Version-verified guide
Valheim Magic & Staff Guide — Eitr, Galdr Table and Every Staff from Mistlands to the Deep North
How to unlock Valheim magic in the Mistlands — Eitr as your resource, the Galdr Table, every staff (Embers/Frost/Fracturing/Wild/Dundr/Protection, plus the 1.0 Deep North staves), the Eitr-weave and Embla robes, and what you need to survive Ashlands magic.
By Valheim Field Guide Editorial Team
Magic = the Mistlands unlock
Magic is a Mistlands-only late-game system. You cannot enter the Mistlands and immediately cast — you need to unlock it step by step:
- Be past the Plains. You need Black Metal from Plains Fulings to build the Galdr Table.
- Enter the Mistlands with a Wisplight and collect Sap from the giant trees + Soft Tissue from Soft Tissue nodes.
- Build an Eitr Refinery and make Refined Eitr from Sap + Soft Tissue.
- Build the Galdr Table with Black Metal, Yggdrasil Wood, Black Cores and Refined Eitr.
- Craft your first staff at the Galdr Table.
Verified (1.0): the Mistlands and Ashlands staff damage/Eitr values below are confirmed (valheim.wiki, cross-checked with gamecore.wiki). The Deep North cast recipes and per-cast Eitr costs are confirmed across sources; where a Deep North staff’s per-cast damage is still unconfirmed, the page says so rather than guessing. See our verification workflow.
Confirmed staff damage & Eitr (valheim.wiki, 1.0)
Per-cast at staff skill level 0 → level 100.
| Staff | Damage (Q1) | Eitr per cast (0 → 100) |
|---|---|---|
| Staff of Embers | Fire 120 (Q1; 126/132/138 at Q2–Q4) + Blunt 120 | 35 → 24 |
| Staff of Frost | Frost 30 (32/34/36 at Q2–Q4) | 5 → 3 |
| Staff of Fracturing | 12 × (Blunt 12 + Fire 12; Fire 18/24/30 at Q2–Q4) | 30 → 20 |
| Dundr | 12 × Lightning 20 (23/26/29 at Q2–Q4) | 25 (not reduced by the skill) |
| Staff of the Wild | Poison 20 + Blunt 20 (scales to 80/80 at Q4) | 55 → 37 |
The resource: Eitr
Mana in Valheim is Eitr — a purple bar that appears when you equip a magic weapon. It behaves like health and stamina:
- Staves spend Eitr per cast.
- Food stacks Eitr and Eitr regeneration.
- Staff skill (Elemental Magic) lowers per-cast cost.
If you run out of Eitr you cannot cast — bring Eitr food and Magesap potions.
Every staff, in order of appearance
Mistlands staves (first unlock)
| Staff | Damage mix | What it is for |
|---|---|---|
| Staff of Embers | Fire + Blunt (AoE explosion) | Crowd clearing and single-target damage in one cast — the aggressive pick. Fireball explodes and can hit multiple enemies. |
| Staff of Frost | Frost (immobilize) | Control over damage. Freezes enemies so they cannot move — weaker damage but turns a crowd fight into manageable single targets. |
| Staff of Protection | Blunt (barrier) | A defensive utility staff rather than damage — creates a barrier that absorbs hits. Useful in the Mistlands but rarely the primary choice. |
Ashlands staves (after the Torn Spirit)
| Staff | Damage mix | What it is for |
|---|---|---|
| Staff of Fracturing | Fire + Blunt (12 small AoE projectiles) | The Ashlands upgrade to Embers — twelve projectiles, each potentially exploding. The strongest damage staff if most projectiles connect. |
| Staff of the Wild | Poison + Blunt + summoned roots | Summons stationary vines that attack nearby enemies — two damage sources per cast and roots persist for around 25 seconds. Best for holding chokepoints. |
| Dundr | Lightning (12 bolts) | Calls twelve lightning bolts at nearby enemies. Lower Eitr cost than other Ashlands staves and strong against wet targets. |
Blood Magic
Dead Raiser is the blood magic staff — a scythe-style blood weapon that summons skeletons rather than dealing direct damage. Casting it consumes Eitr and a portion of your current Health to raise skeletons that fight for you.
Deep North (1.0) staves
| Staff | Damage mix | What it is for |
|---|---|---|
| Echo Spike | (being verified) | The 1.0 Deep North staff — cast from 10 Bloodgold, 4 Nornathread and 1 Frostfire Essence with its mould, then hardened in a Frost Foundry; the lowest per-cast Eitr cost of the four (25). Its in-combat effect and damage type are still being cross-checked, so no role is assigned here yet. |
| Spirit Caller | Spirit (summons) | Summons spirits to fight for you — cast from 8 Frozen Branch, 5 Nornathread and 1 Moose Trophy with its mould, then hardened in a Frost Foundry. It spends both Eitr and a portion of your Health per cast. The final-game magic option. |
| Northern Vengeance | Reflect | A defensive staff that reflects damage back at attackers — cast from 10 Ice, 5 Nornathread and 1 Hexen Trophy with its mould, then hardened in a Frost Foundry. A tank/support role rather than a damage dealer. |
| Lightning Strike | Lightning (300, Eitr 40) | A lightning-damage staff — cast from 10 Bloodgold, 5 Nornathread and 1 Thunderblood Essence with its mould, then hardened in a Frost Foundry. The Deep North follow-up to Dundr’s bolt calls; its 300 Lightning is the highest single-staff hit in the game. |
Verified (1.0): cast recipes and per-cast Eitr costs for all Deep North staves are confirmed across multiple sources, and Lightning Strike deals 300 Lightning for 40 Eitr (confirmed by three independent community sources). The per-cast damage for the other three (Echo Spike, Spirit Caller, Northern Vengeance) is still being cross-checked — their valheim.wiki pages are work-in-progress with no combat values — so only their mechanics and Eitr costs are published here. See our verification workflow.
Armor for magic
Magic armor sets trade physical protection for Eitr regeneration — do not compare them to Carapace or Flametal:
| Set | Biome | What it does |
|---|---|---|
| Eitr-weave Robes | Mistlands | Eitr regen focus — the first true magic set. Pair with a staff for the late-game Mistlands push. |
| Embla Robes | Ashlands | The magic upgrade — Eitr regeneration (the Ashlands’ top mage set). |
For Eitr food, see the food section of mead complete guide.
Practical build path
- Frostner stays your main weapon through the Plains — do not rush to switch to staff.
- When you reach the Mistlands and have Black Metal, build the Galdr Table and craft Staff of Embers as your secondary weapon for AoE clearing.
- Keep your melee weapon as your primary — staff is sidegrade until the Ashlands.
- In the Ashlands, Staff of Fracturing or Staff of the Wild become genuinely competitive.
The mistakes most new mages make
- Rushing magic too early. Do not main a staff in the Mistlands — Eitr is hard to sustain and you are weaker without a melee backup.
- Ignoring the Elemental Magic skill. Your cast cost drops as the skill rises. A fresh level-0 staff costs far more Eitr than one you have used consistently.
- Running low on Refined Eitr. Build multiple Eitr Refineries before you start upgrading staves — it is the bottleneck.
Related
- Which damage type each staff inflicts and the DoT stacking rules: damage types guide
- Every mead, including the Eitr meads: mead complete guide
- Armor sets — side-by-side comparison with Eitr-weave and Embla: armor sets
- Galdr Table and Eitr Refinery on the station list: workstations
Frequently asked questions
- When does magic unlock in Valheim?
- Magic unlocks in the Mistlands. You need to build a Galdr Table, which itself needs Black Metal (Plains), Yggdrasil Wood (Mistlands), Black Cores (Infested Mines in the Mistlands) and Refined Eitr (crafted from Sap + Soft Tissue at an Eitr Refinery in the Mistlands).
- Are staves good in Valheim?
- Late-game, yes. Mistlands staves are competitive for crowd control, and the Ashlands Staff of Fracturing and Staff of the Wild are genuinely strong endgame options. The 1.0 Deep North adds four more staves (Echo Spike, Spirit Caller, Northern Vengeance, Lightning Strike) as the final magic tier. Magic is resource-hungry (Refined Eitr + Eitr food chain), so do not enter the Mistlands planning to main magic — unlock it and use it as you build toward Ashlands.
- Does my weapon skill matter on staves?
- Staves use Elemental Magic skill, raised by casting. Higher skill reduces Eitr cost per cast. Like every other skill in Valheim, committing to one staff type pays off more than swapping constantly.
Related guides
- Valheim Damage Types Guide — Every Physical and Elemental Damage Source Explained
Every Valheim damage type — blunt, slash, pierce, fire, frost, poison, spirit, lightning — what each does, which enemies are weak or immune to it, and how it stacks with armor, resistances and status effects.
Verified Valheim 1.0 - Valheim Tools Guide — Pickaxes, Axes, Hammers, Portals, Carts and Ships
Every gathering tool and progression-unlocking item in Valheim — pickaxes that unlock ore tiers, axes that unlock tree tiers, the Hammer that unlocks every building tier, plus Portals, Carts and the three ship types, in the order you need them.
Verified Valheim 1.0 - 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