13. Monsters & Magic Items

Updated 6 days ago

Monsters & Magic Items

Since 1.2.0, 69 creatures from the fifth-edition SRD live in Valheim's biomes, and more than 140 SRD magic items and runes can be found or crafted. Server admins control both in the config ([Bestiary] and [Items]).

Monsters

  • Creatures spawn by biome, some only at night. Each one has a challenge rating (CR); the higher it is, the tougher the fight.
  • They use their stat-block abilities. Pack tactics: stronger when a friend is next to you. Regeneration: heals unless you hit it with fire or acid. Lycanthrope: only silver weapons do full damage. Siege: smashes buildings. Paralysis, petrification, webs, frightful presence and the like call for a saving throw.
  • Look at a creature for a moment to recall what you know about it (a knowledge check). On a success its CR and damage traits show on its health bar.
  • Your first kill of each creature is written in your journal.
  • Elemental creatures hit with their element (1.2.1): frost creatures (Winter Wolf, Frost Giant, Ice Mephit, White Dragon Wyrmling, Lich) deal frost damage, fire creatures deal fire, storm and air creatures deal lightning, and spiders, jellies, the Wyvern and other venomous creatures deal poison. Their projectiles change to match where possible.
  • Twenty of them have their own 3D models (see Credits); the rest are reworked Valheim monsters.

Meadows

Creature CR When Abilities
Giant Rat 1/8 Night Pack tactics, poison bite
Kobold 1/8 Night Pack tactics, sunlight sensitivity
Stirge 1/8 Night Blood drain
Twig Blight 1/8 Night -
Giant Poisonous Snake 1/4 Any time Strong poison bite

Black Forest

Creature CR When Abilities
Goblin 1/4 Any time Pack tactics
Zombie 1/4 Night Undead fortitude
Cockatrice 1/2 Any time Petrifying bite
Gnoll 1/2 Any time Pack tactics, first strike
Hobgoblin 1/2 Any time Pack tactics
Orc 1/2 Any time First strike
Rust Monster 1/2 Any time Corrodes metal gear
Bugbear 1 Night First strike
Dire Wolf 1 Night Pack tactics, knocks you prone
Specter 1 Night Life drain
Giant Boar 2 Any time Relentless
Ogre 2 Any time Knocks you prone
Owlbear 3 Any time Knocks you prone
Wereboar 4 Night Lycanthrope, regeneration
Green Troll 5 Any time Regeneration (stopped by fire or acid)
Treant 9 Any time Siege

Swamp

Creature CR When Abilities
Giant Frog 1/4 Any time Swallows you
Gray Ooze 1/2 Any time Corrodes metal gear
Lizardfolk 1/2 Any time Pack tactics
Shadow 1/2 Night Strength drain, flickers out of sight
Animated Armor 1 Any time -
Ghoul 1 Night Paralyzing claws
Gelatinous Cube 2 Any time Engulfs you
Ghast 2 Night Paralyzing claws, stench
Ochre Jelly 2 Any time Splits when cut or shocked
Will-o'-Wisp 2 Night Lightning, flickers out of sight
Wight 3 Night Life drain, raises draugr
Banshee 4 Night Frightful presence, life drain
Flesh Golem 5 Any time Absorbs lightning, grows
Shambling Mound 5 Any time Absorbs lightning, engulfs you
Vampire Spawn 5 Night Blood drain, regeneration, sunlight sensitivity
Clay Golem 9 Any time Absorbs poison, life drain

Mountain

Creature CR When Abilities
Ice Mephit 1/2 Any time Frost, bursts on death
Gargoyle 2 Any time First strike
Polar Bear 2 Any time -
White Dragon Wyrmling 2 Any time Frost bite
Werewolf 3 Night Lycanthrope, regeneration
Winter Wolf 3 Any time Frost, pack tactics
Ettin 4 Any time Knocks you prone
Air Elemental 5 Any time Lightning, knocks you prone
Earth Elemental 5 Any time Siege
Werebear 5 Any time Lycanthrope, regeneration
Stone Giant 7 Any time Siege, knocks you prone
Frost Giant 8 Any time Frost, siege
Storm Giant 13 Any time Lightning

Plains

Creature CR When Abilities
Worg 1/2 Night Pack tactics, knocks you prone
Ankheg 2 Any time Acid, restrains you
Basilisk 3 Any time Petrifying gaze, slows you
Minotaur 3 Any time First strike, knocks you prone
Mummy 3 Night Frightful presence, life drain
Bulette 5 Any time First strike, knocks you prone
Gorgon 5 Any time Petrifying breath
Hill Giant 5 Any time Siege, knocks you prone
Wyvern 6 Any time Poison sting

Mistlands

Creature CR When Abilities
Duergar 1 Any time Grows
Giant Spider 1 Any time Webs, poison
Phase Spider 3 Any time Blinks, poison
Iron Golem 16 Any time Absorbs fire, poison aura, siege

Ashlands

Creature CR When Abilities
Magma Mephit 1/2 Any time Fire, bursts on death
Magmin 1/2 Any time Bursts into flame on death
Hell Hound 3 Any time Fire, pack tactics
Red Dragon Wyrmling 4 Any time Fire bite, frightful presence
Fire Elemental 5 Any time Fire aura
Fire Giant 9 Any time Fire, siege, knocks you prone

Monster parts

Some creatures drop crafting parts: rat whiskers, venom glands, stirge proboscises, orc tusks, ectoplasm, frog tongues, ooze residue, mound spores, white and red dragon scales, essence of air, gargoyle hearts, wyvern stingers and spider silk. They replace a vanilla material in the recipes for the matching items (a venom gland in Antitoxin, a red dragon scale in the Efreeti Chain rune).

Magic items

  • Potions and consumables: Healing (up to Supreme), Climbing, Water Breathing, Heroism, the resistance potions, the giant-strength potions, Invulnerability, Gaseous Form, Speed, Flying, Invisibility, Growth, Fire Breath, Elixir of Health, oils, Antitoxin, poison, Dust of Disappearance and Rations.
  • Throwables: Alchemist's Fire, Acid, Holy Water, Net, Dust of Sneezing and Choking and Ball Bearings hit enemies where you aim.
  • Worn items: giant-strength belts, Gauntlets of Ogre Power, boots (Speed, Elvenkind, the Winterlands, Levitation, Winged Boots), bracers, gloves, cloaks (Protection, Displacement, the Bat, the Manta Ray, Arachnida), Robe of the Archmagi, Headband of Intellect, Goggles of Night, resistance rings and more, amulets and periapts, the Stone of Good Luck and the Scarab of Protection. Some set an ability score, some protect you from conditions. Since 1.2.8 boots have their own slot, so you can wear them together with a belt, ring or gauntlets.
  • Wands and staves: Fireballs, Lightning Bolts, Paralysis, Binding, the War Mage, Fire, Frost, Healing, Thunder and Lightning, the Woodlands and Power, plus the Necklace of Fireballs, Horn of Blasting, Horn of Valhalla, Pipes of Haunting, Driftglobe and the Figurine of Wondrous Power. They have charges that come back when you take a long rest; crouch while using one to cast its second spell.
  • Spell scrolls: 38 scrolls anyone can read. Wizards can copy them into their spellbook.
  • Scroll of Revivify (1.2.8): craft it at a level 3 workbench from 200 coins, 5 leather scraps and a ruby (stacks to 5). Keep it on your hotbar (the top row of your inventory): when you would really die (after being Downed, if the Downed rules are on), one scroll burns away and you get back up with a third of your health. Nothing is dropped and no tombstone is left. Reading it casts Revivify as usual.
  • Reward books (1.2.6): the Tome of Advancement (+1 level), the Codex of Hidden Talents (+1 feat choice) and the six SRD manuals and tomes (+2 to one ability score and its maximum, up to 30). They can't be crafted, and an admin or DM hands them out with fef token (see Console Commands). Since 1.2.7 the Codex and the six manuals and tomes can also drop from any creature, very rarely: about 1 in 20,000 kills in the Meadows, more likely in each later biome (about 1 in 2,900 in the Ashlands and Deep North), and 1 in 50 from a boss. The Tome of Advancement never drops.
  • Items that don't suit you (1.2.7): armor too heavy to fly in, armor or a shield that switches off a Monk's Unarmored Defense, heavy armor that stops a Barbarian's Fast Movement, and books that would do nothing for you get a red "Not suited to you" note in the tooltip, a red mark in the inventory and a red name with (!) in the crafting list.

Enchanting runes

Use a rune to enchant the weapon, armor or shield you have equipped: +1 to +3 bonuses, Flame Tongue, Frost Brand, Vorpal, Holy Avenger, Dragon Slayer, Giant Slayer, Life Stealing, Mithral and Adamantine armor, Elven Chain, resistance armor, the Arrow-Catching Shield and more (40 in all). The enchantment shows in the item's tooltip. Since 1.2.2 a rune can't change an item that is already magical (a magic drop keeps its magic), and a +N rune can't lower a better bonus.

Inventory markers (1.2.2): equipped items, rings included, have a gold frame; magic items have a small gem coloured by rarity (green uncommon, blue rare, purple very rare, orange legendary); +1/+2/+3 items show their bonus. Since 1.2.3 the gem and the +N sit in the bottom-left corner, so the item's level (top right) and hotbar number (top left) stay readable.

Upgrading a magic item at a workbench, forge or other station keeps its magic and runes (1.2.3); before that, a +1 item came out as a plain item one level higher.

Finding and crafting

  • Dungeon treasure chests have a chance to hold a magic item, better the deeper the biome. Some chests are locked (see Fifth Edition Rules).
  • Creatures from the bestiary sometimes drop one; tougher creatures drop more.
  • Most items can be crafted at the cauldron, workbench, forge, mage table or black forge from biome materials and monster parts. Legendary items are loot only, except the Efreeti Chain rune.
  • The cheat command fefitem list (after devcommands) shows every item id.
  • Admins can give any item to any player with fef give <player> <item> (Tab autofills both).