
Summon this boss
Open the item for its acquisition sources. Locations describe world templates. Their coordinates depend on your world seed; entrance keys and repeat summoning offerings are separate requirements.
Drops & Forsaken power
Eikthyr Trophy1–1 · Entry chance 100% · Resource scaling excluded
Hard Antler3–3 · Entry chance 100% · Resource scaling excluded
Quantities are authored bounds. See Drops for selection rules.
Hang the Eikthyr Trophy to unlock the Forsaken power Eikthyr.
Defeating this boss updates world progression. Raid eligibility also depends on player, biome and other conditions.
Combat profile
- Blunt
- Normal
- Chop
- Ignore
- Fire
- Normal
- Frost
- Normal
- Lightning
- Normal
Drops & crafting
Meadows

Creature facts
- Base health
- 500
- Faction
- Boss
- Walk speed
- 5
- Run speed
- 8
- Swim speed
- 4
- Stagger threshold factor
- 0
- Defeat unlock
- defeated_eikthyr
Summoning offering
Attacks and equipment
Authored base values. Creature level, world/player modifiers, projectile effects and hit conditions can change damage. These values are not DPS.
Damage resistances
Monster AI configuration 1
Identical authored gameplay configurations share one table. Disabled children, conditional activation, live state and the linked mechanics can change whether these values apply; these are not measured outcomes.
Summoning locations
Biomes
Forsaken power
Gameplay mechanics
Targeted by
Related achievements
Practical guidance
Check the resistance table before choosing damage types. Prepare food and relevant resistance effects, then follow the offering and location links below. Listed attacks are base values, not a promise of damage taken.
Creature food matching uses shared item names. Consumption searches on its interval, moves within consume range, turns within twenty degrees and removes one item before callbacks. A satiated tame creature skips the new search. Pheromone flee effects match the target creature shared name. Sleep checks separate configured wake range, sleep delay, pursuit and noise. Animals flee sensed targets, can avoid fire and clear danger after their safety timer. Structure priority/random-target flags are distinct AI inputs. HavePath requires a complete native navmesh path; ordinary GetPath may accept partial paths unless their endpoints are under terrain.
Drops
Selection mode: character drop. Entry weights are relative weights, not percentages. Min/max are authored bounds; level and resource modifiers have separate rules.
