VALHEIM
.TOOLS
Seed map
Items
Creatures
Biomes
Guides
Guides
Guides
Mechanics explained with numbers from the game data, not folklore.
Blocking and parry
How much a block stops, the 0.25 second parry window, the 40% stagger bar and every shield compared.
World modifiers
Every slider, preset and toggle with the exact numbers it sets, and the server arguments for each.
Portals
What the wooden portal refuses, why the stone portal takes metal, the one item no portal will carry, and tags.
Smelting and cooking
Every smelter, kiln, fermenter, oven and cooking station with times, fuel and what goes in.
Star creatures
The 10% roll per star, what stars do to health and drops, and the alternative biomes that double the odds.
Trees and wood
Which axe each tree needs, its health, and what a trunk yields, from core wood to timberwood.
Find your world seed
Where 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.
Progression
Biome and boss order, the gear to craft at each stage, and the item each boss drops to unlock the next.
Comfort
All eleven comfort groups after the 1.0 rewrite, the 22 ceiling, and what rested is actually worth.
Best food
The strongest health, stamina and eitr foods to cook at each stage of the game, with full stats.
Taming
Exact foods and timers for every tameable creature, breeding, and the tricks that keep tames alive.
Fishing
Where to get the rod, the full bait table for all 12 fish, and the stamina tricks for the big catches.
Farming
The cultivator, planting rules, and every crop's biome restrictions from carrots to vineberries.
Dedicated server
The free server tool, ports, admin lists, moving an existing world and the crossplay flag.
Platforms
Where Valheim runs today, how crossplay works, and what the 1.0 launch brings to PS5 and Switch 2.
1.0 saves
Whether your world and character carry into 1.0, and what a new start would actually cost you.
1.0 server prep
Getting a dedicated server ready for September 9: versions, mods, backups and the launch-day checklist.
Deep North order
The whole 1.0 chain step by step, with the costs: ember charges, bloodgold, three Intricate Keys and the Crown.
Forge of Potential
65% success, 35% destroyed, 35% back. The refinement odds, all sixteen idols, and the one forge per world.
Winding Tunnels
The Deep North tunnel dungeon: 40 per world, the twenty moulds it drops and the odds on both rubble tables.
Mörkhalla
Ancient Chest and Jotun's Chest odds in full, the four gemstones, and the ice that starts a Jotun invasion.
Fimbulvinter
How a Jotun invasion starts, where it can land, what guards it and the Malicious Blood it leaves behind.
North Memorial Place
One buried chest, 19 moulds at 5% each, and the only creature that drops Frostfire and Thunderblood Essence.
North Village
135 per world: three chest tables, the best seed source in the game and a guard nothing can kill.