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Version-verified guide

Valheim Armor Sets — Every Set by Biome and What It Does

Every Valheim armor set in progression order — from Rag through the Ashlands sets to the 1.0 additions (the Deep North Protector, Vanguard and Caller sets, plus the new Plains-tier Lox Fur set) — with the light versus heavy decision explained.

Verified Valheim 1.0

By Valheim Field Guide Editorial Team

Valheim armor progression — all 18 sets in order from Rag to the Deep North, split into light, heavy and mage families by biome, with capes and upgrade rules noted

How armor actually works

Three mechanics decide how protected you are:

  • Armor is additive across the three body pieces. Helmet, chest and legs each contribute; capes contribute very little armor and are worn for their resistance or special effect.
  • Upgrades matter more than tier jumps. A fully upgraded set from the previous biome regularly out-protects a fresh quality-1 set from the new one — and costs less. Quality levels are gated by your crafting station level, which is the step most players skip.
  • Armor only handles physical damage. Fire, frost, poison and lightning are handled by resistances from capes, set effects, food and mead. That is why high armor alone does not make the Ashlands safe.

Verified (1.0): the per-piece armor values (including the Deep North Vanguard / Caller / Protector sets) and the +2-per-upgrade rule below are confirmed against valheim.wiki (1.0) and cross-checked with allthings.how. Full per-piece crafting material costs for every set are still being cross-checked (valheim.wiki’s recipe tables for several sets are incomplete), so they are not published here — see our verification workflow.

Confirmed armor values (valheim.wiki, 1.0)

Per-piece armor at quality 1/2/3/4. Every craftable piece gains +2 armor per upgrade level (the rule that makes upgrading beat tier jumps); capes gain +1 per level, the Ashen cape +2.

Set Helmet Chest Legs
Rag — (no helmet) 1 / 2 1 / 2
Leather 2 / 4 / 6 / 8 2 / 4 / 6 / 8 2 / 4 / 6 / 8
Troll 6 / 8 / 10 / 12 6 / 8 / 10 / 12 6 / 8 / 10 / 12
Bronze 8 / 10 / 12 / 14 8 / 10 / 12 / 14 8 / 10 / 12 / 14
Root 8 / 10 / 12 / 14 8 / 10 / 12 / 14 8 / 10 / 12 / 14
Iron 14 / 16 / 18 / 20 14 / 16 / 18 / 20 14 / 16 / 18 / 20
Wolf 20 / 22 / 24 / 26 20 / 22 / 24 / 26 20 / 22 / 24 / 26
Fenris 10 / 12 / 14 / 16 10 / 12 / 14 / 16 10 / 12 / 14 / 16
Padded 26 / 28 / 30 / 32 26 / 28 / 30 / 32 26 / 28 / 30 / 32
Carapace 32 / 34 / 36 / 38 32 / 34 / 36 / 38 32 / 34 / 36 / 38
Eitr-weave 16 / 18 / 20 / 22 16 / 18 / 20 / 22 16 / 18 / 20 / 22
Ask 28 / 30 / 32 / 34 28 / 30 / 32 / 34 28 / 30 / 32 / 34
Embla 19 / 21 / 23 / 25 19 / 21 / 23 / 25 19 / 21 / 23 / 25
Flametal 38 / 40 / 42 / 44 38 / 40 / 42 / 44 38 / 40 / 42 / 44
Vanguard (Deep North, light) 34 / 36 / 38 / 40 34 / 36 / 38 / 40 34 / 36 / 38 / 40
Caller (Deep North, mage) 22 / 24 / 26 / 28 22 / 24 / 26 / 28 22 / 24 / 26 / 28
Protector (Deep North, heavy) 44 / 46 / 48 / 50 44 / 46 / 48 / 50 44 / 46 / 48 / 50

The Deep North (1.0) sets are cast from their moulds at the Black Forge and then hardened in a Frost Foundry — they cannot be crafted directly. Their Q1 values are confirmed (valheim.wiki + allthings.how); the Q2–Q4 figures follow the standard +2-per-level upgrade rule. The Caller set also grants Eitr regeneration (the mage tier); the Protector chest is frost-resistant.

Every set in progression order

Stage Set Family What it is for
Start Rag Armor Light What you wake up in — replace it immediately
Meadows Leather Armor Light First real armor, crafted from deer hide
Black Forest Troll Leather Armor Light Near-bronze protection with no speed penalty, plus a sneak bonus
Black Forest Bronze Armor Heavy The defensive option of the biome, at a small movement cost
Swamp Root Armor Light Archer set: pierce resistance and a bow skill bonus
Swamp Iron Armor Heavy The Swamp workhorse and the standard for the Bonemass fight
Mountain Wolf Armor Heavy Best Mountain defense, with built-in frost resistance
Mountain Fenris Set Light The only set that makes you faster; fire resistance for melee and dodge builds
Plains Padded Armor Heavy The mid-game defensive benchmark that carries you into the Mistlands
Mistlands Carapace Armor Heavy Highest physical defense before the Ashlands
Mistlands Eitr-weave Set Mage Eitr regeneration — the set that makes staff builds work
Ashlands Ask Set Light Stamina and mobility builds in a biome designed to burn you
Ashlands Embla Set Mage Endgame magic upgrade
Ashlands Flametal Armor Heavy The highest armor value before the Deep North, with heat resistance (reduces lava/boiling water damage — not fire damage)
Deep North Vanguard Set Light Mobility build for the final biome — Frost Foundry cast
Deep North Caller Set Mage Eitr regeneration for magic builds in the Deep North
Deep North Protector Set Heavy The endgame heavy tier, with frost resistance on the chest
Plains (new in 1.0) Lox Fur Light Lightweight set (jacket, trousers, hood) built from Plains Lox materials — added in the 1.0 patch but a Plains-tier set, not a Deep North cast

Deep North sets (1.0): Protector, Vanguard and Caller are cast from moulds found in the Winding Tunnels and the Gates of Mörkhalla, then finished in a Frost Foundry using Bloodgold. Per-piece Q1 armor values are confirmed above (Vanguard 34 / Caller 22 / Protector 44, with the standard +2-per-upgrade rule beyond); the Caller’s Eitr regeneration and the Protector’s chest frost resistance are also confirmed.

Light versus heavy: the only real decision

Heavy (Bronze, Iron, Wolf, Padded, Carapace, Flametal) gives the biggest numbers and a small movement penalty. Take it if you block, trade hits and fight bosses head-on.

Light (Troll, Root, Fenris, Ask) trades protection for speed and utility bonuses. Take it if you bow, cast or dodge — and note that Troll is not a “budget” set, it is genuinely competitive through the Black Forest and Swamp for ranged players.

Mage sets (Eitr-weave, Embla) are their own family: they are weak on armor and exist for Eitr regeneration. Do not compare them to heavy sets.

Capes and resistances

Capes are where elemental protection comes from — frost in the Mountains (Wolf Fur, Lox), fall damage in the Mistlands (Feather), and, counterintuitively, frost again in the Ashlands (Asksvin/Ashen give frost, not fire). Ashlands fire is covered by meads and the Fenris set, and lava/boiling-water heat by Flametal. Armor values do not cover any of it. Pair the cape to the biome, not to the set.

Practical upgrade path

  1. Craft the set your current biome offers.
  2. Upgrade every piece to the max your station allows before you consider the next tier.
  3. Raise the station itself — the upgrade pieces beside the Workbench, Forge and Black Forge are what unlock higher quality. Which piece goes where: workstations guide.
  4. Repair at the station: repairs are free, so there is no reason to run damaged gear.
  5. Add food on top. Health from food and armor from gear multiply each other’s value — a good meal is part of your defense budget.

Frequently asked questions

What is the best armor in Valheim?
For raw physical defense the Deep North Protector set (1.0) is the ceiling, with Flametal from the Ashlands just below it; before you get there, Carapace from the Mistlands and Padded from the Plains are the defensive benchmarks. For mobility builds the Vanguard set (1.0) is the pick, and for staff users the Caller set (1.0) — or Eitr-weave before the Deep North — is the one that makes a magic build function.
Should I choose light or heavy armor?
Heavy sets give the biggest armor numbers and cost movement speed; light sets trade protection for speed and bonuses. If you block and trade hits, go heavy. If you bow, cast or dodge, go light.
Why does my new armor feel weak?
Almost always because it is not upgraded. Craftable pieces gain armor per upgrade level, and quality levels are gated by your crafting station level — upgrading the station beside your Workbench or Forge matters as much as crafting the set.

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