A Bigger, Slower World
- SlowHeim uses a 10x world generated with Riverheim.
- Expect much larger rivers, oceans, mountains, and landmasses.
- Travel is a real commitment, so preparation and route planning matter.
SlowHeim is a private and invite-only modded no portal no map Valheim dedicated server focused on exploration, progression, difficulty and slowing the game down.
SlowHeim keeps the core feel of Valheim, but turns it into a larger, slower,
tougher, and more deliberate survival experience. The world is much bigger,
creatures scale far beyond vanilla, progression is more personal, and travel,
exploration, and economy all matter more than players may expect. This is a
no portal and no map playthrough. Limited
portals and maps are available, which you can read more about in the FAQ.
We have a dedicated server hosted in New Jersey on very nice hardware. We do
nightly extensive backups. We only update mods when necessary, and we never
add mods just because someone felt like it.
SlowHeim is built around cornerstone systems from Riverheim, ZenBossStone, StarLevelSystem, EpicLoot, ZenMap, ZenPortal, Seasonality, and TradersExtended.
SlowHeim is a small, invite-only server for adults who want a slower, harder, and more deliberate Valheim experience. We are not building a large public community, and we are not interested in players who want to rush progression, power game, or make the server worse for everyone else.
If that sounds like you, message config_this on Discord and introduce yourself. SlowHeim is invite only, intentionally small, and built for players who value the kind of world and group we are trying to protect.
By the minute snapshot of tracked playtime, kills, damage, deaths, crafting, and skills.
Important details about joining, progression, world systems, traders, portals, and how SlowHeim works.
Yes. The entire modpack is required to join the server. We also have a Greylist Mods section with optional mods.
Use Gale (preferred) or r2modman. Import our Profile Code from the Discord channel #server-info.
No. Never update mods, even if your mod manager prompts you to.
Create a new profile and import the new code.
You will lose any custom settings you have, so either back up and restore those config files or make the changes again the next time you join.
Press F1 in-game to open the ConfigurationManager. You can search for the setting you want or browse each mod manually.
It definitely can be, but even modest computers can do fine.
Adjust your graphics settings as needed and see #performance-guide in Discord for some tips on boosting frames.
New Jersey.
Yes, but SlowHeim is still invite-only and we only want the same type of player here: respectful, committed, and interested in the kind of experience the server is built around.
A lot of people join and never play. They may be removed from Discord to keep the group small and stable.
Probably not. There are too many unknown conflicts between mods, and we do not have the time to investigate potential issues.
You generally should not lag while alone in a zone, even if you are located in Europe.
Lagging with other players is normal and expected. Valheim handles networking in an odd way: the first person in a zone essentially becomes the server for that zone. Other players in that zone filter through that player’s computer and networking, which is the source of the lag. Not much can be done about that.
Let an admin know by pinging them in Discord: config_this, simmm11, SchwiftMaster, or Slug.
Yes, exactly 10 times the size. SlowHeim uses Riverheim as the bedrock world generation mod.
Season 1 had a 20x size map, but we felt it was too big and deformed the terrain too much.
Build a cartography table and, over the course of 40 in-game days, it will build a 3,000 radius map.
Craft parchment and copy the cartography table contents to the parchment. That gives you a map.
Very little will show up on your map, and definitely not your exact location.
Craft a sign and craft a Pin. Interact with the sign and use your Pin on it.
You can select from a variety of icons.
Pins do not show up on existing maps. Craft a new map if you want your pins to appear.
You can build one once you get Iron Nails.
Plan better next time.
SlowHeim is built to feel dangerous early, demanding in the midgame, and brutal if you push ahead without preparing.
Every non-boss creature spawns with at least 1 star, and enemies can roll all the way up to 10 stars.
The star weights are tuned so that about half of all creatures are 1 star, around 90% land somewhere between 1 and 5 stars, and only the top 10% reach the truly nasty 6-10 star range.
In other words: most fights should feel manageable, some should feel spicy, and once in a while the world will throw something at you that is meant to make you panic.
When you first move into a new biome, you should generally be able to handle about a 1-3 star version of its creatures if your gear and food are where they should be.
Once enemies start showing up above 3 stars, the server expects you to begin leaning on better armor, upgrades, and EpicLoot enchantments.
That means progression is not just about reaching the next biome. It is also about building enough power to survive the stronger versions of what already lives there.
And yes, 10-star creatures are still meant to be terrifying. Some fights are supposed to feel like a bad idea.
Stars increase both survivability and damage, but not every creature scales the same way.
Health uses a global 30% per level rule, while damage is customized per creature and can range anywhere from roughly 5% to 30% per level depending on what you are fighting.
Most creatures will also roll at least one modifier, and some can have up to three. That means a fight is not just about the number of stars. The creature's modifier combo can matter just as much.
The goal is not random stat inflation. Every creature has been tuned by hand so the world gets harder in a way that still feels playable.
Bosses are always serious business here.
Every boss spawns at a fixed 3 stars and always rolls one modifier. That modifier can be something like Summoner, SoulEater, LifeLink, ResistPierce, or Brutal.
Bosses also use their own scaling: 30% more health per level and 7% more damage per level, locked in at those 3 levels every time.
So unlike normal creatures, bosses are not a dice roll. They are always coming in stronger than vanilla, and they are always meant to be a real progression check.
Boss progression still starts the vanilla way: kill the boss and bring home the trophy.
But on SlowHeim, the important step is actually hanging that trophy on the boss stone. That is when your progression reward truly counts.
So killing the boss is only half the job. To move your progression forward, you still need to return and claim that victory properly.
Yes. Loot has been cleaned up and pushed toward progression.
Bosses will only ever drop a single trophy and possibly a non-enchanted item. They are not meant to explode into a pile of bonus loot.
Regular creatures will always drop EpicLoot Dust and Essence, but they will never drop Reagent.
The only way to get Reagent is by sacrificing trophies at the enchanting table.
That keeps trophy hunting meaningful and ties enchanting progression directly into what you choose to farm.
SlowHeim uses a heavily customized EpicLoot setup built around materials, trophies, and traders instead of random enchanted item drops.
That means you will never find enchanted gear dropping from creatures. Instead, enemies drop the materials you need to build and improve your own enchanted items.
The entire Bounty System has also been removed, so progression is more direct and much more tied to where you are in the world.
The basic idea is simple: kill creatures for materials, sacrifice trophies for key resources, and use traders to access the higher-end runestones and progression items.
You can begin working with enchanting once you move into the Black Forest.
Magic enchantments are your early-tier progression and are meant to carry you through the Black Forest stage. To build up Magic Runestones, you will need to farm and sacrifice Eikthyr trophies.
After defeating The Elder, his trophies can be sacrificed to create Rare Runestones.
Once you move into the Swamp, you will begin finding the higher-tier enchanting materials needed for stronger gear, and Epic Runestones become available for purchase from traders.
After defeating Yagluth, Legendary Runestones unlock and can also be purchased from traders.
So the flow is: Magic in Black Forest, Rare after Elder, Epic in Swamp, and Legendary after Yagluth.
Different parts of EpicLoot progression come from different sources.
Non-boss creatures drop Dust and Essence, which are your normal day-to-day enchanting materials.
Vanilla creature trophies can be sacrificed at the Enchanting Table for Reagent, which is mainly used for armor enchanting.
Boss trophies are your source of Shards, which are used for augmenting enchanted gear.
Eikthyr and The Elder are the special exception: their trophies provide both Shards and Runestones when sacrificed.
After those first two bosses, boss trophies provide Shards only. From that point on, higher-tier Runestones come from traders, not boss sacrifice.
Modded Monstrum creatures do not follow the normal vanilla trophy-to-Reagent path, so things like foxes, sheep, fire mages, and similar creatures are not meant to be your Reagent farm.
Augmenting lets you improve enchanted gear, but it is intentionally more expensive than basic enchanting.
To augment an item, you will use materials like Dust, Reagent, and Essence, but you will also need a Shard.
That is what makes boss trophies so important. Regular creature farming keeps your material supply going, but bosses are what unlock and sustain your higher-end augment path.
Rune manipulation gives you a way to preserve a single great affix from a good item before letting the rest go.
By Etching a rune, you can extract one property from an enchanted item and store it inside an Etched Runestone.
The catch is that the original item is destroyed in the process.
Once you have that Etched Runestone, you can apply that saved property to another enchanted item later. So etching is less about saving gear and more about saving the one affix you really care about.
A lot.
On SlowHeim, enchanted items never drop. You build your own power through enchanting materials, trophies, and progression instead of getting lucky on loot explosions.
Epic and Legendary Runestones are also no longer part of a random world-drop loop. Starting in the proper progression stages, they are obtained through traders.
The Bounty System has been removed entirely.
To replace that progression path, Forest, Iron, and Gold Tokens can now be purchased from traders and are used to upgrade your Enchanting Table.
The result is a version of EpicLoot that feels much more tied to the actual world: farm creatures for materials, kill bosses for progression resources, and use traders as part of your long-term gearing plan.
Odin’s Hammer now requires a Thunderstone.
The Thunderstone can only be purchased from Haldor and does not unlock until after defeating The Elder.
Portals now require a Thunderstone and ElderBark.
Season 1 had no portals. This season, portals exist, but they are intentionally challenging to craft and maintain.
Portals can only be placed in the Mountains, Plains, and Mistlands biomes.
To link portals, use Obsidian on the vanilla Runestones you find in the world. This creates two matching Runeshards.
Place one Runeshard into Portal 1 and the other into Portal 2 to link them.
Portals are fueled by Ymir Flesh. One Ymir Flesh gives one minute of portal charge time.
After using a portal, you receive Rift Sickness for five minutes, which significantly lowers your stats.
On SlowHeim, ExtraSlots are earned through discovery. You do not unlock them through global keys or player keys, and they are not simply handed to you at set milestones.
Instead, your inventory grows as your journey grows. As you explore farther, craft more advanced tools, and uncover the important items tied to progression, new space and new slot types open up naturally.
Early unlocks:
As progression continues:
In other words, ExtraSlots progression follows the spirit of SlowHeim itself: more is earned as you survive longer, push deeper, and prove you belong farther from the stones.
Crops grow more slowly in SlowHeim.
Smelting times are increased in SlowHeim.
Only the original wild creatures can procreate. Their offspring is always sterile.
Try and guess what a horse would like to eat.
All traders will buy a wide variety of items. Examples include:
Traders are a much bigger part of the world here than in vanilla.
You can find more of them out in the world, including additional Haldors, Hildirs, Bogwitch, and custom traders.
They also carry far more useful goods than normal. Things like Runestones, Skillbooks, upgrade items, and other progression-focused tools can all come from traders depending on who you find.
Each trader still keeps their own identity. Haldor still handles his classic valuables, Hildir still focuses on clothes and style, Bogwitch has her own specialty stock, and custom traders fill in the gaps with new roles.
The idea is simple: traders are not just side content anymore. They are part of how you progress, plan, and prepare.
Traders do not have unlimited gold.
All traders share the same coin pool, so the economy is server-wide. What players do at one trader can affect the prices at the others.
If players sell a lot of loot, the shared coin pool gets drained. When that happens, traders charge more and pay less. If players spend a lot of gold at traders, the shared coin pool rises. When that happens, traders charge less and pay more.
On SlowHeim, around 3,000 coins is the normal point. Below that, deals get worse. Above that, deals start getting better. At the high end, around 5,500 coins, traders are feeling flush and prices can become noticeably more favorable.
This economy updates every in-game morning, so prices can change from day to day depending on how the server has been trading.
In other words: traders are not vending machines. The market has a pulse, and the whole server can move it.
The mods that power SlowHeim, grouped by purpose, with notes on how we use them.
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These are optional client-side mods that are allowed on SlowHeim, but not required. You must install the exact version listed here. The URL will link you to the list of versions. There could be updates to the mod so make sure you only install the version that is listed below.
Always read the mod page before installing. Any mod NOT on this list that you install will prevent you from joining the server.
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