v1.3.10 — The Dvergur
The eighth race arrives, and it is the first one whose power has nothing to do with fighting. The Aswid's aura stops missing what is standing next to you, and transforming stops quietly spending your Guardian Power.
New race — Dvergur
The Dvergur is the eighth playable race: small, stubborn smiths of the deep. (Renamed to the Dvergar in 1.3.11 — the link goes to its current page.)
Every other race makes you better at fighting, or turns you into something else. The Dvergur makes you better at everything around the fighting — and charges you max health for it, permanently, with the bill growing as you progress.
- 22% shorter than a human, slate blue-grey skin, white hair, and the dvergr hood permanently on your head. Wear whatever helm you like and keep every point of its protection — only the mesh is swapped.
- −10 max health, worsening to −20 once The Queen falls.
- Weapon Affinity — favoured weapons hit 15% harder and refund 20% of their stamina. Hammers from the start, Bows at Eikthyr, Axes at The Elder, Crossbows at Yagluth. The bonus never deepens: a tier only ever hands you another weapon, and skill XP is deliberately untouched.
- Mining Affinity (Eikthyr) — veins break 20% faster, cost 40% less stamina, and have a 25% chance to give up an extra unit of ore.
- Smithing and Jewelry (Bonemass) — metal and gems cost 20% less to craft and upgrade, rising to 40% at Moder. Only metals, ores and gems: it stays a forge perk rather than quietly cheapening every wall you put up.
- Kin of the Traders (Bonemass) — Haldor and Hildir charge you 10% less and pay 10% more for trophies and hunting rewards, scaling to −25% / +40% by The Queen.
- Runic Ping (Yagluth,
G) — spend 25 eitr to send a pulse through the stone. For 10 seconds every ore vein and every hostile within 40 m is lit for you alone. The markers are local, so they cost other players nothing. - Runic Overcharge (Fader,
H) — spend 60 eitr to load the runes. Your next blow with a favoured weapon lands with 4× its weight. Hold it no longer than 15 seconds or it bleeds away.
The Dvergur ships with most of its percentages deliberately open — chosen to be playable rather than final. Expect them to move in a later release.
Aswid
- The Vampiric Aura is now centred on you instead of 2 m in front, so it actually covers what is around you rather than a patch of ground ahead.
- Damage rescaled. It was 2 flat plus up to +1 from Blood Magic at level 100; it is now 1 flat plus up to +5 from Blood Magic. The skill carries real weight on the aura again instead of being a rounding error.
Aswid · Skadi · Fenrir
Transforming no longer casts your real Guardian Power for you.
Bat Form, Wolf Form, Cold Spell and the Drake/Moder forms all borrow the game's own
"arms raised" casting animation for their visual. That animation carries a baked-in event
that calls ActivateGuardianPower partway through — which fired regardless of who asked for
the animation. If your power happened to be off cooldown, borrowing the gesture quietly cast
it and burned the cooldown.
None of the four trigger it any more.