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Aswid

Fierce night stalker. Strong and resilient, transforms into a bat.

The Aswid is the mod's vampire, and the race with the most moving parts. It has its own food system, its own magic economy, a day/night rhythm that doubles half its stat sheet after dark, and half a dozen separate ability keys by the endgame.

Base kit (tier 1)​

Benedictus et Afflictus — the Aswid's passive suite, all of it active from tier 1:

StatPer tierAt night
Armour+1×2
Damage+2×2
Movement speed+1%×2
Jump height+1%×2
Lifesteal on physical damage+2% (up to 16%)×2

Plus:

  • Undead vigor — a large stamina pool on top of your food. See Stamina.
  • No fall damage.
  • Blood Magic Mastery — blood magic items cost no eitr at all. You pay their health cost and nothing else.
  • Blood Magic XP rises at double rate.
  • Vae Victis — physical kills automatically consume edible enemies, feeding you and granting Blood Magic XP.
  • Vampiric Aura — a passive draining aura around you, silent in Bat form until The Queen. See below.
  • The Curse's Price — sunlight, fire, pierce and running water all hurt you. See Weaknesses.

Progression​

BossUnlock
BaseBenedictus et Afflictus · stamina pool (+25, +10 per boss) · no fall damage · free blood magic · Vae Victis · Vampiric Aura · weaknesses
EikthyrBat Form (G, night only) · Tame (U) — boars
The ElderBat Form usable day and night
ModerFreezing Blood — immunity to Freezing and Poison · Superhuman Senses — marks untamed creatures within 100 m · Tame — wolves
YagluthEclipse (J) · Dominate (native interact key) · Tame — lox
The QueenWeight of Shadows (H) — mist form · the Vampiric Aura works in Bat form
FaderAsmund — abyss-black hair and beard, +10% height, flat +30 physical damage · the fire weakness ends · Tame — asksvin

Claws of the Beast (K) is a base passive, available from tier 1 like everything else in this section — there is no boss gate on the ability itself. What scales with your tier is the damage the claws hit for once grown. See below.

Controls​

KeyAbilityAvailable from
GBat FormEikthyr (night only until The Elder)
HWeight of Shadows — mist formThe Queen
JEclipseYagluth
UTame the creature under your cursorEikthyr (which species depends on your tier)
IToggle the Vampiric Aura and auto-Devour togetherBase
KGrow Claws of the Beast for a limited timeBase
Interact (native E)Dominate a hovered non-tameable, non-boss enemyYagluth

I is a single combined toggle — see The Vampiric Aura below for why it covers Devour as well. K is shared with the Fenrir's own claws and bound once, in RaceClawsConfig, rather than in AswidConfig.

Mechanics worth knowing​

Stamina​

Until v1.6.1 the Aswid had infinite stamina, which made every stamina food, skill and mod meaningless for the race and let the bat fly forever. It now spends stamina like anyone else, from a pool that is large on purpose:

PoolThe game's base 75, plus +25, plus +10 per boss, plus your food
Without food100 with no bosses, 180 at Fader
CostsNormal, times Stamina Cost Multiplier (1 by default)

The bonus is added on top of everything else, never set, so mods that raise max stamina keep working. All three numbers are under Aswid - Stamina.

Weaknesses​

The vampire pays for its power. Each weakness has its own switch, so a single player can drop one; on a server the host's settings apply.

Sunlight (Aswid - Weaknesses). By day, under open sky, a Sunlight status takes hold:

Health regeneration−50%
Stamina regeneration−25%
Movement speed−10%
Burn0.5 health a second, never below 30% of your maximum

Anything that keeps the sky off you is shade: a roof (the same test as the game's Sheltered status), a dungeon or cave, the Swamp, the Mistlands, the night, and your own Eclipse, which makes that spell an answer to the sun. The burn only wears you down; the sun alone never kills you.

Fire hits 25% harder, burning included, until Fader falls. Pierce (arrows, spears, the stake) hits 20% harder. Both apply after your resistances and armour, so a fire resistance mead still helps, and Mist Form's pierce immunity still wins.

Running water (Aswid - Running Water). A vampire cannot cross running water unaided:

  • Swimming costs double stamina, anywhere. Raise Swim Stamina Multiplier to 5 or more and swimming any distance becomes impossible; the game's own drowning does the rest.
  • Open water (sea, river or lake) costs 1 health and 2 stamina a second while you swim in it or fly over at least a metre of it, never below 10% health from the burn itself. An Open Water status shows while it lasts.
  • Wading, docks and bridges are safe: standing on anything solid never counts.
  • A boat carries you across: standing on one, steering it or sitting in it, no burn and no drain. The camera still rolls gently on the water, as if you were seasick. Camera Sway and its strength are your own settings; a server cannot force them on you.
  • Ocean Only limits the burn and the sway to the sea, leaving rivers and lakes harmless.

Blood magic without eitr​

This is the race's defining trick. Blood magic items normally cost eitr and health; as an Aswid they cost only health. Combined with doubled Blood Magic XP and the lifesteal passive, blood magic goes from a niche late-game school to your primary weapon from very early on.

Claws of the Beast (K)​

Press K and blackened claws grow in place of a weapon for 120 seconds by default (both the key and the duration are configurable in RaceClawsConfig, shared with the Fenrir's own claws). They retract on their own — unequipped and removed from your inventory outright — the instant the timer runs out, so nothing sits in a slot between casts. Pressing K again mid-window doesn't stack, it just restarts the timer.

TierDamage
Base35%
Eikthyr45%
The Elder55%
Bonemass70%
Moder85%
Yagluth95%
The Queen · Fader100%

The percentage is of a full-grown pair's weight, all of it landing as slash, and it climbs with every boss you defeat — the same table the Fenrir's claws and the Sverm's permanent ones are measured against, so all three races hit for identical numbers at identical tiers.

  • The damage bonus only applies while the claws are actually the thing in your hand. Draw a sword during the window and you're fighting with the sword; sheathe it and the claws come right back, because holstering anything else while the skill is running hands them back to you automatically.
  • The claws cannot be dropped, traded, or picked up with the mouse while grown.
  • In Bat or Mist form you have no hands to hold them with — the claws sit out the transformation and pick back up where they left off once you revert, if the window hasn't expired.
Why a real item and not a cosmetic

An earlier version bolted the claw model straight onto the hand bones. That breaks the moment the game rebuilds equipment visuals, which happens on every equip. A real item in a real inventory slot has nothing to lose — which is the whole reason this is an actual (indestructible, untradeable) weapon rather than a visual trick, at the cost of occupying your right hand while it's out.

The Vampiric Aura​

This is passive — no key to hold, no block, no form requirement. It drains automatically from tier 1 onward, in your normal body and in Mist form. As a Bat it stays silent until The Queen (see below).

Damage1 per tick, plus up to +5 from your Blood Magic skill at level 100
Tick rate4 times per second
Radius3 m by day · 6 m at night, centred on you
HealingHeals you for the full damage dealt
Form multiplier×0.5 in human form · ×1 as a Bat (once unlocked) · ×2 as Mist

Blood Magic carries most of the aura's damage: at skill 0 it is barely a tickle, at 100 it is six times that. Levelling the skill — which you do at double rate — is the aura's real scaling. Because it is always on, staying human still drains (at half strength); transforming isn't required, just a damage multiplier.

In Bat form, since v1.6.1, the aura does nothing until The Queen falls. A bat gliding over enemies that cannot reach it, draining them the whole way, was the strongest and least fun way to play the race. Active In Bat Form (under Aswid - Vampiric Aura) brings back the old behaviour for everyone; Bat Form Unlock State moves the unlock, and 0 removes it.

Execution: non-boss enemies that drop to or below 20% health inside the aura are killed outright and devoured automatically, bypassing the normal devour cooldown.

It cannot tell a trader from a monster

The aura sweeps every living thing in range and does not check whether the target sells things. Walk up to Haldor, Hildir, or any faction merchant with the aura running and it drains them like anything else — at a high enough Blood Magic skill, fast enough to kill outright. Press I before you approach a trader to shop safely, and again on your way out.

Since v1.4.19 the aura does skip one group: your own kin. Swamp undead are at peace with an Aswid, and an always-on aura that ticked on them would have started a grudge on your behalf, over and over.

I toggles the aura and Devour-on-kill together, as one switch — there is no way to turn off only one of them. Auto-Devour used to have its own separate, unbound-by-default key; the two were merged onto I because the aura's own automatic execute-and-devour (above) already ties the two behaviours together in practice.

Eating​

The Aswid does not cook. It consumes the lifeforce of what it kills.

  • Physical kills auto-devour edible enemies. Turned off (along with the Vampiric Aura) with the shared I toggle — see The Vampiric Aura.
  • Undead and inorganic creatures — skeletons, draugr, golems, charred, morgen — are not edible.
  • The Greydwarf family is prey: Greylings, Greydwarves, Brutes and Shamans all count. Wood is back on the menu. They are worth 20, 25, 30 and 60 health respectively, the Brute for a full 30 minutes and the rest for 20.
  • Surtlings and Bears are edible too.
  • Valheim 1.0's creatures, since v1.5.3. Seals (adult and pup), the frozen Greydwarf and the frozen Shaman give the stats of Seal Meat Soup. The Elaking and the Elaking Lantern give a Cooked Asksvin Tail. Moose and its calf give Cooked Moose Meat. The Barka, both Jotun Warriors and the Deep North Goblin follow the scaled rule below, the Goblin for 20 minutes like every Fuling. Fixed values: the Jotun Witch 120 health for 60 minutes, the Elaking Mole and the Deep North Dvergr 100 for 30, every earlier Dvergr (mages and the Ashlands one included) 90 for 25.
  • Humanoid prey — Cultists, Fenrings and Fulings — nourishes you for a full 20 minutes, far longer than anything else.
  • Other food values are scaled from each creature's health, so a lox is worth far more than a neck: half its health for twice the health in seconds, up to 50 minutes. Since v1.6.1 that half is capped by the creature's biome, 15 plus 15 per biome from Meadows 1 to Deep North 8 (Black Forest 45, Mountains 75, Plains 90), so a Black Forest Troll no longer feeds 150. Health regeneration scales with how nourishing the prey was, rather than being the same trickle from everything.
  • Every devour is rebalanced since v1.6.1: the health above is multiplied by 0.9, and then part of it turns into stamina: 60% for Meadows and Black Forest prey, so early kills feed more stamina than health, and 10% for everything further afield. A Greydwarf's 25 becomes about 9 health and 13 stamina; a Troll gives about 16 and 24. All five numbers are under Aswid - Devour.
  • You get a 4th stomach slot, usable exclusively for Aswid prey.
  • If all your slots are full, devouring an enemy you are already digesting silently refreshes that buff instead of failing. Until v1.4.19 that refresh destroyed the slot it was meant to renew, and only once the food was under half — which is exactly when it starts flashing. It now renews the slot the way any vanilla food does, nourishment included.
  • Devour is per body. It used to run on a five-second timer shared by every corpse in the world, so clearing a group with the claws or the aura fed you once and let the rest die unnoticed. Since v1.4.19 you drink from every body in a pack, and a refused meal says so instead of failing silently.
  • Your food survives death. Dying does not empty your stomach, so a corpse run does not cost you everything you had eaten. Bukeperries still clear your food normally when you want the slots back.

Dominate (native interact key, Yagluth)​

Every non-boss, non-tameable creature with an AI silently carries a dormant thrall component from the moment it spawns. At the Yagluth tier, interacting with one of them (the same key you use to open doors and chests) enslaves it for 60 seconds, on a 15-minute cooldown. The thrall fights alongside you and drops its normal loot on death; if it is edible, it is auto-devoured the moment it dies, at any tier. Interact again on an already- enslaved thrall to toggle it between following you and staying put.

Tame (U, tiered)​

Look at an untamed creature and press U to tame it outright, no feeding required. Which species answers depends on your progression tier:

BossTameable
EikthyrBoar
ModerWolf
YagluthLox
FaderAsksvin

Superhuman Senses (Moder)​

A passive that kicks in automatically at the Moder tier: every untamed creature within 100 m gets swept every second and marked with a small green light, visible through walls and fog.

Eclipse (J, Yagluth)​

Casts an eclipse: a roughly 2-second cast, then the sky runs through dusk in about four seconds, and it stays night for 60 seconds. Your night bonuses switch on partway through the dusk, as the sky crosses into night. Dawn comes back the same gradual way.

Before v1.5.0 the ability failed right after its announcement: no night, no bonuses, no cooldown, and every later press ignored until you restarted the game.

  • Daytime only — pressing J at night does nothing.
  • 15-minute cooldown, reported on screen if you press it early.
  • The effect is local to you. It turns on all your night bonuses — doubled passives, doubled aura radius, night-gated forms — on demand, in the middle of the day.

Bat Form (G, Eikthyr)​

The bat is flight, and until The Elder it answers at night only. That gate had never once been in effect before v1.4.12 — the progression table said so and nothing read the flag — so a bat in daylight after Eikthyr alone was normal for a long time. It is enforced now, with a message rather than a silent refusal, and a night-only bat caught by the sunrise is put back into its body instead of flying on until dusk. Killing The Elder lifts the restriction for good.

Since v1.6.1 the bat flies like the Skadi's drake: the two forms share one flight system.

InputDoesCosts
Aim (mouse / right stick)Steers, pitch included—
WBeats forward, 13 m/s3 stamina a second
W + ShiftSprints, 24 m/s12 more a second
SBeats backwards, away from where you look3 stamina a second
NothingHolds still for 3 seconds, then glides down at 6 m/sfree
In waterClimbs outfree, so you can always leave the water

Out of stamina, the bat can only glide. The old bat flew on the game's debug-fly flag at 50 m/s, for free, and ignored how much you carried.

Carry weight. With While Encumbered on Allowed (the default), flight costs 15% more while you are encumbered, and the game does not refill stamina while you are encumbered, so an overloaded bat sinks soon enough. On Blocked, you cannot take the form while encumbered, and a bat that becomes encumbered in the air can only glide down.

No escaping mid-fight (since v1.6.8). You can't take bat form until 2.5 seconds after you last lost health, from a hit or a tick of fire, poison or bleeding. Turning back is never blocked, and a hit doesn't knock you out of bat form. Combat Lock sets the time; 0 turns it off.

Optional limits, off by default: Max Duration (with Duration Per State added per boss) and a Cooldown after you leave the form.

Every number is under Aswid - Bat Form.

Free Flight (since v1.6.5). Prefer the old bat? Turn on Free Bat Flight and the bat flies on the debug-fly flag again: 20 m/s, 50 m/s with Shift, no stamina, no weight limit. Jump rises and Left Ctrl sinks (vanilla hard-wires that key). Each player picks their own, and the change counts from the next time you become a bat. The stamina rules above do not apply to it.

Bat Flight Rule (server)Every bat flies
PlayerChoice (default)As each player's Free Bat Flight says
AlwaysStaminaFlightOn stamina
AlwaysFreeFlightFree
A real body, with no tricks

On the debug-fly flag, vanilla treated the bat as not really there: monsters could not see or hear it, and every hit on it was dropped. From v1.4.12 to v1.6.0 six patches overrode that, with two toggles (Monsters Notice The Bat, The Bat Can Be Hurt) to bring the ghost back. The bat now flies as a flying creature, which monsters see, chase and hurt on their own, so the patches and both toggles went. They came back in v1.6.5 for Free Flight only, with no toggle: a free bat is fast, but never invisible or immortal. Dying as a bat takes the form down properly. Other players see the bat stay in the air; this was not yet tested in multiplayer at release.

Weight of Shadows (H, The Queen)​

You dissolve into mist.

Immune toBlunt, slash, pierce, and poison damage. No fall damage.
AuraDeals double damage (the mist form multiplier)
CannotAttack, run, or jump
EndsAt sunrise, automatically

It is a survival and drain tool, not an offensive one — you trade all your weapons for immunity and a stronger aura.

Day and night​

Half the Aswid's kit keys off the clock. The mod announces the transition with a thematic message when day flips to night and back — "what a horrible night to have a curse".

Stations​

Blood Refinery​

A half-scale, red-tinted clone of the vanilla Eitr Refinery, built at the Hammer for 1 Blood Core, 20 Stone, 10 Bronze. No crafting station needed — only the Blood Core, bought for 500 coin from the Draugr faction merchant, has to be in your inventory before the piece appears in the menu.

The refinery runs two tanks, filled by pressing its switches with the right item in hand:

TankCapacityFilled by
Blood50Any raw flesh
Bone20Bone Fragments (1), Charred Bone (2), Charred Skull (3), Withered Bone (3), the three Asksvin carrion pieces (2–3 each), Elaking Hair Bundle (20)

Every 20 seconds, if the refinery holds at least 5 blood and 2 bone, it spends 5 blood + 2 bone and produces 1 Blood Essence. Removing the piece returns bone as Bone Fragments; banked blood is lost.

Blood Essence (60 food, 60 stamina, 40-minute burn) is edible only by an Aswid — anyone else gets "Living blood curdles in a living throat." Five of them turn into one Superior Blood Essence (80 food) at a Mead Ketill.

Blood Potions​

Brewed at the Fermenter, not the refinery, from the two essences above:

Mead baseRecipeYieldsEffect
Blood Potion3 Blood Essence, 5 Blueberries, 5 Yellow Mushroom5× Blood PotionHeals 5% max HP over 8s, refills all 3 food slots with Blood Essence
Superior Blood Potion3 Superior Blood Essence, 5 Sap, 5 Cloudberry5× Superior Blood PotionHeals 10% max HP over 8s, refills food slots with Superior Blood Essence

Both bases ferment 4× faster than a normal mead. Past Fader, drinking either potion also tops off the Aswid's 4th food slot.

See Stations for every race's chain side by side.