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Damage types are an important part of combat because of damage resistances and weaknesses:

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

Different enemies have different weaknesses and resistances so using the right weapon can make a big difference.

Status effects override natural resistances and resistance from gear. From example a player with Lox cape or a Lox entering water gets Wet Effect which replaces their Frost resistance. If there are multiple status effects, the last effect gets priority. Drinking Frost resistance mead after getting Wet will override the weakness.

Most weapons and enemies deal only single damage type. However some enemies and weapons (like Knives) deal multiple damage types in a single attack. In those cases the resistances are considered separately.

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.

For mixed damage weapons, the color of the damage number is based on the highest raw damage listed. For example, Fire arrows will always show the color corresponding to the creature's resistance to piercing damage, because the combined piercing damage of the arrow and the Crude bow is higher than the arrow's listed fire damage.

Tick damage from damage over time effects are always shown as white.

Physical damage

Physical damage can be blocked and is reduced by armor.

Physical damage also causes Staggering which may cause the target to stagger.

Blunt

Pierce

Slash

Damage over time

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.

For example, shooting a Fire arrow with 3x Sneak multiplier causes 66 Fire damage (13.2 per tick). After 3 ticks, 26.4 damage would be remaining. Hitting with a new fire arrow (22 Fire damage) would increase the total damage to 48.4 but reduce the tick damage to 9.7 per tick.

Poison

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.

For example, taking 100 Poison damage with 50 armor causes 16 seconds of Poison with 3.1 damage per second. Drinking Poison resistance mead gives a 75% damage reduction for future sources (drinking won't affect poison that was already in effect). Then taking the same Poison damage would be ignored because it would only deal 3.1 damage over 4 seconds. After 10 seconds the poison has only 18.75 damage remaining. Taking 25 Poison damage without armor or resistance would now overwrite the previous poison debuff.

Spirit

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..

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 tool tier

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

Pickaxe

Pickaxe tool tier

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

Other

Frost

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

Frost damage also applies a Frost Effect debuff that reduces movement speed. Movement speed reduction starts at 0% and is gradually increased towards a 100% reduction. Refreshing the effect resets the reduction back to 0%.

The debuff duration depends on the amount of health lost:

The base duration is 15 seconds for players and 50 seconds for enemies.

For example, receiving 200 Frost damage while at max 150 health and wearing 50 armor causes 50 damage and 5 seconds of Frost Effect.

->

Lightning

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

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

Staggering

Staggering causes the target to stagger if the total count of Staggering reaches a certain threshold. Creatures take double damage during a stagger. For most creatures, the threshold is 30% - 50% of their maximum health. Bosses and some enemies are immune to Staggering.

Staggering is passively reduced by 20% of the max value per second. Getting staggered doesn't reset the value.

Staggering effect doesn't stack. If the target is already staggered then a new stagger won't be triggered.

Staggering is caused by Physical and Lightning damage at a 1:1 ratio. However, some attacks cause extra Staggering:

  • 2x: Mace secondary attack. This equates to 5x the weapon's listed damage, since the special attack has a 2.5x damage multiplier.
  • 2x: Iron Sledge attacks.
  • 4x: Battleaxe secondary attack. This equates to 2x the weapon's listed damage, since the special attack has a 0.5x damage multiplier.
  • 6x: Atgeir secondary attack. This equates to 6x the weapon's listed damage, since the special attack has a 1x damage multiplier.

For example, Troll has 600 health with 30% stagger limit (180 threshold). Using level 2 Bronze spear causes ~40 Staggering. 5 hits cause ~200 Staggering which causes the Troll to stagger and resets the Staggering. 3 hits during the stagger causes ~240 Staggering.

For example, Lox has 1000 health with 100% stagger limit (1000 threshold). Using Blackmetal atgeir secondary attack causes ~350 Staggering. 3 hits would stagger the Lox. During the stagger, using a secondary attack causes ~700 Staggering. Then a secondary attack can be used right after the stagger to stagger the Lox again.

Pure

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

  • Console commands: 99999 damage.
  • Bonfire, Campfire, Hearth: 10 self-damage when dealing damage.
  • 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 though they may be weak or resistant to it.
  • Drowning: 5% of max health per second (rounded up).
  • Fall damage: After falling 4 meters, 6.25 damage per meter. Capped at 100 damage.
  • Falling out of the map: 99999 damage.
  • Healing: Negative damage.
  • Smoke: 2 damage per second.
  • Water: 10 damage per second if vulnerable to Water.

For example, Wood wall is 2 meters high. Falling from top of 2 Wood walls deals no damage. After that each Wood wall causes 12.5 damage. With starting health of 25, falling from top of 4 Wood walls can be fatal. The actual damage taken varies because of terrain height differences and how characters collide with structures.

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 1
14 Root 1 1 1 0.5 1.5 0 1
15 Serpent 1 1 1 1.5 0 0.5 0
16 Blob 1.5 0.5 0.5 1.5 0.5 0 1
17 Oozer 1.5 0.5 0.5 1.5 0.5 0 1
18 Draugr 1 1 1 1 0.5 0 1
19 Draugr Elite 1 1 1 1 0.5 0 1
20 Leech 1 1 1 1 0 0.5 1
21 Surtling 1 1 1 1.5 0 0 0
22 Wraith 0.5 0.5 0.5 0 1.5 0 1.5
23 Bonemass 1.5 0.25 0.5 1.5 0.25 0 1
24 Wolf 1 1 1 1 1 1 0
25 Fenring 1 1 1 1 1.5 1 1
26 Drake 1 1 1 0 1.5 1 0
27 Stone Golem 1[1] 0.5 0.5 0 0 0 0 2
28 Moder 1 1 1 0 1.5 1 0
29 Deathsquito 1 1 1 1 1 1 0
30 Lox 0.5 1[1] 0.5 0.5 1.5 1 0
31 Fuling 1 1 1 1 1 1 0
32 Fuling Berserker 1 1 1 1 1 1 0
33 Fuling Shaman 1 1 1 1 1 1 0
34 Growth 1.5 0.5 0.5 0.5 1.5 0 1
35 Yagluth 1 0.25 1 1 0.5 0 1


  1. 1.0 1.1 1.2 1.3 1.4 1.5 Deals neutral damage but useful when considering other resistances.
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