Guides

Valheim Raft, karve, longship

Wind, rudders, serpents, Moder, and hauling metal the portals refuse.

Last updated:

Valheim Sailing and Longship Guide

Valheim’s map is an archipelago. If you only walk, you will starve on a single continent and never see the Deep North. Sailing is how you scout biomes, move ore, and drag dragon eggs that portals reject. This page is the boat ladder, how wind actually works, and why the default world still laughs at a portal full of copper.

Build the first raft on the Meadows coast after Getting Started. Park a workbench and a portal at that dock so every later hull is a home trip, not a swim. Building the dock on rock, not on a one-deep sandbar, saves more hulls than any skill tree.

Raft, karve, longship

The raft is wood, leather scraps, and resin. It is slow, has no storage worth mentioning, and will get you killed in a storm. Use it to cross a river or peek a nearby forest. Do not take it into open ocean at night.

The karve is the real starter ship: fine wood, deer hide, resin, bronze nails. It has four chests, a proper sail, and enough speed to chart the first continents. Fine wood comes from birch and oak in the Meadows; bronze nails mean you have beaten the Black Forest smelter loop. Build two karves if the group is clumsy — hulls are cheaper than corpse runs.

The longship is the hauler: iron nails, ancient bark, deer hide, fine wood. More chests, more HP, more speed. Ancient bark is a Swamp tree; iron is a crypt. This is the boat you take to Plains coasts, Mistlands docks, and later Ashlands runs with fire resist and a plan. 1.0 does not replace the longship with a Deep North hull; it still expects you to beach, shovel, and walk.

Repair at a workbench in radius. Carry a portal and a stack of wood. A hull at 10% in serpent water is a raft with extra steps.

Wind, rudder, and the map

Boats have a rudder seat. Sit, then steer. On keyboard, A/D (or the rudder keys) turn; W/S raise and lower the sail through speed notches. The wind arrow on the rim of the screen is the whole minigame. A full sail into a headwind stalls you. Drop to half sail or row with the sail furled and crawl. Tack in zigzags if you must go upwind.

Moder’s Forsaken power is always-tailwind while it lasts. Hang her trophy, press Q as you leave the dock, and a longship becomes a train. That is why Moder sits in the middle of the boss ladder instead of being optional flavor. Save the power for night crossings and serpent weather, not for a 200-meter hop.

Open the map (G / M) while you sail and pin everything: copper, crypts, berries, trader, Vegvisirs. Fog of war only lifts where you have been. A karve hugging the coast will sketch biome colors faster than any inland hike. Do not cut straight north on day three; the Deep North is endgame, and a raft there is a joke.

Serpents, storms, and beaching

Ocean serpents spawn more at night and in storms. They ram, they spit, they sink rafts. A karve with a bow user on the prow can farm them: chitin for the abyssal harpoon and razor, serpent meat, scales for a shield. Harpoon a serpent and drag it to shallows if you want the meat without a swim. Do not solo-harpoon from a raft.

When the hull is dying, beach it. A ship on land is a chest. A ship in deep water is gone. Build stone or log docks after iron so waves do not eat the keel. In the Deep North, ice sheets are slippery and storms are frequent; lower the sail early and walk the last hundred meters if the shore is a mesa.

Stamina still matters on deck. Eat a stamina-heavy food plate before a night run. If you fall in, you swim on the same stamina bar. Eikthyr’s power helps swimmers; Moder helps sailors. Swap at the stones.

Portals versus ore

On default 1.0 rules, ore, scrap, and most processed metals cannot go through portals. Copper, tin, iron, silver, black metal, flametal, and similar piles want a boat or a cart. Dragon eggs follow the same “too heavy / too banned” logic. Bloodgold’s chain starts as Petrified Tissue; treat new Deep North metals as non-teleportable until you have tested the pile on a throwaway portal.

Plan the economy around that ban. Smelters at a Meadows dock, carts from inland mines, longship runs along the coast, then a short cart to the forge. Expeditions carry a portal for you, not for the ore. If the group hates that loop, enable the metal-through-portals flag on world modifiers when you create the world. Dedicated servers can set it too; see Multiplayer.

Chitin, food, wood, trophies, and boss offerings that are not metal go through portals just fine. Use that. Sail the metal. Walk the last hill. The viking who tries to portal a longship chest of iron into the hall is the viking who rereads this paragraph.

FAQ

Frequently Asked Questions

Quick answers to the most common Viking questions.

When should I upgrade from a raft to a karve?

As soon as you have bronze nails and fine wood. The raft is a river toy. Getting Started should end with a karve dock.

Can I take iron through a portal?

Not on default settings. Ore and most metals are blocked. Change world modifiers or haul by cart and longship.

What does Moder do for sailing?

Her Forsaken power gives tailwind while it is active. Hang the trophy at spawn, press Q, then sail. See Bosses.

How do I fight ocean serpents?

Night or storm, karve or longship, bow on the prow, harpoon to drag them shallow. Do not fight them from a raft.

Should I sail to the Deep North early?

No. It is the eighth biome. Prep Fader-tier gear, then read Deep North before you beach in a 1.0 storm.