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The world of Valheim is rich in resources as it is filled with a managerie of inhabitants one should take note of. Every biome has its own set of native creatures. Do mind that while creatures may be tied to a particular biome, they can follow players into adjacent biomes to some degree.

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Meadows

The starting biome. Lush forests with an abundance of fruit-bearing bushes, deciduous trees and wildlife.

    Deer 

Basic deer that will flee when they notice the player. The hides and meat they drop are useful (early game) resources. Also found in Black Forest biomes.


  • Bambification: The only creature in the game that doesn't necessarily die in one hit, but will not fight back. Should they notice the player, they'll flee on sight while producing whining noises.

    Boars 

Aggressive Boars roaming the forests.


  • All Animals Are Domesticated: Can be tamed by feeding them. The boar has a tag in its name indicating how far into the domestication process they are.
  • Full-Boar Action: They are aggressive and will fight you even once the player has outgrown the Meadows by a big stretch. As with many other enemies, more powerful Star versions may also spawn.

    Bees 

Beehives inhabited by bee colonies. They are found in abandoned structures and should the player destroy the hive, they can take the queen bee with them to construct apiaries and start producing honey.


  • All Animals Are Domesticated: Once the player destroys the hive and acquires the queen, they can build an apiary for her to host a bee colony in, providing the player with a limitless supply of honey.
  • Bee Afraid: Once the player gets too close they'll sting, inflicting mild poison as they do.
  • Scary Stinging Swarm: Getting too close to them will cause the swarm of bees to attack.

    Necks 

Amphibious creatures that tend to hang out near rivers and the ocean. Their tails make for the best meat available in the early game.


  • Amphibian Assault: Necks are not overly dangerous, but they tend to cluster in groups, which can prove problematic to new players. Star versions may also spawn that are substantially stronger than the regular Necks.
  • Amphibian at Large: They're about as large as a boar, and just as aggressive.

    Greylings 

Small, wooden humanoids and the only non-animal hostile creatures in the Meadows biome at the start of the game.


  • Mini Mook: They represent the immature version of the Greydwarf.
  • Plant Person: Their bodies are mostly composed of wood and they will drop resin upon death.

Black Forest

Gloomy, mystical forests that make up the second biome of the game. These forests are home to the Greydwarf tribes and also feature Burial Chambers for players to raid.

    Greydwarves 

The mature versions of the Greylings and the main inhabitant of the Black Forest biome. They come in three varieties: the normal Greydwarf, the Greydwarf Shaman and the Greydwarf Brute.


  • The Brute: The Greydwarf Brutes, unsurprisingly. They're slow, but deal significantly more damage than their peers in a single hit.
  • Carry a Big Stick: The Brutes wield large, crude clubs.
  • Colour-Coded for Your Convenience: The different types have differently coloured eyes, allowing you to differentiate them from a distance.
  • Combat Medic: The Shamans can hurl healing pollen into the air, restoring nearby Greydwarves' health, all the while being more than capable of hurting the player themselves.
  • Dishing Out Dirt: One of their main methods of attack is throwing rocks at the player or structures.
  • Elite Mook: The Brutes are a lot tougher then the other Greydwarves, depending on your health and equipment it's quite possible for them to one hit kill you, while your clubs and stone/flint weapons do almost no damage. Until you get at least a full bronze loadout best to steer clear of these guys.
  • Gang of Bullies: Especially once the player outgrows the Black Forest, but in general as well. Greydwarves are not particularly powerful, but tend to travel in groups or accompany stronger enemies. They can be an enormous pest to player structures, which they'll readily attack.
  • Glowing Eyes: Bright blue, green or red for the regular Greydwarf, the Shaman and the Brute respectively.
  • Mooks: The regular Greydwarves often make up the bulk of any group the player may encounter and serve to swarm the player. It's not uncommon to encounter a single Brute or Shaman with several regulars to distract you from the more powerful version.
  • Mook Maker: Occasionally you may come across Greydwarf Nests, which can continuously spawn all varieties. These do not respawn and always yield at least one Ancient Seed, which are required to summon The Elder for its bossfight.
  • Plant Person: Their bodies are made of wood and they drop wood and resin upon death.
  • Poisonous Person: The Shaman can breathe poison, inflicting the corresponding status effect.
  • We Have Reserves: They are common, plentiful and spawn quickly.
  • Zerg Rush: Tends to appear in groups and massive numbers of them may spawn especially at night.

    Trolls 

Giant, blue-skinned brutes. They are easily among the largest enemies in the game.


  • All Trolls Are Different: Valheim's Trolls are blue-skinned giants at least eight metres tall, wielding their fists, boulders or entire tree trunks to squish the unwary player, and are usually only found inside or near their dens.
  • The Brute: Befitting their large, hulking stature, their attacks are slow and predictable, but hit incredibly hard. Early-game players should be careful engaging them in close combat.
  • Carry a Big Stick: Some Trolls wield entire logs. They don't deal more damage, but their sweeping attacks have a large reach, making keeping your distance more difficult.
  • Dishing Out Dirt: They can throw large rocks at the player.
  • Regional Redecoration: Their attacks deal a lot of damage to any structures hit by them, including trees and rocky structures. A log-wielding troll pursuing a player can bring down half a forest in an attempt to crush their target. This can be abused to bring down large amounts of trees without having to chop them yourself. You can also have them mine copper for you, though its not as efficient as just mining it yourself.
  • Smash Mook: Their main method of attack is to go straight for the player and slam down their fists or logs.
  • Weaksauce Weakness: Vulnerable to piercing damage, such as from spears and arrows, which is good cause you definitely don't want to fight them up close anyway.

    Skeletons and Rancid Remains 

Skeletons are initially found in and around Burial Chambers. They may come equipped with either a bronze sword, bronze sword + wooden shield or bronze buckler, or a bow + arrows. Later on, regular skeletons can be encountered as enemies in swamps, where they serve as backup for their draugr allies.


  • Glowing Eyes: Their eyes glow a bright orange. Their skulls continue to do so if obtained as trophy.
  • Improbable Aiming Skills: The skeletons wielding bows have very tight tracking and they are capable of nailing you from a fair distance.
  • Mook Maker: Evil Bone Piles are frequently found in Burial Chambers and will continue to spawn Skeletons until destroyed.
  • Poisonous Person: Rancid Remains appear as slightly larger skeletons with a green glow. They inflict poison upon landing a hit.
  • Weaksauce Weakness: Very weak to blunt damage, meaning a club or mace will do wonders smashing them apart.
  • Zerg Rush: Players may be swarmed by Skeletons and Rancid Remains during the Skeleton Surprise overworld event. This means that unlike Ghosts, Rancid Remains can still appear once every Burial Chamber is cleared.

    Ghosts 

Spectral vikings, found only within Burial Chambers.


  • Our Ghosts Are Different: They appear as purple-ish, gaseous figures.
  • Unique Enemy: Ghosts only spawn within their Burial Chambers upon world creation. Since the enemies within Burial Chambers do not respawn (providing there are no Evil Bone Piles left) after clearing them, there is no method of encountering them after all Burial Chambers have been cleared. This has no negative side-effects for the player(s), as Ghosts do not drop any materials whatsoever.

    Haldor 
A dwarf trader who has set up camp in the Black Forest, using runestones to project a barrier that keeps out monsters. He sells a wide variety of exclusive items, from crafting ingredients to special gear. He's currently the only way to make use of gold, and treasure items can be sold to him to get more of it.

Swamp

Overcast and gloomy wetlands filled with undead and poisonous critters. The lore implies these were once fertile lands inhabited by a proud race of vikings, but when their arrogance made them rebel against the Gods, the latter destroyed and sank their civilisations. Remnants of these civilisations are still around in the form of Sunken Crypts, which players can raid for various resources, such as Iron.

    Draugr and Draugr Elites 
Undead viking warriors armed with iron weapons, formerly living members of the civilization destroyed by the gods. Unlike skeletons, they still have plenty of meat on their bones, and their entrails are an ingredient in making sausages.
  • Flesh-Eating Zombie: Inverted. YOU'll have to eat plenty of their entrails throughout the mid-to-late game, in the form of sausage casings. Bon appétit!
  • Elite Mook: The Draugr Elites, which are considerably tougher than their ordinary kin.
  • Glowing Eyes: Green, in line with the sickly atmosphere of the swamp.
  • Our Zombies Are Different: Basically the Norse equivalent of zombies, although they can still run and use weapons.
  • Proud Warrior Race: Used to be this, before the Gods put them in their place. Now they wander the swamps aimlessly. They are still very capable of fighting, however.
  • Mook Maker: Body Piles are the draugr equivalent of an Evil Bone Pile, and you can expect to find plenty of them in Sunken Crypts.

    Blobs and Oozers 

Poisonous blobs of sludge crawling and leaping around. Killing Oozes is the only way to obtain Iron without obtaining the Swamp key.


  • Asteroids Monster: Oozers will split apart into Blobs upon death. The higher the star rating of the Oozer, the more Blobs it splits into.
  • Colour-Coded for Your Convenience: Blobs are your typical poison-green, while Oozers have an orange-brown hue.
  • Blob Monster: Of the poisonous, slimy kind.
  • Deadly Gas: When near a player they will continuously release poisonous gas clouds that induce rapid poison build-up.
  • Faster Than They Look: They can pursue a player surprisingly swiftly and their leaps can cross a fair distance.
  • Muck Monster: The Oozer is basically a concentrated amalgamation of scrap iron, poisonous sludge and filth.

    Leeches 

Giant, poisonous leeches that infest the waters of the swamp.


    Surtlings 

Small, flaming creatures found around Fire Geysers. They provide the only renewable source of Surtling Cores in the game, and are also a good source of coal.


  • Logical Weakness: As fire creatures, they are very weak to water and can be lured into any body of water for a quick kill. Additionally, their fire attacks have much less effect on wet players, and in the Swamp, you're wet almost all the time.
  • Mook Maker: They are found around Fire Geysers, which can continuously produce them, though only up to a certain amount at a time.
  • Playing with Fire: They can shoot fireballs at the player.
  • Wreathed in Flames: They are always on fire and physical contact with them will set the player on fire as well.

    Wraiths 

The vengeful spirits of once proud Vikings. Far more vicious than their Black Forest counterparts. They only appear at night.


  • Bedsheet Ghost: Their ethereal bodies are mostly covered by ragged robes.
  • Chained by Fashion: They have chains dangling from underneath their robes and have a guaranteed chance of dropping at least one chain when defeated.
  • The Faceless: They have no face or visible eyes whatsoever.
  • Flight: Unlike their weaker counterparts, their form lacks a lower half and they float instead.
  • Intangibility: Although they can interact with the player and vice versa, they can pass through other objects. This makes them especially difficult to detect, as they can approach a player while passing through the many trees that are typically found in the swamp.
  • No-Sell: Played with. They resist any form of melee damage to a fair degree, making it unwise to use melee on them, unless you have Upgraded Iron or better gear at your disposal.
  • Weaksauce Weakness: Very weak to fire. Their presence alone makes bringing along fire arrows essential when exploring swamps at night.

    Abominations 
A monster that resembles a tree stump, particularly the pre-generated kind found throughout the game world. But once you get too close, they rise from the ground and reveal themselves as three-legged wooden monstrosities. They provide you with roots on death, which allow you to craft a special set of armour that increases your bow skill.
  • Ambushing Enemy: When they first spawn, they hide in place until you get close enough to activate them. After that, though, they’ll stay in their true forms until you manage to slay them.
  • Ground Pound: They can slam their "heads" into the ground to hit targets right under them.
  • Kill It with Fire: Just as vulnerable to fire as the greydwarves. If there's a surtling vent nearby, you can deal serious damage by tricking them into walking over it.
  • Mighty Glacier: They move very slowly, but have very high health and rather devastating attacks.
  • Regional Redecoration: They possess the same area-leveling power as Trolls, and will mow trees down to chase the player.
  • Treants: Living, three-legged tree stumps that stomp around like giant spiders.

Mountain

Frozen snow-covered peaks, usually found at very high altitudes. Unlike other examples of snow biomes, mountains are so cold that you'll quickly freeze to death without proper protection. Once you find a way to endure the freezing cold, you'll have to deal with wolves, drakes, stone golems, and even werewolves. However, mountains also hide valuable resources such as silver and obsidian.

    Wolves 

Grey wolves native to the Mountains of Valheim. They are well-camouflaged, efficient predators that often travel in packs.


  • All Animals Are Domesticated: Wolves van be domesticated, and can be made to follow the player. They can make for useful allies in combat.
  • Elite Mook: The wolves with star ratings are incredibly dangerous, combining a very high damage output eclipsing that of most Plains creatures with relentless speed. And woe is the player if they bring their pack along.
  • Fragile Speedster: They have relatively low hp, but deal moderate damage and are fast and agile.
  • Savage Wolves: Vicious, attack quickly and are often not alone.
  • Zerg Rush: Often found in (small) packs, but wolves are persistent predators and it is not uncommon to run into more wolves while dealing with one encounter. And then there's the "you are being hunted" raid, which summons endless wolves after you even outside a base.

    Drakes 

Flying, wyvern-like creatures that can shoot projectiles of ice at the player. They never land and thus have to be dealt with through ranged means.


  • Airborne Mook: They can stay airborne indefinitely and hardly if ever come within melee range. A bow and arrows are thus essential to kill them.
  • Breath Weapon: Their main method of combat is to hover above the player and shoot relatively inaccurate chunks of ice from their mouth.
  • Kill It with Fire: Fire arrows make short work of them, and with a decent bow (Huntsman and up) a single fire arrow will typically oneshot the unsuspecting Drake.
  • Our Wyverns Are Different: They resemble serpentine wyverns, with only wings for limbs.
  • Underestimating Badassery: They are not particularly tough, mostly because players tend to have some form of frost resistance active when exploring the Mountains. Once Bonemass has been defeated, players may encounter Drakes in other biomes until Moder is slain. Should the player encounter them while having the wet status condition, for example through exposure to rain or swamp puddles, their normally puny ice projectiles gain a nasty damage bonus as the wet status effect increases damage taken from Frost-based attacks.

    Stone Golems 

Animated rock monsters that masquerade as rocky outcrops. Slow, but pack an enormous punch.


  • Ambushing Enemy: Appears as an ordinary rocky outcrop, but will assemble itself once the player gets close enough.
  • Hates Everyone Equally: One of the few mobs that will attack other mobs in its own biome as much as the player character.
  • Logical Weakness: They resist most forms of damage well, but since they're made of rock, pickaxes will do critical damage to them. Blunt damage in general is also effective.
  • Megaton Punch: They throw serious punches and their slams deal devastating damage. They technically can be parried, but it will barely affect them.
  • Mighty Glacier: They're slow, but will go to town on you with highly destructive slams and punches.
  • No-Sell: Fire, Frost and Poison damage does not affect them at all. They also strongly resist slashing and piercing damage, to the point where it's relatively pointless to fight them with it.
  • Regional Redecoration: They'll easily tear through trees and solid rock to get at you and can leave destruction in their wake.
  • Rock Monster: Giant, vaguely humanoid-shaped animated rock creatures, and vicious.

    Fenrings 

Lyncanthropes that only come out at night.


  • Absurdly Sharp Claws: Their main method of attack is to slash at the player.
  • Enemy Summoner: Their howls will attract any wolves within a certain vicinity, which can lead to multiple crashing your encounter. If you're unlucky, this can result in multiple 1 to 2-star wolves joining in.
  • Our Werewolves Are Different: They're werewolf-like beastmen.
  • Weaksauce Weakness: Very weak to fire, which will readily set their fur aflame.
  • Wolves Always Howl at the Moon: They only appear at night, when the moon is out and will frequently howl. Better hope no wolves are nearby.

Plains

A wide, open savannah with a deceptively peaceful appearance, marked by towering rock formations both natural and constructed. Yet despite their benign appearance, the plains are one of the most dangerous biomes in the game. Their inhabitants include Fuling tribes, herds of woolly Loxes, and deadly Glass Cannon Deathsquitos. The plains are the only place where you can find flax, barley or cloudberries.

    Fulings 

Tribes of Goblin-like humanoids that live in camps across the Plains. They are efficient hunters and dangerous foes in direct combat. Fulings come in three varieties: the regular Fuling, Fuling Berserkers and Fuling Shamans.


  • Attack! Attack! Attack!: The Berserkers in particular, though Fulings in general care little for self-preservation.
  • Barrier Warrior: The Shamans can grant themselves and other Fulings a protective barrier that the player must break before being able to damage them.
  • Beware the Silly Ones: The regular Fulings don't look like much and unknowing players could easily be tricked into assuming they are easy-pickings. Their short stature and tendency to snicker likely don't help. They are, however, amongst the most dangerous foes in the game and can easily finish off unprepared players or players not properly geared for the later stages of the game.
  • Barbarian Tribe: Portrayed as this. They live in camps constructed out of wood and animal hides and farm some local crops. They're also highly aggressive and savage fighters.
  • The Brute: The Berserkers are multiple times the size of the regular Fulings, and fulfill their duty as hard-hitting brutes.
  • Elite Mook: Like many enemies, Fulings can spawn one- or two-star varieties. A two-star Fuling is the most lethal enemy in the game, dealing damage that eclipses even that of The Forsaken. Engaging these in direct combat poses a serious risk to the player.
  • Our Goblins Are Different: They are distinctly Goblin-like, including green skin and very large, pointy ears. Unlike most goblins, they are very high-tier enemies who can and will destroy you.
  • Pint-Sized Powerhouse: The regular Fulings are about half the size of the player, but their attacks pack more force than those of a Troll.
  • Playing with Fire: Shamans can shoot fireballs from their staffs.
  • Roar Before Beating: Berserkers will occasionally roar, followed by three rapid and powerful strikes. Getting caught in the brunt of this can lead to quick death.

    Deathsquitos 

Monstrous mosquitos that inhabit the Plains. Frail, but very fast and capable of inflicting a very nasty sting.


  • Achilles' Heel: While they dodge erratically in between their strikes, once they commit to an attack they will always fly straight towards the player. With their unpredictable flight pattern now predictable, even a poor archer would find it trivial to line up a one-hit kill on this Glass Cannon provided they can keep their nerve.
  • Meaningful Name: The "death" portion of their name isn't just for show.
  • Mosquito Miscreants: They're enormous mosquitos that don't just come to drink your blood, but will outright kill you.
  • Fragile Speedster: Can be killed in one shot by even early-game players with decent weapons, but their speed and agility will keep players on their toes. It is one of the most difficult enemies to outrun and they will often zoom around erratically before striking, attempting to catch the player off-guard.
  • Glass Cannon: They are as frail as a deer, but the damage they deal upon stinging the player is enormous.
  • Super-Persistent Predator: All creatures need only a sliver of their native biome to spawn, but Deathsquitoes combine this with their flight tendencies (and therefore aggro range). Many players have been surprised by Deathsquitoes ambushing them in non-native biomes, especially those with trees providing cover that the plains lack.

    Loxes 
Large, woolly herbivores that look like a mix between a giant lizard and a musk ox. They graze on the vast expanses of the Plains.
  • All Animals Are Domesticated: They can be tamed, bred, and even saddled and ridden.
  • Mix-and-Match Critters: They resemble ox with a lizard's head.
  • Rhino Rampage: Upon spotting the player, it will continuously charge at them like a boar. Except the Lox is several times bigger.
  • Super-Toughness: Their thick hides and fur grant them natural resistance against slashing and blunt damage. Piercing weapons work best.

    Growths 
Black slimes made out of tar, spawning from tar pits and guarding the tar resource found within. They drop some of this tar themselves when killed, and shoot poisonous tar-based projectiles as their primary form of attack.
  • Blob Monster: Of the same variety as blobs and oozers. While not quite Palette Swaps, they’re definitely related.
  • Logical Weakness: Tar is flammable, and they’re made out of it, so naturally they take extra damage from fire.
  • Muck Monster: Compared to their swamp-dwelling cousins, they trade mud and filth for sticky black tar. It’s not much of an improvement, since they can still poison and slow you with it.

Mistlands

A land of craggy cliffs covered in perpetual mists. Jotunn skulls and weapons dot the landscape, and the local fungi are so magically charged from the mist that the player can start casting magic as well.

    Seekers 
Giant insects covered in thick chitin. Come in three types: Broods, Seekers and Soldiers.
  • Attack Its Weak Point: The things are resistant to physical damage anywhere but their abdomens.
  • Big Creepy-Crawlies: Ant/beetle insects the size of a crocodile, and with the same attitude towards mammals.

    Gjall 
Enormous flying gasbag that periodically emit trumpeting blasts.

    Ticks 
Giant insects that will quickly latch on to and drain players of their blood.

    Dverger 
Blue-skinned dwarves inhabiting the Mistlands. They start off neutral towards players but can very easily be angered.

Ocean

The ocean. As is usually the case, the ocean represents the space between other biomes. However, while it may not seem like a biome in itself, players sailing through it aren't necessarily alone. If you're lucky, you may encounter a docile Leviathan, giving you an opportunity to mine the barnacles growing on its back. If you're unlucky, you may instead be attacked by a sea serpent. Normal fish also spawn in water, and can be caught from the shore if you have a fishing rod.

    Leviathans 

Leviathans are enormous, island-like creatures found in the open ocean. The Abyssal Barnacles on their carapace can be mined to obtain Chitin.


  • Gentle Giant: They do not attack the player whatsoever and will even tolerate you on their back indefinitely. Only when the barnacles are mined will the Leviathan eventually submerge.
  • Kraken and Leviathan: Giant beasts of the sea that easily dwarf your ship.
  • Roar Before Beating: Played with. The actual Leviathan won't attack you, but mine too many of their barnacles and the beast will roar. Shortly after the Leviathan then submerges completely, leaving the player in the water and possibly to drown if their boat is too far away.
  • Turtle Island: While not actual turtles, they invoke this trope by having their stony carapace rise above the water's surface. They appear as small islands from a distance, including rocks and trees growing on their back, as well as Abyssal Barnacles.

    Serpents 

Marine serpents found in the open ocean. They will readily attack and sink a player's boat to get at the Viking inside. Killing them always yields their meat, though Vikings must kill them over land if they want to obtain their heavy scales.


  • Coldblooded Whatever: Looks like a mix between a serpent and a fish. The game refers to them as Serpents, and their meat is noted to smell fishy.
  • Graceful in Their Element: They are fast in the water, but completely helpless on land. The player must make use of this fact if they want to obtain the Serpent's heavy scales, which sink in open water.
  • Super-Toughness: Their scales grant them natural armor. They can be used to craft the Serpent Shield, one of the better mid-game shields.

The Forsaken

The game's main bosses, and your primary targets as an adventurer in Valheim. Only after defeating all of them will you be permitted to enter Valhalla. There's one boss for each biome, and each one is more powerful than the last. Whenever you defeat one, you gain access to a unique activatable ability. While you don't need to defeat any boss to access a certain biome, every boss drops an item required to fully access the next biome's resources.

    Eikthyr 

The first Forsaken and guardian of the Meadows. He takes the form of a giant deer with branching antlers and two deer trophies are required to summon him.


    The Elder 

The second Forsaken found in the Black Forest. It takes the form of a giant treeman capable of manipulating the forest around it. 3 Elder Seeds must be burned at its altar to summon it.


  • Attack of the 50-Foot Whatever: One of the tallest creatures in the game.
  • Boss-Arena Idiocy: His arena has several pillars that can provide cover against his vine attack. While that attack can damage and destroy trees and even rocks, the pillars are indestructible.
  • Botanical Abomination: A giant, walking tree that has some connection to the Black Forests of the biomes. Its name also invokes the "Elder Gods" of the wider Cthulhu Mythos.
  • Flunky Boss: Greydwarves will periodically spawn around his arena.
  • Green Thumb: It can control plants and will attack players with long, ranged vines and roots erupting from the ground.
  • King Mook: It is heavily implied to be the King of Greydwarves, sharing a similar design. The game files refer to it as "gd_king".
  • Kill It with Fire: Due to being literally made of wood, fire is its Logical Weakness.
  • Punny Name: It's subtle, but he's both "the Elder" insofar as it's one of The Old Gods and is literally a sentient elder tree.
  • Trampled Underfoot: If players get close to it, it will attempt to stomp on them for heavy damage.
  • Treants: Appears as a giant humanoid tree.
  • World Tree: One runestone speculates that he's a sentient offshoot of Yggdrasil gone rogue. Since Valheim's entire branch has been severed from the main tree, this is no longer the case.

    Bonemass 

The third Forsaken, located in the bowels of the Swamp. Its form is that of a giant mass of poisonous filth with human remains mixed into it. 10 Withered bones must be offered to its altar for it to make an appearance.


  • And I Must Scream: Implied. If you put its trophy on display after defeating it, the spirits inside will occasionally thank you for letting them finally find rest.
  • Blob Monster: A massive example, resembling dozens of skeletons stuck in a sentient mass of sludge.
  • Deadly Gas: One of its attacks releases a massive amount of poisonous gas around it.
  • Flunky Boss: Summons a lot of Skeletons and Blobs throughout the fight.
  • King Mook: Resembles a souped up version of Blobs and Oozers.
  • Mook Maker: It will occasionally rip pieces off itself and throw them. These projectiles deal no damage, but spawn multiple Skeletons and/or Blobs to aid Bonemass in battle.
  • Nightmare Face: Its face, upon closer inspection, consists of two human skulls that are placed to look like white eyes from a distance and bones sticking out of the outer edges of its mouth, resembling teeth.
  • Vomit Indiscretion Shot: One of its attacks has it arch back, then vomit up an unholy amount of poisonous gas, forcing players to maintain a fair distance to stay out of its reach.

    Moder 

The fourth Forsaken, soaring above the Mountains. Moder is a giant wyvern-like dragon, who will only come out when her children are in danger. If three Dragon Eggs are offered to her alter, she will confront the player(s).


  • Absurdly Sharp Claws: She will slash at players in melee range with her sharp claws while grounded. Those claws can break rocks if any happen to be in the attack area.
  • Breath Weapon: Moder can fire ice projectiles while airborne, and while grounded will also let loose a frost breath.
  • Mama Bear: Fiercely protective over her eggs and bringing her eggs to her altar will cause her to appear and attack.
  • Meaningful Name: Her name translates to "Mother" in Nordic languages and she is implied to be the one leaving the giant Dragon Eggs around the Mountains.
  • Our Dragons Are Different: Looks like a mostly brown and white wyvern, with fur covering. Her eggs, however, are named Dragon Eggs, implying she merely looks like a wyvern.

    Yagluth 

A former king of the Fulings, reduced to a mere skeleton. He is the fifth Forsaken, whose shrine lies within the Plains. Placing 5 Fuling Totems at his altar will bring back the old King for one last battle.


  • Breath Weapon: Can fire a powerful stream of flames from his mouth.
  • Death from Above: May slam his fist on the ground, summoning flaming meteors that rain from the sky.
  • Dem Bones: A huge, upper half of a skeleton.
  • Half the Man He Used to Be: His giant skeleton only features the upper part of the body. It is not known if a lower half ever existed.
  • Glowing Eyes of Doom: His eyes glow a bright magenta and highlight the fact that you've brought a powerful, former king back to do battle.
  • King Mook: Known as "Goblin King" in the game files, and otherwise heavily implied to be a former king of the Fuling tribes.
  • Playing with Fire: All of his attacks involve fire in some way and deal the corresponding damage, making fire resistance mead very helpful when fighting him.

    The Queen 

Mother and ruler of the seeker insects and currently the Final Boss of Valheim. She is the sixth Forsaken, the Queen's shrine lies in the Mistlands within an Infested Citadel dungeon. Unlike other Forsaken, the player does not need a sacrifice to summon the Queen for the first time, as she is already active when the player enters her dungeon and will aggro on sight.


Previous Inhabitants

You are far from the first viking to enter Valheim, and many of them left runestones to aid those who came afterwards.

  • Action Girl: Astrid, who "hunts the great beasts in Odin's name" and spent almost a decade in Valheim.
  • Butt-Monkey: Ulf is evidently not the sharpest sword in the scabbard, leaving Trivially Obvious advice on stones, hiding from Moder, setting his beard on fire, and getting attacked by dvergi for a stupid prank. Still, he's known to have made it as far as the Mistlands.
  • Death Seeker: A number of runestones make it clear that their writer would very much like to die for good. Others wonder why some of their friends get killed but don't reappear.
  • Handicapped Badass: Harald lost an eye, a hand, a leg and has a draugr arrow embedded in him, but made it at least as far as the Plains.
  • Miles Gloriosus: Ulf again. He mentions hiding from Moder as she flies by yet calls himself "the Brave".
    Where this stands I once saw the great drake flying above me and I hid in a bush until she passed. Ulf the Brave carved this stone.
  • Mr. Exposition: Runestones are the main source of lore, gathered by your predecessors and left to guide future inhabitants.


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