Barka has 2,200 health and spawns in the Deep North.
It takes extra damage from fire; it resists blunt, slash, pierce, frost and lightning; poison and spirit do nothing to it at all.
Its hardest hit is slam drive at 180 blunt and 100 frost, out of 5 attacks.
Some of what it throws is elemental, so frost resistance is worth having.
Of everything craftable,
Staff of Embers,
Frostfire Crossbow and
Frostfire Sledge put the most damage through what it resists.
It always drops
Frozen Branch.
Barka is a hostile creature of the Deep North that looks like a frozen version of
The Elder. It has 2,200 health and resists blunt, slash, pierce, frost and lightning while being immune to poison and spirit damage, so most of an arsenal lands at reduced value. Fire is its one weakness, and chop damage is not reduced either, which makes an axe the best physical answer. It always drops 1
Frozen Branch and has a 10% chance of a
Barka Trophy.
Fire is the entire plan. It is the only damage type Barka is weak to, and with five resistances stacked against everything else, nothing you swing normally makes a dent. Its heaviest hit is a backslam for 190 blunt and 80 frost, and the slam drive at 180 will move you 140 force worth. Every kill drops a
Frozen Branch, which is what the
Nord Greatsword and the
Spirit Caller are built from, so this is a farm you will come back to.
| Where | Roll | Group | Conditions |
|---|---|---|---|
| Deep North | 12% every 1000 s, max 1 near you | 1 | none |
Each 64 m zone keeps its own timer per entry and rolls the chance once per interval while loaded; a zone never loaded before rolls the moment you arrive. The spawn lands 40 to 80 m from a player, never inside a base unless noted, and "max near you" counts the loaded area around that zone. Dungeon and camp spawners are separate and not counted here.
With devcommands enabled, this spawns Barka in front of you. The third number is the level: 3 spawns a 2-star.
Creature ID: Barka · all console commands and IDs