Fenrir
Cursed by the blood of the wolf. Fast and deadly, but vulnerable to silver.
Fenrir is the melee transformation race. You stay a fairly ordinary Viking out of form — the passive bonuses are steady but modest — and become something else entirely when you shift. The forms are the build.
Base kit (tier 1)
Fenrir's passives scale linearly with your tier, applying per boss defeated:
| Stat | Per tier |
|---|---|
| Armour | +3 |
| Damage | +5 |
| Fall damage | −10% |
| Movement speed | +3% |
| Jump height | +3% |
The fall-damage reduction reaches full immunity by the late tiers, and both beast and cultist forms are immune to fall damage outright regardless of your tier.
It was applied as a multiplier on top of normal speed instead of as a bonus, so every Fenrir moved at double speed plus the bonus — 103% faster after one boss rather than 3%. It is now the +3% per boss the race has always listed.
You also gain the Fenrir curse status effect on selection, which is what all the transformations hang off.
You also carry Cursed Claws (K) from tier 1 — see below. Like the
passives above, the ability itself has no boss gate; only the damage it hits for scales with
your tier.
The pack ignores you
Wolves, ulvs, fenrings and cultists never treat a Fenrir as an enemy. This applies from tier 1, in and out of form, with no unlock required. The Mountains become dramatically quieter, and Fenring camps stop being ambushes.
Progression
Fenrir uses three transformation keys, and each key's meaning changes as you advance. Most forms are night-only when first unlocked and become available around the clock a tier or two later.
| Boss | G | H | J |
|---|---|---|---|
| The Elder | Wolf (night) | — | — |
| Bonemass | Wolf (day & night) | Ulv (night) | — |
| Moder | Ulv (day & night) | Fenring (night) | — |
| Yagluth | Ulv | Fenring (night) | Cultist (night, 1 min / 10 min cooldown) |
| The Queen | Ulv | Fenring (day & night) | Cultist (night, 1 min / 5 min cooldown) |
| Fader | Ulv | Fenring | Cultist (day & night, no timer) |
Read down a column to see what a key does at your current tier — G always gives you your
best "cheap, always-on" form, H your stronger beast, and J the Cultist.
Controls
| Key | Action |
|---|---|
| G | Transform — Wolf / Ulv |
| H | Transform — Ulv / Fenring |
| J | Transform — Cultist |
| K | Grow Cursed Claws for a limited time |
While transformed
| Input | Beast forms | Cultist form |
|---|---|---|
| Left Mouse | Claw | Single claw |
| Right Mouse | Heavy claw | Fire breath (hold; drains eitr) |
| Middle Mouse | Jump attack | Double claw |
| O | Howl | Howl |
Attacks only fire while you are grounded, and never while a menu, the map, the chat, a chest or your inventory is open.
Mechanics worth knowing
Fire breath (Cultist, hold Right Mouse)
The Cultist's flames run on eitr, at 12.5 per second by default, and stop the instant the pool empties. The claws cost nothing; only the fire has a price.
The Cultist unlocks at Yagluth, and eitr in Valheim comes from the Mistlands — the refined foods made with Magecap and Jotun puffs, or the Eitr-Weave set. A Fenrir who kills Yagluth and turns Cultist that same night, without having been into the Mistlands yet, will hold the button and get nothing but a message saying the flames want eitr. The claws still work. There is no eitr from the race itself: it has to come from food or armour like anyone else's.
The gap closes as soon as you have eitr food, which needs no further boss — only the biome. It can be no gap at all for a player who farmed the Mistlands before taking Yagluth on.
At 12.5 per second a pool of 150 eitr is about twelve seconds of continuous fire, against
a form that lasts a minute at the Yagluth tier. It is a burst, not a flamethrower. Both
numbers live under Fenrir - Cultist Attacks in Configuration Manager.
Howl (O)
Works in all four forms since 1.4.24 — before that the key was only read by the Fenring and the Cultist, and pressing it as a wolf did nothing at all.
Each form howls with its own animation. Where the sound comes from differs, and only the wolf is special:
- Wolf — the sound is inside the animation. Its
C_Hawlclip fires an event partway through holding the howl, and the game plays it there, so it lands where the animation means it to rather than where the keypress was. Nothing is played alongside it. - Ulv — animates a howl of its own and carries no sound with it, so one is played over the animation. Same family, same rig, different wiring.
- Fenring and Cultist — no howl of their own at all, not one clip among the nineteen and eighteen their animators carry. They use their taunt animation and borrow the wolf's voice.
The howl will not start while you are mid-attack, and it holds the form still for about three seconds so a bite does not cut it off.
The idle howl, the one a form plays on its own while standing, is different: it loops, and attacks can't break out of it. Until v1.5.6 an attack during it froze the form in place until you left it. Now the form steps out of the howl before it attacks, and an attack lock that never releases lets go after 8 seconds.
Cursed Claws (K)
Press K and the wolf's hands grow in your human shape for 120 seconds by default
(both the key and the duration live in the shared RaceClawsConfig, alongside the Aswid's
identical ability). They retract on their own — unequipped and removed from your inventory
outright — the moment the timer ends, so nothing sits in a slot between casts. Pressing K
again mid-window restarts the timer rather than stacking.
| Tier | Damage |
|---|---|
| Base | 35% |
| Eikthyr | 45% |
| The Elder | 55% |
| Bonemass | 70% |
| Moder | 85% |
| Yagluth | 95% |
| The Queen · Fader | 100% |
The percentage is of a full-grown pair's weight, all of it landing as slash, and climbs with every boss you defeat — the same table Aswid'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 weapon during the window and you're fighting with the weapon; 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 any beast or Cultist form, the jaws and claws of that form do the work instead — the Cursed Claws sit out the transformation and pick back up where they left off once you revert, if the window hasn't expired.
Night gating
A night-only form simply refuses to transform during the day. There is no partial state and no warning cooldown — press the key at the wrong time and nothing happens. Every night-only form eventually becomes day-and-night at a later tier, so this is a temporary restriction, not a permanent identity.
Sunrise only takes back the forms that were granted for the night alone. Until v1.4.22 it took every form regardless: a Fenring past the Queen, a Wolf past Bonemass or a Cultist past Fader all turned back into a human at every dawn, and "The beast is tired" blocked the daytime forms as well.
What other players see
A remote Fenrir form used to be a model in its default pose, sliding across the ground in silence. Two releases fixed it:
- v1.4.19 — the forms walk, run, jump and creep for everyone who can see them.
- v1.4.22 — the attacks reach every other client: the Fenring's claws, the Cultist's claws and flames, the Wolf's and the Ulv's bites, the opening sound of each swing, the howls, and the Cultist's flame breath, roar and fire.
The sound of an impact landing, and the Fenring's jump, are still heard only by the player making them.
Cultist fire costs eitr
The Cultist's fire breath is the only Fenrir attack with a resource cost. It is a held attack: keep Right Mouse down and it streams while you have eitr, and stops the moment you run dry, release, leave the ground, or open a menu. Everything else Fenrir does is free.
Cultist duration
The Cultist is a burst form until Fader:
| Tier | Duration | Cooldown |
|---|---|---|
| Yagluth | 1 min | 10 min |
| The Queen | 1 min | 5 min |
| Fader | Unlimited | None |
Pack Trough
A standing pack you build once and keep fed, in three ranks that fill in order — the trough will not start the next rank until the one below it is full.
| Rank | Slots (base → upgraded) | Interval |
|---|---|---|
| Pack Wolf | 10 → 15 | one every 2 minutes |
| Ulv | 6 → 10 | one every 3 minutes |
| Fenrir | 0 → 5 | one every 5 minutes |
Built on Ulvsblod (500 coin, bought from the Fenring), plus Silver and Moder's own drop, then fed any raw flesh into a 400-deep tank. A Greater Ulvsblod (1,500 coin) plus whatever Yagluth leaves behind unlocks the upgraded caps and opens the Fenrir rank. The pack is tame, leashed, heals itself, drops nothing, and does not breed — a bred litter would either jam the population cap or run away with it, so the roster is bought and timed instead. If an animal in an earlier rank dies while a later one is filling, the clock resets to the rank that just lost a member — the lowest short rank always wins.
The trough itself is immune to the pickaxe and withers its whole pack five minutes after it is destroyed. One per square mile.
See Stations for every race's chain side by side.
Reverting
Pressing the same key again reverts you. Using resetrace also force-reverts any active
Fenrir form and clears the curse.