Valheim · COAH · development build 0.119

Children of the
Ancient Heart

A mountain fortress, a forgotten guildhall and a trail of trophies, buried relics and broken machinery. Return with another clue. Descend another floor. Discover what is waiting behind the stone heart.

English player referenceFull quest spoilers belowWorks offline

Updated on 11 October 2026 from the mod's source (development build 0.119). Values below are defaults; server or player configuration can change them. The mod is still in development and not every system has been tested in a running game.

A quest worth returning to

COAH adds a persistent exploration and combat chain: Cwanytyp's trophy contracts and rumours, buried treasure and lost ocean cargo, three altar insignia, named altar guardians, the Ancient Heart, a climbable colossus, a repairable mechanism and Astronikus' arena.

Recommended progression: Mountain+. The fortress is in the Mountains and the content is balanced for Mountains and beyond. The requested preparation target is around 70-80 armour, relevant resistance coverage—especially fire, frost and poison—and plenty of healing and stamina potions. This is a player recommendation, not a numerical entry requirement enforced by the DLL.

Explore

Find the mountain castle and descend the 12-level Old Cultist Guildhall.

Collect & solve

Follow rumours, recover matching insignia, repair the Old Mechanism and restore the colossus' heart.

Confront

Fight six stone creature types, three ordinary cultist variants, three distinct altar mini-bosses and Astronikus.

The old Tibia feeling is the intended presentation: a mystery you revisit as the next clue or item becomes available. The implemented puzzles are item matching, mechanical repair and the colossus climb; the inspected build does not establish a separate riddle-answer system or a conventional quest journal.

Full quest route

Spoilers: this section explains the implemented progression gates and the route to the final encounter.

  1. Find Cwanytyp at the starting sacrificial stones. He appears from day 15 by default. Accept trophy contracts with the Use key, normally E; use the alternate interaction, normally Shift+E, for dialogue.
  2. Work through three-contract rounds. Hand in the required trophies. Each completed round can reveal a search area for an unopened Ancient Chest or Lost Cargo. Contract progress belongs to the character in that world.
  3. Recover the three different insignia. They hide in treasure chests on land: a chest has its one chance when it is first opened or smashed, and an Ancient Chest holds one about every second time. The dungeon gives at most one insignia in the whole world. Once Moder is dead, Cwanytyp pays in insignia too.
  4. Locate the mountain castle. New worlds generate one castle automatically. Its map marker appears within 500 m by default. Older worlds require an administrator to create the castle if it is absent.
  5. Enter the Old Cultist Guildhall and descend. The dungeon contains 12 vertical levels, fixed creature positions, mod treasure, gates and breakable wooden obstructions. Explore to locate the three matching altars.
  6. Offer each insignia to its matching altar. Press E with it in your inventory, or use the item on the altar. One item is consumed. The altar changes appearance, its connecting tendril disappears and its named guardian spawns after 6 seconds.
  7. Kill all three altar guardians. Merely inserting the three insignia is insufficient. Once all three offerings and all three guardian defeats are recorded, the suspended Ancient Heart bursts and leaves Emberheart near the colossus' feet.
  8. Restore the colossus. Collect Emberheart. Jump up the stone footholds along its leg and hip, use the beard's Climb up interaction, and insert Emberheart into the hollow in its chest. The item is consumed and the stone heart begins to beat.
  9. Repair the Old Mechanism. Install a Lever and Cogwheel, then Oil. The Lever and the Cogwheel are found in Ancient Chests and, once Bonemass is dead, in Lost Cargo. A nearby mechanism must be working for the heart-chamber arena portal to stay open. Oil wears out after 30 game days.
  10. Enter Astronikus' cave. With the colossus restored and all three guardians defeated, use the portal. Astronikus is summoned 10 seconds after the first player enters a new visit if no living Astronikus is already there. A return portal leads to the heart chamber.
  11. Defeat Astronikus and read the Letter. The final drop is a physical Letter, with one copy per player within 250 m of his death position, at least one copy. Open it from inventory to read the ending.
What can be done in parallel?

You can collect mechanism parts while pursuing contracts and insignia. The repair does not require that the altar fights have already happened. Altar activation is checked per altar; there is no required order among the three different altars. The portal checks world progress, so the party shares the completed ritual.

Cwanytyp & trophy contracts

Cwanytyp is a gremlin pulling a cart around the starting altar. He stops near the player, greets visitors and talks about his cart, hunting, greed, the castle and Astronikus. His contracts are his own system, separate from ImmersiveTrader's hunting contracts.

Interaction / stateImplemented behaviour
AppearanceDay 15 by default; circle radius 16 m and walking speed 1.2 m/s. Position is derived from world time for consistent client presentation.
E / UseAccept a contract if none is active; otherwise attempt to hand in trophies. Required trophies are removed on completion.
Shift+E / alternate UseTalk. This is flavour and lore dialogue, not a selectable reward shop.
Contract cycleThree positions per round. One eligible trophy requirement is selected from five choices at each position.
Contract scrollPhysical reminder, weight 0.1 kg. Shows target, inventory progress, issuer and a deliberately vague reward. Not required to hand in; not reissued if discarded. Removed after completion.
Next contractCompletion does not automatically issue the next scroll. Interact again to take the next contract.
Basic rewardsPosition 1 / 2 / 3 gives 1 / 2 / 3 distinct basic-item bundles. Each bundle selects Wood 1–20, Stone 1–20, Resin 1–10, Greydwarf Eyes 1–5 or Flinthead Arrows 1–20.
Progression rewardsOnly the last contract of a round (position 3) pays more than bundles: one Oil once Bonemass is dead, and an altar insignia once Moder is dead (next row). Positions 1 and 2 have no such bonus.
Insignia from CwanytypCounted in finished rounds since Moder's death: the 4th, 8th and 12th round pay an insignia for certain while the world has found fewer than one, two or three; any other finished round has a 5% chance. It is always an insignia the world does not have yet.
Mechanism partsCwanytyp no longer hands out the Lever or the Cogwheel: they are found in the world (Ancient Chests, Lost Cargo). He supplies the Oil the mechanism needs again and again.
Full inventoryRewards that cannot fit are dropped near the player.
Personal persistenceContract position, active request, rounds and part reward history are saved on the character separately for each world.

All 15 contract choices

Each row is one possible request. A contract does not ask for every trophy in its position.

PositionTrophyQuantityOffer gate
1Deer5None
1Boar6None
1Neck3None
1Greydwarf3None
1Skeleton2None
2Troll3None
2Greydwarf Brute3None
2Greydwarf Shaman3None
2Draugr3The Elder defeated
2Blob2The Elder defeated
3Wolf3None
3Drake3None
3Fenring2None
3Fuling3Bonemass defeated
3Lox1Bonemass defeated

Rumours

Completing position 3 requests a rumour from the server: a nearby unopened Ancient Chest or Lost Cargo is selected, with an offset search circle of 150 m radius. The object is somewhere inside, not necessarily at its centre. Up to three active rumours are saved per character/world. Dungeon finds are excluded from map rumours. The circle is removed when the player is near the loaded target and it has been opened, broken or removed. If no eligible new find remains, Cwanytyp reports that he has heard nothing new.

Insignia, altars & the key clock

ItemMatching altarSummoned mini-bossItem ID
Emberforge KeyKey altarGlóðnir the AshenCOAH_EmberforgeKey
Emerald Crystal ClusterGem altarEitrskarn the BlightedCOAH_EmeraldCrystal
Frostpeak AegisShield altarHrímvald the FrostboundCOAH_FrostpeakAegis
EmberheartColossus' empty chestRestores the colossus; used in arena accessCOAH_Emberheart

The three altar insignia weigh 5 kg each and stack to one. The key clock tracks which different insignia the world has generated, not which items an individual currently carries or which altars are complete.

Chest on landChance of an insignia when first opened or smashed
Wooden Chest1.5%
Iron-bound Cult Chest3%
Stone Reliquary5%
Ancient Chest52%

There is no day and no boss to wait for on land, and no fixed fire → poison → frost order: the insignia given is always a random one the world does not have yet. This applies to buried chests and to the chests of the castle and the dungeon. Each chest has its chance only once, drawn by the server; revisiting it later does not grant a new attempt. The dungeon gives at most one insignia in the whole world, whichever of its chests holds it. Lost Cargo does not hold insignia: the wreckage of ships carries the parts of the Old Mechanism instead.

Cwanytyp pays in insignia once Moder is dead (see his rewards above). After all three different insignia have been generated, only an Ancient Chest may still hold a spare one (5%). Generated and then lost items remain marked as found.

Activation is not completion. The Ancient Heart requires all three altar offerings and all three linked elite guardian defeats. Ordinary Ember, Frost or Earthen Cultists do not substitute for the altar guardians.

The Old Mechanism & colossus puzzle

Item / stateHow it worksWeight / stack
LeverInstall with E. Required once; can be installed before or after the Cogwheel.5 kg / 1 · COAH_Lever
CogwheelInstall with E. Required once; if both parts are carried, E installs the missing Lever first.5 kg / 1 · COAH_Gear
OilApplied with E after both mechanical parts are installed. Consumes one Oil. Maintenance lasts 30 game days by default.1 kg / 5 · COAH_Oil
BrokenAt least one mechanical part is missing. Hover text lists what is installed and what is missing.Persistent shared state
DryLever and Cogwheel are installed, but no Oil has been applied.Portal remains closed if this is the nearby mechanism
WorkingBoth parts installed and Oil has time remaining. Hover text reports remaining game days. Cannot top up while still working.Shared Oil timer
RustedOil timer expired. Installed mechanical parts remain; another Oil restores operation.No need to replace Lever or Cogwheel

The world remembers which of the Lever and the Cogwheel it has found, so each turns up once. An Ancient Chest always holds the part that is still missing, or Oil once both are found (drawn once, by the server). Lost Cargo holds the missing part only once Bonemass is dead, with a chance that rises with every cargo opened without one and becomes certain on the fourth; after both parts are found, cargo sometimes holds Oil. Cwanytyp pays one Oil for the last contract of each round once Bonemass is dead.

The 28 m colossus is initially a stationary quest object. Its route uses stone footholds around the leg and hip, then interactive beard ascent and descent. Insert Emberheart at the chest socket with E or by using the item. Awakening records world progress; the stationary colossus does not become Astronikus in that room.

Exact portal conditions and placement exception

The arena portal checks that the colossus is awake and that all three altar guardians are defeated. It then checks the nearest loaded Old Mechanism within 80 m; when one exists, it must be working. If no mechanism is found in that radius, the code does not impose the mechanical gate. The server has a saved/embedded-position placement routine for the mechanism, so the repair requirement depends on successful placement and proximity.

The mechanic is a parts-and-Oil state machine. The DLL does not implement a timed lever combination, a required multi-lever sequence or a numeric puzzle solution.

Treasure chests & lost cargo

The server generates world finds once, including in existing worlds. Buried land chests use a 615 m spacing grid, about 320 chests on a whole map, with actual counts depending on the seed and valid terrain. The configured ceiling is 400 chests across land, castle and dungeon. Lost Cargo, as crates and barrels, uses a 720 m grid of deep water with a separate ceiling of 300.

FindDefault contents and quantity rangesSpecial function
Wooden ChestCoins 5–30, basic resources 4–12 and potions 0–2; possible torch and arrows 10–30.Common supply cache. Very rarely an altar insignia (1.5%).
Iron-bound Cult ChestCoins 50–200, potions 1–3, basic resources 8–20, arrows 20–50 and ore 2–5 where the biome pool has ore; possible torch.Darkened chest carrying the cult sigil. Seldom an altar insignia.
Stone ReliquaryCoins 100–500, valuables 2–6, ore 2–10 where available and arrows 20–100; possible trinket and possible upgrade idol, one each.Seldom an altar insignia (5%). Trinkets require their item prefabs to exist.
Ancient ChestCoins 100–500, valuables 3–8, arrows 20–100, ore 2–10 where available and one upgrade idol.When first opened or smashed: an altar insignia the world lacks with a 52% chance (later, 5%, a spare) and always the missing mechanism part, or Oil.
Lost CargoThree distinct extra loot categories selected from coins 30–150, potions 1–3, basic resources 8–20, arrows 20–60, ore 2–6 and valuables 1–4.A crate or a barrel floating over deep Ocean water. Once Bonemass is dead it may hold the missing Lever or Cogwheel, later sometimes Oil. No insignia. Removed once emptied and not in use.

Ranges apply when the category is awarded; unavailable prefabs are skipped. Basic-resource chests can select more than one resource stack. Insignia and mechanism parts are not part of the filling: the server draws them when the chest is first opened or smashed, by the rules above, and the answer is put into the chest.

Discovery / placementDefault rule
Buried land treasure1 m under valid, nearly level ground; at least 1.5 m above water; excludes Ocean, Ashlands and existing location overlap. Dig with a pickaxe.
WishboneBuried COAH chests ping within 40 m. Castle/dungeon chests and unburied cargo do not use the buried-treasure beacon.
Castle chestsFour by default, positioned under cover. Placement waits for a visiting player's loaded geometry.
Dungeon chestsOnly under the stairs, on 13 fixed spots: two to three per floor where there is room, 11–12 in total.
ContentsFilled once by the container owner when loaded; saved in the world. No automatic refill or renewable treasure cycle is implemented.
Breaking chestsAllowed; the container drops its contents. Breaking an eligible Ancient Chest/cargo also makes its one key-clock roll.
HammerMod treasure containers cannot be dismantled as building pieces and do not lose structural support.
Upgrade idolsReliquaries and Ancient Chests hold the game's Battle and Protection idols of the chest's biome. Chests no longer contain scrolls or wards.
Complete default biome loot pools

Compiled item IDs are shown to make the exact pools unambiguous. These are candidate lists, not guaranteed contents. Nonexistent item prefabs are filtered out.

BiomeCategoryCandidate item IDs

Creatures & distinct mini-bosses

There are six stone creature types in this assembly. The three ordinary cultist prefabs are separate from their named elite altar versions. Many statistics and resistances are taken from vanilla prefabs at registration, so fixed absolute damage claims require a matching game build and runtime report.

CreatureRole & attacksDistinct behaviour
Stone SoldierGreatsword guardian with blunt slashes, cleaves, dodges and charges.Frontal guard reduces incoming hits while available; can stagger a nearby attacker with a riposte. 400 HP; hits 99-104 (the Fenring plus 10-15%); inherits the resistances of a Seeker Soldier.
Stone WarriorAxe guardian: quick strike, sweep, heavy charge, slam and execution combo.Attacks cannot be interrupted by stagger while its attack-poise protection applies. 350 HP; hits 99-104 (the Fenring plus 10-15%).
Stone PikemanPiercing thrust, combo and spinning attack.Backsteps to manage close range. 350 HP; hits 98-104 (the Fenring plus 10-15%).
Stone StagHostile stone beast using scaled Moose attacks converted to slash damage.Sidesteps close attackers. Not tameable or breedable. 100 HP; hits 72-78 (between the Wolf and the Ulv).
Stone GreylingQuick blunt attacks and rushing movement using adapted Seeker attacks.At low health can turn into a stone pose for 7 seconds, healing toward its recovery target; 30-second reuse interval. 90 HP; hits 72-78 (between the Wolf and the Ulv).
Stone TrollBlunt punch, ground slam, rage combo and thrown rock.Thrown rock also applies poison over 8 seconds. Enlarged Troll model; 1,000 HP; hits about 99 (the Stone Golem minus 10%).
Ember CultistFireball, close fire field, flame cone and cluster bomb.Protective Ember Ward cast with an interruptible preparation. 250 HP; hits 50-76 (the Fenring Cultist's range). Ordinary prefab COAH_Glodnir.
Frost CultistIce bolt, cold spit, leap, claw follow-up and frost nova.Uses a milder timed Frostbound slow; 250 HP; hits 72-75, the nova 20 (as Hildir's Fenring Cultist). Ordinary prefab COAH_Hrimvald.
Earthen CultistStaff strike, corrupted leap, earthen fissure, stone barrage, protective shield, burrow/pools and shockwave slam.Poison/tar hazards and burrowing. 250 HP; hits 55-75 (the multi-hit skills softer), pools 12 per tick. Ordinary prefab IT_Eitrskarn.
Glóðnir the AshenNamed fire altar guardian; empowered Ember Cultist attacks.Consumes Emberforge Key to summon. 3,700 HP; hits about 100 (Hildir's Fenring Cultist), elite attack tuning and glowing presentation.
Hrímvald the FrostboundNamed frost altar guardian; empowered Frost Cultist attacks.Consumes Frostpeak Aegis to summon. 3,800 HP; hits about 100-110, the frost nova 20 per wave.
Eitrskarn the BlightedNamed earth/poison altar guardian; empowered Earthen Cultist abilities.Consumes Emerald Crystal Cluster to summon. 4,000 HP; single hits about 100, the multi-hit skills 70, a pool tick 20.
AstronikusFinal arena boss, built on the Gamel Troll: swings of the left and right arm, stomps and a thrown burning boulder. Two skills: a rain of red meteors around the players, and a burning floor, announced by rocks that rise next to every player to stand on.10,000 HP; his blows are Moder's +30% (arm 143, stomp 156) but hits on a player are capped: boulder 30, stomp 60, falling rock 20, plus burning (10 a tick, lowered by fire resistance); roughly 28 m tall. He falls once per world (coah boss renew brings him back). Before the rain of rocks he raises both arms, throws his head back and roars. Resistant to blunt, slash, pierce and frost; immune to fire and spirit; weak to pickaxes. He stands still while the floor burns. Below half health, and when nobody stays near him, both skills come faster. Drops the ending Letter.
Elite combat tuning in this build

The elite component has arrays for three phases, but its active update fixes the phase index to zero. This build therefore does not implement health-triggered rage stages, despite phase scaffolding in the code. Active settings shorten per-ability cooldowns by multiplying them by 0.6, impose a 2-second minimum pause between attacks and multiply movement speed by 1.15.

Elite attack damage uses a shared tuning target of 85, a 2.5 multiplier and a cap based on the hardest base attack at 300. This is registration-time scaling, not a guarantee that every multi-hit, projectile, hazard or damage-over-time event deals the same amount. Fire damage is specially processed as an immediate component plus capped burn; frost has a custom brief slow. Armour and resistance effects still matter.

Creature loot & the final reward

GroupGuaranteed default dropsPossible extras
Stone Soldier, Warrior, Pikeman, Stag, GreylingStone 3–6Obsidian 2–4; Crystal 1–2
Stone TrollStone 6–10; Obsidian 3–6Crystal 2–4
Ordinary Ember, Frost, Earthen CultistsRed Jute 1–2A single choice from Coins 5–15, Amber 1–2 or Amber Pearl 1
Each named altar mini-bossRed Jute 4–6; Coins 40–80; exactly one choice from Ruby 1–2 or Silver Necklace 1Surtling Core 1–2
AstronikusPhysical Letter copies: one per player within 250 m when he dies, minimum oneNo equipment, currency or resource reward in the inspected final-boss drop path

Creature loot quantities use the configured rolls directly; the COAH override does not multiply them by stars, player count or world resource modifiers. A one-of pool gives one selected reward, rather than all listed options. Invalid table syntax falls back to its default table; missing item prefabs cannot drop.

Ending Letter — spoiler

The Letter describes the journey itself as the reward: exploration, courage, skill and the people who shared the adventure. It explicitly concludes that there is no material final reward. It is readable through the inventory and is not consumed by the read interaction.

World, return visits & multiplayer

SystemImplemented rule
Castle placementOne mountain castle per world. New worlds generate it automatically; existing worlds can be updated with an admin creation command. Terrain shaping and a descending approach path are part of placement.
DiscoveryCastle map marker appears when within 500 m, configurable.
Castle protectionStructure does not weather or lose support and is indestructible by default. Castle/dungeon flagged pieces are not normal monster building targets.
Building restrictionsNormal building is blocked in the castle's protected volume: 62 m horizontal radius, from 40 m below to 90 m above its centre. Admin castle edit mode bypasses this check.
Vanilla castle containersBlueprint containers, beds and the Sealbreaker display are filtered; older placed versions receive cleanup. Castle rewards use the mod's treasure system.
GuildhallThe same fixed 12-level layout in every world, built from a template of the design world: stairs, bridges, chains, gates and wooden obstructions. Portals transport players between the castle and the dungeon geometry.
Creature homesCOAH creatures return to their spawn/home position when they have no target. Idle roaming radius defaults to 2.5 m; unsuccessful return teleports them home after 30 seconds.
Reinforcement wavesDeaths at fixed castle/dungeon spawn positions schedule a shared wave after a random 20–40 game days. A gathering-strength message announces it; dead fixed positions refill when visited/loaded.
Ritual persistenceAltar progress, Ancient Heart and colossus progression do not reset with ordinary reinforcement waves.
Arena visitsA visit ends 30 seconds after the last player leaves. The next visit can summon Astronikus again if the previous boss is dead. A living boss prevents a duplicate automatic summon.
Statue of True LoveDecorative twin statue; E toggles flute music audible to nearby players within 45 m, with shared playback timing.
InstallationAll players and the dedicated server need the same COAH DLL build. The server sends its configuration to each player on joining and it is in force for the visit; the player's own config file is not changed.
Build checksClients report the DLL build identifier. Different builds or absent reports are logged and the player is disconnected ([Multiplayer] KickOtherBuilds, on by default).
Server authorityThe server draws insignia, mechanism parts and Cwanytyp's insignia one request after another, creates and fills every treasure chest (the castle's too, from places a player's game has measured) and removes strangers from inside the castle walls every 20 seconds.
Shared progressCastle/dungeon placement, generated treasure, key clock, altar offerings, guardian defeats and colossus awakening are stored in the world. Contracts and rumour markers belong to the character in that world.

Backpacks, stone carvings and admin additions

TopicRule
BackpacksBasic (workbench 3: 20 Leather Scraps, 10 Deer Hide, 10 Midnight Thread, 5 Thistle), Enhanced (4: Basic + 15 Scraps, 10 Thread, 1 sack), Superior (4: + 20 Scraps, 15 Thread, 2 sacks of different colours), Masterwork (5: + 25 Scraps, 20 Thread, 3 sacks). The last inventory row is 20% lighter (25% Masterwork); Superior and Masterwork add a row; portal and ship slots on the higher ones. An upgrade takes the lower backpack and its contents.
Sacks of magic dustWorkbench 4: an insignia ground up with 5 Crystal. Frostpeak Aegis + 20 Greydwarf Eye = blue; Emerald Crystal Cluster + 5 Guck = green; Emberforge Key + 10 Surtling Core = red.
Stone carvingsFive (Stoneclaw Colossus, Fallen Stone Warden, Stonebound Viking, Fallen Stone Titan, Silent Sentinel), 3 m high or long, 50 stone each, hammer Misc tab. Unlocked for a player who has picked up Astronikus' Letter.
Altars, statueNo longer in the build menu (used by the castle and dungeon only).
Admincoah world refresh (adds a missing castle, dungeon and chests to a played world, wipes nothing), coah boss renew, coah items [list|1-50].

Heart Portal

TopicRule
Heart of AstronikusFalls when Astronikus dies: one per kill (the Letter is one for every player in his cave). A red, faceted heart with glowing veins.
BuildingHammer, Misc tab: Heart of Astronikus, 2 Levers, 3 Cogwheels, 40 Fine Wood, 30 Stone, 3 Surtling Cores. Not allowed in dungeons.
DestinationE opens a window listing every portal of the world (the game's own and other Heart Portals), nearest first, with distance. The right side shows a map with both ends, below it the name and biome of the chosen portal and what this portal leads to now. Connect sets it, Shut removes it.
UsingWhile a destination is set the opening shows a blue vortex and the runes glow; walking in sends you to the destination portal, with the same limits as the game's portals (carried metals, boss events, the NoPortals world key). It only leads out; it never pairs by name.
NamingShift+E names the portal (up to 40 characters); the name shows in other Heart Portals' lists.
MultiplayerThe server keeps the list and the destination; a portal whose destination is pulled down shuts by itself.

Administrator reference

These are maintenance and testing tools, not required player interactions. The mod registers its console command as a cheat command. World-changing requests from clients are relayed to the server and checked against server administrator access; several layout editing tools are host-side.

CommandPurpose
coahList available commands.
coah info / coah lootInspect registered creature statistics and loot tables; these help verify runtime values.
coah goto castle|dungeon|heart|arena|trader|chest|cargo|mechanismTeleport to a known place or nearest applicable object.
coah castle create [here]Create the castle in an existing world; automatic mountain selection or current position.
coah castle info|respawn|edit|list|saveInspect, refresh fixed creature spawns, toggle layout editing, list spawns or save layout.
coah castle add [monster] / coah castle remove [number]Edit permanent creature spawn positions.
coah dungeon create|gates|entrance|chestsCreate/repair dungeon content or set its entrance.
coah heart info|place|resetInspect/place heart-chamber objects; reset ritual and colossus progress for testing.
coah place mechanism / coah mechanism save|remove|reset|rustPlace or manage the mechanism; save its castle-relative position for future placement.
coah keys [reset]Inspect or reset the shared key-discovery clock.
coah rumor [clear]Request or clear personal search areas.
coah trader info|show|done|resetInspect Cwanytyp state, bypass appearance waiting, complete a test contract or reset personal contracts.
coah chests info|generate|clear|castle|dungeonInspect or manage treasure generation. Clear removes generated treasure; it is not ordinary refill gameplay.
coah boss summonSchedule an arena Astronikus summon.
coah spawn [monster] [1–10]Test creatures: soldier, warrior, pikeman, stag, greyling, troll, glodnir, hrimvald, eitrskarn, astronikus; named guardians use the appropriate _elite name.
coah castle destroyDestructive maintenance: removes the castle and associated dungeon content.

Scope of this edition

This edition was updated on 11 October 2026 from the mod's source, development build 0.119. The first edition described a DLL of 3 October 2026. Creature statistics in the tables above are taken over from that edition unless listed here.

What changed since the first edition

The recommended Mountain+ stage and roughly 70-80 armour are a recommendation, not a hard-coded entry restriction. Availability of vanilla donor prefabs, external loot items and saved placement data can affect runtime content.