Zil & Thungr
| Zil & Thungr | |
|---|---|
| A giant Fuling with a shaman riding his shoulders, walled into a Plains tower. | |
| Biome | Plains |
| Alignment | Aggressive |
| Faction | Plains |
| Health | Thungr: 4200, Zil: 2400 |
| Damage |
Thungr: |
| Weak To | - |
| Resistant To | - |
| Immune To | Spirit |
| Stagger | - |
| Tameable | No |
| Trophy | Zil , Thungr |
| Spawn ID | spawn GoblinBruteBros
|
Two Fulings fight as one at the bottom of a locked spire. Zil & Thungr are a club-swinging brute and the shaman riding his shoulders. They hold the ground floor of the Sealed Tower in the Plains, a building with no door at the base and walls you cannot break, so the only way down to them is in through the roof. Most players reach them already hurt, because four floors of Fulings and straw-covered spike traps sit between the entrance and the arena.
Behaviour
Neither of them patrols and neither sleeps. They stand in the arena at the base of the tower and turn on you the moment you come down the last flight. Until Thungr dies, they move as a single creature: he walks, swings and takes the hits, while Zil rides on his neck and never touches the floor. Thungr closes to melee and sweeps his club through a wide horizontal arc for 150 blunt roughly every two seconds, often chained into a three-hit combo. About every twenty seconds he drops into a rage attack: three ground slams at 130 blunt each, stepping forward as they land. Zil works over the top of him, throwing a fireball every twelve seconds at anything within twenty metres for 20 blunt and 100 fire. That means you are being shot at the whole time you are dealing with the club. His other habit is a blue barrier he casts over the pair on a forty second cycle. It soaks damage and leaves them effectively untouchable until it is worn through or runs out. Neither one flees and neither calls for help, but any Fulings and Fuling Shamans you left alive upstairs will hear the fight and come down the spiral after you. Killing Thungr breaks the partnership. Zil drops off the body, trades the mounted moveset for an ordinary Fuling Shaman's, and chases you up the stairs and out of the tower rather than let you walk away.
Where to Find It
They exist in exactly one place: the bottom floor of a Sealed Tower out on the open grassland of the Plains. Each tower holds one pair, and very few towers are seeded in a world, which makes them among the rarest fixed encounters in the game. Time of day does not matter. They are placed with the building rather than spawned into it, so they are always standing there waiting. They never wander off, and once killed they do not come back. They cannot have stars either: both have fixed health, with no one-star version to run into. No boss kill gates them directly, though in practice you will not walk the Plains in comfort until Moder is down. Finding the tower is the real gate, because Sealed Towers never appear on the map by themselves. The usual route is Hildir, the trader who settles in the Meadows at one of several possible camps between three and five kilometres from the centre of the world. The map table in front of her pins all of her quest sites at once: the Sealed Tower, the Smouldering Tomb and the Howling Cavern. To get inside, plant a Workbench outside and run a wooden stair or ladder up the outer wall to a balcony or the roof. Then fight your way down through four floors of Fulings, shamans and spike traps hidden under the straw.
Strengths and Weaknesses
This fight has no element to exploit and no soft spot to find, so stop looking and bring the biggest flat numbers you own. Plains kit is the honest entry price: Padded Armour, a Blackmetal Sword or Blackmetal Atgeir for melee, or a Draugr Fang with Needle Arrows at range. Thungr telegraphs his club swings clearly and you can parry them. A well-timed block with a Blackmetal Shield or an Iron Tower Shield staggers him and buys you a full combo in reply. Stay out of the rage slams. Each of the three steps forward as it lands, so backing off in a straight line will not clear the set; roll sideways through it instead. Drink Fire Resistance Barley Wine before you take the last stair, and treat it as the one consumable you never skip. Zil's fireball carries 100 fire and will otherwise take a serious bite out of padded armour. The barrier is a timer, not a puzzle, and hammering on it empties your stamina bar for nothing. Use the pause to eat, heal and reposition, or throw Ooze Bombs, which strip it almost immediately. Always kill Thungr first. He is where all the pressure comes from, and Zil on foot afterwards is one shaman who folds quickly to melee. If you would rather not trade blows at all, the spiral stair is the best ground in the building: an archer can shoot from the bottom step and climb back out of reach each time Thungr lumbers over. Build nothing inside, since the interior is closed to construction, but do put a Portal and a spare chest on a wooden platform at the top before you commit.
- It ignores Spirit.
Drops
Hildir's Bronze Chest is the whole reason to make the climb. Carrying it back to Hildir unlocks a fresh rack of cosmetics on her stock list, and both trophies drop every time, ready for your wall.
| Item | Image | Base | 1 Star | 2 Star |
|---|---|---|---|---|
| Hildir's bronze chest | - | 1 | - | - |
| Zil trophy | 100% | - | - | |
| Thungr trophy | 100% | - | - |
Notes
- Zil & Thungr are the first creatures in Valheim that fight as a duo.
- Although they are meant to be fought as a duo, you can spawn them separately with their Internal IDs.
- Zil's Internal ID is GoblinShaman_Hildir
- Thungr's Internal ID is GoblinBrute_Hildir
- Zil is the one that drops Hildir's Bronze Chest.
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