RE:NODE

Valheim Ashlands on a server: fortresses, Flametal and Fader

By RE:NODE Team
12 min read


The Ashlands is the hardest biome Valheim has shipped, and on a group server it is less a biome than an expedition. The short version: kill the Queen, build a Drakkar because it is the only ship that crosses the boiling water without being cooked, land as a group with portal materials on board, build a stone foothold under a shield generator, take Charred fortresses with the battering ram or catapult, mine Flametal from the lava spires in the time you get, and fight Fader with a backup taken that day. Everything burns, enemies arrive in numbers, and the person who walks into a zone first runs all of it on their own machine - so who leads matters more here than anywhere else.

This guide is written for groups on a dedicated server: what to prepare at home, how to land, how the fortress and Flametal systems work, what Fader needs, and what the Ashlands costs the players' PCs and the server.

What the Ashlands asks of a group#

The Ashlands arrived in the 2024 update of the same name. It is a ring of land at the far south of the world, cut off from every other biome and reachable only by sea. The sea around it is boiling, and only the sturdiest ship survives it. Once you are there:

  • Fire is a mechanic. Wooden build pieces catch fire in the Ashlands and the fire spreads. A wooden outpost burns down. A world modifier extends fire spreading to the rest of the world; it is part of the immersive preset, so check what your world was started with before you discover it in the Meadows.
  • Enemies come in groups and from range. Charred warriors, archers and mages, Morgen, Fallen Valkyries, Voltures overhead, and the Asksvin, which you can also tame and ride.
  • Progression comes from fortresses. The Charred fortresses hold the materials and the summon items for Fader, and their walls are built to be broken with siege weapons rather than a pickaxe.
  • The ocean is hostile too. The Bonemaw serpent hunts the waters around the biome.

As with every boss, the kill is shared. Fader sets the global key defeated_fader for the whole world once, and everyone benefits. Characters, inventories and maps are still personal and live on each player's machine. Global keys and setkey lists the keys and what each unlocks.

Before you sail: what the group needs at home#

The Ashlands checklist starts in the Mistlands. The Drakkar needs ceramic plates, which need an artisan table upgraded with the Majestic carapace - the Queen's drop. If the Queen is not dead, the Drakkar is not available. The Mistlands and Queen guide covers getting there.

What each player should arrive with:

ItemWhy
Best armour and foodThe biome hits harder than anything before it
Fire resistance meadLava, fire and burning enemies
HealingFights are long and at range
Ranged weaponVoltures, Valkyries and archers on walls
Portal materialsOne portal on the beach changes everything
Stone, or tools to quarry itWood burns; you need a stone shelter
Building materials for a workbenchShips are repaired in workbench range

And for the group as a whole: a Drakkar, a second ship's worth of materials in case the first is lost, a plan for who carries the portal, and a backup of the world taken the day you sail.

Make one person the expedition lead for the crossing. They should be the player with the best connection and the strongest machine, because they will usually be the first into each new zone and will own it - see the next section.

Crossing the boiling sea and landing#

You can only reach the Ashlands by ship the first time. Once a portal is up on a beach there, nobody needs to sail again, so the first landing is the whole game for a few hours.

  • Take the Drakkar. It is the only ship that crosses the hot water without taking damage. Its hold is also the biggest of any ship, which matters when you need to bring stone and portal materials. Sailing and ships in multiplayer covers crewing it and why the helmsman matters.
  • Pick a landing before you go. If any player has seen the coastline, share maps at a cartography table first. Lava runs to the shore in places; you want a stretch of ash and stone with no fortress on top of it.
  • Watch for the Bonemaw. It hunts in the water around the biome. The ship survives a lot, but players who fall in do not.
  • Portal first, then shelter. Before anyone explores, put the portal down and connect it to a hub at home. From that moment a death is a walk, not a voyage.
code
Landing order that works for a group of four1. Helmsman holds the Drakkar off the beach while two players land2. Portal goes down, tagged and paired with the home hub3. Workbench and a stone wall around the portal4. Shield generator up, fuelled, before anyone goes inland5. Ship pulled in and repaired, or left as a spare

The shield generator, added with the Ashlands, puts a dome over a small area and stops incoming projectiles while it is fuelled. On the Ashlands landing it is the difference between a base and a target. Build it in the first hour.

Build in stone. Grausten, the Ashlands stone, is the natural material and does not burn the way wood does. A wooden landing hut will be on fire within a night.

Charred fortresses and siege weapons#

The fortresses are walled strongholds held by the Charred. Their keeps hold the bell fragments that lead to Fader and plenty of the biome's loot, and you will be doing several.

The update added two siege machines for them:

MachineHow it worksWhen to use it
Battering ramPulled like a cart, swung into a gate or wallThe main gate, a few hits breaks it
CatapultBuilt in place, throws loads at wallsBreaching from range, or getting over a wall

The ram is a two-player job: one pulls and positions, one or more protect them from the archers on the walls. Archers and mages on the parapets are the main threat while you breach, so a ranged player or two should be killing them before the ram is in position.

Once inside, clear the courtyard before anyone goes into the keep. The keep holds the altar with the green beam rising from it; destroying it is where the bell fragments come from, and the beam disappears from the sky when it is done. That beam is also how groups find fortresses from the coast.

A fortress is not a place for five players to spread out. Fight in a knot, with the healer in the middle. Enemy scaling applies to the Charred like everything else, so more players means tougher enemies rather than easier fights - enemy scaling with player count explains how far that reaches.

Flametal: mining against the clock#

Flametal ore is found in spires that stand in the lava. When you strike a spire with a pickaxe, it starts to sink. You have roughly forty-five seconds to mine as much as you can and get back to safe ground before you are standing in lava.

This is a group activity by design:

  1. One player mines, one or two keep enemies off them.
  2. Bring fire resistance mead for the miner.
  3. Stone pillars around the spire are the escape route; know which one you will jump to before the first swing.
  4. A miner with the ore in their inventory who falls in has lost both. Carry less, run more often.

Flametal ore is not teleportable, like every other ore, so it has to travel by ship or be smelted and worked locally. It smelts in the blast furnace and needs high-tier fuel. Many groups build their Ashlands smelting at the landing - a stone smithy under the shield generator - rather than shipping ore back. Ore logistics with ships and carts covers both approaches and when switching portal rules is worth it.

Fader: summoning and the fight#

Fader's arena has an altar and three bell holders. The bells are made from the bell fragments you took from fortress keeps, and once a bell is on each holder, the altar summons him. Exact counts and recipes have shifted between patches, so read the altar's text in-game rather than trusting an old guide.

How groups prepare for Fader:

  1. Take a manual backup. A failed fight in the Ashlands is a long corpse run through lava with fire raining down. The backup gives you the option of undoing a catastrophe instead of arguing about it - the boss summoning guide explains the etiquette.
  2. Portal near the arena, inside a stone shelter.
  3. Fire resistance for everyone, plus full food and healing.
  4. Ranged and melee mixed. The fight is long, and the arena punishes standing still.
  5. The zone owner walks in first - the player with the best connection, because they simulate Fader and everything he brings.

When Fader dies, defeated_fader is set for the world, and his drops lead on to the end-game gear. At the time the Ashlands shipped he was the last boss; if a later update has added the Deep North, check the patch notes for what comes next.

Why the Ashlands is heavy on clients and servers#

The Ashlands is the second biome after the Mistlands that players describe as "the server lagging". It is worth separating the loads, because the fixes are different.

LoadWho paysWhy
Lava, fire, embers, lightingEach player's GPUParticle and light effects everywhere
Creatures and projectilesThe zone owner's CPUGroups of Charred, Valkyries, Voltures
Fire spreadingThe zone ownerBurning pieces are simulated
Fortress pieces and lootThe server's memoryEvery wall and object is stored

The server still does not render anything. Its cost grows with the number of objects the group has loaded and built, and with traffic between players. Fortresses are large structures; a group that has cleared many of them, broken walls and left loot lying about adds a lot to the world file. Players' machines carry the visual load, and the zone owner carries the fight.

What helps:

  • The strongest PC leads into new zones. Ownership goes to whoever arrives first, and an underpowered owner makes every Valkyrie stutter for everyone.
  • Players lower their own particle and shadow settings. It is free and it is usually the fix.
  • Do not leave burning bases. A fire spreading through a big wooden structure is ongoing work for the zone owner.
  • Clean up. Drops and broken pieces pile up in fortresses; pick up what you want and leave the rest to despawn rather than hauling half a wall home. Dropped items and world cleanup explains what grows the world file.
  • Restart weekly and lower the save interval. By the Ashlands, the world is big and old. -saveinterval 600 keeps the worst-case loss small.

A group of up to ten in a mature world with the Ashlands open is usually comfortable at 4-6 GB of server memory. Watch the memory graph during the first week in the biome rather than guessing. If memory is not near the limit and the CPU graph is flat, the lag is on the players' side. The performance by biome guide compares the biomes directly.

Server settings and admin work for the Ashlands phase#

Nothing in vanilla Valheim's admin commands helps much in a fight, so the admin's job is prevention and recovery.

bash
# A late-game group world: frequent saves, more backups./valheim_server.x86_64 -nographics -batchmode \    -name "Longship Crew" -port 2456 -world "Midgard" \    -password "herring-barrel-42" -public 0 \    -saveinterval 600 -backups 6 -backuplong 21600

With that in place, the admin's checklist for the phase is short:

  • Back up before the first crossing, before each fortress and before Fader. Take real backups, stored off the server, not just the built-in ones next to the world file. A backup you have restored once is the only kind to trust.
  • Decide on difficulty as a group. If the Ashlands is too punishing, the combat and deathpenalty modifiers can be changed with a restart - world modifiers and presets has the values. Doing it before the crossing avoids the argument after the third wipe.
  • Check for fire spreading in your world's modifiers if the group is surprised by burning bases outside the Ashlands.

On RE:NODE these arguments go into the Startup tab. Every Valheim plan includes backup slots with a one-button restore, a backup can be locked so rotation never removes it, and the Schedules tab runs daily backups and weekly restarts for you. Restart in the panel sends a clean stop, so the world is saved before the process exits.

Troubleshooting the Ashlands#

Our ship sank on the way. It was not a Drakkar, or it hit something on the way in. The hot water damages the other ships. Rebuild the Drakkar at home and try again with the repair kit and a workbench planned for the beach.

The base burned down. It was wood. Rebuild in stone under the shield generator.

Enemies rubber-band in a fortress. Zone ownership: the first player in has the weakest connection. Have them leave and come back after someone else is in.

We cannot find a fortress. Look for the green beam from the coast or a high point. Destroyed altars no longer show one.

Everyone died at Fader. Respawn at the bed, portal to the arena, food, gear from chests, and recover tombstones together. If they are unreachable, see admin tools for lost tombstones.

FAQ#

Can we reach the Ashlands without the Drakkar?

You can try, but the other ships take damage in the boiling water around the biome and will usually not make it. The Drakkar is the ship built for the crossing, and after the first landing a portal makes sailing unnecessary.

Do we have to kill the Queen before the Ashlands?

In practice, yes. The Drakkar needs ceramic plates, which need the artisan table upgraded with the Queen's drop. Progression also assumes Mistlands gear.

Does fire spread on our whole world now?

Only if the world's modifiers say so. In the Ashlands wooden pieces always burn and spread fire; elsewhere it depends on a modifier that is part of the immersive preset.

How many players should take a fortress?

Three or four is the usual sweet spot: one on the ram, one or two on the archers, one healing or covering. More players make the Charred tougher through scaling and crowd the courtyard.

Why does the Ashlands lag when the server's graphs are calm?

Because the visual load - lava, fire and particles - is on each player's own machine, and the fight runs on the zone owner's machine. Lower graphics settings and let the strongest player lead into new zones.