Valheim Survival & Building Guides
Language: English中文
Key points
- Eight guides for the base side of the game: building, food, farming, mead, Rested, portals, sailing and traders.
- Per the community wiki, you start with 25 health and 50 stamina, and up to three different foods can be active at once.
- The wiki puts Rested at 7 minutes plus your comfort level, earned after 20 seconds of Resting.
- On the default death penalty the wiki lists a 5% loss in each skill, then 10 minutes of No skill drain.
Pick the guide that matches your current bottleneck. Always running out of food? Start with food and farming. Always short on resistance supplies? Read the mead guide. Losing too much time on the road? Read portals and sailing. Base layout and the Rested buff are worth checking together.
How does food work in Valheim?
Per the community-run Valheim Wiki, you start with 25 health and 50 base stamina, and food raises both for a limited time. Up to three different foods can be active at once, each buff shrinks steadily until the food is digested, and starvation is not possible. The wiki's numbers for five Meadows foods are below; the food guide explains how to fill the three slots by activity.
| Meadows food (per the wiki) | Health | Stamina | Duration |
|---|---|---|---|
| Raspberries | 7 | 20 | 10 minutes |
| Mushroom | 15 | 15 | 15 minutes |
| Grilled neck tail | 25 | 8 | 20 minutes |
| Cooked boar meat | 30 | 10 | 20 minutes |
| Cooked deer meat | 35 | 12 | 20 minutes |
In the wiki's table, berries lean towards stamina and cooked meat towards health, so a mixed plate covers both from day one. You cannot eat a second helping of the same food until the first is partly digested, which the wiki says shows as a flashing icon. Once foraging stops keeping up, a farm keeps the slots filled.
How should you fill the three food slots?
Both community wikis give the same rule of thumb: eat foods with higher stamina for exploration and resource gathering, and foods with higher health and health regeneration for dungeons and boss fights. They tie maximum health to how much you can block before being staggered, so shield users lean towards health, while players who dodge every attack lean towards stamina. Magic users, they add, benefit most from eitr food. Eating the same food again refreshes its strength and duration, and both wikis put the health regeneration from each food at 1 to 6 points every 10 seconds.
How do you get the Rested buff?
Per the community wiki, you get Resting by sitting by a fire with no enemies near, or by standing near a fire while sheltered. The wiki defines Shelter as a roof plus 80% cover and says Resting will not start while you are Wet. After 20 uninterrupted seconds, it adds, Resting turns into Rested.
| Rested detail (per the wiki) | Value |
|---|---|
| Health regen | +50% |
| Stamina regen | +100% |
| Eitr regen | +100% |
| Skill XP gain | +50% |
| Duration | 7 minutes plus comfort level; 8 minutes at comfort 1 |
| Normal maximum | Comfort 22, or 29 minutes |
Per the wiki, comfort sets how long Rested lasts, and the XP bonus does not change with it. The Rested guide covers why the buff fails to appear, and the first base guide covers fires, roofs and smoke.
Where does comfort come from?
Per both community wikis, comfort starts at 1 for sitting near a fire and 2 for being sheltered near one, and those two do not stack. Furniture adds to it by category, and only the best piece in each category counts: a Campfire gives 1 and a Hearth 2, a Bed 1 and a Dragon bed 2, a Bench or Stool 1 and a Chair 2. A Table adds 1, a Deer rug 1 and a banner 1, so a starter hut climbs quickly. Both wikis also note that building a campfire on entering most dungeons, such as Burial Chambers, is enough for comfort 3 and a 10-minute Rested buff.
When can you sleep through the night?
Both wikis list the same five conditions for sleeping in a bed: it is afternoon or night, no enemies are nearby, the bed has a roof and 80% cover, a fire is nearby, and you are not Wet. You have to claim the bed first, and a bed can only be claimed when it has a roof and 80% cover. Both wikis list a Bed as costing 8 Wood at a Workbench. Sleeping skips to the next morning while the game fast-forwards, so Smelters keep working, and the wikis warn that raw food left on a Cooking station will burn.
What do Wet, Cold and Freezing do?
Both community wikis list all three as cutting health and stamina regeneration, and the table uses the figures the two agree on.
| Effect | When it applies (per the wiki) | Health regen | Stamina regen | What counters it |
|---|---|---|---|---|
| Wet | Rain or being in water; lasts 120 seconds | -25% | -15% | Shelter, or standing next to a fire |
| Cold | At night, or sheltered while Freezing | -50% | -25% | Fire, or frost resistance |
| Freezing | The Mountain, the Moder fight, the Drake event | -100% | -60% | Frost resistance, fire; Shelter reduces it to Cold |
Freezing also deals 1 damage per second, and the wiki says frost resistance only counters it while you are not Wet. Both wikis also list Wet as making you weak to Frost and Lightning, and as applied constantly in the Swamp unless you are under a roof. For the Mountains, the wiki lists Frost resistance mead and the Wolf fur cape among the counters; the mead guide covers brewing.
What do you lose when you die?
Per the wiki, you leave a tombstone holding all your equipment, and on the default death penalty you lose 5% of your total levels in each skill. You respawn at the bed you last slept in, or at the Sacrificial Stones if you have none.
| After a death (per the wiki) | Lasts | What it does |
|---|---|---|
| Tombstone | Does not expire | Holds your equipment at the spot you died |
| No skill drain | 600 seconds (10 minutes) | Prevents further skill loss from new deaths |
| Corpse run | 50 seconds | Run and jump stamina usage -75%, max carry weight +150, resistant to Blunt, Slash and Pierce |
According to the wiki's Corpse run page, the effect only starts once the grave is completely emptied. The death recovery guide turns these numbers into a rescue plan.
How much can you carry, and how does stamina come back?
Both wikis put base carry weight at 300. They list four ways to raise it: the Megingjord belt, sold by Haldor, adds 150; Corpse run adds 150 for 50 seconds; Moder's power adds 300 for 5 minutes; and Mead of Troll endurance adds 250 for 5 minutes. Go over the limit and you are Encumbered: per both wikis you move at 2 metres per second, cannot run, jump, dodge or block, lose 5 stamina per second while moving, and regenerate none.
Stamina itself starts at 50, shown as bars of 25 each. Both wikis say it begins to regenerate 1 second after you stop spending it, at a base rate between 6 per second when the bar is full and 12 per second when it is empty. Swimming and falling stop regeneration entirely in their figures, which is why a long swim is risky. The traders guide covers Haldor, and the sailing guide covers moving heavy ore.
What should you do in your first days?
Follow the order in the first-day guide: gather, make shelter work before you make it big, aim for steady food, and do one last check before dark. A fire under a roof is the first survival upgrade: by the wiki's rules above, it gives Rested and dries you off. A bed comes next, since the wiki ties your respawn point to the bed you last slept in.
Which survival guide do you need?

Valheim Base Building: Your First Base
How to build your first practical Valheim base: picking a site, roofing, venting smoke, structural stability, production layout and emergency supplies.
v1.0.12Valheim Food Guide: Three Food Slots
How to fill Valheim's three food slots for exploring, melee and magic, based on health, stamina and Eitr needs and what your kitchen can actually supply.
v1.0.12Valheim Rested Buff: Comfort and Fires
How to get the Valheim Rested buff every time: resting versus Rested, why the buff is missing, what comfort changes, and pacing long expeditions.
v1.0.12Valheim Farming: Seeds and Steady Food
Valheim farming with the Cultivator: keep seed stock apart from food, leave the spacing each crop wants, and learn why barley needs the Plains to grow.
v1.0.12Valheim Mead Guide: Resist and Heal
Brew Valheim mead on the current chain: mead bases and fermenting, poison and frost resistance versus healing, and why your base is not drinkable yet.
v1.0.12Valheim Portals: Pairing and Ore Limits
How Valheim portals pair, how to check which items block teleporting, and how to name outposts so your portal network never strands you in the field.
v1.0.12Valheim Sailing & Ore Hauling Guide
Valheim sailing from your first real ship: planning routes and landings, handling headwinds, running ore home, and cutting losses when a ship goes down.
v1.0.12Valheim Traders: Haldor, Hildir, Bog Witch
Valheim's three traders and their biomes: Haldor in the Black Forest, Hildir in the Meadows, the Bog Witch in the Swamp. What each sells, how to find them.
v1.0.12
What do these guides assume?
These guides assume vanilla standard survival. World modifiers, mods and later patches can change how things behave. Every page keeps its source links and check date, and combat plans are first-playthrough advice, not the only solution.
Sources
The mechanics and numbers in this guide come from the material below. Open the original pages to check them yourself.
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