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Vikings Creed — Game Details

Slot game

Slot by SlotMill

#R

96.03%

RTP

Default RTP

#MWM

5000x

Maximum win multiplier

#V

high

Volatility

#BR

0.2–50 EUR

Bet range

#P

20

Paylines

#GG

5 × 3

Game grid

RTP profiles

Default RTP

Base game

Default96.03%

Our verdict

0xPlaySlots opinion
6.6/ 10our score for this game

The Walking Wild is a sound engine that turns up about every 12 base spins, doubles every line win it completes and accounts for more than half the game's return. The high volatility is therefore spread across frequent re-spin chains instead of being parked in a bonus. Everything around it is thin. Six free spins that cannot retrigger, a paytable that goes flat after the top two Vikings and a 5,000x ceiling keep it competent rather than memorable, and it earns 6.6.

About Vikings Creed

Vikings Creed pays 20 fixed lines from the leftmost reel on a 5x3 grid whose base reel strips hold one Wild each. Most of its return runs through that Viking Wild, which doubles every line win it joins and walks one reel left on each re-spin. Any Wild that lands awards a re-spin, and about one base spin in 12 lands a Wild. Re-spins run on while a Wild is still on the reels and Wilds landing during the sequence join it. Wild Berserk drops three to five Walking Wilds at random on a base-game spin so several doubled lines can pay on one re-spin. Base-game Walking Wild sequences return 49.08% of the 96.03% RTP and the rest of the base game returns 29.16%. Three or more crow Scatters land about once in 122 base spins and award six free spins at the triggering bet. No Scatter reaches the free-spin reels so the round never retriggers and every Wild inside it expands to fill its reel. That round is worth only 17.79 points of RTP, so the swings come from how long a base-game Wild sequence runs and how many Wilds it collects.

Game preview

Vikings Creed opening screen

Editorial takeaways

  • Every Wild that lands awards a re-spin in which it moves one reel left, re-spins continue while a Wild is on the reels, and a line win including a Wild pays 2x.
  • The 96.03% RTP splits into 29.16% from the base game outside re-spins, 49.08% from base-game Walking Wild sequences, 2.75% from Free Spins and 15.04% from Free Spins Walking Wild sequences.
  • Wild Berserk randomly places three to five Walking Wilds on a base-game spin, and Free Spins cannot be triggered while it runs.
  • Three or more crow Scatters award 6 free spins at the triggering bet, and no Scatter reaches the free-spin reels, so the round cannot retrigger.
  • Every Wild that lands in the free spins expands to fill its reel and walks left through re-spins that pause the free-spin count.
  • A game round ends as soon as its total win reaches 5,000x the bet, which is 250,000 at the maximum bet of 50.

Limitations and version notes

  • The free spins are short and rare, and six spins with no retrigger arrive about once in 122 base spins. With their Walking Wild re-spins they account for 17.79 points of the 96.03% RTP, less than a fifth of the game's return.
  • Below the top two Vikings the paytable is flat, with five longships or hammer amulets worth 12.5x the bet and five shields worth 6.25x. Eight of the ten regular symbols pay less than the stake for three of a kind.
  • The ceiling is modest for a high-volatility game. The round cap is 5,000x and the only multiplier in the game is the Wild's 2x.

Features & Themes

Game features

Fixed PaylinesWalking WildsrespinsWild MultipliersRandom WildsFree SpinsExpanding Wild Reels

Themes

vikings

Game mechanics

Walking Wild re-spins

Base + bonus#01

A Wild lands anywhere on the reels.

A re-spin is awarded, and the Wild moves one reel to the left on that re-spin.

The Wild keeps walking one reel left while any Wild is on the reels, and nothing carries over into the next paid spin.

Lines pay from the leftmost reel, so a Wild that lands on reel 5 can only complete five-of-a-kind lines on its landing spin. Each step left brings it into shorter combinations, and Wilds that land during the re-spins join the sequence.

  • Each base-game reel strip holds one Wild.
  • A Wild lands on about one base spin in 12, before Wild Berserk adds its own sequences.
  • A Wild that lands on reel 5 stays on the grid for four re-spins as it walks to reel 1.
  • A sequence runs only while a Wild is on the reels.
  • Base-game Walking Wild sequences return 49.08% of stakes, more than half of the 96.03% RTP.
  • Free Spins Walking Wild sequences add another 15.04%.

Wins with a Wild pay double

Base + bonus#02

A Wild is part of a winning line, whether in the base game, in re-spins or in Free Spins.

The line win pays 2x.

The Wild substitutes for every symbol except the Scatter and pays the highest winning combination possible on the line.

  • Five crowned Vikings pay 100x the bet.
  • A Wild completing that line makes it 200x.

Wild Berserk

Base game#03

It happens at random on a base-game spin.

Three to five Walking Wilds are placed on the reels at random, and they then run as an ordinary Walking Wild re-spin sequence.

Several Wilds on the grid at once let several doubled lines pay on the same re-spin. The base reels hold one Wild per strip, so they seldom produce that on their own.

  • Free Spins cannot be triggered during Wild Berserk.
  • It occurs only in the base game.

Expanding Walking Wilds in Free Spins

Bonus#04

A Wild lands during Free Spins.

The Wild expands to cover its whole reel, the free spins pause and the Walking Wild feature takes over.

The expanded Wild walks one reel left on each re-spin, and the paused free-spin count does not move until the sequence ends.

A full Wild reel sits on all 20 lines at once, and every line win through it pays double. That makes the free-spin Walking Wild sequences worth more than five times what the free spins return without them.

  • Re-spins end when the last Walking Wild has reached the leftmost reel and the following spin has no Wild.
  • The free spins resume once the sequence ends.
  • Free Spins Walking Wild sequences return 15.04% of stakes.
  • The free spins themselves return 2.75% of stakes.

5,000x round cap

Base + bonus#05

The total win in a game round reaches 5,000x the bet.

The game round ends and the amount won is paid out.

  • At the maximum bet of 50 the cap is 250,000.

Burst Mode

Base + bonus#06

The player switches it on.

A faster Autoplay runs on the same game engine and logic and shows only the total win of each game round.

Free Spins are activated and played automatically. The player can stop at any time and sees the session result after the last round.

  • It is a casino-level setting.
  • It plays about two rounds per second.

Bonus rounds

Free Spins with Expanding Walking Wilds

Free spins
6 spinsNo retrigger

Three or more crow Scatters land anywhere on the grid on a base-game spin.

Scatter symbols are not present during Free Spins, so the round cannot be retriggered.

Six free spins play at the bet that triggered them. Every Wild that lands expands to fill its reel and walks left through re-spins that pause the free-spin count. Three or more crows land about once in 122 base spins, and four or more about once in 2,400. Together the free spins and their Walking Wild sequences account for 17.79 points of the 96.03% RTP.

  • Uses Expanding Walking Wilds in Free Spins, Wins with a Wild pay double, 5,000x round cap.

Walking Wild re-spin sequence

Respins

Any Wild landing on a base-game spin, or a Wild Berserk that places three to five Walking Wilds.

Wilds that land during the re-spins join the sequence and keep it running.

This is the base game's real feature. A Wild appears on about one base spin in 12. Base-game Walking Wild sequences return 49.08% of stakes, against 29.16% for all other base-game play. Each re-spin moves every Wild one reel left, and each line win that includes a Wild pays double.

  • Uses Walking Wild re-spins, Wins with a Wild pay double, Wild Berserk, 5,000x round cap.

Screenshot Gallery

In-game screenshots

Vikings Creed screenshot 1
Vikings Creed screenshot 2
Vikings Creed screenshot 3
Vikings Creed screenshot 4
Vikings Creed screenshot 5

Paytable & Symbol Values

Winning combinations and symbol payouts

Symbol payouts

#PT
Symbol345
Acelow0.3×1.25×5×
Kinglow0.3×1.25×3.75×
Queenlow0.25×0.75×3.75×
Jacklow0.25×0.75×2.5×
Tenlow0.25×0.5×2×
Crowned Vikinghigh1.5×10×100×
Female Viking Warriorhigh1×5×50×
Longshiphigh0.5×2.5×12.5×
Hammer Amulethigh0.5×2.5×12.5×
Wooden Shieldhigh0.4×1.5×6.25×
Crow Scatterspecial3×10×100×

Crowned Viking. Crowned male Viking, the top-paying symbol.

Female Viking Warrior. Female Viking warrior with a sword.

Longship. Viking longship.

Hammer Amulet. Hammer amulet in the shape of Mjolnir.

Wooden Shield. Round wooden shield.

Crow Scatter. This is the game's Scatter, a crow against a red moon. Three or more anywhere on the grid award 6 Free Spins, and it does not appear on the free-spin reels.

Each value is a multiple of the total bet for one line win, because a line pays its coin prize over the 20 coins staked. Five crowned Vikings at 2,000 coins therefore pay 100x.

Special symbols

#SS
Wild
The Viking Walking Wild substitutes for every symbol except the Scatter, pays the highest combination possible on the line and doubles any win it is part of. It has no pay of its own, starts the Walking Wild re-spins and expands to fill its reel in Free Spins.

Our Team Reviews

Signed reviews from our team

1 review
FEATURED

Vikings Creed is a base-game Walking Wild slot and its free spins are an afterthought

AP

Alex Petrov

Bonus Hunter at 0xPlaySlots

September 14, 2026
6.6/10

The free spins are the smallest part of this game

Vikings Creed is a base-game slot with a bonus round attached. Of its 96.03% RTP, I count 78.24 points coming from the base game and 64.12 points from Walking Wild sequences across both phases, so two thirds of everything it pays runs through a single Wild stepping one reel left. The crow Scatter and its six free spins, their Walking Wild sequences included, account for 17.79 points. That split is the argument of this review. The game has one sound engine that turns up about every 12 paid spins, and the round that looks like the main event contributes less than a fifth of the return with nothing behind it. It also explains why the game sits at 6.6 and no higher.

The engine has close relatives. Undead Fortune walks full-reel wilds one reel left per respin in its Walking Duels, with new ones extending the run, and Stormforged steps a filled Storm Reel a reel left on the next free spin. Vikings Creed has that expanding version too, and keeps it inside its free spins. The free spins themselves follow Vikings Go Berzerk, whose free-spin reels also lack the symbol that would retrigger them, leaving the Wilds to do the work. What separates Vikings Creed from all three is where the weight sits. Its important Wild is a single, unexpanded symbol in the base game, and the maths is tuned to how often that Wild lands rather than to what the bonus can reach.

The Wild is worth more after it walks than when it lands

Lines pay from the leftmost reel, so the Wild's position decides what it can do. On reel 5 it can only complete five-of-a-kind. On reel 4 it can join four- and five-of-a-kind lines. From reel 3 leftwards it sits inside every winning line that passes through it, three-of-a-kind included. A Wild landing on reel 5 stays for four re-spins, and on three of them it is already on reel 3 or further left. For a Wild that lands on the right, the landing spin is its weakest moment and the value arrives in the tail of the chain.

That tail pays well against everything else in the base game. A Wild lands on about one base spin in 12, and base-game Walking Wild sequences return 49.08% of stakes. If ordinary landings produced all of it, the average chain would be worth 49.08% times 12, which I make about 5.9x the bet. Wild Berserk takes a share of that 49.08%, so an ordinary chain averages somewhat less, but the order of magnitude holds. All other base-game play adds up to 29.16%, about 29 cents per euro staked.

Wild Berserk is the base game's way to put several Wilds on the grid at once. Each base reel strip holds one Wild, so the base reels seldom build a multi-Wild grid on their own, and Berserk places three to five Walking Wilds together. Its cost is specific: Free Spins cannot trigger while it runs. The free-spin chance given up on that spin is worth 17.79% of the stake on average, less than a fifth of a bet, against a chain that starts with three to five Wilds instead of one. That is a cheap trade.

No single spin can pay the 5,000x cap

The paytable is shallow without the Wild. Five crowned Vikings pay 100x and five female warriors 50x, and then it drops to 12.5x for five longships or hammer amulets and 6.25x for five shields. At three of a kind I count eight of the ten regular symbols paying less than the stake, and the female warrior paying exactly the stake.

The Wild's 2x is the game's only multiplier, so the best line available is five crowned Vikings with a Wild at 200x. Twenty lines at 200x make 4,000x, and five crows add at most 100x, so no single spin can exceed 4,100x, which is 900x short of the cap. The 5,000x ceiling equals 25 doubled five-Viking lines, or 200 doubled five-longship lines. It can only be reached across several spins of one round, which means a base-game Walking Wild chain or the free spins.

The high volatility does not come from the top end, then. With no multiplier beyond 2x and no retrigger, a big round is assembled from line pays of 200x at best, spin by spin, and the swings come from how long a chain runs and how many Wilds it collects. The cap trims only the rare chain that stacks the equivalent of 25 top lines. At the maximum bet of 50 that is 250,000, but 5,000x is a modest ceiling for a high-volatility game.

Six free spins average about 22 times the bet

Three or more crows land about once in 122 base spins. The round and its sequences return 17.79% of stakes, so the average trigger is worth 17.79% times 122, about 21.7x the bet. The free spins themselves return 2.75%, roughly 3.4x per trigger or a little over half the bet per spin. The Walking Wild sequences inside the round supply the other 18.3x or so, about 5.5 times as much. A round in which no Wild lands is close to empty.

Over that same interval of 122 base spins, base-game chains return about 60x the bet, and a Wild lands roughly ten times for every Scatter trigger. Four or more crows arrive about once in 2,400 base spins, and the Scatter's 10x and 100x for four and five are too rare to move that comparison.

Nothing adds spins to the round. With no Scatter on the free-spin reels, the count can only pause while a Walking Wild sequence runs and resume when it ends. There is no feature purchase to price either, so the 1-in-122 trigger is the only way in, and it opens six spins that depend on a Wild landing inside them.

It suits base-game players and wastes a bonus hunter's time

I would put this game in front of someone who wants high volatility spread across the base game: a feature on about one paid spin in 12, a chain whose value depends on where the Wild lands and how many join it, and no long wait for a single round to justify the stake. Anyone who plays slots for the bonus round should look elsewhere. The free spins return less than a fifth of the RTP, cannot retrigger and have no multiplier beyond 2x to make up for their length.

Burst Mode, a casino-level setting the player switches on, runs about two rounds per second and shows only each round's total. It speeds the game up by hiding the walking chain, the one part of the game worth watching.

The Walking Wild is a sound design, frequent and generous enough to hold the game up by itself. Around it sit a paytable that goes flat after two symbols, a bonus round that barely moves the RTP and a 5,000x ceiling that only a long chain can approach. That is competent work built on one idea, and 6.6 is where it belongs.

Pros

  • Walking Wild re-spins start on about one base spin in 12 and return 49.08% of stakes in the base game
  • Every line win with a Wild pays double, and the Wild reaches more lines with each step left
  • Wild Berserk drops three to five Walking Wilds, the base game route to several Wilds at once
  • Free-spin Wilds expand over all 20 lines and pause the spin count while they walk

Cons

  • Six free spins arrive about once in 122 base spins, cannot retrigger and average about 22x the bet
  • Eight of the ten regular symbols pay less than the stake for three of a kind
  • The only multiplier is the Wild 2x, and the 5,000x cap is modest for high volatility
  • Burst Mode shows only round totals and hides the walking chain the game depends on

Verdict

The Walking Wild lands about every 12 base spins and returns more than half the RTP, so the volatility lives in base-game chains rather than in a bonus. Six non-retriggering free spins, a paytable that goes flat after the top two Vikings and a 5,000x ceiling keep it competent, and 6.6 is fair.

#GP

Game Provider

#GD

Game Details

Information

SlotMill
Video Slot
Fixed Payline Slot
20 paylines