VALHEIM.TOOLS

Guides

Mechanics explained with numbers from the game data, not folklore.

Blocking and parryHow much a block stops, the 0.25 second parry window, the 40% stagger bar and every shield compared.World modifiersEvery slider, preset and toggle with the exact numbers it sets, and the server arguments for each.PortalsWhat the wooden portal refuses, why the stone portal takes metal, the one item no portal will carry, and tags.Smelting and cookingEvery smelter, kiln, fermenter, oven and cooking station with times, fuel and what goes in.Star creaturesThe 10% roll per star, what stars do to health and drops, and the alternative biomes that double the odds.Trees and woodWhich axe each tree needs, its health, and what a trunk yields, from core wood to timberwood.Find your world seedWhere the seed is shown, how to read it on any server with F2, and a reader that pulls it out of a .fwl save file.ProgressionBiome and boss order, the gear to craft at each stage, and the item each boss drops to unlock the next.ComfortAll eleven comfort groups after the 1.0 rewrite, the 22 ceiling, and what rested is actually worth.Best foodThe strongest health, stamina and eitr foods to cook at each stage of the game, with full stats.TamingExact foods and timers for every tameable creature, breeding, and the tricks that keep tames alive.FishingWhere to get the rod, the full bait table for all 12 fish, and the stamina tricks for the big catches.FarmingThe cultivator, planting rules, and every crop's biome restrictions from carrots to vineberries.Dedicated serverThe free server tool, ports, admin lists, moving an existing world and the crossplay flag.PlatformsWhere Valheim runs today, how crossplay works, and what the 1.0 launch brings to PS5 and Switch 2.1.0 savesWhether your world and character carry into 1.0, and what a new start would actually cost you.1.0 server prepGetting a dedicated server ready for September 9: versions, mods, backups and the launch-day checklist.Deep North orderThe whole 1.0 chain step by step, with the costs: ember charges, bloodgold, three Intricate Keys and the Crown.Forge of Potential65% success, 35% destroyed, 35% back. The refinement odds, all sixteen idols, and the one forge per world.Winding TunnelsThe Deep North tunnel dungeon: 40 per world, the twenty moulds it drops and the odds on both rubble tables.MörkhallaAncient Chest and Jotun's Chest odds in full, the four gemstones, and the ice that starts a Jotun invasion.FimbulvinterHow a Jotun invasion starts, where it can land, what guards it and the Malicious Blood it leaves behind.North Memorial PlaceOne buried chest, 19 moulds at 5% each, and the only creature that drops Frostfire and Thunderblood Essence.North Village135 per world: three chest tables, the best seed source in the game and a guard nothing can kill.