Sverm
Chitin-born swarm kin. Armoured from birth and never slowed, venomous, at peace with every crawling thing - but blunt trauma and fire find the seams.
The Sverm is the mod's tenth race, and the one that answers "what if armour was a race instead of a set of items." You never dress — chest, legs and helmet are chitin, permanently, and worth the next biome's full set the moment you reach it. Past The Elder the race stops being only a body: it grows the Colony, a base-building and economy layer built entirely out of a nest, a bank of biomass, and a roster of insects that fight, farm and haul for you.
Base kit (tier 1)
All of the following are active from the moment you pick the race, and stay active for the rest of the run:
- Chitin Plating. Chest, legs and helmet are carapace and never come off. At every tier they are worth the full armour set of the biome ahead of you, at its best quality, weightless, and without the movement penalty armour costs everyone else. Cloak and trinket are the only two slots you can still fill with something you found.
- Toxin Immunity. Poison cannot touch you at all, from tier 1.
- Two weaknesses that come with the shell. You take +40% blunt damage and +40% fire
damage — the price of an exoskeleton. Both are read off a single configurable number
(
SvermConfig.BluntWeakness/FireWeakness), and the fire half inverts entirely at the Fader tier — see Annealed Chitin below. - Hive Pheromones. No invertebrate in the game will attack you — not leeches, ticks, deathsquitos, seekers, or bees. Bonemass is not an insect and does not care.
- Insect Metabolism. You eat everything anyone else eats. Honey and royal jelly are worth double to you. Alchemical blood is the one thing your stomach refuses.
- Chitin Claws. Your hands are the weapon, permanently. A bare-handed blow lands at a percentage of the claws' full weight (35% at tier 1, climbing with progression — see the table below), and the claws cannot be taken from you: draw a sword and they simply wait, sheathe it and they are back in your hands. Unlike the Aswid's or Fenrir's claws, there is no key to press and no timer — this pair never comes off.
This needs no special patch. In vanilla Valheim, the equipment slots that carry a movement penalty are exactly the chest, legs and helmet — the three slots the Sverm can never fill with anything else. Sealing them delivers the "never slowed" half of the race for free.
Progression
| Boss | Unlock |
|---|---|
| Base | Chitin Plating · Toxin Immunity · Hive Pheromones · Insect Metabolism · Chitin Claws (35%) · leather-tier carapace |
| Eikthyr | Metabolic Surge — cheaper running/jumping, +15% jump · Ventral Pouches (+100 carry weight) · Claws 45% · bronze-tier carapace |
| The Elder | Grinding Mandibles — seeds are food · Sensory Antennae · Claws 55% · iron-tier carapace · the Colony unlocks |
| Bonemass | Venom Glands — poison added to every blow · Acid Hemolymph — poison dealt back to melee attackers · Claws 70% · wolf/Drake-tier carapace |
| Moder | Vestigial Wings — no fall damage · Claws 85% · padded-tier carapace |
| Yagluth | Stinger Morph (G) — become a deathsquito · Claws 95% · carapace-tier carapace |
| The Queen | Surrenal Glands — 10% larger, carapace value jumps · full wingspan (visual) · Claws 100% · flametal-tier carapace |
| Fader | Carapace Regeneration — passive self-heal · Annealed Chitin and Emberform — fire weakness inverts to resistance, claws catch fire |
Controls
| Key | Ability | Available from |
|---|---|---|
| G | Stinger Morph | Yagluth |
Everything else — the carapace, the claws, the venom, the antennae, the fall-damage immunity — is passive. The Colony has no keys of its own; you interact with its buildings the same way you interact with any other station, by pressing E.
Mechanics worth knowing
Chitin Plating and the carapace's value
What the carapace is worth is never written down as a flat number — it is priced live off three
real vanilla items, read from ObjectDB at quality 4, the same three item slots a human would
wear:
| Tier | Reference set |
|---|---|
| Base | Leather chest, legs, helmet |
| Eikthyr | Bronze chest, legs, helmet |
| The Elder | Iron chest, legs, helmet |
| Bonemass | Wolf chest and legs, Drake helmet |
| Moder | Padded Cuirass, Greaves, Helmet |
| Yagluth | Carapace chest, legs, helmet |
| The Queen · Fader | Flametal chest, legs, helmet (+10 flat at Fader — there is no biome after the Ashlands to read a set from) |
Because the number is read from the real items rather than copied once, a game patch that rebalances iron armour rebalances the Sverm's Elder-tier carapace along with it, automatically.
Hive Pheromones
The same no-hostility trick several other races have, scoped to invertebrates specifically: leeches, ticks, deathsquitos, seekers and bees never initiate against a Sverm, at any tier, with no unlock required. Bonemass — an ooze, not an insect — is explicitly exempted.
Chitin Claws
| Tier | Damage |
|---|---|
| Base | 35% |
| Eikthyr | 45% |
| The Elder | 55% |
| Bonemass | 70% |
| Moder | 85% |
| Yagluth | 95% |
| The Queen | 100% — the real Chitin Claws |
| Fader | 100% + fire |
The percentage is a fraction of a reference weapon's own quality-4 damage, read live off
ObjectDB rather than hand-tuned — the same yardstick the timed claws on
Aswid and Fenrir are measured
against, so all three races hit for identical numbers at identical tiers. What differs is the
damage type: the Sverm's claws land as slash, pierce and blunt in the reference weapon's own
split; the Aswid's and Fenrir's timed claws collapse the whole total into slash.
The model is purely cosmetic — two claws bolted to the hand bones, visible even while you are holding a two-hander — and the damage is entirely separate, applied to whatever an unarmed blow would otherwise do. That split is what lets the claws be genuinely permanent without permanently occupying your weapon slot: pick up a sword and you swing the sword, but the claws are still sitting on your hands underneath it, doing nothing until your hands are empty again.
At Fader, Annealed Chitin adds fire on top of the physical total — see below.
The Colony (unlocked at The Elder)
Past tier 3, the Sverm is not only a body. Build a Brood Mound with the Hammer (40 Wood, 20 Resin — no crafting station needed) and it becomes the anchor of a whole economy layer. No more than two nests may stand within roughly 900 m of each other (two per square mile).
The nest wears two mouths:
- The Hive Stomach, at its foot — press E and it eats a whole stack out of your inventory. Food, wood and resin are all accepted; honey and royal jelly are refused, because they are medicine now, not fuel.
- The Hive Market, a separate bench you build with the Hammer within 10 m of a nest (10 Wood, 5 Resin) — press E and the vanilla trade window opens, spending that nest's own biomass bank instead of coins.
Digestion
What you feed the nest is not spendable the instant it goes in. It seeps from the feed into the nest's spendable bank at 5 biomass a second (configurable), continuously, whether or not anyone is standing there to watch it.
Growth
| Stage | Tank capacity | Cost to reach it |
|---|---|---|
| Brood Mound | 1,500 | — (starting stage) |
| Gorged Hive | 2,000 | 1,000 |
| Nesting Spire | 2,500 | 1,500 |
| Hive Citadel | 3,000 | 2,000 |
Each stage costs exactly the previous stage's full tankful and always leaves the bank close to empty — growing the nest and fielding an army are competing uses for the same biomass, never both at once. Each stage also opens the next rung of the troop roster and raises the egg cap.
Brood eggs and troops
The nest lays one egg every 20 seconds, up to a cap of 5 plus the current stage (6 at Brood Mound, up to 9 at Hive Citadel). A troop costs one egg and its own biomass price — the egg regrows on its own, the biomass does not.
| Troop | Price | Unlocked at | Default cap |
|---|---|---|---|
| Brood | 100 | Brood Mound (stage 1) | 8 |
| Seeker | 250 | Gorged Hive (stage 2) | 6 |
| Soldier | 500 | Nesting Spire (stage 3) | 3 |
| Gjall | 1,000 | Hive Citadel (stage 4) | 2 |
Troops are tamed creatures bound to the nest that hatched them: they follow when you ask, walk home when you release them, heal on their own over time, and drop nothing when they fall — a troop that farmed its own trophies would let the colony pay for itself. Surrenal Glands (800 biomass) and Hyperplasia (1,600 biomass), bought at the market, raise every troop hatched after the purchase to one star and then two — nothing already alive is retroactively upgraded.
Seeker Workers
Free labour, and always free — no egg, no biomass, and a replacement the moment one dies. Two separate pools that never compete with each other:
- Farmers — hatched by any beehive the colony has taken over (see below), work the ground around it. Up to 6 by default.
- Haulers — hatched by the nest itself, but only from the Bonemass tier on. Carry food from nearby chests back into the hive. Up to 3 by default.
Workers are half a Seeker's size, health and reach. They take no orders and never follow — they stay near wherever they were born and defend it.
Blister Tick
50 biomass buys a permanent slot (10 by default). It runs at whatever you're fighting and bursts; the nest grows a free replacement 30 seconds later. Its blast starts at a fallback figure and upgrades to match the elite blob's own explosion once the nest reaches its third stage.
Beehives
Place a vanilla beehive inside a nest's 10 m aura and the colony takes it over after 60 seconds standing there — twice the speed, three times the honey capacity, and after Yagluth, royal jelly instead of honey. Press honey or royal jelly directly on one of your own insects to heal it (40 and 90 health respectively) rather than eating it yourself.
See Stations for every race's chain side by side.
Vestigial Wings (Moder)
No ground is hard enough to hurt you, from Moder on. The dorsal spines that grow with this tier are cosmetic — a ribcage worn spine-up along your back — and grow taller again at The Queen.
Stinger Morph (G, Yagluth)
Become a deathsquito for 120 seconds, on a 480-second (8-minute) cooldown. It is the one thing in the kit that is not armour — everything else says "stand there and survive," this says the opposite.
- Real flight, and the deathsquito's own sting rather than the claws' — read live off the creature, so it always hits for whatever a vanilla deathsquito is worth.
- A body made of paper. While transformed, every point of damage you take is multiplied 2.5×. This is the entire cost of the ability: you deal the hardest single hit of the Plains and can leave any fight by going straight up, but a single arrow can very nearly end you.
- You cannot equip anything but the claws in this form, and cannot eat or drink.
- Two tamed deathsquitos are summoned alongside you as an escort, and they outlive the form by a minute — the form ends wherever it ends, often mid-air, and the escort is what covers the minute it takes to fall back to being a slow armoured thing on the ground.
- Press
Gagain to end it early, or let the timer run out on its own — the wings simply fold away.
Annealed Chitin and Emberform (Fader)
Eight tiers of the shell's own weakness are burned out at the very end. The +40% fire damage that has followed you the whole run inverts into a flat resistance of the same size, and the claws start carrying fire on top of their physical total. Visually, the carapace goes black with a dim red heat glowing under it — the tint ramp that has been ageing from pale violet toward amber the whole climb finally goes past amber into this.
Carapace Regeneration (Fader)
A flat passive self-heal, 0.5 health a second, always on — no combat requirement, no cooldown.
Playing one
- The body alone is a competent tank-and-poke build from tier 1: full armour with no weight, no weakness to poison, and hands that are always a weapon even with your sword sheathed.
- Blunt and fire are your real threats for the whole climb, not just a stat line — plan encounters (Bonemass, anything wielding a mace, Surtlings) accordingly until Fader flips the fire half around.
- Don't build a nest and expect it to run itself immediately. Growth and army are the same currency; decide which one you're spending toward before you start feeding it.
- Farmers and haulers are free once you have a beehive or two under the aura — let them build your stockpile while you're off doing anything else.
- Save Stinger Morph for burst damage or an escape, never as a form to fight a drawn-out battle in. The fragility multiplier means anything that would merely hurt you as a human can kill you outright while transformed.