Malicious Ice
| Malicious Ice | |
|---|---|
| A block of black ice that starts and ends a jotun invasion. | |
| Biome | Deep North |
| Type | Structure |
| Per World | - |
| Enemies | Krigen, Hexen |
| Boss | - |
| Loot | Malicious Blood, Ice |
| Entry | - |
Malicious Ice is a mass of black ice that sets the jotun invasions of the Deep North in motion. You first meet it deep inside Mörkhalla, and smashing it there unleashes an invasion elsewhere in the world. A second block of the same ice waits at the heart of that invasion. Break it to end the attack and get the Malicious Blood you need to face Kall Fimbulbringer.
In Mörkhalla
The first Malicious Ice sits in the middle of the bottom floor of Mörkhalla, and it fights back. As soon as you come within 120 metres, it starts calling Krigen and Hexen to defend it, one every 50 seconds, until six of them stand nearby. Three in four are Krigen, and any of them can spawn with up to two stars.
It has 1,000 health. Once you bring it down, a jotun invasion starts at once somewhere else in your world.
At a Jotun Invasion
The invasion lands outside the Deep North, in one of the older biomes: the Meadows, Black Forest, Swamp, Mountain or Plains. It is always more than 1,000 metres from the centre of the world and at least 35 metres above sea level. A world can hold up to three invasions at once, and breaking another Malicious Ice while three are already running does not start a fourth.
At the centre of every invasion stands a new Malicious Ice, and it fights back the same way the first one did. Every 50 seconds it calls either a Krigen, wielding two axes or a single weapon, or a Hexen, and each has a 15% chance to arrive stronger than usual. The ground around it keeps filling up too. Fresh groups of Krigen and Hexen spawn every 500 seconds and packs of Elaking every 1,000 seconds. Meanwhile meteors rain down every 5 seconds, each dealing 120 fire, 40 blunt, 50 chop and 50 pickaxe damage where it strikes.
Destroying this central ice ends the invasion and drops one Malicious Blood. You can also break the smaller ice shards scattered around it for Ice.
Strengths and Weaknesses
Both blocks of Malicious Ice have 1,000 health. Both break fastest to chop, pickaxe and fire damage, so an axe, a pickaxe or a fire weapon gets the job done quickest. The ice at the centre of an invasion also resists frost and lightning.
Drops
| Item | Image | Amount | From |
|---|---|---|---|
| Malicious Blood | 1 | The Malicious Ice at the centre of a jotun invasion | |
| Ice | - | The ice shards around it |
Notes
- Offer three Malicious Blood together at the Aesir Passage to open the way to The Prison, where Kall Fimbulbringer is chained.
- In a world with the no map modifier, a particle trail points toward the closest invasion.
- Spawn ID:
spawn BlackIce_Start
All Deep North Locations
| Location | Image | Type | Description |
|---|---|---|---|
| Abandoned Village | Point of interest | Large settlements of the Deep North, clustered around Great Halls and haunted by Shadows. | |
| Hexahedric Pulp | Structure | A structure in Mörkhalla that spawns Shapeless Pulp. | |
| Ice Pond | Natural feature | A frozen pond in the Deep North that is mined for Ice. | |
| Memorial Site | Point of interest | A burial site in the Deep North where Memorial Coal summons a Fallen Warrior. | |
| Mörkhalla | Dungeon | A dungeon of around 14 floors in the Deep North, opened with an Intricate Key. | |
| Shipwreck (Deep North) | Structure | A wrecked ship on the Deep North shore, with a chest buried below the mast. | |
| The Prison | Boss altar | The boss arena of Kall Fimbulbringer, reached through an Aesir Passage. | |
| Viking Graveyard (Deep North) | Structure | A ship-shaped stone formation in the Deep North with a buried chest and gems. | |
| Winding Tunnels | Dungeon | A dungeon of convoluted tunnels below the Great Halls of the Abandoned Villages. | |
| Malicious Ice | Structure | A block of black ice that starts and ends a jotun invasion. |
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