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Damage Types


Every fight in Valheim runs on damage types, and each creature responds to each type differently. The physical types come from the weapon in your hands: slash, blunt, pierce, chop and pickaxe. The elemental types are fire, frost, lightning, poison and spirit, and they are usually the half of a weapon that decides a fight.

Chop and pickaxe are the odd pair. Chop fells trees and pickaxe breaks rock, and almost nothing living cares about either. That is why an axe is a poor weapon against armour but a fine one against a Greydwarf.

Physical Damage


Physical damage is what the weapon in your hands deals, and it is the half a creature is most likely to resist. Here is how it plays out across the creatures with a known resistance table:

Type Weak Resists Immune What That Means
Slash 0 15 0 Swords, axes and knives. Nothing in the game takes extra from slash and a third of the bestiary shrugs part of it off, which makes it the type that is never wrong and never the answer.
Blunt 9 12 0 Maces, clubs and the sledge. The specialist: skeletons, blobs and anything armoured in bone fold to it.
Pierce 2 29 0 Spears, arrows and bolts. The most resisted type there is, carried for what a thrown spear or a drawn bow multiplies it by rather than for the type itself.
Chop 1 0 2 What fells a tree. Only a handful of creatures answer to it at all, but it is what takes a building apart, which is why an abomination flattens a base so quickly.
Pickaxe 1 1 3 What breaks rock. Almost nothing living cares, with one loud exception: a stone golem is weak to it and resistant to nearly everything else.

Chop and pickaxe come from tools as much as from weapons. They are the two types that matter against the world rather than against creatures: chop cuts wood and buildings, and pickaxe breaks stone.

Elemental Damage


Elemental damage is the half that decides a fight. Gem and ore weapons, arrows, bombs and staves all carry it, and when a creature resists the physical half of a weapon, the element is the damage that actually lands.

Type Weak Resists Immune What That Means
Fire 21 18 9 The widest swing in the game: 21 things take extra and 9 ignore it. It also burns on after the hit, which is why a fire arrow is worth more than its damage line says.
Frost 9 10 7 Damage and a slow. The slow is worth far more against something small and fast than against something large.
Lightning 5 1 0 The least resisted damage in the game. One creature resists it and nothing is immune, which is what makes the staves and the iolite weapons reliable everywhere.
Poison 2 11 28 Almost worthless offensively: 28 creatures ignore it outright. It is a stat worth having on armour rather than on a weapon.
Spirit 10 0 40 All or nothing. Nothing resists it, 40 creatures ignore it, and the 10 that do not are the undead and the Ashlands dead.

A weapon that deals a physical type and an element is really two weapons in one. Everything in the Mistlands resists the physical half, and that is where an elemental weapon stops being a luxury.

How a Resistance Works


Each creature sits on one of five rungs for each type, and the multiplier is the whole reason to carry a second weapon:

  • Very weak: takes double damage.
  • Weak: takes half again as much.
  • Neutral: takes full damage.
  • Resistant: takes half.
  • Very resistant: takes a quarter, and immune takes none at all.

The ladder applies to each type separately, so read the numbers on a weapon one at a time. A Frostner against a Skeleton lands its blunt half at one and a half times and its frost half in full. The same weapon against a Blob lands the blunt and wastes the frost.

Armour and the Other Direction


Resistances run both ways. What a set of armour resists decides which biome it is for, and the meads cover the rest: poison resistance opens the Swamp, frost resistance the Mountain, and fire resistance the Ashlands. A resistance on your side halves the damage coming in exactly as it halves the damage going out.

Notes


  • Weapon stats are always quoted at quality 1. Upgrading a weapon rarely raises both halves of its damage.
  • Backstab and sneak multipliers apply on top of the type, so a knife's pierce is worth far more from behind than against a shield wall.
  • Chop damage breaks structures as easily as it fells trees, which is why an Abomination takes a base apart so quickly.


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