Gaming Guide

Valheim 1.0 Deep North: Every New Creature and What It Drops

A complete rundown of the Deep North's animals, dungeon enemies, and Jotun foes, plus the materials each one leaves behind.

A complete rundown of the Deep North’s animals, dungeon enemies, and Jotun foes, plus the materials each one leaves behind.

The Deep North fills Valheim’s final biome with a full roster of new animals and enemies, from the tameable Moose to the towering, stone-skinned Gammeltroll. Some are harmless critters you pick up for a crafting recipe. Others hit hard enough to end a run if you wander in underprepared. Knowing where each one lives and what it drops tells you exactly what to fight and what to skip.

Quick answer: The Deep North adds Seals, Moose, Barka, and Gammeltrolls on the surface; Elaking, Eyeless One, and Luminous Larvae inside the Winding Tunnels; and Krigen, Hexen, and Pulp enemies inside the Gates of Mörkhalla. The biome also introduces the final boss, Kall Fimbulbringer.

Image credit: Coffee Stain Publishing

Every new Deep North creature and its drops

Here is where each creature spawns and the materials it gives you. Baby variants are passive and drop nothing.

CreatureWhere you find itMain drops
Seal (adult)Shores of the Deep NorthSeal Pelt, Seal Blubber
Baby SealShores of the Deep NorthNone
MooseForests and near villagesMoose Hide, Moose Meat, Moose Sinew
BarkaSnow-covered forestsFrozen Branch
GammeltrollOverworldPetrified Tissue (via Ember Charge)
ElakingWinding Tunnels and surface at nightElaking Hair Bundle
Eyeless OneWinding TunnelsLong Claws
Luminous LarvaeWinding Tunnels wallsUnlocks the Hooded Lantern
KrigenGates of Mörkhalla, Jotun invasionsLeather Scraps
HexenGates of MörkhallaLeather Scraps, Nornathread

Surface creatures across the Deep North

The open snowfields hold both peaceful animals and heavy threats. Bring cold-resistant gear before you explore, since the freezing climate wears you down on its own.

Seal

Seals gather along the coastline in two sizes. Adults drop Seal Pelt and Seal Blubber, so you need to hunt them for materials. Seal Pelt goes into apparel, the Cape of the Caller, decorative rugs, and the Moose Saddle, while Seal Blubber feeds into cooking recipes. Baby Seals give nothing when killed, so there is no reason to attack them.

Moose

The Moose roams the forests and the edges of abandoned villages. Left alone it turns aggressive and chases you down, and its kicks deal heavy damage. Killing one yields Moose Hide, Moose Meat, and Moose Sinew, all used in Deep North armor and food recipes. It is also the biome’s mount.

Image credit: Coffee Stain Publishing / Jade PG
Gather Lingonberries from the bushes that grow in the Deep North forests.
Drop the berries near a Moose and keep your distance until it eats and calms down. The taming meter fills over repeated feedings, and the animal turns friendly once it completes.
Craft a Moose Saddle and equip it on the tamed Moose to ride across the northern terrain.

Barka

Barka is a treant-like giant that resembles The Elder boss but stands thinner and coated in snow, which lets it blend into the timber forests until you are almost on top of it. It moves slowly, yet its long arms and ranged ice attacks can strike from a distance and inflict frostburn. Defeating a Barka drops Frozen Branch, a material for magical equipment such as the Spirit Caller.

Gammeltroll

Gammeltrolls are the aged trolls that migrated north, growing larger and gaining a hard, stone-like body that shrugs off damage. They are among the toughest overworld monsters, so fight them with your strongest weapons and armor. When a Gammeltroll dies, its body petrifies on the spot.

To collect anything, you must blow up the petrified remains with an Ember Charge, which drops Petrified Tissue. That tissue is then processed into Bloodgold, the metal behind Nord weapons and armor. Without Ember Charges on hand, you cannot harvest the corpse at all, so carry them before you engage.

Image credit: Coffee Stain Publishing

Creatures in the Winding Tunnels

The Winding Tunnels are the maze-like dungeon reached through the longhouses in abandoned villages. Only two enemies spawn inside, along with a harmless critter you can carry out.

Elaking

Elakings are the most common creature in the biome. They travel in packs, grow more active at night, and use claw swipes, lunges, and bites. They are manageable in the open but far more dangerous packed into the tunnels, where Wardrobe Shafts act as their spawners. Each one drops an Elaking Hair Bundle used in Deep North armor sets.

Eyeless One

The Eyeless One is an ogre-like humanoid that can burst up from the ground and catch you off guard. Despite appearing blind, it tracks you and slashes with heavy claw attacks. With Elakings often swarming the same corridors, this fight turns lethal fast, so move quickly and keep an escape route. It drops Long Claws, the material for the Nord Knucklechains fist weapon.

Luminous Larvae

Luminous Larvae are glowing, docile critters that cling to the tunnel walls and light the passages. They chirp when you approach, making them easy to locate. Picking one up puts up no resistance and unlocks the Hooded Lantern, a lighting decoration you can place to guide yourself back out.

Image credit: Coffee Stain Publishing

Jotun enemies in the Gates of Mörkhalla

Mörkhalla is the second dungeon, entered with a Grappling Hook and unlocked past a giant door with an Intricate Key. Inside you face the Jotun, the biome’s most punishing enemies, so arrive with proper weapons and armor.

Krigen

Krigen are Jotun warriors that resemble Swamp Draugr but hit far harder. They cut with a blade for lethal wounds and charge with a headbutt if you try to back away. Krigen also appear during Jotun invasions triggered after you break Malicious Ice, making them one of the toughest recurring fights. They drop Leather Scraps.

Hexen

Hexen are floating Jotun mages that levitate out of melee range and cast spells that knock you back on impact. They blink away when you swing at them, so bows, crossbows, or throwables are the reliable answer. Killing one yields Leather Scraps and Nornathread, both needed for Deep North armor.

Hexahedric Pulp and other Jotun

Mörkhalla also holds slime-like cube enemies called Hexahedric Pulp, along with smaller Shapeless Pulp and Tiny Pulp variants that leave Dead Pulp behind. Captive Fulings appear inside as well. At the bottom, swarms of Jotun guard Malicious Ice, and mining it kicks off the invasion event across your map.

Image credit: Coffee Stain Publishing

The Deep North boss and other spawns

The biome closes out the game’s boss progression with Kall Fimbulbringer, the final boss summoned at the Aesir Passage by offering three Malicious Ice. Beyond the named creatures, ancestor spirits also appear. Passive versions wander the abandoned villages, while aggressive ones are summoned at Ancient Altars using three Memorial Cores, dropping Thunderblood Essence from melee ancestors and Frostfire Essence from magic ancestors to enhance Nord weapons.

Note: Fallen Warrior and the Writhan also join the biome’s spawns, rounding out the ecosystem alongside the Moose Calf and Baby Seal, which stay passive and offer no loot.