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RacesOfValheim
A Valheim mod that adds eleven custom playable races (Alfar, Aswid, Draugh, Dvergar, Fenrir, Furling, Skadi, Skeleton, Sverm, Trenta, Trol) each with unique abilities, traits, race stations and a deep boss-driven progression system.
By Nandor
| Last updated | 2 days ago |
| Total downloads | 36552 |
| Total rating | 27 |
| Categories | Mods Enemies AI Generated Skins PvP Transportation Gear NPCs Crafting Utility Deep North Update Misc Building Language Tweaks |
| Dependency string | Nandor-RacesOfValheim-1.6.9 |
| Dependants | 6 other packages depend on this package |
This mod requires the following mods to function
denikson-BepInExPack_Valheim
BepInEx pack for Valheim. Preconfigured with the correct entry point for mods and preferred defaults for the community.
Preferred version: 5.4.2333ValheimModding-Jotunn
Jötunn (/ˈjɔːtʊn/, 'giant'), the Valheim Library was created with the goal of making the lives of mod developers easier. It enables you to create mods for Valheim using an abstracted API so you can focus on the actual content creation.
Preferred version: 2.30.0README
RacesOfValheim
A comprehensive Valheim mod allowing you to play as unique races, each providing new mechanics, visual forms, and a progression system for your journey.
Languages:
English ·
Italiano ·
Русский. The mod follows the language set in Valheim. See Translations.
Development & Feedback
This is a stable release, but more races and refinements are planned!
Wiki: https://wiki.aledanidev.ovh/
Bug reports, feedback, ideas: https://discord.gg/dW72ch6Sw5
Support the mod: Patreon — NandorTheModder
New in v1.6.9
Your own faction can be hit again, and race attacks train their skills. Since Valheim 1.0 your blows passed straight through creatures of your own faction unless PvP was on, so no grudge ever started. That works again, in multiplayer too. Form attacks and powers now give XP to the skill they scale with, and Purple Rain grows with Blood Magic. Full details in the changelog.
Features
Races of Valheim introduces 11 custom playable races:
1. Skeleton

- Stamina-less Combat: Skeletons use no stamina and do not have a stamina bar.
- Undead Diet: Cannot eat normal food. Max health increases automatically as you defeat bosses to make up for lack of food buffs.
- Mortal Habits (optional): each player can turn on Eats Mortal Food (eat like the living; health comes from meals, and the boss health bonus is dropped) and Feels Fatigue (spend stamina like the living) in the config section
Skeleton - Mortal Habits. Both are off by default and not synced by the server. - Lit Sockets: Your skull carries the eye lights of the creature your tier is built from, in that creature's own colour — so they change as the body does.
- Body Model switch: with a player model mod (EnhancedValheimVRM and the like), set
Skeleton - Visuals→Body Model Enabledto off and Skeletons keep the vanilla body. Abilities stay the same. - Show Helmet: turn on
Skeleton - Visuals→Show Helmetand your helmet sits on the skull. Off by default; other players see it the way you picked.
2. Skadi

- Ice Affinity: Resistant to cold, with unique frost mechanics.
- Drake Form: Can transform into a frost Drake, letting you fly. The Drake is the scout: quick, nimble, free to fly, but it will not take off while you carry too much.
- Dragon Form: Evolve into Moder and later even the Skeleton Dragon. The Moder is the freighter: slow to turn, 3 stamina a second to fly, but it lifts a heavy pack. Flight numbers, duration and cooldown for each form are under
Skadi - Dragon Forms. - Elemental Magic: The Cold Spell and all three dragon breaths raise the Elemental Magic skill when they connect — one cast is worth one cast, however many shards it throws. The Frost Aura earns a fraction of that per tick that actually burns something. Both amounts are configurable, and the dragon forms' melee stays on Unarmed, where it always was.
3. Fenrir

- Beast Form: Transform into a wolf-like beast. Each form has a job: the Ulv is the fastest, the one to travel in; the Fenring takes 30% less damage and holds the line.
- Cultist Form: Transform into a Cultist. Its claws cost nothing, but the fire breath (hold Right Mouse) runs on eitr — 12.5 per second — and eitr comes from the Mistlands, so the form unlocks at Yagluth with its flames still out of reach. Holding the button with an empty pool now says so. The Cultist hits hardest and pays for it: it takes 25% more damage.
- Cursed Claws: The wolf's hands, kept on in the man's shape — see Claws.
- Night Eyes: At night your eyes glow in the Fenring's orange: faintly while no form is ready, brightly when one is, and yellow when the Cultist is back from its cooldown. Other players see it too. Turn it off, or the "Ready!" message, under
Fenrir - Appearance. - Hunter's Senses: In any form, every untamed creature within 100 m glows green, the same senses as the Aswid's. Radius under
Fenrir - Superhuman Senses. - Sneak and Sleep: Forms sneak at a walk when you crouch and stand still to attack. Sit down as an Ulv and it curls up asleep.
- A Pack of Your Own: The Pack Trough keeps a standing pack of wolves, ulvs and, late, fenrir — see Race Stations.
- Progression: Forms grow as you defeat bosses, unlocking new powers and reducing cooldowns. Immune to fall damage.
4. Aswid

- The Vampire: Life-draining abilities.
- Bat Form: Press G to become a bat. It flies where you look, with the Skadi drake's controls: W beats forward, Shift sprints, S beats backwards, and letting go hovers a moment before you glide down. Flying and sprinting cost stamina; out of stamina you can only glide. Carrying too much makes it cost 15% more, or, if you set
While Encumberedto Blocked, keeps you on the ground. Monsters see, chase and hurt the bat like anyone else. You can't take bat form until 2.5 seconds after you last lost health (Combat Lock). - Free Bat Flight: Prefer the old bat? Turn on
Aswid - Bat Form→Free Bat Flight: up to 50 m/s, no stamina and no weight limit, Jump rises and Left Ctrl sinks. Monsters still see and hurt you. The server'sBat Flight Rulecan force one flight on everyone. - Vampiric Aura: A passive life-draining aura around you, no key to hold: half damage as human, double as mist. As a bat it stays silent until The Queen falls (configurable under
Aswid - Vampiric Aura). Press [I] to toggle it (and Devour) off, e.g. before trading with Haldor or Hildir, since it does not recognize traders from monsters. - Blood Magic Mastery: Cast Blood Magic items with infinite Eitr (health cost only).
- Benedictus et Afflictus: Your per-boss armor, damage, speed, jump and lifesteal bonuses double at night.
- Claws of the Beast: Press [K] to grow blackened claws for a limited time — see Claws.
- Burning Eyes: Two small spectral green points that hold a red glow only in the final stage. The smoke trailing off them is off by default (
Aswid - Eyes>Eye Smoke). - Undead Vigor: A large stamina pool on top of your food: +25, and 10 more for every boss. Consume the lifeforce of enemies instead of eating normal food; early prey feeds you more stamina than health.
- The Curse's Price: By day under open sky the sun slows you, weakens your regeneration and burns you down to 30% health; a roof, a dungeon, the Swamp, the Mistlands, the night or your Eclipse shield you. Fire hits 25% harder until Fader, pierce 20% harder. Running water rejects you: swimming costs double stamina, and open water (sea, river or lake) burns you while you swim in it or fly over it, unless a boat carries you, though the camera still sways on board. Every weakness can be switched off under
Aswid - WeaknessesandAswid - Running Water.
5. Furling
- Goblin Heritage: Play as a Goblin (Fuling). Males have no beard/hair.
- Combat Mastery: All combat skills gain 2x XP permanently.
- Boss-Driven Progression: Every boss unlocks a new racial ability.
6. Trol
- Trol Heritage: 20% larger than a human.
- Kindling: the one drawback — fire lands 50% harder on a Trol than on anyone else, and no armour or resistance changes that.
- Immense Strength: Increased carry weight; armor scales up as you defeat bosses.
- Rock Throwing: Hurl huge boulders at enemies.
- True Form: From Moder, become a forest troll: punch (left click), slam the ground (middle click), block with your arms up (right click) and roll (block + jump), and from the Queen swing or throw a log. Using a player model mod?
Trol - True Form→Legacy True Formkeeps your own Trol, grown huge, with weapons in hand. - Your Own Colours: pick your skin and hair colour under
Trol - Appearance. Other players see them too.
7. Draugh
- Born Dead, Buried Alive: Undead warrior: 20% less physical damage taken, 50% more fire and spirit. Poison stops touching you at Bonemass, frost at Moder.
- Rotten Diet: Eats only raw meat, eyes, entrails or blood—nourishes you for longer.
- At Home in the Swamp: Skeletons, draugr, ghosts, wraiths and the rest of the Swamp leave you alone. From Eikthyr, being Wet heals you instead of hurting you.
- Zombie Ritual: At endgame, a fatal blow does not kill you outright.
8. Dvergar
- Small and Stubborn: 22% shorter than a human, less max health.
- Hood Never Comes Off: Cosmetic dvergr hood always on, but keep all helm protection.
- Master of Metal/Mine: Favoured weapons hit harder for less stamina, mining improves, forges are more efficient.
- Kin of the Traders: Haldor/Hildir give you better prices.
- Coin Instead of Blood: The Contract Bank hires professional dvergr crews and the Rune Barrel gives them drink — see Race Stations.
- Runes: Late game, spend Eitr for powerful effects.
- Deep-Folk Builders: Black marble building pieces cost 3 stone per marble, and Yggdrasil wood pieces 2 fine wood per Yggdrasil wood. Stations and furniture keep their cost. The pieces carry the Dvergar icon in the build menu, and taking one down gives back what you paid. Ratios and an off switch under
Dvergar - Cheap Building.
9. Trenta

- Tree-Born: Green skin, branch crown. Eats only what grows; food lasts twice as long.
- Photosynthesis: Stand motionless in daylight to heal and get Rested buff.
- Awakened Seeds: After Eikthyr, seeds can be used for strong food buffs.
- Forest Camouflage: Greylings, greydwarves, fulings, trolls, leeches and deathsquitos do not see you as an enemy.
- Root and Rot: Late game: emit healing pollen, open portals, summon hornet companions, take Elder’s shape.
10. Sverm
- Chitin Plating: You never dress. Chest, legs and helm are carapace worth a full set of the biome ahead of you at every tier — best quality, weightless, no movement penalty. Only cloak and trinket may still be worn.
- Chitin Claws: Your hands are the weapon — see Claws.
- Hive Pheromones: No invertebrate attacks you — leeches, ticks, deathsquitos, seekers and bees all ignore you, from tier zero.
- Toxin Immunity: Poison cannot touch you. Blunt and fire hit you 40% harder — until Fader, when the fire weakness burns out and comes back as a resistance.
- The Colony: After the Elder, a Brood Mound, a Hive Market and a roster of insect troops bought with digested biomass.
- Ravager Strain: After Yagluth, become a Seeker Brute, with its own bite, lunging ram and two-claw ground slam that digs the earth. The carapace is worth double.
11. Alfar
- Eitr Shield: Eitr is your armour: blows land on the eitr pool first, and lightning and spirit cost double. Only drowning and the edge of the world ignore it. Every food you eat also feeds the pool.
- Soft Fall & Levitation: With eitr in the pool, falls cost nothing and you drift down slowly; hold Jump in the air to rise, burning eitr. Works with the gamepad's jump button too.
- Heimkall: A lethal blow wakes you at one health at your bed (or the world's origin if you set none), invulnerable for 5 seconds. Once every 20 minutes, 15 after Yagluth and 10 after Fader.
- Caster powers: Skrid (blink), Grafvaettir (a grenade of mining drones), Kall (pulls dropped items to you), Ljosstorm (psionic storm), Geisli (a laser from the hand), Kyrr (stasis) and, from Fader, Sameining, the archon. Their cooldowns and the Heimkall wait show on screen.
- The Nexus: a Ljoskjarne with a market, workers that keep the base running, three constructs, crystals, a Ljosgard that turns mushrooms into Sap and bronze turrets. See Race Stations & Companions.
Claws
Three races grow a pair of their own, refused by the holster key and never draggable, moveable or dropped while grown — draw a sword and the claws wait, sheathe it and they are back. Damage is measured against one yardstick rather than against the models each race wears, so the same tier is worth the same whichever race you are, and it climbs with every boss. No pair counts while you are wearing another body: a bat, a mist, a wolf or a deathsquito does its own damage with its own hands.
- Aswid — Claws of the Beast: burned almost black. Lands the whole of it as slash.
- Fenrir — Cursed Claws: the flesh rippers worn as the game made them. Also pure slash.
- Sverm — Chitin Claws: splits the same weight three ways, and sets it alight at Fader. Permanent, like the rest of the Sverm's carapace — never times out.
Aswid and Fenrir claws are a timed skill, not a permanent fixture: press [K] to grow them for 120 seconds (configurable in Configuration Manager under "Race Claws"); casting again mid-window restarts the timer instead of stacking. When time runs out they retract and are removed from your inventory outright, so they never sit as a dead, unremovable item in a slot between fights. The damage bonus only applies while they are actually equipped.
Installation
- Install BepInExPack Valheim.
- Install Jotunn.
- Extract this mod's contents into your BepInEx/plugins folder,
Translationsfolder included.
Translations
Every text the mod shows lives in plain JSON files under Translations/<Language>/, next to the DLL: the race menu, status effects, items and pieces, messages, hover prompts, merchants and the compendium. The mod ships in English, Italian and Russian, and follows the language you pick in Valheim's own settings.
The Russian translation is by Rudra and Axibed. Thank you both.
To translate it into another language:
- Copy the
Translations/Englishfolder and rename the copy to the language's name as Valheim spells it:German,French,Spanish,Russian,Chinese,Japanese... - Translate the values, never the keys.
$1,$2are numbers or names the game fills in; move them wherever your sentence needs them. Tokens such as$KEY_Usestay as they are. - Restart the game. Any key you leave out falls back to English, so a partial translation works too.
Ability names that are quotes or song titles ("Purple Rain", "Like a Bat out of Hell", "Vae Victis"...) are meant to stay in the original.
Race Progressions (Level-by-Level)
Aswid Progression
- Base: Benedictus et Afflictus. Per boss: +1 Armor, +2 physical damage, +1% Speed and Jump, +2% Lifesteal on physical hits, all doubled at night. +25 Max Stamina, +10 per boss. Blood magic items are free (health cost only). Physical kills auto-devour enemies for Blood Magic XP. Vampiric Aura (toggle with I). Claws of the Beast. Eyes burn spectral green. Weaknesses: sunlight, fire, pierce, running water.
- Eikthyr: Bat Form (G, night only), flown on stamina, or free with
Free Bat Flight. Tame boars (U). - The Elder: Bat Form by day as well.
- Bonemass: No new power; the per-boss stats keep growing.
- Moder: Freezing Blood (immune to Freezing/Poison). Auspex (marks untamed creatures within 100m). Tame wolves.
- Yagluth: Dominate (Interact key) - a non-boss enemy fights for you for 60s; Eclipse (J) - force night for 60s, 15 min cooldown. Tame lox.
- The Queen: Weight of Shadows (H) - mist form: immune to physical/poison, double aura, breaks at sunrise. The Vampiric Aura works in Bat Form.
- Fader: Asmund (passive): Hair/beard black, +10% height, +30 damage on every attack. The fire weakness ends. Tame asksvin. Your eyes finally turn red.
Draugh Progression
- Base: Born Dead, Buried Alive. -20% Slash/Pierce/Blunt; +50% Fire/Spirit taken. Eats only raw flesh, eyes, entrails, blood; raw food lasts 1.5x as long. Skeletons, draugr, ghosts and wraiths ignore you.
- Eikthyr: Slowly We Rot – being Wet no longer slows stamina regen, and health regenerates 25% faster while wet or swimming.
- Elder: Rotting Edge – physical hits add 20% of their damage as poison; a parry splashes 40 poison on the attacker.
- Bonemass: Undead Fortitude – immune to poison, +30% physical damage against staggered enemies, death costs no skill experience. A player who dies within 100m of you leaves Human Meat behind, yourself included. Only a Draugh can eat it.
- Moder: Grave Chill – immune to frost; a parry unleashes a freezing nova (50 frost damage, 8m, 20s CD).
- Yagluth: Zombie Ritual – fatal damage = ghost state, immune to damage, Eitr drains, die if Eitr hits 0; then 10 minutes before it can save you again. Raw food gives Eitr.
- Queen: Swarm of Terror – being hit summons 2 Seeker Broods to fight for you.
- Fader: Steal Their Breath – kill in ghost form restores 25% max health, ends Eitr drain, revives you.
Dvergar Progression
- Base: Small/Stubborn. -10 Max Health. Hammers hit 15% harder, use 20% less stamina.
- Eikthyr: Bows join weapon affinity. Mining Affinity – break veins 20% faster, 40% less stamina, chance for bonus ore.
- Elder: Axes join weapon affinity.
- Bonemass: -13 Max Health. Smithing/gem crafting 20% cheaper. Trader prices -10%/rewards +10%.
- Moder: -15 Max Health. Smithing cap -40%. Trader -15%/+20%.
- Yagluth: -17.5 Max Health. Crossbows added. Trader -20%/+30%. Runic Ping (G, 25 Eitr): highlight ore/enemies nearby; 20s CD.
- Queen: -20 Max Health. Trader -25%/+40%. The Contract Bank accepts the Queen's drop and opens its two upgraded crews.
- Fader: Runic Overcharge (H, 60 Eitr): next favoured hit is 4x damage; lasts 15s, 60s CD.
Fenrir Progression
- Base: +3 Armor, +5 Damage, -10% Fall Damage, +3% Speed/Jump per boss killed. Cursed Claws.
- Elder: Wolf Form (night). Every form senses untamed creatures within 100 m.
- Bonemass: Wolf Form (anytime). Ulv Form (night).
- Moder: Ulv Form (anytime). Fenring Form (night). Moder's drop is in the Pack Trough's recipe, so the pack can be started here.
- Yagluth: Cultist Form (night, 1min, 10min CD). A Greater Ulvsblod and what Yagluth left behind upgrade the trough to raise fenrir.
- Queen: Fenring Form (anytime). Cultist Form (night, 1min, 5min CD).
- Fader: Cultist Form (anytime).
Furling Progression
- Base: Goblin head. Weapon/combat skills gain 2x XP. +10% movement speed.
- Eikthyr: Master of Shadows – near-silent movement.
- Elder: The Wickerman – -50% Fire & Poison; arrows gain fire effect.
- Bonemass: Dance of the Dead – crafting meads, bombs, ammo yields double amount.
- Moder: Man/Woman on Silver Mountain – double trophy drops (within 25m), bonus gold from stars, double ore yield.
- Yagluth: King is Dead (Plains biome): all skills 2x XP.
- Queen: In the Mist – Eitr foods last 2x.
- Fader: Through Fire/Flames – always wreathed in fire (visual only), fire immune, attacks set enemies on fire.
Skadi Progression
- Base: Immune to Cold, bonus frost damage, 50% frost resistance.
- Eikthyr: Cold Spell (Middle Mouse).
- Elder: Drake Form (G) (cannot attack).
- Bonemass: Freezing to Cold, Drake Form (G) (can attack).
- Moder: Moder Form (H) (1min, 10min CD).
- Yagluth: +50% Eitr regen. Immune to Freezing. Upgraded Cold Spell. Moder Form (H) (1min, 5min CD).
- Queen: Immune to frost. Frost Aura. Moder Form (H) (unlimited, no CD).
- Fader: Skeleton Dragon Form (J).
Transformation Tutorial:
Right Mouse toggles flight. Glide towards aim, W = forward/climb, Shift+W = use stamina for speed burst, S = back/up. If idle for 5s, gently descend. Can exit water easily. Timed forms: see duration/cooldown as Moder trophy near minimap.
Skeleton Progression
- Base: +25 Max Health. Undead Diet (cannot eat normal food, no stamina bar). Lit eye sockets, in the colour of whichever skeleton your tier wears.
- Eikthyr: Poison Skeleton model, poison immunity, 5% lifesteal, +45 Max Health.
- Elder: 10% lifesteal, auto-stun first hit, +65 Max Health.
- Bonemass: 15% lifesteal, poison attacks, +90 Max Health.
- Moder: Fire Skeleton model, 20% lifesteal, fire aura, enhanced regen, +125 Max Health.
- Yagluth: 25% lifesteal, auto-resurrect, +165 Max Health.
- Queen: 30% lifesteal, summon on kill (max 3 skeletons, toggle with G), +215 Max Health.
- Fader: 35% lifesteal, max 5 summons, +275 Max Health.
Sverm Progression
- Base: Chitin Plating (full next-biome set at every tier, weightless, no speed penalty; only cloak and trinket wearable). Toxin Immunity — poison cannot touch you, but +40% blunt and +40% fire damage taken. Hive Pheromones — no invertebrate attacks you. Insect Metabolism — eats everything, honey counts double, alchemical blood is the one refusal. Chitin Claws — unarmed blows land at a share of the claws' full weight, rising with every tier.
- Eikthyr: Metabolic Surge – running and jumping cost less, and you jump higher. Ventral Pouches – +100 carry weight.
- Elder: Grinding Mandibles – seeds are food (raw nourishment, no garden buffs). Sensory Antennae – feel what lives around you, through stone and soil. The colony wakes: Brood Mound unlocked.
- Bonemass: Venom Glands – every blow carries bonus poison, growing per tier. Acid Hemolymph – melee attackers take poison back.
- Moder: Vestigial Wings – no fall damage, and small wings appear.
- Yagluth: Ravager Strain (configurable key) – become a Seeker Brute: claws still fight, carapace armour doubles, same duration and cooldown.
- Queen: Surrenal Glands – 10% larger, and the carapace takes its greatest leap.
- Fader: Carapace Regeneration – 0.5 health a second, always. Annealed Chitin and Emberform – fire stops hurting you and becomes a 40% resistance; the chitin goes black with a red heat under it.
The Colony (from the Elder onward):
Build a Brood Mound with the hammer — no more than two within its density radius. Press it to feed it a whole stack from your pack (any food, any wood, any resin; honey and royal jelly are medicine and are refused). Feeding is not instant: it digests into the nest's bank at a fixed rate, and only what has arrived can be spent. The nest lays brood eggs on a timer and holds a few at a time; every troop costs an egg as well as biomass — the egg grows back, the biomass does not. A Hive Market raised within ten meters is where everything is bought, out of that nest's bank. Growing the nest through its four stages costs that stage's whole tankful and opens the next rung of the troop roster. Blister ticks buy a slot forever and regrow free. Raise vanilla beehives inside the nest's ten meters and the colony takes them over: twice the speed, three times the honey, and royal jelly once Yagluth is down. Press honey or royal jelly on one of your own insects to heal it.
Alfar Progression
- Base: Eitr Shield — blows land on the eitr pool first, lightning and spirit cost double; only drowning and the edge of the world skip it. Diet of Light — every food also feeds the pool. Soft Fall and Levitation — falls are free and slow while there is eitr; hold Jump in the air to rise. Heimkall — a lethal blow sends you home at one health, 5 seconds of invulnerability, once every 20 minutes.
- Eikthyr: Skrid (G) — blink where you look. Grafvaettir (H) — a grenade of mining drones that dig out every precious ore around for 2 minutes, then vanish.
- Elder: Utsog — 15% of the damage you deal comes back as eitr.
- Bonemass: Kall (J) — every dropped item within 15 meters flies to you.
- Moder: Ljosstorm (K) — a psionic storm over an area.
- Yagluth: Geisli (O, hold; on a gamepad, hold the secondary attack with empty hands) — a laser from your right hand. Heimkall wait drops to 15 minutes.
- Queen: Kyrr (U) — stasis on what you look at.
- Fader: Sameining (I) — the archon: all your eitr becomes a pool of protection; larger, faster, flying, a psionic pulse instead of weapons, up to 3 minutes. It ends with a trip home at one health. Heimkall wait drops to 10 minutes.
The Nexus: build a Ljoskjarne with the hammer, one per 1.6 square kilometers, and press it for its market: drones, constructs, upgrades and crystals. Drones do both trades of the Bone Servants — logistics through an entry chest and chests by type, the forge, the kitchen, the farm with replanting — and repair what is damaged for free. A seal in a chest tells them not to look. The three constructs (Neistvordr, Eldingvordr, Steinvordr) are paid in metal, crystals and eitr; they cannot be repaired, and when destroyed give back the metal. The Nexus grows crystals slowly and stops when full until someone collects them. The Ljosgard turns Magecap and Jotun Puffs into Sap, and the Prismavard is a bronze turret powered by the Nexus.
Trenta Progression
- Base: Tree-Born. Green skin/branches, plant diet, food lasts 2x. Photosynthesis: stand still in daylight for 10s = heal 10% max HP/sec for 8s, Rested buff (5 min +1min per boss). Greylings, greydwarves, fulings, trolls, leeches and deathsquitos ignore you.
- Eikthyr: Awakened Seeds – eat seeds/cones/acorns/mushrooms for strong food buffs.
- Elder: Purple Rain (G): 8m toxic pollen heals you and your allies, poisons enemies, 20s CD. Heal and poison grow with Blood Magic (+40 each at level 100), and a cast that reaches someone else trains it.
- Bonemass: Swim uses no stamina and stamina comes back slowly in the water, immune to Poison/Wet.
- Moder: Last Stand – armor rises as health falls (up to +50%), Thorns (reflects 20% damage).
- Yagluth: Homecoming Portal (H): portal to respawn point, anyone can use, 5min CD.
- Queen: Hornet's Nest – permanent hornet companion stings hostiles.
- Fader: Muspell (J): shapechange to half-size Elder, press again to revert.
Trol Progression
- Base: +20% size, +200 carry weight, +3 armor per boss, 4th food slot from the first meal. Fire hits 50% harder — the race's only weakness.
- Eikthyr: Increased XP for physical labor and blunt combat.
- Elder: Rock Throwing unlocked, +10% passive regen.
- Bonemass: +5% size, +50 carry, +10 club/unarmed/axes damage, +10 rock throw.
- Moder: Unlock True Form.
- Yagluth: +5% size, +50 carry, +5 club/unarmed/axes, +5 rock throw, unlocks 5th food slot.
- Queen: Log Weapon (True Form): interact with trees to wield/throw. True Form is massive (2.5x size).
- Fader: Trees you wield instantly destroy any material in Ashlands. True Form lasts forever and the key becomes a toggle (no cooldown).
Race Stations & Companions
Every race has a buildable station of its own, gated by a reagent bought from its faction's merchant. Each one needs its race: the build panel lists the race first and greys the station for anyone else. All of them go on floors, foundations and inside caves, except the living ones (Furling bushes, the Sverm nest and Hive Market, the Trenta's Elder Root), which need bare ground. Stations of the same kind cannot be packed on top of each other — each has its own minimum spacing. Servants raised at any of them share one system: they follow when asked, walk home when dismissed, carry no loot on death, and knit their own wounds shut (ten seconds unhurt, then 2% a second).
- Aswid — Blood Refinery: refines Blood Essence, Superior Blood Essence and Blood Core.
- Draugh — Cursed Body Pile: eats raw flesh and answers with tamed draugr; Draugr and Elite trophies are worth a whole batch. Draugh only.
- Furling — Five crops: Copper, Tin and Iron Flax grow metal out of poisoned soil; Stoneberry and Flintberry bushes give stone and flint.
- Skadi — Crystal Golem & Bone Cook: a stonecutter-bound guardian on a leash. Skadi (and Trol) may also build inside any troll cave in the world. The Cook is Skadi's own half of the Bone Servants.
- Skeleton — Bound Bone Pile, Bound Sentry & Bone Smith: pay once per slot and that slot refills itself forever, because an army you re-buy after every fight is one nobody takes out of the house. Both the pile and the Sentry can be built on the ground, on floors and on foundations. The Sentry is a bound archer that cannot walk, regenerates when left alone, and hands its parts back when it falls. The Smith is Skeleton and Skadi's shared half of the Bone Servants.
- Sverm — Brood Mound & Hive Market: see The Colony.
- Alfar — Ljoskjarne (the Nexus), Ljosgard & Prismavard: the Nexus is a market and the heart of an automated base: drones, three constructs and crystals. The Ljosgard turns two Mistland mushrooms into Sap. The Prismavard is a bronze turret. One Nexus per 1.6 square kilometers; all of it Alfar only. See Alfar Progression.
- Trenta — Composter, Heartwood Grove & Root of the Elder: the Composter rots raw flesh into Fertilizer, which grows any plant on the spot. The Grove is a tree that fertilises what surrounds it, stings what approaches it, and fills a chest with honey. The Root is one of the Elder's own summoned roots, planted for good: it knits its own wounds shut, and once a minute it repairs every player-built thing within five meters of it — anyone's, not just the Trenta's. Race locked, and only after the Elder falls.
- Trol — War Totem: hires warbands of trolls and greydwarves for coin. Race locked — the hammer refuses it to anyone who is not a Trol. A dead warband is money spent.
Dvergar — Contract Bank
Coin on the table and a professional crew signs on. The one chain that needs no reagent from a merchant, because the Dvergar pay for everything: the station opens by being paid for.
- Build: 10 Black Marble, 5 Yggdrasil Wood, 2 Sap, 100 Coins. Hammer, no crafting station. Race locked — the hammer refuses it to anyone who is not a Dvergar. One per square kilometre.
- Five contract slots, bought with coin out of your own pack and at your own trader discount (down to -25% at the Queen):
| Crew | Price | Who signs |
|---|---|---|
| Escort | 400 | 1 Dverger, 2 Seeker Broods |
| Yard Patrol | 700 | 2 Dverger, 2 Seeker Broods |
| Fire Crew | 1000 | 1 Dverger, 1 Fire Mage, 3 Seeker Broods |
| Runic Crew | 1500 | 2 Dverger, 1 Ice Mage, 1 Support Mage |
| Ash Guard | 2000 | 2 Ashlands Dverger, 1 Support Mage, 1 Seeker Brute |
- Upgrade: offer the Queen's drop to the bank and the last two crews open; a heap of coin appears on the table to show for it.
- The truce is the point: a hired crew keeps its employer's peace with the mountain's dvergr, seekers at heel included, so walking into an outpost with an escort does not end with your escort killing the shopkeeper.
- They are not merchants, they carry no loot — a crew that dropped its own parts would turn coin into more coin — and a dead crew is money spent.
Dvergar — Rune Barrel
The second half of the chain: drink for a hired crew, prepared before you walk out rather than pressed mid-fight.
- Build: 10 Fine Wood, 5 Black Marble, 1 Sap. Cheap on purpose — the barrel is not the cost, the brews poured into it are, forever.
- Holds 20 doses. Pour in any vanilla consumable and everyone you have raised within 30 m of the barrel drinks it — the range is around the barrel, not around the bank, so a crew three biomes away is not at the table.
- It refuses nothing and promises nothing: what a brew does to a mercenary is whatever it would have done to you, if they have the parts for it. A healing mead heals a dvergr; a stamina mead does nothing at all, because a creature has no stamina bar to fill.
Fenrir — Pack Trough
Meat goes in and a standing pack fills up, in three ranks. It is a herd you keep, not a button you press before a fight: the pack is paid for in meat, arrives one animal at a time over the better part of an hour, and only grows while its zone is loaded.
- Reagent: Ulvsblod, bought from Fenring merchants for 500 coin. Greater Ulvsblod is 1500 and upgrades the trough.
- Build: 1 Ulvsblod, 10 Silver, 1 Dragon Tear, 20 Fine Wood — so Moder must already be down. Immune to pickaxes, so a stray swing while mining out a pen cannot cost you a pack; the hammer still takes it down deliberately. One per square mile.
- Feed it any flesh, on the same scale the other chains use, so a lox steak counts for more than a neck tail. The tank holds 400 — four fenrir deep, which is several trips and not one.
- The ranks fill in order, each waiting for the one below it to be full:
| Rank | Slots | One every | Cost from the tank |
|---|---|---|---|
| Pack Wolf | 10 → 15 | 2 min | 25 |
| Ulv | 6 → 10 | 3 min | 50 |
| Fenrir | 0 → 5 | 5 min | 100 |
- Upgrade: feed it a Greater Ulvsblod once Yagluth is down and hand over what he left behind. That is what opens the fenrir rank at all, and it raises the two below it.
- The pack is born tame and leashed, does not breed, drops nothing, heals itself, follows and walks home. Fenrir are deliberately larger than vanilla Fenring so they cannot be mistaken for a transformed player in a melee. If the trough goes, the pack withers in five minutes.
Skeleton & Skadi — Bone Servants
Two disarmed skeletons that never fight, summoned at their own table to work every station and marked chest within 20 m of it. Each table shows its trade: a sheet of chainmail and an anvil for the smith, a checked tablecloth and a meal for the cook.
- Build (either table): 1 Skeleton Trophy, 1 Wishbone, 8 Stone, at a Hammer — no crafting station needed. Removed and the cost comes back in full, like every other station. One table of each kind per forty meters — but a smith's circle and a cook's may sit right on top of each other, since neither ever touches the other's stations.
- Bone Smith (Smith's Table): works the Forge family — smelters, kilns, anything that turns ore into metal on its own. Open to Skeleton or Skadi.
- Bone Cook (Cook's Table): works cooking stations and the fermenter. Open to Skadi only — the hearth answers to nobody else's dead.
- How they work: any chest holding at least one Bone Fragment (the sigil, configurable) is theirs to draw from. They carry material in, fill a station in one trip mixing types freely, refuel it once it drops under 25%, and put the finished batch back in the chest it came from. A station that cannot work right now — no fire lit, an uncovered fermenter — is skipped without a word.
- If one falls, press E on its table to raise it again; that is the table's only function. Work radius, fuel threshold, resummon time and the sigil item are all in Configuration Manager under
Butler - Bone Servant.
The War Vulture (Flying Mount)
A vulture's head kept on a stick. Raise it and the bird comes back under you.
- Who can call it: Furling and Dvergar by default. The list is a config entry (
War Vulture - Access) — add races to it, or leave it empty to let everyone ride. In anyone else's hands the item is an inert trophy. - Crafting: 10 greydwarf eyes, 2 black metal ingots and 2 raw lox meat, at a forge. The recipe is only in the crafting list for the races allowed above — change that config and it appears or disappears for your character with no new world and no restart.
- Summon and dismount: Left click the item to call the bird. Left click again and the vulture starts a controlled descent, ignoring your input until the ground arrives; a third click lets go on the spot.
- Flying: Same feel as the Aswid's bat form — you steer where you look. Cruise speed is unlimited, because a vulture stays up for hours.
- Sprint: Hold the vanilla run key for full speed. The bird only has so much wind in it (10s by default) before it settles back to a glide, and it refills in the air as soon as you let go — landing is not required. The reserve is drawn as a bar under your own stamina.
- Seen by others: Everyone else sees you sitting on a real vulture; the bird and the riding pose are network-synced.
Speeds, sprint duration, recharge, mount size and seat position are all in Configuration Manager under War Vulture.
Bone Ships
Every vanilla ship but the Raft has a bone version: the Bone Karve, the Bone Longship and the Ashen Bone Longship. Build them with the Hammer, in the Misc tab. Any race can build them.
- Cost: 1 Wishbone, bone fragments (60 / 120 / 200), resin (10 / 20 / 30) and wood (30 / 60). The Ashlands one asks for 60 fine wood instead of wood.
- Looks: the hull is rotten from day one, ribbed with bone along the rails and the bow, and the sail is black and torn.
- No wind needed: skeletons seated at benches pull the oars in time, and the push follows the ship's gear. The number of oarsmen is the number of troops aboard.
Offering Chest and the crew
There is an Offering Chest on the deck. Offer bone fragments there, twenty per place. A place is paid for once and refills itself forever, like the bone pile.
- Places (melee + archers): Karve 2+2, Longship 4+4, Ashlands 6+6.
- Sailing: the troops are just a number on the ship.
- Landing: when the ship has been stopped for a few seconds with land in reach, they come ashore one at a time as tame skeletons and follow whoever built the ship. When the ship moves off again, the ones close enough go back aboard.
- Archers: Bound Sentries fixed to the deck and the bow.
- Sinking: if the ship sinks, the crew goes down with it.
Trol's Hammer (Building, One Size Up)
A builder's hammer swung by something that never had to duck through a doorway.
- Craft: 1 Core Wood, 2 Fine Wood, at a Workbench. Any race may make one.
- Builds exactly what the ordinary hammer builds. It shares the vanilla hammer's own build menu rather than a copy of it, so every piece is there — including pieces other mods add to the hammer — at the same cost, with the same health and the same drop when you take it down.
- Everything comes out 20% bigger. Size is the only thing that changes. The preview is already at full size, so what you see snapped and clipped is what you get.
- Both hammers work in the same house. The ordinary hammer still builds at normal size, and either one repairs or removes anything. Big pieces snap to big pieces, since their snap points grow with them.
- It sticks. The size is saved with the piece, so it survives a reload, and other players see the same building you do (they need the mod installed).
Choosing the size: hold Alt and scroll in build mode, in steps of 0.05, from 1 to 3. The bottom bar shows the hint, and the size floats over the preview whenever it is not the usual 1.2. The same size is a slider in Configuration Manager under Trols Hammer. Turning the hammer off there only stops new placements from growing — anything already standing keeps the size it was built at.
Shrink Hammer (Building, Down to a Quarter)
A fine hammer for small work: a little drakkar on a shelf, a table for the shelf.
- Craft: 2 Fine Wood, 2 Resin, at a Workbench. Any race may make one.
- Builds exactly what the ordinary hammer builds, from the same build menu, at the same cost, with the same drop.
- From a quarter of the size up to vanilla size. Hold Alt and scroll in build mode to change it in steps of 0.05; the size floats over the preview whenever it is not 1. The same size is a slider in Configuration Manager under
Shrink Hammer. - It sticks, like Trol's Hammer's: the size is saved with the piece. A ship built small keeps its boat physics.
- Reading a size: with either sizing hammer, select the repair tool and aim at a piece; the size it was built at floats over it.
The Race Menu Ward
- Build (2 Wood, Hammer/Misc, no crafting station). First placed near Sacrificial Stones in every new world. It looks like Odin's statue on a stone plinth, lit blue, so you can tell it apart from a vanilla Ward.
Interact to reset your race, reset your progression, or switch between:
- World progression: tier follows world’s bosses.
- Personal progression: tier saved to character (server independent).
Reset Progression gives back the tiers you claimed with boss relics, so you start claiming them again from the bottom. It leaves the mode alone — a character on personal progression stays on personal progression — and in world mode it says there is nothing to reset rather than pretending, because the world's bosses are the server's business and not one player's. The relics themselves are not refunded. The button and the resetprogression console command run the same code, so the two can't drift apart.
In personal mode, offer boss’s secondary drop to the Ward (Hard Antler, Crypt Key, Wishbone, Dragon Tear, Yagluth’s thing, Queen’s carapace, Fader’s relic) to claim boss tier.
Factions

Races are grouped in 3 factions, together with vanilla creatures. Your faction's mobs will not attack you, some offer trading (press E), and buy/sell prices are always equal.
Black Forest:
Trenta, Trol, Furling / at peace with Greydwarves, Fuling (Goblin), Goblin Brute/Shaman, Troll.
Mountain:
Skadi, Fenrir, Dvergar / at peace with Drake, Wolf, Ulv, Fenring/Cultist, Dverger.
Swamp:
Aswid, Draugh, Skeleton / at peace with Ghost, Skeleton, Draugr, Wraith, Leech, Abomination, Blob.
The Sverm belongs to no faction. Its Hive Pheromones make every invertebrate in the game ignore it instead — leeches, ticks, deathsquitos, seekers and bees — with no boss gate and no trading.
A truce is not a shield: hit one of your own and it hits back, for Faction grudge seconds (60 by default), then forgets about it. Want it harder? Turn on Grudge spreads to kin and every creature of that faction within 20 m (Grudge spread radius) joins the fight too, the way vanilla's Dvergr treat a human. Your always-on auras — the Aswid's drain, the Skadi's frost — leave your own kin alone, so they never start that fight for you.
Both halves have an off switch under Factions in Configuration Manager: Faction truce for whether your faction's mobs leave you alone, Faction merchants for whether they will trade. Both are on by default and both take effect without a restart. Be aware that turning the truce off also gives up every race's own peace — Fenrir's wolves, the Aswid's list, the Draugh's undead, the Trenta's Black Forest, the Sverm's invertebrates, the Furling's Plains roster and the Skeleton's undead — because they are all the same question asked of the same vanilla method.
Changelog
v1.6.9
- Fix - you couldn't hit your own faction: since Valheim 1.0, a player's hit passes through any creature the game calls friendly unless PvP is on, and the faction truce called every creature of your faction friendly. Your blows did nothing, no grudge started, and
Grudge spreads to kinhad nothing to spread. Hitting one of your own works again, and it and its kin fight back as intended. The truce still keeps them off you; it no longer shields them from you. Thanks to Joacwoo and CrimsonAiro for the reports. Not tested in game yet. - Fix - grudges in multiplayer: a creature now keeps its grudge when another player's game takes over running it mid-fight, for example when the first player walks away or logs out.
Grudge spreads to kinnow also reaches kin that another player's game is running; before, they stayed calm until hit themselves. Every player needs this version: a creature run by an older client behaves the old way. Not tested in multiplayer yet. - New - race attacks train their skills: many attacks grew with a skill but gave no XP for it, so the skill never moved. Now an attack that lands on a creature gives the XP a weapon hit gives, and damage over time gives a share per second. Hitting trees or rocks gives nothing. Not tested in game yet.
- Fenrir: the Fenring, Cultist, Wolf and Ulv claws and bites train Unarmed. The Cultist's fire breath trains Elemental Magic.
- Skadi: the Drake forms' bites and claws train Unarmed.
- Trenta: the Muspell stomp trains Unarmed.
- Aswid: the Vampiric Aura slowly trains Blood Magic.
- Alfar: Geisli and Ljosstorm train Elemental Magic. The Sameining pulse trains it slowly.
- Change - Purple Rain grows with Blood Magic: at level 100 it heals and poisons for 40 more than its base 40. The bonus has two new keys under
Trenta - Purple Rain:Blood Magic Heal BonusandBlood Magic Poison Bonus. A cast that reaches anyone besides you trains Blood Magic, and the Compendium shows your current numbers. Not tested in game yet. - Fix - pukeberries and the Aswid's fourth stomach: pukeberries emptied only the three vanilla food slots, so the Aswid's fourth meal stayed. It now goes like the others. Thanks to Joacwoo for the report.
v1.6.8
- New - Skeleton Mortal Habits: two options under
Skeleton - Mortal Habits, both off by default, each player picking their own. Eats Mortal Food: the Skeleton eats like the living, and its health and stamina come from its meals. The boss-tier health bonus goes away, since it stood in for food. Feels Fatigue: the Skeleton spends stamina; if it doesn't eat, its stamina grows with its standing. Every other Skeleton power stays. Thanks to Celepito for the request. Not tested in game yet. - New - Aswid bat form waits out a fight: you can't take bat form until 2.5 seconds after you last lost health, from a hit or a tick of fire, poison or bleeding. Turning back is never blocked, and a hit still doesn't knock you out of bat form.
Aswid - Bat Form→Combat Locksets the time; 0 turns it off. Not tested in game yet. - New - Dvergar build cheap marble and Yggdrasil pieces: a Dvergar pays 3 stone for each black marble and 2 fine wood for each Yggdrasil wood on walls, floors, beams, roofs, arches, stairs, doors and stakes. Stations, furniture, containers and fires keep their cost. The marble pieces still need a Stonecutter and the Yggdrasil ones a Black Forge, and they show in the build menu with the Dvergar icon once you know stone or fine wood. Taking a piece down gives back what was paid for it, whoever does it, so a cheap wall never turns into black marble.
Dvergar - Cheap Buildingholds the off switch and both ratios. Thanks to Wargles for the suggestion. Refunds not tested in game yet. - New - a faction can fight as a group: turn on
Factions→Grudge spreads to kinand hitting a creature of your own faction makes every creature of that faction within 20 m turn on you too, for the usual grudge time, the way vanilla's Dvergr treat a human. Peace still holds until you strike first, and the radius isGrudge spread radius. Off by default. In multiplayer a creature run by another player's game stays calm until it is hit itself. Thanks to Joacwoo for the idea. Not tested in game yet. - Fix - Valheim 1.0's new skeletons ignored the faction: the regional skeletons Valheim 1.0 added (the green ones in the swamp, the blue ones in the mountains, and those of the Meadows and the Deep North, each with its melee-only twin) were missing from the swamp faction, so they attacked Skeleton, Aswid and Draugh players the old skeletons left alone. They keep the truce now and run the Skeleton's faction shop. Thanks to Joacwoo for the report. Not tested in game yet.
v1.6.7
- Heads-up - config reset: some settings were renamed, so any value you changed in them is back to its default. Skadi: everything in
Skadi - Directed Flightnow lives inSkadi - Dragon Forms, split into Drake and Moder keys. Fenrir:Full Form Speed Bonusis nowFenring And Cultist Speed Bonus, andWolf Form Speed Bonusis split intoWolf Speed BonusandUlv Speed Bonus. If you had tuned any of these, set them again in Configuration Manager. The old entries stay in your .cfg but do nothing. Delete them by hand, or, if you never changed any setting, delete the whole .cfg and the game writes a fresh one on the next start. Don't delete the whole file if you customised anything else: everything goes back to default, keybinds included. - Change - Skadi's Drake and Moder fly differently: the Drake is the scout: it turns faster, sprints at 26 m/s and flies for free, but it will not take off while you are encumbered. The Moder is the freighter: it turns slowly and pays 3 stamina a second to beat its wings, but it carries a heavy pack at 25% extra cost and glides for 8 seconds.
Skadi - Dragon Formsholds every flight number per form plus, as on the Aswid's bat, Flight Stamina, While Encumbered, Encumbered Extra Stamina Cost, Max Duration, Duration Per State and Cooldown for the Drake, the Moder and the Fader. Duration and cooldown default to -1, which keeps the boss-tier timings. Each form also has its own cooldown now, with its own icon, so a cooldown on one form never blocks another. Thanks to Dissolution for the suggestion. Not tested in game yet. - Change - each Fenrir form has a job: the Ulv is the travel form: it runs 100% faster, where the Fenring and the Cultist drop from 100% to 50%. The Fenring holds the line and takes 30% less damage from every hit. The Cultist keeps its damage and pays for it, taking 25% more. All four numbers are under
Fenrir - Form Buffs. The Cultist's 25% is a first guess: tell us if it feels too harsh or too soft. Thanks to Lexsonn for the suggestion. Not tested in game yet. - Fix - Alfar drones froze with a load: a delivery started with the clock of the trip before it, so a slow flight or a fight on the way left the drone frozen in place with its load, and only a respawn freed it. Kiln wood was the usual victim. The same fix reaches the Skeleton's, Sverm's and Skadi's servants. A station a drone cannot reach is now set aside for a few minutes, and the load goes back to the chest it came from. Drones also fly up beside a station instead of into it, so they reach a big one like the kiln. Thanks to the players who tested the fix.
v1.6.6
- New - Shrink Hammer: a fine hammer for small work, a little drakkar on a shelf for instance. It builds everything the ordinary hammer builds, from the same menu and at the same cost, from a quarter of the size up to vanilla size. Craft it at a Workbench with 2 Fine Wood and 2 Resin; any race can. Thanks to MrBiffty for the idea.
- New - Alt + scroll sizes your pieces: with Trol's Hammer (1 to 3) or the Shrink Hammer (0.25 to 1), hold Alt and scroll in build mode to change the size in steps of 0.05. The bottom bar shows the hint, and the size floats over the preview whenever it is not the hammer's usual one. Select the repair tool and aim at a piece to read the size it was built at. The sliders in Configuration Manager follow the wheel. Both hammers have icons of their own now, so neither passes for the vanilla hammer.
- Change - Alfar chests: players took a plain Wood chest for the Eldividarkista, so neither Alfar chest looks like a vanilla chest any more. The Eldividarkista is a blackened iron crate with a grate on the front that glows and throws sparks only while it holds wood the drones may burn. The Inngangskista is navy steel with a cyan line in the lid that shines while it holds anything for the drones. Their hover names say which is which, and both have icons of their own. Thanks to snakey for the report.
- Change - Ljoskjarne: the Alfar core is now a riveted steel pyramid, 2 m tall, carved with Valheim's runes, floating 0.8 m above the ground and turning slowly. A cyan seam down each face breathes, and burns brighter while crystals wait. Building on it, hovering it and pressing E work as before.
- Fix - Alfar drones stuck after a fight: a drone alerted by an enemy kept fighting it forever if the enemy ran off but stayed loaded, and stopped sorting until you replaced it. Drones now drop an enemy that gets too far and go back to work. Not tested in game yet.
- New - Alfar drones talk: over their heads and in chat (40 m), the drones now say when an item in the Inngangskista has nowhere to go, when they keep an item there for a station, and when a kiln stands idle because its wood is in a plain chest instead of the Eldividarkista. Thanks to snakey for the reports.
v1.6.5
- New - Free Bat Flight: the bat flight from before v1.6.1 is back as a choice. Turn on
Aswid - Bat Form→Free Bat Flightand the bat flies up to 50 m/s with Shift, costs no stamina and ignores your weight: Jump rises, Left Ctrl sinks. Handy for building tall. Each player picks their own. The server'sBat Flight Ruledecides for everyone if the admin wants: PlayerChoice (the default), AlwaysStaminaFlight or AlwaysFreeFlight. A change counts from the next time you become a bat. Monsters still see, chase and hurt a free-flying bat. Thanks to MrBiffty for the idea. Not tested in game yet, multiplayer included. - New - Fenrir senses: every Fenrir form (Wolf, Ulv, Fenring, Cultist) now lights each untamed creature within 100 m with a green glow, the same senses the Aswid gets at Moder. The human shape does not have it. Set the radius under
Fenrir - Superhuman Senses; the light itself follows the Aswid'sMarker Lightsettings. Thanks to MrBiffty's friend for the idea. Not tested in game yet. - Fix - Grafvaettir drones, again: the drones found the deposits after v1.6.4 but still did not break them. Several things were in the way: they hovered just out of reach (a flying creature keeps a few metres above whatever is under it, rock tops included), their blows never reached the rock, and a copper vein's broken pieces did not count as copper. They now fly low, their blows land, and they clear a whole copper vein, pieces included. Tested in single player on tin and copper; in multiplayer, throwing them at a vein another player's game is handling has not been tested yet. Drones also lost their job when you walked far enough for their area to unload: they came back with no target point and stood still. They now remember it, and their two minutes, when that happens. Throwing them again too early now tells you how long is left, instead of doing nothing. Editing
Mining Targetsnow works without restarting the game. Thanks to snakey for the reports and the testing.
v1.6.4
- New - Skeleton helmets: want to show off your helmet? Turn on
Skeleton - Visuals→Show Helmetand the helmet you wear sits on the skull, moved and enlarged to fit it, hoods included. Off by default. Thanks to Jondar Korric, lexsonn and the other friends on Discord for the idea and the help. Each player picks their own, and other players see you the way you picked. - Change - Purple Rain: it now heals the Trenta who casts it, not only the allies around. Thanks to lexsonn for the question.
- Change - Form attacks cost stamina: the Trol's True Form and the Fenrir forms used to attack for free. True Form: punch 10, log side swing 10, log overhead 12, ground slam 18. Fenrir forms cost less than weapons (Fenring 6/10/16, Wolf 4/6/10, Ulv 5/8/14, Cultist 6/12) and fill the adrenaline bar 1.5x faster. Your Clubs or Unarmed skill lowers the cost as it does for a weapon, and every number has its own config entry. Thanks to lexsonn for the report.
- Fix - Grafvaettir drones: the mining drones hovered over copper deposits and did nothing, because they were looking for the wrong copper rock. They now dig copper and the muddy scrap piles in crypts, fly to the edge of big deposits instead of their centre, and finish off tin, which used to error out on every hit. If you edited
Mining Targets, addrock4_copperandmudpileyourself. Thanks to snakey for the report. - Fix - Alfar drones and Sverm workers wandering: with any wild animal loaded nearby, the Ljosvaettir and the Seeker Workers thought a fight was on and drifted around instead of sorting, hauling and feeding stations. They now only stop work for an enemy within 12 m. Thanks to snakey for the report.
- Fix - Muspell: the Trenta's Muspell no longer swings the weapon in your hand, and a bow or crossbow no longer fires several times per stomp or spike. Thanks to lexsonn for the report.
- Fix - Form adrenaline: the Trol's True Form, the Skadi drake's bite, the Sverm Ravager and the Muspell's stomp now fill the adrenaline bar on every hit, like a weapon does. Before, only staggering a creature counted. Thanks to lexsonn for the report.
- Fix - Trol Grab Log on a gamepad: grab a felled log with the game's own Use button, keyboard or gamepad, the same button the Aswid dominates with. The Grab Log key still works. Thanks to lexsonn for the report.
- Fix - Headlamp in forms: a headlamp (or a torch in hand) no longer stays where your human head was when you transform; the light moves with the creature's head. Thanks to lexsonn for the report.
- Fix - Trenta stuck in the water: from Bonemass on, a Trenta's stamina now comes back slowly while swimming, so going into the water with an empty bar no longer means drowning. Set
Trenta - Bonemass→Swim Stamina Regento taste. Thanks to lexsonn for the report. - Fix - Cultist claws and fire: the claw now lands when the swing does, and you can no longer start a new one in the middle of the last. The double claw hits twice, each swipe for 60% of its damage. The fire breath now pours from both hands, as the vanilla Cultist casts it, and starts when the casting animation reaches its throw. Let go and the Cultist drops its arms at once (a short click used to leave them raised). While breathing it stands its ground, as the real Cultist does, and turns to face where the camera looks, as when blocking. Thanks to lexsonn for the report.
- Fix - Staggered forms: when something staggers you, your form now reels back with the creature's own stagger animation instead of standing idle. This covers the Trol's True Form, the Fenrir forms, the Sverm Ravager and the Aswid bat. A stagger also cuts the form's attack short, as it does with a weapon: the blow no longer lands. The Muspell and the Skadi drake have no stagger animation in the game. Thanks to lexsonn for the report.
v1.6.3
- Change - Trol True Form can block and roll: right click now blocks in True Form, the way it does with a shield, and the troll raises its arms into a guard while you do. You stand rooted while guarding, so you can turn but not walk. Block + jump still rolls, half as far as a normal roll, and the troll leaps with its own jump animation, played at double speed so it ends with the roll, instead of sliding. The ground slam moved to middle click (the secondary attack on a gamepad), next to the punch on left click; with a log in hand the vertical swing moved with it. Other players see the guard too.
- Change - New looks for the Race Menu Ward and three stations: the Race Menu Ward glows blue instead of orange, and its statue is colder, slimmer and stands on a stone plinth, so it no longer looks like a vanilla Ward. The Dvergar Contract Bank has darker wood and a dvergr tankard beside the coin. The Bone Servants' tables keep their shape, but the map is gone: a sheet of shining chainmail covers the Smith's Table, with an anvil and a skeleton skull on it, and a red and white checked tablecloth covers the Cook's Table, with a meal and a skull. A damaged table shows rusted mail or a stained cloth.
- Fix - Smith's and Cook's Table names: the table's hover showed
$rov_piece_smithtable_nameor$rov_piece_cooktable_nameinstead of its name once a servant stood there.
Thanks to lexsonn for the True Form block idea, and to sistermilker for reporting the female characters' misplaced eyes (fixed in v1.6.2).
v1.6.2
- Fix - eyes on female faces: the glowing eyes of the Dvergar, Aswid and Sverm, and the Alfar's black eyes, now sit on the female face. They used to land on the brow and seemed not to follow the head.
- Changed - Dvergar eyes: smaller.
- Changed - Aswid eyes: two small green points, and the eye smoke is off by default (
Aswid - Eyes>Eye Smoke). - Changed - Alfar eyes: wide black almonds slanted up toward the temples, like the greys. They no longer trail behind the head when it moves.
- Fix - Draugh diet: raw bear meat (Bjorn), Asksvin tail and Bonemaw serpent meat are now food. Raw Volture meat works too; the Draugh pointed it at a cooked item that does not exist.
- Fix - Alfar levitation on a controller: hold the jump button in the air to rise. In the Archon form the pad's jump and crouch buttons climb and descend.
- Fix - Alfar Geisli on a controller: hold the secondary attack with empty hands, or at any time in the Archon form. Every pad button is already taken in the game's default layout, so Geisli borrows this one, as the Skadi's Cold Spell does.
- Fix - flight keys: flying as a Skadi drake or an Aswid bat follows your own movement and sprint keys if you rebound them in the settings, not only W, S and Shift.
Thanks to lexsonn for the Draugh and controller reports.
v1.6.1
- Balance - Aswid stamina: no more infinite stamina. The Aswid has a large pool on top of its food (+25, plus 10 per boss) and spends stamina like everyone else, so stamina mods, foods and skills work for the race again, and the stamina bar is back. Tune the pool and a cost multiplier under
Aswid - Stamina. - Balance - Aswid devour: devoured creatures feed 10% less health, and part of it turns into stamina: 60% for Meadows and Black Forest prey, 10% for the rest. Creatures without a meal of their own are capped by their biome, so a Troll now feeds about 16 health and 24 stamina instead of 150 health. All of it under
Aswid - Devour. - Balance - Aswid bat flight: the bat flies where you look, like the Skadi's drake. W beats forward for 3 stamina a second, Shift sprints at 24 m/s for 12 more, S beats backwards, and with nothing held it hovers for 3 seconds before gliding down. Out of stamina it can only glide; the old bat flew at 50 m/s for free. Carrying too much makes flight cost 15% more, or, with
While Encumberedset to Blocked, keeps you out of the form. An optional duration (with a per-boss bonus) and cooldown are there, off by default. Monsters now see and hit the bat on their own, soMonsters Notice The Bat,The Bat Can Be Hurtand the oldFlight Speedare gone. - Balance - Aswid aura in Bat form: the Vampiric Aura is silent in Bat form until The Queen falls.
Active In Bat Formbrings back the old behaviour;Bat Form Unlock Statemoves or removes the unlock. - New - Aswid weaknesses: by day under open sky the sun slows you, halves your health regeneration, cuts stamina regeneration by a quarter and burns 0.5 health a second, never below 30%; a roof, a dungeon, the Swamp, the Mistlands, the night and your Eclipse shield you. Fire hits 25% harder until Fader, pierce 20% harder (Mist Form stays immune). Each has its own switch under
Aswid - Weaknesses. - New - Aswid and running water: swimming costs double stamina, and open water (sea, river or lake) costs 1 health and 2 stamina a second while you swim in it or fly over it, never below 10% from the burn itself. Wading, docks and bridges are safe, and a boat carries you across, though the camera rolls gently on the water as if you were seasick.
Camera Swayis your own setting, which a server cannot force on you;Ocean Onlykeeps rivers and lakes harmless. All underAswid - Running Water. - Fix - Aswid full stomach: devouring with a full stomach said "can't eat more $1"; it now names the food.
- Changed - Skadi flight: the bat and the drake now share one flight system, so the Skadi's flight code was moved and edited too. The drake flew normally in our tests; if it flies oddly anywhere, please report it. The new bat flight has not been tested in multiplayer yet.
- Fix - README: the race sections now match the code, notably the Draugh's unlocks, the Skadi's late immunities, the Furling's speed and the Trenta's camouflage.
Thanks to frogneel, Aquious, Dagaz and Dissolution for the Aswid reports and ideas.
v1.6.0
- New - the Alfar: an eleventh race. Grey skin, a little taller and thinner than a viking, bald, with black eyes. Eitr is their armour and their fuel: blows land on the eitr pool first, food feeds it, falls are soft and free while it lasts, and holding Jump in the air makes you rise. A lethal blow sends you to your bed (or the world's origin) at one health once every 20 minutes (Heimkall).
- New - Alfar powers: Skrid (blink) and Grafvaettir (mining drones) from Eikthyr, Utsog from the Elder, Kall from Bonemass, Ljosstorm from Moder, Geisli (laser from the hand) from Yagluth, Kyrr (stasis) from the Queen, and from Fader the archon Sameining. Cooldowns, the Heimkall wait and the archon's duration show on screen.
- New - the Alfar base: the Ljoskjarne (Nexus) market, worker drones, three constructs, crystals, the Ljosgard and the Prismavard turret. See Alfar Progression.
- New - compendium and languages: the Alfar have their compendium page, in English, Italian and Russian.
- Changed - Summon on Kill: switching it back on now says "Thy shall raise again."
v1.5.15
- Balance - Skeleton max health: lower in the early and middle game. The bonus over the base 25 is now +25 / +45 / +65 / +90 / +125 / +165 / +215 / +275, from no bosses to Fader (it was +50 / +80 / +110 / +140 / +170 / +200 / +230 / +275). A fresh Skeleton starts at 50 instead of 75; from Yagluth on the gap closes, and Fader is unchanged at 300. A Skeleton never needs food and never spends stamina, so it was well ahead of a fed viking at every tier. Thanks to Jondar Korric and everyone else who asked for this.
- Fix - Auto-Resurrect on any hit: a Skeleton's Auto-Resurrect now triggers only on a hit that would actually kill you. It used to compare the raw hit, before armour and blocking, with its poison and fire counted all at once, so with good armour it fired on almost any hit. On dedicated servers it could also miss a real deathblow when the server or another player controlled the attacker. Thanks to akira for the report.
- New - Summon on Kill toggle: turn Summon on Kill on and off with G (
Skeleton - Keybinds), or from the gamepad radial: "Thy dead shall rise again." / "Raising... nevermore." While it's on, a "Raise the Dead" icon with the Dead Raiser's picture shows in the status bar; hide it withRaise the Dead IconunderSkeleton - Visuals. Your choice is saved with your character. Thanks to akira for the idea.
v1.5.14
- New - Fenrir night eyes: at night a Fenrir's eyes glow in the Fenring's orange, the way a wolf's eyes catch the light. Faint while no form is ready, bright when one is, and yellow when the Cultist is back from its cooldown. Other players see it too. Under
Fenrir - Appearanceeach player can turn off the glow or the "Ready!" message for themselves. Thanks to lexsonn for the idea. - Fix - Fenrir forms and adrenaline: in Wolf, Ulv, Fenring and Cultist form, hits now build adrenaline the way a weapon does. Before, only staggering an enemy did, so Lox, Tar, Brutes and Furlings gave almost none. The Cultist's fire breath builds it too, about one hit's worth per second. Thanks to lexsonn for the report.
- Fix - eating with a full stomach: with all three food slots full, a Trenta couldn't eat seeds, and a Draugh's raw flesh or an Aswid's meals could get stuck the same way. Nothing happened and no message said why. They now follow the normal rule: they replace the meal that has worn down the most, once it's past half its time, and otherwise show the usual "too full" message. Thanks to ExpensiveMouse1700 for the report.
- Fix - stamina bar after Aswid or Draugh: switching from Aswid or Draugh to a race with stamina no longer leaves you without a stamina bar until you log out. Thanks to frogneel for the report.
- Fix - Furling size for other players: other players now see a Furling at Furling size. The shrink was only applied on the Furling's own screen, so everyone else saw them at full height.
- Fix - Legacy True Form reach: a big Trol's weapons now hit as far as they reach. Vanilla measured every swing at a human's range, so in Legacy True Form only the closest targets got hit. Melee range and swing width now grow with the model's size, for every race that grows.
- Change - new Discord link: https://discord.gg/dW72ch6Sw5.
v1.5.13
- Fix - world freezes with factions on: since v1.5.11, if a mob was targeting a building piece and the piece got destroyed or removed, the faction check threw an error every frame. On a server this stopped the AI of every creature in the area: players slid on the ground, enemies stood still, and characters sometimes turned invisible. The check now drops the dead target and moves on. Thanks to SCRIMSHAW and GaoVN for the reports, and to SCRIMSHAW for testing the fix on their server.
- Fix - Dvergar build discount: the build menu showed the discounted metal cost (a cauldron for 6 tin instead of 10), but the hammer still refused to place the piece unless you carried the full vanilla amount. Pieces now build at the price shown. Dismantling or destroying a piece a Dvergar built returns the metal they paid, not the vanilla amount. Thanks to Balmarog for the report.
v1.5.12
- Fix - hair gone after a form with Valkyr: with the Valkyr body replacer, leaving a monster form (Skadi drake, Aswid bat or mist, Fenrir forms, Sverm Ravager, Trol True Form) brought the body back without its hair. Valkyr hides and shows its own hair, and the mod mistook that for a part it still had to hide, so it never turned the hair back on. Your hair now returns with the rest of the body. Thanks to BoredLizard for the report.
v1.5.11
- New - Trol True Form wears a real troll: True Form hides your Trol and puts Valheim's own forest troll in its place, as tall as the old True Form, in your Trol's skin colour. Every player sees it. Weapons are put away while it lasts: left click punches, right click slams the ground, and with a log in hand they become the troll's two log swings. The slam breaks trees and rocks around it and digs into the ground, never inside a ward you have no access to. Throw Rock plays the troll's own throw. You stand still through every attack. Damage is half a real troll's, scaled by your Clubs skill like a club, and the True Form and tier melee bonuses still add on top. New options under
Trol - True Form:Troll Model Size,Troll Attack Damage,Troll Attack Reach,Ground Slam Crater. - New - Legacy True Form: prefer the old True Form, your own Trol grown bigger with weapons in hand? Turn on
Trol - True Form→Legacy True Form. Use it with EnhancedValheimVRM or another player model mod, which needs the player's body to stay visible. Each player picks their own and other players see you the way you picked; a server cannot force it. Thanks to the players who answered the Discord poll. - New - race stations ask for their race: the build panel lists the race a station needs first, before its materials, with the race's icon and name, and it blinks red if you are not of that race, like a missing crafting station. The station is greyed in the menu and a click says the requirements are missing. Seven stations anyone could build before now need their race too: the Cursed Body Pile (Draugh), the Pack Trough (Fenrir), the Bone Pile and Bound Sentry (Skeleton), the Blood Refinery (Aswid), the Composter and the Heartwood Grove (Trenta). Stations already built stay where they are.
- Change - Fenrir forms sneak and stand still to attack: crouching in a form no longer slides the creature across the ground in its idle pose: it walks, at sneaking speed. Attacks hold you still the way a human's swing does, instead of sliding toward the direction you hold; the leaps still leap. The True Form troll sneaks the same way. Thanks to the player who suggested it.
- New - the Ulv sleeps when you sit: sit down in Ulv form, with the sit key or on a chair, and the Ulv curls up asleep; stand up and it wakes. Every player nearby sees it. On a chair or a bench, every form now settles on the floor in front of the seat instead of standing inside it. The Wolf, the Fenring and the Cultist have no sleeping animation in the game and stay on their feet.
- Fix - forms attacked while building: with the hammer, hoe or cultivator in hand, right click (remove) and middle click (snap point) also fired the form's attacks. They no longer do.
- Fix - forms and cooldowns survived a race reset: resetting your race (console or Race Menu Ward) while in a form or with a cooldown running could carry it onto the new race: a Trol stayed huge in True Form, a Skadi stayed a drake, an Aswid stayed a bat or mist, and some cooldowns came back with no timer in the bar. The reset now drops every form at once, removes every status effect of the mod, and puts you back at normal size. The console prints what it removed.
- Fix - pieces built in a troll cave broke while you were away: the cave's own Troll spared your buildings only while you stood nearby. Walk out and it smashed them, and you came back to the materials on the floor. Creatures of your race's faction now leave alone anything your race built, whether you are home or not, and a blow aimed at something else no longer damages your pieces beside it. Pieces built before the update are covered the next time you load them. A creature you have attacked holds a grudge and does not spare your buildings until it passes.
- Fix - four messages showed as [msg_...]: the Trol's "already digesting" and "stomach full" lines, the Aswid's Vae Victis meal and the "not enough coins" line at the Dvergar bank and the Trol totem. The first three now use Valheim's own texts, the last is translated.
- Fix - no placement ghost for most race stations: aim anywhere but bare terrain (a floor, a rock, the floor of a troll cave) and the Trol War Totem showed no ghost at all, so you could not tell why it would not go down. The same held for the Cursed Body Pile, the Dvergar Bank, the Rune Barrel, the Pack Trough, the Skadi Golem and the Bone Servants. All of them now show their ghost everywhere and can be built on floors, foundations and inside caves, like the Bone Pile. The living pieces (Furling bushes, the Sverm nest and Hive Market, the Trenta Elder Root) still go on terrain only; elsewhere their ghost now shows red instead of vanishing. The War Totem had a second problem of its own: its ghost was invisible everywhere, terrain included, and now shows like the others. Thanks to the players who reported it.
- Change - the Ravager's attacks follow its animations: in Ravager Strain the Brute slid toward whatever direction you held while it bit, rammed, slammed or roared, and its hits landed on fixed timers that didn't match the clips. Each attack now hits at the moment the Seeker Brute's own animation strikes, and the Brute stands still until the animation ends, like the Fenrir forms and the True Form troll. Attacks take as long as the real Brute's: the bite about 1.5 s, the ram about 2.5 s, the slam about 4 s. The right-click ram now lunges a few metres forward, carried by the Seeker Brute's own charge animation. The middle-click slam brings down one claw and then the other, so it hits twice, as the Seeker Brute's does. Each claw digs into the ground where it lands, like the troll's slam, never inside a ward you have no access to. Turn the digging off with
Sverm - Ravager Strain→Ground Slam Crater. Tell us on Discord how the new timing, the lunge and the two-claw slam feel. - Fix - error at game start: the BepInEx log showed
Can't remove Humanoid (Script) because CharacterDrop (Script) depends on itwhile the mod prepared the War Vulture's model. It was harmless, since the model came out clean on the next pass, but it looked like a crash in every log you sent us. It no longer appears.
v1.5.10
- New - Skeleton body switch for player model mods: with EnhancedValheimVRM or another model replacer, the skeleton's bones stayed on screen and floated around the new model. Set
Skeleton - Visuals→Body Model Enabledto off and Skeletons keep the vanilla body: no bones, eye lights or skull flames, and the helmet shows. Abilities don't change. The setting is client-side, so it applies to every Skeleton you see and changes nothing for other players. The race strips hair and beard, so the vanilla body is bald, and the auto-resurrection still shows the skeleton for the few seconds it climbs out of the ground. Thanks to the players who reported it and tested the fix. - New - Trol skin and hair colour:
Trol - Appearancehas a colour picker for the skin and one for the hair and beard. Each Trol picks their own and every player sees them. The defaults are the old peacock blue and golden blonde, so nobody's Trol changes after the update. For the blue-grey of Valheim's own trolls, try7FA8C9. A Trol on an older version of the mod shows the defaults to everyone else. Thanks to the player who suggested it. - Fix - Russian translation: corrections to several Russian texts, by Axibed.
v1.5.9
- New - /evillaugh (Skeleton): the Skeleton throws its head back, clacks its jaw, shakes its shoulders and punches both fists into the air for four seconds. Everyone nearby sees it.
- Change - Furling fire bolts: the Wickerman's fire damage now also applies to crossbow bolts, not only to arrows.
- Fix - crossbow fired on every attack while transformed: with a crossbow equipped, every attack of a form (left, right and middle mouse) shot the crossbow and reloaded it for free, like a semi-automatic. The human's attack loop is now shut while the form is up. Applies to the Fenrir forms, the Sverm Ravager, the Skadi dragon forms and the Aswid bat and mist forms. Thanks to the player who reported it.
v1.5.8
- Fix - Skeleton auto-resurrect played no rise: coming back from a lethal hit, the Skeleton stayed on its feet. It now climbs out of the ground like a crypt skeleton, and every player nearby sees it. You take no damage and cannot move or attack until you are out.
- Fix - wild faction creatures attacked bound troops: the faction truce covered the player but not the player's troops, so a wild Rancid Remains left a Skeleton alone and tore into the garrison of its bone pile. Wild creatures of a race's faction now leave that race's troops alone too, for every race that has them. Hit one of those creatures and the truce ends: it fights you, and your troops fight it.
- Change - Bound Bone Pile and Bound Sentry: both can now be built on floors and foundations, not only on the ground.
v1.5.7
- New - Bone Ships: a bone version of the Karve, the Longship and the Ashlands Drakkar, built with the Hammer by any race. Skeletons row them, so they need no wind, and an Offering Chest on deck buys the crew with bone fragments, like the bone pile. The crew comes ashore as tame skeletons when you land. See Bone Ships.
- New - Russian translation: every text in the mod, by Rudra and Axibed. Boss and creature names follow Valheim's own Russian.
v1.5.6
- Fix - Sverm Seeker Workers wandered far from their nest: a worker that picked a fight kept chasing its target across the map, because it carried a Seeker's chase range and the game measured that range from where the worker was born, not from the nest. Workers now fight inside the nest's own ground like the troops (25 m), forget a target that leaves it, and one found more than 60 m from the nest is put back. Workers the old build already let wander come home too.
- Fix - Blister Ticks could be bought past the nest's limit: the slot cap was a flat 10 whatever the stage, while every tick spends an egg that does not come back and eggs regrow. The cap is now the lower of the configured number and the nest's clutch at its stage (five plus the stage). Ticks already bought stay and keep respawning. Thanks to the player who reported it.
- Fix - Fenrir forms froze when you attacked during the idle howl: the idle howl is a looping clip the attack triggers cannot leave, so the model stood frozen in it and the attack never played until you left the form. Before an attack the form now steps out of the howl, and an attack lock that fails to release is let go after 8 seconds. Applies to the Wolf, the Ulv, the Fenring and the Cultist. Thanks to the player who reported it.
v1.5.5
- Fix - a Sverm Gjall's bombs hurt the player: the Gjall's bile bomb damages everything in its blast unless the projectile is flagged as non-friendly-damaging, which a wild Gjall never needed. A bomb thrown at a turtle killed a player on a boat beside it. Bombs thrown by a Sverm troop now spare the player and the player's tames; wild creatures still take the damage.
- Fix - the ticks a Sverm Gjall hatches were hostile to everyone: they were ordinary wild ticks and attacked the player, the tames and the Gjall itself. Ticks hatched by a Sverm Gjall's bomb are now tame, and disappear after 45 seconds. A wild Gjall is unchanged. Thanks to the player who reported it.
v1.5.4
- Fix - Sverm troops piled onto the player and pushed boats around: the game sends every follower to the exact spot where you stand and stops it three metres away, so a squad of three converged on one point, shoved each other and shoved you, in one report into the water. On a boat your spot is on the deck, so they drove into the hull and spun the ship in circles. Each troop now has its own place, about 4 m behind you and fanned out from the others, and only walks back to it once it has drifted 3 m away, so it stands still instead of shuffling. While you are on a ship the places lie on a ring 5 m outside the hull. Past 30 m from you a troop stops following and goes home to its nest. Thralls, the Aswid's thralls and skeletons keep the game's own following. Thanks to the player who reported it.
v1.5.3
- New - Valheim 1.0's creatures for the Aswid: killing and devouring any of these now feeds the Aswid. Seals (adult and pup), the Greydwarf_Frozen and the frozen Shaman give the stats of Seal Meat Soup, with the seal's trophy as icon. The Elaking and the Elaking Lantern give a Cooked Asksvin Tail. Moose and its calf give Cooked Moose Meat. The rest follow the house rule, health halved up to 150 and twice the health in seconds, now capped at 50 minutes: the Barka, the Jotun Warrior and the dual-wielding one, and the Deep North Goblin, which lasts 20 minutes like every Fuling. Fixed values: the Jotun Witch 120 health for 60 minutes, the Elaking Mole 100 for 30, the Deep North Dvergr 100 for 30, and every earlier Dvergr (mages included, the Ashlands one too) 90 for 25. The Dvergr were never edible before.
- New - Raw Seal Blubber and Moose Meat for the Draugh: the Draugh eats raw Seal Blubber for the stats of Seal Meat Soup, and raw Moose Meat for Cooked Moose Meat, keeping the raw item's name and icon. The Sverm and the Aswid blood refinery read the same table, so both now count them as flesh too.
- New - Elaking Hair Bundle in the blood refinery: it goes in the bone slot and is worth 20, the slot's whole capacity.
- New - The Skeleton chooses its look at the barber: sit in the barber's chair and the hair arrows step through the looks you have unlocked (normal, green from Eikthyr, flames from Moder), with its name between them. Apply keeps it, Cancel puts the old one back, and other players see it too. It is cosmetic only: abilities still follow the bosses you have defeated. Until you choose, you wear the highest one unlocked as before, and a choice stays until you change it.
v1.5.2
- Fix - Every text still showed as [rov_...] when installed through a mod manager: 1.5.1 fixed the zip, but that was not the whole story. r2modman, the Thunderstore Mod Manager and Gale flatten any folder in a package they do not recognise, so the
Translations/EnglishandTranslations/Italianfolders came out as loose files next to the mod, the Italian copy of each file overwrote the English one, and the game found no translations at all. The package now keeps the mod inside the folder mod managers preserve, and the texts come through with their folders. Thanks to the players who kept reporting it and trying clean installs.
v1.5.1
- New - Raids made only of your allies no longer come for you: an Aswid got raided by the swamp - skeletons and draugr that ignored the player, as the truce says, and then spent the whole event running around the base smashing it, with no way to stop them short of console commands. A raid whose every creature is at peace with your race is now left out of the raids you can receive, so an Aswid no longer gets the skeleton, blob or Bonemass raids. This counts your faction and your race's own list, the Aswid's boss-by-boss one included. Mixed raids still come. With player-based raids (the world modifier) it works on any server; with world-based raids a dedicated server needs the mod installed as well. Thanks to the player who reported it.
- Fix - Allied creatures smashed buildings when you were not standing right next to them: the truce only kept them off your structures while you were within 20 m of the creature, and some creatures pick a building from further away than that. Now, while any player they are at peace with is within 100 m, they leave every structure in the area alone, whoever built it. Hit one and its grudge lifts that protection for you, as it does for the truce.
- Fix - Fenrir forms: stamina that would not come back, and the form dropping to idle mid-fight: every claw and bite also fired the attack of the human body hidden under the form, on the same button. The block meant to stop that patched a method the game never calls for a player, and it only looked at the Fenring anyway. So every swing spent stamina on an invisible attack, stamina regen stopped while that attack played, and the human stood still for it, which the form copied. On a gamepad the heavy attack also raised the human's guard. The hidden body now neither attacks nor blocks in any of the four forms. Thanks to the player who reported it.
- Fix - Fenrir forms flickered from run to idle about once a second: running over uneven ground, the game reports the player off the ground for a frame at every bump, and the forms stopped running the moment it did. A form now waits a quarter of a second before it counts as airborne.
- Fix - Fenrir claws and bites that did no damage: a swing only landed if a straight line from the eyes to the target's middle was clear. On a slope, or against anything lower than the eyes, that line clipped the ground. Against trees, rocks and nests it hit the target itself, so they could never be damaged. A swing now lands if the eyes or the point of the attack can see the target, and the target's own body no longer counts as cover. If a swing still misses,
Debug: Log Form HitsunderFenrir - Debugwrites to the log why each target was skipped. - Changed - The sun says which form it took and which one still works by day: at sunrise a night-only form turns you human again, and which forms count as night-only depends on the key as well as the tier. At Moder, for example, the Ulv walks by day but the Fenring does not. That looked random, so the message now names the key that still works by day.
- Fix - Weapons and shields shrank on a Trol after being put away (R): an item drawn by a resized player kept a human's size, because the game attaches it at its world size. On a Trol they came out about a quarter too small at base size, and after sheathing in True Form they sat tiny on a body two and a half times bigger. Items now take the player's size when they are drawn or put on the back, and follow it through every tier and True Form. The same goes for every race that changes size, so a Furling's weapons are a little smaller now. Thanks to the player who reported it and found the R key was the trigger.
- Fix - A Furling at Fader stayed on fire after changing race: Through Fire and Flames is the game's own burning, set to last 999 minutes. Changing race, from the console or the Race Menu Ward, left it on, so the new race burned without the immunity, and picking the Furling again brought the fire back with its icon showing. The fire now goes out as soon as the player is no longer a Furling at Fader.
- Fix - Every text of the mod showed as [rov_...] for some players: the 1.5.0 packages stored the translation files with Windows path separators, which the zip format does not allow. Depending on the platform and the mod manager, the files were unpacked where the game could not find them, and every name and message read like "[rov_piece_sverm_broodmound_name]". The packages are now built with the right separators. If you still see [rov_...] after updating, remove the mod and install it again, so no leftover from 1.5.0 stays behind. Thanks to the players who reported it.
- Fix - The Trol's grabbed log grew with True Form: with held items now following the player's size, the log came out two and a half times too big. It keeps the size it always had.
- Fix - A Trol could have the same food in two slots, and Pukeberries left the 4th and 5th full: a meal still in an extra stomach was eaten again as new as soon as one of the three normal slots emptied. Those slots are now checked first. Pukeberries empty one food a second and only ever picked from the normal three, so nothing could clear the extra two; now all five are in the draw. Thanks to the player who reported it.
- Fix - The camera stayed at a person's height inside the Trenta's Muspell: the form now puts the camera at its own head, and it follows the form as it grows and shrinks. Thanks to the player who reported it.
- Fix - The Muspell's idle played once and froze: the Elder's idle animation does not loop on its own, and the boss is hardly ever idle to show it. After standing up or attacking, the form now keeps idling. Thanks to the player who reported it.
- Fix - The Sverm nest laid no brood eggs while you stood by it, so the Hive Market sold nothing: the egg clock restarted every second, and one second is too little for an egg, so the clutch stayed empty for as long as its owner was nearby. Every troop and the Blister Tick cost an egg, so the whole shelf stayed grey whatever the biomass. The nest now lays one every 20 seconds, and the time already waited for the next egg is kept.
- Fix - The Blister Tick burst without an effect: it asked for an explosion effect under a name the game does not use. It now shows the poison blob's burst.
- Changed - The Trol throws the Frost Troll's log in True Form: since v1.4.16 the throw meant to borrow its log from the "Gammeltroll", which is only the developers' name for the Deep North's Frost Troll, so it always fell back to the old physical log. The Trol now throws the same log the Frost Troll hurls, which splits into a half pine log where it lands. It looks different from before.
- Changed - The Sverm's dorsal spines are off for now: on a body wearing armour they came out through the chest and shoulder pieces instead of standing off the back. They stay hidden until they are placed properly.
EnabledunderSverm - Dorsal Spinesbrings them back, with their size and placement settings kept. - Fix - Grab Log was hard to reach in the Trol's True Form: the game only lets you use things within 5 m of your eyes, and in True Form the eyes sit about 4 m up, so a log at your feet was nearly out of reach. How far you can reach now grows with how tall you are: about 6 m for a Trol, 10 to 12.5 m in True Form, and as tall as the Muspell for the Trenta. Smaller races keep the normal 5 m.
v1.5.0
- New - The mod can be translated, and speaks Italian: every text it shows now comes from JSON files in a
Translationsfolder instead of the code - the race menu, status effects, items and pieces, messages, hover prompts, the faction merchants and their jokes, and the compendium. English and Italian ship with it; see Translations to add a language. Race names are separate from the internal race id, so a translated name never breaks a saved character, and merchant and boss names use the game's own translations. Thanks to the player who asked for it, and to Nando for the Italian merchant jokes. - Fix - Valheim 1.0 put the Crystal Golem and the Bound Sentry under Decorations: the new build menu sorts pieces by tags the mod never set, so those two inherited the tags of the stone they are cloned from. Every station of the mod now sits under Crafting.
- Fix - The Trol's True Form switched itself off as it came on, from Fader on: the model grew and shrank back, with no status and no cooldown. Two copies of the Trol's controller were reading the same key press, and past Fader the second press turns the form off.
- Fix - The Aswid's Eclipse did nothing but announce itself: it failed right after "An Eclipse descends...", so no night, no buffs and no cooldown - and every later press was silently ignored until you restarted. It works now, and the night comes on through dusk instead of in a single frame. Thanks to the player who reported it.
- Fix - Clicking the radial menu also fired the transformed form's attack: a left click on a wheel button reached the form's attack as well. The wheel now takes the click for itself.
- Fix - Middle Mouse in Drake form spent the attack cooldown on nothing: the Drake has no Middle Mouse attack, but pressing it started the cooldown and showed its icon anyway. It does nothing now, and Left Mouse is unaffected.
- Fix - The Ulv form filled the log with "FAiled to find foot:LeftHand": its run animation asked the player's body for front paws it does not have, twice a stride. The form no longer asks; its footsteps were never missing and still play. Thanks to the player who reported it.
- Fix - The Ulv howled with its mouth only: the howl animation played in silence. It carries its sound again.
- Fix - Fenrir sounds were only half heard, and a 1.4.24 note was wrong: 1.4.24 said these sounds had been writing into the world save. They had not - the game deletes them when they finish - and the change made for it left other players unable to hear them and could play a sound twice. Sounds are spawned the game's own way again.
- Fix - The Cold Spell key's description said tier 1+: the spell unlocks at Eikthyr, tier 2, and the description now says so.
Versions before v1.5.0 are no longer listed here — see the wiki's release notes for the full history back to v1.0.0.
