The Dvergr in Valheim: 350 Health, No Weakness, and They Start Out Neutral

A Dvergr outpost in the Valheim Mistlands.

 

    The Dvergr are Valheim's one genuinely ambiguous faction. They are described as both passive and aggressive creatures, found primarily in the Mistlands, and they are the only enemies in the game whose hostility is a choice you make rather than a state they arrive in. They also have 350 health, no published weakness of any kind, and — in the mage variant — resistance to both Fire and Frost.

 

    On sourcing. Iron Gate do not publish system documentation. The figures below come from the community wikis and can change with any patch.

 

The Two Combat Types

 

Card comparing the Dvergr rogue and Dvergr mage.

 

Dvergr rogueDvergr mage
Health 0★ / 1★ / 2★350 / 700 / 1,050350 / 700 / 1,050
FactionDvergrDvergr
Weak toNothingNothing
Resistant toNothingFire, Frost
Immune toSpiritSpirit
Stagger threshold30%30%
AttacksShoot: 110 Pierce, Melee: 70 BluntMelee 70 Blunt, Fireball: 130 + 100 Fire, Clusterbomb
DropsCoins, Black marble, Soft tissue, Dvergr trophyCoins, Black marble, Soft tissue, Dvergr trophy

 

    The rogue resists nothing at all, which puts it in the same category as the Fulings — bring whatever you have. The mage resists Fire and Frost, which removes two of the four elemental options in a biome where elemental damage is otherwise the correct answer against Seekers.

 

    Neither has a weakness. There is no clever counter here; both are 350-health enemies that you out-damage.

 

They Have Their Own Faction

 

    The Dvergr are listed under a Dvergr faction rather than Mistlands, which is the mechanical expression of their neutrality. Faction matters in Valheim because creatures attack across factions — a Stone Golem is Forest-faction on a Mountain and will fight wolves as readily as you.

 

    Being their own faction means the Dvergr are hostile to the Mistlands creatures too. Their outposts are lit, walled and defended against the Seekers, which is why a Dvergr camp is one of the safer places to stand in the biome — right up until you make it unsafe.

 

    They begin passive. You can walk through a Dvergr outpost, use their structures and take what is not nailed down without a fight. Attacking one turns the whole camp hostile, and a camp contains multiple 350-health enemies with 110 Pierce ranged attacks.

 

The Mage Is the Dangerous One

 

Card showing the Dvergr mage's fireball and clusterbomb damage.

 

    The Dvergr mage fires a Fireball dealing 130 Fire plus a further 100 Fire, and a Clusterbomb on the same scale. Those are the largest single elemental hits from any non-boss creature in this series.

 

    Its Fire and Frost resistance is the awkward half, because it means:

 

  • Fire does not work, which is the standard answer to most things.
  • Frost does not work, which is the standard Mountain answer.
  • Lightning and Poison are not on the list, so they land normally.
  • All three physical types land normally as well, since the mage resists nothing physical.

 

    A melee approach is therefore correct against a mage, which is the opposite of what a ranged elemental caster usually invites. Close the distance and hit it with whatever you have.

 

    The rogue is the simpler fight: 110 Pierce at range and 70 Blunt in melee, with nothing resisted, so it is purely about closing ground.

 

What They Drop

 

    Black marble and Soft tissue are the reason the question of fighting them ever comes up.

 

DropWhy it matters
Black marbleThe Mistlands building material
Soft tissueRefined into building and crafting materials
CoinsOrdinary currency
Dvergr trophyDecoration

 

    Black marble and Soft tissue are both minable from Mistlands terrain, which is the crucial point: you do not have to fight Dvergr to get either. Attacking a camp is a shortcut, not a requirement.

 

    That makes the decision an economic one rather than a tactical one. Is a camp full of 350-health enemies with 110 Pierce shots and 130 Fire fireballs worth the marble you could mine instead? For most players, no — and the Dvergr stay neutral for the whole run.

 

The Case for Leaving Them Alone

 

Card arguing that Valheim's Dvergr are more useful neutral than hostile.

 

  • Their camps are lit and defended. In a biome where the mist blinds you and Seekers hunt in it, a Dvergr outpost is a safe area you did not have to build.
  • They fight Seekers. Their own faction is hostile to the Mistlands faction, so they do work you would otherwise do yourself.
  • Their drops have alternatives. Black marble and Soft tissue come out of the terrain.
  • They are expensive to fight. 350 health each at zero stars, up to 1,050 at two stars, with no weakness to exploit.
  • The 30% stagger threshold is the only lever105 damage at base, and it is the same for both types.

 

    If you do commit, kill mages first — they deal the largest damage in the camp and are the only ones with a resistance list.

 

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Conclusion

 

    The Dvergr are Valheim's only genuinely optional faction — described as both passive and aggressive, found primarily in the Mistlands, and belonging to their own faction rather than the Mistlands one, which means they are hostile to Seekers as well as potentially to you. Both combat types have 350 / 700 / 1,050 health, no weakness of any kind, and a 30% stagger threshold at 105 damage. The rogue resists nothing at all and attacks with 110 Pierce at range and 70 Blunt in melee; the mage resists Fire and Frost — removing the two most common elemental answers — while throwing a Fireball for 130 plus 100 Fire and a Clusterbomb on the same scale, which makes closing to melee the correct response to a caster. They drop Black marble and Soft tissue, but both are minable from Mistlands terrain anyway, so attacking a camp is a shortcut rather than a necessity. Set that against a lit, walled outpost that fights Seekers on your behalf, and the arithmetic favours leaving them alone.

 

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