Valheim DB

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Valheim Deep North guide: creatures, resources, locations and gear

Where the Deep North is, every creature and what it drops, the dungeons and villages, the new crafting stations and how Nord gear is cast and cooked.

Frostcore, ice and Timberwood in the snow linked by icy light to a Frost Foundry, which leads to a bloodgold Nord sword under an aurora

The Deep North is the last biome, added in Valheim 1.0 along with its boss, Kall Fimbulbringer. It is cold, dark and far away, and nearly everything you make there starts with bloodgold and a mould. This guide covers how to reach it, what lives there, where to look, and how its crafting works.

Where the Deep North is

The Deep North covers the top of the map. World generation marks land as Deep North once it is more than about 12 km from a point 4 km south of the centre, so the nearest Deep North shore is around 8 km north of the world centre. Across the 153 seeds in our seed gallery, the shortest trip is 7.6 km, by sea, in seed ZMM2fsKUVw. Seed 3BE9nj5sPb has both the Deep North and the Ashlands 8.4 km away.

The weather cycles between twilight clear, twilight snow and twilight snow storms. Open the seed map with your seed to see where its coast starts.

Creatures

CreatureHealthNotesMain drops
Moose1,000TameableMoose meat, hide and sinew
Seal400Seal pelt, seal blubber
Barka2,200Weak to fireFrozen Branch
Elaking350Outside at night; Winding TunnelsElaking Hair Bundle, Intricate Key mould (20%)
Eyeless One1,400Winding TunnelsLong claws, Intricate Key mould (50%)
Shadow750Outside at night; Northern villages, Winding Tunnels
Krigen1,300MörkhallaLeather Straps, Memorial Coal (20%), Protector and Vanguard moulds
Hexen800Mörkhalla; weak to fireNornathread, Intricate Key (10%), Caller moulds
Imprisoned Dvergr1,500MörkhallaGemstones (10% each)
Captive Fuling250MörkhallaAncient Coin
Shapeless Pulp150MörkhallaDead pulp (50%)

Frozen versions of the greydwarf, greydwarf shaman and skeleton also spawn. Out in the open, Krigen and Hexen only appear once the world has the jotun_killed key, and they also come with the Jotun Invasion event.

Drop chances are the base values from build 1.0.17. Patch 1.0.20 raised trophy chances for starred creatures.

Resources

ResourceWhere
TimberwoodTimber trees; any axe
IceIce chunks (3 to 5 each), shore ice, frozen greydwarfs and skeletons
FrostcoreHanging in the Winding Tunnels
Petrified TissuePetrified trolls; smelts into Bloodgold at the blast furnace
Memorial CoalMörkhalla firepits and coal piles, Krigen
Ancient CoinMörkhalla chests
NornathreadHexen
Moose HideMoose
Lingonberries, Kale SeedsPicked in the wild and around Northern villages

Locations

LocationPer worldWhat’s there
Northern villageUp to 135Barrels with weapon moulds and kale seeds, lingonberries, Shadows
MörkhallaUp to 40Dungeon: Krigen, Hexen, captives, Ancient Chests, vegvisirs to The Prison
Winding TunnelsUp to 40Dungeon: Elaking, Eyeless Ones, Frostcore, moulds in rubble and shafts
MemorialUp to 15A buried chest and a vegvisir to The Prison
The PrisonUp to 3Kall Fimbulbringer’s altar
Petrified trollUp to 60 (two kinds)Petrified tissue
Lumber campUp to 50
Ice pondUp to 40

Frozen ships, beached ships, shipwrecks and huts also dot the coast.

Crafting stations

StationBuilt atMaterialsWhat it does
Frost FoundryWorkbench15 iron, 20 stone, 10 FrostcoreCooks casts into finished gear, 50 seconds each
Frigid KilnWorkbench20 stone, 10 Frostcore, 5 iceTurns ice into Liquid Frost, the Foundry’s fuel
Smith's ApronsBlack forge5 bloodgold, 8 Timberwood, 2 moose hideBlack forge extension
Standing LoomGaldr table5 Timberwood, 10 NornathreadGaldr table extension
SmokerWorkbench5 bloodgold, 6 TimberwoodCauldron extension

Frostcore only comes from the Winding Tunnels, so clear one before you plan a Deep North workshop.

How Nord gear is made

Deep North weapons and armour take two steps.

  1. Craft a cast. At a level 4 black forge, combine bloodgold, a mould and other materials. A Cast: Nord Sword takes 20 bloodgold, a Mould: Nord Sword and 10 Timberwood. Caller casts are made at a level 3 galdr table instead.
  2. Cook it. Put the cast in the Frost Foundry. After 50 seconds it comes out as the finished item, such as the Nord Sword.

Moulds are the bottleneck. Weapon moulds come from Northern village barrels, Mörkhalla weapon stands, Winding Tunnels rubble and the Memorial chest. Armour moulds drop from Krigen and Hexen. The Mould: Intricate Key drops from Elaking and Eyeless Ones.

The three armour sets are the heavy Protector, the medium Vanguard and the Caller for mages. The Moose Hide Cape takes 6 moose hide, 2 sinew and 5 bloodgold.

The boss

Kall Fimbulbringer waits in The Prison. Find it through the vegvisirs in the Memorial and in some Mörkhalla rooms. He takes 3 Malicious Blood, which only comes from malicious ice during the Jotun Invasion. He drops Sacrificial Blood and a Crown Jewel for the Crown of Valheim. The bosses guide covers every altar.

Sources

FAQ

Where is the Deep North in Valheim?

Along the north edge of the world. It starts roughly 8 km north of the world centre, so you need a boat to reach it in almost every seed.

When should you go to the Deep North?

After Fader. Its gear is tier 7, one step above the Ashlands, and its crafting needs bloodgold from the blast furnace and a level 4 black forge.

How do you make Nord weapons?

Craft a cast at the black forge from bloodgold, a mould and other materials, then cook the cast in the Frost Foundry for 50 seconds. Moulds come from Deep North chests, dungeons and some creatures.

What is the Deep North boss?

Kall Fimbulbringer, with 30,000 health. You summon him at The Prison with 3 malicious blood.

Can you tame anything in the Deep North?

Yes, the moose, which eats lingonberries. A moose saddle is crafted at the black forge from bloodgold, seal pelts, Timberwood and linen thread.

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