Valheim Wiki

This page contains all current combat mechanics and stats.


Damage is calculated with the following formula:

Listed Damage

On the weapon tooltip the orange number shows the listed damage (before the yellow parentheses). Damage from bows is calculated from the sum of listed bow and ammo damage.

Some weapons have two types of damage (such as the knife which has both piercing and slashing damage types). In these cases damage is calculated for each damage type separately and then added together. This applies when ammo has two types of damage as well.

Skill factor

On the weapon tooltip a damage range is shown in yellow parentheses. This is determined by the minimum and maximum value of the related skill factor multiplied with the listed damage.

For players, the skill factor is increased by skill levels. Each skill level increases average damage by 1.5%.

The skill factor caps at 1.0 so the maximum damage doesn't increase after level 75. This causes the last 25 levels to increase average damage by 0.75% per level.

At level 100, the average damage equals 92.5% of the listed damage value.

Backstab bonus

Backstab bonus is applied when attacking unaware enemies. The damage multiplier is shown on the weapon tooltip (from 2x to 10x).

Backstabbing an enemy gives it a backstab immunity for 5 minutes. Players are immune to backstab.

Stagger bonus

Staggering is caused either by enough Staggering or by successfully parrying an attack. While staggered, the enemy is unable to act and takes double damage. Players can also get staggered but they won't take extra damage.

Staggering is caused by Physical and Lightning damage. Some secondary attacks cause increased Staggering.

Duration of the stagger is different for every enemy and depends on the animation speed.

Attack bonus

Weapons with an attack chain deal double damage on the third hit.

Most secondary attacks also deal increased or reduced damage (from 0.5x to 3x).

Enemies deal 4% more damage for each additional player within 200 meters of the target.

Multitarget penalty

Hitting multiple enemies reduces the damage of melee attacks (except for bosses). The damage multiplier can be calculated with

  • 2 targets: 66.7%
  • 3 targets: 44.4%
  • 4 targets: 33.3%
  • 5 targets: 26.7%

However the total damage will be 33.3% higher than when hitting a single target.

Ground also counts as a valid target, even though it can only be destroyed with Pickaxes. This often causes reduced damage when attacking enemies on a higher ground. This also explains why Pickaxes sometimes deal reduced damage when mining.

Players can take advantage of this mechanic. For example taking 100 damage with 50 armor results in 50 damage taken. If the attack hits 2 targets then it only deals 66 damage and results in 22.2 damage per target. Even if both targets were players the total damage would be lower. Trees or structures can also be used as targets.

Damage Type Modifier

All attacks have a damage type. Enemies have weakness, resistance or immunity against different damage types. Players may also have weaknesses or resistances depending on their status effects and gear. The modifier for weakness and resistance is as follows:

  • Very weak: 200% damage
  • Weak: 150% damage
  • Neutral: 100% damage
  • Resistant: 50% damage
  • Very resistant: 25% damage
  • Immune: 0% damage

See Damage types for more info.


Armor reduces damage taken from all damage types. If armor is less than half of raw damage, health lost = damage - armor. But if armor is more than half of the damage, health lost = (Damage/(Armor*4))*Damage.

Game code depicting how the damage taken is calculated.

Graphic depicting the damage taken for a 100 damage hit with variable armor, meant to illustrate the point of diminishing returns.

The formula for "diminishing returns" is still fair from the perspective of effective HP. That is, the number of "hits" until death increases at the same rate, so each point of armor is worth as much as the next. The below table illustrates this:

Example of armor values with 100 hp and receiving 40 damage.
Armor Health Lost Hits until death
0 40 2.5
10 30 3.333
20 20 5
30 13.333 7.5
40 10 10
50 8 12.5
60 6.666 15


Blocking reduces received damage by using the armor formula. See Blocking for more info.

Blocking has some benefits over dodging:

  • Blocking uses less stamina (except when parrying).
  • Blocking doesn't require precise timing.
  • Parrying causes stagger which doubles the damage.


Dodging turns the player briefly invulnerable allowing to ignore most sources of damage.

Dodging uses 15 Stamina multiplied by gear speed penalty. For example having -20% speed penalty would increase dodging cost to 18.

Dodging has some benefits over blocking:

  • No damage limit.
  • Works against multiple enemies with the same stamina usage.
  • Allows repositioning by choosing the direction.
  • Works against attacks from any direction.
  • Dodging works against most attacks that can't be blocked.