Boss Guide#
Valheim 1.0 has 8 bosses (the Forsaken), up from early access with the Ashlands boss Fader and the Deep North endgame boss Kall Fimbulbringer. Every boss trophy (except Kall’s) grants a Forsaken Power when hung on the Sacrificial Stone. This page collects the verified summon offerings, HP figures, weaknesses, and power effects; move details and unverified numbers are omitted — in-game practice wins.
Boss Overview Table#
| # | Boss | Biome | Summon offering | HP (community wiki) |
|---|---|---|---|---|
| 1 | Eikthyr | Meadows | Deer Trophy ×2 | 500 |
| 2 | The Elder | Black Forest | Ancient Seeds ×3 | 2500 |
| 3 | Bonemass | Swamp | Withered Bones ×10 | 5000 |
| 4 | Moder | Mountains | Dragon Eggs ×3 | 3500 |
| 5 | Yagluth | Plains | Fuling Totems ×5 | 8000 |
| 6 | The Seeker Queen | Mistlands | Sealbreaker | 18000 |
| 7 | Fader | Ashlands | Bells ×3 | 25000 |
| 8 | Kall Fimbulbringer | Deep North | Malicious Blood ×3 | 47000 (all three phases; one source lists a final-bar 30000 — in-game wins) |
HP figures come from community wiki consensus and may vary with difficulty and world modifiers — trust the in-game numbers.
The Forsaken Power System#
- The first 7 bosses’ trophies, hung on the Sacrificial Stone, each unlock one Forsaken Power;
- Each power lasts 5 minutes with a 20-minute cooldown;
- The Deep North endgame boss Kall Fimbulbringer grants no Forsaken Power and no trophy buff.
1. Eikthyr#
| Item | Content |
|---|---|
| Offering | Deer Trophy ×2 |
| HP | 500 (community figure) |
| Drop | Hard Antler — crafts the antler pickaxe, your ticket to copper and tin |
| Forsaken Power | Running / jumping / swimming stamina cost -60% |
Prep and strategy: the first boss of the run — flint weapons plus a bow handle him. Bow chip damage is safest; in melee, land one or two hits in his attack gaps and reset distance. The trees around the arena work as cover.
2. The Elder#
| Item | Content |
|---|---|
| Offering | Ancient Seeds ×3 |
| HP | 2500 (community figure) |
| Weakness | Weak to fire — fire arrows are the core damage source |
| Forsaken Power | Wood-cutting and pickaxe damage +60%, healing +30% |
Prep and strategy: bronze gear and plenty of arrows, fire damage first. Use the altar’s stone formation for cover, keep mid-range pressure on, and leave immediately when ground-root telegraphs appear. The Elder is the classic “win by arrow volume” fight — stock up before leaving home.
3. Bonemass#
| Item | Content |
|---|---|
| Offering | Withered Bones ×10 |
| HP | 5000 (community figure) |
| Weakness | Weak to blunt; immune or highly resistant to pierce |
| Drop | Wishbone — the key tool for finding underground silver and treasure |
| Forsaken Power | Physical resistance up and blocking costs no stamina (sources disagree on 25% vs 50% — in-game wins) |
Prep and strategy: poison-resistance mead is mandatory. Blunt weapons carry the fight; pierce weapons are nearly worthless here. Pick open, dry terrain, respect the poison AoE, and clear the adds before the boss.
4. Moder#
| Item | Content |
|---|---|
| Offering | Dragon Eggs ×3 |
| HP | 3500 (community figure) |
| Weakness | Resists frost, weak to pierce — the bow is the main damage; frost and fire arrows both underperform |
| Drop | Dragon Tear — the key material unlocking the Artisan Table |
| Forsaken Power | Tailwinds while sailing, +300 carry weight, +10% move speed, 50% frost resist |
Prep and strategy: an open-field encounter; the mountain rocks are natural cover. Chunk her health down with ranged arrows and melee during her landing windows. Bring full cold-weather prep to Mountain-biome standard.
5. Yagluth#
| Item | Content |
|---|---|
| Offering | Fuling Totems ×5 |
| HP | 8000 (community figure) |
| Weakness | No verified weakness recorded by this site — in-game practice wins |
| Drop | The Yagluth trophy and its power |
| Forsaken Power | 50% lightning resistance, farming +25, damage +10% (1.0 figures) |
Prep and strategy: fire AoE is the fight’s main threat — fire-resistance mead is mandatory, with black-metal-era gear as the baseline. The arena is open: keep moving, use the boulders to break the AoE, and outranging him by foot is the fundamental discipline.
6. The Seeker Queen#
| Item | Content |
|---|---|
| Offering | The Sealbreaker (crafted from fragments); repeat fights use 3 Seeker Soldier trophies |
| HP | 18000 (community figure) |
| Weakness | No verified weakness recorded by this site — in-game practice wins |
| Forsaken Power | Eitr regen +100%, sneaking costs no stamina, 50% poison resist |
Prep and strategy: the Mistlands environment is hostile enough — bring lighting, poison prep, and magic gear before this fight. Eitr magic (elemental and blood) takes a clearly larger share of damage here; in co-op, splitting aggro and clearing adds is the safer shape.
7. Fader#
| Item | Content |
|---|---|
| Offering | Bells ×3, crafted from 3 bell fragments found in the Charred Fortress |
| HP | 25000 (community figure) |
| Weakness | Resists fire, weak to frost — keep flame damage off your bar |
| Forsaken Power | Adrenaline +100%, stagger -50%, 50% fire resist |
Prep and strategy: the Ashlands itself is a high-threat environment — Grausten fortification and fire-resistance prep are the prerequisites. Avoid fire damage and lean on frost. Siege engines measurably lower the difficulty of this stage’s fortress assaults.
8. Kall Fimbulbringer#
| Item | Content |
|---|---|
| Offering | Malicious Blood ×3, summoned at the “strange bowl” altar |
| HP | 47000 (all three phases combined, community figure; one source lists a final-bar 30000 — in-game wins) |
| Phases | Three total; phase two is a gauntlet of past bosses’ spirits |
| Forsaken Power | None — the Deep North endgame boss grants no Forsaken Power |
Prep and strategy: the game’s final challenge, built for the 1.0 additions — Nordic weapons, the three Deep North armor sets, and the backpack pocket. The spirit-gauntlet phase means a run of empowered shadows of earlier bosses, so plan stamina management and supplies for a long siege. The Deep North’s grappling hook and ice sliding will earn their keep in the arena too.
Forsaken Power Table (1.0)#
| Trophy | Effect |
|---|---|
| Eikthyr trophy | Running / jumping / swimming stamina -60% |
| The Elder trophy | Wood-cutting and pickaxe damage +60%, healing +30% |
| Bonemass trophy | Physical resistance up and stamina-free blocking (25% or 50% depending on source — in-game wins) |
| Moder trophy | Sailing tailwinds, +300 carry weight, +10% move speed, 50% frost resist |
| Yagluth trophy | 50% lightning resistance, farming +25, damage +10% |
| The Seeker Queen trophy | Eitr regen +100%, no-stamina sneaking, 50% poison resist |
| Fader trophy | Adrenaline +100%, stagger -50%, 50% fire resist |
Universal Boss-Prep Checklist#
| Category | Point | Notes |
|---|---|---|
| Food | All three slots full | Health, stamina, and regen are all required |
| Resistances | The right resistance mead | Match the boss and biome’s elemental threat |
| Gear | Current era’s best | At least at the challenged biome’s gate |
| Terrain | Prep the arena in advance | Platforms, cover, torches as needed |
| Spawn point | Bed and portal forward-deployed | Fast corpse runs back to the fight |
| Spare gear | One backup set | You need weapons on the corpse run too |
Common Boss Mistakes and Fixes#
| Mistake | Consequence | Correct approach |
|---|---|---|
| No resistance mead | Elemental damage deletes you | Check resistance status before entering the arena |
| Burning stamina | No roll left when it matters | Keep half a bar after every damage window |
| Chasing the boss only | Surrounded by adds | Clear the adds first, then the boss |
| Rough arena footing | Terrain kills your footwork | Level the ground and build ramps beforehand |
| Soloing a long fight | Supplies run dry | Set a spawn point at the door and pack for a siege |
The Defeat Order#
There is no skipping here — each boss’s summon materials are hard-bound to the previous stage’s gear depth. Push 1 → 8: Eikthyr gives the antler pickaxe, The Elder opens woodcutting throughput, Bonemass gives the Wishbone for silver, Moder gives the Dragon Tear and sailing comfort, Yagluth gives farming and damage, The Seeker Queen gives Eitr and stealth, Fader gives adrenaline and fire resistance — and finally, in the Deep North, Kall Fimbulbringer closes the cycle of sacrifice.