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* BeefGate: While it's possible to go to all the biomes from the beginning, it would serve you well to stick to the biomes of the Forsaken you are currently tasked with as the enemies are progressively stronger in the order of the Forsaken quests. Though there are more traditional hindrances to progress, like needing the Swamp Key to get iron, or the Mountains slowly killing you if you don't have frost resistance, the Mistlands' vision-blocking fog...

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* BeefGate: While it's possible to go to all the biomes from the beginning, beginning (except for the Ashlands), it would serve you well to stick to the biomes of the Forsaken you are currently tasked with as the enemies are progressively stronger in the order of the Forsaken quests. Though there are more traditional hindrances to progress, like needing the Swamp Key to get iron, or the Mountains slowly killing you if you don't have frost resistance, the Mistlands' vision-blocking fog...
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** Eikthyr's Forsaken power, the first one you acquire, significantly reduces stamina drain for sprinting and jumping. While nothing flashy, it's one of the most useful powers, letting you explore, outrun enemies, and do corpse runs with much more ease and safety. It's also useful for finding a nice wall for running and jumping against to boost those skills.

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** Eikthyr's Forsaken power, the first one you acquire, significantly reduces stamina drain for sprinting and jumping. While nothing flashy, it's one of the most useful powers, letting you explore, outrun enemies, and do corpse runs with much more ease and safety. It's also useful for finding a nice wall for running and jumping against grinding to boost raise those skills.skills, since you can do a lot more of them before needing to replenish your stamina.

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** Eikthyr's Forsaken power, the first one you acquire, significantly reduces stamina drain for sprinting and jumping. While nothing flashy, it's one of the most useful powers, letting you explore, outrun enemies, and do corpse runs with much more ease and safety.

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** Eikthyr's Forsaken power, the first one you acquire, significantly reduces stamina drain for sprinting and jumping. While nothing flashy, it's one of the most useful powers, letting you explore, outrun enemies, and do corpse runs with much more ease and safety. It's also useful for finding a nice wall for running and jumping against to boost those skills.



** Grinding Run and Jump in a corner somewhere for an in-game day or two is a little tedious, but when you're running from a troll or a big pack of Greydwarves you'll be glad you put the effort in.



* GoodOldFisticuffs: Fists are an option as soon as a player starts a game. They don't break and they don't use as much stamina as a weapon, but they also don't so as much damage. There's also a fist-based weapon later which has the benefits of a dagger but cues off your Fists skill.



* TheNeedless: Although food and drink ''help'', by providing boosts to a character's health and stamina as well as GradualRegeneration, there's no starvation or thirst mechanic. Sleeping is pretty much only to allow a night to pass quickly/wake up rested. Your character ''does'' still need to breathe though.

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* TheNeedless: Although food and drink ''help'', by providing boosts to a character's health and stamina as well as GradualRegeneration, there's no starvation or thirst mechanic. Sleeping is pretty much only to allow a night to pass quickly/wake up rested. Your character ''does'' still need to breathe breathe, though.
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* ContinuingIsPainful: Downplayed. Dying causes you to drop all your gear at your death location and 5% of your progress in each skill, which can bump them to a lower level. Fortunately, getting your stuff back is just a matter of surviving your trip back to it and hoping whatever killed you has moved along. Luckily, you also get a 10 minute window to avoid a second skill drain.


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* TheNeedless: Although food and drink ''help'', by providing boosts to a character's health and stamina as well as GradualRegeneration, there's no starvation or thirst mechanic. Sleeping is pretty much only to allow a night to pass quickly/wake up rested. Your character ''does'' still need to breathe though.
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* AttackItsWeakPoint: Some creatures have vulnerable spots that can be abused by skilled players for an easier kill:
** Trolls' heads are even more vulnerable to piercing damage than their bodies, which rewards good archers and is especially good for a [[BackStab sneaky opening shot]].
** Seeker soldiers' tails are weak to all physical damage, unlike their armored bodies, rewarding careful maneuvering.
** Gjalls have vulnerable bellies - though considering they can fly and carpet bomb everything below them, this is less of a reward for good players and more of a pity gift to those who stay on the ground.

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** The [[GhibliHills peaceful Meadows]] become increasingly dangerous at night as the player progresses through the game. Once at least one boss has been defeated, Greydwarves will start spawning in the biome at night. Later on Skeletons and eventually even Fulings will make an appearance at night.

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** The [[GhibliHills peaceful Meadows]] become increasingly dangerous at night as the player progresses through the game. Once at least one boss has been defeated, Greydwarves will start spawning in the biome at night. Later on Skeletons and eventually even Fulings and Seekers will make an appearance at night.



* NonHumanUndead: According to one runestone, greydwraves are essentially the souls of criminals and murderers animating the stone and wood near the place their body lied. Meanwhile, the Abomination is a giant multi-limbed BotanicalAbomination stated to "be so old it forgot it was dead" (yet is hostile to the greydwarves).

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* NonHumanUndead: According to one runestone, greydwraves greydwarves are essentially the souls of criminals and murderers animating the stone and wood near the place their body lied. Meanwhile, the Abomination is a giant multi-limbed BotanicalAbomination stated to "be so old it forgot it was dead" (yet is hostile to the greydwarves).


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* OrphanedEtymology: Hugin mentions tanking as though it were a common practice in the Viking age.
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* DiscOneNuke:
** Abyssal Razor has damage equivalent to iron weapons, and can be crafted potentially as soon as you defeat Eikthyr - all you need is a boat (or even a raft) and a pickaxe to find and mine Leviathans for chitin.
** Serpent Stew is as good as Mistlands foods and can be made in iron age, as long as you can find and kill a sea serpent.
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** Sap and magic mushrooms let you can make food that grants your character an eitr bar, which can be spent on using [[MagicStaff magic staves]].

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** Sap and magic mushrooms let you can make food that grants your character an eitr bar, which can be spent on using [[MagicStaff magic staves]].

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* ElementalWeapon: Frostner and most Mistlands weapons deal elemental damage in addition to their usual physical. Unlike regular weapons, upgrading them increases their elemental damage while leaving physical damage the same.



** Most Mistlands-level weapons have names instead of usual labels like "[material] [weapon type]". Most of them are also [[Elemental Weapon]]s.
** Frostner is an earlier example.

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** Most Mistlands-level weapons have names instead of usual labels like "[material] [weapon type]". Most of them are also [[Elemental Weapon]]s.
{{Elemental Weapon}}s.
** The bow Draugr's Fang and the mace Frostner is an are earlier example.examples and are also elemental (or poisonous in the former's case).

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* MeleeATrois: With the exception of (some of) the Meadows and Black Forest inhabitants towards each other, creatures from one biome are invariably hostile to those of another, which can be exploited by canny, fast-on-their-feet players.
** This can even happen within the same biome (such as Greydwarves and Skeletons).

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* MeleeATrois: {{Mana}}: Mistlands biome introduces "eitr" as a mana-like concept:
** "Refined eitr" is extracted as sap from Yggdrasil's roots and purified, and can be used to craft enchanted weapons and armor.
** Sap and magic mushrooms let you can make food that grants your character an eitr bar, which can be spent on using [[MagicStaff magic staves]].
* MeleeATrois:
**
With the exception of (some of) the Meadows and Black Forest inhabitants towards each other, Forest, creatures from one biome different biomes are invariably hostile to those of another, each other, which can be exploited by canny, fast-on-their-feet players.
** This can even happen within the same biome (such as Greydwarves and Skeletons).
players.


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* NamedWeapons:
** Most Mistlands-level weapons have names instead of usual labels like "[material] [weapon type]". Most of them are also [[Elemental Weapon]]s.
** Frostner is an earlier example.

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Trope was cut/disambiguated due to cleanup


* DropTheHammer:
** The Stag-Breaker is a giant maul made from wood and bone, which can be crafted from deer trophies.
** The iron sledge is a giant maul made from iron which replaces the Stag-Breaker later on. [[spoiler:It also requires Ymir Flesh to craft, making it one of the only items in the game you need to find Haldor in order to craft.]]
** Frostner is a slightly smaller (can be used one-handed) hammer reminiscent of Thor's Mjölnir that is so far one of the best endgame weapons as it does both [[KillItWithIce frost]] and [[SilverHasMysticPowers spirit]] damage. [[spoiler:It also requires Ymir Flesh bought from Haldor to craft.]]


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* HumongousHeadedHammer: While mundane maces and hammers stay realistically small, the magical ones have heads bigger than a human's. Especially noticeable with the two-handed clubs: the Stagbreaker looks like a maul surrounded by a cage of deer antlers, while the Iron Sledge and Demolisher have heads the size of an anvil.
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Crosswicking

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* ModularDifficulty: The Mistlands update added a number of adjustable difficulty settings, such as the frequency of raids, minimap availability, how much is lost (items and experience) is lost when dying, damage taken and received, amount of resources dropped by enemies (from half to ''three''), an option to use no materials when building, and the much-requested ability to bring metal ores through portals. There are also a number of preset modes that combine those settings in different quantities (Hammer Mode for those who just want to build, Hardcore for the opposite, etc.).
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* WhereTheMagicWent: Valheim is set in the "10th world" (Norse mythology only has nine), a kind of purgatory/prison for Odin's enemies along with other monsters like trolls and dragons which no longer exist in Midgard.
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** Wooden arrows don't require feathers to make, and are sufficient to kill most birds in one hit, meaning you don't have to spend feathers in order to acquire feathers.

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** Wooden arrows don't require feathers to make, and are sufficient to kill most birds gulls and crows in one hit, hit even when fired from a basic bow, meaning you don't have to spend feathers in order to acquire feathers.
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** Wooden arrows don't require feathers to make, and are sufficient to kill most birds in one hit, meaning you don't have to spend feathers in order to acquire feathers.

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** Once you obtain a fishing rod, cooked fish becomes like cooked meat but with better stat boosts. Fish bait is inexpensive, and spending an in-game day fishing can get you at least a dozen or two raw fish, which can then be cooked over a campfire just like raw meat.

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** Once you obtain a fishing rod, cooked fish becomes like cooked meat but with better stat boosts. Fish bait is inexpensive, and spending an in-game day fishing can get you at least a dozen or two raw fish, which can then be cooked over a campfire just like raw meat. The main disadvantage is that ''finding'' a fishing rod is very much a LuckBasedMission, and until you find one the only way to catch fish is to wait for them to beach themselves.



** Axes are much the same as swords, with the added practical side of being used for wood chopping.

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** Axes are much the same as swords, swords (if slower), with the added practical side of being used for wood chopping.



** The Plains are one of the most deadly biomes due to how much damage ranged/fast enemies (spear Fulings and Deathsquitoes) deal. Finding and killing enough Abominations to make a Root Harnesk greatly increases survivability against these due to the massive reduction in Piercing Damage (though it does require higher-tier leg and head armor to defend against other enemies).
** The Crude Bow naturally deals far less damage than more advanced bows, but also drains much less stamina per second, making it far more useful for things like hunting deer or hares where damage isn't a priority.



* DemBones: Skeletons are one of the more common enemy types; they can be encountered in Meadows and Plains at night (either spawning from certain stone monuments at first or from anywhere after killing Bonemass), in Black Forests near and inside tombs and ruins, in Swamps pretty much everywhere, and in Mountains also inside ruins. They're tougher and deadlier than most other examples, as a starting character unlucky enough to encounter one when lightly armed and armored (if at all) will get killed by one pretty fast. And apart from 1- and 2-star varieties, they have an elite version called Rancid Bones whose hits will poison you. They are also ludicrously aggressive towards non-undead creatures so any encountered outside Swamps are likely to be found running after or fighting anything they notice.

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* DemBones: Skeletons are one of the more common enemy types; they can be encountered in Meadows and Plains at night (either spawning from certain stone monuments at first or from anywhere after killing Bonemass), in Black Forests near and inside tombs and ruins, in Swamps pretty much everywhere, and in Mountains also inside ruins. They're tougher and deadlier than most other examples, as a starting character unlucky enough to encounter one when lightly armed and armored (if at all) will get killed by one pretty fast. And apart fast.
** Apart
from 1- and 2-star varieties, they have an elite version called Rancid Bones whose hits will poison you. They are also ludicrously aggressive towards non-undead creatures so any encountered outside Swamps are likely to be found running after or fighting anything they notice.notice.
** The Hildir's Quest update added Brenna, a giant ''burning'' skeleton. Once defeated in her dungeon, she can show up as a raid (a respawning one at that).



** [[ExaggeratedTrope Taken to extreme heights with Fulings]]. Regular Fulings are dangerous enough as they are with a base damage of 110, but 2-star versions deal a ludicrous 220 damage a hit. This not only eclipses that of any boss in the game, but is enough to one-shot all but the players with the best, upgraded gear and food.

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** [[ExaggeratedTrope Taken to extreme heights with Fulings]]. Regular Fulings are dangerous enough as they are with have a base damage of 110, but 2-star versions deal a ludicrous 220 damage a hit. This not only eclipses that of any boss in the game, but is enough to one-shot all but the players with the best, upgraded gear and food.



* LuckilyMyShieldWillProtectMe: Shields are essential tools for melee-focused characters. They provide the absolute best blocking ability (which allows you to convert health damage to stamina damage) and very good returns for parrying (blocking before an enemy hits, which can stun an enemy for a few seconds). Of course, they're separated into three different shield types of which offer differing benefits.

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* LuckilyMyShieldWillProtectMe: Shields are essential tools for melee-focused characters. They provide the absolute best blocking ability (which allows you to convert health damage to stamina damage) and very good returns for parrying (blocking before an enemy hits, which can stun an enemy for a few seconds). Of course, they're separated into three different shield types of which offer differing benefits.benefits:



** Dvergr crates contain extractors essential to progressing to the next tier. The dvergr will immediately turn on you if you attack the crate directly, but if the damage comes from a different source (the sparks from an eitr refinery or repeatedly ramming a cart into it) they won't react.



* RareRandomDrop: While most drops from monsters are guaranteed or have at least 50/50 chance, non-boss trophies have 1 in 10 or 1 in 20 chance. Most of them are only useful as decorations, but some are used in crafting, so recipes that involve trophies can become something of a LuckBasedMission.

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* RareRandomDrop: While most drops from monsters are guaranteed or have at least 50/50 chance, non-boss trophies have 1 in 10 or 1 in 20 chance. Most of them are only useful as decorations, but some are used in crafting, so recipes that involve trophies can become something of a LuckBasedMission.LuckBasedMission (especially those trophies from enemies that spawn randomly).



* TownWithADarkSecret: Meadows sometimes features groups of empty buildings that can be used to set up your own bases or torn down for resources. Sometimes, however, the buildings are [[spoiler:infested with draugr]].

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* TownWithADarkSecret: Meadows sometimes features groups of empty buildings that can be used to set up your own bases or torn down for resources. Sometimes, In the larger ones, however, the buildings are [[spoiler:infested with draugr]].
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* CallASmeerpARabbit: "Hares" in Mistlands indeed resemble real hares, but are much bigger and have scaly hides.
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** Obtaining serpent scales. If you kill a serpent in its natural habitat, the scales will sink, and you won't even know they exist as a material unless you've read it elsewhere. An important tool for for hunting serpents properly is the harpoon, and it requires chitin harvested from ocean-dwelling Leviathans, which you can only meet by chance.

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** Obtaining serpent scales. If you kill a serpent in its natural habitat, the scales will sink, and you won't even know they exist as a material unless you've read it elsewhere. An important tool for for hunting serpents properly is the harpoon, and it requires chitin harvested from ocean-dwelling Leviathans, which you can only meet by chance.
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* Fishing requires certain types of bait for different types of fish. The only in-game source of this information is trying and failing to use normal bait, and experimentation afterwards.

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* ** Fishing requires certain types of bait for different types of fish. The only in-game source of this information is trying and failing to use normal bait, and experimentation afterwards.

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Trimmed down one example. Added another. Damage types are fairly intuitive so I don't think it fits.


** Figuring out how to obtain Sea Serpent scales without using a guide is quite an ordeal. If a serpent is slain on open water, its valuable scales will sink and can't be retrieved. In order to obtain them, the serpent must be defeated on land. How do you pull this off? Turns out you can craft a harpoon. However, the harpoon can't be made using stone, flint or metal. Instead, the player must venture out into the open sea to search for Leviathans, enormous yet benign creatures of which only the top of their stony carapaces are not submerged. The player must hop onto the island-like creature and use a pickaxe to mine the Abyssal Barnacles found there, which will yield Abyssal Chitin. With enough of this Chitin, a harpoon can then be made. Finally, the player can set out to find a sea serpent and harpoon it. Once you got one harpooned, you must make your way to the nearest coast all the while making sure the Serpent's struggles don't sink your boat first. Sail too fast, however, and your line breaks, resulting in the serpent swimming off. Once on land you must balance your stamina as you alternate between attacking the serpent and re-harpooning it. Quite often random mobs will come harass you as you drag your catch ashore. If you don't balance your stamina well, your line will break and the serpent slithers back into the ocean, fleeing immediately. Good luck, sailor!

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** Figuring out how to obtain Sea Serpent scales without using a guide is quite an ordeal. Obtaining serpent scales. If you kill a serpent is slain on open water, in its valuable natural habitat, the scales will sink sink, and can't be retrieved. In order to obtain them, you won't even know they exist as a material unless you've read it elsewhere. An important tool for for hunting serpents properly is the serpent must be defeated on land. How do you pull this off? Turns out you can craft a harpoon. However, the harpoon can't be made using stone, flint or metal. Instead, the player must venture out into the open sea to search for harpoon, and it requires chitin harvested from ocean-dwelling Leviathans, enormous yet benign creatures of which you can only the top of their stony carapaces are not submerged. The player must hop onto the island-like creature and use a pickaxe to mine the Abyssal Barnacles found there, which will yield Abyssal Chitin. With enough of this Chitin, a harpoon can then be made. Finally, the player can set out to find a sea serpent and harpoon it. Once you got one harpooned, you must make your way to the nearest coast all the while making sure the Serpent's struggles don't sink your boat first. Sail too fast, however, and your line breaks, resulting in the serpent swimming off. Once on land you must balance your stamina as you alternate between attacking the serpent and re-harpooning it. Quite often random mobs will come harass you as you drag your catch ashore. If you don't balance your stamina well, your line will break and the serpent slithers back into the ocean, fleeing immediately. Good luck, sailor!meet by chance.



** While each weapon explains what type of damage it deals, some types of armor explain they're resistant to some types of damage without telling which enemies cause that type of damage. Meaning it likely wouldn't occur to anyone that surviving the Plains is much easier when [[spoiler:wearing a Root Harnesk or Serpent Shield]], as they greatly reduce Deathsquito and Fuling javelins.


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* Fishing requires certain types of bait for different types of fish. The only in-game source of this information is trying and failing to use normal bait, and experimentation afterwards.
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** Ovens are unlocked in late game, and certain foods need to be baked after crafting them at the cauldron.
** Mead and wine are made as bases in the cauldron and fermented for days in the fermenter barrel.
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** There's a hidden damage penalty for hitting multiple targets at once, which is not explained anywhere in the game. While an observant player might figure it out from damage numbers, it's less apparent that ground counts as a target too, so striking an enemy on high ground can cut your damage seemingly for no good reason, and so can mining from any position except right above the ore. Furthermore, unlike all other weapon types, swords ignore this penalty, which also goes completely unmentioned.
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* GhostAmnesia: The player character is a dead warrior's soul and doesn't remember their life, at most seeing vague dreams of their life and death. Runestones left by previous Chosen state the sxame thing, with some pondering on what they were in life.

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* GhostAmnesia: The player character is a dead warrior's soul and doesn't remember their life, at most seeing vague dreams of their life and death. Runestones left by previous Chosen state the sxame same thing, with some pondering on what they were in life.

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