Damage over Time Multiplier¶
Applicable general and typed damage over time multiplier bonuses add together and form one multiplier. +20% general and +15% fire give fire damage over time ×1.35. This is separate from increased damage and does not repeat the original hit's damage modifiers.
How it works¶
Ailments¶
Ailment gauge: bleeding, burning, poison, chill and shock each fill their own on the enemy, from the matching part of your hits' damage as the enemy takes it, after its resistances and armour: slash, fire, poison, frost and lightning.
How much of the gauge one hit fills, by its damage as a share of the enemy's base health (its maximum health without the mod's difficulty scaling):
| Damage ÷ base health | 5% | 10% | 25% | 50% |
|---|---|---|---|---|
| Filled, +0% build-up | 8% | 16% | 40% | 80% |
| Filled, +100% build-up | 16% | 32% | 80% | 100% |
At 100% the ailment starts, from the strongest matching hit since the gauge began to fill. The gauge then stays full, so every further matching hit applies the ailment again from its own damage. 3 s after the last matching hit the gauge drains, 25% per second. Chill ends when it is empty (at most 7 s after that hit); the other ailments run their own time.
What each ailment does with that damage:
- Bleeding: 20% of the slash damage per second for 4 s (80% in all), × your ailment damage multipliers and damage over time multiplier (physical). Longer duration adds seconds, so more damage. One bleed per player on an enemy: a new one replaces yours only if it deals at least as much per second.
- Burning: 25% of the fire damage per second for 4 s (100% in all), × your ailment damage multipliers and damage over time multiplier (fire); fire damage increases don't apply again. Longer duration adds seconds, so more damage. One burn per player on an enemy: a new one replaces yours only if it deals at least as much per second. A wet enemy burns out 6 times as fast.
- Poison: 15% of the poison damage per second for 4 s (60% in all), × your ailment damage multipliers and damage over time multiplier (poison), plus any share of the enemy's base health your stats add, spread over the same 4 s (ailment damage doesn't raise that part). Longer duration adds seconds. Each player can keep 3 poisons on an enemy (more with limit bonuses); past that, a new one replaces your weakest if it would deal more. Skeletons and the Charred take poison damage normally, but their poison gauge fills at half speed; summoned skeletons stay immune.
- Chill: Valheim's frost effect, its strength × (1 + your general and chill ailment damage increases); ailment and status duration make it last longer.
-
Shock: for 3 s the enemy takes more damage from every source and builds up stagger faster, by the shock's strength. Only the strongest shock on an enemy acts, whoever applied it. Flat ailment damage does nothing for shock.
shock strength = 0.5 × (lightning damage ÷ (62.5% × the enemy's base health))^0.4 × (1 + shock effect increases) × more, at most 50%; under 5%, no shockThe lightning damage here is the hit's, before the enemy's resistances and armour.
Ailment damage multipliers for burning, poison and bleeding: × (1 + ailment damage increases, general and that ailment's) × their more multipliers; flat ailment damage adds its amount spread over 4 s. Each player's ailments tick on their own, once a second.
With Deferred Doom, only critical strikes inflict ailments, and the damage over time of the ailments they inflict is × your critical strike multiplier.
With the other mechanics: Combat and building.
Ground effects¶
Ground Effects: a passive that creates ground for a damage type (Ashen Wake, Blighted Soil, Glassbound, Stormbed) makes your spells leave a patch where they land: a projectile that hits the ground or an object (not one that hits an enemy), or an area spell where it strikes. One impact makes one patch, with a layer for each of the spell's fire, frost, lightning and poison damage that has such a passive.
Each layer comes from the spell's damage of its type, after your damage increases (ground damage increases join them) and before its critical strike:
A patch has a radius of 2 m × (1 + area increases; a spell's patch also takes spell area increases), at most 12 m, and lasts 4 s × (1 + effect duration increases), at most 60 s.
Enemies standing on it (on the ground, not swimming) take its damage every 0.2 s, paid about once a second, through their resistances. Ground damage is never a critical strike, can't be blocked or evaded, and doesn't stagger. Each enemy takes only the strongest patch of each type, whoever made it; different types add up. Your allies and you take no damage from your patches.
You can keep 1 patch at once (limits); a new one past the limit removes your oldest. Only spell patches count.
Chilled Ground makes everyone on it slide, you and your allies too. It doesn't lower speed: speeding up and braking work at 15% of the usual rate, turning at 35%.
Passives that work while you stand on a kind of ground count any patch of that type, yours or not.
With the other mechanics: Combat and building.
Referenced by¶
Passive Tree¶
Notables¶
| Name | Effect | |
|---|---|---|
| Slow Ruin | +5% damage over time multiplier | |
| Unrelenting Decay | +5% damage over time multiplier |
Small passives¶
| Stat | Nodes |
|---|---|
| +2% damage over time multiplier | 5 |
Items¶
Mods (3)¶
| Mod | Type | Rolls on | From (item level) |
|---|---|---|---|
| +#% damage over time multiplier | Suffix | must be weapon; one of elemental magic, blood magic or sceptre | Meadows (1) |
| +#% damage over time multiplier | Suffix | must be ring | Meadows (1) |
| +#% damage over time multiplier | Suffix | must be jewel | Meadows (1) |
Mentioned in¶
Patch history¶
| Patch | Change |
|---|---|
| Patch 5.3.0 (New) | Applicable general and typed damage over time multiplier bonuses add together and form one multiplier. +20% general and +15% fire give fire damage over time ×1.35. This is separate from increased damage and does not repeat the original hit's damage modifiers. |
Data from Path of Valheiman 5.3.6, extracted 2026-10-27.