Burial ships¶
A Sealed Ship is a drakkar on land, held by chains under a glowing seal. Its cargo lies sealed inside, guarded by the dead: wake them, beat every wave and the final guardian, then accept the gifts.
A ship can appear in any newly generated zone of land (1.8% per zone; never at sea). It is marked on the map once a player comes within 80 m.
A ship's level is the level of the land it stands on (its biome's level). Its guardians are undead of that level and drop nothing; the gifts take the ship's level.
Cargo¶
Each ship carries one of six cargos, all equally likely; the cargo decides the gifts.
| Ship | Gifts | Rolls | Bonus |
|---|---|---|---|
| Warrior's Ship | Weapons and shields (a unique now and then) | 4–6 | — |
| Guardian's Ship | Armour (a unique now and then) | 4–6 | — |
| Smith's Ship | Metals and materials | 5–8 | — |
| Runecarver's Ship | Currency | 4–6 | — |
| Seafarer's Ship | Coins, then gear or currency at even odds (currency can be a treasure map) | 2–4 | plus coins |
| Jarl's Ship | Rings, belts and trinkets (a unique now and then) | 5–7 | +50% rarity |
The rolls are multiplied by the quantity of the gifts: your chest item quantity and the ship's danger add to it; your chest loot rarity adds to their rarity.
Smith's Ship¶
Each roll of the smith's cargo is one stack of a metal or material, among the ones the ship's level reaches; the most advanced one is twice as likely.
| Item | Amount | From level |
|---|---|---|
| 6–12 | 19 (Black Forest) | |
| 6–12 | 19 (Black Forest) | |
| 4–8 | 19 (Black Forest) | |
| 4–9 | 43 (Swamp) | |
| 4–8 | 77 (Mountain) | |
| 4–8 | 97 (Plains) | |
| 4–9 | 130 (Mistlands) | |
| 3–6 | 181 (Ashlands) |
Coins (seafarer's ship): 15–30 coins, grown by one part per 40 levels of the ship.
Any ship's gifts hold a
Rune of the Open Gate at 3%.
Dangers¶
A ship has a danger at 35% (one of four, all equally likely). A danger adds 25% rarity and 15% quantity to the gifts (Call of the Barrow: 30% quantity).
- Funeral Embers: marked ground flares before each wave
- Call of the Barrow: two guardians in the last wave
- Cold Trail: guardians leave brief trails of frost
- Torn Chains: ghostly chains sweep the ground after a warning
Waves¶
A ship holds 3 waves of the dead, 4 at 20%. "Wake the guardians" starts them; the next wave rises 4 s after the last of the previous one falls, at marked spots.
The first wave has 4 dead for one player, each wave after it one more; every other player within 50 m adds 50% (rounded), up to 12 a wave.
| Wave | Players: 1 | Players: 2 | Players: 3 | Players: 4 |
|---|---|---|---|---|
| Wave 1 | 4 | 6 | 8 | 10 |
| Wave 2 | 5 | 8 | 10 | 12 |
| Wave 3 | 6 | 9 | 12 | 12 |
| Wave 4 | 7 | 10 | 12 | 12 |
The last wave brings the guardian: one more for every 2 extra players, two with Call of the Barrow. Guardians have at least two stars; the other dead roll their stars as usual.
| Biome | First wave | Middle waves | Last wave | Guardian |
|---|---|---|---|---|
| Meadows (1) | ||||
| Black Forest (19) | ||||
| Swamp (43) | ||||
| Mountain (77) | ||||
| Plains (97) | ||||
| Mistlands (130) | ||||
| Ashlands (181) | Charred Twitcher 25% |
|||
| Deep North (246) | Charred Twitcher 25% |
A guardian farther than 45 m from the ship is brought back to it. When every player has been gone for 90 s, the waves stop, the dead vanish and the seal closes again.
The gifts¶
Once the last guardian falls, any player can "Accept the gifts": the gifts come out of the ship three at a time.
Data from Path of Valheiman 6.0.6, extracted 2026-11-09.