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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
Copper 6–12 19 (Black Forest)
Tin 6–12 19 (Black Forest)
Bronze 4–8 19 (Black Forest)
Iron 4–9 43 (Swamp)
Silver 4–8 77 (Mountain)
Black Metal 4–8 97 (Plains)
Carapace 4–9 130 (Mistlands)
Flametal 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) Skeleton 66.67%
Rancid Remains 33.33%
Skeleton 66.67%
Ghost 33.33%
Skeleton 50%
Rancid Remains 50%
Skeleton
Black Forest (19) Skeleton 66.67%
Rancid Remains 33.33%
Skeleton 66.67%
Ghost 33.33%
Skeleton 50%
Rancid Remains 50%
Skeleton
Swamp (43) Skeleton 66.67%
Rancid Remains 33.33%
Skeleton 20%
Ghost 20%
Draugr 40%
Wraith 20%
Draugr 66.67%
Skeleton 33.33%
Draugr Elite
Mountain (77) Skeleton 66.67%
Rancid Remains 33.33%
Skeleton 20%
Ghost 20%
Draugr 40%
Wraith 20%
Draugr 66.67%
Skeleton 33.33%
Draugr Elite
Plains (97) Skeleton 66.67%
Rancid Remains 33.33%
Skeleton 20%
Ghost 20%
Draugr 40%
Wraith 20%
Draugr 66.67%
Skeleton 33.33%
Draugr Elite
Mistlands (130) Skeleton 66.67%
Rancid Remains 33.33%
Skeleton 20%
Ghost 20%
Draugr 40%
Wraith 20%
Draugr 66.67%
Skeleton 33.33%
Draugr Elite
Ashlands (181) Charred Warrior 50%
Charred Marksman 50%
Charred Warrior 25%
Charred Marksman 25%
Charred Warlock 25%
Charred Twitcher 25%
Charred Warrior 50%
Charred Marksman 50%
Charred Warrior
Deep North (246) Charred Warrior 50%
Charred Marksman 50%
Charred Warrior 25%
Charred Marksman 25%
Charred Warlock 25%
Charred Twitcher 25%
Charred Warrior 50%
Charred Marksman 50%
Charred Warrior

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.