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But realistically, the same rules apply here as in other biomes. Some tips:
- Be prepared. Bring your best foods & support meads.
- Don't go out at night. The rate of spawns, and starred spawns especially, increase in the evening and you can wind up in hot water, literally and figuratively.
- Learn enemy attack patterns and kill order priorities. There may be a lot of Charred but none of them hit as hard as individual Seekers, pound-for-pound, but some foes can put you at a disadvantage when dealing with others. Don't tap Bonemass unless you absolutely need it.
- Know when to escape. You actually don't need to fight every single enemy you come across. Friendly dvergr spawns/camps are found in the Ashlands, too: use them.
- Minimize noise. Running, mining, woodcutting, &etc. all generate sound and attract enemies in the active zone/cell/chunk to your location, same as prior biomes.
- Destroy enemy spawners you come across. Violet-hued ones are especially dangerous and produce starred enemies.
- Consider your weapon loadout; do not restrict yourself to a single 'build,' as that's a fool's errand. Mix & match magic, phys. ranged, and melee. Bring whatever you think will help. Demolisher & Himminafl are frequent player picks. Frost/silver arrows & the Staff of Embers help enormously. Mistwalker deals frost/spirit damage and hits harder than Frostner.
- Give enemies alternative targets, and shield yourself. A dead raiser and protection staff can potentially pay enormous dividends here.
- Quell spawns however you can. Campfires are a common choice because they won't burn away from the ambient fire hazard.
- Make sure your equipment is as upgraded as possible. You can get all Mistlands gear to level 3 before sailing into the Ashlands, and to level 4 not long after.
Additionally, there are a lot of valuable guides and YT vids that showcase people playing through Ashlands on default settings without much issue. Do not take it upon yourself to think you need to know how to handle everything on your own - look at what others have done in the course of their play to find consistent success and adapt those lessons to your own playstyle.
make less noise.
it is more but not unrelenting.
I've done most of the things you can do in Mistlands before even finishing the Plains, most of it in troll hide armor. I had running and sword at 100, now they're at ~40 and ~30.
Of course I don't go out at night. Of course I'm on best food and have the best meads. Of course I know the patterns already - I've never parried that much even in DS et al.
Charred do hit hard when they're with a star - and for some reason there are a lot of those.
Escaping might be reasonable at some points, but even if you do escape - it's just a complete absence of progress. And usually escaping is very hard because of multiple morgens and/or asksvins. And when I escape those, I come back to a half destroyed "fortress" in Ashlands that I managed to build.
And it's definitely not noise. I can stand in one place - and lo and behold, two charred warriors, one with a star, come from right behind the column that I'm looking at dead center. It's like a comedy sketch at this point.
A deadraiser is almost useless - the spawned skeletons die almost immediately.
Being unprepared is not the problem - the spawnrate is. It _is_ unrelenting more often than not. Yes, sometimes there are breathers, sometimes enough to chop down every tree and mine everything around me. But then it starts again (no, it's not the night - I tp home when it starts). A single archer, 2 charred, 5 charred, 1 asksvin, 2 morgens, yada-yada.
Quelling spawns with buildings is just an abuse of the game mechcanic, in my opinion. Or, if that's the strategy intended by the devs, it's a big mistake. If I wanted to plant torches every 14 meters, I would've played Minecraft.
Just came after my things, for the umpteenth time. The distance of two minimaps from the home portal. Just an archer on the way there. Nobody on my tombstone as well. Nobody in the visible area all around - nobody could even hear anything. As soon as I pick everything up and move 10 meters further - a morgen. As I'm fighting it - an asksvin. There was _nobody_ as far as the eye could see. As I'm fighting those two - the whole shebang once more: another morgen, a valkyrie, a bunch of charred, a third morgen with a star, death. Very cool.
https://imgur.com/a/CVo0h8y
(Before you say that I'm not prepared enough on the pic - preparation wasn't the intent here, I just wanted to pick the rest of my things, and I failed at that. At least I managed to return home safely.)
Himminafl & Nature staff, and bubble up. maybe the odd troll staff here and there .all you need.
As I said above - I can't get past the spawnrate to find the ingredients. I found one putrid hole and once was able to get to a charred fortress relatively nearby - all following attempts have failed.
So yeah, screw that, I'm done. Maybe I'll wait a year or two for some patches.
Shoot the gjall in its tummy, roll away the ticks, drink fire resistance mead, avoid the soldier. When gjall is dead, parry the soldier's head butt attack by using only your spinal cord.
In black forest, it was relatively easy to just run away. You're much faster than the vast majority of the enemies there and they don't follow you to the portal.
As for the pit tactic - personally, I consider it just as much of a game mechanic abuse as the torch/workbench/campfire tiling method. If an abuse is all but required to proceed, something has to be changed in the game itself.
The high spawn rate is, fortunately or unfortunately, the theme of the biome. But, ultimately, I don't find it too different from another biome with a high frequency of recurrent spawns: the Black Forest. We often find ourselves simply standing among the pines and firs when a group of 3-4 of the little blue-eyed buggers come crawling around the trees regardless of activity, sometimes in quick succession. Even on recent playthroughs there are times when I feel like I chop down nine of them almost back-to-back despite no POIs being nearby.
I just think this is a matter of different perspectives between the BF and Ashlands: the BF's terrain makes it easier to hide the default spawns and breaks enemy LOS easier so they don't immediately catch a glimpse of you and come running. By comparison, Ashlands is a lot flatter and there's fewer world objects prohibiting enemy LOS.
Now, I hear what you're saying about suddenly finding yourself face-to-face with a morgen after collecting your tombstone, but I can think of a dozen times in prior biomes I faced similar with a troll or abomination stump or a herd of lox suddenly within aggro range after collecting my own corpse. It doesn't always happen, but it obviously can, so it boils down to our own abilities as players to be mindful of that possibility and know it's something we might have to handle.
The advice about mitigating the noise you make is to mitigate what you draw to yourself apart from the spawns you're going to encounter as a matter of course. But this is also where the advice to bring AoE with you comes in: before you can get your hands on the Staff of the Wild, the Staff of Embers is excellent for both area damage and knockback. I do, however, feel there's value to the dead raiser: skelitts still benefit from the protection bubble, same as you, though I will say that if the fight is still on when they're taken out, I don't expend resources to resummon them until after.
Now about the campfires, I personally don't drop them everywhere, either, but I'm also not dying in the Ashlands with any real frequency anymore, so it's something I would still advise you to consider doing until you feel like you're in a better position to handle large spawn groups. Think of it as bumpers on the bowling lane: you won't need them forever, but they're there in case you do, and you can consider it a safeguard against not making sufficient progress or headway.
And since you know that you're going to attract enemies setting out to gather ashwood or mine flametal or what-have-you, the other thing about the combat I want to point out is that even on default normal settings it's better to avoid taking a hit altogether, even for a parry/stagger combo, when you're faced with a big crowd. I find it way more important to side- or back-step an enemy attack and follow-up with a slam from Demolisher or explode a fireball at my feet. I'll do one-on-one melee tactics when the enemy group's been thinned out enough that I'm not risking my neck not using AoE.
As far as what you have or have not done in the earlier parts of the game, I'd say the toughest lesson I myself had to learn on that front is that all of that is just foundational for the later biomes and not a guarantor of success. Consider the vast gulf of time between Valheim's initial EA release and when Mistlands finally dropped: I feel like a lot of us who'd been playing this for a while got very, very good at the first half of the game because there was nothing else to do for the longest time.
Post H&H content prior to Mistlands didn't exactly offer anything challenging because the only really noteworthy new dungeons and enemies were Frost Caves, Cultists, and the Growths around tar pits, the latter of which you could flat-out ignore if you weren't into building aesthetics. Padded armor coming out only made the Plains easier, so we all got to thinking we were nigh-invulnerable for a good, long while. Mistlands kicked us all in the teeth, and Ashlands is here knocking out the teeth we managed to put back in, and then some.
If you are dying this much, and are just having really rotten and consistently bad luck with spawns, then I really gotta emphasize fleeing as your biggest priority. Take what you can get and get out, ASAP. I look around the ruins already in-place as POIs in Ashlands and think to myself that, much as I love building and securing locations, Ashlands really ain't it for that. FOBs, fortresses, whatever - just put your mind to getting what you need to gear up successfully and build beautifully in another biome.