At the warning, eat and equip a familiar combat kit, close animal shelters and move the fight away from valuable buildings if the exit is clear. Keep room to dodge and use a prepared retreat when health or stamina fails. Most raid timers stop when everyone leaves the active area, so a portal escape buys recovery time without guaranteeing the raid is over. Return prepared, clear survivors and restore access before rebuilding everything.
Enemies that cannot reach you may turn on accessible structures. Hiding on the roof is therefore not a guarantee that the workshop survives. Keep watching the boundary and relocate your engagement if they start breaking an exposed station.
Stop sorting or building. Eat your available combat foods, equip armor and your practiced weapon, and take the useful resistance mead for the attackers you can identify. Use the food routine; a depleted meal is not a full preparation.
Close the animal shelter and the house. Take the planned outside exit only if it is clear, drawing attackers toward the fighting space instead of backing through the workshop.
Turn to see what is actually attacking. Keep stamina for a dodge or escape and recover between short attacks. Do not spend the entire bar sprinting and then try to block a heavy hit.
If the route is overrun or your health is failing, use the escape route. Protect the character and essential equipment before attempting emergency repairs under attack. A destroyed wall can be rebuilt.
Most raids need a player present in the active event area for their timer to advance. Leaving or portaling away can pause it; waiting in a dungeon does not progress it. The hunted wolf event is an exception. The actual event area extends beyond the visible red circle.
Our recommendation is to stay in a controllable fighting position near the raid area while you have food and room. Withdraw when you cannot survive, resupply, then return through the known approach. Do not stake the equipment recovery on a fixed number of minutes away.
Open the map to see the red event circle around your base; back in play, a yellow raid warning crosses the top of the screen, the minimap keeps the red area, and attackers close in.
Default raids use world progression, including boss and some creature deaths; player-based mode instead uses character criteria such as acquired powers, items and some kills. A new house in an advanced world does not reset default eligibility. The pre-1.0 reference describes most events as requiring three qualifying base structures within 40 metres, with the hunted event excepted. The 1.0 player-base tag changes leave the qualifying-piece list and its applicability to new events unresolved.
Keep the world’s actual settings in view when comparing an incident with another player’s experience. Review defense readiness before new progression and Hildir hand-ins. This guide does not change your settings or promise that dismantling one station disables every raid.
Under default death rules, your inventory remains in the tombstone. Use food, spare equipment and resistance supplies from the recovery chest before going back. If the bed was destroyed, expect the Sacrificial Stones fallback and approach from your alternate cache.
Mark the approach you will use. A second death does not erase the earlier tombstone, so stop repeating a route that still has enemies at its narrowest point.
Lead attackers away from the pickup spot when possible, then return for the equipment. Leave spare inventory space: automatic tombstone pickup needs enough room; otherwise transfer the important items manually.
Equip recovered protection and move to the prepared retreat. Leave optional drops until the raid and immediate attackers are controlled. Rebuild a broken portal or crossing before another supply run if the old route no longer works.
The end message is not an all-clear for the animal pen. Remaining bats do not disappear when their event ends; inspect the air, roofline and enclosed ground before opening pens or starting repairs.
Clear the remaining threats you can safely reach. Check both the outside approach and any breach before returning to a building tool.
Restore access and respawn shelter first: close the breach, rebuild necessary workbenches, repair the bed area and inspect the escape portal. If the bed was destroyed, rebuild it and interact to claim the replacement; check its spawn-point status using the shelter checklist. Keep a Stonecutter in range for stone repairs.
Use the hammer’s repair mode on surviving pieces, then rebuild destroyed ones with stored materials. Fix supports before the floors or roofs that depend on them.
Count surviving breeding stock and check the seed/egg reserve. Restart crop supply, boar breeding or chickens from the protected reserve before spending it on meals.
Record how the breach happened in your own map notes or building plan: an open gate, uncovered spawn area, flying entry, long-reach attack or missing supplies. Correct that cause using the defense guide, then refill the kit before the next expedition.
Workbench10 WoodHammer; no station required
Stonecutter10 Wood + 2 Iron + 4 StoneHammer; within workbench range
The raid is still present after a long portal trip.
Most raid timers pause when no player remains in the active area. Resupply and return to a controllable position instead of assuming elapsed time away ended it.
A beginner character receives enemies from much later progression.
Check whether this is an advanced world using default world-based raids or an experienced character under player-based rules. Use the actual modifier summary before diagnosing the incident.
My animals die after the end message.
Look for surviving attackers, especially bats, before opening the shelter. Restore a closed roofed pen and breed from the separate reserve if available.
There is too much damage to rebuild immediately.
Restore one safe shelter, food cache and travel connection, then the stations needed to repair. Rebuild storage and food production before expanding the perimeter again.
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Sources · 10community · official · checked 1 Oct 2026 · Research-based
Valheim Wiki: Events ↗Default world-based versus player-based eligibility, most raids requiring three base structures within 40m, hunted exception, active-area timer pause and dungeon exclusion. No exact timer or complete unlock table is claimed.community ·
Valheim Wiki: Creatures ↗Enemies may switch to accessible structures when they cannot attack their player target.community ·
Valheim Wiki: Troll ↗Long-reaching club attacks, thrown rocks, structure damage and pierce weakness.community ·
Valheim Wiki: Bat ↗Flying attacks and surviving event bats remaining after the event, threatening livestock.community ·
Valheim Wiki: Death ↗Default tombstone inventory, capacity-dependent pickup, surviving previous graves, bed respawn and fallback at Sacrificial Stones.community ·
Valheim Wiki: Building ↗Structural support, hammer repairs without material cost, destructible construction, terrain barriers and flying-enemy limitations.community ·
Valheim Wiki: Stonecutter ↗Stonecutter recipe and requirement for building and repairing stone; building does not require station shelter.community ·
Iron Gate: Patch 1.0.16 ↗Reports fixes for some Deep North terrain changes reverting, excess enemy spawns especially during raids, and Mac App Store Manage Saves backup restore. Manual terrain-seam repair may still be needed.official ·
Iron Gate: Patch 1.0.14 ↗The publisher’s 1.0.14 PlayerBase effect change; no new numeric coverage or qualifying-piece list is inferred.official ·
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