Valheim Deep North Survival Guide: Cold, Gold and Kall

Valheim Deep North Survival Guide: Cold, Gold and Kall

The last biome, added in Valheim 1.0. What lives there, the two-stage foundry that makes its gear, and the 47,000-health fight at the end of it.

7 min read
Deep NorthSurvivalBiomes

The Deep North sat empty for most of Valheim’s life. Version 1.0 filled it in, and what arrived is not another Ashlands: the danger here is less about damage than about a crafting chain that does not work the way any previous biome’s did, and a handful of creatures that ignore the answers you have spent seven biomes learning.

47,000Kall Fimbulbringer
2,200Barka health
44Protector armour
182Nord Atgeir

The cold, and the one roof that survives it

Frost resistance is the entry fee, exactly as it was on the Mountain, and by this point you have three ways to buy it. What is new is that the weather attacks your base as well as you. Snow damages structures here, and of the 800 placeable objects in the game only 31 are immune to it — every one of them a darkwood roof. Build the shell out of whatever you like, but put darkwood over the top, or come back to a hole in it.

Everything here is crafted twice

This is the part that catches people out, because no earlier biome works like it. Deep North equipment is not crafted at a bench in one step. You first find a Mould — a drop, not a recipe — which lets you craft an uncooked Cast at the appropriate station: the black forge for armour and weapons, the magic table for staves. The Cast is useless on its own. It becomes the finished item only after 50 seconds in a Frost Foundry, which runs 29 separate conversions. So the real gate on Deep North gear is not materials, it is having found the right mould and built the foundry.

  • Protector is the heavy set at 44 armour a piece — the highest single-piece armour value in the game, and no set bonus.
  • Vanguard is the medium set at 34 a piece, and it is the one with a three-piece set bonus.
  • Caller is the mage set at 22 a piece, with no set bonus at all — you wear it for the eitr, not the armour.
  • The Nord weapons are the damage tier: Atgeir at 182 pierce, Sword at 170 slash, Mace at 170 blunt, Bow at 100 pierce plus 10 spirit.
MetaBot Desktop

Plan every craft down to the last ore

The Crafting Planner in MetaBot Desktop expands any gear into every raw material, conversion and station it needs, at the quality you want. Add a whole loadout and get one shopping list.

  • Raw materials for any quality
  • Smelting and station chain included
  • Saved plans for your next trip
The Valheim Crafting Planner in MetaBot Desktop

Two things here have real health, and both burn

Barka at 2,200 health is the biome’s heavyweight, and the resistance list explains the whole fight: Resistant to blunt, slash, pierce, frost and lightning, Immune to poison and spirit, and Weak to fire. Every physical weapon you own is being halved. Moose, at 1,000, is the same story with one exception — it takes normal damage from pierce, so arrows work on a moose where they barely scratch a Barka. Everything else here is small: seals at 400, the Elaking at 350, and the frozen Greydwarves and skeletons at around 100, which is early-Black-Forest health in a late-game biome.

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Guide FAQ

What do you need before going to the Deep North in Valheim?

Frost resistance, a fire damage source, and a boat that survived the Ashlands. The Deep North sits at the end of the chain, so everything before it is assumed — but the specific additions are fire for Barka and Moose, and darkwood roofing for whatever you build once you arrive.

How do you craft Deep North armour?

In three steps, not one. Find the mould for the piece you want — it is loot, not a recipe you unlock. Use it at the black forge to make an uncooked cast. Then put the cast into a Frost Foundry, which takes 50 seconds to turn it into the finished armour. The foundry runs 29 of these conversions in total, covering the whole tier.

What is the best Deep North armour?

Protector, on raw armour: 44 per piece is the highest single-piece value in the game, and it carries no set bonus to complicate the comparison. Vanguard at 34 is the medium option and the only one of the three with a three-piece set bonus, so it is worth checking that bonus against ten points of armour before committing. Caller at 22 is the mage set and is not competing on protection at all.

Can you kill the Shadows in the Deep North?

No. The Shadow is set to ignore all eleven damage types the game defines, so no weapon, arrow, staff or trap does anything to it at all. The 750 health on its record is irrelevant because nothing can ever reduce it. Treat them as scenery with an opinion.

How do you beat Kall Fimbulbringer?

With blunt or slash, and patience. He resists fire, frost, pierce and lightning and is immune to spirit, which leaves the Nord Mace and Nord Sword as the weapons that land for full damage — the Nord Bow, despite being the biome’s best ranged option, is resisted. He has 47,000 health across three phases of 10,000, 7,000 and 30,000, and like every Valheim boss he cannot be staggered. His altar is the only one in the game that needs no offering, so there is nothing to farm first: the fight is available the moment you find it.