WeaponsVerified for Valheim 1.0Updated Oct 15, 202610 min readAdvanced

Staff of the Wild: Crafting, Stats & How to Control Enemies With Summoned Roots

The most underrated staff in Valheim. Summon up to 10 thorny vines that immobilize enemies, deal massive damage, and let you solo the Ashlands.

Skill
Elemental Magic
Station
Galdr Table (Level 2)
Eitr per Cast
55
Max Roots
10 (about 25s each)
On this page7 sections
  1. How to Unlock the Staff of the Wild
  2. Staff and Projectile Stats by Quality Level
  3. Summoned Root Breakdown: Your Personal Army
  4. Combat Strategies and Best Combos
  5. Blocking and Parrying: The Hidden Defensive Stats
  6. Should You Upgrade? Managing Your Jade Supply
  7. Recommended Mage Loadout for the Ashlands

The Staff of the Wild may be Valheim's most misunderstood weapon. On the public test branch it was genuinely weak, and players wrote it off because Ashlands enemies shrug off poison. Iron Gate buffed it heavily before release, but the reputation stuck, so most players are sleeping on one of the strongest weapons in the game.

A summoner staff

It is not just a damage tool. You fire a green projectile that deals Blunt and Poison on impact, and a thorny root sprouts where it lands. Each root attacks everything nearby for roughly 25 seconds, and you can have up to 10 at once. Stack a few in one spot and the Ashlands feels manageable, even solo.

Key takeaways
  • The roots are the weapon: each pins enemies with a 10% immobilize chance and deals heavy Blunt damage.
  • Unlock it by picking up Jade, found in Charred Fortress chests or dropped by the Riktig Fuling (2-3 per kill).
  • Upgrades raise only the projectile; root damage scales with Elemental Magic skill, so a quality 1 staff is enough for a long time.
  • Pair it with Dundr and the Staff of Protection for a full Ashlands mage kit.
  • Use no more than 3-4 roots in tight spaces like Morgen caves to avoid a despawn bug.
Staff of the WildTwo-handed weapon · Ashlands

Ashlands summoner staff: roots lock down and wear down whole packs

Blunt damage
20 (+20 per level)
Poison damage
20 (+20 per level)
Block armor
48
Skill
Elemental Magic

Galdr Table (level 2): 15 Ashwood, 10 Fiddlehead, 3 Celestial Feather, 1 Jade

How to Unlock the Staff of the Wild

The recipe unlocks when you pick up Jade. You don't need to spend it; holding one is enough. The usual source is a Charred Fortress, one of the most dangerous places in the game.

Finding a fortress

Charred Fortresses sit inland among the Ashlands lava fields, never on the coast, and each is marked by a green beam of light. Every world has 20. Charred Chests in the central tower can contain Jade, and the Riktig Fuling drops 2-3 per kill.

Getting inside

Charred Warriors, Charred Marksmen and Charred Warlocks guard the walls, so bring strong armor and food. Rather than break the 6000 HP gates:

  • Build a wooden ladder over the walls, or
  • Dig under the tower wall with a pickaxe; the outer walls are three layers of 1500 HP, but the tower walls only one.

Careful with the Bell Fragment altar inside: it has 10 HP and no resistances, so one stray swing destroys it for good.

Galdr Table level 2

The Galdr Table costs 10 Black Metal, 20 Yggdrasil Wood, 5 Black Cores and 5 Refined Eitr. Level 2 needs a Rune Table nearby (10 Black Marble, 5 Yggdrasil Wood, 10 Refined Eitr). Unfading Candles give level 3 and a Feathery Wreath level 4.

Veteran Tip

Your very first Charred Fortress is the hardest. Once you clear one and grab a Bloodstone, craft a Trollstav. You can then approach future fortresses and summon trolls from outside the walls to clear the garrison for you. Then stroll in and collect the Jade at your leisure.

Ashlands veterans

Crafting Recipe

Galdr Table (Level 2)
Staff of the Wild (Quality 1)
Galdr Table (Level 3)
5×Ashwood
2×Fiddlehead
3×Celestial Feather
1×Jade
Staff of the Wild (Quality 2)
Galdr Table (Level 4)
10×Ashwood
4×Fiddlehead
6×Celestial Feather
2×Jade
Staff of the Wild (Quality 3)
Galdr Table (Level 5)
15×Ashwood
6×Fiddlehead
9×Celestial Feather
3×Jade
Staff of the Wild (Quality 4)

Staff and Projectile Stats by Quality Level

Each upgrade adds a big chunk of projectile Blunt and Poison, while the Eitr cost stays flat at 55, so upgrades are pure damage with no extra drain. At 0.3 weight it is one of the lightest weapons in the game, at the cost of a 5% movement penalty.

Projectile Damage by Quality

Quality 1 - Blunt20
Quality 1 - Poison20
Quality 2 - Blunt40
Quality 2 - Poison40
Quality 3 - Blunt60
Quality 3 - Poison60
Quality 4 - Blunt80
Quality 4 - Poison80
Eitr Cost (all levels)55
Adrenaline (all levels)3
Durability (Q1 / Q2 / Q3 / Q4)200 / 250 / 300 / 350
Weight0.3
Movement Speed-5%

Summoned Root Breakdown: Your Personal Army

The projectile is just delivery; the roots are the weapon. Each one is a stationary turret that attacks every enemy in melee range, and with 10 active the damage output is enormous.

Immobilize

Every root attack has a 10% chance to pin an enemy for 10 seconds. With several roots hitting one target, it triggers constantly. A Morgen that would normally chase you relentlessly gets locked down and battered, even though it resists Blunt.

Durability

Each root has 250 HP and lasts 23-25 seconds. Enemies rarely target them directly but hit them with area attacks and stray projectiles, so roots double as body blockers that soak shots meant for you.

What upgrades actually do

Upgrading raises projectile damage, not root damage. Roots scale with your Elemental Magic skill, so a quality 1 staff summons at full strength and you can save your Jade.

Summoned Root Stats

Health250
Blunt Damage70
Poison Damage40
Chop Damage20
Pickaxe Damage20
Knockback40
Backstab Multiplier4x
Immobilize Chance10% (10 second duration)
Duration23-25 seconds
Max Active10
Fire Resistance0.5x (resistant)
Poison/Chop/PickaxeImmune
“

The Staff of the Wild went from 'why would anyone use this' to 'how did I ever solo the Ashlands without it' the moment I realized the roots are the weapon. The projectile is just delivery.

Experienced Mage

Combat Strategies and Best Combos

The staff shines in hit-and-run play: fire roots at a chokepoint or near a pack, then kite away while they work. Ashlands enemies come in large, relentless groups, so damage that stays behind when you move is invaluable. Drop three roots near a pack of Charred Marksmen and sprint to safety.

The Dundr combo

  1. Open with roots to create a zone of control.
  2. Drop a Staff of Protection barrier over yourself and the roots.
  3. Weave in Dundr blasts while the roots keep enemies pinned.

Against Morgen this is devastating: the roots block and hold it while Dundr's Lightning, which Morgen is weak to, finishes the job. Players report roughly 5-second Morgen kills at max quality and skill.

Roots as distraction

Charred Marksmen often shoot your roots instead of you. One root tossed near an archer group can tie up the whole cluster while you reposition.

Shield your roots

You can cast the Staff of Protection barrier directly onto roots. Against splash damage this greatly extends their lifespan, turning temporary summons into durable frontliners.

Meta Strategy

Lord Reto, the Ashlands miniboss, can be trivialized with roots. He is immune to Poison but takes normal Blunt damage, so summon several roots in a corner and lure him in. Immobilize procs pin him while the roots keep hitting, and a challenging fight becomes a spectator sport.

Boss-fighting veterans

Blocking and Parrying: The Hidden Defensive Stats

For a staff, its blocking is surprisingly solid: 48 block armor at 0 Elemental Magic skill, with a 2x parry bonus that doubles it on a well-timed parry. Block force grows with quality, so higher-quality staves push enemies further on a block.

Adrenaline

Attacks give 3 Adrenaline, blocks 2 and parries 5. It will not replace a shield, but you are not helpless when something reaches you between casts. A parry followed by a root at your feet can turn a desperate moment around.

Blocking Stats

Block Armor (0 skill)48
Block Armor (100 skill)72
Parry Block Armor (0 skill)96
Parry Block Armor (100 skill)144
Parry Bonus2x
Block Force (Q1 / Q2 / Q3 / Q4)20 / 25 / 30 / 35
Block Adrenaline2
Parry Adrenaline5

Staff of the Wild: Pros and Cons

Pros

  • Creates persistent summons that fight independently, freeing you to kite or attack with other weapons
  • 10% immobilize on every root attack locks down dangerous melee enemies
  • 10 roots at once provide unmatched crowd control and area denial
  • Roots act as body blockers, intercepting projectiles aimed at you
  • Players report it kills Morgen faster than Dundr at quality 1, despite Morgen being weak to Lightning
  • Extremely lightweight at 0.3 weight

Cons

  • Roots are stationary and cannot chase fleeing enemies
  • Poison is wasted on Poison-immune Ashlands creatures such as Charred Warriors, Fallen Valkyries and Lord Reto
  • 55 Eitr per cast is expensive; requires strong Eitr food to sustain
  • Summoning 10 roots in enclosed spaces (like Morgen caves) can cause despawn bugs
  • Root damage scales with Elemental Magic skill, not staff quality, making early use feel weak
  • Two-handed weapon prevents shield use (though roots compensate for defense)

Should You Upgrade? Managing Your Jade Supply

Jade is one of the rarest Ashlands materials. It comes from Charred Fortress chests, where it competes with Bloodstone and Iolite for slots, and from the Riktig Fuling at 2-3 per kill. Every Jade spent here is one you cannot use on Jade-enchanted weapons:

The honest recommendation

Keep it at quality 1 for a long time. Your main damage source, the roots, scale with Elemental Magic skill rather than staff quality. Spend Jade on a nature-enchanted weapon first and upgrade the staff once you have a surplus.

Full upgrade cost

Costs escalate with each level. Quality 3 takes 30 Ashwood, 16 Fiddlehead, 12 Celestial Feathers and 4 Jade in total. Quality 4 needs Galdr Table level 5 and brings the total to 45 Ashwood, 22 Fiddlehead, 21 Celestial Feathers and 7 Jade. Celestial Feathers drop from Fallen Valkyries, 2-3 per kill.

Common Mistake

Avoid spawning the maximum 10 roots inside Morgen caves or other tight enclosed spaces. There is a known bug where roots summoned in cramped areas can fail to despawn properly, which breaks the staff until you leave the area. Use 3-4 roots at most in indoor fights and save the full army for open-field encounters.

Bug reports

In a dedicated mage build, the Staff of the Wild is your primary weapon. Pair it with Dundr for single-target Lightning and keep the Staff of Protection on your hotbar for the barrier. Wear the Eitr-weave set or the Robes of Embla for Eitr regeneration, and prioritize Eitr food, since each root costs 55.

The combat loop

  1. Spot enemies at range and fire 2-3 roots into their path.
  2. Raise the Staff of Protection barrier.
  3. Switch to Dundr for priority targets.
  4. Swap back and refresh any expired roots.

With practice you hold a near-permanent zone of control that makes the Ashlands far more survivable solo than it has any right to be.

Recommended Ashlands Mage Loadout

Primary WeaponStaff of the WildQuality 1+ for root summoning
Secondary WeaponDundrLightning damage for single targets
Support StaffStaff of ProtectionBarrier for you and your roots
Armor SetEitr-weave set or Robes of EmblaMax Eitr regeneration
CapeFeather Cape or Asksvin CloakBoth resist Frost; the Feather Cape adds slow fall but makes you very weak to Fire
Food 1High-Eitr FoodMaximize Eitr pool for sustained casting
Food 2Balanced HP/Stamina FoodSurvivability for when roots are not enough
Food 3Eitr or Stamina FoodSecond Eitr source or sprint stamina

Frequently Asked Questions

Does upgrading the Staff of the Wild increase root damage?

No. Upgrading the staff only increases the projectile's blunt and poison damage and the staff's durability. Root damage scales with your Elemental Magic skill level, which increases through natural use. Save your Jade for other weapons unless you specifically want more projectile impact damage.

Is the Staff of the Wild useless because Ashlands enemies resist poison?

This is the biggest misconception about the staff. The Poison part of the projectile is wasted on Poison-immune enemies, but the roots deal mostly Blunt damage, which most Ashlands enemies take normally (Morgen resist it). The roots are the main damage source, so Poison immunity barely matters in practice.

Can enemies destroy the summoned roots?

Technically yes, but enemies do not deliberately target roots. Roots can take collateral damage from area attacks or intercept projectiles. With 250 HP and fire resistance, they usually survive their full 23-25 second duration unless caught in heavy crossfire. They are completely immune to poison, chop, and pickaxe damage.

Where do I find Jade to craft the staff?

Jade is found in Charred Chests inside Charred Fortresses, and the Riktig Fuling drops 2-3 per kill. Look for the green beam of light marking each fortress; there are 20 per world, always inland. The central tower has at least one guaranteed chest, with up to 3 more along the tower walls at varying odds.

Can the Staff of the Wild reach quality 4?

Yes. Older guides said Galdr Table level 5 was not available, but the staff's max quality is 4. Quality 4 needs Galdr Table level 5 and costs 15 Ashwood, 6 Fiddlehead, 9 Celestial Feathers and 3 Jade for that step alone.

Recent Updates

  • Updated for Valheim 1.0: corrected the Riktig Fuling Jade drop, removed the outdated quality 3 cap, fixed cape resistances, and reorganised for easier reading.

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