Games / Valheim

Valheim — Progression Route

A fresh-world 1.0 run from your first stone axe to Kall Fimbulbringer and 100% completion — every biome ordered so your gear, food and idols stay ahead of the content.

survival✓ Verified in-gamePatch 1.0 — Deep NorthProgress is permanent — no reset146 steps

What this guide is

Valheim 1.0 completes the story with the Deep North and its final Forsaken, Kall Fimbulbringer, while adding systems that change a fresh playthrough from the Meadows onward: biome-tier Idols and the Forge of Potential, Haldor's permanent inventory expansion, the Grappling Hook, alternate biome variants at the world's edges, new world events and a full achievement layer.

A fresh world is recommended. Existing worlds still work, but already-explored areas will not regenerate with 1.0's new terrain and locations, and the new cinematics and achievement tracking line up most naturally with a clean run.

The route runs biome by biome: reach the biome, build its gear tier and food, beat its Forsaken, unlock the next. Three 1.0 systems run across the whole thing rather than sitting at the end — collect Idols from the very first chest, buy Haldor's inventory rows as soon as you can afford them, and carry the Grappling Hook out of the Mistlands. The Deep North is a much longer chain than earlier previews suggested, so it is broken into its own set of stages.

Tags you'll see on steps

These appear beside individual steps in the walkthrough.

bossA Forsaken altar fight that gates the next tier of progression.
key unlockChanges how the rest of the run plays, not just more gear.
new in 1.0Added or changed in the Valheim 1.0 release.
optionalWorth doing, but not required to reach the next biome.
riskCan fail or destroy the item involved — weigh it before committing.

Wording used in the steps

Shorthand in the step text, not tags.

RestedThe Rested buff boosts stamina and health regeneration and touches nearly everything you do. Give every outpost enough shelter, a fire and comfort pieces to refresh it.
Food is gearEach biome follows the same loop: new resources, new Cauldron tier, new foods, then the boss. Never enter a new boss tier in great armor while still eating outdated food.
Damage typesCarry a primary melee weapon, a second damage type and a ranged option. Valheim deliberately rewards adapting to enemy resistances, and the late game adds elemental and magic choices on top.
PortalsA labelled portal network is the backbone of a long run. Ordinary portals cannot carry metal ores; the Stone Portal, unlocked in the Ashlands, eventually carries the heavy-material routes.
Idols1.0 scatters 16 Idols across eight material tiers in world containers. Keep every one you find — the Forge of Potential in the Mountains uses them to push gear past its normal ceiling, though refinement can fail, so treat it as optional optimisation.

Walkthrough

Verified for 1.0 — Deep North✓ Verified in-game
Sections
Setup & 1.0 systems6
Fresh 1.0 world setup0 / 3

A fresh world is recommended for full 1.0 generation. If you are chasing 100%, avoid achievement-blocking cheats and modifiers, and keep map/resource rates near default for the intended pacing.

  • Create or choose your character
  • new in 1.0Start a fresh world for full 1.0 generation
  • Decide your world modifiers
    Avoid achievement-blocking modifiers if pursuing 100%; near-default map and resource rates give the intended progression
Idols & the Forge of Potential0 / 3

A 1.0 system that runs across the ENTIRE game, which is why it sits here at the top rather than in the endgame. There are 16 Idols — a Battle and a Protection Idol for each of eight material tiers (Wooden, Bronze, Iron, Silver, Black Metal, Black Marble, Flametal, Bloodgold). Battle Idols improve weapons; Protection Idols improve armor. They appear in world containers — chests, ruins, dungeons — so loot thoroughly from the very first biome. Refinement at the Forge can FAIL and destroy the item (crafting materials are recovered), so treat Idol upgrades as optional optimisation, not required progression.

  • new in 1.0Keep every Idol you find, from the first Wooden one onward
    Do not discard an Idol just because you have no recipe for it yet — the Forge of Potential unlocks in the Mountains
  • new in 1.0Locate the Forge of Potential in the Mountains
    Hidden somewhere in the Mountains; an Idol-like icon appears on the map as you approach. Covered again in the Mountains section
  • riskRefine a matching Idol + weapon or armor to push it past its normal ceiling
    Battle Idol + weapon, or Protection Idol + armor of the matching tier. Never gamble your only critical weapon right before a boss
Meadows — Eikthyr10
Phase 0 — Starting out0 / 7

Establish survival basics and prepare for Eikthyr. Keep any Wooden Battle or Protection Idols you find in abandoned structures.

  • Activate the Sacrificial Stones and locate the Eikthyr Vegvisir
  • Gather Wood and Stone; craft a Hammer, Stone Axe and a basic weapon
  • Build a Workbench, shelter, Bed and Campfire, and establish the Rested buff
  • Gather Flint; hunt Boar and Deer for Leather Scraps and Deer Hide
  • Craft a Bow, a shield and Leather Armor, and keep three foods active
  • Gather 2 Deer Trophies for the Eikthyr summon
  • new in 1.0Loot abandoned structures and keep any Wooden Idols
Phase 1 — Eikthyr0 / 3

First Forsaken. Prep: three foods, bow + arrows, a flint weapon, shield, leather gear, Rested, and 2 Deer Trophies.

  • bossSummon and defeat Eikthyr
  • Collect the Eikthyr Trophy and Hard Antlers; mount the trophy and unlock the Eikthyr power
  • key unlockCraft the Antler Pickaxe — you can now mine Copper and Tin
Black Forest — The Elder18
Exploration & materials0 / 5

Burial Chambers are especially worth thoroughly looting now — 1.0's Idol system adds another reason to check every container.

  • Locate the Black Forest and establish an outpost with a portal
  • Explore Burial Chambers for Surtling Cores and Bone Fragments
  • Gather Core Wood, Blueberries and Thistle
  • Locate Copper and Tin deposits, and the Elder Vegvisir
  • new in 1.0Keep any Bronze-tier Idols
Bronze production & gear0 / 4

Recommended craft priority: Bronze Axe, Cultivator, weapon, shield/buckler, then a Bronze Pickaxe and armor if wanted. Armor: Bronze (heavy) or Troll Leather (mobile).

  • Build a Charcoal Kiln and a Smelter; smelt Copper and Tin into Bronze
  • Build and upgrade a Forge
  • Craft the Bronze Axe, a Cultivator, a weapon and a shield
  • Craft Bronze Armor or Troll Leather for your playstyle
Farming & sailing0 / 3
  • Find Carrot Seeds, plant and replant Carrots, and build a Cauldron to upgrade food
  • Build a Karve and a dock, and start coastal exploration
  • Establish a labelled portal network (HOME, MINE, BOSS, HALDOR, FARM)
Haldor & inventory expansion0 / 3

Finding Haldor matters more in 1.0: he now sells two PERMANENT inventory upgrades. Wider Pockets (+8 slots, 1,000 coins) and Deeper Pockets (+8 more, 2,000 coins) together add 16 slots — four rows to six. Worth saving coins for rather than treating as an endgame luxury.

  • Locate Haldor the trader; buy useful equipment and the Megingjord when you can
  • new in 1.0Buy Wider Pockets (+8 slots)
  • new in 1.0Buy Deeper Pockets (+8 slots)
The Elder0 / 3

1.0 balance: Björns spawn less often and have less health, so the Black Forest is slightly less dangerous than before. Prep the altar with 3 Ancient Seeds.

  • Find the altar, gather 3 Ancient Seeds and set a nearby portal; bring upgraded gear, strong food and a ranged option
  • bossSummon and defeat The Elder
  • key unlockCollect the Trophy and Swamp Key; mount the trophy and unlock the Elder power — Sunken Crypts are now open
Swamp — Bonemass12
Swamp entry & outpost0 / 2
  • Brew Poison Resistance Mead and upgrade your food before entering
  • Establish a defensible Swamp outpost with a portal and a Rested area; mark the Sunken Crypts
Sunken Crypts & iron0 / 4

Iron craft priority: Iron Pickaxe, weapon, shield, Iron Nails, Longship, Stonecutter, then armor and Forge upgrades. The Iron Mace is particularly good against Bonemass.

  • Enter Sunken Crypts (Swamp Key); mine Muddy Scrap Piles for Scrap Iron and Withered Bones
  • new in 1.0Loot crypt containers and save any Iron Idols
  • Smelt Iron and craft the Iron Pickaxe, a weapon (Iron Mace recommended) and a shield
  • Craft Iron Nails, a Longship and a Stonecutter; upgrade armor and the Forge as needed
Swamp farming, Root Armor & the Bog Witch0 / 3

Feasts (from the Bog Witch's Food Preparation Table) are excellent for long general play where using your best boss foods would be wasteful. Return to her after later boss progression.

  • Find Turnip Seeds, grow Turnips, upgrade the Cauldron and keep Poison Resistance stocked
  • optionalKill an Abomination for Roots and craft Root Armor (Root Harnesk for pierce resistance)
  • Locate the Bog Witch; unlock the Food Preparation Table and Serving Tray and start producing Feasts
Bonemass0 / 3

Prep the altar with 10 Withered Bones. Bring a blunt weapon, Poison Resistance, an upgraded shield and good food.

  • Locate the altar, gather 10 Withered Bones and set a nearby portal
  • bossSummon and defeat Bonemass with a blunt weapon and Poison Resistance
  • key unlockCollect the Trophy and Wishbone; mount the trophy and unlock the Bonemass power — Silver detection is now available
Mountains — Moder13
Mountain progression & gear0 / 4

Brew Frost Resistance Mead first and avoid unnecessary night combat. Gear: Wolf Fur Cape, a Silver weapon, Silver Shield, Wolf Armor, Draugr Fang, and Frostner if wanted.

  • Equip the Wishbone and locate + mine Silver; gather Obsidian
  • Hunt Wolves and Drakes for Freeze Glands and Wolf Pelts
  • Craft Silver gear (Wolf Fur Cape, Silver weapon/shield, Wolf Armor, Draugr Fang) and upgrade it
  • new in 1.0Locate Frost Caves and the Moder location; keep any Silver Idols
Forge of Potential0 / 2

1.0 adds the hidden Forge of Potential to the Mountains — an Idol-like icon appears on the map as you approach. It supports every tier from Wooden through Bloodgold. Failed refinement can destroy the item, return crafting materials, and damage your character — never gamble your only critical weapon before a boss.

  • new in 1.0Locate the Forge of Potential and mark a permanent portal nearby
  • riskStore spare Idols there and test a low-risk refinement if desired
Frost Caves & Hildir's quest0 / 4

Hildir's side quest spans three biomes and three dungeons — start it here and finish across the run.

  • optionalExplore a Frost Cave for Fenris Hair and Cultist materials; craft Fenris Armor if desired
  • Hildir — Smouldering Tomb (Black Forest): defeat Brenna, return the chest
  • Hildir — Howling Cavern (Mountains): defeat Geirrhafa, return the chest
  • Hildir — Sealed Tower (Plains): defeat Zil & Thungr, return the chest
Moder0 / 3

Prep the altar with 3 Dragon Eggs. Wear frost-resistant gear and bring bow, arrows and a melee weapon.

  • Find the altar, gather 3 Dragon Eggs and set a portal
  • bossSummon and defeat Moder
  • key unlockCollect the Trophy and Dragon Tears; mount the trophy and unlock the Moder power — Artisan progression is now available
Plains — Yagluth9
Plains foothold & artisan infrastructure0 / 3
  • Build a portal, scout Fuling Villages and gather Black Metal Scrap
  • new in 1.0Obtain Barley and Flax; hunt Lox and Deathsquitos for Needles; keep any Black Metal Idols
  • Build the Artisan Table, Blast Furnace, Windmill and Spinning Wheel
Plains farm & gear0 / 3
  • Establish a protected Plains farm; grow Barley and Flax and produce Barley Flour and Linen Thread
  • Smelt Black Metal and craft a weapon, shield and Padded Armor; upgrade equipment
  • optionalTame and breed Lox; craft a Lox Saddle and establish a Lox farm
Yagluth0 / 3

Prep the altar with 5 Fuling Totems and Fire Resistance Barley Wine.

  • Locate the altar, gather 5 Fuling Totems and prepare Fire Resistance Barley Wine and top Plains food
  • bossSummon and defeat Yagluth
  • key unlockCollect the Trophy and Torn Spirit; mount the trophy and unlock the Yagluth power — Wisp progression is now available
Mistlands — The Queen12
Mistlands entry & materials0 / 3

1.0 makes Mistlands progression more important because the Grappling Hook is unlocked HERE, not the Deep North. Mist removal is also improved: Wisp Light, Wisp Torch and Mistwalker clear more, all Mistlands weapons now remove mist, and Mistlands/Ashlands gear got durability increases.

  • Build a Wisp Fountain, gather Wisps and craft a Wisplight; enter the Mistlands and set a portal
  • Gather Yggdrasil Wood, Black Marble, Carapace and Soft Tissue
  • new in 1.0Find Dvergr settlements, obtain a Dvergr Extractor and extract Sap; keep any Black Marble Idols
Infested Mines & the Hook0 / 3

Hooks appear in special treasure chests inside Infested Mines. Picking one up unlocks the Grappling Hook recipe.

  • Locate an Infested Mine; gather Black Cores and Sealbreaker Fragments and kill Seekers/Soldiers for Mandibles
  • Search for hidden rooms and loot Dvergr Treasure Chests
  • new in 1.0Loot a Hook from an Infested Mine treasure chest to unlock the Grappling Hook recipe
Mistlands crafting & the Grappling Hook0 / 3

Grappling Hook recipe: 1 Hook, 4 Mandibles, 10 Refined Eitr, 10 Yggdrasil Wood. It is reusable and becomes extremely important for the Deep North's vertical structures.

  • Build a Black Forge, Galdr Table and Eitr Refinery; produce Refined Eitr
  • new in 1.0Craft the Grappling Hook and practise safe use — carry it into the Deep North
  • Build your Mistlands set: melee (Carapace Armor, Mistwalker, Carapace shield), ranged (Arbalest, improved bow), or mage (Eitr-Weave Armor, staves)
The Queen0 / 3

Collect 9 Sealbreaker Fragments and build a Sealbreaker to enter the Infested Citadel.

  • Collect 9 Sealbreaker Fragments, build the Sealbreaker and locate the Infested Citadel; stock Mistlands food and meads
  • bossEnter the Citadel and defeat The Queen
  • key unlockCollect the Trophy and Majestic Carapace; mount the trophy and unlock the Queen power — Ashlands preparation begins
Ashlands — Fader11
Ashlands voyage & beachhead0 / 3

1.0 adjusted rather than reworked the Ashlands: reduced spawn chance for several enemies, modified Charred spawning cadence, and increased Ashlands gear durability.

  • Advance Artisan progression, produce Ceramic Plates and build a Drakkar; prepare Fire Resistance, food and portal supplies
  • Land, clear threats, place a portal and secure a perimeter; gather Grausten and Ashwood
  • Kill Charred, build a Shield Generator and establish a permanent base
Flametal & Ashlands utility0 / 4
  • Locate and gather Flametal; upgrade the Black Forge and Galdr Table
  • new in 1.0Craft Ashlands armor and weapons, experiment with gemstone upgrades, and keep any Flametal Idols
  • key unlockUnlock the Stone Portal and establish a heavy-resource portal network
  • optionalExplore Putrid Holes, hunt Fallen Valkyries, and tame + breed Asksvin for an Asksvin Saddle
Charred Fortresses & Fader0 / 4

Assemble 3 Bells from Charred Fortress Bell Fragments to summon Fader.

  • Breach and loot Charred Fortresses; collect Bell Fragments and assemble 3 Bells
  • Upgrade Ashlands gear and food, prepare Fire Resistance, and set a portal at the altar
  • bossSummon (3 Bells) and defeat Fader
  • key unlockCollect the Fader Relic and Trophy; mount the trophy and unlock the Fader power. In 1.0 the Fader Relic now has a real progression purpose — keep it for the Deep North
Deep North — Kall Fimbulbringer40
Deep North preparation0 / 3

The Deep North is a much longer chain than earlier previews suggested. The practical route: secure the North, Winding Tunnels, Frostcore, Eternal Pyre/Gammeltroll, Bloodgold, Frost Foundry, Intricate Keys, Mörkhalla x3, Jotun Invasions x3, Malicious Blood x3, Aesir Passage, Kall. Everything here is new in 1.0.

  • Defeat Fader and keep the Fader Relic; fully upgrade Ashlands equipment
  • Pack multiple damage types, the Grappling Hook, a Black Metal Pickaxe, Iron, portal + Stone Portal + Stonecutter materials, strong food, healing and meads
  • Buy Haldor's inventory rows if you haven't, and carry spare equipment
Stage 8A — Outpost & terrain0 / 4

Deep snow can block normal building until cleared; frozen seas and ponds are slippery and hazardous. The Grappling Hook helps around steep and frozen terrain.

  • Sail north, find a safe landing and place a portal immediately; build a sheltered Rested area and storage
  • new in 1.0Unlock and craft the Snow Shovel; clear a building footprint and key paths
  • Learn the ice behaviour, mark reliable crossings and avoid large fights on dangerous ice
  • new in 1.0Establish Deep North farms: Kale, Oats, Poteitr and Timberwood
Stage 8B — Villages & Winding Tunnels0 / 3
  • Locate Abandoned Villages, loot the multi-storey structures and mark dungeon access
  • Enter Winding Tunnels; kill Elakings and Eyeless Ones and search every side room
  • new in 1.0Gather Frostcores, weapon/gear moulds, an Intricate Key Mould and Memorial Coal where found
Stage 8C — Frostcore infrastructure0 / 3

Frost Foundry: ~10 Frostcore, 15 Iron, 20 Stone. Frigid Kiln: ~10 Frostcore, 20 Stone, 5 Ice — it converts Ice into Liquid Frost, which the Foundry uses for casting.

  • new in 1.0Build the Frost Foundry and establish a casting area
  • new in 1.0Mine Ice, build the Frigid Kiln and stockpile Liquid Frost
  • new in 1.0Build the new crafting extensions — Smith's Aprons (Black Forge), Smoker (Cauldron), Standing Loom (Galdr Table) — and max available crafting levels
Stage 8D — Fader Relic → Bloodgold0 / 4

One of 1.0's most important corrected chains. Eternal Pyre: 1 Fader Relic, 10 Stone, Stonecutter nearby → produces Embers. Ember Charges use seal materials + Embers. Gammeltrolls petrify on death; normal pickaxes alone will not break the petrified corpse — use Ember Charges. Process Petrified Tissue in the Blast Furnace for Bloodgold, the primary Deep North endgame metal.

  • new in 1.0Build the Eternal Pyre (Fader Relic) and produce Embers
  • Hunt seals for material and craft Ember Charges
  • Defeat a Gammeltroll, let the corpse petrify, break it with Ember Charges and gather Petrified Tissue
  • key unlockProcess Petrified Tissue in the Blast Furnace into Bloodgold and stockpile it
Stage 8E — Nord equipment0 / 3

The Deep North adds a full Nord weapon family (Sword, Greatsword, Atgeir, Mace, Sledge, Axe, Greataxe, Spear, Dagger, Knucklechains, Bow, Crossbow), cast from Bloodgold with moulds. Main families can progress into Frostfire or Thunderblood variants; Fallen Warriors at Memorial sites are a key essence source.

  • new in 1.0Cast your preferred Nord weapon from Bloodgold (obtain the mould first), plus an alternate damage type and a ranged option; upgrade your primary
  • new in 1.0Choose an elemental route — Frostfire or Thunderblood — using essences, and upgrade a secondary weapon if resources allow
  • new in 1.0Work Memorial sites: defeat Fallen Warriors, loot the buried chest, and gather moulds plus Frostfire/Thunderblood Essence
Stage 8E — Nord armor, shields, capes, trinkets & magic0 / 5

Four armor sets: Protector (heavy), Vanguard (mobile), Caller (mage/Eitr), Lox Fur. Shields: Nord Buckler (parry), Nord Shield (balanced), Nord Greatshield (max block), Shield of Roots. Four new staves. Evaluate older utility capes before replacing them.

  • new in 1.0Unlock and upgrade your preferred Deep North armor set (Protector / Vanguard / Caller / Lox Fur)
  • Choose a Deep North shield for your build (Nord Buckler / Shield / Greatshield / Shield of Roots)
  • new in 1.0Craft the Moose Hide Cape or Cape of the Caller and compare against existing utility capes
  • new in 1.0Obtain the new trinkets — Neckstabber and Witch Crown — and test them with Adrenaline builds
  • new in 1.0Mage: build a Standing Loom, craft Caller armor and a new staff (Echo Spike, Spirit Caller, Northern Vengeance, Lightning Strike), and upgrade Eitr foods
Stage 8E — Deep North food & Moose0 / 2

1.0 adds 20+ new foods (Smoker-cooked meats, Oat/Poteitr/Kale dishes, the Northern Morning Fare feast, and more). Moose can be tamed and ridden, with Lingonberries as taming food.

  • new in 1.0Discover Deep North Health, Stamina and Eitr foods and prepare exploration and final-boss loadouts
  • new in 1.0Tame a Moose (Lingonberries), craft a Moose Saddle and ride it; breed if desired
Stage 8F — Intricate Keys0 / 2

You need THREE Intricate Keys. For each: find an Intricate Key Mould in Winding Tunnels, combine with 5 Bloodgold for a Cast, put the Cast in the Frost Foundry with Liquid Frost, retrieve the Key. Farm all three before starting Mörkhalla rather than backtracking.

  • new in 1.0Stockpile 3 Intricate Key Moulds, 15 Bloodgold and Liquid Frost for 3 casts
  • new in 1.0Cast 3 finished Intricate Keys at the Frost Foundry
Stage 8G — Mörkhalla (×3)0 / 3

Mörkhalla is the major fortress/dungeon before the final chain. Destroying the central Malicious Ice with a Black Metal Pickaxe triggers a Jotun Invasion elsewhere in your world. Complete this THREE times.

  • Locate Mörkhalla, use the Grappling Hook to reach the entrance and unlock it with an Intricate Key
  • new in 1.0Fight through Krigen/Hexen to the lowest level and destroy the Malicious Ice with a Black Metal Pickaxe
  • Repeat Mörkhalla until you have triggered all three Jotun Invasions
Stage 8H — Jotun Invasions (×3)0 / 2

Each Malicious Ice destroyed triggers a Jotun Invasion, which can spawn far from the Deep North, sending you back across your world. Complete all three for 3 Malicious Blood.

  • Travel to each red invasion marker, fight the Jotun forces to the center and destroy the ice/core
  • new in 1.0Collect Malicious Blood ×3 across the three invasions
Stage 8I — Aesir Passage & final prep0 / 3

Find a Deep North Vegvisir to reveal the Aesir Passage. The Strange Bowl at the entrance requires 3 Malicious Blood. The Kall fight is long — check weapon durability before triggering it.

  • Confirm the gate: 3 Intricate Keys, 3 Mörkhalla clears, 3 Jotun Invasions, 3 Malicious Blood, final gear and food ready
  • Locate a Deep North Vegvisir, reveal the Aesir Passage and build a recovery portal nearby
  • Repair all equipment, activate best foods, offer 3 Malicious Blood at the Strange Bowl and enter the Prison
Final Forsaken — Kall Fimbulbringer0 / 3

Kall is Valheim 1.0's final Forsaken, restrained within the Prison beyond the Aesir Passage. Approaching him begins the encounter.

  • new in 1.0Enter the Prison, approach Kall and trigger the encounter with a portal set outside
  • bossDefeat Kall Fimbulbringer
  • key unlockCollect the final rewards and Trophy, mount it at the Sacrificial Stones, unlock the final power and complete the ending cinematic
1.0 Completion & 100%15
Forsaken, traders & taming0 / 3

Finishing Kall completes the main progression but not a 100% run.

  • Defeat all eight Forsaken: Eikthyr, The Elder, Bonemass, Moder, Yagluth, The Queen, Fader, Kall Fimbulbringer
  • Find all three traders (Haldor, Hildir, Bog Witch), buy Wider + Deeper Pockets, and complete Hildir's quest chain
  • Tame each tameable animal: Boar, Wolf, Lox, Asksvin, Moose
Dungeons & major locations0 / 2
  • Visit each major location: Burial Chamber, Troll Cave, Sunken Crypt, Frost Cave, Smouldering Tomb, Howling Cavern, Sealed Tower
  • And the endgame ones: Infested Mine, Putrid Hole, Charred Fortress, Winding Tunnel, Memorial Site, Mörkhalla, Aesir Passage
Forge of Potential — all 16 Idols0 / 2

Two Idols (Battle + Protection) across each of eight tiers: Wooden, Bronze, Iron, Silver, Black Metal, Black Marble, Flametal, Bloodgold.

  • new in 1.0Collect and use both Wooden, Bronze, Iron and Silver Idols at the Forge of Potential
  • new in 1.0Collect and use both Black Metal, Black Marble, Flametal and Bloodgold Idols
Farming, transport & utility0 / 2
  • Grow every crop: Carrots, Turnips, Onions, Barley, Flax, Mistlands and Ashlands crops, Kale, Oats, Poteitr, Timberwood; keep Bees and livestock
  • Build every transport/utility: Karve, Longship, Drakkar, standard + Stone Portal networks, Grappling Hook, Snow Shovel, Wider + Deeper Pockets, Moose Saddle
Deep North equipment completion0 / 3

The full Nord arsenal, elemental variants, staves and armor sets.

  • new in 1.0Craft all twelve Nord weapons (Sword, Greatsword, Atgeir, Mace, Sledge, Axe, Greataxe, Spear, Dagger, Knucklechains, Bow, Crossbow)
  • new in 1.0Craft a Frostfire and a Thunderblood variant, and all four staves (Echo Spike, Spirit Caller, Northern Vengeance, Lightning Strike)
  • new in 1.0Craft all four armor sets (Protector, Vanguard, Caller, Lox Fur) and the misc pieces (Moose Hide Cape, Cape of the Caller, Neckstabber, Witch Crown, Crown of Valheim, Crown of Roots)
Alternate biomes & world events0 / 2

1.0 adds a chance to encounter alternate versions of earlier biomes toward the world's outer edges — optional exploration that does not replace the normal boss route. New world events include 'The Jotun have found you' and 'They emerge from below…', with the Jotun invasion objectives tied into final-boss progression.

  • new in 1.0Sail toward the outer world regions and discover alternate biome variants; mark the unusual locations
  • new in 1.0Experience the new 1.0 world events
Achievements0 / 1

1.0 adds a full achievement system with dozens of objectives spanning bosses, combat, crafting, building, food, fishing, exploration and survival. On this site achievements are best handled as their own page rather than expanded into the route — this is a single tracked reminder to work through them.

  • new in 1.0Work through the 1.0 achievement layer (bosses, combat, building, crafting, food/farming, fishing, exploration, survival) toward the final capstone