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Kall Fimbulbringer

Boss
Eighth of the forsaken
At a glance

Kall Fimbulbringer is a 3-phase fight totalling 52,800 health you have to remove, with the final phase alone holding 30,000 of it.

It resists pierce, fire, frost and lightning; spirit does nothing to it at all. Blunt and slash land at full damage, so that is what to bring.

Its hardest hit is chain rush at 125 blunt and 125 pierce, out of 14 attacks.

Some of what it throws is elemental, so fire and frost resistance is worth having.

Of everything craftable, Thunderblood Sledge, Frostfire Sledge and Thunderblood Greatsword put the most damage through what it resists.

You summon it by offering 3 Malicious Blood at its altar.

It always drops Sacrificial Blood and Crown Jewel.

Summoning

Kall waits at the bottom of an Aesir Passage, a Deep North location a world places three of, and the bowl down there takes three Malicious Blood. Each one costs a Jotun Invasion, which means the last fight in the game is gated on an event back in the old world rather than on anything you find in the north.

One invasion is one blood. Breaking the Black Ice in a Mörkhalla dungeon, 1,000 health and no drop of its own, starts it and marks it on the map. The invasion itself lands in the Meadows, Black Forest, Swamp, Mountain or Plains, somewhere between 1,000 and 12,000 metres from the centre of the world, and freezes a 100 to 300 metre radius of ice shelves around a Black Ice Core. The core is another 1,000 health, and while it stands it feeds the area: one wave every 50 seconds once you are within 120 metres, up to 6 near you and 50 in total, half Krigen and the rest Hexen and dual wielders, any of them up to two stars. Break the core and it drops exactly one Malicious Blood and ends the invasion, though the Jotun already standing stay where they are, so clear them or leave. Three cores, three bloods, one fight, and another three for every rematch.

Up to three invasions can run at once and they sit at least 400 metres apart, so you can start all three from Mörkhalla and collect in one trip. Offer at the bowl and he tears out of the chains 12 seconds later.

The fight

52,800 health across three phases, which makes this the largest fight in the game by some way: Fader, the next biggest, is 25,000. It splits 10,000 in the first phase, 12,800 of aspects in the second and 30,000 in the third. A fourth number gets quoted, 47,000, and it is wrong twice over: it counts the 7,000 on his second body, which no damage type in the game can touch, and it leaves out the 12,800 you actually spend that phase removing.

He resists pierce, fire, frost and lightning, and spirit does nothing at all, so blunt and slash are the only two that land at full value and everything else on your bar is a waste of a slot. A Thunderblood Sledge or a Thunderblood Greatsword carries the most of it. He has no weak spot either, unlike the Queen or a Gjall, so there is nothing to aim at: it is 52,800 health taken off the front.

Two things make the fight longer than the health bar suggests. His chains reach 10 metres and sweep 90 degrees, so the ring you think is safe is inside his range, and he regenerates like everything else in the game, a full pool per hour, which on 30,000 is 500 health a minute. A death and a run back from a grave outside the passage hands him a chunk of the third phase back, so the fight is easier to lose slowly than quickly.

Phase 1
Chain slamOverhead smash with one chain or both, 160 blunt and 100 force, reaching 10 metres down a 40 degree line. The double version is the same damage twice. Blockable, and the second swing is the one that catches people who rolled the first.
Double sweepHorizontal swing across a 90 degree arc at 10 metres, 150 blunt, 130 force. This is the one that covers more ground than the animation suggests. Move in, not back.
Chain whirlSpins both chains in an 8.5 metre circle around himself, 150 blunt plus 20 frost at 250 force, roughly every 10 seconds. It is what punishes standing at his feet.
Chain rushA lunge that closes the gap, 125 blunt and 125 pierce over a 70 degree front. The hardest hit in the phase and the one worth keeping stamina for.
Phase 2
Summon the forsakenHe does not attack in the second phase at all. His body goes immune to every damage type in the game, chop and pickaxe included, and the phase is fought as seven aspects of the bosses before him, 12,800 health of them, arriving in two chains rather than a queue. The table below is the order and what each one resists.
Phase 3
Chain slamAlways the double now, and the chains are lit: 120 blunt plus 50 fire and 50 frost per swing. Frost resistance and fire resistance both earn their slot here, and a Frost Resistance mead does nothing about the fire half.
Chain whirlThe same 8.5 metre spin with the same elemental split, 120 blunt plus 50 fire and 50 frost, but on a 20 second cooldown instead of 10.
Ground punchSlams the floor for 150 blunt in an 8.5 metre circle, about every 8 seconds, and it lands full stagger where his chain swings land 80 percent of it. This is the one that breaks a guard.
Chain flurryRapid strikes inside 5 metres at 250 blunt, the heaviest hit in the third phase and level with the phase 1 chain rush for the heaviest in the fight.
Spike rainHe chains himself upward and drops 20 to 25 ice spikes from 15 metres over a 30 metre radius, every 25 seconds. Each spike is 100 blunt and 100 frost with a 5 metre splash. A single one is blockable, but they do not arrive one at a time, so the answer is to keep moving rather than to hold a shield up.
TendrilsPlants nine Tendrils in a 15 metre circle around wherever you are standing, up to 30 alive at once, roughly every 45 seconds. 80 health each, 55 blunt to anything in reach, rooted in place, weak to fire and immune to poison. Like the aspects they only take damage from players, so nothing you brought will clear them for you.
Phase 2, aspect by aspect12800 hp, and you pick the order

All seven have to go. Nothing you do touches the King while one of them is standing, and the chains run out exactly when the last two die, so there is no skipping ahead. What you choose is the order. After the opener two are up at once, and killing one summons its own successor, so you decide which line advances and which one you leave alive. None of it can be fought for you either: every aspect ignores damage from anything that is not a player, so tames, Dvergr and summons do nothing for the whole phase.

AspectOrderHealthWeak toResists or immune
Aspect of the Lightning StagOpens the phase3000nothingnothing
Aspect of the Writhing DeadFirst chain1600Blunt, FrostSlash, Pierce, Fire, Poison
Aspect of the Twisted SoulFirst chain, 21700nothingPierce, Fire, Poison
Aspect of the Emerald FlameFirst chain, 31700nothingPierce, Fire, Spirit
Aspect of the Living ForestSecond chain1600FirePoison, Spirit
Aspect of the Dragon MotherSecond chain, 21500FireFrost, Spirit
Aspect of the Crawling MatriarchSecond chain, 31700nothingPierce, Spirit
Forsaken power

Kall Fimbulbringer is the only forsaken who grants no power. There is nothing after him to need one for.

He drops Sacrificial Blood and the Crown Jewel, and that is the end of the chain that started with a stag in the Meadows. The jewel plus five Bloodgold at a level 4 black forge makes the Crown of Valheim: 50 armour, 5 percent movement speed, 20 percent off attack, run, swim and sneak stamina, and every creature that sees you flees instead of fighting. Worth knowing before you assume it trivialises a rematch: the fear check skips anything in the Boss faction, so Kall and the other seven ignore the crown entirely.

Spawn command

With devcommands enabled, this spawns Kall Fimbulbringer in front of you. The third number is the level: 3 spawns a 2-star.

Creature ID: FrozenKing · all console commands and IDs