Version-verified guide
Valheim Forsaken Powers Build Pairings — Which Power for Which Fight
Forsaken Power pairings: Eikthyr (stamina), Elder (wood+health), Bonemass (block), Moder (sail), Yagluth (damage), Queen (eitr), Fader (adrenaline).
By Valheim Field Guide Editorial Team
The rule for every power
Powers are timed buffs you activate before a push. You do not want to activate Bonemass’s power while chopping trees or The Queen’s power while mining iron — the buff is wasted outside its intended use case. The right power at the right fight or crossing is what this page tells you.
Verified (1.0): the exact buff values below are confirmed from the Call to Arms rework (patch 0.221.4), cross-checked with valheim.wiki (1.0) and the boss pages. Every power lasts 5 minutes with a 20-minute cooldown (the cooldown does not reset on logout, switching power or sleeping), and the buff is shared with allies within 10 metres. See our verification workflow.
The exact Call to Arms values for each power:
| Power | Exact effect |
|---|---|
| Antler (Eikthyr) | −60% stamina cost for running, jumping and swimming |
| The Elder Power | +60% chopping and pickaxe damage, +30% health regen |
| Bonemass Power | −25% damage from pierce / slash / blunt, block costs 0 stamina and returns +5 per block |
| Moder Power | Guaranteed tailwind (300s), +300 carry weight, +10% movement speed, −50% frost damage taken |
| Yagluth Power | −50% lightning damage taken, +25 Farming skill, +10% damage dealt |
| The Queen Power | +100% Eitr regen, sneak costs 0 stamina, −50% poison damage taken |
| Fader Power | +100% adrenaline gain, −50% stagger taken, −50% fire damage taken |
Every power, its buff, and when to activate it
| Power | Boss that grants it | What the buff actually does | Best use case |
|---|---|---|---|
| Antler | Eikthyr | Reduced stamina cost while running, jumping and swimming | Default early-game power — leave it on until the Swamp |
| The Elder Power | The Elder | Increased chopping + pickaxe damage, faster health regen | Forest clear-outs and mining sessions — swap in when you have a lumber or iron haul planned |
| Bonemass Power | Bonemass | Pierce/slash/blunt resistance + block costs no stamina and returns stamina per block | Block-and-trade melee builds — tanky melee, boss fights, or any fight where you block a lot |
| Moder Power | Moder | A tailwind while sailing (lasts 300s) + carry-weight increase + movement speed + frost resistance | Long ocean crossings and trips to the next biome. Activate before you set sail — the 300s tailwind is the reason you build and claim this power |
| Yagluth Power | Yagluth | Lightning resistance, Farming skill bonus, increased damage | Niche — lightning immunity helps on the Ashlands crossing, farming bonus is a long-term QoL upgrade, damage boost is small |
| The Queen Power | The Queen | Doubles Eitr regen, removes stamina cost of sneaking, poison resistance | Mage builds and any Mistlands fight — the Eitr regen doubles your cast budget. Poison resistance also helps on Mistlands adds |
| Fader Power | Fader | Increased Adrenaline generation, reduced stagger taken when hit, fire resistance | Endgame Ashlands — adrenaline builds, fire resistance for the biomes, and stagger reduction during big boss hits |
Pair by boss fight
| Fight | Power to bring | Why |
|---|---|---|
| Eikthyr | N/A — you fight to unlock your first power | Get it, then use Antler as default |
| The Elder | Antler (reduced stamina = more dodges) | Eikthyr’s power gives you stamina to strafe root slams and back off |
| Bonemass | Bonemass Power (if you already have it from a first attempt) | This fight is exactly why Bonemass’s power exists — blunt mace + no-stamina blocking is the tanky combo |
| Moder | Moder Power (tailwind already set for the sail up) or Bonemass Power for tanky melee | Bonemass’s power is still the strongest tank option for a boss that does big melee hits |
| Yagluth | Moder Power (carry-weight helps for the trip over) or Yagluth Power itself | Yagluth’s own power gives lightning resistance for his slam attacks |
| The Queen | The Queen Power (Eitr regen) + Major healing meads | This is the fight you build the mage set for — doubled Eitr makes Staff of Embers casts sustainable |
| Fader | Fader Power (fire resistance) | The Ashlands burn constantly — this is the power that keeps you alive through the boss arena |
Pair by biome
| Biome | Power to keep set | Why |
|---|---|---|
| Meadows / Black Forest | Antler | Reduced stamina is the default early-game buff |
| Swamp | Bonemass Power + poison mead | Blunt mace + tanky blocking + poison resistance mead = the Bonemass survival combo |
| Mountain | Moder Power (tailwind already set for the sail up) | Frost resistance from Moder Power + Wolf Fur Cape |
| Plains | Moder Power or Yagluth Power | Moder’s carry-weight helps for the big Plains hauls |
| Mistlands | The Queen Power (doubled Eitr) | Mage builds need this; non-mage builds can switch back to Bonemass |
| Ashlands | Fader Power | Fire resistance + Adrenaline + stagger reduction all matter |
Group play tip
Power activations stack per player, not globally. In a group, pick one power per role:
- Blocker / tank — Bonemass Power
- Ranged / kiter — Antler or Moder for stamina and speed
- Mage — The Queen Power
- Fire-resistance carrier — Fader Power
Related
- Every power’s raw effect (no build pairing): Forsaken Powers
- Run the pre-fight checklist before each boss — summon, resistance, weapon, food, power choice: boss preparation checklist
- The damage type that decides which weapon you bring with the power: damage types guide
Frequently asked questions
- Can I use more than one Forsaken Power at a time?
- No — each player can have exactly one Forsaken Power active at a time. Switching requires a trip back to the Sacrificial Stones in the Meadows. In a multiplayer group, coordinate who activates which power — one per player, and picking complementary ones matters.
- Do Forsaken Powers persist after defeating the boss?
- Yes. Once you claim a power at the Sacrificial Stones you can switch to it any time. Powers are timed buffs (each has its own duration) but you can activate them again once the cooldown is up.
- Which power is best early game?
- Eikthyr's power (reduced stamina cost while running, jumping and swimming). It is active almost the entire time and makes Meadows and early Black Forest exploration noticeably less punishing. Keep it as your default until you reach the Swamp.
Related guides
- Valheim Tools Guide — Pickaxes, Axes, Hammers, Portals, Carts and Ships
Valheim gathering tools: pickaxes unlock ore tiers, axes unlock tree tiers, Hammer unlocks building tiers, plus Portals, Carts and ships.
Verified Valheim 1.0 - Valheim Armor Sets — Every Set by Biome and What It Does
Valheim armor sets by progression: Rag through Ashlands to 1.0 Deep North sets, plus Plains Lox Fur, light vs heavy tradeoffs for every build.
Verified Valheim 1.0 - Valheim Bows & Arrows Guide — Best Bow Line and Every Arrow Type
Valheim ranged combat: bow progression Crude Bow to Draugr Fang and Arbalest, every arrow type (fire, frost, poison, silver, needle) explained.
Verified Valheim 1.0
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