RE:NODE

Valheim server event ideas, with the commands to run them

By RE:NODE Team
12 min read


The events that work best on a Valheim server are the ones the game already half-supports: group boss nights, build contests, sailing races, treasure hunts, raid-defence nights and fishing or hunting challenges. Most of them need no commands at all - a time, a place, a few rules and a host. The ones that do need commands (starting a raid with event, setting the time of day with tod, spawning a prize or an arena opponent with spawn, jumping to a location with goto) are cheat commands, refused on a vanilla dedicated server even for admins, so they need a mod such as Server Devcommands. Run one event every week or two, announce it a few days ahead, and keep prizes out of the shared economy.

This guide covers each event type, how to set it up, which commands help and when, and the habits that make events a regular reason to log in rather than a one-off.

What you need before running events#

Three things, two of which you probably have already.

A place to announce. Valheim has no message of the day and no server-wide broadcast in vanilla. Events are announced in Discord, on a sign at the portal hub, or both. Announce at least three days ahead with a time in UTC or in your community's main time zone, and once more an hour before.

A host. One person runs the event, keeps time, judges, and decides disputes on the spot. On a server with an admin team, rotate the job so it does not always fall to the owner.

Commands, if the event needs them. Vanilla admins have kick, ban, save and a few more; everything below that changes the world needs the cheat set. The usual way to give it to admins on a dedicated server is the Server Devcommands mod by JereKuusela, which ordinary players do not need to install - only the admins who use it, plus the server for some features. The Server Devcommands guide covers the install, and Valheim devcommands explained covers what each command does to a shared world.

The commands this guide uses:

CommandUse at events
posRecord coordinates for a start line or hidden cache
goto [x] [z]Move the host to a location quickly
tod [0-1]Fix the time of day; tod -1 returns to normal
env [name]Force the weather; resetenv returns to normal
event [name]Start a named raid at your position
stopeventEnd the current raid
spawn [prefab] [amount] [level]Opponents for an arena, or a prize
ghostCreatures ignore the host while they watch

Boss nights#

The easiest event to run and the one with the most at stake, because a boss kill sets a global key for the whole world. Boss nights solve that: the kill happens at a set time, with everyone invited, instead of whenever the most dedicated player finishes farming offerings.

BossSummoned withNotes for a group
Eikthyr2 deer trophiesGood first event for a new world
The Elder3 ancient seedsFire arrows and a clear arena help
Bonemass10 withered bonesPoison resistance meads for everyone
Moder3 dragon eggsBring bows and frost resistance
Yagluth5 fuling totemsPlains arena, open ground
The QueenThe SealbreakerOpens the sealed tower in the Mistlands
FaderThe BellAshlands, the heaviest fight in the game

How to run one:

  1. Announce a week ahead, with the gear and food the fight needs. Late-game bosses punish people who turn up underprepared.
  2. Stage at a portal near the altar the day before. Build a temporary portal and a few beds or a shelter so wiped players can respawn close by.
  3. Agree who carries the offering. One person collects, everyone else prepares.
  4. Take a backup an hour before. A crash mid-fight is rare, but a lost world is worse than a lost evening.
  5. Run the fight. The player who arrives first in the arena owns the zone and simulates the boss, so the best connection should go in first.
  6. Share the drops. Decide in advance how the trophy and the boss items are split; one trophy, one forsaken power at the altar, but every player can activate the power once the trophy hangs at the start stones.

Group boss fights are harder than solo ones because creatures, bosses included, get stronger with more players nearby. Expect a long fight with ten people. Valheim boss summoning for groups and boss progression on shared servers cover arenas and the effect on late joiners.

Build contests#

A build contest gives quieter players and non-fighters a reason to log in, and it improves the world for everyone. It works best with a theme and a fixed plot.

Pick a theme. A longhall, a lighthouse, a bridge, a dock, a Dvergr outpost, a ship. Narrow themes produce better contests than "build something cool".

Pick plots. Mark out plots at a shared site - a coast near the hub works well - with stone markers or signs. Plots should be at least a ward radius apart (about 32 metres) so builders do not interfere with each other. Keep the site well away from bases; a dozen big builds in one place is a heavy area for whoever owns those zones.

Decide on resources. This is the key choice:

OptionHowTrade-off
Normal costPlayers gather their own materialsRewards preparation, slower
Donated poolShared chests stocked by the communityLevels the field
Creative worldA second world with -setkey nobuildcostUnlimited builds, no effect on the main world

nobuildcost on your main world would let everybody build anything for free for as long as it is on, which is not a contest but a reset of the economy. If you want unlimited materials, run it on a separate creative world - the same server with a different -world name, or a second small server - and switch back afterwards. Valheim no-build-cost creative servers covers that setup.

Judge fairly. A panel of three, scoring on theme, craft and use of the site, with the builders' names hidden until the end if you can. Publish the scores. Leave the winning builds standing; a world full of past contest builds is a world with a history.

Sailing races#

Valheim's sailing is slow, beautiful and occasionally lethal, which makes a good race. It is also unfair in ways you need to plan for.

The course. Pick a route between two docks, with two or three checkpoints - islands, sea stacks or a temporary sign on a raft of stone pillars. Use pos to record the coordinates of each checkpoint and publish them. Players can also mark them on their own maps, or copy them from a shared map at a cartography table. A course of 2-3 kilometres takes 10-15 minutes in a Karve and is long enough for tactics.

The boats. Everybody races the same class: all Karves, or all Longships. Mixed classes are not a race.

The wind. Wind direction changes over time and differs by position, so two boats starting minutes apart sail different races. Start everyone at once from a line, and accept that luck is part of it. Moder's forsaken power gives a tailwind wherever you sail, which makes it decisive in a race; ban it, or require everyone to have it and use it from the start.

The sea. Serpents and storms are part of the course, and a lost boat is a lost race. If you want a fair race rather than a survival race, run it in the Meadows waters, or have an admin hold the weather with env Clear and the time with tod 0.5 for the duration. Return both to normal with resetenv and tod -1.

Lag. The player steering a ship owns it, and boats lagging at sea is a familiar complaint. Ten boats in one area adds load; staggered heats of three or four boats are smoother than one mass start. Valheim sailing and ships in multiplayer explains ship ownership and rubber-banding.

Timekeeping is easiest in Discord voice: the host calls the start, each finisher calls their arrival, the host records the clock.

Treasure hunts#

A treasure hunt costs the host an afternoon of preparation and gives players an evening of exploration. It works on any server, vanilla included.

  1. Plan a route of four to six stops, each a recognisable place: a burial chamber entrance, a lone tower, a waterfall, a trader camp.
  2. Hide a chest at each stop with the next clue inside, on a sign beside it, or both. The final chest holds the prize. Use pos to record each location for your own notes.
  3. Write clues that use the game. "Where the stones still remember the first tree" points at the start area; "under the eyes of the one who sells at night" is the trader. Biomes, landmarks and lore make better clues than coordinates.
  4. Do not ward the chests. A ward stops non-permitted players opening chests inside its radius, which makes the hunt impossible. Accept that a lucky player might find a cache out of order.
  5. Run it timed or open. A timed hunt for one evening is an event; an open hunt that runs for a week lets people in other time zones take part.

A variation that suits hardcore communities is a map hunt on a world with nomap: no minimap, no map at all, so the clues are the only way to navigate. That is a world-wide setting, so only use it if your server already runs that way.

Raid defence nights#

On a normal world raids are random: one roll on a timer, aimed at an online player near their base. A raid-defence night turns that into a planned fight at a purpose-built fort.

Build the fort. A community build away from every player base, with walls, a moat and a gate. Build it in a biome that suits the raid you plan to run, and make sure it has enough base pieces to count as a base.

Run the raid. With the cheat commands available, the host stands in the fort and starts a raid by name:

code
> event army_theelder> stopevent

event ignores the world's boss keys, so you can run any raid regardless of progress - which is the point for an event and the danger anywhere else. Raid names follow the boss chain: army_eikthyr, army_theelder, army_bonemass, army_moder, army_goblin and later ones. The names have shifted a little between versions; Valheim raids and events on servers lists them with what each sends.

Make it fair. Raid creatures scale with the number of players nearby, so a raid built for one player becomes a tougher fight for a crowd. That is good for an event. Set a timer, keep score of defenders who fall, and use stopevent if it goes wrong.

Without the mod, a vanilla server can still hold a raid-defence evening: everybody gathers at the fort, waits for the world's own raid to roll, and fights whatever arrives. It is less predictable and rather more Valheim.

Arena fights and gauntlets#

A ring of stone walls, a gate, and spawned opponents make a gauntlet: a player or a team fights waves of creatures while everyone else watches from the stands.

code
> spawn Greydwarf_Elite 2> spawn Troll 1 2> spawn Draugr_Elite 3

The level argument is star count plus one, so spawn Troll 1 2 is a single one-star troll. Prefab names are case-sensitive and are not the names you see in game; the spawn command and item IDs lists the common ones. Three habits keep a gauntlet from hurting the world:

  • Spawn in a zone the host owns. Arrive in the arena first; the creatures belong to the zone owner's machine.
  • Spawn in small numbers. Two or three at a time, not twenty. A mass spawn is a mass lag spike.
  • Clean up after. removedrops clears the loot left on the floor, which otherwise sits in the world file.

PvP tournaments use the same arena. Every fighter turns PvP on for the bout and off afterwards, and spectators stay well back with theirs off. On a PvE server, a duel inside the arena by mutual consent is the only PvP that should happen at all.

Smaller events and a calendar#

Not every event has to be large. Small ones keep the server active between the big nights.

  • Fishing challenge. Most species caught in an evening. Each biome has its own fish and its own bait, so it is an excuse to travel.
  • Trophy hunt. First to collect a list of creature trophies. Good for new players, and it needs no setup.
  • Road build. A shared project: the community builds a road from the hub to a distant base in one evening.
  • Community harvest. Everyone works the public farm, then cooks a feast together in the hub.
  • Lore tour. A guide leads newcomers along a route of vegstones, runestones and landmarks, and reads the lines aloud.

A monthly rhythm that works for many groups:

WeekEventCommands
1Build contest (runs all week)None
2Sailing race or treasure huntpos, optionally env, tod
3Boss night or raid defenceOptionally event, stopevent
4Small event or rest weekNone

Schedule events at the same time each week; people plan around a regular slot better than around ad hoc announcements. Rotate time slots occasionally so members in other time zones get a turn.

Prizes without breaking the economy#

Spawned prizes are the fastest way to spoil a long-running server. Fifty black metal from nowhere changes what everybody's mining is worth. Better prizes:

  • Recognition. A plaque by the winning build, a named ship, a title in Discord.
  • Donated items. Players contribute prize chests from their own stock, which keeps the economy honest.
  • Service. A veteran builds the winner a boat, a road or a portal link.
  • Trophies. A boss trophy from the event goes to the winner for their hall.

If you do spawn something, spawn cosmetic or modest things, and say in advance what the prize is so nobody can call it favouritism.

FAQ#

Can I run events on a vanilla Valheim server without mods?

Yes. Boss nights, build contests, sailing races, treasure hunts and most small events need no commands at all. Only events that start raids on demand, fix the weather or spawn opponents need the cheat commands, and those need a mod on a dedicated server.

Does starting a raid with the event command affect world progress?

No. event starts the raid but sets no keys. It ignores the world's boss keys, so you can run any raid at any time, which is exactly why it should only be used at an event site, not at somebody's base.

How do I keep event builds from lagging the server?

Hold them away from player bases, keep plots spaced, and avoid heavy terraforming at the site. A dozen large builds in one place is a heavy area, but it only costs while players are there.

What time should I schedule events?

At a regular weekly slot when most of your active members play, announced at least three days ahead in a single time zone. Rotate occasionally so players in other time zones get some events too.

Should I back up before every event?

Before every event that uses commands, yes, and lock the backup. Commands like spawn and event can do things that only a restore can undo, and you want a copy from just before the event, not from the night before.