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Race overview

Seven races, plus the option to stay Human. They are not balanced against each other — each one bends a different rule of the game, and how strong that feels depends entirely on what you were finding annoying about vanilla.

At a glance

RaceFantasySignature mechanicTransforms into
SkeletonUndead warriorNo stamina bar at all; cannot eat mortal food
SkadiChild of the mountainFrost immunity and real, aimed flightDrake · Moder · Skeleton Dragon
FenrirCursed wolf-bloodBeast melee forms; wolves ignore youWolf · Ulv · Fenring · Cultist
AswidVampireBlood magic with no eitr cost; day/night dualityBat · Mist
FurlingGoblin opportunist2× combat XP forever; doubled drops and yields
TrolMountain bruteEnormous size, carry weight, thrown bouldersTrue Form (tree-wielding)
DraughSwamp undeadEats only raw flesh; physical resistance

How they eat

Food is the rule Races of Valheim breaks most often, and it is usually the first thing you notice.

RaceDiet
SkeletonCannot eat at all. Max health comes from boss kills instead
AswidConsumes fallen enemies directly; 4th stomach slot for prey
DraughRaw meat, eyes, entrails and blood only — cooked food is rejected
TrolNormal food, but unlocks a 4th and 5th stomach slot
FurlingNormal food, but eitr foods last twice as long at the Queen tier
FenrirNormal food; physical kills auto-consume edible enemies
SkadiNormal food

Stamina and eitr

RaceStaminaEitr
SkeletonNone — no bar, no costNormal
AswidInfiniteBlood magic items cost no eitr (health only)
SkadiNormal+50% regen at Yagluth; dragon breath costs eitr
OthersNormalNormal

Who leaves you alone

Two races change monster aggression.

  • Fenrir — wolves, ulvs, fenrings and cultists never treat you as an enemy, at any tier.
  • Aswid — creatures stop attacking you progressively as you advance: boars at Eikthyr, bears at The Elder, leeches/ghosts/wraiths at Bonemass, wolves at Moder, lox/deathsquitos at Yagluth, hares/gjalls at The Queen, and asksvin/voltures/valkyries at Fader.

Difficulty of play

Rough guidance, not a ranking:

  • Simplest — Furling and Draugh. Passive bonuses, no keys to learn.
  • Middle — Skeleton and Trol. One or two abilities, but a rewritten survival loop.
  • Most involved — Skadi, Fenrir and Aswid. Multiple transformation keys, forms with their own attack sets, and timings that depend on day/night or cooldowns.

Picking up the details

Every race page follows the same layout: the fantasy, the base kit you get at tier 1, a tier-by-tier unlock table, the controls, and the mechanics that are easy to miss.

For the keys themselves across all races at once, see Key bindings.