RacesOfValheim
A Valheim mod that adds ten custom playable races (Aswid, Draugh, Dvergar, Fenrir, Furling, Skadi, Skeleton, Sverm, Trenta, Trol) each with unique abilities, traits, race stations and a deep boss-driven progression system.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.
New Patch v1.4.3
The War Vulture is craftable at last, Trol's Hammer builds everything 20% bigger, and two portal bugs are gone. See the Changelog.
The Sverm
The tenth race is an insect. The Sverm never dresses: chest, legs and helm are carapace that never comes off and is always worth a full set of the biome ahead of you — best quality, weightless, no movement penalty. It fights with claws it cannot put down, poison cannot touch it, and no invertebrate in the game will attack it from tier zero. Blunt and fire hit it 40% harder, which is the price.
After the Elder it stops being one body and becomes a colony: a Brood Mound you feed whole stacks to, a Hive Market, a roster of insect troops, captured beehives. After Yagluth it can leave the ground entirely as a deathsquito.
Full details under Sverm and Sverm Progression.
Features
Races of Valheim introduces 10 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.
- 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.
2. Skadi

- Ice Affinity: Resistant to cold, with unique frost mechanics.
- Drake Form: Can transform into a frost Drake, letting you fly.
- Dragon Form: Evolve into Moder and later even the Skeleton Dragon.
3. Fenrir

- Beast Form: Transform into a wolf-like beast.
- Cultist Form: Transform into a Cultist to use fire abilities.
- Cursed Claws: The wolf's hands, kept on in the man's shape — see Permanent Claws.
- 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 and fly.
- Blood Magic: Block to activate a life-draining aura (radius doubled at night, only in Bat or Mist Form).
- Blood Magic Mastery: Cast Blood Magic items with infinite Eitr (health cost only).
- Benedictus et Afflictus: Passive speed/jump bonuses double at night.
- Claws of the Beast: Blackened claws you did not forge and cannot put down — see Permanent Claws.
- Burning Eyes: Spectral green sockets, smoke trailing off them, that hold a red glow only in the final stage.
- Undead Vigor: Infinite stamina. Consume the lifeforce of enemies instead of eating normal food.
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.
- Immense Strength: Increased carry weight; armor scales up as you defeat bosses.
- Rock Throwing: Hurl huge boulders at enemies.
- Tree Weaponry: At higher tiers, True Form lets you rip logs and wield them as weapons or throw them.
7. Draugh
- Born Dead, Buried Alive: Undead warrior: resistant to physical/poison, weak to fire/spirit.
- Rotten Diet: Eats only raw meat, eyes, entrails or blood—nourishes you for longer.
- At Home in the Swamp: Swamp undead ignore you; water no longer slows 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.
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: Animals/monsters 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.
- Vilebone Maulclaws: Your hands are the weapon — see Permanent 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.
- Stinger Morph: After Yagluth, become a deathsquito — real flight and the creature's own sting, on a body made of paper.
Permanent Claws
Three races grow a pair of their own. The terms are identical for all three: issued once, never dropped or traded, refused by the holster key, and back in your hands the moment your hands are free — 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 — Vilebone Maulclaws: splits the same weight three ways, and sets it alight at Fader.
Installation
- Install BepInExPack Valheim.
- Install Jotunn.
- Extract this mod's contents into your BepInEx/plugins folder.
Race Progressions (Level-by-Level)
Aswid Progression
- Base: Benedictus et Afflictus. Progressive stats (+1 Armor, +2 Damage, +1% Speed, +1% Jump per boss). Passives are doubled at night. Blood magic items are free (health cost only). Physical kills auto-devour enemies for Blood Magic XP. Claws of the Beast. Eyes burn spectral green.
- Eikthyr: Bat Form (night only). Vampiric Aura (heal 20% on magic AoE).
- The Elder: Bat Form always.
- Bonemass: Auspex (Aura reveals wild creatures).
- Moder: Freezing Blood (immune to Freezing/Poison).
- Yagluth: Dominate (U) - Dominate enemies; Eclipse (J) - force night for 60s, 15 min cooldown.
- The Queen: Weight of Shadows (H) - immune to physical/poison, double aura, weak to fire/frost/spirit, breaks at sunrise.
- Fader: Asmund (passive): Hair/beard black, +10% height, +30 physical damage. Your eyes finally turn red.
Draugh Progression
- Base: Born Dead, Buried Alive. -20% Slash/Pierce/Blunt; +50% Fire/Spirit taken. Poison resistant. Eats only raw flesh, eyes, entrails, blood. Swamp undead ignore you.
- Eikthyr: Immune to Wet, swim faster, regen when wet/swimming.
- Elder: Toxic Trace – attacks poison over time.
- Bonemass: Flesh and the Power It Holds – humanoids drop Human Meat food. Corpse Run permanently active.
- Moder: Parrying unleashes freezing nova (20s CD).
- Yagluth: Zombie Ritual – fatal damage = ghost state, immune to damage, Eitr drains, die if Eitr hits 0. 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).
- 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.
- 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. Upgraded Cold Spell. Moder Form (H) (1min, 5min CD).
- Queen: 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: +50 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, +80 Max Health.
- Elder: 10% lifesteal, auto-stun first hit, +110 Max Health.
- Bonemass: 15% lifesteal, poison attacks, +140 Max Health.
- Moder: Fire Skeleton model, 20% lifesteal, fire aura, enhanced regen, +170 Max Health.
- Yagluth: 25% lifesteal, auto-resurrect, +200 Max Health.
- Queen: 30% lifesteal, summon on kill (max 3 skeletons), +230 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. Vilebone Maulclaws — 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: Stinger Morph (configurable key) – become a deathsquito: real flight and its sting, on a fragile body.
- 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.
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). Animals/monsters ignore you.
- Eikthyr: Awakened Seeds – eat seeds/cones/acorns/mushrooms for strong food buffs.
- Elder: Purple Rain (G): 8m toxic pollen heals allies, poisons enemies, 20s CD.
- Bonemass: Swim uses no stamina, 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.
- Eikthyr: Increased XP for physical labor and blunt combat.
- Elder: Rock Throwing unlocked, +10% passive regen.
- Bonemass: +5% size, +50 carry, +10 club/unarmed damage, +10 rock throw, unlocks 4th food slot.
- Moder: Unlock True Form.
- Yagluth: +5% size, +50 carry, +10 club/unarmed, +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.
Race Stations & Companions
Every race has a buildable station of its own, gated by a reagent bought from its faction's merchant. 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. Anyone can build it, but only a Draugh gives the draugr orders — for everyone else it is a grave that defends its own ten meters.
- 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: a stonecutter-bound guardian on a leash. Skadi (and Trol) may also build inside any troll cave in the world.
- Skeleton — Bound Bone Pile & Bound Sentry: 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. The Sentry is a bound archer that cannot walk, regenerates when left alone, and hands its parts back when it falls.
- Sverm — Brood Mound & Hive Market: see The Colony.
- Trenta — Composter & Heartwood Grove: 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.
- 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.
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.
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).
The 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.
The Race Menu Ward
- Build (2 Wood, Hammer/Misc, no crafting station). First placed near Sacrificial Stones in every new world.
Interact to reset race, or switch between:
- World progression: tier follows world’s bosses.
- Personal progression: tier saved to character (server independent).
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.
Development & Feedback
This is a stable release, but more races and refinements are planned!
Bug reports, feedback, ideas: https://discord.gg/gbBEK2VTE
Support the mod: Patreon — NandorTheModder
Changelog
v1.4.3
- NEW - Trol's Hammer: a second builder's hammer (1 Core Wood, 2 Fine Wood, Workbench) that builds everything the ordinary one builds, 20% larger. Any race can craft it.
- War Vulture: now craftable — 10 Greydwarf Eyes, 2 Black Metal, 2 Raw Lox Meat at a Forge. The recipe only appears for the races that can ride.
- Fix - Portals: teleporting no longer leaves you in a world that has stopped loading, and the Skeleton's head flame no longer burns torches into the world for everyone to find.
v1.4.2
- NEW - Sverm Race: the tenth race. Wears carapace instead of armour (never removable, always worth the next biome's full set, weightless), fights with permanent claws, is immune to poison but takes 40% more from blunt and fire, and is ignored by every invertebrate in the game from tier zero. After the Elder it stops being one body and becomes a colony.
- NEW - The Colony (Sverm): Brood Mound, digestion bank, brood eggs on a timer, an insect troop roster, a Hive Market, blister ticks that regrow free, and vanilla beehives taken over by the nest — twice the speed, three times the honey, royal jelly after Yagluth.
- NEW - War Vulture (Flying Mount): a vulture trophy on a stick that puts you on a real, network-visible flying bird. Unlimited cruise, a limited sprint reserve on the run key that refills in mid-air, and its own bar under your stamina. Furling and Dvergar by default, configurable. No recipe yet while the flight is being proven — spawn it from the console.
- NEW - Claws for the Aswid and the Fenrir: both races now grow a permanent pair, on the same terms the Sverm has always had. All three are measured against one yardstick rather than against the models they wear, so the same tier is worth the same damage whichever race you are, and no pair counts while you are wearing another body.
- NEW - Dvergar Contract Bank: the hire bench is now a proper contract bank — five crew slots, 400 to 2000 coin, paid at your own trader discount, with the Queen's drop opening the Runic Crew and the Ash Guard. Hired crews keep their employer's truce with the mountain's dvergr, seekers at heel included, so a band walking into an outpost no longer means a dead shopkeeper. They carry no loot, heal themselves, and a dead crew is money spent. Race locked, one per square kilometre, and the only chain that needs no reagent — the Dvergar pay for everything, so 100 coin goes in the recipe instead.
- NEW - Dvergar Rune Barrel: 20 doses of any vanilla brew, poured into everything you have raised within 30 m. It refuses nothing and promises nothing: a healing mead heals a dvergr, a stamina mead does nothing, because a creature has no stamina bar.
- NEW - Fenrir Pack Trough: built on Ulvsblod bought from the Fenring (500 coin), silver and Moder's drop, then fed any flesh into a 400-deep tank. Ten Pack Wolves fill first, one every two minutes, then six Ulv every three. A Greater Ulvsblod and what Yagluth left behind take it to 15 wolves, 10 ulv and 5 Fenrir. The pack is tame, leashed, breeds not at all, drops nothing, heals itself, and withers five minutes after the trough does. Pickaxe immune, one per square mile.
- The earlier breeding version of this station is gone for good: cubs are a different prefab from adults, so the pen either jammed at its first litter or never stopped growing. The trough raises the pack; the pack does not raise itself.
- Aswid - Eyes: rebuilt out of the real thing — the eye lights vanilla skeletons wear, smoke and all, instead of two painted spheres. Spectral green for the whole climb; the red is now held back for the final stage. Position, size, colour and smoke are in Configuration Manager.
- Skeleton - Lit Sockets: the skull now carries the eye lights of whichever creature its tier is built from, cloned from that creature's own prefab, so each tier arrives in its own colour rather than one picked by hand.
- Fix - Skeleton Mandible: the jaw sat wrong on every tier, because the player rig's own jaw bone is not where a skull's belongs. Corrected once and for all, and written absolutely rather than nudged each frame — which is what had the head flickering five times a second and stretching into a spike whenever the game was paused.
- Skadi: the Hidden Hollow is gone (it could not be made to behave in multiplayer). In its place, the Crystal Golem, a stonecutter-bound guardian on a leash — and Skadi and Trol may now build inside any troll cave in the world.
- Skeleton: Bound Bone Pile slots are paid for once and refill themselves forever; the Bound Sentry regenerates when left alone and hands its parts back when it falls.
- Draugh: the Cursed Body Pile can be built by anyone, but only a Draugh commands the draugr — for everyone else it is a grave that defends its own ten meters.
- Trol: the War Totem is race locked; the hammer refuses it to anyone who is not a Trol.
- Building: stations of the same kind can no longer be packed on top of each other — each one has its own minimum spacing.
- Factions: the merchant catalogue now carries the reagents that gate every station chain, and hostility rules were reworked alongside it.
v1.4.1
- NEW - Race Stations & Item Chains: every race gets a build/economy loop tied to its identity, gated by a reagent from its faction's merchant — the full list is under Race Stations & Companions.
- Aswid: Vampiric Aura is now a toggle; Devour moved off the
Ikey. - Factions: same-faction mobs no longer smash player structures; Fuling/Goblin food and prefab-id lookups fixed for real prefab ids instead of display names.
- Skadi: dragon breath and its VFX now point the same direction.
- Trol: fixed the log weapon's hidden inventory slot crashing
InventoryGrid. - Fenrir: taunt howl now sourced from the real creature's alert bark.
- Visuals: fixed glow eyes occasionally rendering behind the skull (Aswid/Dvergar).
- Input: abilities no longer die while a movement key is held.
- Compendium: every race entry rewritten against live game code for accuracy.
- General: deduped
ObjectDB.m_itemsby name hash to fix a duplicate-item crash when joining a server.
v1.4.0
- NEW - Factions: Each race is at peace with a faction of vanilla mobs; many now trade with you if you match. Goblins (Fuling) peace/trade now works properly.
- NEW - Config Manager: All abilities, cooldowns and keybinds now configurable for each race.
- Trol: Log weapon in True Form now has its own key ([E]), with an on-screen prompt.
- Dvergar: Eyes now glow; gain color if starred.
- Aswid: Eyes glow red.
- Skeleton: Fixed head/helmet/beard bugs; correct preview in main menu; burning skull visual updated; correct max health and progression behavior; progression info in compendium now tier-accurate.
- Factions: Fixed Goblin (Fuling) peace/trade logic across all Black Forest races.
- Aswid: Proper Goblin food scaling and duration.
v1.3.12
- Skadi: Flight overhaul: 5s stasis, Shift+W for speed, S for back/up, works from water. All controls and cooldowns visible on HUD. Dragon forms behave for observers. Keybinds clarified.
- Fenrir: Body hiding fixed; correct multiplayer visuals.
- Trenta: Branch crown added.
- Draugh: Rot visuals multiplayer-synced.
- Skeleton: Tier unlocks and stat progression fixed; poison/fire immunities now persist through death; health bonus matches progression (not invisible foods); Moder regen fixed; visual unlocks at right tiers; no leftover burning skull glitches.
- General: Log spam eliminated for Trol in main menu.
v1.3.11
- Trenta Race added.
- Dvergur renamed to Dvergar. Existing characters auto-migrate.
- Dvergar: Runic Spark: all attacks do scaling lightning damage.
- Aswid: Blood Magic Mastery works fully; Vampiric Aura is now passive; correct world "no skill loss" logic.
- General: No skill progress lost on death in "no skill loss" worlds.
v1.3.10
- Dvergur Race added.
- Aswid: Vampiric Aura origin and scaling fixed.
- Form transforms (Aswid/Skadi/Fenrir): no longer trigger guardian power by accident.
v1.3.9
- Transforming to/from forms: no more forced spawn animation.
- Multiplayer: Skadi flight sync and Trol sizing fixed.
- Aswid: Food buffs survive death; prey nutrition scaling fixed.
- General: Logging cleanup.

