VALHEIM.TOOLS
The 1.0 endgame, in order

Deep North progression

13 steps · 3 Intricate Keys · 15 bloodgold · 20 frost cores

The Deep North is gated, not open. Each stage hands you the material that unlocks the next one, and two of those gates cost more than people expect, so this is the chain with the real numbers attached. Everything here is read out of the 1.0 game files. For what actually lives up there, the Deep North biome page has the creature, resource and location lists.

The chain13
1

Build an Eternal Pyre before you leave

Eternal Pyre costs 10 stone and one Fader Drop at a Stonecutter, and it lures Embers the way a wisp fountain lures wisps. Embers are the one Deep North prerequisite you cannot get in the Deep North, and everything downstream needs them.

2

Buy both inventory upgrades from Haldor

Wider Pockets unlocks after Moder and Deeper Pockets after the Queen. They are the only permanent inventory expansion in the game, they carry across worlds because they are stored on your character rather than the save, and you will want both before a Mörkhalla run.

3

Land, and clear snow before you build

Portals will not place on deep snow. A Snow Shovel clears it fastest, but a weapon or your fists clear it too, so the shovel is convenience rather than a gate. Build the portal on the sea ice on your first trip: it is flat, it is already clear, and there is almost nothing living on it.

4

Kill seals for pelts, then make ember charges

A Seal always drops 2 to 3 Seal Pelt, a Baby Seal only has a 10% chance of a single Seal Blubber and is not worth the walk. Two pelts and one ember make ten Ember Charges at any workbench.

5

Break a Gammeltroll for metal

A Gammeltroll has 3,000 health, resists all three physical types, ignores fire entirely and is weak to pickaxe. Killing it is not the end: the body petrifies where it stands and only an ember charge breaks it open for Petrified Tissue. Petrified bone piles scattered around the biome give the same material with nothing to fight, so mark those instead if you would rather skip the fight.

6

Smelt bloodgold, freeze ice

Petrified Tissue goes into a Blast Furnace for Bloodgold. Ice comes off black ice shards and the frozen creatures standing around the biome, and five of it fuels one Liquid Frost in a Frigid Kiln. Both are the currency for everything that follows.

7

Run the Winding Tunnels for frost cores and moulds

You need twenty Frost Cores in total, ten for the kiln and ten for the Frost Foundry. Moulds drop from Elaking at 20% and from the Eyeless One at 50%, so the brute is the one to hunt. Bring lanterns and place them pointing back the way you came.

Full guide
8

Cast your first Deep North gear

A mould plus bloodgold makes a cast at the Black Forge, and the Frost Foundry cooks the cast into the finished item using Liquid Frost as fuel. Every weapon, shield and armour piece in the tier runs through this two-stage chain, so a stocked kiln matters more than a stocked forge.

9

Make three Intricate Keys, not one

A Cast: Intricate Key costs 5 bloodgold and one Mould: Intricate Key at a level 4 Black Forge, and the mould is consumed with it. The key is consumed again by the door it opens. Three Mörkhalla runs therefore cost three moulds and fifteen bloodgold, which is the single most commonly misquoted number in this biome.

10

Clear three Mörkhalla, start three invasions

Each Mörkhalla ends at the Malicious Ice at the bottom. Breaking it starts a Fimbulvinter somewhere random in the world, and the invasion sits there until you go and end it. Collect Memorial Coal on the way down while you are in there.

Full guide
11

End each invasion for Malicious Blood

Fight to the core, break it, and the Jotun withdraw. One Malicious Blood per invasion.

Full guide
12

Spend memorial coal on weapon infusions

Burning Memorial Coal at a North Memorial Place summons a Fallen Warrior with 750 health. It has an independent 50% chance of each essence, so about a quarter of the time you get both and about a quarter of the time you get nothing. Frostfire Essence and Thunderblood Essence are what turn Nord gear into its final form.

Full guide
13

Open the Aesir Passage

Three Malicious Blood in the bowl opens the way into the Prison. Kall arrives twelve seconds later.

Haldor's inventory upgrades2

These are not items, which is why they never show up in an item database. Each one adds a row to your inventory permanently, and the count lives on your character rather than the world, so a new world keeps the rows you already bought. You start with four rows and the game caps you at nine.

Wider Pockets1,000 coins · after Moder · +1 row
Deeper Pockets2,000 coins · after The Queen · +1 row
Costs worth knowing before you start
Ember charges2 seal pelt + 1 ember makes 10, at any workbench
Liquid frost5 ice each, 30s in the Frigid Kiln
Frost cores20 total: 10 for the kiln, 10 for the foundry
Intricate Key1 mould + 5 bloodgold each, and the key is used up by the door
Malicious Blood3 to open the Aesir Passage
Kall Fimbulbringer

Kall is three separate bodies stacked into one fight, which is why health bars quoted elsewhere are wrong. The middle phase is immune to every damage type in the game, so it is not a damage check at all. Wait it out and kill what it summons.

Phase 110,000 health
Phase 27,000 health, immune to everything
Phase 330,000 health
Total47,000 health
Resistspierce, fire, frost and lightning, and it is immune to spirit
Summon delay12 seconds after the offering

The boss guide has the attack list and the phase-by-phase plan.

The Crown of Valheim

Kall drops a Crown Jewel and Sacrificial Blood. The jewel and 5 bloodgold make the crown at a level 4 Black Forge; the blood goes back to the sacrificial stones and ends the game.

The crown is 50 armour with a 5% movement bonus, and it cuts attack, run, swim and sneak stamina by 20% each. It does not belong to an armour set despite what you will read elsewhere. Its real effect is not that creatures ignore you. Anything that targets you turns and runs, bosses excepted, and the fear range on every creature in the game is set to 9,999 metres, which means there is no distance at which it stops working. Build wherever you like.