Valheim 1.0: The Deep North out forSince Sep 9, 2026

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Deep North

The Deep North is Valheim's ninth and final biome, a frozen land beyond the Ocean added by the 1.0 release on Sep 9, 2026. Snowstorms, deep snow and cracking ice guard two dungeons, the Jotun Invasion loop and the Aesir Passage that leads to the last boss.

Deep North animated trailer

The Deep North is the ninth and last of the biomes of Valheim, added on Sep 9, 2026 by the Valheim 1.0 Release after five and a half years of early access. It lies at the far north of every world, across the Ocean from the other biomes and against the edge of the map (Valheim Wiki). Unlike the Ashlands, no boiling sea keeps players out: any boat can land there, and Iron Gate Studio told previewers that only the strength of its creatures would keep an early visitor away. Progression nevertheless stays linear, because a drop from Fader is needed to mine the biome's metal. Its creatures and its boss, Kall Fimbulbringer, have their own pages: Deep North Creatures.

Screenshot of two dark-cloaked figures on pale blue ice in falling snow, a broken Viking longship with a torn sail frozen behind them under an orange sky
Two Vikings stand on sea ice beside a wrecked longship in a Deep North snowstorm Iron Gate Studio

Quick facts

Tier Ninth and last biome, at the northern rim of every world, across the Ocean
Added Valheim 1.0, Sep 9, 2026
Boss Kall Fimbulbringer, reached through the Aesir Passage
Creatures Gammeltrolls, Elaking, the Eyeless One, Krigen, Hexen, Seals, Moose, Barka
Metal Bloodgold, blasted out of petrified Gammeltrolls with Ember Charges and smelted in a Blast Furnace
Dungeons Winding Tunnels, entered from a village hall; the Gates of Mörkhalla, opened with an Intricate Key
Hazards Snowstorms that deal freezing damage, deep snow that cannot be built on, cracking ice
What to bring A frost-resistant cape or Frost Resistance Mead, a Feather Cape, the Grappling Hook, a Longship or Drakkar

Geography

The biome generates as a band of islands along the northern rim of the world. It is not simply a larger Mountain: Iron Gate described it to PC Gamer as closer to the Meadows or Black Forest, a mostly flat land of snow-covered clearings and dense Timberwood forest, with the occasional mountain, ruined timber villages, shipwrecks frozen into the shore and the northern lights overhead (PC Gamer). Guides note that the central northern islands are far larger than the thin strips at the eastern and western ends of the world, and hold most of the structures (Kysen).

Reaching it means sailing north from a Mountain or Plains coast. A Longship or Drakkar is advised only because the water is deep right up to the ice, so cargo from a wrecked boat cannot be recovered. See Sailing and Ships.

Snowstorms and cold

The Deep North is a freezing biome like the Mountain. Snowstorms blow through it, and while one is raging a player without frost-resistant clothing or Frost resistance mead takes continuous freezing damage (Valheim Wiki). Any frost-resistant cape from the Mountain onward (Wolf Fur, Lox, Feather and their successors) or the biome's own Moose Hide Cape prevents it, so guides describe the cold as no worse than the Mountain's; a Feather Cape is worth carrying anyway for the dungeons. Storms also cut visibility to a few meters. See Weather, Cold and Wet and Mead and Potions.

Snow is a structural hazard too. While it snows, snow piles up visibly on roofs and adds weight to them, and a roof that was sound in clear weather can collapse under the accumulation unless it is given extra supports. See Building and Structural Integrity.

Deep snow and the Snow Shovel

Much of the ground is buried in deep snow. It does not slow movement (Iron Gate decided that "would not be fun") but nothing can be built on it: the hammer refuses with the message "Snow is too deep". Before a portal, a workbench or a wall can go down, the snow has to be cleared to the solid ground beneath (Word from the Devs: Winter Adventures).

Screenshot of a Viking holding a shovel on a snow-covered slope among snowy conifers, with a cleared patch of ground in front of them
Iron Gate's first look at the Snow Shovel in the March 2026 'Winter Adventures' dev post Iron Gate Studio

The tool for this is the Snow Shovel, crafted at a level-three Black Forge from 5 Fine Wood, 4 Flametal and 2 Embers (AllThings.How). Embers come from the Eternal Pyre, a wisp-fountain-like piece built with the Fader Relic. Snow can also be cleared more slowly with bare hands or any weapon, so a first landing party can place a portal without one. Digging yields Snowballs, which can be thrown in any biome, and Ice; the new Snow Lantern raises comfort but melts within seconds outside a cold biome. See Tools. In the first weeks after launch, terrain changes in the biome could revert once the area unloaded; patch 1.0.16 of Sep 25, 2026 fixed that, although seams left behind may need smoothing with a pickaxe or hoe or by walking over the snow (Iron Gate, Patch 1.0.16; Patches Since 1.0). Recipe and use: Snow Shovel.

Ice

Sheets of ice line the shores and cover the ponds. They are slippery, so a running Viking slides on after stopping, and they are fragile: ice can crack underfoot, and a ship driven into a sheet smashes through it and drops whatever was standing on it into the water (AllThings.How). Ice can also be built on, and the coast has relatively few creatures, which makes a floe a workable first camp.

A Longship breaks small floes but not the large shelves; an Ember Charge blows a hole in any ice. Ice struck with a pickaxe drops the Ice material, which frozen Skeletons and Greydwarfs in the biome also drop (Game Rant). Ice feeds the Frigid Kiln (below).

Locations

The 1.0 patch notes list four surface locations: Abandoned Village, Stave Hall, Ice Pond and Memorial Site, plus the Forge of Potential (KeenGamer). Abandoned Villages are clusters of timber houses whose only inhabitants are the ghosts of long-dead Vikings, who wander, occasionally speak, and leave players alone.

Every village has a pantry building of the same design whose barrels hold food and seeds: Oat seeds, Kale seeds and Seed Potatoes (which grow "Poteitr") alongside older crops, and sometimes a weapon mould. The largest hall in the village holds the hole that leads down into the Winding Tunnels. Smaller lone houses with log piles are woodcutters' huts. The Stave Hall is a large timber hall in the Norse stave style named in the patch notes; community wikis had not yet documented its contents in launch week. Ice Ponds are inland frozen pools whose ice can be mined without the risk of dropping the shards into deep water.

A Memorial Site is an altar with a boss vegvisir beside it. Offering Memorial Coal, which drops from Krigen and from braziers in Mörkhalla, summons a random spirit of a fallen warrior, such as Krossulfr the Skald, who fights with one of several weapon types. Killing it gives a chance at Frostfire Essence or Thunderblood Essence, the materials that turn Nord weapons into their elemental forms (Sportskeeda).

Winding Tunnels

The first dungeon is entered by jumping into a hole inside a village's main hall. The tunnels twist and branch for many levels, and roots and wardrobe-like debris hide further passages; several guides recommend going straight down one branch first so the way back is obvious. Elaking, leaping white-furred hunters, roam them in packs, and the Eyeless One erupts from the floor without warning. See Deep North Creatures.

Three things are gathered here. Luminous Larvae on the walls unlock the Hooded Lantern, a directional light built from Timberwood and larvae that is meant to be pointed back towards the exit. Frostcore, floating blue orbs, unlocks the Frost Foundry and Frigid Kiln. And breaking debris drops Moulds, the new crafting mechanic: the Mould for the Intricate Key (also carried by Elaking) plus moulds for all nineteen Nord weapons (SnazzyGames). Full page: Winding Tunnels.

Bloodgold, Frigid Kiln and Frost Foundry

Bloodgold is the biome's metal, and its ore is a creature. Gammeltrolls, huge stone trolls that hurl streams of logs, petrify when killed. Their remains cannot be mined with a pickaxe: Ember Charges (Seal Pelt and Embers) are planted at the base and blown up for Petrified Tissue, which a Blast Furnace smelts into Bloodgold (Valheim Wiki). Bloodgold weighs 14, stacks to 30 and does not pass through wooden portals. See Metals and Smelting.

Forging works by casting. The Frigid Kiln (10 Frostcore, stone and a little Ice) takes up to 25 Ice at a time and turns each 25 into 5 Liquid Frost. The Frost Foundry (10 Frostcore, 15 Iron, 20 Stone) holds 20 Liquid Frost and spends 5 per item (NerdsChalk). A mould is first combined with its ingredients at a Black Forge or Galdr Table to make a cast (the Intricate Key cast is one Mould and 5 Bloodgold); the cast is dropped into the foundry, and the hardened item surfaces about half a minute later. Moulds are consumed, so a second copy of a weapon needs a second mould. See Crafting Stations and Upgrades. Each has its own page: Bloodgold and Frost Foundry.

Gates of Mörkhalla

Screenshot of a lone Viking holding a torch before a tall carved stone door bound with glowing golden chains, inside a blue-lit stone hall
A Viking with a torch faces the chained Gates of Mörkhalla Iron Gate Studio

The second dungeon sits beneath pairs of ruined stone towers. The Grappling Hook (a Black Forge recipe using a Hook found only in Mistlands chests) pulls a player up onto the walls; a wooden door is smashed, a stair descends, and a gate bound in golden chains blocks the way. It opens only with an Intricate Key, which is consumed, so every Mörkhalla costs a key. Building tricks that bypass locked doors elsewhere do not work here.

Inside is a labyrinth of stairways and rickety drawbridges dropping a dozen levels around a chasm, which makes the Feather Cape as useful as the hook (AllThings.How). It is held by the Jotun: floating Hexen who cast lightning and drop Nornathread; single- and dual-wielding Krigen who drop leather straps, Memorial Coal and, rarely, armor moulds; and Hexahedric Pulp cubes that spawn Shapeless and Tiny Pulp. Captive Fulings can be found in cells, and Jotun chests hold Ancient Coins, the gems Solryth, Grimvarn, Draumyx and Veydris, and the rare Protection and Battle Idols for the Forge of Potential. At the bottom stands a Malicious Ice, guarded by the densest crowd of Krigen in the dungeon, and often a boss vegvisir. Full page: Mörkhalla.

The Jotun Invasion

Smashing the Malicious Ice prints "The Jotun advance" and places an event marker somewhere in the world, possibly a long voyage away. The Jotun Invasion is not a normal raid: it begins whether or not anyone is there, and it does not end on its own.

The area around the marker, whatever its biome, is transformed into snow and ice under falling meteors, and Krigen, Hexen and Elaking spawn continuously and fight the native creatures. At its center, always on land, is a larger flower-shaped Malicious Ice. Breaking through its layers ends the invasion ("The Jotun retreat"), restores the land and drops one Malicious Blood. Three are needed, so the loop is run three times: three keys, three Mörkhallas, three invasions (Game8). The 1.0 notes also add two new raids on the same theme, "The Jotun have found you" and "They emerge from below…" (KeenGamer). Full page: Jotun Invasion.

The Aesir Passage

The Aesir Passage is the biome's boss location, a vast stone gateway with a Strange Bowl at its base and a runestone beneath that reads as a hint to halt the invasion. Its vegvisirs are found at Memorial Sites and at the bottom of Mörkhalla. Offering three Malicious Blood at the bowl opens a portal into "The Prison", where a gauntlet of the earlier Forsaken precedes Kall Fimbulbringer. His drops, Sacrificial Blood and the Crown Jewel, lead to the game's ending at the Sacrificial Stones and to the Crown of Valheim; see the boss page and Lore and Setting.

Resources and crops

Four crops arrive with the biome. Lingonberries are foraged in the woods and eaten raw for 35 health and 35 stamina, and also tame Moose. Kale seeds are picked from wild sprouts; Oat seeds and Seed Potatoes are found only in village pantries. Oats must go through a Windmill twice, first to Oats and then to Oat Flour (Kysen). Timberwood, the biome's tree, can be planted anywhere. See Farming and Taming and Food and Cooking.

Resource Source Main use
Timberwood Timberwood trees, village ruins, tunnel roots Timberwood build pieces, Hooded Lantern, weapons
Bloodgold Petrified Tissue of Gammeltrolls via Ember Charges, Blast Furnace casts for all Nord gear, Intricate Key
Frostcore Winding Tunnels Frost Foundry, Frigid Kiln
Ice, Liquid Frost ice sheets, ponds, frozen Skeletons and Greydwarfs; Frigid Kiln foundry fuel
Luminous Larva Winding Tunnel walls Hooded Lantern
Nornathread Hexen Standing Loom, Caller set, staves
Memorial Coal Krigen, Mörkhalla braziers Memorial Site offerings, weapon augmentation
Frostfire and Thunderblood Essence Memorial Site spirits Frostfire and Thunderblood weapon tiers
Malicious Blood Jotun Invasion Malicious Ice Aesir Passage
Seal Pelt, Seal Blubber; Moose Hide, Meat, Sinew Seals; Moose Ember Charges, Lox Fur set, Moose Hide Cape, foods
Elaking Hair Bundle, Long Claws, Dead Pulp, Frozen Branch Elaking, Eyeless One, Pulp, Barka casts, bombs, Vanguard set

Stations and gear tiers

Besides the Frost Foundry and Frigid Kiln, 1.0 added one upgrade to each late-game station: Smith's Aprons for the Black Forge (Moose Hide, Bloodgold and Timberwood, which add one more level to it), the Smoker for the Cauldron, which unlocks the new foods and Northern feasts, and the Standing Loom for the Galdr Table (BisectHosting).

Weapons come in three tiers across twelve classes: Nord, cast from Bloodgold, then Frostfire and Thunderblood versions made with the essences. Four staves (Echo Spike, Spirit Caller, Northern Vengeance, Lightning Strike) and four shields (Nord Buckler, Nord Shield, Nord Greatshield, Shield of Roots) join them (AllThings.How). The four armor sets are the heavy Protector and medium Vanguard (moulds from Krigen: at launch the two-handed and one-handed kinds respectively, and since patch 1.0.15 of Sep 18, 2026 both kinds drop both), the mage's Caller (Hexen) and the light Lox Fur; the Moose Hide Cape and Cape of the Caller, and the Neckstabber and Witch Crown trinkets, complete the tier. In the preview build each armor mould had about a 3% drop chance. See Weapons and Shields, Armor and Capes and Magic and Staves.

Old worlds

New terrain only generates in parts of a world that have not yet been explored. A world whose northern edge was mapped before 1.0 keeps its old empty snowfields there, without villages, dungeons or resources, so Iron Gate recommends a fresh world for the full biome (Valheim 1.0 FAQ). Existing seeds still produce the biome in unvisited areas. See World Map, Generation and Seeds and Deep North Update (1.0 Patch Notes).

Frequently asked questions

How do you get to the Deep North? Sail north from a Mountain or Plains coast. No boiling sea keeps players out as it does in the Ashlands, and any boat can land, but a Longship or Drakkar is advised because the water is deep right up to the ice and cargo from a wreck cannot be recovered.

Why can't I build in the Deep North? Deep snow. The hammer refuses with "Snow is too deep" until the snow has been cleared to the solid ground beneath, which is what the Snow Shovel is for; bare hands or a weapon do the same job more slowly, so a first landing party can still place a portal.

How do you get Bloodgold? Kill a Gammeltroll, which petrifies where it stands, then plant Ember Charges at the base of the statue and blow it apart for Petrified Tissue. A Blast Furnace smelts the tissue into Bloodgold; no pickaxe will touch the stone.

How do you start a Jotun Invasion? Break the Malicious Ice at the bottom of the Gates of Mörkhalla. "The Jotun advance" appears, a marker is placed somewhere in the world, and the invasion ends only when the larger Malicious Ice at its center is broken, which drops one Malicious Blood. Three are needed for the Aesir Passage.

Does the Deep North generate in an old world? Only where the world has not been explored. A world whose northern edge was mapped before 1.0 keeps its old empty snowfields there, without villages, dungeons or resources, which is why Iron Gate recommends a fresh world.

Sources

Moments

Valheim: Deep North – Animated Trailer

Iron Gate

  1. Deep North animated trailer

I Played Valheims Deep North (EXCLUSIVE 1.0 Preview)

SnazzyGames

  1. The Deep North is the ninth and last of the biomes of Valheim, added on Sep 9, 2026 by the Valheim 1.0 Release after…
  2. Bloodgold is the biome's metal, and its ore is a creature. Gammeltrolls, huge stone trolls that hurl streams of logs…

So... Valheim 1.0 Is the Most AMBITIOUS Update EVER (it's ENORMOUS)

SnazzyGames

  1. The biome generates as a band of islands along the northern rim of the world. It is not simply a larger Mountain: Iron…
  2. The 1.0 patch notes list four surface locations: Abandoned Village, Stave Hall, Ice Pond and Memorial Site, plus the…
  3. Four crops arrive with the biome. Lingonberries are foraged in the woods and eaten raw for 35 health and 35 stamina…
  4. Besides the Frost Foundry and Frigid Kiln, 1.0 added one upgrade to each late-game station: Smith's Aprons for the…

Valheim 1.0 Deep North Full Guide!

Kysen

  1. The Deep North is a freezing biome like the Mountain. Snowstorms blow through it, and while one is raging a player…
  2. Much of the ground is buried in deep snow. It does not slow movement (Iron Gate decided that "would not be fun") but…
  3. The tool for this is the Snow Shovel, crafted at a level-three Black Forge from 5 Fine Wood, 4 Flametal and 2 Embers…
  4. Sheets of ice line the shores and cover the ponds. They are slippery, so a running Viking slides on after stopping…
  5. A Memorial Site is an altar with a boss vegvisir beside it. Offering Memorial Coal, which drops from Krigen and from…
  6. The first dungeon is entered by jumping into a hole inside a village's main hall. The tunnels twist and branch for…
  7. Forging works by casting. The Frigid Kiln (10 Frostcore, stone and a little Ice) takes up to 25 Ice at a time and…
  8. The second dungeon sits beneath pairs of ruined stone towers. The Grappling Hook (a Black Forge recipe using a Hook…
  9. Inside is a labyrinth of stairways and rickety drawbridges dropping a dozen levels around a chasm, which makes the…
  10. Smashing the Malicious Ice prints "The Jotun advance" and places an event marker somewhere in the world, possibly a…
  11. The Aesir Passage is the biome's boss location, a vast stone gateway with a Strange Bowl at its base and a runestone…

Underground Shelter in the Deep North! | This Is Brand New! You've Got to Check This Out! | Valheim

simsekblog

  1. Snow is a structural hazard too. While it snows, snow piles up visibly on roofs and adds weight to them, and a roof…

Ultimate Deep North Guide - EVERYTHING NEW!

EmmaTpotato

  1. A Longship breaks small floes but not the large shelves; an Ember Charge blows a hole in any ice. Ice struck with a…

Photos

Screenshot of a lone Viking holding a torch before a tall carved stone door bound with glowing golden chains, inside a blue-lit stone hall

See also

About this page

Last updated Oct 12, 2026 by the Vi.ki team. Page text CC BY-SA 4.0.

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