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Damage is a reduction of an entity's health points. It 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
    • Frost
    • Poison
    • Spirit
    • Lightning
  • Terrain
    • Chop (Woodcutting)
    • Pickaxe (Mining)
  • Pure

Resistances and Weaknesses (Tenacity)[]

Each damage type 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% x2 Tenacity 0
Weak 150% x1.5 Tenacity 1
Neutral 100% x1 Tenacity 2
Resistant 50% x0.5 Tenacity 3
Very Resistant 25% x0.25 Tenacity 4
Immune 0% x0 Immune

Weak points[]

Certain enemies have weak points: areas of their body on which attacks deal different (and usually increased) damage. The mechanics behind this are simple: Each weak point has its own set of resistances defined, and any attacks which hit a weak point use that weak point's own set of resistances in place of the creature's base resistance values for damage calculations.

Physical[]

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

Blunt[]

Player Black Forest Swamp Mountains Plains Mistlands Ashlands Bosses
Weak
Resistant

Pierce[]

Slash[]

Player Black Forest Swamp Mountains Plains Mistlands Ashlands Bosses
Weak
Resistant

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.

Poison[]

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

Note: Because of a rounding error, poison may tick one more time than intended.

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[]

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

Note: Because of a rounding error, a single source of Spirit ticks 7 times instead of 6.

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

Damage sources[]

Frost[]

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.

Damage sources[]

Lightning[]

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.

Damage sources[]

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.

Chop Tiers
Sources
Player Tools 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
Crystal battleaxe
Morgen Moder (Melee)
The Queen
Tier 4 Blackmetal axe
Jotun bane
Seeker Soldier, Asksvin
Tier 5
Tier 6 Berserkir axes

Ancient Trees, Birch, and Oak require a tool tier of 2, Yggdrasil shoots require a tool of tier 4. 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.

Pickaxe Tiers
Sources
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 Black metal pickaxe Morgen Moder (Melee)
Tier 4 Seeker Soldier, Asksvin The Queen
Tier 5 Battering ram

Obsidian deposits and Silver veins require a tool tier of 2; Black marble, Giant Remains and Flametal ore veins require a tool tier of 3. 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. (Blocking can stop tick damage from occurring in the first place, but it cannot reduce the amount of tick damage)

  • 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 overview[]

This table shows the damage multiplier for each damage type for each creature.

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 Lightning Fire DoT Poison DoT Spirit DoT Pickaxe
1 Neck 1 1 1 1 1 1.5 0.5 0
2 Boar 1 1 1 1 1 1 1 0
3 Deer 1 1 1 1 1 1 1 0
4 Greyling 1 1 1 1 1 2 0.5 0
5 Eikthyr 1 1 1 1 1 1 1 1
6 Greydwarf 1 1 1 1 1 2 0.5 0
7 Greydwarf brute 1 1 1 1 1 2 0.5 0
8 Greydwarf shaman 1 1 1 1 1 2 0.5 0
9 Skeleton 1.5 0.5 1 0.5 1 1.5 0 1
10 Rancid remains 1.5 0.5 1 0.5 1 1.5 0 1
11 Ghost 0.5 0.5 0.5 1 1 1 0 1.5
12 Troll 0.5 1.5 1 1 1 1 1 0
Troll (head) 1 2 1 1 1 1 1 0
13 The Elder 1 1 1 1 1 2 0 0
14 Root (creature) 1 1 1 0.5 1 1.5 0 1
15 Serpent 1 1 1 1.5 1 0 0.5 0
16 Abomination 0.5 0.25 1 0 1 1.5 0 0
17 Blob 1.5 0.5 0.5 1.5 1.5 0.5 0 1
18 Oozer 1.5 0.5 0.5 1.5 1.5 0.5 0 1
19 Draugr 1 1 1 1 1 0.5 0 1
20 Draugr elite 1 1 1 1 1 0.5 0 1
21 Leech 1 1 1 1 1 0 0.5 0
22 Surtling 1 1 1 1.5 1 0 0 0
23 Wraith 0.5 0.5 0.5 0 1 1.5 0 1.5
24 Bonemass 1.5 0.25 0.5 1.5 1 0.25 0 1
25 Wolf 1 1 1 1 1 1 1 0
26 Fenring 1 1 1 1 1 1.5 1 1
27 Drake 1 1 1 0 1 1.5 1 0
28 Stone Golem 1 0.5 0.5 0 1 0 0 0 2
29 Bat 0.5 0.5 0.5 0 1 1.5 0 1.5
30 Ulv 1 1 1 1 1 0.25 1.5 1
31 Cultist 1 1 1 1 1 0 1.5 1
32 Moder 1 1 1 0 1 1.5 1 0
33 Deathsquito 1 1 1 1 1 1 1 0
34 Lox 0.5 1 0.5 0.5 1 1.5 1 0
35 Fuling 1 1 1 1 1 1 1 0
36 Fuling Berserker 1 1 1 1 1 1 1 0
37 Fuling shaman 1 1 1 1 1 1 1 0
38 Growth 1.5 0.5 0.5 0.5 1 1.5 0 1
39 Yagluth 1 0.25 1 1 1 0.5 0 1
40 Hare 1 1 1 1 1 1 1 0
41 Tick 1 1.5 1 1 1 1 1 0
42 Seeker Brood 0.5 0.5 0.5 1 1 1 1 0
43 Seeker 0.5 0.5 0.5 1 1 1 1 0
44 Seeker Soldier 0.5 0.5 0.5 1 1 1 1 0
Seeker Soldier (tail) 1.5 1.5 1.5 1.5 1.5 1.5 1 0
45 Gjall 1 1 1 1 1 0.5 1 0
Gjall (eggs) 1 2 1 1 1 1 1 0
46 Dvergr rogue (WIP) 0
47 Dvergr mage (WIP) 0
48 The Queen 1 0.5 1 1 1 1 1 0

References[]

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