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

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Weather, Cold and Wet

How Valheim's weather attacks the player: rain and the Wet effect, Cold nights, the Freezing of the Mountain and Deep North, storms at sea, snowstorms that pile snow on roofs, slippery ice, and the boiling heat of the Ashlands, with every source of frost resistance.

Weather in Valheim is a hazard rather than scenery: each biome rolls its own rain, cold, storms and snow, and what falls decides how fast a Viking heals and whether they survive the biome at all. Rain soaks the player and slows healing, a clear night outdoors chills them, the snow of the Mountain and the Deep North drains health second by second, and the sea around the Ashlands boils. Each is a status effect with exact numbers and a counter, and the counters are why the game hands out capes, meads and roofs in the order it does. The Valheim 1.0 Release of Sep 9, 2026 added Deep North blizzards, deep snow that must be shoveled, roofs that give way under accumulated snow, and ice that slides and cracks underfoot.

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 on sea ice beside a wrecked longship in a Deep North snowstorm Iron Gate Studio

Quick facts

What it is Biome weather and the three status effects it applies: Wet, Cold and Freezing
Wet −25% health and −15% stamina and eitr regeneration; fire ×0.5, frost and lightning ×1.5; 120-second timer
Cold −50% health and −25% stamina and eitr regeneration, outdoors at night without a fire or frost resistance
Freezing −100% health regeneration, −60% stamina and eitr, and one damage per second
Where it freezes The Mountain and the Deep North at any hour, plus Moder's fight and her drake raid
Wettest biome The Swamp, where it rains 100% of the time
Frost resistance Frost resistance mead (600 seconds), the Mountain, Plains, Mistlands, Ashlands and Deep North capes, and Moder's power
Ashlands heat The sea around the biome boils for 50 damage a second once the heat builds; only the Drakkar is immune

How weather works

Every biome rolls its own weather from a fixed table, using a pseudo-random generator seeded by elapsed game time, so the same world sees the same sequence (Weather, Valheim Wiki). The Swamp is the extreme case: it rains there 100 percent of the time, which is why the Wet effect never leaves a Viking in the Swamp. Wind is rolled with the weather and ranges from 0.05 to 1, so the strongest wind is twenty times the weakest; fog hides anything more than about 100 meters away and slows Windmills. Temperature is fixed per biome rather than per weather: the Mountain and Deep North are freezing at any hour, the Ashlands is warm at all times, and everywhere else is cold only at night.

Biome Weather (chance)
Meadows Clear 86%, Fog 3%, Light rain 3%, Rain 3%, Thunderstorm 3%
Black Forest Clear 87%, Fog 4%, Rain 4%, Thunderstorm 4%
Swamp Rain 100%
Mountain Snow 83%, Blizzard 17%
Plains Clear 71%, Fog 14%, Light rain 14%
Ocean Clear 71%, Fog 7%, Light rain 7%, Rain 7%, Thunderstorm 7%
Mistlands Clear 88%, Rain 6%, Thunderstorm 6%
Ashlands Ash rain 81%, Cinder rain 11%, Fog 5%, Thunderstorm 3%
Deep North Snow 50%, Blizzard 25%, Clear 25%

Rain and Wet

Standing in rain without a roof overhead, or wading in water above the waist, applies Wet. It cuts health regeneration by 25 percent and stamina and eitr regeneration by 15 percent, halves incoming fire damage, and makes the player take one and a half times damage from frost and lightning. The timer is 120 seconds, paused while the player is still in the rain or the water and reset on every new soaking (Wet, Valheim Wiki). A wet Viking cannot sleep in a bed, the one exception being a fueled hot tub, so Samo's Swamp advice is to treat the Rested buff as non-negotiable and to explore only by day, before Cold is stacked on top. See Rested, Comfort and Sleeping.

The fire resistance is real enough to fight with. GlensGames' second method for Yagluth is to stand waist-deep in water at the altar so the boss's fire lands at half strength; Burning applied to a wet player runs the Wet timer down sixty times faster and is absorbed. Fire is also the normal cure: a campfire or any other heat source makes the timer expire ten times faster, though not while rain is still falling on the player. Shelter, a roof with at least 80 percent cover, prevents Wet from rain entirely and is required for resting (Shelter, Valheim Wiki).

Rain wears on buildings too. Wooden pieces exposed to rain or standing in water lose a twentieth of their health per minute until they reach half, where the decay stops; a roof protects a piece from rain but nothing protects it from water. Campfires and hearths stop working when rain reaches them. See Building and Structural Integrity.

One quiet change in 1.0 is that the weather now updates the moment a player steps through a portal. Arriving in a dry biome removes Wet at once, and arriving in the Swamp applies it at once (Kysen). See Portals.

Cold and Freezing

Cold and Freezing are the temperature effects. Cold halves health regeneration and cuts stamina and eitr regeneration by a quarter; it applies to a player outdoors at night in the temperate biomes who is neither near a fire nor frost resistant, and it ends at dawn or beside a fire. Freezing is the version that kills: health regeneration is reduced by 100 percent, stamina and eitr regeneration by 60 percent, and the player loses one health per second, with the small consolation of halved fire damage (Freezing, Valheim Wiki; Cold). As MalinaPlays puts it, the Mountain does not kill outright; it removes the ability to recover, so that the first wolf finishes the job.

Freezing applies in the Mountain and Deep North at any time of day, during Moder's fight and during her drake raid. Two things soften it without curing it: standing under shelter downgrades Freezing to Cold, and standing within about eight meters of a campfire does the same, which makes a chain of campfires the classic first ascent (Campfire, Valheim Wiki). A campfire can only be placed on ground, natural rock or player-built stone, and Burning, although hot, does not cancel Cold.

Effect Health regen Stamina regen Eitr regen Other
Wet −25% −15% −15% fire ×0.5, frost ×1.5, lightning ×1.5; 120 s timer
Cold −50% −25% −25% night outdoors, or sheltered while Freezing
Freezing −100% −60% −60% 1 damage/s; fire ×0.5

Frost resistance

Frost resistance prevents both Cold and Freezing and halves frost damage from drakes, Frostner-style weapons and the ice of the far north. The first source is the Frost resistance mead: a base of 10 honey, 5 thistle, 2 bloodbags and a greydwarf eye, fermented for two in-game days into six meads, each giving ten minutes of resistance with a ten-minute cooldown (Frost resistance mead, Valheim Wiki). Guides recommend a stack of them for the first Mountain trips. See Mead and Potions.

The permanent sources are clothing. The Wolf Fur Cape, Wolf Armor chest piece and Fenris Coat come from the Mountain; the Lox Cape from the Plains; the Feather Cape from the Mistlands; the Asksvin Cloak and Ashen Cape from the Ashlands; and in 1.0 the Moose Hide Cape and Cape of the Caller from the Deep North, both of which also carry frost resistance (Cape, Valheim Wiki; SnazzyGames). Kysen's Deep North advice is to carry the Feather Cape for the dungeons but wear "a main cape that can keep you warm" everywhere else; EmmaTpotato's summary is that nothing beyond the Ashlands capes is needed. Since the Call to Arms Update Moder's Forsaken Power also grants 50 percent frost resistance (Forsaken Powers). None of these help while the player is Wet, so rain and swimming in a cold biome are as dangerous as the cold itself. See Armor and Capes.

Source How obtained Notes
Frost resistance mead Mead ketill; 10 honey, 5 thistle, 2 bloodbag, 1 greydwarf eye → 6 meads 600 s per mead, 600 s cooldown
Wolf Fur Cape Workbench 2; 6 wolf pelt, 4 silver, 1 wolf trophy Mountain tier
Wolf Armor chest Forge; silver and wolf pelt chest piece only
Fenris Coat Frost Caves; Fenris hair, wolf pelt, leather scraps +3% movement speed
Lox Cape Workbench 2; 6 lox pelt, 2 silver Plains tier
Feather Cape Galdr table; 10 feathers, 5 scale hide, 20 refined eitr no fall damage, fire ×2
Asksvin Cloak, Ashen Cape Galdr table / Black forge; Asksvin hide, Morgen sinew (+ Flametal) Ashlands tier
Moose Hide Cape, Cape of the Caller Deep North −20% attack and run stamina / +20% eitr regen, −10% dodge stamina
Moder's Forsaken Power defeat Moder 50% frost resistance while active

Storms at sea

The Ocean has the same weather as the land and nowhere to shelter from it. Waves average half a meter on a clear day, two meters in rain and three in a thunderstorm, with peaks of five, and anyone on deck in the rain is Wet with all that implies for a crew that then lands in the Mountain (Ocean, Valheim Wiki). JP Valheim's sailing guide makes the case that low visibility, not the waves, is what sinks longships: in fog, rain or darkness the river ahead disappears, and the only safe answer is to drop to the oar setting or wait. Storms and nights are also when Serpents spawn, each condition giving a 5 percent chance per open-sea zone and a storm at night 10 percent (Serpent, Valheim Wiki). A headwind reduces any boat to a crawl; Moder's power turns the wind to follow the ship. See Sailing and Ships and Ocean.

Mountain and Deep North snowstorms

Screenshot of a Viking with a bow facing a large stone creature on a snowy slope beside a snow-covered pine, with health and inventory HUD visible
A Viking fights a Stone Golem in a Mountain snowstorm Iron Gate Studio

The Mountain snows 83 percent of the time and blows a Blizzard for the rest; the Deep North snows half the time, is clear a quarter of the time and spends the remaining quarter in Blizzards with wind between 0.7 and 1.0, the strongest sustained wind in the game (Weather, Valheim Wiki). Visibility in a blizzard falls to a few meters; JaWoodle's first day in the north ends with him panicking at every tree-shaped shadow while a Gammeltroll hunts him through the snow. A Deep North snowstorm deals continuous freezing damage to any player without frost-resistant clothing or a Frost resistance mead in effect (Deep North, Valheim Wiki), so the capes that served in the Mountain still serve here. Blizzards snuff unsheltered campfires; the torch does not go out. See Deep North and Deep North Creatures.

Snow became a physical thing in 1.0. While it snows, snow piles up visibly on roofs and adds weight; simsekblog's underground shelter, sound in clear weather, has its ice-block ceiling collapse under the accumulation, and the integrity colors then flash blue and yellow to mean the piece holds only while it is not snowing. Extra supports fix it.

The other fix is pitch. 1.0 added steeper roof pieces on which snow cannot settle, and JaWoodle, finding his hut and even its workbench buried overnight, rebuilds with them. The same storms lay deep snow on the ground, which must be cleared before anything can be built ("the snow is too deep"). The Snow Shovel, made at a level-three Black Forge from 5 Fine Wood, 4 Flametal and 2 Embers, clears an area at a time; fists or any weapon clear enough for a first portal (AllThings.How). Iron Gate's March 2026 post introduced both: "This will need to be cleared if you want to settle down and build a base somewhere" (Word from the Devs: Winter Adventures). See Tools.

Slippery and cracking ice

Ice is the Deep North's third hazard, and the one that makes players laugh first. Sheets of it line the shore and cover the ponds, and a Viking who stops running on it keeps sliding; Iron Gate warned in the same March post that "careless vikings might easily find themselves stumbling to catch their balance". Creatures slide too, and by more, so a Moose or a frozen skeleton lured onto a floe is easier to fight than one on snow (Kysen). The 1.0 patch notes add a second warning, "On frozen seas and pond alike, you had better watch your step": ice can crack underfoot and drop the player into water that is deep right up to the edge (1.0 patch notes via BisectHosting). A ship smashes small floes and tips whatever stood on them into the sea; an Ember Charge blows a hole in any ice. A dunking here combines Wet with Freezing, the worst state the game offers. See Deep North Update (1.0 Patch Notes).

Ashlands heat

Painted key art: a wooden longship with a striped sail and dragon-headed prow rides a huge turquoise wave as a red-finned sea serpent with glowing eyes surfaces alongside; three Vikings on deck aim a bow and a harpoon at it, gulls wheel overhead
A Serpent rises beside a longship in heavy seas Iron Gate Studio

The Ashlands inverts the problem. The biome is warm at all times, so Cold never applies, but the sea around it, drawn as a darker band on the map, is boiling. A player in it accumulates heat, the screen edges glowing orange, and on reaching the threshold takes 50 pure damage per second: after about 28 seconds of swimming, 42 at the shallowest edge or 84 towards the biome's middle, the heat draining away within a second of leaving the water. Rafts, karves and longships take 1 to 30 blunt damage per second the deeper they sail; only the Drakkar, built with ceramic plates, is immune (Ashlands, Valheim Wiki). Flametal armor carries 40 percent heat resistance, which cuts both the build-up and the damage by that share (Kysen).

The Ashlands' rain is ash: Ash rain 81 percent of the time and Cinder rain 11 percent. Cinders land within 60 meters of the player, each with a 32.1 percent chance to set the ground alight for 30 seconds, and fire spreads between wooden pieces in this biome alone unless the fire-spread world modifier is switched on elsewhere; the bone-fueled Shield Generator is the only roof that keeps cinders off a base. Neither kind of ash applies Wet. See Ashlands and Ashlands Update.

Frequently asked questions

How do you stop freezing in Valheim? With frost resistance, from a Frost resistance mead or one of the frost-resistant capes and chest pieces. Without it, shelter downgrades Freezing to Cold, and so does standing within about eight meters of a campfire, which is why a chain of campfires is the classic first ascent of the Mountain.

How do you get rid of the Wet effect? Get out of the rain or the water and stand by a fire: a heat source makes the 120-second timer expire ten times faster, though not while rain is still falling on the player. A roof with at least 80 per cent cover prevents Wet from rain altogether.

Why can't my Viking sleep? A wet Viking cannot sleep in a bed. The one exception is a fueled hot tub, which is also the usual way to dry off before resting (Rested, Comfort and Sleeping).

What is the snow piling up on my roof? Since 1.0 snow accumulates visibly on roofs and adds weight, and a ceiling that holds in clear weather can collapse under it; the integrity colors flash blue and yellow to warn of it. Extra supports or the steeper roof pieces added in 1.0, on which snow cannot settle, are the fix. Snow on the ground must be cleared before anything can be built.

Is the ice in the Deep North safe to walk on? No. A Viking who stops running on it keeps sliding, and it can crack underfoot and drop them into water that is deep right up to the edge, which combines Wet with Freezing. Creatures slide further than players do, so one lured onto a floe is easier to fight.

Sources

Moments

DON’T GO NORTH UNPREPARED in VALHEIM 1.0

JaWoodle

  1. Weather in Valheim is a hazard rather than scenery: each biome rolls its own rain, cold, storms and snow, and what…
  2. The Mountain snows 83 percent of the time and blows a Blizzard for the rest; the Deep North snows half the time, is…
  3. The other fix is pitch. 1.0 added steeper roof pieces on which snow cannot settle, and JaWoodle, finding his hut and…
  4. Ice is the Deep North's third hazard, and the one that makes players laugh first. Sheets of it line the shore and…

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Samo

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  2. Standing in rain without a roof overhead, or wading in water above the waist, applies Wet. It cuts health regeneration…

Valheim: 7 Ways to Kill Yagluth - Melee, Wet Debuff, Bow & Arrows, Wolves, Bonfires, and Glitches

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Xaine's World

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Kysen

  1. One quiet change in 1.0 is that the weather now updates the moment a player steps through a portal. Arriving in a dry…
  2. The permanent sources are clothing. The Wolf Fur Cape, Wolf Armor chest piece and Fenris Coat come from the Mountain…

Valheim Mountain Survival 101 – Don’t Freeze! Hot Tips for Beginners (Guide Pt.3)

MalinaPlays

  1. Cold and Freezing are the temperature effects. Cold halves health regeneration and cuts stamina and eitr regeneration…
  2. Frost resistance prevents both Cold and Freezing and halves frost damage from drakes, Frostner-style weapons and the…

A Valheim Sailing Guide - Mastering Your Viking Longship

JP Valheim

  1. The Ocean has the same weather as the land and nowhere to shelter from it. Waves average half a meter on a clear day…

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

simsekblog

  1. Snow became a physical thing in 1.0. While it snows, snow piles up visibly on roofs and adds weight; simsekblog's…

🔥Valheim - ASHLANDS: FULL GUIDE

Kysen

  1. The Ashlands inverts the problem. The biome is warm at all times, so Cold never applies, but the sea around it, drawn…

Photos

Painted key art: a wooden longship with a striped sail and dragon-headed prow rides a huge turquoise wave as a red-finned sea serpent with glowing eyes surfaces alongside; three Vikings on deck aim a bow and a harpoon at it, gulls wheel overheadScreenshot 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 skyScreenshot of a Viking with a bow facing a large stone creature on a snowy slope beside a snow-covered pine, with health and inventory HUD visible

See also

About this page

Last updated Sep 16, 2026 by the Vi.ki team. Page text CC BY-SA 4.0.

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