VALHEIM 1.0

Deep North

Data as of 1.0.20 · 15.10.2026

New here

Everything new or changed on this site, from the latest entry back to the first.

  • Clearer texts: the start page's heading names what it offers, every item page the day its data were written, and the fire tip says in its lead what matters.
  • New on the start page: for every patch, two headlines on what changes for players, each with its icon from the game and the way to New in the game.
  • Lighter pages: each page now loads only the styles it uses, between a twelfth and a fifth of the one stylesheet every page fetched before, and the shared part is cached once for the whole site.
  • More calm on every page: subpages carry a slim game bar instead of the large stage, the tier lists show their reckoning behind a fold, the item list and the recommended worlds are more compact on a phone, and in the building planner every biome's name stands on a line of its own.
  • Fine work: item names wrap cleanly on narrow phones, the tier lists' phone menu carries its title, and French texts no longer start a line with a colon or question mark.
  • Every weapon's page now shows how its DPS comes about: the composition by damage type, the combo strike by strike and three combos in a row. The tier lists now reckon bows with arrows instead of ballista bolts, and some ranged and magic grades have moved.
  • The building plan is now the Building planner and sits in the menu under Items, right beside the item list.
  • The item cards now name Block armour, Block force and Comfort in the same words as Valheim 1.0, in all seven languages.
  • New in the menu: News. New in the game and New here each have a page of their own there, with every entry, not just the last ten.
  • New in the menu are the Valheim tips, short, tested and in plain words, what works in the game and what doesn’t. There are ten to begin with: two for the Deep North, five for travellers from the Portal – Stone to a travel portal, two for sailing and one on mead.
  • The map computes a world's resources only when you switch one of them on; the progress bar at the top right shows how far it has got. Opening a world now keeps the bar short.
  • On the phone the menu opens as a large box with every page at a glance, in rows a thumb hits safely. Item cards stay fully visible above the browser's bar.
  • The items page loads eight times lighter: an item's card arrives only when its tile is opened.
  • The item list opens with weapons and armour; everything else is switched on above, and the count per biome follows.
  • New: the weapon comparison. Two weapons side by side, with skill and level, damage per blow and damage per second against one and against three enemies.
  • New: the weapons and armour of every biome rated from S to D, for every way of fighting, each rating with its formula, and a graph of damage per second by weapon type.
  • Every weapon shows all its combat values on its card: damage by type and level, damage per second, stamina, blocking. In the building plan every station has a card of its own.
  • The Deep North is complete: its weapons, armour, food and finds stand under their biome on the items page, and the lingonberries are on the map.
  • New map symbols for the ancient armour and swords of the Mistlands, the Winding Tunnels and the villages of the Deep North, whose forest the map now shows with its clearings and snow-blue trees.
  • Recommended worlds: chosen seeds with a good start, on the map, on the start page and in the menu under World map.
  • The upgrade costs on the item cards now follow Valheim 1.0: from level 4 the game asks for more material than before.
  • The giant remains of the Mistlands are on the map, and trees, ores and bushes now lie almost everywhere exactly where the game places them.
  • The Ashlands on the map: every ruin with its own symbol, the sunken ruins, the sulphur arches and the cliffs.
  • New gathering layers: berries, mushrooms and scrap iron with their areas, and the hunting grounds of deer and boar.
  • The map is new and faster: every symbol at once, and a new world builds itself right in the browser.
  • The resource layer no longer stutters: panning and zooming stay smooth, even with every field shown.
  • Silver Ore on the map, and new symbols for Copper Ore, Tin Ore and Flametal.
  • The chests of the meadow houses that can hold a head of the early axe now glow purple on the map.
  • Random on the world map now alternates between gold, bronze and silver worlds; every second one is a fresh world, and under heavy traffic it comes ready-made from the store.
  • The map now shows maypoles at the meadow farms and, on every mountain above 200 m, a summit mark with its height.
  • Random on the world map now serves only vetted gold worlds: four or five bosses and all three traders on the starting island.
  • The collapsed map panel keeps two buttons: roll and remember, without opening it again.
  • The world map now always fills the screen — on small laptops it had become almost invisible.
  • Leviathans are on the map now: 212 per world, carrying chitin on their backs.
  • The map now filters by biome: eight switches above the layers, and both rows work together.