v1.4.5 — Claws become a skill, and Skadi stops fighting your own gear
Permanent claws were a standing annoyance disguised as a feature: an unremovable item sitting in a slot for the rest of the run, whether you wanted it in your hand or not. This release turns them into something you reach for instead of something you're stuck with — and fixes a race whose own frost resistance was quietly cancelling out the resistance you paid gold or a wolf pelt for.
Claws are now a timed skill
Aswid's Claws of the Beast and Fenrir's Cursed Claws stop being permanent. Press [K] to grow
them for 120 seconds (both the key and the duration are configurable in Configuration
Manager, RaceClawsConfig), and they retract — unequipped and removed from your inventory
outright — the moment the timer runs out. Pressing the key again mid-window doesn't stack a
second timer, it just restarts the one already running.
The damage bonus only applies while the claws are actually the thing in your hand. Draw a sword during the window and you're fighting with the sword; sheathe it and the claws come back on their own, because holstering anything else while the skill is active hands them straight back. The holster key itself can't put them away either — it simply keeps working and never leaves you empty-handed while the window is open.
Sverm's Chitin Claws are untouched. They were the model this whole system was generalized from, and they still work the old way: permanent, never equipped, always in your hands whether or not you're holding a weapon. The Sverm also carries a carapace and a stinger form that the timed version knows nothing about, so it kept running its own copy rather than being folded into the shared one.
Earlier builds tried bolting a claw model straight onto the hand bones. That breaks the moment the game rebuilds equipment visuals — which happens on every equip — because there's nothing left to put back. A real item in a real inventory slot has nothing to lose, which is the whole reason this is an actual (indestructible, undroppable, untradeable) weapon rather than a visual trick.
See the reworked claws sections on the Aswid and
Fenrir race pages for the full mechanics, and
Key bindings for the shared [K] entry.
The Fenrir claws that never worked at all
Under the hood, this release also fixed a bug that had been there since claws first shipped for Aswid and Fenrir two versions ago: the Fenrir's set was never in the roster. Aswid's claws worked perfectly the whole time, which is exactly what made the Fenrir's silence hard to diagnose — nothing crashed, nothing logged an error, the key press just did nothing.
The cause was .NET type-initializer re-entrancy. AswidRace.CreateModAssets and
FenrirRace.CreateModAssets each touch their own claw class's .Instance first, and whichever
one runs first ends up triggering the other class's static constructor from partway through its
own field initializer. Reaching FenrirClaws.Instance while it's still mid-construction hands
back null, and registering a null claw set was designed to fail soft — log a warning, move on
— which is exactly the kind of failure that never gets seen. The fix builds the roster lazily,
the first time a claw set is actually needed at runtime (from Player.Update, long after every
static constructor in the game has finished), instead of racing two type initializers against
each other at load time.
resetrace could leave your race unreadable
A second, related fix: resetrace writes the literal string "Human" into your ZDO before
reopening the race-selection menu. Some code paths — including the one that decides whether the
Grow Claws key does anything — read that ZDO string as the final word on your race. If a
client's ZDO write of the new race ever lagged behind (or simply hadn't propagated yet) while
the correct race was already sitting in your character's local save data, you could end up
correctly playing as, say, Fenrir, while every check that only looked at the ZDO still saw
"Human" and refused to do anything. "Human" in the ZDO is now treated as no answer rather
than a real one, and the check falls through to your character's own saved race data instead.
Vampiric Aura vs. traders
The Aswid's Vampiric Aura is passive — it drains anything living inside its radius with no key to hold and no form requirement, day or night. It has never distinguished a monster from a trader, which means walking up to Haldor, Hildir, or any other faction merchant to shop put them inside a damage aura that doesn't check who it's hitting. At high Blood Magic skill, that's enough to kill a merchant outright before you ever get a word in.
There's no trader-detection fix here — the aura still can't tell the difference. What changed is the escape hatch: [I], the same key that toggles auto-Devour, now toggles both the aura and Devour together. Press it before you approach a merchant, trade, and press it again on your way out.
Earlier versions had [I] bound to Devour alone, with the Aura running unconditionally in the
background. If you have [I] rebound in Configuration Manager, note that it now controls both.
Skadi's own frost resistance was cancelling your gear
Skadi's frost immunity check works by temporarily muting the race's own passive frost-resistance contribution and asking Valheim what would happen to a bare Skadi at this exact moment — that's how the mod decides whether real Mountain exposure should convert into the race's own "Cold" flavor text instead of vanilla Freezing. The bug: that recompute was discarding all frost resistance during the check, not just the race's own share — including a wolf or lox cape, a frost resistance mead, or frost resistance food. A Skadi wearing a wolf cape could still catch Cold (or, below the tier that grants real Freezing immunity, actual Freezing) exactly as if the cape wasn't equipped.
The fix scopes the discount to only the race's own contribution. Anything you're actually wearing or have actually drunk counts again, the way it always should have — a Skadi is meant to be strictly better off than an equipped human, never worse.
Skadi's frost aura and Eitr bonus now update mid-fight
Frost immunity (Resistant → Immune at higher tiers) and the Eitr regeneration bonus were only being written onto the prototype status effect, not the copy actually running on your character — Valheim clones a status effect the moment it's added, so updating the original after that point changed nothing about the one you were carrying. Beating a boss mid-session left the old tier's frost modifier and Eitr bonus in place until the aura was re-applied by a relog or picking the race again, most visibly at The Queen, where Immune was supposed to replace Resistant instantly and didn't. The live copy is refreshed alongside the prototype now, so a boss kill updates your aura the moment it happens.
Compendium
The Aswid's in-game "Aswid Secrets" entry has been rewritten for the Vampiric Aura and Claws sections to match the behavior above — it no longer describes the old block-to-channel aura or claws that never come off.