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Damage in Valheim affects much of the core gameplay mechanics. Almost every entity, object, or structure utilizes this system in some way.

Damage Types

  • Physical
    • Blunt
    • Pierce
    • Slash
  • Elemental
    • Fire
    • Poison
    • Spirit
    • Lightning
  • Terrain
    • Chop (Woodcutting)
    • Pickaxe (Mining)
  • Pure

Resistances and Weaknesses (Tenacity)

Each Damage types is distinguished between levels of Resistances and Weaknesses for anything that takes damage. In combat, different creatures have different resistances and weaknesses so using the right weapon can make a big difference. Players can also acquire resistances and weaknesses against some damage types. See Resistance page for more information about the mechanics.

Below is a table for disambiguation. The Tenacity Tiers can be used as short hand to refer to these, if consistent wording or spacing is preferred. At the bottom of this page is a chart of creature Weaknesses,Resistances and Immunities.

Damage numbers display as grey if the target takes less damage from the damage type, white if neutral, and yellow if it takes more damage.
Resist / Weak Tiers Damage % Damage x Tenacity Tier
Very Weak 200% Tenacity 0
Weak 150% Tenacity 1
Neutral 100% Tenacity 2
Resistant 50% Tenacity 3
Very Resistant 25% Tenacity 4
Immune 0% Immune


Details on Damage Types

Physical

Physical damage can be blocked and is reduced by armor. Physical damage also causes staggering.

Blunt

Weak Blob Oozer Skeleton Rancid remains Growth Bonemass
Resistant Player:

Bonemass Power

Ghost Troll Abomination Bat Lox Wraith
Damage Sources

Pierce

Weak Troll
Resistant Player:

Bonemass Power

Root harnesk

Serpent scale shield

Bat Blob Ghost Growth Oozer Rancid remains Skeleton Stone Golem Wraith
Very Resistant Abomination Bonemass Yagluth
Damage Sources

Slash

Resistant Player:

Bonemass Power

Bat Blob Ghost Growth Lox Oozer Stone Golem Wraith Bonemass
Damage Sources

Elemental

Fire

Fire damage applies a Burning debuff instead of causing instant damage. The debuff lasts 5 seconds and ticks every second. Fire damage stacks by adding the new damage to the remaining debuff damage, and then recalculating the tick damage.

Fire damage from physical attacks can be blocked. Fire damage is also reduced by armor. Fire damage that gets reduced to less than 1 won't cause Burning.

Player Meadows Black Forest Swamp Plains Mountains Bosses Other
Very Weak Tarred Greyling Greydwarf

Greydwarf brute

Greydwarf shaman

The Elder
Weak Root Set Neck Skeleton

Rancid remains

Abomination

Wraith

Fenring

Growth

Lox

Bat

Drake

Root

Moder

Resistant Fenris Set Effect

Barley Wine

Yagluth Power

Freezing & Wet

Blob

Blob

Draugr elite

Oozer

Very Resistant Surtling Ulv Bonemass
Immune Leech Cultist

Stone Golem

Serpent
Damage Sources

Poison (2 Weak 8 Resistant 17 Immune)

Poison damage applies a Poison debuff instead of causing instant damage. The debuff duration depends on the damage and ticks every second.

Poison damage doesn't stack. The previous debuff is replaced if its remaining damage is less than the new damage.

Poison damage from physical attacks can be blocked. Poison damage is also reduced by armor.

Spirit (3 weak 11 Neutral)

Spirit damage applies a Spirit debuff instead of causing instant damage. The debuff lasts 3 seconds and ticks every 0.5 seconds.

Spirit damage stacks by adding the new damage to the remaining debuff damage, and then recalculating the tick damage.

Sources

Frost (5 Weak 5 Resistant 6 Immune)

Frost damage causes instant damage which can be blocked and is reduced by armor.

Frost damage also applies the Frost Effect debuff, reducing movement and turn speed.

Lightning (2 Weak)

Lightning damage causes direct damage which can be blocked and is reduced by armor.

Lightning damage also causes staggering and a lingering visual effect, but it doesn't deal any damage over time.

  • Weak (1.5x): creatures with Wet, Blob, Oozer
  • Player sources of Weak(1.5x);Players with Wet
  • Player sources of Resistant(0.5x); Players with Yagluth Power

Terrain Damage

Terrain damage includes Chop and Pickaxe damage. Terrain damage is caused by bosses and bigger enemies. Players and most creatures are immune to terrain damage. Additionally terrain damage ignores armor.

Some trees and ore deposits require a minimum tool tier for them to take damage.

Chop

Chop damage is used effectively against Trees[1] and Wood Structures[1]. Players and all creatures are Immune to this damage type. Listed below are all the sources of Chop Damage, and their Tiers.

Tiers
Player Sources Creatures Bosses
Tier 0 Stone Axe Draugr (Axe)

Lox

Stone Golem

Eikthyr

The Elder (Root)

Bonemass

Tier 1 Flint Axe
Tier 2 Bronze Axe Abomination

Fuling Berserker

Troll (Melee)

Yagluth (Nova)
Tier 3 Iron Axe

Battleaxe

Moder (Melee)
Tier 4 Blackmetal Axe

Ancient Trees, Birch, and Oak require a tool tier of 2. All other trees don't have a requirement.

Pickaxe

Pickaxe damage is used effectively against Rocks, Stone Deposits, Ore Deposits, and Stone Structures. Players and all creatures, with the exception of the Stone Golem, are immune to this damage type. Sources and tiers are listed in the table below.

Tiers
Player Tools Creatures Bosses
Tier 0 Antler pickaxe Lox, Stone Golem Eikthyr

The Elder (Root)

Bonemass

Tier 1 Bronze pickaxe
Tier 2 Iron pickaxe Abomination

Fuling Berserker

Troll (Melee)

Yagluth (Nova)
Tier 3 Moder (Melee)

Obsidian deposits and Silver Deposits require a tool tier of 2. All other deposits don't have a requirement.

Pure

Pure damage ignores all defenses and can't be mitigated in any way.

Tick damage

Caused by Burning, Poison and Spirit effects. The value of the tick damage is calculated when the source is applied.

  • Against players, once a DoT effect is received, it is too late to mitigate it by drinking a resistance mead.
  • Against enemies, tick damage will always show as white, even if they are weak or resistant to the damage.

Per Second

  • Drowning: 5% of max health per second (rounded up).
  • Smoke: 2 damage per second.
  • Water: Vulnerable creatures (Surtlings) take 10 damage per second while standing in water.

Fall Damage

Falling further than 4 meters, you take 6.25 Pure damage per meter; capped at 100 damage. For example; bearing in mind a wall is 2 meters high:

  • Falling from a height on top of 2 walls deals no damage. After that each wall-height causes 12.5 damage.
  • With a player's starting health of 25, falling from the top of 4 wall-heights (8 meters) can be fatal.
    • The actual damage taken varies on the exact height fallen, i.e; falling exactly 7.9 meters would deal 24 points of damage, and not be fatal.

Other

Creature Resistance Matrix

This table shows the damage multiplier for each damage type for each creature. This is from the perspective of the player, i.e. Lightning is not listed because the player cannot attack with it.

The default ordering of creatures is roughly in the intended biome progression and can be resorted back to this using the first column.

Creature Blunt Pierce Slash Frost Fire DoT Poison DoT Spirit DoT Pickaxe
1 Neck 1 1 1 1 1.5 0.5 0
2 Boar 1 1 1 1 1 1 0
3 Deer 1 1 1 1 1 1 0
4 Greyling 1 1 1 1 2 0.5 0
5 Eikthyr 1 1 1 1 1 1 1
6 Greydwarf 1 1 1 1 2 0.5 0
7 Greydwarf brute 1 1 1 1 2 0.5 0
8 Greydwarf shaman 1 1 1 1 2 0.5 0
9 Skeleton 1.5 0.5 1 0.5 1.5 0 1
10 Rancid remains 1.5 0.5 1 0.5 1.5 0 1
11 Ghost 0.5 0.5 0.5 1 1 0 1.5
12 Troll 0.5 1.5 1 1 1 1 0
13 The Elder 1 1 1 1 2 0 0
14 Root 1 1 1 0.5 1.5 0 1
15 Serpent 1 1 1 1.5 0 0.5 0
16 Abomination 0.5 0.25 1 0 1.5 0 0
17 Blob 1.5 0.5 0.5 1.5 0.5 0 1
18 Oozer 1.5 0.5 0.5 1.5 0.5 0 1
19 Draugr 1 1 1 1 0.5 0 1
20 Draugr elite 1 1 1 1 0.5 0 1
21 Leech 1 1 1 1 0 0.5 0
22 Surtling 1 1 1 1.5 0 0 0
23 Wraith 0.5 0.5 0.5 0 1.5 0 1.5
24 Bonemass 1.5 0.25 0.5 1.5 0.25 0 1
25 Wolf 1 1 1 1 1 1 0
26 Fenring 1 1 1 1 1.5 1 1
27 Drake 1 1 1 0 1.5 1 0
28 Stone Golem 1 0.5 0.5 0 0 0 0 2
29 Bat 0.5 0.5 0.5 0 1.5 0 1.5
30 Ulv 1 1 1 1 0.25 1.5 1
31 Cultist 1 1 1 1 0 1.5 1
32 Moder 1 1 1 0 1.5 1 0
33 Deathsquito 1 1 1 1 1 1 0
34 Lox 0.5 1 0.5 0.5 1.5 1 0
35 Fuling 1 1 1 1 1 1 0
36 Fuling Berserker 1 1 1 1 1 1 0
37 Fuling shaman 1 1 1 1 1 1 0
38 Growth 1.5 0.5 0.5 0.5 1.5 0 1
39 Yagluth 1 0.25 1 1 0.5 0 1


  1. 1.0 1.1 Deals neutral damage but useful when considering other resistances.
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