Ground Effects¶
Ground effects occupy separate patches. Your base limit is 1 patch across all types; global skill limit and ground limit increase it. Each projectile can create a patch: three projectiles can leave three patches at limit 3. At the limit, a new patch replaces the oldest. Identical effects do not stack where they overlap. Ground damage is damage over time, not a hit or an aura.
How it works¶
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 | |
|---|---|---|
| Ashen Wake | 20% increased fire damage with ground effects 10% increased fire area of effect with ground effects 30% increased eitr regeneration while on Burning Ground Spells create ground when they hit terrain with fire damage |
|
| Blighted Soil | 20% increased poison damage with ground effects 30% increased poison damage over time while on Poisoned Ground Spells create ground when they hit terrain with poison damage |
|
| Frozen Memory | 20% increased frost damage with ground effects | |
| Glassbound | 10% increased frost area of effect with ground effects 15% reduced cost while on Chilled Ground Spells create ground when they hit terrain with frost damage |
|
| Rune Circle | 10% increased ground area of effect 20% increased ground effect duration +2 ground limit |
|
| Stormbed | 10% increased lightning area of effect with ground effects 7.5% increased cast speed while on Shocked Ground Spells create ground when they hit terrain with lightning damage |
|
| Unsettled Ground | 40% increased ground build-up 25% increased ground ailment effect |
|
| Venomous Reach | 10% increased poison area of effect with ground effects | |
| Winter's Reach | 40% increased chill build-up with ground effects |
Small passives¶
| Stat | Nodes |
|---|---|
| 8% increased lightning damage with ground effects | 4 |
| 4% increased poison area of effect with ground effects | 3 |
| 8% increased poison damage with ground effects | 3 |
| 4% increased ground area of effect | 2 |
| 8% increased ground effect duration | 2 |
| 16% increased ground build-up | 2 |
| 10% increased ground ailment effect | 2 |
| 4% increased frost area of effect with ground effects | 2 |
| 8% increased fire damage with ground effects | 2 |
| 4% increased fire area of effect with ground effects | 2 |
| 4% increased lightning area of effect with ground effects | 1 |
| 16% increased chill build-up with ground effects | 1 |
| 8% increased frost damage with ground effects | 1 |
Items¶
Mods (5)¶
| Mod | Type | Rolls on | From (item level) |
|---|---|---|---|
| #% increased ground area of effect | Suffix | must be weapon; one of elemental magic, blood magic or sceptre | Meadows (1) |
| #% increased ground area of effect | Suffix | must be jewel; one of Intelligence jewel, Strength–Intelligence jewel or Dexterity–Intelligence jewel | Meadows (1) |
| #% increased ground build-up | Suffix | must be weapon; one of elemental magic, blood magic or sceptre | Meadows (1) |
| #% increased ground damage | Prefix | must be weapon; one of elemental magic, blood magic or sceptre | Meadows (1) |
| #% increased ground effect duration | Suffix | must be weapon; one of elemental magic, blood magic or sceptre | Meadows (1) |
Patch history¶
| Patch | Change |
|---|---|
| Patch 5.3.0 (New) | Ground effects occupy separate patches. Your base limit is 1 patch across all types; global skill limit and ground limit increase it. Each projectile can create a patch: three projectiles can leave three patches at limit 3. At the limit, a new patch replaces the oldest. Identical effects do not stack where they overlap. Ground damage is damage over time, not a hit or an aura. |
Data from Path of Valheiman 5.3.6, extracted 2026-10-27.