One wrong arrow, one mistimed sprint, and a dozen fulings pour over a hill while a deathsquito tightens its flight path behind you. The Plains biome doesn’t just punish mistakes—it buries them under a pile of black metal. Dense clusters of fulings, patrolling berserkers, and the ever-present drone of deathsquitos make village raids a quick trip back to bed if you charge in blind. This guide lays out a systematic, low-risk method for pulling, kiting, and clearing a Fuling Village without getting swarmed. Tested on Patch 0.217.14.
Pre-Raid Preparation – Gear, Food, and Weapon Choice
Walk into a village with the wrong setup and you’re gambling on every pull. The Plains demand high-tier armor, stamina-first food, and weapons that control the fight before it controls you.
Padded armor or higher is mandatory. The Root set’s pierce resistance is popular in the Plains, but fulings deal mostly blunt and slash damage, and berserker slams will stagger you through a Root chest. Carapace or padded gives you the stagger resistance to survive a hit and reset. A black metal shield or serpent scale shield lets you parry fulings, but don’t rely on parrying berserkers until you’re confident in the timing.
Weapon matchups matter. The black metal atgeir is the strongest village-clearing tool because its secondary spin attack staggers everything in a wide radius, including berserkers. A black metal sword and shield give you a safer parry-and-counter rhythm for one-on-one fights. The bow is your pulling tool and deathsquito insurance. Do not skip the bow.
Food combo makes or breaks a raid. You need a deep stamina pool for kiting and rolling, and enough health to survive one berserker hit. This is not the time for health-only feast recipes.
Recommended Loadout Table
| Weapon Type | Role in Village Raid | Stamina Cost per Attack (base) | Stagger Potential | Notes |
|---|---|---|---|---|
| Black metal atgeir | AoE stagger, crowd control, berserker punisher | Spin: 20 stamina | Very high (spin staggers Berserkers) | Best primary weapon for village clearing. |
| Black metal sword | Precise parry-and-counter, mop-up | Swing: 12 stamina | Moderate (parry-dependent) | Pair with a black metal or serpent shield. |
| Bow (Draugr Fang) | Pulling tool, deathsquito sniper, safe DPS | Full draw: ~15 stamina | Low (no stagger) | Use needle or frost arrows. Frost slows berserkers. |
Food: Lox Meat Pie (75 HP, 25 stamina) + Blood Pudding (25 HP, 75 stamina) + Eyescream (20 HP, 65 stamina) grants 120 health and 165 stamina—plenty of margin for kiting. Carry medium stamina meads for emergency recovery.
Scouting and Pulling – How to Aggro One Target at a Time
The pull decides the fight. Sprint in and you’ll trigger three patrols, a berserker, and two deathsquitos. Instead, circle the village first.
Walk the outer perimeter and look for gaps in sightlines. Use large rocks, dips in terrain, or the slight elevation of a nearby hill to break line-of-sight. You want to see the village layout before any fuling sees you. Mark totem spawns: large huts with red banners almost always hold a totem, but sometimes a totem sits in an open central altar. Note any tar pits within aggro range—they’re a death sentence during a kiting loop.
Pull with the bow, never with your body. The goal is to aggro exactly one fuling, the farthest from any cluster. Crouch to minimize detection range, then aim for a lone fuling at the edge of the pack. A finewood bow is the minimum, but a Huntsman or Draugr Fang makes the shot quieter and more lethal.
The Bow Pull Technique
- Crouch at least 40 meters from the nearest fuling.
- Target the farthest single fuling, ideally one that’s wandered a few meters from its group.
- Draw fully and fire. If you miss, wait five seconds before shooting again—two missed arrows in quick succession can alert the whole camp.
- Immediately turn and sprint away from the village to your pre-selected clearing area, a flat space 30–50 meters back where you can fight safely.
- The struck fuling will chase. Stop when you’re out of the village’s aggro radius (roughly 65 meters for hearing). The rest usually won’t follow unless you hit one nearby.
If you accidentally pull a berserker early, don’t try to kill it on the spot. Reset. Break line-of-sight with a rock or slope, run until the aggro drops, then re-crouch and start over. Berserkers have massive aggro range and pulling them with a pack of fulings is the most common wipe scenario.
Managing the Village Perimeter
Before a single arrow flies, complete a full 360-degree circuit of the village. Place a campfire on a safe, elevated spot outside aggro range for a quick rested buff refresh. Identify at least two escape paths clear of tar, lox herds, and other fuling camps. Mark the center point of the village with a map pin so you know where the bulk of the threat sits. This scouting loop takes two minutes and prevents every worst-case flank.
Berserker Kiting – The Core Survival Skill
The berserker’s triple-slam and running charge kill more raiders than every other enemy combined. It deals 130 blunt damage on a heavy swing and sends you flying into a pack of waiting fulings. Kiting it safely is a stamina-management puzzle.
After you’ve cleared the outer patrols, isolate the berserker by pulling it with a bow shot. Let it close to about 15 meters, then turn and sprint. The berserker will slam the ground where you were standing. This is your window.
Kiting Routes and Fallback Positions
Your kiting path needs to be a loop with obstacles. Rocks, fallen trees, or even a raised dirt pillar you build with a hoe provide something for the berserker to path around while you regain stamina. Never kite in a straight line toward unknown territory. Design a mental loop: first pass around a large rock, second pass along a gentle slope, third pass back to your campfire. Always keep your retreat open. If the path narrows or you see fulings ahead, switch directions immediately.
Stamina discipline: never allow your bar to drop below 30% while the berserker is within charging range. Walk when you can—the berserker is slow when not charging. Save your sprint for the charge animation.
Weapon-Specific Tips
- Atgeir: The secondary spin attack staggers the berserker mid-charge if timed correctly. Wait until it rears back to swing, then spin. The stagger gives you three quick pokes before you need to roll away. This is the safest way to kill a berserker solo.
- Sword and shield: A parry stops the running charge but costs 12 stamina and requires precise timing. If you miss the parry, you eat 130 damage. Only attempt this after you’ve practiced against a lone berserker outside a village.
- Bow with frost arrows: Frost slows movement by 33% for 5 seconds (resistant enemies still get the slow). Put a frost arrow into the berserker between every two melee attacks to keep it crawling. Needle arrows deal more raw damage but offer no control.
Do not use Bonemass power preemptively. Save it for the moment a second berserker enters the fight, or when a deathsquito swarm catches you with low health. The 50% physical damage reduction for five minutes is your panic button.
Deathsquito Management – Don’t Let the Ambush Ruin Your Pull
Deathsquitos have 100 health, deal 90 pierce damage, and fly silently until they’re almost on top of you. One hit can end a kiting loop if you’re under 90 health. They often spawn behind you during a pull, attracted by the noise of battle. The buzzing sound is your only warning.
Priority targeting: the moment you hear the drone, stop kiting the berserker and locate the deathsquito. A single needle arrow kills it from range. At close range, an atgeir spin attack will swat it out of the air even before it lines up its charge. If you’re using a shield, block (or parry if you’re quick) and then strike—the deathsquito dies in one hit after a successful block. Never ignore the sound. A deathsquito can stagger a low-stamina player just as a berserker swing connects.
Quick-Reference: Deathsquito Threat Table
| Stat | Value | Notes |
|---|---|---|
| Health | 100 | One-shot by most arrows or melee hits. |
| Damage | 90 pierce | Ignores a chunk of armor at lower tiers. |
| Resistances | None | Weak to all damage types. |
| Speed | Fast flyer | Hard to hit when moving erratically. |
| Kill method 1 | Bow (any arrow) | One needle arrow; safest at range. |
| Kill method 2 | Atgeir spin | Reliably hits even if sightline is broken. |
| Kill method 3 | Parry + dagger | Instantly dead; high risk if you miss parry. |
| Kill method 4 | Block + sword | Block absorbs most damage, then quick slash. |
Clearing the Village – Systematic Room-by-Room Tactics
Once patrols and the berserker are dead, the remaining fulings are tucked inside huts, waiting to burst out the moment you step too close. Never walk directly up to a hut door. Fulings inside hear movement and can open doors to swarm you.
Use a bow to shoot the wooden walls or throw a spear at the door to break line-of-sight without triggering the interior aggro. Better yet, flatten the ground inside the village with a hoe before you start clearing huts. Remove those dips and bumps that block your camera and swing arcs. Level ground equals no LOS surprises.
Burning huts is a safe, reliable method: fire arrows set wooden structures alight, and the damage ticks will force fulings out. Keep a good distance—ranged fulings inside huts will throw spears through the flames. If you prefer melee, stand to the side of the door and use an atgeir spin the moment it opens. The stagger locks them and you can finish the shaman or regular fulings before they cast.
Totem Farming – Where to Look
Fuling totems are the highest-value loot in a village, required to summon Yagluth. In a standard village, 3–5 totems spawn. Two almost always sit inside large red-banner huts. A third might be on an altar in the central open area, or inside a second large hut. Small lean-to huts and watchtowers never hold totems. Check behind the large huts as well—totems sometimes spawn on external ledges. Mark them with a map pin as soon as you see them, because a missed totem can cost you hours later.
Post-Kill Cleanup
Loot priority: totems first, then black metal scrap (each fuling drops one), then barley and flax from nearby fields. Black metal weighs 1.0 per scrap; a full village can yield 30–40 scraps, so bring portal mats or a cart. Watch the respawn timer: fulings respawn after about 180 minutes (three in-game days) if no workbench suppresses the zone. Drop a workbench in the village center once you’re done to prevent nasty surprises.
Solo vs. Group Strategies – Adjusting the Pull for Party Size
Solo players clear slower and rely heavily on kiting loops and stamina meads. Groups can split the workload, but only with clear roles. Without coordination, two players pull three patrols and get overrun faster than a solo player would.
Solo Checklist
- Bonemass power ready (5-minute physical resist).
- Atgeir as primary weapon; bow for pulling and deathsquitos.
- 2 medium stamina meads, 1 medium healing mead.
- Campfire placed outside village for rested buff.
- Flat terrain chosen for kiting area.
- Escape path cleared of tar/lox.
Group Roles Table
| Role | Player Task | Weapon Loadout |
|---|---|---|
| Archer | Pulls single fulings with bow, scouts perimeter. | Draugr Fang, needle arrows. |
| Tank | Kites the berserker, holds aggro with atgeir spin. | Atgeir + shield, frost arrows. |
| Cleaner | Kills deathsquitos, mops up stray fulings, rescues downed allies. | Atgeir or sword/shield. |
Communication: one ping on the berserker, a ping on the latest deathsquito, and a callout when Bonemass is active. If two players accidentally pull separate packs, collapse on the cleaner’s position and let the tank round them up for an atgeir spin. Splitting means deaths.
Conclusion
Fuling villages punish haste. Scout the perimeter before the pull. Pull one fuling at a time with a well-placed arrow. Kite the berserker through obstacles and never drop below 30% stamina. Swat deathsquitos the instant you hear them. Clear huts methodically, and secure totems before anything else. Stick to these pillars, and every village becomes a repeatable, zero-death farm run—not a sprint back to your grave.