Valheim 1.0 — Deep North

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Creature encounter

Seeker

Mistlands · Creature · 200 health

Creature level
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 DPSDPS40.9 Before defenses · 60s mean
Fight at
Play style

Every hit lands; armor and resistances reduce it.

  1. 1.06s +1.95s
    Groundslam 100 Blunt
  2. 3.01s +1.24s
    Pincers 90 Pierce
  3. 4.25s +1.67s
    Claw Right 120 Pierce
  4. 5.92s +3.09s
    Claw Left 120 Pierce
  5. 9.01s +4.69s
    Pincers 90 Pierce
  6. 13.70s
    Groundslam 100 Blunt
Example rotation · 6 of 22 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
Takeoff Grounded · 10.0–100.0 m
Hit 0.03s
0.88s recovery
8.0s per-attack cooldown
Land Flying · 0.0–5.0 m
Hit 0.40s
1.38s recovery
8.0s per-attack cooldown
Pincers Grounded · 0.0–2.0 m
Hit 0.71s
1.25s recovery
6.0s per-attack cooldown
Claw Left Grounded · 0.0–3.5 m
Hit 0.70s
1.65s recovery
10.0s per-attack cooldown
Claw Right Grounded · 0.0–3.5 m
Hit 0.70s
1.67s recovery
10.0s per-attack cooldown
Groundslam Grounded · 0.0–3.0 m
Hit 1.06s
2.30s recovery
10.0s per-attack cooldown
Groundslam Flying Flying · 0.0–5.0 m
Hit 0.64s
1.85s recovery
10.0s 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.

Drops

Chance and quantity for the selected creature level, from this release’s drop table. World modifiers can change amounts. Drops at 30% or less use a kill counter. The kill limits shown start from a fresh counter at that chance. How rare drops work

Can you block or parry it?

At 109 max health and blocking skill 50, a block holds while the damage that gets through stays under 43.6: 40% of your max health.

All 7 blockable hits can be parried with your gear (Up to Mistlands).

AttackBlock power neededWeakest shield to blockWeakest shield to parry
Takeoff 30 Pierce 200 Frost Any never staggers you Wood Shield Quality 1 · 7.5 block power Wood Shield Quality 1 · 11.3 parry power
Land 30 Pierce 200 Frost Any never staggers you Wood Shield Quality 1 · 7.5 block power Wood Shield Quality 1 · 11.3 parry power
Pincers 90 Pierce > 46.4 Bone Tower Shield Quality 2 · 47.5 block power Bronze Buckler Quality 1 · 50 parry power
Claw Left 120 Pierce > 82.6 Serpent Scale Shield Quality 3 · 90 block power Bronze Buckler Quality 3 · 87.5 parry power
Claw Right 120 Pierce > 82.6 Serpent Scale Shield Quality 3 · 90 block power Bronze Buckler Quality 3 · 87.5 parry power
Groundslam 100 Blunt > 57.3 Banded Shield Quality 2 · 60 block power Bronze Buckler Quality 2 · 68.8 parry power
Groundslam Flying 100 Blunt > 57.3 Banded Shield Quality 2 · 60 block power Bronze Buckler Quality 2 · 68.8 parry power

Weakest means the earliest shield in progression, then the lowest power that is enough, from 14 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

Weapon rankings vs Seeker

Effective DPS · 60-second benchmark

62 ranked
Ammunition

No ammunition matches that name.

Rank by

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
63.5
2
FrostnerClub 1h · Q4
MountainsQ4
59.9
3
HimminaflPolearm · Q4
MistlandsQ4
53.9
Cycle 94.9 · 5.4 / stamina
4
KromSword 2h · Q4
MistlandsQ4
43.1
Cycle 69.7 · 4.7 / stamina
5
Vilebone Maulclawsfists · Q4
PlainsQ4
41.9
Cycle 62.4 · 4.8 / stamina
6
Black Metal SwordSword · Q4
PlainsQ4
40.9
Cycle 65.2 · 4.4 / stamina
6
PorcupineClub 1h · Q4
PlainsQ4
40.9
Cycle 65.2 · 4.4 / stamina
8
Skoll and HatiKnife 2h · Q4
MistlandsQ4
40.3
Cycle 80.2 · 3.8 / stamina
9
Finewood BowBow · Q4 Ammo: Frost Arrow 26 pierce 52 frost
Black ForestQ4
39.9
Pierce 15.6 Frost 24.3 Bow 9.6Ammo 30.3
Cycle 39.9 · 8.0 / stamina
10
Draugr FangBow · Q4 Ammo: Frost Arrow 26 pierce 52 frost
MountainsQ4
39.2
11
Black Metal AxeAxe 1h · Q4
PlainsQ4
38.2
Cycle 55.9 · 4.4 / stamina
12
Huntsman BowBow · Q4 Ammo: Frost Arrow 26 pierce 52 frost
SwampQ4
38.0
Pierce 16.2 Frost 21.8 Bow 10.7Ammo 27.3
Cycle 42.2 · 6.2 / stamina
13
Crude BowBow · Q4 Ammo: Frost Arrow 26 pierce 52 frost
MeadowsQ4
37.6
Pierce 13.3 Frost 24.3 Bow 7.2Ammo 30.3
Cycle 37.6 · 11.2 / stamina
14
Silver SwordSword · Q4
MountainsQ4
36.9
15
Flesh Rippersfists · Q4
MountainsQ4
36.5
Cycle 48.8 · 4.5 / stamina
16
Jotun BaneAxe 1h · Q4
MistlandsQ4
35.4
17
SpinesnapBow · Q4 Ammo: Frost Arrow 26 pierce 52 frost
MistlandsQ4
35.0
Pierce 18.0 Frost 17.0 Bow 13.7Ammo 21.2
18
Black Metal KnifeKnife · Q4
PlainsQ4
34.5
Cycle 61.2 · 3.4 / stamina
18
Skull SplitturAxe 2h · Q4
MistlandsQ4
34.5
Cycle 55.8 · 3.8 / stamina
20
Black Metal AtgeirPolearm · Q4
PlainsQ4
34.4
Cycle 58.1 · 3.5 / stamina
21
Early Axesaxe dw · Q4
MeadowsQ4
33.9
Cycle 35.8 · 6.0 / stamina
22
Carapace SpearSpear · Q4
MistlandsQ4
33.4
Cycle 70.4 · 3.4 / stamina
23
Iron MaceClub 1h · Q4
SwampQ4
31.5
Cycle 42.1 · 4.0 / stamina
23
Iron SwordSword · Q4
SwampQ4
31.5
Cycle 42.1 · 4.0 / stamina
25 PlainsQ4
30.6
Cycle 48.2 · 3.3 / stamina
26
Iron AxeAxe 1h · Q4
SwampQ4
29.8
Cycle 36.5 · 4.2 / stamina
27
Silver KnifeKnife · Q4
MountainsQ4
28.7
28
Fang SpearSpear · Q4
MountainsQ4
28.2
Cycle 49.2 · 3.2 / stamina
29
Crystal BattleaxeAxe 2h · Q4
MountainsQ4
27.7
30
Iron AtgeirPolearm · Q4
SwampQ4
27.1
Cycle 39.2 · 3.3 / stamina
31
Bronze MaceClub 1h · Q4
Black ForestQ4
25.4
Cycle 30.6 · 3.6 / stamina
31
Bronze SwordSword · Q4
Black ForestQ4
25.4
Cycle 30.6 · 3.6 / stamina
33
BattleaxeAxe 2h · Q4
SwampQ4
24.6
Cycle 33.2 · 3.1 / stamina
34
Ancient Bark SpearSpear · Q4
SwampQ4
24.3
Cycle 38.6 · 3.1 / stamina
35
Bronze AxeAxe 1h · Q4
Black ForestQ4
23.7
Cycle 26.7 · 3.7 / stamina
36
Paws of the Bearfists · Q4
Black ForestQ4
22.9
Cycle 25.1 · 3.8 / stamina
37
Bronze AtgeirPolearm · Q4
Black ForestQ4
22.4
Cycle 29.7 · 2.8 / stamina
38
ArbalestCrossbow · Q4 Ammo: Carapace Bolt 72 pierce
MistlandsQ4
21.3
Pierce 21.3 Crossbow 15.8Ammo 5.5
Cycle 22.0 · 35.6 / stamina
39
Copper KnifeKnife · Q4
Black ForestQ4
20.3
Cycle 24.8 · 2.8 / stamina
40
Bronze SpearSpear · Q4
Black ForestQ4
19.8
Cycle 28.0 · 2.7 / stamina
41
DemolisherClub 2h · Q4
MistlandsQ4
19.0
Cycle 26.0 · 2.3 / stamina
42
TorchClub 1h · Q1
MeadowsQ1
18.3
43
Flint AxeAxe 1h · Q4
MeadowsQ4
16.7
Cycle 17.0 · 3.2 / stamina
44
Flint SpearSpear · Q4
MeadowsQ4
16.4
Cycle 20.1 · 2.6 / stamina
45
ClubClub 1h · Q4
MeadowsQ4
16.1
Cycle 17.3 · 2.8 / stamina
46
Stone AxeAxe 1h · Q4
MeadowsQ4
14.4
Cycle 14.6 · 2.7 / stamina
47
Black Metal Pickaxepickaxe · Q4
MistlandsQ4
13.4
Cycle 16.2 · 1.9 / stamina
48
Flint KnifeKnife · Q4
MeadowsQ4
12.5
Cycle 13.2 · 2.2 / stamina
49
Iron Pickaxepickaxe · Q4
SwampQ4
11.5
Cycle 12.1 · 2.0 / stamina
50
Iron SledgeClub 2h · Q4
SwampQ4
10.2
Cycle 11.7 · 1.5 / stamina
51
Bronze Pickaxepickaxe · Q4
Black ForestQ4
10.0
Cycle 10.1 · 2.0 / stamina
52
StagbreakerClub 2h · Q4
Black ForestQ4
6.8
Cycle 6.9 · 1.4 / stamina
53
Wooden KnifeKnife · Q4
MeadowsQ4
6.3
Cycle 6.6 · 1.1 / stamina
54
Antler Pickaxepickaxe · Q1
MeadowsQ1
4.5
Cycle 4.6 · 1.2 / stamina
55
Wooden SwordSword · Q4
Black ForestQ4
2.3
Cycle 2.3 · 0.5 / stamina
56
Wooden SpearSpear · Q4
Black ForestQ4
2.1
Cycle 2.1 · 0.4 / stamina
57
Wooden AxeAxe 1h · Q4
MeadowsQ4
1.9
Cycle 1.9 · 0.5 / stamina
57
Wooden MaceClub 1h · Q4
MeadowsQ4
1.9
Cycle 2.3 · 0.3 / stamina
59
Wooden AtgeirPolearm · Q4
PlainsQ4
1.7
Cycle 1.9 · 0.3 / stamina
60
Wooden GreatswordSword 2h · Q4
MistlandsQ4
1.6
Cycle 1.7 · 0.3 / stamina
61
Wooden BattleaxeAxe 2h · Q4
MountainsQ4
1.5
Cycle 1.5 · 0.3 / stamina
62
Wooden SledgeClub 2h · Q4
SwampQ4
0.6
Cycle 0.6 · 0.2 / stamina
62 weapons ranked. Missing or unsupported mechanics stay visible rather than becoming invented zeroes.
12 couldn’t be calculated — show details
  • 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.
  • 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.

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

Why these results?

Base health and resistances come from the installed character prefab. Biome and supported stars come from enabled SpawnList entries. Most frequent direct hit: the shortest cooldown in the game's attack timing data, the attack the game lists first on a tie; not a complete moveset.

  • Each damage component uses Seeker’s recorded resistance.
  • Sustained rankings include stamina use and recovery.
  • Timed damage only counts inside the 60-second benchmark.
See full methodology

Understand this ranking

Encounter

Inspect attacks, resistances, levels, and variants without losing your place in the ranking.

Review encounter details

Calculation

Open any row for damage components, resource use, prerequisites, and the reproducible calculation.

Calculation details
  • Target: seeker
  • Stars: 0
  • Target health: 200
  • Target attack: {"name":"Pincers","damage":{"pierce":90}}
  • 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: []
  • 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: 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":"finewood-bow","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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