Valheim Deep North: Every Named Dungeon and Location So Far

Valheim's 1.0 update, "Deep North," shipped on 2026-09-09 and takes the game out of Early Access, adding what Iron Gate calls the game's final biome. The studio's own launch notes confirm two named dungeons and five named points of interest inside it, plus a size claim for the biome as a whole — but they stop well short of a walkthrough. There are no published layouts, no enemy rosters, and no loot tables for any of these locations yet. This article sticks to exactly what Iron Gate has confirmed and flags everything else as an open question rather than guessing at it.
The Two New Dungeons: Winding Tunnels and Mörkhalla
Iron Gate's patch notes name two dungeon types unique to the Deep North: Winding Tunnels and Mörkhalla. Both are confirmed as dungeon-category locations added specifically with the 1.0 release, sitting alongside the biome's five other named points of interest.

What the notes do not say: how many rooms either dungeon type generates, what enemies populate them, or what loot they drop. Treat both names as confirmed destinations to look for, not confirmed content to plan a build around.
Five Named Points of Interest
Beyond the two dungeons, the official notes list five additional named locations that generate in the Deep North: an Abandoned village, a Stave hall, an Ice Pond, a Memorial site, and the Forge of Potential. That's a total of seven distinct named locations across the biome (two dungeons plus five points of interest) — a count taken directly from the patch notes' own list, not assembled from a wiki category page.

The naming pattern (a "Forge of Potential" alongside a "Memorial site") hints that at least some of these tie into crafting or story progression, but Iron Gate hasn't published what each location actually contains, so this article won't guess at a purpose beyond the name itself.
How Big Is the Deep North, Really?
Iron Gate frames the Deep North's scale in relative terms only: the biome is described as "roughly 2.5x larger than earlier biomes." That's a multiplier, not an absolute figure — the notes don't give a square-kilometer size for either the Deep North or the "earlier biomes" it's being compared against, so there's no base number to run that 2.5x against and no absolute size this article can state.

What is confirmed: the Deep North is positioned as the final biome in Valheim's progression, released as part of the update that takes the whole game out of Early Access. Combined with the 2.5x framing, that points to a biome meant to be explored over a long session, not cleared in one sitting — but that's a reasonable inference from the stated framing, not a number Iron Gate published.
What's Still Undocumented
This is the section worth reading before you build an expedition plan around it. Iron Gate's 1.0 notes give names, groupings, and the crafting/drop relationships between some items — but they publish no numeric stats at all: no damage figures, no health pools, no stamina costs, no resistances, and no drop rates for anything tied to the Deep North's dungeons or locations. Concretely, undocumented right now:
- Dungeon layouts for both Winding Tunnels and Mörkhalla — room counts, size, or generation rules
- Enemy rosters inside either dungeon or any of the five points of interest
- Loot tables for any Deep North location
- Any numeric stat (damage, health, stamina, resistance, or drop rate) tied to Deep North content
None of that is a gap in this article specifically — it's a gap in the primary source itself, and it will stay a gap here until Iron Gate or an in-depth community survey publishes it.
Update your server to 1.0 before sailing north, and back up your world file first as routine practice before any major version update — Iron Gate's 1.0 notes don't document any specific world-migration requirement for the Deep North, so treat a standard pre-update backup as the safe default rather than assuming a particular mechanic.
Running your own Valheim server
If you're planning to explore the Deep North with a group, a dedicated server keeps everyone's world in sync and running even when the host is offline — useful for a biome this newly added, where you'll likely want repeat expeditions as more community knowledge accumulates. Update the server binaries to 1.0 first, back up your world file as routine practice before the update, and double-check any launch arguments or mod configuration you rely on still match the current build before inviting your group back in — Iron Gate's notes don't specify any Deep North-specific world-migration step beyond that.
Dig into the Deep North with friends on a server that's ready the moment you are. Get your own Valheim server running in minutes — free with code WELCOME.
Conclusion
Valheim's Deep North arrives in 1.0 with two confirmed dungeon types — Winding Tunnels and Mörkhalla — and five confirmed named locations: Abandoned village, Stave hall, Ice Pond, Memorial site, and Forge of Potential. Iron Gate frames the biome as roughly 2.5x larger than earlier ones and positions it as the game's final biome. Everything past that naming list — layouts, enemies, loot, and every numeric stat — is undocumented in the official source as of this writing, and this article isn't going to pretend otherwise. Check back once the community has had time to map it properly.
