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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 14%)×2

Plus:

  • Undead vigor — infinite stamina, exactly like the Skeleton.
  • 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, always on in every form. See below.

Progression

BossUnlock
BaseBenedictus et Afflictus · infinite stamina · no fall damage · free blood magic · Vae Victis · Vampiric Aura
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
FaderAsmund — abyss-black hair and beard, +10% height, flat +30 physical damage · 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

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 just as much as in Bat or Mist form.

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 · ×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.

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.

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.
  • 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. Health regeneration scales with how nourishing the prey was, rather than being the same trickle from everything.
  • 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.
  • 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, after which it becomes night for 60 seconds.

  • 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.

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)

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.