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Locations


Map

Every world in Valheim is built from a seed, and no two are the same. The same biomes, structures and bosses appear in all of them, but where they sit is decided the moment you type a world name. This page covers the world itself, its biomes and every structure that generates in them.




The Map


A Valheim world map

The world is a flat disk 20 kilometres across, centred on the spot where you land. The seed, the text you type beside the world name, feeds the generator, and the same seed always builds the same world on the same game version. Change one character and every coastline moves.

Biomes are laid out in rings measured from the centre, with two exceptions: the Ashlands is always the far south and the Deep North always the far north, both cut off by open water. Two rules override distance entirely. Land above 50 m becomes Mountain, and water deeper than 26 m becomes Ocean. That is why mountains rise out of forests, and why the disk is broken into islands rather than one continent.

The world edge sits ten kilometres out, where the ocean pours off the rim. The current there drags a ship over, and anything that goes with it is gone for good.

The same generator places the structures. Most have a minimum distance from the centre and a minimum spacing from each other, so a trader's camp is never next door to spawn and two crypts are never on top of one another. Each unique place, whether Haldor, Hildir, the Bog Witch or the Forge of Potential, picks from about ten candidate sites, and the first one you walk near becomes the real one for that world.

Biomes


The biomes are listed in the order you are meant to meet them, and each biome's boss gates the next tier of materials.

Biome Image Where Boss Materials
Meadows Meadows 0 to 5,100 m from the centre. Your world starts here. Eikthyr
Black Forest Black Forest 500 to 8,000 m out, the ring just past the Meadows. The Elder
Swamp Swamp 2,000 to 6,000 m out, low and flooded. Bonemass
Mountain Mountain Any ground above 50 m, from 600 m out. Moder
Plains Plains 2,900 to 8,000 m out, open golden grass. Yagluth
Mistlands Mistlands 5,900 to 10,000 m out, the last ring before the edge. The Queen
Ashlands Ashlands A crescent island at the far south, past boiling water. Fader
Deep North Deep North The far north, against the world edge. Kall Fimbulbringer
Ocean Ocean Anything below 26 m of water, between every landmass. -

Where You Start


A valkyrie carries every new Viking in and sets them down at the Sacrificial Stones, dead centre of the map. Megaliths stand around a stone floor, one for each of the Forsaken, and each is carved with its creature and its verse. Hang a boss trophy on its own stone and you can call on that boss's power.

Nothing can be built or dug within 26 m of the circle. The glowing stone beside it is a vegvisir, and reading it marks Eikthyr's altar on your map. More vegvisirs are scattered through the world, one kind per boss, each hidden in that boss's own biome.

Lore


Valheim is the tenth world. The runestones say that when Odin united the worlds he threw down the Vanir, the giants and the older things. The greatest of them could not be killed, so they were Forsaken and exiled here for good. Odin then cut this world loose from Yggdrasil, and it has drifted ever since.

You are not the first to arrive. Runestones signed by Ulf, Astrid, Harald and Gudrun mark where other warriors built, hunted and died, and the ruins are older still: a human civilisation that "built great towers that touched the clouds", went to war with the gods, and lost. What walks out of their crypts now are draugr.

The stakes are written on a Meadows stone. At the Forsaken's call, Yggdrasil is reaching out to rejoin this world. Its branches are cracking under the strain, and the other nine worlds feel it as storms and quaking earth. Kill the Forsaken and the balance holds.

Notes


  • A day lasts 21 minutes and a night 9, so the full cycle runs half an hour.
  • The map belongs to each character, not to the world. A cartography table is the only way to hand your exploration to someone else.
  • Ore never goes through a wood portal. Only the portal stone, built with molten cores from the Ashlands, lets it through.
  • Wind direction shows at the corner of the minimap. A headwind stops a sail dead, and Moder's power keeps the wind behind you as you steer.
  • Weather follows elapsed game time, so every world gets the same sequence of storms.
  • Metal deposits never come back: copper, tin, silver, flametal and the muddy scrap piles are finite in each world.

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