How to Beat the Dvergr Rogue in Valheim

The Dvergr Rogue is a Dvergr found across the Mistlands, and it fights with a crossbow-like Arbalest. The wiki describes it plainly: "short, blue humanoids with light blue eyes and silver hair carrying an Arbalest." Rogues are neutral until provoked — damage one, damage a nearby Dvergr, or so much as chip a Ward-protected structure, and it turns hostile. This guide breaks down its stats, its two attacks, and the drop table you're actually farming it for.
What the Dvergr Rogue Is and Where It Spawns
The Rogue's in-game ID is Dverger, it belongs to the Dvergr faction, and it's immune to Spirit damage. Beyond that immunity, the source data leaves every other elemental modifier (very weak, weak, resistant, very resistant, neutral) blank — the wiki simply doesn't document extra weak points or resistances for this creature, so treat every non-Spirit damage type as dealing its normal, unmodified value until that's confirmed otherwise. Its listed stagger value is 30%, though the wiki doesn't spell out the underlying formula (how much of the stagger meter a single hit actually fills) — it's a documented number without a documented mechanic.
Spawning happens two ways, per the wiki's spawn table: in the "Middle" zone of the Mistlands during daytime, with a spawn limit of 2 and a frequency of 3, and as a "common" spawn point inside Dvergr forts and structures. Rogues that spawn at a Dvergr structure often show up alongside a mix of other Rogues and/or Dvergr Mages — but unlike Mages, Rogues can spawn and respawn anywhere in the Mistlands, not just at settlements. One more wrinkle worth knowing before you pick a fight: Dvergr are naturally hostile to other aggressive creatures in the Mistlands and will attack them on sight, which can do some of your fighting for you before you even engage.
Health and Damage by Star Level

The infobox gives exact numbers for all three star tiers:
- 0-star: 350 health, 110 Pierce (Shoot) / 70 Blunt (Melee)
- 1-star: 700 health, 165 Pierce (Shoot) / 105 Blunt (Melee)
- 2-star: 1,050 health, 220 Pierce (Shoot) / 140 Blunt (Melee)
Do the subtraction and the scaling turns out to be perfectly linear, not multiplicative: health climbs by +350 per star (350 → 700 → 1,050), Shoot damage climbs by +55 per star (110 → 165 → 220), and Melee damage climbs by +35 per star (70 → 105 → 140). Practically, that means a 2-star Rogue's Shoot attack deals 220 Pierce, double the 0-star's 110, so identifying star level from range before engaging is worth the extra second.
The Two Attacks: Shoot and Melee

The wiki documents both attacks down to their exact ranges and cooldowns:
Shoot — the Rogue "lifts one leg to support and load their crossbow before shooting the player" for 110 Pierce damage at 0-star. The bolt travels at 40 meters per second for up to 4 seconds before despawning, with a spread of 2–20 degrees, and can be re-used every 6 seconds whenever the player is within 1–15 meters.
Melee — the Rogue "smacks the player with the side of their crossbow" for 70 Blunt damage at 0-star. This swing covers a 2.5-meter, 90-degree horizontal arc and can be re-used every 4 seconds whenever the player is within 0.5–2.5 meters.
The two ranges barely overlap: Shoot's 1–15m window is a long-range poke with a visible wind-up (the leg-lift), while Melee only triggers once you're almost on top of the Rogue, inside 2.5 meters. That gap is the attack's built-in tell — back off the instant you see the wind-up animation, and the only thing that can hit you is Melee, which needs you to already be in its face.
Drops and Why Clearing a Settlement Matters

The drop table is the same across all three star levels, per the source:
- Coins: 2–14
- Black marble: 50%
- Soft tissue: 25%
- Dvergr trophy: 5%
Because none of those percentages shift with star level, there's no drop-rate reason to hunt higher-star Rogues specifically — you're farming for kill count, not for better odds per kill. The bigger reason to fight Dvergr at all ties into Mistlands progression directly: the wiki states that "clearing at least one dvergr settlement is necessary to progress in the Mistlands, because the Dvergr component crate contains the Dvergr extractor, an essential component in the Sap extractor." If you'd rather skip the fight entirely, the source notes this "can be circumvented by ramming the relevant crate with a cart or hoping that aggressive mobs in the area destroy it" — though either workaround still leaves the settlement's Rogues and Mages alive and hostile to you.
Quick tips
- Watch for the leg-lift wind-up before Shoot, then step outside 15 meters — it can't hit you there.
- Don't let a Ward-protected structure catch stray AoE damage; it provokes the whole camp, not just one Rogue.
- Star level is worth eyeballing from range: a 2-star's Shoot attack hits for 220 Pierce, double a 0-star's 110.
- Let other hostile Mistlands creatures wander into a Dvergr camp before you engage — Dvergr attack them on sight.
- Drop odds don't scale with star, so don't burn extra resources chasing 2-star kills specifically for loot.
Running your own Valheim server
If you'd rather fight Dvergr camps with a full squad instead of solo, a dedicated server is the difference between "everyone logs in whenever" and an actual raid night. On your own server you control the world modifiers (combat difficulty, resource rates, raid frequency) through the standard launch arguments and config files, keep an admin list for console access, and decide crossplay and PvP settings up front instead of fighting Steam's defaults mid-session. That also means the world stays live and the Mistlands stay explored even when the host is offline.
Conclusion
The Dvergr Rogue isn't the hardest fight in the Mistlands, but its two attacks are precisely documented for a reason: respect the 1–15m Shoot window, don't wander inside 2.5m unless you mean to, and remember its drop odds don't change with star level. Clear at least one settlement for the Dvergr extractor, and the rest of your Sap extractor setup falls into place.
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