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Valheim’s 1.0 update shipped three weapon lines, four staves, four shields, four armour sets, two capes, two trinkets and a hidden upgrade forge tied to the Deep North. Iron Gate’s patch notes name all of it and publish no numbers; the numbers below come from in-game data reported by Game8 as of 16 September 2026, which we have not yet checked in our own client. This guide sets out how the three weapon lines actually relate, what each armour set does, how the Forge of Potential works, and two concrete loadouts — melee and magic — plus the kit you can put together before you own a Frost Foundry.

TL;DR

  • Nord is the base line: a Mould from a Deep North dungeon → a Cast at the Black Forge (Bloodgold, Timberwood) → Liquid Frost in the Frost Foundry. Frostfire and Thunderblood are made from a finished Nord weapon at the Black Forge with Frostfire or Thunderblood Essence — the sword goes Slash 155 → Slash 125 + Frost 80 + Fire 10, or Slash 155 + Lightning 40.
  • Four armour sets: Protector 44 armour per piece (heavy), Vanguard 34 (medium), Caller 22 with +40–60% Eitr regen (magic), Lox Fur 16 at a Workbench from Lox Pelt — the one you can build before the Deep North.
  • Forge of Potential (Mountains, near a peak): a maxed item + a Battle or Protection Idol + one more round of upgrade materials; 65% success for +1 quality, 35% the item is destroyed.
  • Hotfix 1.0.10 (all platforms) made Deep North heavy armour repairable; 1.0.12 is Steam-only for the Forge recipe fix; the Switch 2 delay Iron Gate mentioned is resolved and crossplay is back for every platform (official post as read 16 September).
  • What is not in the notes is not the same as unknown: stats and recipes are in the game and reported by press; we mark them as not checked by us until we have.

What's New to Craft in Valheim 1.0's Deep North

The Deep North biome added a wall of new craftable items in one go. The patch notes group them as weapons, staves, shields, armour, capes and trinkets, and every single entry is a bare name — Iron Gate lists what exists without saying what it does. That’s normal for a day-one changelog, but it means a “best weapon” ranking isn’t possible yet from the source itself.

The patch notes list Armour Set: Breastplate of the Protector, Trousers of the Protector, Helmet of the Protector, Armour Set: Chestpiece of the Vanguard, Trousers of the Vanguard, Hood of the Vanguard, and a full Caller and Lox Fur set alongside the ammunition, trinket and cape lines. On top of the 36 weapons across the three lines, the notes add four staves — Echo Spike, Spirit Caller, Northern Vengeance and Lightning Strike — and four shields — Nord Buckler, Nord Shield, Nord Greatshield and Shield of Roots. None of these get a damage figure, armour value or crafting recipe in the announcement itself — the announcement is a list, not a manual.

40+new weapons in 1.0
4new armour sets
16idol types listed

If you’ve already read the wider changelog — new biome layout, the Kall Fimbulbringer boss, the dungeons — the Valheim 1.0 Deep North update overview covers the full list of totals; this guide narrows in on the gear specifically.

Weapon TypeNordFrostfireThunderblood
SwordNord SwordFrostfire SwordThunderblood Sword
GreatswordNord GreatswordFrostfire GreatswordThunderblood Greatsword
AtgeirNord AtgeirFrostfire AtgeirThunderblood Atgeir
MaceNord MaceFrostfire MaceThunderblood Mace
SledgeNord SledgeFrostfire SledgeThunderblood Sledge
AxeNord AxeFrostfire AxeThunderblood Axe
GreataxeNord GreataxeFrostfire GreataxeThunderblood Greataxe
SpearNord SpearFrostfire SpearThunderblood Spear
DaggerNord DaggerFrostfire DaggerThunderblood Dagger
KnucklechainsNord KnucklechainsFrostfire KnucklechainsThunderblood Knucklechains
BowNord BowFrostfire BowThunderblood Bow
CrossbowNord CrossbowFrostfire CrossbowThunderblood Crossbow

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Nord First, Then Frostfire or Thunderblood: How the Three Lines Actually Relate

The list order in the notes is not decoration — it is the crafting order. Every Frostfire and Thunderblood weapon is made from the finished Nord weapon of the same type, so there is no way to skip Nord. The chain, per Game8’s cast guide and the Frost Foundry guide: a Mould (large carved stone slabs in the Deep North dungeons — Winding Tunnels and Morkhalla) → a Cast at the Black Forge (Bloodgold ×20, the Mould, Timberwood ×10) → the Cast filled with Liquid Frost in the Frost Foundry → the Nord weapon. Each Cast is consumed, so a second copy needs a second Mould.

From there the Black Forge turns a Nord weapon into one of the two elemental lines: Bloodgold ×20 + one Essence + the Nord weapon. What changes, on the sword (Nord / Frostfire / Thunderblood):

LineMade fromSword damage (Game8)Upgrades costStation
NordMould → Cast (Bloodgold ×20, Timberwood ×10) → Liquid Frost ×5Slash 155Bloodgold 10/20/40 + Timberwood 5/10/20Black Forge → Frost Foundry
FrostfireNord weapon + Bloodgold ×20 + Frostfire Essence ×1Slash 125 + Frost 80 + Fire 10Bloodgold 10/20/40 + Frostfire Essence 1/2/4Black Forge
ThunderbloodNord weapon + Bloodgold ×20 + Thunderblood Essence ×1Slash 155 + Lightning 40; +0.20% damage per 1% health missing; 25% lightning chanceBloodgold 10/20/40 + Thunderblood Essence 1/2/4Black Forge

So the question is not “which line first” but “which element after Nord”. Frostfire trades 30 Slash for 80 Frost and a little Fire — the right pick against enemies that are not frost-resistant, and the wrong one against anything that is. Thunderblood keeps the full Slash and adds Lightning that scales the lower your health drops. Check the resistance of what you are fighting before spending the Essence; the notes publish none of the Deep North creatures’ resistances, and we have not tested them.

Repair level 4

All three lines repair at a level-4 station. The Frost Foundry itself is built at a Workbench from Iron ×15, Stone ×20 and Frostcore ×10 (Game8).

Where to Get Nord, Frostfire and Thunderblood Gear

Everything in the three lines, the staves and the Nord shields is cast the same way: Mould from a dungeon, Cast at the Black Forge (staves and some armour casts at the Galdr Table), then Liquid Frost in the Frost Foundry. Frostfire Essence and Thunderblood Essence are the two materials that split the lines. If you are still working through earlier biomes, the boss order guide lays out what gates access to the content that eventually leads here.

SourceWhat you getRequirementWho it suits
Deep North dungeons (Winding Tunnels, Morkhalla)Moulds for weapons, shields, staves, armour piecesReaching the biome; clearing the dungeonAnyone crafting the new lines at all
Black Forge / Galdr TableCasts from Moulds (Bloodgold ×20 + Timberwood ×10 for a weapon); Frostfire and Thunderblood conversionsBloodgold, Timberwood, the EssencesEvery Deep North crafter
Frost Foundry (Iron ×15, Stone ×20, Frostcore ×10)Finished Nord gear from Casts + Liquid FrostFrostcore from the Deep North; a WorkbenchThe station you build first
Forge of Potential (Mountains)+1 quality beyond the normal maximum, 65% per attemptA maxed item, its Idol, one more set of upgrade materialsPlayers with a finished loadout and spares
HaldorDeeper Pockets, Wider Pockets, Crown of RootsCurrency; exact amounts not confirmed by Iron GateAnyone wanting more inventory space

The Four Armour Sets: Protector, Vanguard, Caller and Lox Fur

Four differently armoured figures stand together in a snowy landscape.
Illustration: Four distinct silhouettes, four different armour philosophies

Iron Gate names three pieces per set and nothing else. Game8’s armour list gives the in-game values, and they settle the roles that the names only hinted at: Protector is the heavy set, Vanguard the medium, Caller the magic set with Eitr regeneration on every piece, and Lox Fur the one set that needs no Deep North station at all. All three Deep North sets are cast at the Frost Foundry from a piece Cast plus Liquid Frost; Lox Fur is a Workbench craft from Lox Pelt and Bone Fragments, which is why it is the set you can wear into the Deep North rather than out of it.

SetArmour per pieceModifiers (Game8)Station / materialsRole
Protector44 (chest, legs, helmet)Chest: resistant vs FrostFrost Foundry — piece Cast + Liquid FrostHeavy melee
Vanguard34 ×3Chest: resistant vs FrostFrost Foundry — piece Cast + Liquid FrostMedium melee
Caller22 ×3Robes: Eitr regen +60%, frost resist, −2% speed; Trousers: Eitr regen +60%, −2% speed; Headdress: Eitr regen +40%Frost Foundry — piece Cast + Liquid FrostMagic
Lox Fur16 ×3None listedWorkbench — Lox Pelt 4–5 + Bone Fragments 4–8 per pieceEntry set, pre-Foundry
Crown of Valheim (standalone)50 (helmet)None listedBlack ForgeBest raw armour on the head slot

The Forge of Potential and the Mysterious Idols

Iron Gate’s note says only this: “find mysterious idols scattered throughout the world and bring them to a hidden forge for the possibility of upgrading your items further.” The forge is the Forge of Potential (named in the 1.0.12 hotfix), and Game8’s guide documents how it behaves in-game. It is a world-generated station in the Mountains, usually near a peak; an idol-shaped map marker appears once you get close. On a world created before 1.0, it only generates in Mountain regions you had not explored yet.

How it works: bring an item already at its normal maximum quality, the Idol it asks for — Battle Idols for weapons, tools and staves, Protection Idols for armour, capes and shields, in the material tier the forge displays (Deep North gear wants Bloodgold Idols; there are 16 idols across eight tiers) — plus one more round of the item’s normal upgrade materials. Each attempt has a 65% chance to add one quality level beyond the normal cap and a 35% chance to destroy the item, returning only part of its materials; a failed attempt also damages your character. A refined item can be put in again, at the same risk. Idols come from chests and containers across the world, not from the forge.

That is what “possibility” meant. The 1.0.12 fix (“using the Forge of Potential no longer unlocks recipes that should not be unlocked”) was a bug fix, not a description of the mechanic. If you are tempted to spawn idols to test the forge, the devcommand and cheat flag guide covers what that does to achievements.

Haldor's Upgradeable Pockets

The patch notes list this under New Mechanics as visit Haldor to find upgrades to your inventory, and separately confirm two purchasable upgrades by name: Deeper Pockets and Wider Pockets. That’s the full extent of what Iron Gate states. No price, no unlock condition, and no slot or row count appears in the official notes for either upgrade.

Third-party testing has circulated specific numbers — one guide reports Wider Pockets unlocking after Moder for a set gold cost and Deeper Pockets after a later boss for a higher cost, each adding a row — but a separate breakdown explicitly flags that the exact price and slot count aren’t officially confirmed and should be treated as unverified. Until Iron Gate states a number directly, budget your play around “these exist and cost currency” rather than a specific figure.

Building a Deep North Loadout: Melee, Magic and Starter Kit

Two loadouts, built from the in-game values above rather than from the names. Stats are Game8’s readings as of 16 September 2026; we have not run these kits in our own client, and Deep North enemy resistances are not published, so the elemental choice is yours to check.

Melee Loadout

Weapon: a Nord one-hander first (Nord Sword: Slash 155, stamina 16, parry 2×), converted to Thunderblood (Slash 155 + Lightning 40, more damage the lower your health) as the default, or Frostfire (Slash 125 + Frost 80 + Fire 10) where the target is not frost-resistant. Shield: Nord Shield (block 132, block power 50, parry 1.5×) for a parry-and-riposte rhythm; Nord Greatshield (158 / 150, −10% speed) if you tank for the group; Nord Buckler (88 / 30, parry 2.5×) only if you parry everything. Armour: Protector, 44 per piece with frost resistance on the chest; Vanguard (34) if the weight bothers you. Cape: Moose Hide Cape — 12 armour, frost resistance, −20% attack and run stamina (Black Forge). Trinket: Neckstabber — +100 health, +20% health regen, +20 armour, −10% run and attack stamina. Food: Meat in Bread (110 health / 37 stamina, 30 min) or Seal Meat Soup (110 / 37), Northern Morning Fare (85 / 85 / 48 Eitr, 50 min) as the all-rounder, Oatmeal (39 / 115) for the stamina slot.

Magic Loadout

Staves (Frost Foundry, Liquid Frost + Cast): Lightning Strike as the main damage staff (Lightning 300, 40 Eitr per cast); Northern Vengeance for crowds (area effect, 100 Eitr plus 40% of your health per cast — not a spam button); Spirit Caller for a summon (also 100 Eitr + 40% health); Echo Spike is the cheap cast at 25 Eitr, but Game8 lists no damage for it yet, so treat it as unverified. Staves block at 48 armour, so keep a Nord one-hander and a Nord Shield on the bar for when the Eitr runs out. Armour: the Caller set — 22 per piece, Eitr regen +60% on robes and trousers and +40% on the headdress, frost resistance on the robes, −2% speed on two pieces. Cape: Cape of the Caller (Galdr Table, Seal Pelt ×6 + Nornathread ×2): frost resistance, Eitr regen +20%, dodge stamina −10%. Trinket: Witch Crown — +50 Eitr and +50 stamina on use, +10% regen on health, stamina and Eitr. Food: one Eitr dish is mandatory — Fish Soup (105 Eitr), Meatballs and Poteitr (105), Baked Poteitr (100) or Smoked Fish (95) — plus Northern Morning Fare and a health dish.

Starter Kit: What You Can Build Before the Frost Foundry

Lox Fur (Jacket, Trousers, Hood) is the entry set for a reason the notes never state: it is a Workbench craft from Lox Pelt and Bone Fragments — Plains-tier materials — at 16 armour per piece, so you can wear it on the first trip north. Pair it with the Shield of Roots (Workbench, Finewood ×10 + Writhan Roots ×1; block 48 / 40) and the raw Deep North foods, Kale (35 / 35) and Poteitr (35 / 35 / 35 Eitr), until the first Frost Foundry is up. The two trinkets are Deep North finds, not starter items.

What is confirmed about the scope: three full 12-weapon lines, four staves, four shields, four complete armour sets, two capes, two trinkets and one forge. How long any of it takes depends on your world, your settings and how many of you there are; we are not putting a number on it until we have run the route ourselves.

Hotfixes 1.0.10 and 1.0.12: What Changed for Deep North Gear

Two hotfixes landed two days after launch. 1.0.10, on all platforms: “The heavy armour in Deep North can now be repaired” — the fix that made Protector and Vanguard maintainable at all — plus “Greydwarf Shamans in Deep North now deal appropriate amounts of damage and healing” and new Deep North sounds.

1.0.12 is Steam-only: “Using the Forge of Potential no longer unlocks recipes that should not be unlocked”, the item-stand durability fix (partial, see below), a crash fix and a ban-list fix; Iron Gate says these “will be extended to all platforms in an upcoming hotfix”. Two separate things not to mix up, as read on the official post on 16 September 2026: the Switch 2 patch delay the studio mentioned at the time has since been resolved — “all platforms should be compatible for crossplay again” — while the 1.0.12 fixes themselves are still Steam-only until that follow-up hotfix ships.

Warning

Iron Gate’s own hotfix notes warn against removing high-level items — fish, weapons, armour — from armour stands or item stands without a backup if you have already been playing 1.0: the durability and upgrade-level fix only covers worlds not yet loaded in 1.0, and the studio says it is “looking into a better fix”.

Common Misconceptions About the Deep North Loadout

“Nord, Frostfire and Thunderblood are three parallel tiers”

They are not parallel. Frostfire and Thunderblood are conversions of a finished Nord weapon at the Black Forge, so Nord always comes first; the other two are a choice of element, not a rung above.

“Deeper Pockets and Wider Pockets are free inventory expansions”

Both are listed as purchasable in the patch notes, meaning they cost in-game currency at Haldor. Iron Gate has not published the amount; third-party figures are unverified.

“The Forge of Potential guarantees an upgrade”

It does not: 65% success, 35% the item is destroyed, per Game8’s in-game reading. Bring spares.

Our Take: Is the Full Deep North Loadout Worth Chasing?

Our Take

Build Nord first, pick the element for the enemy, and do not feed a maxed weapon to the forge without a spare.

Thirty-six weapons, four staves, four shields and four sets in one update is a large drop, and the crafting chain is cleaner than the list makes it look: everything goes through a Mould, a Cast and the Frost Foundry, and the elemental lines are upgrades of Nord rather than rivals to it. The two things to respect are the item-stand bug — keep backups — and the forge’s 35% failure rate. What we still owe you is our own check of these numbers in the client and a look at Deep North enemy resistances; until then, Thunderblood is the safer default because it gives up nothing to get its element.

Sources and Confidence

This table separates what the studio has confirmed from in-game values reported by press, and from what we have not verified at all. “In-game data reported by Game8” means the number was read in the game by that outlet and not yet by us.

ClaimWhere it comes fromStatus
Three weapon lines each cover the same 12 weapon types; four staves; four shields; four armour setsSteam Community (official announcements)Official
Studio describes the hidden forge: bring mysterious idols for a chance to upgrade itemsSteam Community (official announcements)Official
Hotfix 1.0.10 (all platforms) made Deep North heavy armour repairable; 1.0.12 Steam-only; Switch 2 delay resolved, crossplay restoredValheim official site (Iron Gate), as read 16 Sep 2026Official
Nord Sword: Slash 155, Frost Foundry, Liquid Frost ×5 + Cast; upgrades Bloodgold + TimberwoodGame8 — Nord SwordIn-game data reported by Game8 (press) — not checked in our own client, 16 Sep 2026
Frostfire Sword: Slash 125 + Frost 80 + Fire 10, Black Forge, Bloodgold ×20 + Frostfire Essence + Nord SwordGame8 — Frostfire SwordIn-game data reported by Game8 (press) — not checked in our own client, 16 Sep 2026
Thunderblood Sword: Slash 155 + Lightning 40, +0.20% per 1% health missing, 25% lightning chanceGame8 — Thunderblood SwordIn-game data reported by Game8 (press) — not checked in our own client, 16 Sep 2026
Casts from Moulds (Black Forge: Bloodgold ×20, Mould, Timberwood ×10); Moulds in Winding Tunnels and Morkhalla; Frost Foundry costs Iron ×15, Stone ×20, Frostcore ×10Game8 — casts and Frost FoundryIn-game data reported by Game8 (press) — not checked in our own client, 16 Sep 2026
Forge of Potential: Mountains near peaks; Battle/Protection Idols by tier; 65% success, 35% item destroyedGame8 — Forge of PotentialIn-game data reported by Game8 (press) — not checked in our own client, 16 Sep 2026
Armour values and modifiers for Protector, Vanguard, Caller, Lox Fur, Crown of Valheim; capesGame8 — armour listIn-game data reported by Game8 (press) — not checked in our own client, 16 Sep 2026
Staves: Lightning Strike 300 Lightning / 40 Eitr; Northern Vengeance and Spirit Caller 100 Eitr + 40% health; Echo Spike 25 Eitr, damage not listedGame8 — magic weaponsIn-game data reported by Game8 (press) — not checked in our own client, 16 Sep 2026
Nord Buckler / Shield / Greatshield block values; Shield of Roots recipeGame8 — shieldsIn-game data reported by Game8 (press) — not checked in our own client, 16 Sep 2026
Neckstabber and Witch Crown effectsGame8 — trinketsIn-game data reported by Game8 (press) — not checked in our own client, 16 Sep 2026
Deep North food values (Meat in Bread, Seal Meat Soup, Northern Morning Fare, Fish Soup, Poteitr dishes, Oatmeal)Game8 — food listIn-game data reported by Game8 (press) — not checked in our own client, 16 Sep 2026
Deep North enemy resistances; Echo Spike damage; Haldor pocket pricesNot yet verified by us

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Frequently Asked Questions

How many weapons did Valheim 1.0 add?
The abbreviated patch notes say 40+ new weapons: three lines of 12 weapon types (36) plus four staves, for 40 items across melee, ranged and magic.
Is Nord, Frostfire or Thunderblood the best weapon line?
Nord is not a choice — it is the base every Frostfire and Thunderblood weapon is made from. After that it is an element pick: Thunderblood keeps full Slash and adds Lightning that scales with missing health; Frostfire trades some Slash for Frost and a little Fire. Check the enemy’s resistance first. Values are Game8’s in-game readings, not yet checked by us.
Which armour set is the mage set?
Caller — Robes, Trousers and Headdress — with Eitr regeneration of +60% on the robes and trousers and +40% on the headdress (Game8), plus the Cape of the Caller at +20%. Protector (44 per piece) is the heavy set, Vanguard (34) the medium one.
Do I need to worry about losing gear on armour stands?
Iron Gate's hotfix notes say yes, for now — high-level items on stands can still lose durability and upgrade level in some cases, and the studio recommends keeping backups if you've already been playing 1.0. This sits alongside the broader skills and death penalty mechanics as another way progress can be set back if you're not careful.
Are the pocket upgrades from Haldor worth getting?
The patch notes confirm Deeper Pockets and Wider Pockets exist as purchasable upgrades to your inventory, but give no price or unlock condition, so there's no official cost-benefit number to weigh yet.
Does the Forge of Potential always work?
No. Each attempt has a 65% chance to raise the item one quality level past its normal maximum and a 35% chance to destroy it, returning only part of the materials (Game8, in-game). Bring a spare, and the Idol tier the forge asks for.