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Combat and building

Critical strikes, evasion, resistances, what creatures pierce, and building costs.

Numbers are the defaults of the Normal difficulty; servers can change them. Every formula here is checked against the mod's code with each patch.

Critical strike damage

Critical hits multiply the hit's damage by:

1.5 + critical damage bonuses, at least 0

The bonuses come in parts, each its flat bonuses × (1 + increases): general ones, those for your weapon kind, for the target, and for the alternative attack. The parts are computed separately and added up, so a general "reduced critical damage" doesn't lower your weapon's own bonus.

Critical strike chance

Critical strike chance starts from the weapon's base:

chance = (base + flat) × (1 + increases) × more, at most the maximum

Base: knives 15%, polearms 10%, other weapons 5%, spells 5%. The weapon's own critical chance properties apply to its base first. The maximum is 100% by default.

Evasion

Evasion rating gives a chance to avoid a hit, which depends on the attacker's accuracy (enemy accuracy), growing with its level and stars:

accuracy = (30 + 0.48 × level) × (1 + 15% × stars)
evade chance = 1 − 1.25 × accuracy ÷ (accuracy + evasion), at most 75%

Evasion isn't a dice roll per hit: hits are evaded in a steady rhythm, so over many hits the share evaded is the chance. Damage over time in an area can't be evaded. Chance against creatures without stars, by biome:

Biome Accuracy 50 evasion 100 evasion 200 evasion 400 evasion
Meadows 30 52.66% 70.8% 75% 75%
Black Forest 39 45.13% 64.85% 75% 75%
Swamp 51 37.1% 57.98% 74.74% 75%
Mountain 67 28.44% 49.87% 68.65% 75%
Plains 77 24.38% 45.8% 65.4% 75%
Mistlands 92 18.89% 39.97% 60.5% 75%
Ashlands 117 12.45% 32.64% 53.89% 71.73%
Deep North 148 6.55% 25.39% 46.82% 66.23%

Resistances

Resistances reduce damage of their type: damage × (1 − resistance).

resistance = min(cap, your resistance − enemy penetration); cap = 75% + maximum resistance, at most 90%

Fire, frost and lightning also count elemental resistance. Penetration can take resistance below zero, which increases the damage taken.

Armour

Armour is Valheim's own: it reduces each hit by the same share for all its damage types, much against small hits, less against big ones. With hit damage the sum of the hit's damage types:

armour < damage ÷ 2: damage taken = damage − armour; otherwise: damage taken = damage² ÷ (4 × armour)
armour against creatures = your armour × 1.05 − the creature's armour penetration

Armour applies after rune shield and block. Creatures ignore part of it: see enemy penetration. Damage taken, by armour and hit:

Armour Hit of 20 Hit of 50 Hit of 100 Hit of 200 Hit of 500
25 4 25 75 175 475
50 2 12.5 50 150 450
100 1 6.2 25 100 400
200 0.5 3.1 12.5 50 300

Enemy penetration

Creatures pierce your defences by their biome: with flat armour penetration and resistance penetration (a share of your resistances). Your armour counts for 105% against creatures' hits.

Biome Armour ignored Resistance ignored
Meadows 0 0%
Black Forest 8 0%
Swamp 15 0%
Mountain 25 5%
Plains 35 10%
Mistlands 50 15%
Ashlands 70 20%
Deep North 90 25%

Bosses move toward the next biome's values. Creatures with the Piercing modifier ignore more.

Build cost

Build cost reductions lower each material of a piece, the mod's buildings included, by at most 50%:

cost = ⌈amount × (1 − reduction)⌉, reduction at most 50%

Dismantling gives back only what was paid. When a refund saves the materials of a placed piece, dismantling it gives nothing.

Data from Path of Valheiman 5.1.0, extracted 2026-10-19.