Valheim Facilities and Materials Guide: Quantities and Operating Conditions

Costs and use requirements for early tools, workbench extensions, the charcoal kiln, smelter and forge. Check material type, personal possession, station level, fuel and ventilation in order.

Edition: PC Steam base game (app 892970), standard survival in a new world. Normal World Modifiers, 1× resources, building costs enabled, map enabled, and normal death and portal rules. Solo controls are used as examples, with co-op differences identified separately. No mods.

Verification scope: Compared on 2026-10-04 against official standard patch 1.0.16 (2026-09-25). Version 1.0 was released on 2026-09-09. Public Test, old Early Access versions and mods are outside scope. Some early recipes were compared using retrieved portions of the pre-migration wiki and independent guides. The destination wiki was inaccessible, and a complete runtime/game-data comparison against 1.0.16 has not been performed.

Sources checked: 2026-10-04

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Distinguish missing materials, unlocks and facilities

Table costs are initial crafting with Normal settings and building costs enabled, separate from upgrade or repair costs. If a Japanese name differs, compare its English name and ingredient icons.

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Distinguish missing materials, unlocks and facilities: 5 entries
Interface stateField to check firstAction to tryHow to confirm success
Item name absentPersonally acquired materials/stationTake materials into inventory and open the relevant station.The recipe appears in the list.
Unable to craftMissing ingredients and required station levelMeet red missing conditions one at a time.The crafting button becomes available.
Unable to upgradeActual item, next quality tier and ingredientsCarry the item to upgrade.It appears in the upgrade list.
Unable to receive the finished itemFree slotsMove unnecessary supplies into a chest.Crafting starts.
Materials are in a chestPlayer inventoryTake out the amount needed.Material quantities meet the requirements.

Automatic material-supply mods are not covered. If these quantities differ from your screen, recheck version and settings instead of forcing the craft.

Costs for early tools and everyday facilities

First distinguish inventory-crafted tools from buildings placed with the hammer. Check use conditions alongside materials before placing anything.

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Costs for early tools and everyday facilities: 9 entries
Item to makeRequired station/levelChecked material quantitiesPlacement/processing actionUse/exceptions
HammerInventory crafting3 wood, 2 stoneCraft, equip and right-click.For building; repair at a workbench
Stone axeInventory crafting5 wood, 4 stoneMove to the hotbar after crafting.Felling; repairs at workbench level 1
WorkbenchHammer10 woodProvide roof and cover to use it.Initial building radius: 20 m
BedWorkbench range8 woodProvide roof/cover and claim it.Respawn point; sleeping also needs fire and other conditions
CampfireHammer; no workbench required5 stone, 2 woodPlace on ground/stone and refuel with wood.Rain, wind or smoke can extinguish it. Wood is not refunded.
Cooking stationHammer2 woodPlace above fire and collect cooked meat.Turns to coal if left
ChestWorkbench range10 woodLeave its opening side accessible.Normally 10 slots
Crude bowWorkbench level 110 wood, 8 leather scrapsCraft at a sheltered station.Not 8 deer hide
Wood arrowWorkbench level 18 wood → 20 arrowsCraft and carry the arrows.No feathers required

Do not calculate an arrow recipe producing 20 as 1 arrow per 8 ingredients. Conversely, the initial cost of one tool is different from its total cost after upgrades.

Check placement that increases workbench level

Extensions connect to a nearby workbench rather than operating as independent stations. After placement, open the workbench and check its actual level.

  1. Clear the area around the workbench. Select an extension and move it close enough for the connection effect to appear.
  2. Avoid packing extensions too tightly, then check the level at the upper right of the workbench crafting screen.
  3. Another identical extension will not raise it further. Check the level required by the next item and which extension types are not yet placed.

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Check placement that increases workbench level: 2 entries
Item to makeRequired station/levelChecked material quantitiesPlacement/processing actionUse/exceptions
Chopping blockWorkbench building range10 wood, 10 flintPlace near the station and check the connection effect.Raise the level with a new extension type.
Tanning rackWorkbench building range10 wood, 15 flint, 20 leather scraps, 5 deer hideSpace it from other extensions and connect it to the workbench.Gather deer hide and leather scraps separately.

Sources give a proximity requirement of within 2 m, but check the connection effect and actual station level rather than estimating meters. Connections can work through walls depending on placement; appearance alone does not prove a fault.

The three metalworking facilities have different jobs

The kiln converts wood to coal, the smelter converts ore to metal, and the forge turns metals into materials or tools. Building a kiln or smelter does not mean you have used forge crafting.

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The three metalworking facilities have different jobs: 5 entries
Item to makeRequired station/levelChecked material quantitiesPlacement/processing actionUse/exceptions
Charcoal kilnWorkbench range20 stone, 5 Surtling coresPlace on ground/stone, add wood and collect coal.Capacity: 25. Avoid feeding fine wood/core wood by mistake.
SmelterWorkbench range20 stone, 5 Surtling coresGround/stone placement; leave ore and coal inputs and front output accessible.10 ore, 20 coal. Allow smoke to escape.
ForgeWorkbench range4 stone, 4 coal, 10 wood, 6 copperProvide roof/cover and open with E.Copper here means smelted copper. Makes/repairs metal tools.
BronzeForge level 12 copper + 1 tin → 1 bronzeCarry the smelted metals and craft.Do not combine raw ores instead.
Bronze axeForge level 14 wood, 8 bronze, 2 leather scrapsCraft and equip the tool.Also repaired at a forge. Initial crafting cost.

If kiln or smelter recipes are undiscovered, their acquisition order is in the early-progression article’s closed answers. This table does not mix in every metal or endgame facility.

Use inputs, output and smoke to diagnose stopped processing

Facing the smelter’s front output, ore and coal enter from different sides. Even if the building is rotated, interaction labels identify each input.

  1. Carry only ordinary wood to the kiln input and add it with E. Pick up the coal from the ground.
  2. Put copper or tin ore into the smelter’s ore input and coal into the coal input. One full indicator does not mean both are filled.
  3. If smoke collects beneath a ceiling, create more overhead space and a vent. Leave a path for collecting metal falling in front too.
  4. Pick up finished metal into your inventory and process it through forge recipes. If the last item does not emerge, recheck fuel and input counts.

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Use inputs, output and smoke to diagnose stopped processing: 5 entries
Stopped facilityInput/display checkAction to tryEvidence of operation
KilnWhether you carry accepted woodCheck the input count and add ordinary wood.Coal is discharged.
SmelterBoth ore and coal inputsRefill whichever is low.Ore decreases and smelted metal emerges.
Smelter repeatedly lights and goes outSmoke overhead and the ceilingExpand the smoke outlet.Smoke clears and processing continues.
Output seems absentIn front and downhillPick up ground drops and clear the collection area.Metal increases in inventory.
ForgeRoof/cover and carried materialsOpen the forge interface, not the smelter.The chosen product can be crafted.

Published sources differ in how they describe kiln timing and exact fuel for a full smelter batch, so no fixed wait guarantees completion. Check input counts, remaining fuel and output directly.

Distinguish missing materials by name and gathering method

Similar colors or names do not ensure substitution. Hover over ingredient icons and distinguish where they are found and their raw/processed states.

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Distinguish missing materials by name and gathering method: 7 entries
Missing materialGathering/processing sourceRequired unlock/toolSettings differences
Ordinary woodGathering branches/fellingFrom hand pickup to stone axeResource multipliers change the number of gathering actions.
StoneSmall ground stones, then later miningInitial small stones need no tool.No-building-cost settings are separate.
FlintMeadows rivers/coastsPick up into inventory.Different from Black Forest metal deposits
Leather scrapsMeadows boars and similar sourcesA hunting weaponDeer hide is not a substitute.
Deer hideHunting deerA bow or another weapon with sufficient reachAlso separate from deer trophies
CoalCharcoal kiln outputAdd wood and collect.See progression for kiln prerequisites.
Smelted copper/tinSmelter outputAdd ore and coal.Distinguish ore quantities from metal quantities.

No fixed gathering coordinates or kill count guarantees all required supplies. Increasing resource multipliers does not make differently named ingredients interchangeable.

Answer 7 (spoilers)

Answer — reveal (spoilers)Close

Material calculation: one forge and one bronze axe

This example starts with mining, builds one new forge and makes one quality-1 bronze axe. It excludes routes that find bronze elsewhere and costs for an already existing forge.

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Material calculation: one forge and one bronze axe: 5 entries
Calculation targetDirect requirementsRequirements traced upstreamCount separately
1 bronze axe8 bronze, 4 wood, 2 leather scraps8 bronze = 16 copper + 8 tinAxe upgrades excluded
1 forge6 copper, 10 wood, 4 stone, 4 coalIncluding the axe: 22 copper, 8 tinThe forge’s 4 coal is separate from smelting fuel.
Ore planSmelt 22 copper and 8 tin.22 copper ore and 8 tin ore: 30 processing operations totalAdd smelting coal and wood for the kiln.
One kiln and one smelter20 stone and 5 cores each40 stone, 10 coresWorkbench/shelter/tool materials counted separately
Alternating use of the same 5 coresMake coal in the kiln, then dismantle it.Use the recovered 20 stone and 5 cores to replace it with a smelter.No parallel processing. Collect all dropped materials.

The total of 22 copper and 8 tin is recipe arithmetic, not mining efficiency, minimum time or a whole-base cost. Collect output before passing it to the next facility, and add replacements for anything spent on another purpose.

Do not confuse free repairs with recovered building materials

Repair to keep using a tool; dismantle to change building placement. When moving facilities during processing, count construction costs separately from resources currently inside.

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Do not confuse free repairs with recovered building materials: 5 entries
TaskRequirementsMaterial handlingCheck
Tool repairAppropriate workbench/forge and required levelNo repair materials neededThe item regains durability.
Building-piece repairHammer and appropriate station rangeNo materials; the action uses staminaThe damaged piece regains durability.
Moving a kiln/smelterHammer dismantling at a recoverable locationCollect construction materials and rebuild.Whether stone and cores returned to inventory
Moving a campfireGround/stone where it can be placed again5 stone returns; wood does not.Obtain new wood and fuel.
UpgradeActual item, materials and higher station levelConsumes the required upgrade materialsIncreases quality, unlike repair

Checking the target and dismantling with a hammer reduces collateral damage compared with chopping it down with an axe. Replace the function of a main pillar, bed or return-travel facility before moving it.

Frequently asked questions

Materials in a chest still show as missing.

This guide uses unmodded crafting. Move the necessary materials into personal inventory and check free slots and station level too. It does not assume standing near a chest automatically supplies them.

Do two chopping blocks raise workbench level twice?

Identical extension types do not stack. Place a different extension and check its connection effect and the station’s displayed level.

Fine wood I put in the kiln disappeared.

The kiln also turns compatible wood other than ordinary wood into coal. Store fine wood and core wood separately first, then carry only ordinary wood when refilling to reduce mistakes.

If the smelter is full, can I just wait?

Ore and coal have separate full indicators. Check both remaining amounts and smoke escape, and collect metal from the front. Direct observation is more reliable than judging completion from a processing-time estimate alone.

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