Valheim 1.0 — Deep North

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Boss encounter

Bonemass

Swamp · Boss · 5,000 health

Summon Withered Bone×10 at its altar
Change encounter

No encounters match that name.

Damage response

Other damage types are normal ×1.

Incoming attacks

Scores armor, shields & trinket protection · weapon DPS is unaffectedRecalculating…

incoming DPSDPS14.7 Before defenses · 60s mean
Fight at
Play style

Every hit lands; armor and resistances reduce it.

  1. 5.38s +4.79s
    Attack Punch 80 Blunt 50 Poison
  2. 10.17s +1.00s
    Attack Aoe 130 Poison
  3. 11.17s +1.00s
    Attack Aoe 130 Poison
  4. 12.17s +1.00s
    Attack Aoe 130 Poison
  5. 13.17s +0.58s
    Attack Aoe 130 Poison
  6. 13.75s
    Attack Punch 80 Blunt 50 Poison
Example rotation · 6 of 38 hits shownMoveset & model details
Attack model

Facing the attacker under continuous pressure; the play style decides whether hits are taken, blocked, parried or rolled through. Per-attack cooldowns and animation recovery share one timeline. The comparison averages 16 fixed-seed rotations of eligible attacks; the example shows the first rotation, not a fixed repeating cycle. Range is measured after subtracting the player's radius. Melee, ranged and far profiles stay grounded at full enemy health; Low HP uses 25% enemy health. In the flying profile a flyer hovers at its own minimum flight altitude and attacks from just inside each attack's range, as the game's AI closes in. Flight and health phase remain fixed. Projectiles fly from the game's launch point with its gravity, drag, spread and speed on flat ground, and count the expected share that hits; area attacks hit where the game places them. Attacks without direct damage still take their animation time. Summoned creatures that cannot move, such as The Elder's roots, attack from where they appear until they expire, counted by the chance they land within reach; you stand still and leave them standing. Other summoned creatures are not modelled. Incoming DPS includes status damage within the selected window. Times above the line are impacts from the start of the fight; the figures on the line are the time between impacts. This average is measured before defenses.

Attack / damageHit / launchRecovery / cooldown
Attack Aoe Grounded Flying · 0.0–15.0 m
Launch 3.30s
Area hits +0.02s · ×15 ticks Unblockable · Undodgeable
5.77s recovery
30.0s per-attack cooldown
Attack Punch Grounded Flying · 0.0–8.0 m
Hit 1.13s
Hit 1.14s
2.60s recovery
2.60s recovery
7.0s per-attack cooldown
Attack Throw Grounded Flying · 0.0–30.0 m
Launch 3.11s
Unblockable · Undodgeable Creatures summoned on impact are not modelled.
4.25s recovery
50.0s per-attack cooldown
Attack timings from game 1.0.21 · build 26249040. Cooldown begins at attack start; the creature-wide 0.0s delay follows recovery. Animation timings include speed events and landed melee hit pauses.

Before you fight Bonemass

Drops

Chance and quantity for the selected creature level, from this release’s drop table. World modifiers can change amounts.

Can you block or parry it?

At 74 max health and blocking skill 50, a block holds while the damage that gets through stays under 29.6: 40% of your max health.

Its blockable hit can be parried with your gear (Up to Swamp).

AttackBlock power neededWeakest shield to blockWeakest shield to parry
Attack Aoe 130 Poison Unblockable Shields cannot stop it; dodge or tank it.
Attack Punch 80 Blunt 50 Poison > 87.8 Serpent Scale Shield Quality 3 · 90 block power Banded Shield Quality 2 · 90 parry power

Weakest means the earliest shield in progression, then the lowest power that is enough, from 9 shields in the selected gear pool and quality. Fresh stagger bar and enough stamina; hits in quick succession add up. Tower shields cannot parry. Check one shield against every creature

Armor rankings vs Bonemass

Damage prevented across the 60-second attack rotation

8 ranked
Armor view
Calculation settingsSkill 50 · 60 s · Stamina on · Fresh stamina food profileAdjust
0–100
Timed damage counts inside it.
74 health · 200 stamina · 6/s regenTurnip Stew, Muckshake, Carrot Soup
Offensive set bonus

No set in your gear pool matches that name.

Armor always uses each set’s own. Set bonuses
Elixir / mead

No elixir in your gear pool matches that name.

Unmodelled elixirs are unavailable.

Incoming profile: melee · Play style: take hits
Damage taken and mitigation use the selected incoming profile and play style across the 60-second window. Blocks, parries and rolls spend the game's stamina costs; unblockable or undodgeable hits land.

Recalculating…
#Armor setSource / qualityDamage taken ContextDetails
1
Root Setset · Q4
SwampQ4 475.3
45.9%
403.9 prevented
Named set
2
Iron Armorset · Q4
SwampQ4 527.7
40.0%
351.5 prevented
Named set
3
Bronze Armorset · Q4
Black ForestQ4 639.5
27.3%
239.7 prevented
Named set
4
Troll Setset · Q4
Black ForestQ4 643.5
26.8%
235.6 prevented
Named set
5
Leather Armorset · Q4
MeadowsQ4 735.7
16.3%
143.5 prevented
Named set
6
Bear Setset · Q4
Black ForestQ4 786.1
10.6%
93.0 prevented
Named set
7
Harvester Setset · Q4
Black ForestQ4 814.6
7.3%
64.5 prevented
Named set
8
Rag Armorset · Q2
MeadowsQ2 852.1
3.1%
27.1 prevented
Named set
8 armor ranked. Missing or unsupported mechanics stay visible rather than becoming invented zeroes.
0 couldn’t be calculated — show details

Every eligible armor entry in this source pool has a calculated result.

These are source-backed model results from data release catalog-ebcc3459676a, not in-game measurements.

Know your encounter

Bonemass is weak to blunt and frost damage. Its poison makes resistance and timed damage especially important.

Attacks & resistances

Incoming benchmark: Punch.

Blunt ×1.5 Slash ×0.5 Pierce ×0.25 Fire ×0.25 Frost ×1.5 Poison ×0

Bonuses change the answer

Set bonuses and temporary effects use declared profiles. Quality and crafting prerequisites are visible in every result.

Numbers you can inspect

Open a row to see damage components, resource use, source evidence, and calculation assumptions.

Read the methodology
Calculation details
  • Target: bonemass
  • Stars: 0
  • Target health: 5000
  • Target attack: {"name":"Punch","damage":{"blunt":80,"poison":50}}
  • Level model: Each star adds one game level: health scales by level, attack damage by 1 + 0.5 per star. Damage resistances stay the same. Biome benchmark rosters use base level.
  • Equipment pool: stage
  • Source biome: swamp
  • Benchmark roster: []
  • Ranked phase:
  • Phase policy: A multi-phase boss without verified whole-fight mechanics is unranked; use its explicit phase target. Biome rosters declare any phase-one substitution.
  • Benchmark attacks: []
  • Quality: preset
  • Quality limit: 4
  • Bonus: none
  • Elixir: none
  • Unmodeled elixir effects: []
  • Stamina mead policy:
  • Consider stamina: 1
  • Skill: 50
  • Duration seconds: 60
  • Stamina: 200
  • Stamina regen per second: 6
  • Stamina regen delay seconds: 1
  • Game build: 26249040
  • Damage model: Mean skill roll; per-type target resistance; finite attack and timed status events. Combo hit spacing is even unless sourced offsets are supplied. Attack stamina and bow drain use the sourced skill reduction. Stamina recovery pauses during attacks and rises as stamina falls; full-draw bow drain is reserved at draw start.
  • Defense model: Declared whole attack at normal difficulty; resistance then block and body armor scale all types before status ticks. Shields assume enough stamina to block and no supporting body armor. Individual pieces use empty other slots.
  • Status damage policy: Fire, poison, and spirit use serialized status lifetimes and nominal intervals, with idealized first tick at application. The selected duration clips timed receipts; impact-only comparison is synthetic. Runtime update timing is not modeled.
  • Trinket weapon: iron-mace
  • Trinket view: damage
  • Trinket recovery: health
  • Protection timing: cycles
  • Incoming mode: sourced
  • Incoming profile: melee
  • Incoming timing build: 26249040
  • Incoming interval seconds: 2
  • Trinket defense: hit
  • Trinket shield: none
  • Ammo weapons: {"arrow":"finewood-bow"}
  • Ammo policy: Each ammunition category shares one supporting launcher. DPS includes launcher and ammunition; ammunition contribution is shown separately. Shared resources, skill and target resistances apply.
  • Protection policy: Sourced enemy profiles use per-weapon cooldowns, animation recovery and impact events, global attack delay and circling periods. Mean of 16 fixed-seed eligible-attack pressure rotations, with constant range, facing and enemy health phase; continuous-time reselection is not runtime measured AI scheduling. No dodges, player death or stagger interruptions. Unresolved eligible attacks make the profile unavailable. Protection compares the same samples without the trinket. Adrenaline remains an outgoing-hit benchmark; incoming actions do not change its timeline. Blocking assumes sufficient stamina and fresh stagger capacity per hit.
  • Recovery policy: Potential health restoration is uncapped by missing health; stamina restoration is actual capped restoration from the simulation. Biome totals count each encounter only through the lesser of its time to kill and the selected duration. Regeneration and eitr restoration are not included. No combined resource score.
  • Combat validation: Results are model calculations; no in-game measurements are recorded to validate this engine.
  • Sequence stamina policy: The model reserves stamina for the complete multi-hit sequence before starting. Partial low-stamina sequences have not been validated in gameplay.
  • Trinket model: Adrenaline begins at zero, follows sourced per-hit gains and serialized decay curves, and resets to zero on trinket activation. Biome encounters reset resources and adrenaline independently. Refreshes reset the active timer and repeat upfront restoration. Incoming actions do not alter this outgoing-hit adrenaline benchmark. Healing, eitr and movement are reported separately.
  • Weapon metric: dps
  • Verification: Calculated rows depend on the supplied catalog. Source verification is recorded per item.

Biome association is not proof of craftability. Quality ceilings do not simulate station unlocks; upgrades can require later materials or stations. Food profiles use the declared source pool.

Sources · Data catalog-ebcc3459676a · Engine 1.13.0

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