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Valheim Deep North Guide: Weapons, Enemies and Gear (1.0)

10 min readBy Marcus VasquezUpdated 14 days agoLast reviewed

The Valheim Deep North biome has ten enemy entries listed in Iron Gate's 1.0 notes, plus returning Greydwarf variants and Captive Fulings listed by the wiki. Its mage set is Caller: three pieces give 66 quality-one armor and 160% Eitr regeneration. Surface weather applies Freezing, which frost resistance counters. The dungeons are Winding Tunnels and Mörkhalla.

Part 2 of 5The story so far: Valheim 1.0 and the Deep North

A Viking stands at the prow of a longship with a black and white striped sail on bright open water under overhanging branches

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About the game

Valheim

Iron Gate AB · Coffee Stain Publishing

Updated 2026-10-08: Corrected the patrol tip: only sword and greataxe Krigen patrol the open biome after the first Krigen or Hexen dies; Hexen arrive with Jotun invasions instead.

Correction (2026-10-28): An earlier version said Mörkhalla's entrance does not consume the Intricate Key. The Valheim Wiki now says the key is destroyed after opening the entrance. The dungeon section and tips are fixed, and the patch status now covers Patch 1.0.20.

TL;DR: The ten official enemy entries include Barka, Elaking, Eyeless One, Fallen Warrior, Gammeltroll, Hexen, Krigen, and three Pulps; the wiki also lists Deep North Greydwarves, their Shamans, and Captive Fulings. Caller is the mage set. Freezing requires frost resistance, and the dungeon name is Mörkhalla.

*Video: Valheim 1.0 and Deep North release date reveal trailer, Iron Gate official YouTube channel*

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Valheim Deep North Biome Overview (quick answer)

Iron Gate's current 1.0 notes name ten enemy entries, while the wiki also records returning Deep North Greydwarves, Greydwarf Shamans, and Captive Fulings. The village shadows are ambient, not combat enemies. The Caller set is the confirmed mage armor, and frost resistance counters the biome's Freezing weather. The dungeons are Winding Tunnels and Mörkhalla.

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Key Takeaways

  • The Deep North launched with Valheim 1.0 on September 9, 2026
  • Iron Gate lists ten new enemy entries; the wiki also records returning Greydwarf variants and Captive Fulings
  • Caller is the Deep North mage set, with 66 quality-one armor and 160% Eitr regeneration
  • Surface weather applies Freezing; frost-resistant clothing or Frost Resistance Mead prevents it
  • Gammeltrolls leave petrified remains that can be broken with Ember Charges for Petrified Tissue
  • The Grappling Hook is crafted at a level 1 Black Forge, not unlocked through a research chain
  • The dungeons are Winding Tunnels and Mörkhalla
  • Kall Fimbulbringer is the biome boss, separate from the ordinary enemy roster

Patch 1.0.20 status

Iron Gate's latest patch is Patch 1.0.20, posted October 15, 2026. It makes trophy drop chance rise with a monster's star level, stops the pseudo-random logic for rare drops from resetting between player sessions, and fixes an exploit in the Forge of Potential. Patch 1.0.16 separately fixed Deep North terrain and boss-area spawn issues; neither patch replaced the enemy roster or gear described below.

Enemies in the Valheim Deep North Biome

Iron Gate's 1.0 notes classify ten new entries as enemies. The current wiki also lists Deep North Greydwarves, Greydwarf Shamans, and Captive Fulings. Hexahedric Pulp is a spawning structure and Tiny Pulp is passive, though both appear in the official enemy list.

EnemyWhat it doesHow to handle it
BarkaA dormant frozen tree that attacks with long swipes and slams.Use fire damage; stay out of its reach and do not stand behind it.
Captive FulingA Mörkhalla prisoner armed with a club, spear, sword, or torch.Watch its weapon and attack range; spirit damage does not affect it.
ElakingA night hunter on the surface and a common threat in Winding Tunnels; it claws and leaps.Use fire. Break Wardrobe Shafts in the tunnels to stop their Elaking spawns.
Eyeless OneA tunnel ambusher with poison claws and a ranged sand cloud.Carry poison resistance and move away from the cloud; frost damage is resisted.
Fallen WarriorSummoned at a Memorial Site with 3 Memorial Coal; its build and weapons vary.Spirit damage is its weakness. Check whether it has a ranged weapon before closing in.
GammeltrollA 3,000-health giant that throws logs from long range and stomps at close range; it petrifies on death.If fighting, target its weak head with a pickaxe. Use Ember Charges on its petrified body to collect Petrified Tissue.
Greydwarf (Deep North)Attacks with frost claws and thrown projectiles, often in groups.Use fire, its weakness, and watch for the frost effect on both attacks.
Greydwarf Shaman (Deep North)Heals allies and fires a poison blast that cannot be blocked.Prioritize the shaman, avoid the poison cone, and use fire damage.
Hexahedric PulpA Mörkhalla structure that spawns one Shapeless Pulp while a player is nearby.Break the source structure to stop the spawns; fire and frost damage work well.
HexenA flying Jotun witch that casts lightning and damages nearby targets while dodging.Use fire, avoid her lightning attacks, and do not chase her across the room.
KrigenA Jotun warrior with sword, greataxe, or dual-axe builds; it guards Mörkhalla and later patrols the biome.Blunt, slash, fire, and lightning land normally; pierce and frost are resisted.
Shapeless PulpA hostile Mörkhalla blob that bursts for 110 poison and 20 blunt damage, then splits into Tiny Pulp when killed.Use poison resistance and step clear of its burst; blunt, frost, and lightning are effective.
Tiny PulpA passive 50-health piece that appears when a Shapeless Pulp dies; it has no attacks.It is not a combat threat. If clearing it, use blunt, frost, or lightning damage.

The shadows that speak in abandoned villages are listed separately from hostile creatures in the wiki. They are ambient, non-hostile figures, not combat enemies. Kall Fimbulbringer is the biome boss, not a regular mob.

Snow-covered longhouses and a moose behind a wooden fence in a Deep North village under a hazy orange sky Image: Valheim press kit, Iron Gate (Deep North set). Abandoned villages hold the great halls that lead down into the Winding Tunnels.

The Gammeltroll's long-range log throw is the one that catches people on arrival. Replying in a r/valheim thread about finishing the Deep North, u/CodyCobain1994 wrote: "I'm one of the unlucky ones that paddled into a Gammeltroll that was waiting for me at shore." Scout the coast before you land.

GODEEPER: Food stacks determine your health and stamina ceiling in every Valheim biome. Getting your Mistlands-tier food right before you head in is the highest-impact prep step. Valheim Food Buff Guide: Best Foods for Every Biome →

Deep North Gear and Freezing

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Deep North surface weather is Freezing day and night. The current wiki says frost-resistant clothing or Frost Resistance Mead prevents the outdoor effect.

A lone Viking with a round shield on his back stands on a frozen lake between snow-laden pine trees in hazy light Image: Valheim press kit, Iron Gate (Deep North set). Frozen ponds and snowfields are where the Freezing threat applies. It does not list a separate Frostbite status, and the sources checked do not document full Mistlands armor as an entry requirement. Treat Mistlands gear as preparation advice, not a gate.

Caller Set: Deep North Mage Armor

The wiki confirms Caller as the Deep North's mage armor. Its three quality-one pieces provide 66 armor and 160% Eitr regeneration in total. The robes provide Frost resistance, while the robes and trousers each reduce movement speed by 2%. Hexen drop the piece moulds; casts are made at a level 3 Galdr Table and hardened at a Frost Foundry.

Caller pieceQuality-one armorEitr regenerationOther effect
Headdress of the Caller22+40%None listed
Robes of the Caller22+60%Frost resistance; -2% movement speed
Trousers of the Caller22+60%-2% movement speed
Full three-piece set66+160%-4% movement speed

The Caller set is endgame mage gear, not a condition for entering the biome. Frost resistance also comes from other clothing or Frost Resistance Mead, so you do not need this set just to counter the surface cold.

Deep North Nord Weapons

For Nord weapon recipes, combat stats, and the Frostfire Crossbow, use the dedicated Valheim Nord weapons guide. That page owns the weapon breakdown, so this biome guide stays focused on enemies, armor, dungeons, and travel preparation.

Winding Tunnels and Mörkhalla: Dungeon Overview

The Winding Tunnels sit below the Great Halls in abandoned villages. The wiki lists Elaking and Eyeless One there, along with Frostcores, moulds, and Luminous Larvae. Break Wardrobe Shafts to stop their Elaking spawns.

Mörkhalla is the biome's multi-floor dungeon, opened with an Intricate Key. Its name is spelled Mörkhalla in Iron Gate's 1.0 notes and the current wiki. The dungeon contains Hexen, Krigen, Captive Fulings, and the Hexahedric Pulp structures that spawn Shapeless Pulp. The entrance destroys the key when it opens, and some gates inside use up another.

Two torch-carrying Vikings climb through a twisting rock tunnel lit orange by their flames Image: Valheim press kit, Iron Gate (Deep North set). Underground routes like this are where Elaking and Eyeless Ones wait.

Step-by-Step: Grappling Hook and Deep North Preparation

The Grappling Hook is crafted at a level 1 Black Forge; current wiki data does not describe a Mistlands research unlock or unlimited durability. Its verified recipe and use are:

  1. Find 1 Hook in a Mistlands chest.
  2. Gather 10 Yggdrasil Wood, 10 Refined Eitr, and 4 Mandibles.
  3. Craft the Grappling Hook at a level 1 Black Forge.
  4. Use it to pull yourself across gaps or climb; it has 300 durability and each use costs 15 stamina.

The hook is useful for climbing out of Mörkhalla's central gap, but it does not prevent fall damage. The wiki describes a route back to the surface in every Mörkhalla even without one.

Tips for Day-One Deep North Entry

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  • Carry frost-resistant clothing or Frost Resistance Mead for the surface Freezing effect.
  • In Winding Tunnels, break Wardrobe Shafts if Elakings keep arriving.
  • Save Ember Charges for petrified Gammeltroll remains if you want their Petrified Tissue.
  • Bring one Intricate Key for each Mörkhalla entrance, plus spares: the entrance destroys the key, and some interior gates use one up too.
  • Once the first Krigen or Hexen in your world is dead, expect sword and greataxe Krigen to patrol the open biome by day, one or two at a time. Hexen arrive with every Jotun invasion.

Our take

The Deep North is less about one gear check and more about reading each enemy's resistances. Fire answers most of the surface roster, blunt and frost answer the Pulps, and spirit only matters against Fallen Warriors. The cold is a clothing problem, not an armor gate. One earlier tip in this guide overstated the patrols; it now matches the wiki.

Frequently Asked Questions

What enemies are in the Valheim Deep North biome?

Iron Gate's 1.0 notes list ten enemy entries: Barka, Elaking, Eyeless One, Fallen Warrior, Gammeltroll, Hexen, Krigen, Hexahedric Pulp, Shapeless Pulp, and Tiny Pulp. The wiki also lists Deep North Greydwarves, Greydwarf Shamans, and Captive Fulings. Tiny Pulp is passive.

What gear do you need for the Valheim Deep North biome?

No source I checked documents full Mistlands armor as an entry requirement. Frost resistance counters the surface Freezing effect. Caller is the confirmed mage set, with 66 quality-one armor and 160% Eitr regeneration across its three pieces.

What is the cold effect in the Deep North?

The wiki calls it Freezing, which applies in Deep North weather day and night. Frost-resistant clothing or Frost Resistance Mead prevents the outdoor effect. It does not list a separate Frostbite status.

How do you craft the Grappling Hook in Valheim?

Make it at a level 1 Black Forge from 10 Yggdrasil Wood, 10 Refined Eitr, 4 Mandibles, and 1 Hook found in Mistlands chests. It has 300 durability and costs 15 stamina per use.

What are the two dungeons in the Valheim Deep North?

The Winding Tunnels are below abandoned-village great halls. Mörkhalla is a multi-floor dungeon opened with an Intricate Key.

Where can I find Valheim Deep North weapon details?

See the dedicated Valheim Nord weapons guide for its recipes and stats.

When did the Valheim Deep North biome release?

It launched with Valheim 1.0 on September 9, 2026. Iron Gate's latest patch is Patch 1.0.20, posted October 15, 2026.

References

The story so far

Valheim 1.0 and the Deep North

See the full timeline →

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About the author

Marcus Vasquez

Systems & Economy Desk

GameBrief's byline for roguelikes, strategy and simulation. Reads patch notes, wiki tables and Steam stats and puts the numbers on the page.

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