
Freezing
You are freezing. No health regeneration and significantly lowered stamina regeneration. Everything that grants Freezing, and the numbers behind it.

Effects
- Health regeneration -100%
- Stamina regeneration -60%
- Eitr regeneration -60%
- Fire: Resistant
- 1 damage every 1 s
What grants it
Nothing you can carry grants this one. It comes from the world — weather, water, fire, a fall — rather than from an item.
Valheim shows you a short line of flavour text for Freezing and nothing else — not the size of the change, not the duration, and never what applies it. The 5 modifiers above are read from the game files, and the 0 sources beside them turn the effect into something you can plan for rather than notice.
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Freezing in Valheim
What does Freezing do in Valheim?
It applies the 5 changes listed above. The in-game tooltip describes the effect in words and gives no numbers, so those come from the game files.
How do you get Freezing in Valheim?
You do not get it on purpose. Nothing you can carry applies Freezing; it comes from the world — weather, water, fire or a fall — which is why there is nothing to craft for it.
Does Freezing stack in Valheim?
Not with itself. Applying Freezing again replaces the existing one rather than adding to it, so a second source is spent for nothing unless the first has run out. It does sit alongside other effects perfectly happily — the restriction is on duplicates, not on how many different effects you carry.
What else is like Freezing?
Other effects in its category number 14, among them Adrenaline Rush, Adrenaline Rush, Adrenaline Rush, Adrenaline Rush, Anti-Sting Concoction. They are worth comparing before committing to one, because effects in the same category tend to be alternatives rather than additions — and one of them is usually easier to keep running than the rest.
What kind of effect is Freezing?
It is filed under , with 5 listed under modifiers and 0 under sources. The category is the game’s own grouping rather than ours, which is why it is worth paying attention to: it is how the game itself decides which effects are alternatives to each other.