Vampirizm
Become a vampire: live on blood, fear sunlight and silver, unlock Blood Rage, dash, invisibility and bat form, and make Blood Altar sacrifices for permanent stat boosts. Server-synced config.Vampirizm: Player Guide
Become a vampire in Valheim. Drink blood instead of eating, hide from the sun, and get stronger with every drink. Unlock Blood Rage, dash, invisibility and bat form, and perform Blood Altar sacrifices for permanent character stat boosts.
Numbers below are the defaults. Your server may use different settings.
Installation
Mod manager (recommended): install with r2modman or Thunderstore Mod Manager. BepInExPack and Jotunn are installed automatically.
Manual:
- Install BepInExPack_Valheim (tested with 5.4.23.3).
- Install Jotunn 2.30.2 or newer.
- Copy the included plugin files (
Vampirizm.dll,YamlDotNet.dlland third-party notice) intoBepInEx/plugins/Vampirizm/.
The server and all clients must run the same Vampirizm version; Jotunn checks this when you connect. Previously tested with Valheim 1.0.17; isolated headless blood altar checks also pass on l-1.0.20. Rendered two-client altar acceptance remains pending.
How to become a vampire
There are two ways:
- Craft a Vampire Rune at a Workbench: 1 Leech trophy, 1 Stone, 2 Rubies. Use it at night, outside under open sky, in clear weather (no rain, snow, fog or storm). If something is wrong, the game tells you why and the rune is not used up.
- Get bitten by another vampire. You can turn this off for yourself in the mod settings.
After you turn, your food is gone and your blood bar starts a quarter full.


The blood bar
A red bar appears next to your health bar. It is your new "food".
- More blood = more health and stamina, and faster healing.
- Blood slowly goes down over time. When it is empty, you are as weak as a fresh character.
- The bar pulses when you are running low. Go feed!
How to feed
You can't eat normal food anymore. Meads and potions still work.
Drink raw meat
Use raw meat or blood items from your inventory or hotbar, like you would eat food. Their tooltip shows how much blood they give. Cooked food and fish give nothing.
Best sources: Bloodbag and Giant blood sack, then Lox, Serpent, Bjorn and Wolf meat.
Vampire dishes also boost a skill by +15 until their food slot runs out: crimson jerky (Run), hunter's tartare (Swords, Knives, Spears and Bows), black blood pudding (Blocking), seeker blood jelly (Blood magic and Jump), serpent blood aspic (Swim). The jelly also gives +20 eitr and the aspic +25 eitr, and each speeds up eitr regen by 20%.

Place vampire food
Bloody stew and the other vampire dishes can be set out like feasts: equip the Serving Tray, pick the Food tab and place the dish. Anyone can place it, but only a vampire can eat it — walk up and press Use. It gives the same blood as drinking it from the inventory. Removing a placed dish with the Serving Tray gives the item back.
Bite creatures
- Put away your weapon, shield and torch. Hands must be empty.
- Get within 1 meter and face the animal.
- Press secondary attack (mid mouse button by default).
The closest eligible target in a forward 45° cone is selected. You make a short, smooth dash toward it, then drink for 2 seconds. Only boars, necks and hares are lifted; other creatures stay at their normal height. Then wait a few seconds before biting again.
- You can bite: boars, deer, necks, hares, chickens, wolves, bjorns (bears), lox and Fulings (goblins).
- You can't bite: skeletons, draugr, Unbjorns (undead bears), greydwarves, blobs, surtlings, bosses and tamed animals.
- Taking a big hit or the target running away stops the bite.
Biting gives twice as much experience as drinking items, so it is the fastest way to level up.
Drain damage grows with Vampirism (×1–5) and Blood magic (×1–2), multiplying together up to ×10. This also applies to bat-form bites. Ordinary drain gains blood and experience from actual damage dealt; bat form keeps its fixed blood reward per full bite.
Getting stronger
You have a new skill called Vampirism. It goes up every time you drink blood.
Higher skill gives you:
- A bigger blood bar (more health and stamina when full).
- Stronger fists. Your bare hands hit up to 5 times harder at max skill.
- Eitr (magic). Starting at Vampirism level 50, you gain an Eitr bar that grows as your skill increases.
- New powers:
| Level | Power | Key | What it does |
|---|---|---|---|
| 10 | Dash | Left Alt |
Quick jump forward. Costs a bit of blood. |
| 20 | Blood Rage | Q | 25 blood for 90 seconds of +20 Run, Jump, Dodge, Blocking, Unarmed, Swim and Sneak. 25% higher jumps, claws, animated cosmetic wings and red glint; status icon shows remaining time. 60-second cooldown after exit. |
| 25 | Invisibility | H |
Monsters ignore you and players can't see you. Attacking or getting hit ends it. Uses blood while on. |
| 50 | Bat form | B |
Turn into a bat and fly. Jump to go up, crouch to go down, sprint to fly faster. Bite from the air. Uses blood while on. |
Press the power key again to turn invisibility or bat form off. Blood Rage lasts until its timer ends; pressing its key again while active has no effect.
During Blood Rage, normal attack performs a four-hit claw combo using Skoll and Hati's dual-knives animations with open claw fingers. Claws deal (bare-fist damage +15) as slash damage. The full animations play at 1.125× speed, about 0.356 seconds per slash and 0.444 seconds for the finisher before hit-stop. Secondary attack deals 3× claw damage and automatically dashes toward a visible mob ahead (within 10 m), up to 7 m, or straight forward when no mob is found, with a 1-second cooldown. You can lunge forward after jumping, once per airborne period; normal fall damage still applies. Primary swings cost ordinary unarmed stamina; secondary costs 3 additional stamina. Each swing restores 5 blood if it damages any eligible donor, even several donors or a killing blow. Hand equipment is temporarily removed and restored when still owned after Rage ends. Block/parry and dodge between swings; secondary attack returns to blood draining outside Rage. You can change the keys in Settings → Controls (look for "Vampire: …").
The entire claw hit also receives Vampirism (×1–3) and Blood magic (×1–3) multipliers, up to ×9 together. These replace the ordinary vampire fist bonus while retaining Unarmed skill scaling.
Unlocked powers appear in the bottom-left corner. A gray icon means the power is on cooldown. Invisibility and bat form each cost 5 blood to activate, in addition to their ongoing drain. You need enough blood to enter either form. Leaving a form is free, with a 2-second wait before you can activate it again, including after a forced exit.

Blood altar
Build one under Hammer → Crafting: 10 Stone, 5 Ruby, 4 Surtling cores and 1 Vampire rune. Use a whole stack of 1–10 non-boss trophies, pay the displayed price in coins, then personally kill one feeding donor within 2 metres of the altar. The same vampire must offer, pay and kill. One donor completes the whole stack; helpers and tame animals do not count.
The altar says Ready for sacrifice → Cheer Gods with gold → Spill some blood. Partial coin payments work, and it takes only the remaining price from a large coin stack. A short blood ritual awards a permanent bonus. Boar trophies increase run speed, deer jump height, and leech bite damage. Other trophies improve resources, resistance, typed damage, parrying or swimming. Equipment and meads still stack with these bonuses.
You may complete ten trophies of each type over your character's lifetime. Split oversized stacks before offering. Progress survives death, relogging and world changes. Cure preserves it but disables the bonuses until you become a vampire again.
Shift + Use cancels an offering before the donor sacrifice and returns the paid trophies/coins. Unfinished offerings survive world saves. Return to the original world and altar area to finish or recover one, including after destruction. Refunds wait if your inventory is full. You can have only one unfinished offering at a time. The server's blood altar YAML controls recipes, prices and reward amounts.
Orb of Vampire
Craft the Orb of Vampire at a Galdr table (level 2): 10 Ruby, 5 Eitr, 1 Surtling core. Upgrade it twice for more bats and a longer shield. Hold it like a one-handed weapon; only vampires can use it, and each cast costs eitr.

- Attack: aim at a creature and press attack. A swarm of blood bats circles it and bites it for 15 seconds. If it was a creature you could drink from, the bats bring the blood back to you.
- Secondary attack: bats circle you for over three minutes, bite nearby monsters and take hits for you.
- Attack with the shield up: your guard bats fly at the target instead.
- Bats can be killed. Aim carefully: with nothing in sight, the swarm just flies away.
Orb bites deal 7 base pierce damage, multiplied by Blood magic (×1–5), in both swarm and shield modes. All ability damage multipliers grow linearly from skill level 1 to 100. Food/status skill bonuses count up to level 100; damage uses current levels on each hit.

Dangers
The sun
The sun burns you during the day when you are outside.
- Stay under a roof, in a dungeon, or in a cave during the day.
- Rain makes it weaker. Thunderstorms stop it.
- The Swamp and Mistlands are safe. The Ashlands burn twice as hard.
- Right after sunrise and right before sunset you have a short safe time.
- You get a warning before the burning starts. Armor does not help.
Tip: Rub Ooze on yourself (use it from your inventory) for 5 minutes of sun protection. Water and rain wash it off.
Silver
- Silver weapons and arrows hit you twice as hard. So do spirit (ghost) attacks.
- Carrying silver hurts you! Every stack of silver in your bag (ore, bars, silver gear) burns you every second. Store it in a chest.
Death
You stay a vampire when you die, but you lose half your blood.
Good things
- No cold. You never freeze, even in the Mountains.
- Sleep during the day. You can go to bed any time. If everyone in the world is a vampire and in bed during the day, you all wake up at dusk, ready to hunt.
- Build a coffin. Hammer → Furniture, near a workbench. A wooden coffin costs 7 Wood, provides 2 comfort and restores 15 blood per completed sleep. A vampire's coffin costs 7 Ancient bark, 4 Iron and 2 Chain, provides 5 comfort and restores 55 blood. Only vampires can claim or use them; normal bed shelter and fire requirements apply. Blood is capped at your capacity, and getting up before sleeping gives no blood. Coffin comfort shares the bed group and does not stack with another bed.

- Bats are your friends. Cave bats never attack you.
Quick tips for new vampires
- Turn at night, then get indoors before sunrise.
- Keep some raw meat in your hotbar as an emergency snack.
- Hunt deer and boars with your bare hands to level up fast.
- Keep Ooze with you for daytime trips.
- Never carry silver. Put it in a chest right away.
- Travel by night, rest by day.
