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Weapons


Dyrnwyn

Valheim has 128 weapons across 11 classes, and choosing between them is not about damage. It is about damage type, because every biome resists one and folds to another, and about stamina, because a swing you cannot afford does nothing. Below: weapon builds and what settles them, the 11 weapon classes side by side, the 8 damage types and what resists each, and the weapon skill and upgrade quality that beat any weapon on this page.


Builds


There is no class to pick at a menu in Valheim. A build is what you carry, and there are 5 that work:

  • One-handed and shield. The default, and the only build that parries. A shield replaces the weapon's own block power, parry force and parry bonus outright, which leaves the weapon slot free to be pure damage. Bucklers parry best and block worst, tower shields block hardest and cannot parry at all, and cost 10% of your movement in hand against a round shield's 5%.
  • Two-handed. No shield, so you block on the weapon's own numbers and give up the parry entirely. What you buy is reach and crowd control: a battleaxe swings through walls, and an atgeir has an area spin that a Fuling village exists to be used on.
  • Stealth. Knives hit an enemy that has not seen you for 6 times damage, where everything else manages 3. Sneaking decides whether you get that opener: it is scored on the light where you stand, cutting enemy view range to half at skill 0 in full dark and to a fifth at skill 100. The build wants darkness, and it does not want a weapon that glows.
  • Ranged. Bows draw in 2.5 seconds at skill 0 and 0.5 at 100, capped at a shot every 0.8 seconds from skill 85. A crossbow is one bolt every 6 seconds, 4 stamina to load and nothing to fire, and a sprint or a jump throws the reload away. Either way the ammunition is added to the weapon's damage before every other multiplier, so the arrow is part of the build rather than a consumable.
  • Magic. Mistlands onward, and it runs on Eitr rather than stamina: no eitr food, no spells at all. Elemental magic spends pure Eitr on damage; blood magic spends Eitr and a share of your current health on summons and shields, which is why it can never kill you. Eitr regenerates fastest when the bar is empty, stops dead while you swim, and doubles while Rested.


All Weapon Categories



The Classes



Class Weapons Damage Type Hands What It Is For
Swords 15 Slash 1 or 2 The generalist, and the cheapest melee class on stamina
Axes 14 Slash and chop 1 or 2 Felling trees first, fighting second
Clubs 13 Blunt 1 or 2 Skeletons, the Charred, and knocking a crowd back
Knives 7 Slash and pierce 1 Opening from stealth at 6 times damage
Spears 10 Pierce 1 A poke you can throw and pick back up
Polearms 4 Pierce 2 A spin that hits everything in a Fuling village
Bows 9 From the arrow 2 The early game, and anything you should not melee
Crossbows 5 From the bolt 2 One enormous bolt every 6 seconds, free of stamina
Magic Staves 8 Fire, frost, lightning 2 The Mistlands onward, on Eitr instead of stamina
Shields 17 None Off-hand The defensive half of every one-handed build
Ammunition 26 Its own Consumed Damage added before the multipliers, so the good arrow matters

Damage Types



Physical damage is the one you can always deal and almost never the one that hurts most. Counted across the 61 creatures with a published resistance table:


Type Weak Resists Immune What That Means
Slash 0 14 0 Nothing in the game takes extra from slash. It is never the wrong answer and never the right one.
Blunt 8 12 0 The specialist: Skeletons, Blobs and anything armoured in bone
Pierce 2 24 0 The most resisted type there is. Carried for what a spear throw or a bow multiplies it by, not for the type.
Fire 14 12 8 The most weaknesses and the widest swing. 14 things fold, 8 ignore it completely.
Frost 8 9 6 Damage and a slow. The slow is worth far more against small enemies than large ones.
Lightning 5 1 0 The least resisted damage in the game: one creature resists it and nothing is immune.
Poison 2 11 26 Almost worthless offensively. 26 things are immune, which is why it is a stat you want on armour rather than on a weapon.
Spirit 10 0 32 All or nothing. Nothing resists it, half the bestiary ignores it, and the 10 that do not are undead and the Ashlands.


The practical consequence: a weapon that deals a physical type and an element is 2 weapons. When the physical half is resisted, as it is by everything in the Mistlands, the element is the damage that lands.

Damage System



2 multipliers matter more than which weapon inside a class you are holding:


  • Skill, up to +141%. Each class is a skill capped at 100, and 100 is +141% damage and knockback with 33% less stamina per swing. No weapon upgrade comes close. It is earned only by swinging, and a death takes a slice of it back.
  • Quality, 4 levels. Everything crafted starts at quality 1 and is upgraded 3 more times at the station that made it. Every figure quoted on this wiki is quality 1, so these are floors and not ceilings.

An upgrade rarely raises every type a weapon deals. Which half of a weapon the ladder actually improves is on its own page, and it decides whether upgrading it is worth the metal.

Pages in category "Weapons"

The following 175 pages are in this category, out of 175 total.

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