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Loot and experience

What a kill gives: Path of Valheiman loot, Valheim's own drops, and experience.

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.

Loot

When a creature dies, its Path of Valheiman loot is rolled with two numbers, item quantity and item rarity:

Quantity = 1 + item quantity + 0.1 × stars + 0.5 × modifiers + (Monster Power − 1)
Rarity = item rarity + 0.2 × stars

Item quantity and item rarity are the killer's own, from passives and gear. Modifiers and Monster Power add quantity, not rarity. The loot's item level is the creature's level.

Drops per kill

The number of drops is random: on average this many × quantity. Part of them are jewels:

Source Drops on average Jewels
Creature 0.15 1.48%
Elite creature 0.6 2.91%
Boss 2.5 4.76%
Chest 0.7 8.26%
Dungeon chest 0.9 5.66%

Rarity by item level

Gear never drops common: it is magic or rare, by these weights, which rarity shifts toward rare:

c = rarity ÷ (1 + rarity); magic × (1 + c), rare × (1 + 2c)
Level Common Magic Rare
1 90 9.5 0.5
19 78 19 3
43 62 29 9
77 54 33 13
97 50 34 16
130 45 36 19
181 40 37 23

Each gear drop has a 0.05% × (1 + c) chance to be a unique instead. Bosses always drop at least a magic item, a rare one from level 43.

Valheim drops

Valheim's own drops (meat, hides...) grow with stars; trophies and single items don't.

amount × (1 + 0.5 × stars), at most 100

Experience

Experience from a kill:

Experience = base health × 0.4 × (1 + 0.5 × stars + 0.5 × modifiers)

Base health is the Valheim health of its kind. It is shared between the players alive within 40 m (2.5× that for bosses). At night, every experience gain is +50%. Creatures of a runic event give 10%. Far above a biome's level, experience there fades.

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