Valheim 1.0 — Deep North

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Best gear for the Mistlands

Stage 6 of 8 · Boss: The Queen

Benchmark roster What these rankings fight

Each is fought once with resources reset. Weapon DPS is total roster health ÷ combined clear time; damage-type figures count damage before death, so immunities count as zero. Armor and shields face these creatures’ recorded attacks.

All Mistlands creatures

Places in the Mistlands: Dvergr Road Post · Dvergr Viaduct · Infested Citadel · Infested Mine · Rock Spire

Weapon rankings vs Mistlands

Effective DPS · 60-second benchmark

54 ranked
Target

No encounter matches that name.

Ammunition

No ammunition matches that name.

Effective DPS is the damage landed in a real 60-second fight ÷ 60. It includes waits for stamina, combos cut off at the end, and damage-over-time ticks inside the window.

Calculation settingsSkill 50 · 60 s · Stamina on · Fresh stamina food profileAdjust
0–100
Timed damage counts inside it.
StaminaRegeneration pauses during attacks.
109 health · 305 stamina · 6/s regenFish 'n' Bread, Mushroom Omelette, Salad
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.
Recalculating…
#WeaponSource / quality Damage typeDetails
1
MistwalkerSword · Q4
MistlandsQ4
125.3
2
HimminaflPolearm · Q4
MistlandsQ4
113.0
3
FrostnerClub 1h · Q4
MountainsQ4
94.4
4
KromSword 2h · Q4
MistlandsQ4
88.8
5
Skoll and HatiKnife 2h · Q4
MistlandsQ4
87.5
6
Vilebone Maulclawsfists · Q4
PlainsQ4
82.5
7
Black Metal SwordSword · Q4
PlainsQ4
81.6
7
PorcupineClub 1h · Q4
PlainsQ4
81.6
9
Carapace SpearSpear · Q4
MistlandsQ4
71.0
10
Black Metal AxeAxe 1h · Q4
PlainsQ4
70.0
11
Black Metal KnifeKnife · Q4
PlainsQ4
68.2
12
Black Metal AtgeirPolearm · Q4
PlainsQ4
67.0
13
Silver SwordSword · Q4
MountainsQ4
66.6
14
Flesh Rippersfists · Q4
MountainsQ4
65.4
15
Skull SplitturAxe 2h · Q4
MistlandsQ4
62.3
16
Jotun BaneAxe 1h · Q4
MistlandsQ4
62.2
17 PlainsQ4
54.6
18
Iron MaceClub 1h · Q4
SwampQ4
53.8
18
Iron SwordSword · Q4
SwampQ4
53.8
20
SpinesnapBow · Q4 Ammo: Frost Arrow 26 pierce 52 frost
MistlandsQ4
51.3
Pierce 31.8 Frost 19.5 Bow 24.3Ammo 27.0
21
Draugr FangBow · Q4 Ammo: Frost Arrow 26 pierce 52 frost
MountainsQ4
50.9
22
Fang SpearSpear · Q4
MountainsQ4
50.7
23
Silver KnifeKnife · Q4
MountainsQ4
50.4
24
Early Axesaxe dw · Q4
MeadowsQ4
49.6
25
Crystal BattleaxeAxe 2h · Q4
MountainsQ4
47.3
26
Huntsman BowBow · Q4 Ammo: Frost Arrow 26 pierce 52 frost
SwampQ4
47.3
Pierce 25.4 Frost 21.9 Bow 16.8Ammo 30.5
27
Iron AxeAxe 1h · Q4
SwampQ4
46.4
28
Iron AtgeirPolearm · Q4
SwampQ4
45.8
29
Finewood BowBow · Q4 Ammo: Frost Arrow 26 pierce 52 frost
Black ForestQ4
42.7
Pierce 21.5 Frost 21.2 Bow 13.2Ammo 29.5
30
Ancient Bark SpearSpear · Q4
SwampQ4
41.3
31
Crude BowBow · Q4 Ammo: Frost Arrow 26 pierce 52 frost
MeadowsQ4
40.7
Pierce 19.0 Frost 21.8 Bow 10.3Ammo 30.4
32
Bronze MaceClub 1h · Q4
Black ForestQ4
38.1
32
Bronze SwordSword · Q4
Black ForestQ4
38.1
34
BattleaxeAxe 2h · Q4
SwampQ4
37.0
35
Bronze AtgeirPolearm · Q4
Black ForestQ4
34.3
36
Bronze AxeAxe 1h · Q4
Black ForestQ4
33.5
37
Paws of the Bearfists · Q4
Black ForestQ4
32.3
38
Bronze SpearSpear · Q4
Black ForestQ4
29.9
39
Copper KnifeKnife · Q4
Black ForestQ4
29.7
40
ArbalestCrossbow · Q4 Ammo: Black Metal Bolt 62 pierce
MistlandsQ4
27.8
Pierce 27.8 Crossbow 21.4Ammo 6.4
41
DemolisherClub 2h · Q4
MistlandsQ4
27.8
42
Flint SpearSpear · Q4
MeadowsQ4
21.8
43
ClubClub 1h · Q4
MeadowsQ4
21.5
44
Flint AxeAxe 1h · Q4
MeadowsQ4
21.4
45
Stone AxeAxe 1h · Q4
MeadowsQ4
18.3
46
Black Metal Pickaxepickaxe · Q4
MistlandsQ4
17.9
47
Flint KnifeKnife · Q4
MeadowsQ4
16.1
48
Iron Pickaxepickaxe · Q4
SwampQ4
14.3
49
TorchClub 1h · Q1
MeadowsQ1
14.1
50
Iron SledgeClub 2h · Q4
SwampQ4
12.6
51
Bronze Pickaxepickaxe · Q4
Black ForestQ4
12.3
52
StagbreakerClub 2h · Q4
Black ForestQ4
8.1
53
Wooden KnifeKnife · Q4
MeadowsQ4
7.3
54
Antler Pickaxepickaxe · Q1
MeadowsQ1
5.5
54 weapons ranked. Missing or unsupported mechanics stay visible rather than becoming invented zeroes.
20 couldn’t be calculated — show details
  • Wooden Atgeir — This weapon cannot clear every published biome-roster encounter within the selected per-encounter duration and resource cap.
  • Wooden Axe — This weapon cannot clear every published biome-roster encounter within the selected per-encounter duration and resource cap.
  • Wooden Battleaxe — This weapon cannot clear every published biome-roster encounter within the selected per-encounter duration and resource cap.
  • Bile Bomb — Thrown and launched projectile attacks are not modelled.
  • Blob Bomb: Frost — Thrown and launched projectile attacks are not modelled.
  • Blob Bomb: Poison — Thrown and launched projectile attacks are not modelled.
  • Blob Bomb: Elite Poison — Thrown and launched projectile attacks are not modelled.
  • Blob Bomb: Tar — Thrown and launched projectile attacks are not modelled.
  • Ooze Bomb — Thrown and launched projectile attacks are not modelled.
  • Grappling Hook — Thrown and launched projectile attacks are not modelled.
  • Butcher Knife — Its untyped damage is not modelled.
  • Wooden Mace — This weapon cannot clear every published biome-roster encounter within the selected per-encounter duration and resource cap.
  • Wooden Sledge — This weapon cannot clear every published biome-roster encounter within the selected per-encounter duration and resource cap.
  • Wooden Spear — This weapon cannot clear every published biome-roster encounter within the selected per-encounter duration and resource cap.
  • Staff of Embers — This weapon's eitr cost is not modeled.
  • Staff of Frost — This weapon's eitr cost is not modeled.
  • Staff of Protection — This weapon's eitr cost is not modeled.
  • Dead Raiser — This weapon's eitr cost is not modeled.
  • Wooden Sword — This weapon cannot clear every published biome-roster encounter within the selected per-encounter duration and resource cap.
  • Wooden Greatsword — This weapon cannot clear every published biome-roster encounter within the selected per-encounter duration and resource cap.

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

Know your encounter

Curated roster, with bosses excluded. Resources reset between encounters; open a result for the matchup matrix.

Attacks & resistances

Incoming benchmark: Published attack pack.

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: mistlands
  • Stars: 0
  • Target health:
  • Target attack:
  • 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: mistlands
  • Benchmark roster: [{"slug":"dvergr-mage","count":1},{"slug":"dvergr-rogue","count":1},{"slug":"gjall","count":1},{"slug":"seeker","count":1},{"slug":"seeker-brood","count":1},{"slug":"seeker-soldier","count":1},{"slug":"tick","count":1}]
  • 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: [{"creature":"dvergr-mage","attack":"Melee","count":1},{"creature":"dvergr-rogue","attack":"Melee","count":1},{"creature":"gjall","attack":"Spit","count":1},{"creature":"seeker","attack":"Pincers","count":1},{"creature":"seeker-brood","attack":"Attack","count":1},{"creature":"seeker-soldier","attack":"Ram","count":1},{"creature":"tick","attack":"Attach","count":1}]
  • Quality: preset
  • Quality limit: 4
  • Bonus: none
  • Elixir: none
  • Unmodeled elixir effects: []
  • Stamina mead policy:
  • Consider stamina: 1
  • Skill: 50
  • Duration seconds: 60
  • Stamina: 305
  • 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: mistwalker
  • 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":"spinesnap","bolt":"arbalest"}
  • 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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