and press Commence. The button stays grey until you are there. Either of you can call the battle off until it begins.

  4. Fight

    When both have commenced, the battle begins. A red arrow over your rival's head shows who you are fighting - only the two of you see it. Neither of you can leave the moshpit, nobody else can harm either of you, and neither of you can harm anybody else. Several battles can be fought in one moshpit at once.

  5. The first to fall loses

    A fall in a moshpit is not a death. The loser kneels where they fell for a few seconds, held still, and gets up whole - nothing dropped, no gravestone, no skill lost. Every battle has a winner.

Relics change hands

Whoever falls hands over every Odin-Sent Relic they carry, worn or not, to the winner - as many as the winner may carry, worn ones first; the rest stay with the loser. A Peaceful winner takes none.

The shield

Every moshpit stands under a dome reaching 72 m from its Vegvisir. Nobody under it can harm anybody, and no blow crosses its edge either way - except between two players fighting each other. Nobody walks in or out of it: the portals are the only way. Tames are turned back at its edge, and any wild creature under it is taken away. Clan Wards and Clan Outposts cannot be raised with their land under it.

No running away

Leave the server or get out of the moshpit during a battle and you forfeit it: the battle is lost, and nothing more happens to you when you are back.

Your Battle Log, on the Logs tab, lists every battle you have been in: who, where and how it ended. It is yours alone, whatever clan you are in.

The Hall of Champions

Every moshpit battle goes on your character's record: career wins, losses, win rate, current and best streak, and the players you have beaten. A win also counts as a qualifying win, up to 3 over the same opponent in a rolling 24 hours; wins beyond that still count as career wins.

Qualifying wins earn milestones. Each gives a permanent combat reward and a permanent economic reward, and every one earned adds to the rest. Combat rewards are off during your own moshpit battles; economic rewards never are. Farming means planted crops, gathering covers wood, stone, ore and everything picked, and trader rewards apply at Valheim's traders, never at clan trade posts. Your rewards are listed in the Valheim Compendium under Active effects.

MilestoneQualifying winsCombat rewardEconomic reward
Pit Fighter10+3% stamina regeneration+5% wood yield
Pit Veteran25+3% maximum stamina+5% stone yield
Pit Champion50+3% maximum health+5% trader sell value
Warlord100+3% melee damage+5% ore yield
Arena Master200+3% armour+5% farming yield
Conqueror300-5% attack stamina use+5% yield from all gathering
Legend of the Pit500+5% damage against players+100 carry weight, +10% trader sell value
The Immortal1000+5% movement speed+15% yield from all gathering, +15% trader sell value

Open the Hall of Champions with the button in your inventory's row of icon buttons, or from the Battles tab. It shows your record, the milestone ladder and the server's leaderboard, ranked by qualifying wins and then career wins, with your own row highlighted. Its third tab, the Clan Leaderboard, ranks the clans by this season's renown - see Renown & seasons. The inventory key closes it. Moshpit duels keep their own record and earn no clan renown.

Clan battles

A clan battle is an agreed fight between two clans for a wager. It is arranged at a cartography table standing on your own land - inside a Clan Ward's claim or an Outpost camp - and any clan with a table can challenge any other clan with one. Allies and Peaceful clans included: nothing is lost on the field, so there is nothing to keep anyone out.

Look at the table and press F4 to open your clan's battles - on a controller, the alt button and Use, as the table's hover shows. Clan battles open only at the table, not from the clan panel. Only one player can use the battle interface at a time; normal map sharing is unchanged. There is no attached wager chest. Only an officer or the leader may challenge, answer, commence or cancel a battle.

Arranging one

  1. Opponent. Choose the clan you want to challenge and press Next. A clan without a cartography table is greyed out and marked No Cartography Table; it cannot be challenged.
  2. Team. Choose how many fighters each side brings and your online members, then press Next. Each section opens below the previous one, leaving your earlier choices visible and editable.
  3. Wager. Select item icons and quantities, or wager nothing. Items remain in your inventory until you press Confirm challenge. Cancel or leave the table before confirming to discard the draft; returning starts a fresh setup.
  4. They answer. The other clan puts up a wager of its own and names its own fighters. You see the wager, then take it or walk away - neither side is bound to a stake it has not seen. Online clanmates see a centre-screen notice when a challenge arrives or is accepted. Withdrawing an unanswered challenge returns its wager to Winnings / Returned wagers.
  5. Commence. Either clan may Cancel until combat begins, even after one clan has marked itself ready; both wagers are returned. When both clans press Commence, everyone chosen is taken to a neutral field in the land of the latest age both clans have reached. Nobody is taken out of a moshpit duel or a dungeon, and a clan in a raid cannot commence; if a clan has nobody free, both commence again when it has.
  6. Fight. Fifteen minutes. The clan with the most kills takes both wagers; level is a draw and each wager goes home. A kill by poison or fire counts like any other. A battle won between two Warbound clans also earns the winners renown.

On the field

Each clan stands up on its own guarded ground at one end. Yours is green, theirs is red, and no attack crosses either. You can walk out of yours but nobody can walk in, and standing in it longer than 30 seconds sets you down just outside it, facing the field.

While the battle is fought, nobody can leave either clan or be put out of it, and a clan cannot disband while it has a battle arranged. Clanmates who are not fighting see the field's dome, but cannot walk onto the field or fight there.

Falling costs you nothing. No gravestone, nothing dropped, no skill lost and no corpse run; what you have eaten and the Forsaken power you carry are kept. You wait 10 seconds on your clan's ground and are back in the fight. Ground you cross during a battle leaves no mark on your map - it stays under the fog, and anywhere you had already explored is untouched.

Winnings

Open Claim items at the table to collect Winnings / Returned wagers. Select an item and quantity. Compatible partial stacks in your inventory fill first; if there is not enough room, the items remain available to claim. These balances are not included automatically in a new wager. If you log out during a battle you are taken back into it when you return, and if it finished without you, you come back to your clan's cartography table - or to where you stood before it, if you carry anything that cannot go through a portal. A battle under way when the server restarts is called off, and both wagers go home.

Renown & seasons

Clans earn renown for raids, for holding Odin-Sent Relics and for clan battles, and race for it in weekly seasons. Only Warbound clans earn it: a Peaceful clan enters the war to be ranked. Within a season renown only ever goes up - losing a raid or a battle costs you none.

Seasons

A season runs for one week, from Monday 00:00 UTC to the next Monday at 00:00 UTC. Renown counts only while a season runs, and every clan starts each season at nothing: there is no all-time total. On a server where Clan Wars first starts mid-week, no season runs until the next Monday, and nothing earns renown until then.

Everyone sees the time left on the HUD - Clan Wars season 3 ends in: 4d 7h, or starts in while the first season waits for its Monday. To hide it, turn off Show season countdown on the Gameplay tab of Valheim's own Settings. Every player online is told in the middle of the screen when a season begins, and when it ends, with the champions and their win streak.

Earning renown

Your clan…Renown
Captures a base in a raid, by holding it or destroying its Ward100
Holds its base until the raid runs out60
Captures a camp, by holding it or destroying its Flag40
Holds its camp25
Holds a Military relic5 an hour
Holds an Economic relic3 an hour
Wins a clan battle30, plus 10 for each fighter on the smaller side - 40 for a 1v1, 80 for a 5v5
  • A defence counts only if the attackers made some capture progress during the raid.
  • An allied clan that helped - one of its fighters alive on the raided ground at some point - earns half of what the side it helped earned, on top; nobody earns less for bringing allies. The alliance must still stand when the raid ends.
  • A relic counts for the clan that holds it - carried or worn by a member, in a chest or on a stand on the clan's land, or in its cart or boat - and only while at least one of its members is online. A relic Odin still guards belongs to nobody.
  • Only clan battles between two Warbound clans earn renown. A forfeit counts as a win for the clan still on the field.
  • Between the same two clans, at most 2 raids and 2 battles earn renown in any 24 hours. Later results still stand but earn none.

After every raid or battle, your clan is told in chat what renown it earned, or why it earned none. Your clan's renown and place this season, and its Hacksilver, also show beside the Crafting title in your inventory.

The Clan Leaderboard

Open the Hall of Champions - its button sits in your inventory and on the Battles tab - and choose Clan Leaderboard. It ranks every clan's renown this season, with the countdown beside the title, and shows each clan's raids won, raids held, relic hours, battles won and its current season reward. Clans are ranked by renown, then raids won and held, then whoever got there first. Your clan's row is highlighted, and a clan without the renown to place yet is dimmed.

The end of a season

A clan needs at least 50 renown to place. When the season ends, the top three placed clans take a bonus against creatures for the whole of the next season:

+5%1st: more damage to creatures, and 5% less from them
+3%2nd: more damage to creatures, and 3% less from them
+2%3rd: more damage to creatures, and 2% less from them
  • Creatures means every monster and animal, bosses included - never players, and never anyone's tames or summons, so it does not help in the war itself.
  • The reward belongs to the clan: everyone in it has it, a player who joins gets it at once, and one who leaves loses it.
  • It stacks while a clan keeps finishing in the top three, season after season, up to 15%: a champion three seasons running fights the next one at +15%. The first season a clan misses the top three, it loses the lot, and its next finish starts again from that place alone.
  • It is listed in the Valheim Compendium under Active effects. Relic and moshpit milestone bonuses add on top of it.

The champions also wear a crown beside their tag - on the Clan Leaderboard and over their members' heads - until the next champions are crowned. The final rankings of the last three seasons stay in the Season Log under Logs, newest first, each clan under the name it had then.

The Monday recap

A few seconds after a season ends, everyone online gets its recap in chat: the biggest raid - the one with the most fighters in its capture zone at once - the clan that held relics longest, and the top duellist, by moshpit qualifying wins that season. A line is left out when the season had nothing for it.

The clan store

Every point of renown also earns your clan 3 Hacksilver, the moment it is earned - an ally's share included. Hacksilver is the clan's, kept by the server, never an item, and unlike renown it carries over from season to season. Joining or leaving a clan moves none, and a clan that disbands or is retired loses it.

Spend it with the Viking Quartermaster, who wanders the sanctuary round the world spawn. Look at him and press Use (E) - Trade - and he stops, turns to you and opens his store. Anyone may look, clanless players too; only a clan's leader and officers buy, standing within 12 m of him. A Peaceful clan earns no Hacksilver until it enters the war.

The store has three pages: Upgrades, Trinkets, and Collect while something waits for you. Pick an item and the card beside it shows what it gives, what your clan has now and after buying it, its price, and why it cannot be bought, if it cannot.

Clan upgrades

UpgradeWhat it givesHacksilver
Fourth Raven3 → 4 Scout Ravens8,000
One more trade post3 → 4 trade posts6,000
Bigger camps200 → 250 → 300 pieces on every camp4,000, then 8,000
Ward store5 → 10 → 15 feather slots in every Clan Ward2,000, then 4,000
One more member slot4 → 5 members12,000
Clan bannersMembers can build clan banners1,500

Each step is bought once and belongs to the clan for as long as it exists. A Peaceful clan's camps stay at 100 pieces until it enters the war, whatever it has bought.

Trinkets

Ten trinkets, each about a third as strong as the matching relic, and none of them changes a fight between players. The leader or an officer buys one for any member, themselves included - choose on its card who it is for - as many as the clan's Hacksilver allows.

TrinketWhile wornHacksilver
Huntsman's Tooth+5% damage to creatures, bosses included - never players, tames or summons1,500
Ironbark Charm+10% damage to trees800
Miner's Knuckle+10% damage to rock and ore800
Hearth EmberFood lasts 10% longer1,200
Sailor's Knot8% faster sailing while you steer1,000
Featherfall Charm30% less fall damage800
Swimmer's Scale25% less stamina used swimming600
Lantern StoneA soft light around you, 6 m, seen by everyone600
Tamer's WhistleCreatures within 30 m tame 15% faster - faster again for every other wearer near800
Fletcher's Notch20% chance an arrow or bolt is not used up1,200
  • A trinket waits with the Quartermaster until its member collects it on the Collect page, standing by him - so nothing is pushed into a full pack. It still waits for them if they leave the clan, or the clan is gone.
  • It is bound to that member: only they can wear it, and it cannot be dropped, traded, put in a chest or on a stand. It stays in their pack when they die, never wears out, and stays theirs if they leave the clan.
  • It goes in the trinket slot, so you wear a store trinket or an Odin-Sent Relic, never both.
  • Its effect rests while you fight a moshpit battle or a clan battle. The Huntsman's Tooth adds on top of a season reward.

Clan banners

Once your clan has bought banners, every member learns the Clan Banner: a wooden pole with a hanging cloth in your clan's colour and emblem. Build it with the hammer on your clan's own land, without a workbench, from 3 wood, 2 leather scraps and 1 resin, as often as you like. A banner flies the colours of the clan that built it.

Death & respawning

When you die the map opens where you fell, with every bed you have claimed and the world spawn marked on it. Select one by clicking its pin on the map or picking it from the list - the map moves to show it - and it turns green; then press Respawn here at the bottom of the panel. The server checks the bed as you confirm it - it must still stand, still be yours and not stand on a rival clan's ground - so a bed lost when a base was captured can never put you back inside.

A trinket from the clan store stays in your pack when you die; it never goes into the grave.

A bed needs no roof. Valheim will not normally let you claim a bed unless it is under cover and out of the weather. Here it will: lay a bed anywhere, claim it, and wake there. Sleeping through the night still wants a roof, as it always has.

Fifteen beds. You may keep fifteen claimed beds. Claim another and your oldest claim is released - the bed still stands, it simply belongs to nobody until somebody claims it again. After you wake in a bed it rests for five minutes and cannot be woken in until that has passed, so a bed is not a way back to the same spot over and over; the list shows how long it has left. The world spawn never rests. A long list of beds scrolls.

Playing with a controller

The clan panel, the Hall of Champions, the Viking Quartermaster's store, the War Map, the respawn map and the Moshpit Portal map can all be driven with a gamepad, and the hints along the bottom of each name the buttons of the pad in your hands rather than one make of pad.

  • Left stick or d-pad moves between what is on the page.
  • South button - Cross, A or B depending on your pad - chooses what is highlighted.
  • East button goes back out of whatever is open.
  • Shoulder buttons change tab.
  • Right stick scrolls a long page.
  • Right trigger closes the panel from wherever you are in it.

Offers, challenges and battles are accepted or refused by moving onto the button that says so and pressing the south button, so on a page of several you always answer the one you meant. Typing - a clan name, a search - opens Valheim's own on-screen keyboard, the same one a sign is written with.

In your inventory, the Open Clan UI button stands with Skills and Trophies, and the Hall of Champions button sits in the inventory's row of icon buttons. The shoulder buttons bring you to either row, and the stick moves along it.

  • Clan panel from anywhere: hold the alt button and tap Hide.
  • Guide: the top button (Triangle or Y) shows or hides it.
  • Clan battles: look at your cartography table and press the alt button and Use.
  • The clan store: look at the Viking Quartermaster and press Use; the store pages, the trinket's member and Buy are reached like the rest of the panel.
  • Season countdown: the Show season countdown switch on Valheim's Gameplay settings works with the pad like the switches beside it.
  • In a chest: the shoulder buttons reach the trade post buttons; the east button cancels naming a post.
  • War Map: the left stick moves the map and the d-pad works the side panel. The top button switches maps, the left shoulder selects what is under the crosshair, and the right shoulder sets where a Scout Raven goes.
  • Respawn and Moshpit Portal maps: the stick moves the map, the d-pad walks the list, and the left shoulder picks the pin under the crosshair. The right stick scrolls a long list.

For server owners

Clan Wars speaks English, French, Polish, Russian and Turkish. Each player sees it in the language they chose in Valheim's settings, and it follows them straight away when they change it; anything not yet translated shows in English. Player, clan and member names, and the names of Wards, Outposts and moshpits, are always shown exactly as written.

Choose [Server] DefaultLanguage in the Clan Wars settings for new automatic Ward and Outpost names. English is the default; French, Polish, Russian and Turkish are supported with English fallback. Discord posts use the same language unless another is chosen with /cw language in Discord. Changing the setting preserves existing and custom names. Capturing a base still gives it a new-owner name. Players keep their own choice of menu language, and saved names display exactly as written.

The server records activity. Changing an inactivity duration adjusts the existing timer instead of starting it again: shortening it can make a clan or leader overdue immediately. Older saves receive one full configured grace period. If activity records cannot be saved safely, affected actions pause until saving succeeds.

Reconnecting cannot revive an overdue clan. After an ordinary abrupt crash with working storage, inactivity actions may be delayed by up to two minutes instead of happening early. Long server stalls or storage failures can affect timing, so keep regular backups and investigate save errors.

Renown and seasons have their own [Renown] section in ClanWarsConfig.cfg, and the clan store its own [ClanStore] section; this manual gives their defaults, and the Rules tab shows players the numbers your server uses. Seasons always run Monday to Monday at 00:00 UTC, and RenownSeasonWeeks (1 by default) sets how many weeks one lasts, from the next season on.

Clan Wars keeps the map on: the No map world modifier and the nomap console command do not take it away, since respawning, Moshpit Portals, the War Map, raids, Scout Ravens and Find open land all need it.

Discord. Clan Wars can mirror your clans into a Discord server through Clan Wars Herald: a role and private text and voice channels for each clan, and a public #war-log with raids, clan battles, duels and each season's result. It is off by default. Invite the bot and run /cw setup in your Discord server; it shows you a key once. Save the key, and nothing else, in a text file named BepInEx/ClanWars/clanwarsdiscord.key, beside the clan data - it never goes in the config, and it is never sent to players or written to the log. Then set DiscordEnabled = true in the [Discord] section of ClanWarsConfig.cfg and restart the server. Players link their character in the Discord section of the clan panel's Roster page. docs/discord.md has the bot's invite link, its commands and what it stores.

Server admins have four console commands, typed in the game's console (F5 - turn it on first under Settings → Gameplay → Enable console, or start the game with -console): cw_relic <relic> puts a fresh, unprotected copy of a relic at your feet and destroys the old one wherever it is; cw_hacksilver <amount> [clan tag] gives a clan Hacksilver - your own clan without a tag, and a negative amount takes it away; cw_pardon <character name or number> forgets what a turned-away character left with, so its next join is taken as it comes (use the number it lists when two characters share a name); and cw_discord tests the connection to Clan Wars Herald. A pardon helps only a character that has played here before: one turned away on its very first visit was never recorded, so list its player in ExemptPlayers instead.

If the server ever finds that its clan records and the world no longer agree, it pauses clan changes rather than save over them, and everyone online is told why. Until an admin has checked them, raids, moshpit fights and clan battles stop, no relic can be picked up and new characters are turned away; the panel's pages and the Hall of Champions still open, and characters the server already knows can still join. The server log names the reason.

Before updating your server

Back up your world and clan data together. Try your server's setup on a copy of the world before bringing an update to your players.