Valheim World Modifiers & Presets: Tuning a Fresh 1.0 World

If your group is starting a fresh world for 9 September — and Iron Gate recommend exactly that — the difficulty conversation is worth having before anyone spawns in. Valheim exposes seven presets and, underneath them, five graduated modifiers plus four on/off switches covering combat, death penalty, resources, raids and portals. Here is the full set, and the one rule that catches people out: setting a preset wipes everything you set manually.
The Seven Presets
| Preset |
|---|
| Normal |
| Casual |
| Easy |
| Hard |
| Hardcore |
| Immersive |
| Hammer |
Presets overwrite manual settings. Iron Gate state it plainly: "Setting a preset will overwrite any other previous modifiers."
So the order matters. Pick a preset first, then adjust individual modifiers on top — never the other way round, or your tuning disappears.
Iron Gate do not publish what each preset changes, only that these seven exist. Hammer and Immersive are the two whose names do not explain themselves; if the exact effects matter to your group, set the individual modifiers instead and you will know precisely what you have.
The Individual Modifiers

| Modifier | Values |
|---|---|
| Combat | veryeasy, easy, hard, veryhard |
| DeathPenalty | casual, veryeasy, easy, hard, hardcore |
| Resources | muchless, less, more, muchmore, most |
| Raids | none, muchless, less, more, muchmore |
| Portals | casual, hard, veryhard |
Note the asymmetries, because they tell you what Iron Gate expect people to change:
- Combat has no "normal" value listed — the default sits between
easyandhard. - DeathPenalty is the deepest scale, running from
casualall the way tohardcore. It is the most-tuned setting in Valheim, and the one that most changes how a group behaves after a bad fight.
Combat has published numbers, and they are not symmetrical:
| Setting | Player damage | Enemy damage | Enemy speed & size | Enemy level-up rate |
|---|---|---|---|---|
| Very Easy | 125% | 50% | 90% | 100% |
| Easy | 110% | 75% | 90% | 100% |
| Normal | 100% | 100% | 100% | 100% |
| Hard | 85% | 150% | 110% | 120% |
| Very Hard | 70% | 200% | 120% | 140% |
Note the asymmetry. Moving from Normal to Very Hard costs you 30% of your damage but grants enemies double theirs — the difficulty comes far more from what hits you than from what you hit. Hard and Very Hard also raise the probability of high-level enemy spawns.
And one thing that will confuse you if you do not expect it: "Player Damage (%) modifications are not reflected in the values shown on the screen" — not in your weapon's damage range, and not on a successful hit. Your numbers look identical whatever the setting.
DeathPenalty splits into three independent effects — what happens to equipped gear, to the rest of your inventory, and to your skills:
| Setting | Equipment | Inventory | Skill loss |
|---|---|---|---|
| Casual | Kept | Dropped | 1% |
| Very Easy | Dropped | Dropped | 1% |
| Easy | Dropped | Dropped | 2.5% |
| Normal | Dropped | Dropped | 5% |
| Hard | Dropped | Destroyed | 7.5% |
| Hardcore | Destroyed | Destroyed | 100% |
Casual is the only setting that keeps what you were wearing — which makes it the meaningful choice for an irregular group, because you can always fight your way back to your tombstone.
- Resources skews generous — four of its five values are at or above default (
more,muchmore,most) against only two below. - Raids can be turned off entirely with
none. Nothing else on this list has a full off switch. - Portals only goes harder, never easier. The options restrict what portals can carry rather than relaxing it.
The Four Switches

| Switch | Effect |
|---|---|
nobuildcost | Building costs no materials |
playerevents | Events trigger per player |
passivemobs | Creatures do not attack |
nomap | No map |
These are mode changes, not difficulty tweaks. nobuildcost and passivemobs together turn the game into a building sandbox; nomap turns it into a considerably harder navigation game.
nomap deserves specific thought on a shared server. Valheim groups rely heavily on shared map markers to coordinate — and with 1.0's Deep North only generating in unexplored terrain, a group that cannot see what it has explored is at a real disadvantage when deciding where to sail.
playerevents is the one to consider for irregular groups. If events fire per player rather than globally, someone logging in alone is not skipping content the others got.
Choosing Settings for a 1.0 World

This is worth settling before 9 September, because changing the world's character after people have invested in it is a much harder conversation than having it up front.
Three profiles that work:
A group that plays irregularly. Soften DeathPenalty — a corpse run you cannot complete for four days is worse than it sounds — and consider playerevents so the person who logs in alone still sees content. Leave Combat alone.
A group that wants the intended experience. Change nothing. Iron Gate recommend starting fresh for 1.0 precisely so you meet the Deep North as designed, and the default balance is what that recommendation assumes.
A group that mainly builds. nobuildcost and generous Resources get you there without going all the way to Creative-style play, and Raids none stops base attacks interrupting projects.
Two settings to think twice about:
- Portals only gets harder. If your group already finds ore-hauling tedious, this is not the dial that helps — leave it at default.
- Raids
noneremoves a whole system rather than tuning it. Trymuchlessfirst.
And remember what the world settings cannot fix. The Deep North generates only in terrain nobody has explored — no modifier changes that. If your existing world has already mapped the far north, a fresh world is the answer, not a slider.
One 1.0 note on achievements: the achievement system tracks from the moment you download 1.0, and cheat usage permanently flags characters and worlds. World modifiers are not cheats — but if achievements matter to your group, confirm that before someone enables nobuildcost on the main world.
Practical tips
- Set the preset first, then modifiers. A preset overwrites everything set before it.
- Iron Gate do not document what each preset changes — use individual modifiers if you need certainty.
- DeathPenalty has the deepest scale,
casualtohardcore. Casual alone keeps equipped gear; Hard destroys your inventory; Hardcore wipes skills.- Very Hard doubles enemy damage but only cuts yours by 30% — the difficulty is incoming, not outgoing.
- Player damage changes are invisible on screen — your weapon numbers never change.
- Raids is the only setting with a full off switch (
none) — trymuchlessfirst.- Portals only goes harder, never easier.
playereventssuits irregular groups — events fire per player.- No modifier makes the Deep North generate in explored terrain. That needs a fresh world.
Running your own Valheim 1.0 server
World modifiers are set at creation, which makes standing up a second world the practical way to try a different ruleset — one server running your group's main world, another for the experiment, neither disturbing the other. A gamever Valheim server spins up in minutes, keeps both online around the clock for 1–10 players each with full crossplay, and takes a one-click backup before the 9 September update lands — which matters more than usual, since 1.0 ships with no public test branch.
Conclusion
Valheim exposes seven world presets — Normal, Casual, Easy, Hard, Hardcore, Immersive and Hammer — over a set of individual modifiers: Combat (veryeasy to veryhard), DeathPenalty (casual to hardcore), Resources (muchless to most), Raids (none to muchmore), Portals (casual to veryhard), plus the switches nobuildcost, playerevents, passivemobs and nomap. The rule that catches people is that a preset overwrites every modifier set before it, so choose the preset first and tune afterwards. Settle this before 9 September, since Iron Gate recommend a fresh world for 1.0 — and remember that no setting will make the Deep North generate in terrain your group has already explored.
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