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1

Creature spawning

Creatures appear in their biomes by rules: time of day, weather, altitude, distance from the player’s base. Workbenches and other base pieces stop enemies from spawning nearby.

Stars above a creature mean its level: one star is twice the health, two is three times, and the damage grows too.

A creature’s level also affects its trophies: the more stars, the higher the chance to get one.

Dungeons and locations have their own spawners, which do not depend on the surface.

2

Raids

From time to time the game tries to start a raid. It checks which bosses you have killed, which biome you are in and whether you are near a base.

Every raid has its own set of creatures, duration and conditions. Some appear after defeating a specific boss, others, on the contrary, come only while the boss is alive.

The full list with conditions is in the “Raids” section; it is read from the game files.

All raids →
3

Sailing

The raft, the karve, the longship and the drakkar differ in speed, cargo hold size and durability. The wind sets the speed, and against the wind you row. All ships are in the “Transport” section.

The power of Moder gives a constant tailwind, which radically changes long voyages.

On the open sea serpents attack, especially in a storm and at night.

Transport and ships →
4

Riding

You can ride a tamed Lox and, in the Ashlands, an Asksvin. A saddle is needed: for a Lox it is made at a workbench, for an Asksvin at the black forge.

Riding crosses open biomes faster, but the controls are sluggish and the animal itself takes damage.

The Ride skill raises speed and control.

5

Portals

A portal links to another one with the same name. A standard portal does not let ores, scrap and metal bars through (nor a few special items), and this is what shapes the logistics of the whole game. The Stone Portal from the Ashlands lets them pass.

A portal works both ways, so at a base you usually put several portals with different names to different corners of the world.

In the world modifiers you can allow carrying ore if you want simpler logistics.

6

World modifiers

When creating a world you set the combat difficulty, resource amount, raid frequency, death penalty and portal rules. These are official game settings, not mods.

Difficulty multiplies creature health and damage. Death modes change what exactly drops from the player.

The settings can also be changed later, in the world menu.

7

Global keys

Every defeated boss sets a global key for the world. Keys turn on new raids, change a trader’s stock and let new creatures spawn.

That is why after the Elder things appear in the world that were not there before, and Haldor starts to sell new items.

The page of each boss shows which raids it turns on and which come only while it is alive.

8

The Deep North and 1.0 content

The Deep North is the final biome of the progression. The wiki covers it fully: creatures, materials, gear and locations are read from the same files as the rest of the game.

With the last big update the game got trinkets: items that take a separate slot. Combat actions build adrenaline, and when the bar is full a temporary effect triggers: health, stamina, eitr, elemental resistance or swimming speed. There are 15, one or two per biome.

The second new system is idols: wooden, bronze, iron, silver, black metal, black marble, flametal and bloodgold, each separately for weapons and for armor.

All of this is in the “Accessories”, “Idols” and “Materials” sections.

Deep North gear is made in three steps. First you find a mould: it turns up in lairs and chests and drops from creatures. Then at a level 4 Black Forge or a level 3 Galdr Table the mould, Bloodgold and a material become a cast. Finally the cast goes into the Frost Foundry with Liquid Frost, where it hardens into the finished item.

All the weather of the Deep North is freezing, day and night. Freezing stops health regeneration, costs 1 health per second and lowers stamina and eitr regeneration to 40%.

Kall is summoned with three Malicious Blood, and it comes from Malicious Ice: while the ice stands, Krigen and Hexen keep coming out of it, and when it is broken the blood drops. The fight with Kall is described on his page.