This page names everything in the Deep North. For a spoiler-free version that tracks what you've done, use the planner.
What to do after Fader: the Deep North
The frozen edge of the world. Come in your best armour with frost resistance and fire: most things here hate fire.
What to do in the Deep North
Build an Eternal Pyre for Embers
Fader's Kindled Ribs build an Eternal Pyre at the Stonecutter. It gives Embers, which you need for Ember Charges and a Snow Shovel.
Cross the ice with frost resistance
The frozen sea stops boats, so walk the last stretch. Snowstorms freeze you: drink Frost Resistance Mead and stay dry. Gather Ice, Timberwood and Seal Pelts.
Raid the Winding Tunnels for Frostcore
The entrances are under the longhouses in abandoned villages. Pick Frostcore from the walls and keep every mould you find: each one is used up when you craft, and the boss needs three Intricate Keys.
Build a Frost Foundry and a Frigid Kiln
Each takes 10 Frostcore. Keep the kiln fed with Ice: it makes Liquid Frost, which the Foundry needs to harden Casts.
Blast Gammeltrolls for Bloodgold
No pickaxe can break a Petrified Gammeltroll: blow it apart with Ember Charges (Embers and Seal Pelts). Smelt its Petrified Tissue into Bloodgold in a Blast Furnace. Neither goes through a wooden portal.
Cast Nord gear and three Intricate Keys
Make a Cast from a mould and Bloodgold at a level 4 Black Forge (add the Metal Cutter), or a level 3 Galdr Table for Caller gear and staffs, then harden it in the Frost Foundry. Make three Intricate Keys the same way.
What lives in the Deep North, and how to fight it
Tap one to see how to fight it. Pictures are each creature's trophy.

Greydwarf
100 health
The same rabble as the forest, wrapped in ice. Fire clears a pack faster than anything you can swing.
- Best weapon
- nothing beats anything else — bring your strongest
- Weak to
- fire
- Shrugs off
- poison
- Ignores
- spirit
- Hits with
- blunt, slash, frost

Greydwarf Shaman
120 health
Heals the ones around it and breathes a cone you cannot block — step out of it rather than raising a shield. Kill it first, at range.
- Best weapon
- nothing beats anything else — bring your strongest
- Weak to
- fire
- Shrugs off
- poison
- Ignores
- spirit
- Hits with
- blunt, slash, frost, poison

Skeleton
100 health
Carries a mace and nothing else. Some of its damage goes straight through armour, so don't stand and trade with a group.
- Best weapon
- blunt — Demolisher, Flametal Mace
- Weak to
- blunt, fire
- Shrugs off
- pierce, frost
- Ignores
- poison
- Hits with
- blunt, frost

Elaking
350 health · out at night
Out after dark and rarely alone. Take them at a choke rather than in the open; the ones carrying a lantern burn as well as hit.
- Best weapon
- nothing beats anything else — bring your strongest
- Weak to
- fire
- Shrugs off
- frost
- Ignores
- spirit
- Hits with
- blunt, slash

Elaking
350 health · out at night
The lantern-carrying kind: melee only, but its swing sets you alight. Keep your distance while its friends are still standing.
- Best weapon
- nothing beats anything else — bring your strongest
- Weak to
- fire
- Shrugs off
- frost
- Ignores
- spirit
- Hits with
- blunt, slash, fire

Moose
1000 health
Not the gentle animal it looks like — it charges, and it hits like a boss. A spear or bow serves you far better here than a sword or mace.
- Best weapon
- pierce — Ripper, Arbalest
- Weak to
- fire
- Shrugs off
- blunt, slash, frost
- Ignores
- spirit
- Hits with
- blunt, slash

Barka
2200 health
Sleeps as a dead tree and wakes when you get close. Every swing carries a bite of cold with it, so drink frost resistance before you wake one.
- Best weapon
- nothing beats anything else — bring your strongest
- Weak to
- fire
- Shrugs off
- blunt, slash, pierce, frost, lightning
- Ignores
- poison, spirit
- Hits with
- blunt, pierce, frost

Seal
400 health
Harmless, and it never fights back. Their pelts are what you need for the charges that crack tougher things open.
- Best weapon
- nothing beats anything else — bring your strongest
- Weak to
- fire
- Ignores
- spirit
Baby Seal
200 health
Same again, smaller. Nothing to fight here.
- Best weapon
- nothing beats anything else — bring your strongest
- Ignores
- spirit
Shadow
750 health · out at night
It can't hurt you, and you can't hurt it — every hit simply doesn't land. Walk on and save your arrows.
- Best weapon
- nothing beats anything else — bring your strongest
- Ignores
- blunt, slash, pierce, fire, frost, lightning, poison, spirit
Gammeltroll
3000 health · alone on the high ground
Throws boulders from a very long way off, and that is what kills people. Break line of sight, close the gap, and use ember charges — the shock of them staggers it where weapons don't. What's left petrifies, so bring more charges for the statue.
- Best weapon
- nothing beats anything else — bring your strongest
- Weak to
- pickaxe
- Shrugs off
- blunt, slash, pierce, frost
- Ignores
- fire, spirit
- Hits with
- blunt

Krigen
1300 health · in Mörkhalla, then on patrol
Comes in pairs, hunts you down, and punishes a dodge roll with an area swing. Parry instead, and split the pair rather than facing both.
- Best weapon
- blunt, slash — Nord Sword, Slayer
- Shrugs off
- pierce, frost
- Ignores
- poison, spirit

Hexen
800 health · in Mörkhalla, then on patrol
Flies, blinks out of your swing, and hits almost entirely with lightning. Shoot it, don't chase it, and brew lightning resistance rather than frost.
- Best weapon
- nothing beats anything else — bring your strongest
- Weak to
- fire
- Shrugs off
- frost
- Ignores
- poison, spirit
- Hits with
- blunt, slash, lightning, spirit

Eyeless One
1400 health · in the Winding Tunnels
Lies dormant until you're nearly on top of it, then fights at range with a spray of rock. Close the gap or put a pillar between you.
- Best weapon
- nothing beats anything else — bring your strongest
- Shrugs off
- frost
- Ignores
- spirit
- Hits with
- blunt, slash, poison

Imprisoned Dvergr
1500 health · in Mörkhalla
A prisoner, not an enemy — and it will fight the locals for you. Hit one and every neutral nearby turns on you at once.
- Best weapon
- nothing beats anything else — bring your strongest
- Ignores
- spirit
- Hits with
- blunt, pierce
Weaknesses and health are read straight out of Valheim 1.0.16, not copied from anywhere.
How to beat Kall Fimbulbringer
Summoning: Open a Mörkhalla with an Intricate Key and break the Malicious Ice inside to start a Jotun Invasion. Beat the invaders and smash the Malicious Ice at the invasion's centre for a Malicious Blood. Do that three times, then offer all three at the Strange Bowl in the Aesir Passage.
The fight: He shrugs off half of any pierce, fire, frost or lightning damage, so bring slash or blunt Nord weapons and a shield to parry his chains. In the second phase the ghosts of every earlier boss return. Offer his Sacrificial Blood at the Sacrificial Stones in the Meadows to end your saga.
- Malicious Blood
- Intricate Key
- Sacrificial Blood
Best food in the Deep North
- Lingonberry Juice 35 health · 105 stamina
- Cooked Moose Meat 80 health · 27 stamina
- Cooked Seal Blubber 60 health · 20 stamina
- Lingonberries 35 health · 35 stamina
Every food, sortable: Valheim food.
New gear to craft
23 recipes unlock in the Deep North. Some of the gear:
Tick these off as you play
The planner shows these steps three at a time, remembers what you've done, and adds up every material for you.
Open the planner