Deep North
| Deep North | |
|---|---|
| Deep snow, abandoned villages and the last boss. | |
| Tier | 8 |
| Distance | Far north |
| Boss | Kall Fimbulbringer |
| Metal | Bloodgold |
| Dungeon | Mörkhalla |
| Weather | Clear, snow and blizzard |
| Threat | Freezing |
| Travel | Longship |
The Deep North is a vast, snowy biome in the far north of the world, and home to the final boss. It has fewer creatures than the hordes of the Ashlands, but they are stronger. You have to clear the snow with a Snow Shovel before you can build on the ground, and the weather is freezing day and night.
Locations
Like the Ashlands, the Deep North is cut off from the other biomes by the Ocean, and its northern side borders the World Edge. Sheets of ice float along its shores and are a danger to any ship trying to dock. You need to defeat Fader to progress through the biome.
| Location | Image | What's Inside |
|---|---|---|
| Abandoned Village | Villages of 15 to 20 buildings clustered around great halls, where the shadows of past inhabitants speak when approached. The great halls hold the entrances to the winding tunnels. | |
| Winding Tunnels | A dungeon of 32 to 48 rooms below the great halls, home to large numbers of elaking and some eyeless ones. It holds frostcores, moulds and luminous larvae. | |
| Mörkhalla | A dungeon of around fourteen floors split by a central gap, opened with an intricate key. Destroying the malicious ice on the bottom floor starts a jotun invasion. | |
| Memorial Site | An ancient altar where three memorial coal summon a fallen warrior. Chests buried at the centre and under the tombstones hold moulds or a silver necklace. | |
| Aesir Passage | A giant gate opened with three malicious blood at a strange bowl. It leads to the prison of Kall Fimbulbringer. | |
| The Prison | The boss arena of Kall Fimbulbringer, always dark and freezing. |
Boss
Kall Fimbulbringer is the final boss. He is imprisoned in The Prison, which you reach through the Aesir Passage, and you summon him with three Malicious Blood. That blood drops from the Malicious Ice at the centre of a jotun invasion. He has 47,000 health across three phases of 10,000, 7,000 and 30,000. He resists pierce, fire, frost and lightning, and he is immune to spirit damage.
In the middle phase he hides inside a block of ice, immune to all damage, while the aspects of the earlier bosses are summoned. The aspect of Eikthyr comes first, on its own. After it, the aspects of the Elder and Bonemass appear together, and each one is followed by another when it dies: Moder and then the Queen after the Elder, and Yagluth and then Fader after Bonemass. Each aspect deals 1,000 damage to him when it dies. In the third phase he also summons tendrils that shoot lightning.
He drops a Crown Jewel and Sacrificial Blood. The jewel and five bloodgold make the Crown of Valheim at a level 4 black forge, a helmet that makes non-boss creatures flee from you. Offering the blood at the Sacrificial Stones summons Hugin, Munin and a Valkyrie, and the game ends when you interact with the valkyrie.
Creatures
Resources
Hazards
- As in the Mountains, the weather is freezing day and night. Outdoors you take freezing damage unless you wear frost-resistant clothes or drink Frost Resistance Mead.
- You have to clear the ground with a Snow Shovel before you can build on it, and snow piles up on uncovered structures while it snows.
- Floating ice sheets along the shore are a danger to ships trying to dock, and slippery to walk on.
- A Gammeltroll throws eight projectiles at targets 12 to 300 m away, and each one leaves a half log where it lands.
- Destroying the Malicious Ice at the bottom of Mörkhalla starts a jotun invasion in the Meadows, Black Forest, Swamp, Mountains or Plains, with meteors falling every five seconds.
Lore
Kall Fimbulbringer is chained to two pillars in the centre of The Prison and breaks free as you approach. When he first notices a player, every player sees the message "His hatred corrupts all!", and when his last phase dies, "Peace settles over the world". In his middle phase the spirits of the bosses before him return as aspects.
The shadows in the abandoned villages are the souls of fallen warriors, and they sometimes mumble, often about how they died. Munin says that strange folk dwell in Mörkhalla, "created from the very evil itself".
Sacrificial Blood is "the last essence of an end once foretold". It cannot be teleported, so ending the game means one last ship trip across the world to the Sacrificial Stones, where the valkyries ferry slain vikings into Valheim.
Notes
- Deep North gear is made in two steps. First, a mould, Bloodgold and other materials make a cast at the black forge or the galdr table. Then the Frost Foundry hardens the cast in 50 seconds using five Liquid Frost.
- The Frigid Kiln turns ice into Liquid Frost. Each of the two stations takes ten Frostcores from the winding tunnels to build.
- Embers come from an eternal pyre, which you can build once Fader is dead. Ember charges and the Snow Shovel both need them.
- An intricate key is not used up when it opens the entrance to Mörkhalla, but some gates inside consume one.
- You can jump down Mörkhalla's central gap to reach the bottom floor and climb back up with a Grappling Hook. Every Mörkhalla also has a route back to the surface without one.
- Krigen and Hexen start daytime patrols in the open biome once either has been killed anywhere in the world.
- Kall drops the Crown Jewel and the Sacrificial Blood. Killing him also unlocks Seasoning of the Gourd at the Bog Witch, five for 220 coins.
All Biomes
| Biome | Image | Where | Boss | Materials |
|---|---|---|---|---|
| Meadows | 0 to 5,100 m from the centre. Your world starts here. | Eikthyr | ||
| Black Forest | 500 to 8,000 m out, the ring just past the Meadows. | The Elder | ||
| Swamp | 2,000 to 6,000 m out, low and flooded. | Bonemass | ||
| Mountain | Any ground above 50 m, from 600 m out. | Moder | ||
| Plains | 2,900 to 8,000 m out, open golden grass. | Yagluth | ||
| Mistlands | 5,900 to 10,000 m out, the last ring before the edge. | The Queen | ||
| Ashlands | A crescent island at the far south, past boiling water. | Fader | ||
| Deep North | The far north, against the world edge. | Kall Fimbulbringer | ||
| Ocean | Anything below 26 m of water, between every landmass. | - |
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