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v1.3.11 — The Trenta

Races of Valheim developer

The ninth race arrives, and it is the first one that gets stronger by doing nothing at all. The Dvergur becomes the Dvergar, blood magic finally costs what it always claimed to, and "no skill loss" starts meaning no skill loss.

New race — Trenta

The Trenta is the ninth playable race: tree-born folk, kin to root and leaf.

Every other race asks you to do something — press a key, land a hit, kill and eat. The Trenta asks you to stand still. Find daylight, stay put for ten seconds, and you put down roots.

  • Photosynthesis — motionless, in the sun, out from under a roof: 10% of your maximum health per second for 8 seconds, plus Rested for 5 minutes and a further minute for every boss you have already put down.
  • A diet of what grows, digested twice as slowly as anyone else manages.
  • The forest does not see you. Greylings, greydwarves, fulings, trolls, leeches and deathsquitos never attack first — from the very first tier, with no progression gate.
  • Awakened Seeds at Eikthyr — every seed, cone, acorn and self-seeding mushroom becomes edible, each one worth the strongest dish its own biome has to offer.
  • Purple Rain at The Elder — a spray of toxic pollen that heals everything not fighting you and poisons everything that is.
  • Bonemass frees your swimming stamina and shuts out Poison and Wet entirely.
  • Moder brings Last Stand (armour that rises as your health falls) and Thorns (a fifth of every hit reflected back).
  • Homecoming Portal at Yagluth — a linked pair of portals for thirty seconds, and unlike the real thing it does not care what you are carrying.
  • Hornet's Nest at The Queen — a permanent companion that stings anything that comes near.
  • Muspell at Fader — take The Elder's own shape, at half size.

The Dvergur is now the Dvergar

The race has been renamed. Characters created as a Dvergur are migrated automatically on their next spawn: you keep your race, your tier and your progress, and nothing needs re-picking.

The Dvergar also gains Runic Spark — every blow you land now carries Lightning damage, starting at +2 with no bosses down and growing +2 per boss to +16 after Fader. It is modelled on Skadi's frost affinity, which has always worked the same way.

Blood Magic Mastery finally works

The Aswid's headline promise — blood magic costs health, never eitr — did not survive contact with the game.

Casting with no eitr food eaten was refused outright, because Valheim checks your maximum eitr before it ever asks whether the cost can be waived, and a maximum of zero fails that check on its own. The waiver was never consulted. That is also why it looked intermittent: it appeared to work for anyone who happened to be eating eitr food, and failed for exactly the player it was written for.

Blood magic now costs what it always said it did: health, and nothing else.

The Vampiric Aura also lands on what is actually around you, and runs passively in every form.

"No skill loss" now means no skill loss

Dying on a no-skill-loss world still wiped the progress banked toward your next level in every skill. The level itself was safe; everything earned since it was not.

On a skill sitting just short of the next level that is indistinguishable from losing one, which is how it was spotted — on Blood Magic, the skill the Aswid gains fastest and so the one most often near a boundary.

Nothing is lost now.

Also

  • The Trol's remote-sync tracing no longer fills the log while you sit in the main menu.
  • The mod description had listed seven races since before the Dvergur shipped. It now names all nine.