
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.
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/jJzuKBZNC
Support the mod: Patreon — NandorTheModder
New in v1.5.2
The mod's texts finally show for everyone who installs through a mod manager (r2modman, the Thunderstore Mod Manager, Gale). Those managers were taking the translation folders apart on install, so every name and message read like [rov_...]. Update, and the texts are back. Full details in the changelog.
New in v1.5.1
A fix release for v1.5.0. The mod's texts show properly again for players whose install turned them into [rov_...] keys, mod managers included. Weapons and shields now match a resized player instead of shrinking after you put them away, and a True Form Trol can reach the log at its feet. The Sverm's Hive Market sells again, because the nest lays its brood eggs while you stand by it. The Trenta's Muspell looks out from its own head and keeps idling, a Furling no longer carries its fire onto another race, and raids made only of your allies no longer come for you.
v1.5.0 made the mod translatable, in English and Italian, and adding a language needs no code - see Translations.
Full details in the changelog.
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.
- 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.
- 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.
- Cursed Claws: The wolf's hands, kept on in the man's shape — see 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. Monsters see, hear and wake for the bat, and can hurt it — both are configurable under
Aswid - Bat Formif you would rather scout untouched. - Vampiric Aura: A passive life-draining aura around you, always on in every form (half damage as human, full as bat, double as mist) — no key to hold. 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: Passive speed/jump bonuses double at night.
- Claws of the Beast: Press [K] to grow blackened claws for a limited time — see 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.
- 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.
- 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.
- 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 — the claws keep fighting, and the carapace is worth double.
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 and Italian, and follows the language you pick in Valheim's own settings.
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. 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 – a player who dies inside your death aura leaves Human Meat behind, yourself included. Only a Draugh can eat it. 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. 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.
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, 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. 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 & 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. 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.
- 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.
- 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.
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 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. 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
v1.5.2
- 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.
v1.4.24
- Fix - Purple smoke around the Skeleton's burning skull with some magic mods installed: the fire aura the Skeleton wears from Moder on looked for its particles under two names that are not in Valheim at all. A name the game does not use is a free slot for whichever mod ships one, and with Magic Supremacy installed the aura picked up that mod's weapon trail on an emissive shader and sprayed it through a five-metre sphere. The aura had never actually been visible in a plain install, so it now draws nothing on purpose; its damage, radius and tick are untouched. Thanks to the players who reported it and named the mods they were running.
- Fix - Effects and sounds that were quietly missing across five races: an audit of every prefab the mod asks for by name found nine that do not exist in the game, each one failing in silence. The puff that covers a transformation never played for the Fenrir, the Skadi or the Trenta's Muspell; the Aswid's Mist Form appeared and vanished with no effect at all, and so did dominating a creature with a thrall; the Aswid's two status effects and its Bat Form entry in the radial had no icon. All of them now use names the game really has.
- Fix - A Draugh's successful parry threw an error and cancelled its own frost nova: the poison splash asked for an effect that does not exist and passed it straight to the game without checking, so every parry inside the window failed at that line - taking the North Wind nova that runs immediately after it down as well. Both work now.
- New - Human Meat is a real item at last: the Bonemass tier has promised it since 1.4 and nothing ever created it, so the drop never happened and the "fatal to the living" warning never fired. A player who dies inside your death aura now leaves a piece behind, yourself included, and only a Draugh can stomach it. It is built from Blood Pudding's own nourishment, with its stamina folded into health since a Draugh has no use for stamina, and is tunable under
Draugh - Undead Fortitude. - Fix - Fenrir forms fought in a borrowed voice, or in silence: every form's sounds were looked up by name and most of those names are not in the game. The chains hid it - a Fenring swung with a wolf's voice through a fallback - and the Cultist's double claw asked for three dead names in a row and had never made a sound at all. Each form now uses the creature's own sounds, and the jump attack's impact lands with the jump instead of firing while the form is still standing.
- New - The Cultist says why its fire will not come: holding Right Mouse with no eitr did nothing whatsoever - no flames, no sound, no reason given. The form arrives at Yagluth and eitr is a Mistlands thing, so a Cultist meets that silence before it ever meets the fire. It now tells you the flames want eitr.
- New - Howl on demand in every Fenrir form: the howl key was only ever read by the Fenring and the Cultist. As a wolf or an Ulv it did nothing. All four howl now, and the wolf and the Ulv use the creature's real howl animation - the sound is carried inside that animation, so it lands at the moment the animation means it to.
- Fix - Fenrir form sounds no longer write into your world save: some of the game's sound prefabs carry a networked component, and spawning one the ordinary way leaves a persistent record behind - one per claw swing. They are now spawned the way the game itself does it, and leave nothing.
v1.4.23
- Fix - Trol clients could not chop trees or mine rocks with their fists: the fist bonus (chop and pickaxe damage, and the tool tier that grows with the bosses) was applied on whichever machine owned the tree or rock - usually the host - where the hit did not belong to the local player, so it only ever worked for the host. It is now applied on the attacking player's own machine before the hit is sent. Thanks to the players who reported it.
- New - Configuration is synced from the server: every gameplay setting now follows the server's value in multiplayer, and is locked in Configuration Manager for players who are not admins. Keybinds and the purely cosmetic settings (eye and claw colours, glow, model rotation and offsets, the Head Fire VFX and stamina-bar toggles, debug logging) stay local, so each player keeps their own.
v1.4.22
- Fix - Other players saw Fenrir forms standing silent: every form's attacks - the Fenring's claws, the Cultist's claws and flames, the Wolf's and the Ulv's bites - were only ever triggered on the transformed player's own Animator, so onlookers saw the form run but never swing. The attacks now reach every other client, along with the opening sound of each swing and the howls. The Cultist's flame breath, its roar and the fire itself are shown to onlookers too. The sounds of the impact itself and the Fenring's jump are still heard only by the player who makes them.
- Fix - Fenrir players turned back to human at every sunrise, even with a form the day allows: after the Queen the Fenring form (and the Wolf after Bonemass, the Cultist after Fader) is meant to work day and night, but sunrise took it away regardless. Only forms granted for the night alone are taken back now, and "The beast is tired" no longer blocks the daytime forms either. Thanks to the tester who noticed it.
- Fix - The Aswid's Blood Refinery had the insertion sounds the wrong way round: flesh and bone played each other's sound. They are swapped.
v1.4.21
- Fix - Other players saw Moder, the Drake and Fader at full size no matter what: the dragon forms' own size (Moder's shrink included) was only ever applied on the transformed player's own screen — every other client built the remote copy at the prefab's raw scale. Two Skadi players who both turned into Moder each saw themselves correctly and the other one full-sized. Thanks to the tester who caught it from a second Skadi.
- Fix - Drake and Moder's bite, claw and breath attacks played no animation for onlookers: the attack trigger was only ever set on the transforming player's own Animator, so everyone else saw the form fly, walk and idle but never actually swing or breathe. The trigger now reaches every other client too.
- Fix - Sverm Ravager Strain was invisible to everyone but the player using it: the whole form — the model, the hidden human body, the attacks — was built entirely around the local player and never told the ZDO it was active. Other players saw a Sverm standing still for the whole two minutes with no Brute in sight. It is now networked the same way the Skadi and Fenrir forms already are.
- Fix - The Sverm's dorsal spines were mounted up over the shoulders, onto the face: the crest was based at its mount bone and grown upward from there, which reached past the head once the Full Crest size (Queen tier on) came in. It is now centred on the bone instead, with a live "Offset Y" knob under
[Sverm - Dorsal Spines]in Configuration Manager for any further nudging. Thanks to the tester who sent the screenshot. - Changed - The Sverm's dorsal spines are 30% smaller: 0.45 m down to 0.315 m from Moder to the Queen, 0.8 m down to 0.56 m from the Queen on.
v1.4.20
- Fix - A refused race building still took your materials: building something your race is not allowed to build, or before its boss has fallen, showed the refusal and then charged the full cost anyway — a non-Sverm trying the Brood Mound got "Only the Sverm can raise a hive." and lost 40 wood and 20 resin. The refusal stopped the building, but Valheim takes the cost in a separate step that never heard about it. Now a refused building costs nothing, no stamina included. This covered every locked building in the mod: the Sverm hive and market (and the one-hive-per-area limit), the Skadi golem, the Dvergar contract bank and barrel, the Trenta Elder Root and the Trol totem. Thanks to the tester who noticed the wood going missing.
- Fix - On a gamepad the Skadi cast the Cold Spell every time she built: the spell sits on the pad's secondary attack button, which Valheim also uses to remove pieces (Classic layout) or place them (Alt 2). Every piece built or removed also cast the spell and drained stamina, which made building nearly impossible. The spell no longer casts while you hold the hammer, hoe or cultivator — on the keyboard as well, where middle mouse is Remove.
- Changed - On a gamepad the Cold Spell now casts bare-handed only: the pad has no separate key for the spell, so with a weapon, shield, torch or tool in hand the button goes back to that item's own secondary attack, as it does in vanilla. Previously both fired together. Bare-handed, the spell casts without the unarmed kick. Keyboard players are unaffected: the Cold Spell key works as before. Thanks to the tester who reported it from a controller.
Versions before v1.4.20 are no longer listed here — see the wiki's release notes for the full history back to v1.0.0.


