RE:NODE

Valheim boss summoning for groups on a server

By RE:NODE Team
13 min read


Every Valheim boss is called the same way: find its altar, bring the offering, and use the offering on the altar. On a server the summoning itself takes one player and two seconds. What decides whether the evening goes well is everything around it - who walks into the arena first, how far the respawn point is, whether the offering can even go through a portal, and what the group does when half of it dies in the first minute. This guide covers the offering for each boss, how to prepare the arena, the server-specific things that change a group fight, and how to handle a wipe without losing a character's worth of skills.

It assumes the group agrees on when bosses die. A kill sets a key for the whole world, which changes raids and trader stock for everyone, so read Valheim boss progression on a shared server before anyone touches an altar on a Tuesday afternoon.

What each boss needs#

The offerings are fixed and have been stable through the major updates for the first five bosses. The two newest fights work differently and are worth checking in-game on the version you run.

BossBiomeOfferingHow you find the altar
EikthyrMeadows2 deer trophiesA runestone at the sacrificial stones marks it
The ElderBlack Forest3 ancient seedsVegvisir in a burial chamber
BonemassSwamp10 withered bonesVegvisir in a sunken crypt
ModerMountains3 dragon eggsVegvisir in the Mountains
YagluthPlains5 fuling totemsVegvisir in a Plains location
The QueenMistlandsSealbreaker to open the citadelVegvisir found in the Mistlands
FaderAshlandsBells, placed in the arenaVegvisir found in the Ashlands

Where the offerings come from matters for planning. Deer trophies drop from deer, at a modest rate. Ancient seeds drop from greydwarf nests, which you have to destroy. Withered bones are in the sunken crypts, along with the iron that the Swamp is really for. Dragon eggs sit on nests in the high Mountains and are heavy. Fuling totems drop from fuling shamans and lie in fuling villages. The Sealbreaker is crafted from fragments found in the Mistlands' infested mines; Fader's bells are crafted from fragments found in the Ashlands' charred fortresses. The fragment counts and crafting stations for those last two have been described differently by different sources since they were added, so read the recipe on the crafting station in your own game before sending people out to farm.

The Vegvisir is per character. When one player reads it, the altar appears on their map only. Either everyone in the group reads it, or the one who did writes their map to a cartography table and the rest read from it - the cartography table and shared maps covers how that works.

Using the offering

Put the offering on your hotbar, look at the altar, and press that hotbar key. For Eikthyr, the Elder, Bonemass, Moder and Yagluth the boss appears a few seconds later at or near the altar. The person holding the stack does not need anything else, and it does not matter who gathered the items. If the altar ignores you, you are holding fewer than the full number, or you are looking at a decorative part of the structure rather than the altar itself.

The server side of a boss fight#

On a dedicated server, the boss is not simulated by the server. Valheim divides the world into zones, and the first player to enter a zone becomes its owner: their game runs the AI, the attacks and the physics for everything in it. The server stores the result and relays it to everyone else. The Valheim dedicated server guide explains the mechanism; for a boss fight it has three practical consequences.

  1. The first player into the arena runs the boss. If that is the person on a weak wifi connection or an old laptop, the boss rubber-bands, attacks land late, and hits look like they missed. Send the player with the best connection and the strongest PC in first, let them stand at the altar for a few seconds, then bring the others.
  2. Ownership moves when the owner leaves. If the owner dies and respawns at a base far away, or disconnects, another player in the zone takes over. The handover usually costs a second or two of strange behaviour - a boss that freezes or jumps - and then settles. It is not a bug in your server.
  3. The server cannot fix a bad owner. A bigger plan helps memory and saving, not the AI running on somebody's PC. If fights always go wrong around one person, the cause is their connection, and Valheim server performance and lag shows how to tell the difference.

The same rule applies to the ride there. On the boat to the Swamp or the Plains, the ship is owned by one player, which is why the person at the rudder should also be the one with the stable connection - sailing and ships in multiplayer covers that case.

Force a save first

A dedicated server writes the world to disk on a timer, every -saveinterval seconds. If the server goes down mid-fight, whatever happened since the last save is gone, and that includes the boss key. Ask an admin to run save from the console just before the summon, and again after the trophy is picked up. Watch for World saved in the server log.

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save

On RE:NODE, take a manual backup from the Backups tab before the fight and lock it, so rotation does not replace it. If the fight sets a key you regret, or something breaks the world, restoring is one button with the server stopped. The backups section of the guides shows where the lock is.

Preparing the arena and the forward camp#

Most group wipes are not lost in the fight. They are lost in the walk back: a thirty-minute trek from the main base, at night, with no gear, through the biome the boss lives in. A forward camp removes almost all of that.

A good camp for a boss fight has:

  • A bed for everyone who will fight, in a shelter with a roof and a fire so it counts as a valid spawn point. Each player sets their own spawn by sleeping or interacting with their bed. A bed belongs to one character; build one per person.
  • A portal back to the main base, if the offering can travel by portal (see below), tagged with a name nobody else on the server uses. Valheim portal rules and teleport restrictions explains the tag rules.
  • A workbench, so armour can be repaired between attempts.
  • Food and mead in a chest, and a spare weapon each. Respawning is free; walking back to a tombstone without a weapon is how one death becomes three.
  • Distance. Close enough that a corpse run is a short walk, far enough that the boss cannot reach it. Two or three hundred metres is a sensible starting point. Bonemass and Moder in particular will happily wander towards a camp built at the edge of the arena.

Portals and offerings do not always mix. Metals and some other items cannot be teleported in the default rules, and dragon eggs are among the items the game refuses to send through a portal. If the Moder fight is planned around a portal, the eggs have to be carried to the camp on foot first. The portals world modifier changes what is allowed - casual lets ores and metals through - and is set at launch, so it is a group decision rather than something to flip for one evening.

Food, mead and resistances

The usual preparation is per boss, and it is the part a group can share out. One player brews, one cooks, one makes arrows.

BossWhat the group should bring
EikthyrBows and plenty of arrows; he hits with lightning
The ElderFire arrows; space to dodge the roots
BonemassBlunt weapons (maces), poison resistance mead, healing mead
ModerFrost resistance (mead or cloak), bows for when she flies
YagluthFire resistance, room to keep moving, ranged damage
The QueenMistlands gear, healing, ranged or magic damage
FaderFire resistance, Ashlands gear, a plan for the arena

Do not overprepare on stamina food alone. Valheim boss fights punish low health more than low stamina, and three good foods with a health bias keep more people alive through the first big hit.

Group size and enemy scaling#

Valheim scales creature health and damage with the number of players near them, and bosses are included. Each extra player within range adds a sizeable chunk of effective health and a few percent of damage, and the scaling stops counting at five players. So the fight is hardest, relative to the group, with two or three players; at five it is as tough as it gets; a sixth or seventh player brings damage but no extra boss health.

That means a full group of ten does not face a ten-player boss. It faces a five-player boss with twice the damage hitting it, and the fight ends quickly. If the group wants a harder evening, the honest lever is the combat world modifier, not more people. The detail of how the scaling works, what range it uses and why the numbers differ between sources, is in Valheim enemy scaling with player count.

The flip side matters more than people expect. Players standing at the edge of the arena, or in the forward camp, still count if they are inside the range. A player who stays back "to be safe" makes the boss tougher for everyone else without contributing damage.

Roles that help on the night#

Valheim does not have classes, but groups that split the work get through bosses with fewer deaths. A simple split for four or five players:

  1. The caller. One person decides when to summon and when to retreat. On voice chat this stops three people retreating while two keep fighting.
  2. The owner. The player with the best connection enters first and stays in the arena for the whole fight, so the zone does not change hands mid-fight.
  3. Blockers. Players with shields and good armour hold the boss's attention. Since the Call to Arms rebalance, Bonemass's Forsaken power removes the stamina cost of blocking, which makes it a strong choice for whoever blocks on the later bosses.
  4. Ranged. Bows and staffs from distance, which matters most against Moder in the air and Yagluth's area attacks.
  5. The runner. One player stays out of the worst of it with spare mead and is the first to go back for tombstones if things go wrong.

Forsaken powers are one of the few things a group can stack before a fight. Every power buffs players standing close to the person who activates it, and the cooldown is long, so stagger them: one player uses Bonemass at the start, another holds Moder for the swim or walk home. Forsaken powers in multiplayer lists the effects and how sharing works.

Wipes and corpse runs#

Sooner or later the whole group dies in the same minute. Handling the next half hour well is the difference between a funny story and a lost evening.

Every death leaves a tombstone with what the character was carrying, drops their food buffs, and costs a slice of skill progress under the normal death penalty. Straight after death, each character gets a "no skill drain" status that lasts for a while; dying again while it is active does not cost more skills. That is the most important fact for a wipe: an immediate, organised corpse run costs nothing extra in skills, while a scattered one an hour later does. The full rules, with each death penalty value, are in Valheim death penalty and tombstones.

A wipe recovery that works:

  1. Everybody respawns at the forward camp beds, not at the main base. This is why the camp has one bed per person.
  2. Gear up from the camp chest. Spare weapon, food, mead.
  3. Wait for the boss to settle. Bosses do not leave their area, and most return to idle once nobody is fighting them. Approach together.
  4. Grab tombstones in order of distance, the furthest from the boss first if it is wandering. Interacting with your tombstone returns everything to your inventory and gives a short corpse-run buff to help you get clear.
  5. Leave if it re-engages. Treat the run as recovery, not round two. Fight again once everyone has their gear on.

If someone has lost their tombstone entirely - died at sea during a Moder attempt, or in lava - an admin can help locate it or replace what was lost. Admin tools for lost tombstones covers the honest options.

What happens to the boss after a wipe

If every player leaves the area, the zone unloads and the boss stays where it was. Whether it keeps the damage you did has varied between bosses and versions, so plan as if it has reset to full health. It does not despawn and come back somewhere else, and it does not chase people to their camp once they are well clear. Nobody should touch the altar again until the first boss is dead - a second offering is wasted at best.

Repeat fights, late joiners and events#

Most bosses can be summoned again at the same altar with a fresh offering. A repeat kill drops another trophy and the boss's drop - another swamp key, another wishbone - which is how a late joiner gets their own tools. The world's key is already set, so repeat kills change nothing for the rest of the server. The Queen and Fader have their own re-summon rules, which have shifted since release; check them in-game before promising a rematch.

Repeat fights are also the simplest server event there is. A boss night for newcomers, with veterans along as the forward camp crew, teaches the fight without the pressure. Valheim community event ideas has more along those lines, and onboarding late joiners covers bringing a new character up to the group.

An admin can also spawn bosses with devcommands, or test a fight on a copy of the world first. On a live server, both should be announced: a spawned boss that dies sets the key just like a summoned one. Valheim devcommands explained covers what admins can run on a vanilla server today.

Troubleshooting#

The altar does nothing. You hold fewer than the full offering, or you are not looking at the altar itself. Count the stack; for the Elder it is three seeds, not two.

The boss teleports and hits land late. The zone owner has a bad connection. Everyone leaves the arena, the strongest connection walks in first, the rest follow.

Dragon eggs will not go through the portal. They are not teleportable in the default rules. Carry them, or build the camp portal after the eggs have arrived on foot.

Half the group cannot see the altar on the map. The Vegvisir only marks it for the character who read it. Share the map with a cartography table.

The boss key disappeared after a crash. The server stopped before the next save. The kill only counts once a save has written it - force save after the trophy drops.

A sixth player joined and the fight got easier, not harder. Scaling stops counting at five players. Extra players bring damage, not boss health.

FAQ#

Can one player summon a boss for the whole group?

Yes. Any character holding the full offering can summon it, regardless of who gathered the items. The kill sets the world's key for everyone, and the power becomes available at the sacrificial stones once the trophy is hung there.

Does the boss get stronger with more players?

Up to a point. Health and damage scale with nearby players, but the count stops at five. Beyond that, each extra player adds damage to the group's side and nothing to the boss.

What happens if everyone dies during a boss fight?

Each character leaves a tombstone, loses food and some skill progress, and respawns at their bed. The boss stays in its area. Run back promptly - while the no-skill-drain status is active, dying again does not cost more skills.

Can we fight the same boss again?

Most of them, at the same altar with a fresh offering. Repeat kills drop another trophy and boss item but do not change the world's progress. The Mistlands and Ashlands fights have their own rules, so check before planning.

Should the boss fight be on a separate test world first?

For the later bosses it is a good idea. Copy the world to a second server or local game, try the fight there, and only summon on the live server when the group knows what to expect. That way the key is set only by the real attempt.