# 🌙 Mists of Avalor

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[![Multiplayer Compatible](https://img.shields.io/badge/Multiplayer-Server--Synced-blue.svg)]()
[![Framework](https://img.shields.io/badge/Requires-BepInEx_%7C_Jotunn-red.svg)]()

> *"They say the gods buried something beyond the edge of the world — a labyrinth of black stone that drinks the light. The dead walk its halls still, guarding hoards no living hand was meant to touch. Step through the mist, Viking. Few return. None return the same."*

**Mists of Avalor** casts you into a vast, procedurally-generated crypt-labyrinth suspended in a forsaken sky-realm beyond the edge of Midgard. Every corridor is carved fresh at runtime — black-stone halls hewn from **hand-authored geometry**, collapsing stairwells, bone-strewn vaults, and pitch-dark dead ends where **something** is already hunting you. Over it all hangs the cold green witch-light of Avalor, the colour of grave-fire.

Survive the maze. Break the guardians. Tear the keys from their corpses. Crack the sealed crypt-vaults. And at the deepest point of all, where the escape-gate burns, claim the blade that only the conqueror of Avalor may carry — or die in the dark and be forgotten.

---

## ⚔️ Features

### 🌌 A Labyrinth That Is Never the Same Twice
Every run is forged by a recursive procedural generator — a true 3D maze of 6-meter black-stone corridors twisting across **multiple vertical floors**, stitched together by sloped stairwells that always lead somewhere. Dead ends hide vaults. Open halls hide ambushes. The whole structure is raised in a hidden sky-realm far beyond the world's edge, so it **never touches your overworld builds or other mods' terrain**.

A **fixed, always-solid entrance platform** anchors every maze, so you are never dropped into the void — you arrive on solid ground, torch in hand, at the mouth of the dark.

### 🗿 Halls Carved By Hand, Not Borrowed
Avalor is not dressed in Valheim's stock stonework. The mod ships an **embedded asset kit** of purpose-built models — **three distinct wall faces, three floor patterns, vaulted ceilings, stairs, archways, the twin gate-monoliths and the skull-crowned torches** — baked into the plugin itself, so there is no loose bundle to misplace and nothing to install beyond the mod.

Walls are laid **two-sided**, deduplicated per boundary, and varied by position, so no two corridors read alike and no seam gaps open at the corners. Ceilings close the halls overhead. Should the kit ever fail to load, the labyrinth silently falls back to vanilla stonework rather than leaving you standing in the void.

### 💀 The Mob Director — the Maze Hunts You
This is no static dungeon. An active **Mob Director** tracks every player inside the labyrinth and keeps the halls alive with the restless dead — **Draugr, Draugr Elite, Draugr Archers, Skeletons, Poison Skeletons, Wraiths and Ghosts** (with **Charred** legions joining on Hardcore).

- **20-second grace on arrival**, counted down on screen and ending with *"Good luck."* Nothing spawns or strikes until you have fully loaded in — no being gutted on a black loading screen.
- **The maze empties when you leave.** No population is simulated when no one is inside; it wakes when you return.
- **Hunted, not patrolled.** The dead lock onto your scent the instant they wake. Spawns are biased **ahead** of your path, so the dark in front of you is never truly empty — and distant stragglers are culled, so the threat stays *close*.
- **Proximity spawners** seeded through the arenas wake as you approach, keeping the whole labyrinth populated, not just the entrance.

### 👹 Sub-Boss Mutations — Mechanical, Merciless
Roughly **1 in 7** of the dead rise as a starred **sub-boss** — not a recolour, but a genuinely different fight:

| Variant | Curse |
| :--- | :--- |
| **Goliath** | Massively increased health, **cannot be staggered** — an immovable wall of rot |
| **Venomous** | **Immune to poison** |
| **Glacial** | **Immune to frost** |
| **Vampiric** | **Resists all physical** (blunt, slash & pierce) |
| **Lightning** | **Immune to lightning** and unnaturally **fast** |

Every sub-boss is starred, hardened by difficulty, allied to the undead horde, and roughly **one in five** carries an **Avalor Crypt Key**.

### 🔥 The Revenant — Two Stars, One Blade
Rarest of all, about **one spawn in fifty**, something older answers the maze: a **two-star Avalorian Revenant** — a **Draugr Elite**, a **Charred Warrior** or a **Poison Skeleton**, always sub-boss mutated, always starred twice.

You will know it when it comes. It arrives **named, with a green health bar**, because rarity you cannot see is indistinguishable from a bug — and the labyrinth is already thick with starred mobs. It is the only wandering thing in Avalor that carries the **Avalorian Shortsword**, and it surrenders the blade a little over **half** the time. The rarity is in *meeting* one, not in a second hidden roll after a fight you thought you had won.

### 👑 The Avalorian Warden — the Fight at the End
The escape-gate is **guarded**. Close within about 34m of the way out and something rises to hold it: the **Avalorian Warden**, announced by name under a **gold** health bar.

It is a different champion every labyrinth, drawn from three and then remade into something larger than what it started as:

| Champion | What you are facing |
| :--- | :--- |
| **Brenna** *(Skeleton Hildir)* | A champion skeleton with a **fire nova** and a burning sword |
| **Lord Reto** *(Charred Dyrnwyn)* | A charred lord wielding **Dyrnwyn** — the very blade the Avalorian Shortsword was cloned from |
| **Draugr Elite** | The straightforward brawl, at boss scale, that makes the other two feel special |

Whichever rises, it is **two-starred, cannot be staggered**, and carries **3× to 7× its own kind's health** depending on difficulty. It **guards rather than hunts** — it will fight you the moment you arrive but will not chase you back through the labyrinth and leave the prize unattended.

It drops a **guaranteed Recall Rune** (the way home should never be gated behind a roll) plus a rolled hoard — gemstones, Surtling Cores, Black Metal, Flametal and a purse of 200–600 coins — and a **second, rarer chance at the Shortsword**. The greatsword is *not* on its table: the Warden is the gate to the reward, not a duplicate of it.

**One Warden per labyrinth.** Kill it and the way out stays unguarded — that fact is stored on the gate itself, so it survives a relog and a server restart. Only a full maze reset raises a new one.

### 🏛️ Combat Arenas
The corridors blast open into **combat arenas** (12×12m up to 24×24m) — bone-pits and pillared halls loaded with corner chests and proximity spawners, built to surround and bury you.

### 🩸 True-Damage Traps
Armour will not save you here. Hidden **spike plates** and **poison-dart traps** both bite for a percentage of your **CURRENT** health — **40% on Easy up to a savage 85% on Hardcore** — so they scale with you and never stop mattering.

The two are not the same, though. **Spike plates deal true damage: nothing reduces it.** **Dart traps deal poison damage**, so poison resistance genuinely blunts them. Because the damage is measured off *current* health rather than maximum, neither will gib you outright — but a single misstep leaves you gasping on a sliver deep in the dark… with the horde closing in.

### 🗝️ Crypt Vaults & Keys
Deep in the maze, heavy **rusted iron grates** seal the richest **crypt-vaults**. Only an **Avalor Crypt Key** — torn from a slain sub-boss — will open them. *(The entrance and the exit are never sealed — no key-locking you out of your own escape.)* Every chest in Avalor is **indestructible**: no stray AoE, no collapsing hall, no careless blow will ever cost you a hoard.

### 💎 Hoards That Deepen With the Dark
Wood and resin are worthless in Avalor. Chests spill their wealth in **three bands**, and **how deep you have walked decides which bands you can reach** — a chest by the door and a chest at the far end are not the same chest.

| Band | Where it opens up | What the dark gives |
| :--- | :--- | :--- |
| **Common** | Everywhere | Coins, Amber, Amber Pearls, Iron, Silver, Crystal, Surtling Cores, Linen Thread, Rubies |
| **Deeper** | Past the first quarter, or any large arena | Black Metal, Refined Eitr, Yggdrasil Wood, Scale Hide, Carapace, Mandibles, Wisps, Soft Tissue, Black Cores, Molten Cores, Black Marble, Bile Bags |
| **The Deep Dark** | Past **60%** of the way in, and every vault | **Red, Blue & Green Gemstones**, Flametal, Flametal Ore, Ask Hide, Grausten, Sulfur, Proustite Powder, Celestial Feathers, Volture Eggs, Bonemaw Serpent Scale, **Morgen Hearts**, Jade |

A chest at the threshold rolls **three** distinct stacks; a vault at the world's end rolls **eight**. Push past the halfway mark and the deeper band stops being an occasional bonus and becomes the bulk of what you find. Quantities are never fixed — most stacks come in threes to fives, and materials a smith burns by the dozen (cores, ingots, hides, stone) come in **eight to twenty-five**. Difficulty multiplies it all again (×1 / ×2 / ×3), and depth multiplies it once more.

### 🗡️ The Avalorian Greatsword — the Conqueror's Prize
At the deepest point of the labyrinth, beside the escape-gate itself, stands a single **blackmetal chest**. It holds one thing, and it holds it **always** — no roll, no chance, no cruelty. **One greatsword per labyrinth.**

A two-handed blade of weathered dark iron, skull-capped at the crossguard, its fuller lit from within by green Avalor runes. To carry it is to be changed:

- **+100 maximum health and +100 maximum stamina** while wielded — the maze's own strength, given back to the one who broke it
- Heavier slash than any greatsword forged in Midgard
- Its elemental fury **remade as spirit damage** — death's own edge, for a realm made of the dead
- **Immobilises what it strikes** — the mists hold them fast
- Four levels of refinement, and durability to match

It is not simply a better sword. It is the sword you carry into graves.

### 🌑 The Avalorian Shortsword — the Lantern-Blade
One-handed, swift, cheap to swing, and cruel from behind — but its true gift is **light**. The blade burns cold green and lights the ground around you, which in a labyrinth that can be set to **absolute pitch black** is worth more than any number on a stat sheet. Torn only from a two-star Revenant, and only rarely.

### 🕯️ Green Fire and Living Gloom
Avalor's murk is not painted on and forgotten — it is driven **live, every frame**. Fog, ambient light, torchlight and the drifting mist all answer your settings the instant you change them, with **no regeneration required**. Set the mist to **None** and the halls truly clear — even the environment's own drifting motes are stilled. Set the light to **None** and the labyrinth goes genuinely, unnavigably black.

There is **no fire in Avalor**. Every torch is a **skull-crowned pillar whose skull glows Avalor green** — a steady, unwavering witch-light, not a flame. No flicker, no embers, no smoke: the same cold green as the gate and as the runes on the blade, one realm, one colour, from the threshold to the deepest vault. The sky-realm also forces its own crypt weather, so no Ashlands sky ever bleeds through, and vegetation is skipped beneath the maze entirely to keep the frames high.

### ⚰️ The Gate of Two Stones
The gateway does not appear gently. Set well apart from your Sacrificial Stones — far enough that the hallowed ground is never disturbed — **two vast standing monoliths** rise from a cleared and levelled graveyard, and between them burns the gate itself: **counter-rotating rune-rings, a veil of green fire, sigils turning on the ground, embers rising into the dark.**

- **Walk through it.** No prompt, no key — cross the threshold and the gate takes you, charging as you step into the light.
- A **funeral avenue** runs from the stones to the gate, graded level and lined with skull-lights that face inward across the walk, so the green watches you the whole way up.
- The clearing is **laid out, not scattered.** Leaning gravestones march out in front of the gate — one left, one right, one left — in ordered rows, with half-buried ruin walls in symmetric pairs flanking the flanks. Nothing stands in the avenue, and because the ground is *plotted*, the dead know exactly where to lie.
- The ground itself is **matched to the surrounding land** rather than raised into a plateau, cut into the high side and filled on the low, so the clearing meets untouched terrain at its own height on every side — and the temple's sacred stones are fenced off from every terrain edit, so nothing of the gods' work is ever left standing on air.
- A **localised gloom** hangs over the ground even at high noon. You will feel the dread before you reach the stones.

### 🪦 Your Grave Joins the Others
Fall in the Mists and your **tombstone is spirited back to the gate's graveyard**, taking its place among the dead at the entrance. No re-running the labyrinth to your corpse — reclaim your hoard right where you stepped through.

- **Never any lost items.** The grave is *relocated*, never destroyed. It always lands on flat, cleared, walkable ground — never in water, never in a cliff, never in the void — and if the graveyard cannot be found it simply stays where you fell. Fully recoverable, always.
- **Graves never stack, and never sink.** Each fallen Viking takes the next free **plot** in a laid-out boneyard — rows marching out in front of the gate, alternating left and right, clear of the avenue and clear of the monoliths, seated properly on the ground rather than half-buried in it. **Sixteen marked plots** — four rows deep, two columns wide, every one of them on levelled ground — before the dead are laid behind the gate instead. 💀

### 🚫 Hallowed (Forbidden) Ground
No one builds **in, on, or around** the labyrinth or the gate's clearing. Piece placement is blocked throughout the sky maze and within the graveyard's bounds — *"The mists reject your works here."* The realm stays exactly as the gods carved it.

### 🕰️ Automated Reset
The labyrinth regenerates on a real-time timer — and it will **never** reset while a player is still inside.

### 🌐 Multiplayer-Ready
Server-authoritative generation and a server-only Mob Director keep spawns, vaults and hoards consistent for every peer. Every gameplay setting is **admin-only and server-synced**, so the server's word is final — no player can quietly clear their own mist or light their own labyrinth. All maze pieces are **persistent** (they survive logout and relog intact), and every player on the server needs the mod installed.

---

## 🚀 Getting Started

1. On a **freshly generated world**, the **Gate of Two Stones** rises a short walk from your Sacrificial Stones. *(On an existing world the area may already be explored — open the console and run `avalor_spawn_portal` to place one in front of you, or `genloc` to force locations.)*
2. Walk between the monoliths. There is no prompt. The gate knows.
3. Bring a torch. Bring friends. Bring courage. Leave your armour's false comfort behind.

---

## 🗺️ Walkthrough

*Everything above is what Avalor **is**. This is what to **do**.*

### Pack

- **Two damage types.** The single most common way a run stalls. Every sub-boss is immune to something, and *Vampiric* resists all three physical types at once — one-trick builds get stonewalled by a mob they cannot scratch.
- **Poison resist.** Works on the dart traps as well as the skeletons.
- **Max-health food**, not regen food. Traps take a *fraction* of your current health, so how much you are left standing in is decided entirely by the size of the pool.
- **A light.** Torch minimum.
- **Leave the hoard at home.** Deaths are recoverable, but they cost you the walk back.

### Run it

1. **Walk between the monoliths.** No prompt, no key. Glance at the graveyard first — that is where you respawn-loot later.
2. **Spend the countdown, don't watch it.** Eat, light up, buff. When it says *Good luck*, the maze wakes.
3. **Pick a direction and commit.** Shallow chests roll the common band only. Backtracking to open one costs more than it pays.
4. **Clear arenas before looting them.** The corner chests are bait — arenas seed proximity spawners that wake while your inventory is open.
5. **Kill every starred mob you can afford to.** Keys drop from sub-bosses and nothing else, and vaults are where the run's real value is.
6. **Spend keys immediately.** Vault chests roll the top band no matter where they sit, and each one hands you a Recall Rune.
7. **Read the disc, not the walls.** Blip on the rim = far. Blip lifted on a stem = the exit is on a **different floor**, so stop hunting corridors and go find a stairwell. *(Only ever happens on Hard and Extreme — Normal is one floor.)*
8. **Heal up BEFORE the disc goes tight.** The Warden wakes at ~34m and it will be the first thing you see.
9. **Fight the Warden in a doorway.** It guards rather than hunts — it will not chase you down the corridor, so backing off to heal and re-engaging is free.
10. **Loot the blackmetal chest, then walk into the gate.**

### Don't

- **Don't fight in the open** when a corridor is two steps away. Spawns are biased ahead of you, so open ground means surrounded from both sides.
- **Don't save your Recall Rune for later.** Later is when you are dead. It is a 5-second channel — start it *before* the fight goes bad, not after.
- **Don't panic if the compass points into stone.** It gives a bearing, never a route. Walking into a dead end while following it is normal.
- **Don't corpse-run.** Your grave is already back at the gate's graveyard.
- **Don't assume a group is safer.** The mob cap is *per player*, so four of you summons four times the dead.

### When it goes wrong

| Problem | Fix |
| :--- | :--- |
| Lost, low, deep | Recall Rune — back to your bed, run over |
| Died in there | Your grave is at the gate's graveyard. Nothing is lost. |
| Can't find the grave | `avalor_tp_grave` puts you standing on it |
| Stonewalled by an immune mob | Swap damage type, or leave it — nothing in the maze must be killed except the Warden |
| Cannot find the exit at all | `avalor_tp_end` (admin), or reset the maze with `avalor_reset` |

---

## ⚙️ Configuration

*(Run the game once to generate the config file in `BepInEx/config`. All settings are also editable via an in-game config manager. Every gameplay setting is **admin-only and server-synced** — on a server, the host's values win.)*

### 🧭 MazeComplexity — size & vertical scale
| Complexity | Grid | Floors | Arenas |
| :--- | :---: | :---: | :---: |
| **Normal** *(default)* | 20×20 | 1 | 5 |
| **Hard** | 40×40 | 2 | 15 |
| **Extreme** | 60×60 | 3 | 30 |

*Applies on the next regeneration.*

### 💀 Difficulty — how hard the dark bites
| Difficulty | Sub-Boss HP¹ | Trap Damage (% Current HP) | Trap Density | Mob Speed | Loot Mult. | Mob Cap / Player | Charred Legion |
| :--- | :---: | :---: | :---: | :---: | :---: | :---: | :---: |
| **Easy** | ×1.0 | **40%** | 2% | ×1.0 | ×1 | 5 | — |
| **Normal** *(default)* | ×1.5 | **60%** | 8% | ×1.15 | ×2 | 7 | — |
| **Hardcore** | ×2.5 | **85%** | 15% | ×1.35 | ×3 | 14 | ✅ |

¹ *Difficulty scalar applied on top of the star-level and variant multipliers.*

### 🔦 LightingLevel — torches **and** darkness, and both apply instantly
Torches are placed throughout the labyrinth at full density and **lit or darkened live** as you move this dial — so it works in both directions with **no regeneration**, and turning it up in a maze built in darkness genuinely brings the fire back.

| Setting | Crypt Darkness | Torches Burning | Feel |
| :--- | :---: | :---: | :--- |
| **None** | **Pitch black** | none | Bring your own light. You will lose the walls. |
| **Some** *(default)* | Heavy gloom | ~30% | Torches carry the light; dread everywhere else |
| **More** | Dim | ~62% | Navigable murk |
| **Most** | Dimly lit | all | See where you are going — mostly |

### 🌫️ MistDensity — the drifting murk, also live
Governs the fog **and** the mist volumes standing in the halls, together, the instant you change it.

| Setting | Fog | Mist Volumes Active | Environment Motes |
| :--- | :---: | :---: | :---: |
| **None** | none at all | none | **stilled** |
| **Little** *(default)* | faint | ~20% | on |
| **Normal** | murky | ~45% | on |
| **More** | thick | ~72% | on |
| **Most** | blinding | all | on |

### 🕸️ ClutterDensity — crypt debris
| Density | Effect |
| :--- | :--- |
| **None** | **Bare stone.** No floor debris, no wall dressing, no hanging banners, no chains — nothing. |
| **Normal** *(default)* | Light scatter on the open floor, walls dressed |
| **High** | Heavier scatter |
| **Higher** | Well-furnished halls |
| **Extreme** | Every hall a midden |

*Applies on the next regeneration.*

### 🧭 The Exit Compass — a bearing, never a route

A raked overhead disc, drawn in transparent Avalor witch-light: a compass rose lying on the ground ahead of you, seen from **60° above the horizontal**, with the way out riding on it. The exit rides inward as you close on it, and an exit on another floor is **lifted off the disc on a stem**, so "two floors up" reads at a glance instead of as a line of text.

It gives you a **direction and a distance and nothing else**. It will happily point straight through a wall, and following it into a dead end is the normal experience of using it — the labyrinth is still yours to solve. Turn it off entirely if you would rather be properly lost.

**Hold `Left Alt` to adjust it:** drag it with the mouse, nudge it with the arrow keys (hold `Shift` to move faster), and resize with the mouse wheel or `+`/`-`. Wherever you leave it is where it stays.

| Setting | Default | Description |
| :--- | :---: | :--- |
| **ExitCompass** | `true` | Show the compass at all. **Local to you.** |
| **Compass.Size** | 190 | Diameter of the disc in pixels. |
| **Compass.Opacity** | 0.55 | How solid it is. Low values keep it a ghost over the labyrinth. |
| **Compass.TiltDegrees** | 60 | The angle it is viewed from. 90 is a flat top-down circle; lower lays it further over. |
| **Compass.PositionX / PositionY** | — | Set by dragging. You should not need to touch these. |
| **Compass.AdjustKey** | `LeftAlt` | Hold to move and resize. |

### 🔧 Other Settings
| Setting | Default | Description |
| :--- | :---: | :--- |
| **MazeResetIntervalHours** | 24 | Real hours between automatic regenerations. Never resets with players inside. |
| **SpawnPortalAtStart** | `true` | Raise the Gate of Two Stones near the Sacrificial Stones. |
| **DebugLogging** | `false` | Verbose `[Avalor]` diagnostics in the BepInEx log. **Local to you** — the one setting that is not server-synced, so any player may diagnose their own client. |

---

## 🛠️ Admin Commands

Open the console with **F5** and enable dev commands with `devcommands` first.

| Command | Effect |
| :--- | :--- |
| `avalor_tp` | Teleport straight into the labyrinth (no gate needed). |
| `avalor_tp_end` | Teleport to the **escape gate at the maze's deepest point** — beside the blackmetal prize chest. |
| `avalor_tp_grave` | Teleport **onto** your nearest tombstone (maze *or* overworld) so you can loot it in place — the surest way to recover a grave. |
| `avalor_open` | **Cutaway view.** Strips floors and ceilings and leaves the wall lattice standing — the labyrinth as a floor plan, seen from above. Pair it with `fly`. Add `walls` to strip those too, or `off` to restore. Local to you only. |
| `avalor_illuminate` | Toggle **full-bright** lighting inside the maze to inspect the layout at any hour. |
| `avalor_spawn_portal` | Raise a Gate of Two Stones in front of you. |
| `avalor_reset` | Force-regenerate a brand-new maze **now** (must be near the labyrinth). |
| `avalor_remote_reset` | Force-regenerate from anywhere (for dedicated servers). |
| `avalor_remove_all` | Wipe the labyrinth from the sky **and** remove the overworld gate + terrain edits. Player graves are always spared. |
| `avalor_generate_all` | Cleanly rebuild the overworld gate aligned to the Sacrificial Stones (use after `remove_all`). |
| `avalor_fix_stones` | Repair a missing sacrificial altar and/or its flanking boulders. |

---

## 📥 Installation

### Mod Manager (Recommended)
1. Install [Gale](https://github.com/Kesomannen/gale).
2. Make sure **BepInEx** and **Jotunn** are installed.
3. Search for **Mists of Avalor** → **Install** → launch through the manager.

### Manual
1. Install [BepInEx](https://valheim.thunderstore.io/package/denikson/BepInExPack_Valheim/) and [Jotunn](https://valheim.thunderstore.io/package/ValheimModding/Jotunn/).
2. Extract the release into `Valheim/BepInEx/plugins/`.
   - e.g. `steamapps\common\Valheim\BepInEx\plugins\MistsofAvalor.dll`
3. Launch the game.

> ⚠️ **Multiplayer:** every player on the server must have the mod installed.
> 📦 **One file.** The authored asset kit is embedded in the plugin — there is no separate bundle to copy.

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*Forged by Wubarrk. May your torch outlast the dark.* 🔥

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