Vanilla Valheim leaves gaps in many fighting styles: no knives for a mid-game biome here, no two-handed axe or decent crossbow there. The Valheim Armory mod on a Valheim server fills those holes: its author, MidnightsFX (the MidnightMods team), adds more than 115 items — boss weapons, crossbows, dual swords, staves, shields and ammo — and almost all of it can be tuned through a config that the server enforces on players. Here's what the mod gives you, why it has to be installed on the server and which settings an admin should know.

This article is based on the author's README and changelog on Thunderstore: version 1.37.0, updated 24 Oct 2026 (as of 29 Oct 2026). The general process for installing mods and tracking down conflicts is described in our guide to Valheim server mods.

Don't confuse it with Therzie's Armory

The name is confusing: Thunderstore has Armory by Therzie and ValheimArmory by MidnightMods. They are different mods. Therzie's Armory adds a forge and enhanced versions of vanilla armor and only works together with Warfare — we wrote a separate breakdown of Therzie's Armory. ValheimArmory, the subject of this article, adds mainly weapons and requires the Jötunn library. Neither mod's README says anything about compatibility with the other.

What Valheim Armory adds

The author calls it a "small mod", but the item list is impressive. The aim is for every playstyle to be supported in every biome, while staying mostly lore-friendly.

  • Boss weapons. Every boss from Eikthyr to Fader has its own set: for example, an antler bow, dagger and sword after Eikthyr, Bonerot weapons after Bonemass, a whole Dragonfrost line after Moder and Dreadfire weapons after Fader. The recipes call for the boss trophy and its materials.
  • Missing tiers. Flint atgeir, axe, sword, mace and spear for the early game, a silver atgeir, bronze and iron greatswords, and dual axes from flint all the way to the Deep North.
  • Crossbows, bows and ammo. Crossbows from wood to black metal, a black metal bow, bone, chitin and fire arrows, and fire, poison and frost bolts.
  • Dual swords. Since version 1.37.0, any one-handed sword — vanilla or from the mod — can be crafted as a dual-wielded pair that swings like dual axes.
  • Magic. Druidic staves of spirit, poison, fire and ice, staves for the Mistlands and blood magic weapons, including the Soulstealer.
  • Shields and knuckles. A serpent scale buckler, tower shields, and flint, bronze and iron knuckles.

By default the mod also changes vanilla sledgehammers: they get the same attack sequence as the mod's warhammers. This can be turned off. Since version 1.36.0, all of the mod's weapons, shields and ammo float in water, so you can fish a thrown spear back out.

Deep North and the Forge of Potential

Version 1.36.0 added weapons for the Deep North, including elemental variants. Some of them are made the same way as vanilla gold weapons: you need a mould, which turns up wherever the vanilla mould of the same kind is found — chests, trash piles, weapon stands and the like. You craft a cast from the mould, then harden it into the finished weapon in the Frost Foundry. On top of that, every upgradeable weapon and shield in the mod supports the Forge of Potential, which refines items past their max level using idols.

Server and players: who does what

The README is unusually detailed here, and for an admin this is the key section:

  • The server sets the config. Configuration is "server enforced": a client adopts the server's settings when it connects. Edit the server's file instead of asking players to change theirs.
  • Live changes. Most values update in real time, without a restart. Since version 1.28.0, changes are batched with a short delay to reduce config sync churn.
  • The server registers items. Since version 1.34.0 a dedicated server always registers the mod's items just like a client does. That way other server-side mods can resolve them from the ObjectDB — for spawn and loot tables, admin spawn commands and the like.
  • The server rolls chest loot. Bolts in treasure chests and moulds for Deep North weapons only appear if the mod is installed on the server. Loot is rolled once, when an area is first generated, so new finds only show up in places nobody has visited yet.

The bottom line is simple: the mod is needed on the server and on every player's client, all on the same version — Thunderstore tags it as Client-side and Server-side. Xbox and Game Pass players can't install BepInEx mods and won't be able to join such a server; crossplay is only available on the vanilla option.

Version and dependencies

ItemDetails
Version1.37.0, updated 24 Oct 2026 (as of 29 Oct 2026)
DependenciesBepInExPack_Valheim (5.4.2351 in the manifest), Jötunn (ValheimModding-Jotunn, 2.30.2 in the manifest)
Where to installserver and every player, same version
ConfigBepInEx/config/MidnightsFX.ValheimArmory.cfg, enforced by the server
Localisationsthe BepInEx/config/ValheimArmory folder

The mod has been updated since Valheim 1.0 came out, most recently on 24 Oct 2026. Game patch 1.0.21 was released on 28 Oct 2026, after this version, so after a game update the first thing to check is the server console.

How to install Valheim Armory on an Elysium server

  1. Create a manual backup on the Backups tab of the panel.
  2. Pick the BepInEx option at checkout — the loader comes preinstalled.
  3. Download the mod from the ValheimArmory page on Thunderstore along with Jötunn, then upload the ValheimArmory folder and the Jötunn plugin to BepInEx/plugins via the panel's file manager or SFTP. According to the README, only ValheimArmory.dll is strictly required; the config is generated on first run.
  4. Restart the server and check the console for errors from ValheimArmory and Jötunn.
  5. Ask your players to install the same versions of ValheimArmory and Jötunn — a mod manager such as r2modman makes this easiest.
Tune it in-game

Every setting is available in the in-game BepInEx Configuration Manager window, which the author recommends separately. An admin can adjust damage or a recipe right inside the game, and since most values apply in real time, the result shows up immediately. Before big changes, still make a copy of MidnightsFX.ValheimArmory.cfg.

Configuration: the key settings

Every item has its own section in the config. According to the README, you can tune damage and damage per level, the recipe, stamina cost, block, crafted amount, movement speed, parry bonus, adrenaline, bow draw or crossbow reload time, crafting station, minimum station level, and whether the recipe and the item itself are enabled. A few are worth knowing separately:

  • -repairStationLevel — the station level needed for repairs; 0 means the same level as for crafting.
  • -upgraderResource — which idol the Forge of Potential needs; an empty value disables refinement for that item.
  • SledgeStance — how sledges are held while idle, both the mod's and vanilla ones.
  • EnableDualSwords in the Dual Swords section — turns off all dual sword recipes; pairs already crafted keep working.
  • EnableChestBolts, BoltShare and ArrowBolts in the Chest Loot section — bolts in chests, their share and the arrow-to-bolt pairs.
  • EnableMouldLoot and MouldWeight in the Mould Loot section — moulds for Deep North weapons and how often they turn up.

Weapon texts are edited in the localisation files in BepInEx/config/ValheimArmory; those changes require a game restart.

Server load and choosing a plan

Valheim Armory is an item mod: it adds no creatures and no new locations. On the server it registers items at startup, applies the config and rolls loot when new areas are generated. The author has specifically optimised how large config changes are applied (versions 1.28.0 and 1.31.0). World load is still driven by players, builds and your other mods.

The Core plan is described as a no-mods option. With Valheim Armory, Jötunn and a couple of other mods, the realistic starting point is Pulse (4 GB, €10.49 per month, up to 4 players). For a group of up to 6 and up to 5 mods there's Vector (6 GB, €15.49); if you're putting together a big modpack, take Nexus (8 GB, €20.49, up to 10 mods). Our servers run on high-frequency Ryzen CPUs with NVMe in Frankfurt — more in our Valheim hosting guide.

Compatibility and common questions

  • Epic Loot. According to the README it's compatible automatically: the mod's weapons drop at progression-appropriate spots on their own.
  • Valheim Enchantment System. The author shares a ready-made VES config on the mod's Discord.
  • Chebs Necromancy. Weapon glows and arrow trails turning pink when both are installed was fixed in 1.37.0.
  • Bows and archery. If you want to change the shooting mechanics themselves rather than just add weapons, see our Better Archery breakdown. Compatibility between the two isn't described in the README — test them together.
  • No new bolts in chests. That's expected in areas you've already explored: loot is rolled once, when an area is generated.
  • Bugs and errors. The author asks you to report them on the GitHub issue tracker or the mod's Discord.

If you're picking other mods to go with Valheim Armory, start with our list of the best Valheim mods: it only includes mods updated after the 1.0 release.

A modded Valheim server in Frankfurt

The BepInEx option at Elysium comes with the loader already installed: upload Valheim Armory and Jötunn to BepInEx/plugins and restart the server. High-frequency Ryzen CPUs with NVMe, DDoS protection, the Pterodactyl panel with SFTP and a console, nightly automatic backups and 2 to 6 manual backup slots. Modded servers start with the Pulse plan at €10.49 per month. Compare plans on the Valheim page or order a server on the order page.