All 8 Valheim Bosses in Order — Summons, Biomes and Rewards
Published 2026-09-237 min read
The complete Valheim boss order from Eikthyr to Kall Fimbulbringer: where each altar hides, what each boss drops, and which power to run between fights.
Valheim chains its entire progression through eight bosses. Each altar demands materials from the current biome, each kill unlocks the next tier of crafting, and each trophy grants a power you will use for hours afterward. This is the full chain at a glance — the individual boss guides link below cover the fights in detail.

The order at a glance
| # | Boss | Biome | Summon Item | Key Reward |
|---|---|---|---|---|
| 1 | Eikthyr | Meadows | 2× Deer Trophy | Antler Pickaxe (hard antler) |
| 2 | The Elder | Black Forest | 3× Ancient Seed | Swamp Key |
| 3 | Bonemass | Swamp | 10× Withered Bone | Wishbone |
| 4 | Moder | Mountain | 3× Dragon Egg | Dragon Tears → Artisan Table |
| 5 | Yagluth | Plains | 5× Fuling Totem | Yagluth Trophy & power |
| 6 | The Queen | Mistlands | Sealbreaker (Infested Mines) | Endgame Mistlands unlocks |
| 7 | Fader | Ashlands | Ashlands endgame arena | Flametal era closes |
| 8 | Kall Fimbulbringer | Deep North | 1.0's final challenge | Nord-era finale |
The pattern never changes: the reward item opens the next biome's front door. The antler pickaxe mines copper; the swamp key opens iron crypts; the wishbone finds silver; dragon tears build the artisan table that refines plains-era materials; the Queen's defeat completes the Mistlands eitr arsenal; Fader closes the Ashlands; Kall ends the story.
Which powers to slot
Every trophy grants a power with a five-minute duration and a long cooldown — one at a time, chosen at will:
- Eikthyr — cheaper running and jumping stamina: the travel power, and the best early boss power by far.
- The Elder — faster wood chopping: builder's power.
- Bonemass — blunt damage resistance: the tank power for swamp and beyond.
- Moder — always sail with a tailwind: the logistics power for every ore run for the rest of the game.
- Yagluth — resistance to elemental damage: the general-purpose defensive power for elemental-heavy biomes.
- The Queen, Fader and Kall — endgame powers tuned for the content that follows them.
Most veteran runs live on a rotation of Moder (hauling), Bonemass or Yagluth (fights) and Eikthyr (exploration).
Universal boss prep checklist
- Food: the three strongest dishes your cauldron can cook, plus a stack of healing mead.
- Resistance: the correct mead or barley wine for the boss's damage theme — poison for Bonemass, fire for Yagluth's breath and Fader's arena, frost for the Deep North.
- Arena control: clear trees, raise earthen walls or dig fallback trenches around the altar; every fight has a kiting lane that makes it trivial.
- An exit plan: a portal at the arena and a chest with spare gear. Bosses punish overconfidence with tombstone runs.
- Rest buff full before pressing the summon — the stamina regen difference is worth more than any weapon upgrade.
Co-op scaling notes
Boss HP scales with player count, but adds and mechanics do not scale proportionally — groups that split aggro and assign roles (tank, archer, support) melt bosses that solo raids describe as walls. Solo players: kite more, commit less, and let the arena geometry do the work.
Keep reading: every individual fight — Eikthyr · The Elder · Bonemass · Moder · Yagluth · The Queen · Fader · Kall Fimbulbringer