Locations & Dungeons
15 Valheim pages in Locations & Dungeons.
-
Abandoned VillagesAbandoned Villages are the ghost-haunted timber settlements of Valheim's Deep North, added in 1.0: clusters of houses, granaries and towers around a Great Hall, with chests and barrels of moulds and the seeds for Oats, Kale and Poteitr.
-
Burial ChambersBurial Chambers are the stone crypt dungeons of Valheim's Black Forest: dark mazes of skeletons, ghosts and Rancid Remains that hold the Surtling Cores for the smelter, kiln and portals, and sometimes the Vegvisir to the Elder's altar. -
Charred FortressesCharred Fortresses are the walled strongholds of Valheim's Ashlands, twenty per world, each marked by a green beam and held by Charred Warlocks, Marksmen, Warriors and Skugg turrets. Players breach them with a Battering Ram or Catapult for Flametal, gems, Molten Cores and Fader's Bell fragments. -
Deep North LocationsThe dungeons and landmarks of Valheim's Deep North, added in 1.0: the Winding Tunnels and Gates of Mörkhalla, the Abandoned Villages with their pantries and stave halls, Memorial Sites, Ice Ponds and the Aesir Passage, plus shipwrecks, timber ruins and petrified Gammeltrolls. -
Dvergr OutpostsThe black-marble towers, lighthouses, harbors and excavation camps of the neutral Dvergr in Valheim's Mistlands: who guards them, the Ward rules that turn them hostile, the crate holding the Dvergr extractor, the loot, and how to claim one without a fight. -
Frost CavesFrost Caves are the icicle-mouthed dungeons of Valheim's Mountain biome, deep ice caverns and wolf-cult lairs where bats, Ulvs and fire-breathing Cultists guard the Fenris hair, claws and red jute for the Fenris armor, plus coins, obsidian, crystal and a Vegvisir to Moder. -
Fuling VillagesFuling Villages are the fortified goblin camps of Valheim's Plains, with watchtowers, bonfires, huts and fields of barley and flax, guarded by Fulings, shamans and berserkers. Raiding them yields black metal scrap, Fuling totems for Yagluth and the only barley and flax seed. -
Hildir's DungeonsThe three mini-boss locations of Valheim's Hildir's Request update, the Smouldering Tomb (Brenna), the Howling Cavern (Geirrhafa) and the Sealed Tower (Zil and Thungr): how to find them, how to beat them, their loot, and what Hildir's chests unlock. -
Infested MinesInfested Mines are the dungeons of Valheim's Mistlands, abandoned Dvergr mines under black-marble ruins, overrun by Seekers, Seeker Soldiers, Broods and Ticks. They hold the Black Cores for Mistlands crafting stations, the Sealbreaker fragments that open the Queen's citadel, and Royal Jelly. -
Jotun InvasionA Jotun Invasion is the permanent world event of Valheim 1.0 that begins when the Malicious Ice in a Mörkhalla is destroyed: a zone of snow, meteors, Krigen, Hexen and Elaking that lasts until its own Malicious Ice is broken for Malicious Blood.
-
MörkhallaMörkhalla is the main dungeon of Valheim's Deep North, added in 1.0: a ruined tower about 14 floors deep, opened with an Intricate Key, garrisoned by Krigen, Hexen and Pulps, with the Malicious Ice at the bottom that starts a Jotun Invasion.
-
Runestones and VegvisirsValheim's red-carved runestones, which hold the game's lore, creature hints and settlers' tales, and the glowing Vegvisirs that mark the nearest Forsaken altar on the map: where each boss's Vegvisir is found, how they work, and who wrote the stones. -
Sunken CryptsSunken Crypts are the stone dungeons of Valheim's Swamp, locked until the Elder's Swamp Key opens their iron gates. Inside, Draugr, Blobs and Body Piles guard muddy scrap piles and chests of scrap iron, the game's first iron, plus the Withered Bones and Vegvisir for Bonemass. -
Troll CavesTroll Caves are small instanced caves in Valheim's Black Forest, a wide rock mouth with bone piles outside and one open cavern within, where a single troll may sleep beside stone chests, coins, gems and Yellow Mushrooms. Since 1.0 a look-alike Bear Cave hides a bear. -
Winding TunnelsThe Winding Tunnels are the first dungeon of Valheim's Deep North, added in 1.0: a root-choked maze under each village's Great Hall, home to Elaking and Eyeless Ones, and the source of Frostcores, weapon moulds and the Intricate Key mould.