Patch 5.3.0¶
What changed in the game data from 5.2.1 to 5.3.0, found by comparing the two versions. Struck text is gone, marked text is new. Only the data is compared: a change to how the code works doesn't show here.
Passive Tree¶
Changed (26)¶
| Name | Type | Change |
|---|---|---|
| Bomb Conservation ×5 | Passive | |
| Bows ×2 | Passive | 4% increased shooting effective range |
| Distant Flight | Notable | 10% increased shooting effective range |
| Eternal Pyre | Keystone | |
| Frugal Archer | Notable | |
| Raider's Thunder, Powder Underfoot, Fuse Spark, Double Peal, Demolisher's Hand, Shrapnel Wound | Notable | Impact Detonation: Bomb ricochets lose no power: every touch explodes at full power; A bouncing bomb loses no power on its bounces: every touch explodes at full power. |
| Ranged Combat ×3 | Passive | |
| Sky's Sting | Notable | |
| Spare Fuse, Careful Throw | Notable | |
| Swift Word, Whisper Above the Runes, Flowing Incantation, Caster's Gesture | Notable | Spell Echo: +100% staff repeat chance when casting with |
New (137)¶
| Name | Type | Change |
|---|---|---|
| Additional Projectile Chance ×10 | Passive | +8% overflowing chance to fire an additional projectile |
| Ashen Wake | Notable | 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 |
| Bleeding Damage ×3 | Passive | 8% increased bleed damage |
| Blighted Soil | Notable | 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 |
| Burning Ground ×2 | Passive | 8% increased fire damage with ground effects |
| Burning Ground ×2 | Passive | 4% increased fire area of effect with ground effects |
| Charged Vulnerability | Notable | +25% ailment effect shock |
| Chilled Ground ×2 | Passive | 4% increased frost area of effect with ground effects |
| Chilled Ground | Passive | 16% increased chill build-up with ground effects |
| Chilled Ground | Passive | 8% increased frost damage with ground effects |
| Damage over Time ×5 | Passive | +2% damage over time multiplier |
| Damage over Time — Fire ×2, Fire Damage over Time ×6 | Passive | +2% fire damage over time multiplier |
| Damage over Time — Frost ×2, Frost Damage over Time ×2 | Passive | +2% frost damage over time multiplier |
| Damage over Time — Lightning ×2, Lightning Damage over Time ×2 | Passive | +2% lightning damage over time multiplier |
| Damage over Time — Physical ×2, Physical Damage over Time ×4 | Passive | +2% physical damage over time multiplier |
| Damage over Time — Poison ×2, Poison Damage over Time ×6 | Passive | +2% poison damage over time multiplier |
| Deep Venom, Patient Toxin, Deepening Venom | Notable | +5% poison damage over time multiplier |
| Drawing the Earth | Notable | +10% absorption rate for infusion 15% increased potency for infusion |
| Embers That Endure, Enduring Flame, Tenacious Embers | Notable | +5% fire damage over time multiplier |
| Endless Volley, One More Projectile | Notable | +20% overflowing chance to fire an additional projectile |
| Frozen Memory | Notable | 20% increased frost damage with ground effects |
| Gathered Essence | Notable | 15% increased potency for infusion |
| Glassbound | Notable | 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 |
| Ground Effects ×2 | Passive | 4% increased ground area of effect |
| Ground Effects ×2 | Passive | 8% increased ground effect duration |
| Ground Effects ×2 | Passive | 16% increased ground build-up |
| Ground Effects ×2 | Passive | 10% increased ground ailment effect |
| Held in the Hands | Notable | 20% increased effect duration for infusion 15% increased potency for infusion |
| Infusion ×5 | Passive | 6% increased potency for infusion |
| Infusion | Passive | +4% absorption rate for infusion |
| Infusion ×2 | Passive | +4% absorption rate for infusion 6% increased potency for infusion |
| Infusion | Passive | 8% increased effect duration for infusion |
| Lingering Voltage, Lingering Current | Notable | +5% lightning damage over time multiplier |
| Mortal Wound | Notable | +5% physical damage over time multiplier |
| Poisoned Ground ×2 | Passive | 4% increased poison area of effect with ground effects |
| Poisoned Ground ×2 | Passive | 8% increased poison damage with ground effects |
| Poisoned Ground | Passive | 8% increased poison damage with ground effects 4% increased poison area of effect with ground effects |
| Projectile Chain Chance ×4 | Passive | +8% overflowing chance to chain an additional time |
| Rune Circle | Notable | 10% increased ground area of effect 20% increased ground effect duration +2 ground limit |
| Shock ×3 | Passive | +10% ailment effect shock |
| Shock ×2 | Passive | 4% increased shock duration |
| Shocked Ground | Passive | 4% increased lightning area of effect with ground effects |
| Shocked Ground ×4 | Passive | 8% increased lightning damage with ground effects |
| Shooting Effective Range ×9 | Passive | 5% increased shooting effective range |
| Slow Ruin, Unrelenting Decay | Notable | +5% damage over time multiplier |
| Splintering Flight, Forking Paths | Notable | +20% overflowing chance to chain an additional time +20% overflowing chance to fire an additional projectile |
| Steady Shot, Patient Hunter, Point Blank | Notable | 12% increased shooting effective range |
| Stormbed | Notable | 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 |
| Sustained Discharge | Notable | 10% increased shock duration |
| Unbroken Chain | Notable | +20% overflowing chance to chain an additional time |
| Unceasing Wound | Notable | +5% physical damage over time multiplier 20% increased bleed damage |
| Unsettled Ground | Notable | 40% increased ground build-up 25% increased ground ailment effect |
| Venomous Reach | Notable | 10% increased poison area of effect with ground effects |
| Winter Without End, Lasting Rime | Notable | +5% frost damage over time multiplier |
| Winter's Reach | Notable | 40% increased chill build-up with ground effects |
Mods¶
Changed (3)¶
| Name | Change |
|---|---|
| #% chance to save arrow or bolt on shot | T3 (item level 1–96, weight 1000): T2 (item level 43–∞, weight 600): T1 (item level 97–∞, weight 250): T0 (item level 1–∞, weight 0): |
| #% chance to save arrow or bolt on shot | T5 (item level 1–42, weight 1000): T4 (item level 19–76, weight 700): T3 (item level 43–129, weight 400): T2 (item level 77–∞, weight 180): T1 (item level 130–∞, weight 60): T0 (item level 1–∞, weight 0): |
| +#% ailment effect shock | T5 (item level 1–42, weight 1000): +( T4 (item level 19–76, weight 700): +( T3 (item level 43–129, weight 400): +( T2 (item level 77–∞, weight 180): +( T1 (item level 130–∞, weight 60): +( |
New (33)¶
| Name | Change |
|---|---|
| #% increased cast speed while on Shocked Ground | T5 (item level 1–42, weight 1000): (3–5)% increased cast speed while on Shocked Ground T4 (item level 19–76, weight 700): (6–8)% increased cast speed while on Shocked Ground T3 (item level 43–129, weight 400): (9–12)% increased cast speed while on Shocked Ground T2 (item level 77–∞, weight 180): (13–16)% increased cast speed while on Shocked Ground T1 (item level 130–∞, weight 60): (17–22)% increased cast speed while on Shocked Ground |
| #% increased eitr regeneration while on Burning Ground | T5 (item level 1–42, weight 1000): (3–5)% increased eitr regeneration while on Burning Ground T4 (item level 19–76, weight 700): (6–8)% increased eitr regeneration while on Burning Ground T3 (item level 43–129, weight 400): (9–12)% increased eitr regeneration while on Burning Ground T2 (item level 77–∞, weight 180): (13–16)% increased eitr regeneration while on Burning Ground T1 (item level 130–∞, weight 60): (17–22)% increased eitr regeneration while on Burning Ground |
| #% increased ground area of effect | T5 (item level 1–42, weight 1000): (4–6)% increased ground area of effect T4 (item level 19–76, weight 700): (7–10)% increased ground area of effect T3 (item level 43–129, weight 400): (11–14)% increased ground area of effect T2 (item level 77–∞, weight 180): (15–19)% increased ground area of effect T1 (item level 130–∞, weight 60): (20–25)% increased ground area of effect |
| #% increased ground area of effect | T5 (item level 1–42, weight 1000): (2–3)% increased ground area of effect T4 (item level 19–76, weight 700): (4–5)% increased ground area of effect T3 (item level 43–129, weight 400): (6–7)% increased ground area of effect T2 (item level 77–∞, weight 180): (8–9)% increased ground area of effect T1 (item level 130–∞, weight 60): (10–12)% increased ground area of effect |
| #% increased ground build-up | T5 (item level 1–42, weight 1000): (8–12)% increased ground build-up T4 (item level 19–76, weight 700): (13–19)% increased ground build-up T3 (item level 43–129, weight 400): (20–28)% increased ground build-up T2 (item level 77–∞, weight 180): (29–38)% increased ground build-up T1 (item level 130–∞, weight 60): (39–50)% increased ground build-up |
| #% increased ground damage | T5 (item level 1–42, weight 1000): (8–12)% increased ground damage T4 (item level 19–76, weight 700): (13–19)% increased ground damage T3 (item level 43–129, weight 400): (20–28)% increased ground damage T2 (item level 77–∞, weight 180): (29–38)% increased ground damage T1 (item level 130–∞, weight 60): (39–50)% increased ground damage |
| #% increased ground effect duration | T5 (item level 1–42, weight 1000): (6–10)% increased ground effect duration T4 (item level 19–76, weight 700): (11–15)% increased ground effect duration T3 (item level 43–129, weight 400): (16–21)% increased ground effect duration T2 (item level 77–∞, weight 180): (22–28)% increased ground effect duration T1 (item level 130–∞, weight 60): (29–36)% increased ground effect duration |
| #% increased poison damage over time while on Poisoned Ground | T5 (item level 1–42, weight 1000): (3–5)% increased poison damage over time while on Poisoned Ground T4 (item level 19–76, weight 700): (6–8)% increased poison damage over time while on Poisoned Ground T3 (item level 43–129, weight 400): (9–12)% increased poison damage over time while on Poisoned Ground T2 (item level 77–∞, weight 180): (13–16)% increased poison damage over time while on Poisoned Ground T1 (item level 130–∞, weight 60): (17–22)% increased poison damage over time while on Poisoned Ground |
| #% increased potency for infusion | T5 (item level 1–42, weight 1000): (6–9)% increased potency for infusion T4 (item level 19–76, weight 700): (10–14)% increased potency for infusion T3 (item level 43–129, weight 400): (15–20)% increased potency for infusion T2 (item level 77–∞, weight 180): (21–27)% increased potency for infusion T1 (item level 130–∞, weight 60): (28–35)% increased potency for infusion |
| #% increased potency for infusion | T5 (item level 1–42, weight 1000): (2–4)% increased potency for infusion T4 (item level 19–76, weight 700): (5–7)% increased potency for infusion T3 (item level 43–129, weight 400): (8–10)% increased potency for infusion T2 (item level 77–∞, weight 180): (11–13)% increased potency for infusion T1 (item level 130–∞, weight 60): (14–17)% increased potency for infusion |
| #% increased potency for infusion | T5 (item level 1–42, weight 1000): (3–5)% increased potency for infusion T4 (item level 19–76, weight 700): (6–8)% increased potency for infusion T3 (item level 43–129, weight 400): (9–12)% increased potency for infusion T2 (item level 77–∞, weight 180): (13–16)% increased potency for infusion T1 (item level 130–∞, weight 60): (17–21)% increased potency for infusion |
| #% increased shooting effective range | T4 (item level 1–76, weight 400): (10–15)% increased shooting effective range T3 (item level 43–129, weight 300): (16–24)% increased shooting effective range T2 (item level 77–∞, weight 180): (25–34)% increased shooting effective range T1 (item level 130–∞, weight 60): (35–45)% increased shooting effective range |
| #% reduced cost while on Chilled Ground | T5 (item level 1–42, weight 1000): (1–2)% reduced cost while on Chilled Ground T4 (item level 19–76, weight 700): (2–3)% reduced cost while on Chilled Ground T3 (item level 43–129, weight 400): (3–4)% reduced cost while on Chilled Ground T2 (item level 77–∞, weight 180): (4–5)% reduced cost while on Chilled Ground T1 (item level 130–∞, weight 60): (6–7)% reduced cost while on Chilled Ground |
| +#% absorption rate for infusion | T5 (item level 1–42, weight 1000): +(4–6)% absorption rate for infusion T4 (item level 19–76, weight 700): +(7–10)% absorption rate for infusion T3 (item level 43–129, weight 400): +(11–15)% absorption rate for infusion T2 (item level 77–∞, weight 180): +(16–21)% absorption rate for infusion T1 (item level 130–∞, weight 60): +(22–28)% absorption rate for infusion |
| +#% ailment effect shock | T5 (item level 1–42, weight 1000): +(3–5)% ailment effect shock T4 (item level 19–76, weight 700): +(6–8)% ailment effect shock T3 (item level 43–129, weight 400): +(9–11)% ailment effect shock T2 (item level 77–∞, weight 180): +(12–14)% ailment effect shock T1 (item level 130–∞, weight 60): +(15–18)% ailment effect shock |
| +#% damage over time multiplier | T5 (item level 1–42, weight 1000): +(2–4)% damage over time multiplier T4 (item level 19–76, weight 700): +(5–7)% damage over time multiplier T3 (item level 43–129, weight 400): +(8–11)% damage over time multiplier T2 (item level 77–∞, weight 180): +(12–15)% damage over time multiplier T1 (item level 130–∞, weight 60): +(16–20)% damage over time multiplier |
| +#% damage over time multiplier | T5 (item level 1–42, weight 1000): +(1–2)% damage over time multiplier T4 (item level 19–76, weight 700): +(2–3)% damage over time multiplier T3 (item level 43–129, weight 400): +(3–4)% damage over time multiplier T2 (item level 77–∞, weight 180): +(4–5)% damage over time multiplier T1 (item level 130–∞, weight 60): +(5–7)% damage over time multiplier |
| +#% damage over time multiplier | T5 (item level 1–42, weight 1000): +(1–2)% damage over time multiplier T4 (item level 19–76, weight 700): +(3–4)% damage over time multiplier T3 (item level 43–129, weight 400): +(5–6)% damage over time multiplier T2 (item level 77–∞, weight 180): +(7–9)% damage over time multiplier T1 (item level 130–∞, weight 60): +(10–12)% damage over time multiplier |
| +#% fire damage over time multiplier | T5 (item level 1–42, weight 1000): +(2–3)% fire damage over time multiplier T4 (item level 19–76, weight 700): +(3–4)% fire damage over time multiplier T3 (item level 43–129, weight 400): +(4–5)% fire damage over time multiplier T2 (item level 77–∞, weight 180): +(6–7)% fire damage over time multiplier T1 (item level 130–∞, weight 60): +(8–10)% fire damage over time multiplier |
| +#% fire damage over time multiplier | T5 (item level 1–42, weight 1000): +(2–3)% fire damage over time multiplier T4 (item level 19–76, weight 700): +(4–6)% fire damage over time multiplier T3 (item level 43–129, weight 400): +(7–9)% fire damage over time multiplier T2 (item level 77–∞, weight 180): +(10–13)% fire damage over time multiplier T1 (item level 130–∞, weight 60): +(14–18)% fire damage over time multiplier |
| +#% fire damage over time multiplier | T5 (item level 1–42, weight 1000): +(3–5)% fire damage over time multiplier T4 (item level 19–76, weight 700): +(6–9)% fire damage over time multiplier T3 (item level 43–129, weight 400): +(10–14)% fire damage over time multiplier T2 (item level 77–∞, weight 180): +(15–19)% fire damage over time multiplier T1 (item level 130–∞, weight 60): +(20–25)% fire damage over time multiplier |
| +#% frost damage over time multiplier | T5 (item level 1–42, weight 1000): +(2–3)% frost damage over time multiplier T4 (item level 19–76, weight 700): +(3–4)% frost damage over time multiplier T3 (item level 43–129, weight 400): +(4–5)% frost damage over time multiplier T2 (item level 77–∞, weight 180): +(6–7)% frost damage over time multiplier T1 (item level 130–∞, weight 60): +(8–10)% frost damage over time multiplier |
| +#% frost damage over time multiplier | T5 (item level 1–42, weight 1000): +(2–3)% frost damage over time multiplier T4 (item level 19–76, weight 700): +(4–6)% frost damage over time multiplier T3 (item level 43–129, weight 400): +(7–9)% frost damage over time multiplier T2 (item level 77–∞, weight 180): +(10–13)% frost damage over time multiplier T1 (item level 130–∞, weight 60): +(14–18)% frost damage over time multiplier |
| +#% frost damage over time multiplier | T5 (item level 1–42, weight 1000): +(3–5)% frost damage over time multiplier T4 (item level 19–76, weight 700): +(6–9)% frost damage over time multiplier T3 (item level 43–129, weight 400): +(10–14)% frost damage over time multiplier T2 (item level 77–∞, weight 180): +(15–19)% frost damage over time multiplier T1 (item level 130–∞, weight 60): +(20–25)% frost damage over time multiplier |
| +#% lightning damage over time multiplier | T5 (item level 1–42, weight 1000): +(2–3)% lightning damage over time multiplier T4 (item level 19–76, weight 700): +(3–4)% lightning damage over time multiplier T3 (item level 43–129, weight 400): +(4–5)% lightning damage over time multiplier T2 (item level 77–∞, weight 180): +(6–7)% lightning damage over time multiplier T1 (item level 130–∞, weight 60): +(8–10)% lightning damage over time multiplier |
| +#% lightning damage over time multiplier | T5 (item level 1–42, weight 1000): +(2–3)% lightning damage over time multiplier T4 (item level 19–76, weight 700): +(4–6)% lightning damage over time multiplier T3 (item level 43–129, weight 400): +(7–9)% lightning damage over time multiplier T2 (item level 77–∞, weight 180): +(10–13)% lightning damage over time multiplier T1 (item level 130–∞, weight 60): +(14–18)% lightning damage over time multiplier |
| +#% lightning damage over time multiplier | T5 (item level 1–42, weight 1000): +(3–5)% lightning damage over time multiplier T4 (item level 19–76, weight 700): +(6–9)% lightning damage over time multiplier T3 (item level 43–129, weight 400): +(10–14)% lightning damage over time multiplier T2 (item level 77–∞, weight 180): +(15–19)% lightning damage over time multiplier T1 (item level 130–∞, weight 60): +(20–25)% lightning damage over time multiplier |
| +#% physical damage over time multiplier | T5 (item level 1–42, weight 1000): +(2–3)% physical damage over time multiplier T4 (item level 19–76, weight 700): +(3–4)% physical damage over time multiplier T3 (item level 43–129, weight 400): +(4–5)% physical damage over time multiplier T2 (item level 77–∞, weight 180): +(6–7)% physical damage over time multiplier T1 (item level 130–∞, weight 60): +(8–10)% physical damage over time multiplier |
| +#% physical damage over time multiplier | T5 (item level 1–42, weight 1000): +(2–3)% physical damage over time multiplier T4 (item level 19–76, weight 700): +(4–6)% physical damage over time multiplier T3 (item level 43–129, weight 400): +(7–9)% physical damage over time multiplier T2 (item level 77–∞, weight 180): +(10–13)% physical damage over time multiplier T1 (item level 130–∞, weight 60): +(14–18)% physical damage over time multiplier |
| +#% physical damage over time multiplier | T5 (item level 1–42, weight 1000): +(3–5)% physical damage over time multiplier T4 (item level 19–76, weight 700): +(6–9)% physical damage over time multiplier T3 (item level 43–129, weight 400): +(10–14)% physical damage over time multiplier T2 (item level 77–∞, weight 180): +(15–19)% physical damage over time multiplier T1 (item level 130–∞, weight 60): +(20–25)% physical damage over time multiplier |
| +#% poison damage over time multiplier | T5 (item level 1–42, weight 1000): +(2–3)% poison damage over time multiplier T4 (item level 19–76, weight 700): +(3–4)% poison damage over time multiplier T3 (item level 43–129, weight 400): +(4–5)% poison damage over time multiplier T2 (item level 77–∞, weight 180): +(6–7)% poison damage over time multiplier T1 (item level 130–∞, weight 60): +(8–10)% poison damage over time multiplier |
| +#% poison damage over time multiplier | T5 (item level 1–42, weight 1000): +(2–3)% poison damage over time multiplier T4 (item level 19–76, weight 700): +(4–6)% poison damage over time multiplier T3 (item level 43–129, weight 400): +(7–9)% poison damage over time multiplier T2 (item level 77–∞, weight 180): +(10–13)% poison damage over time multiplier T1 (item level 130–∞, weight 60): +(14–18)% poison damage over time multiplier |
| +#% poison damage over time multiplier | T5 (item level 1–42, weight 1000): +(3–5)% poison damage over time multiplier T4 (item level 19–76, weight 700): +(6–9)% poison damage over time multiplier T3 (item level 43–129, weight 400): +(10–14)% poison damage over time multiplier T2 (item level 77–∞, weight 180): +(15–19)% poison damage over time multiplier T1 (item level 130–∞, weight 60): +(20–25)% poison damage over time multiplier |
Item bases¶
Changed (51)¶
| Name | Change |
|---|---|
| Breastplate of Ask, Trousers of Ask | Quality 1: Armour 28, Evasion Quality 2: Armour 30, Evasion Quality 3: Armour 32, Evasion Quality 4: Armour 34, Evasion |
| Breastplate of the Protector, Trousers of the Protector | Quality 1: Armour 44, Evasion Quality 2: Armour 46, Evasion Quality 3: Armour 48, Evasion Quality 4: Armour 50, Evasion |
| Chestpiece of the Vanguard, Trousers of the Vanguard | Quality 1: Armour 34, Evasion Quality 2: Armour 36, Evasion Quality 3: Armour 38, Evasion Quality 4: Armour 40, Evasion |
| Fenris Coat, Fenris Leggings, Fenris Hood | Quality 1: Armour 10, Evasion Quality 2: Armour 12, Evasion Quality 3: Armour 14, Evasion Quality 4: Armour 16, Evasion |
| Leather Tunic, Leather Trousers, Leather Helmet | Quality 1: Armour 2, Evasion Quality 2: Armour 4, Evasion Quality 3: Armour 6, Evasion Quality 4: Armour 8, Evasion |
| Lox Fur Jacket, Lox Fur Trousers | Quality 1: Armour 16, Evasion Quality 2: Armour 18, Evasion Quality 3: Armour 20, Evasion Quality 4: Armour 22, Evasion |
| Patterns of the Bear, Loincloth of the Bear | Quality 1: Armour 7, Evasion Quality 2: Armour 9, Evasion Quality 3: Armour 11, Evasion Quality 4: Armour 13, Evasion |
| Plain Brown Dress, Simple Undyed Dress, Brown Dress with Shawl, Brown Dress with Beads, Plain Blue Dress, Blue Dress with Shawl, Blue Dress with Beads, Plain Yellow Dress, Yellow Dress with Shawl, Yellow Dress with Beads, Harvest Tunic, Harvest Dress, Plain Blue Tunic, Simple Undyed Tunic, Blue Tunic with Cape, Blue Tunic with Beads, Plain Red Tunic, Red Tunic with Cape, Red Tunic with Beads, Plain Yellow Tunic, Yellow Tunic with Cape, Yellow Tunic with Beads | Quality 1: Armour 1, Evasion Quality 2: Armour 2, Evasion Quality 3: Armour 3, Evasion Quality 4: Armour 4, Evasion |
| Rag Tunic, Rag Trousers | Quality 1: Armour 1, Evasion Quality 2: Armour 2, Evasion |
| Root Harnesk, Root Leggings, Root Mask | Quality 1: Armour 8, Evasion Quality 2: Armour 10, Evasion Quality 3: Armour 12, Evasion Quality 4: Armour 14, Evasion |
| Stormstaff, Staff of Fracturing, Dundr | Projectiles of one cast may all strike the same target |
| Troll Leather Tunic, Troll Leather Trousers, Troll Leather Hood | Quality 1: Armour 6, Evasion Quality 2: Armour 8, Evasion Quality 3: Armour 10, Evasion Quality 4: Armour 12, Evasion |
| Vilebone Cage, Vilebone Drapes | Quality 1: Armour 18, Evasion Quality 2: Armour 20, Evasion Quality 3: Armour 22, Evasion Quality 4: Armour 24, Evasion |
Uniques¶
Changed (1)¶
| Name | Change |
|---|---|
| Trail of the First Antler | +( +( +( +( |
Currency¶
Changed (3)¶
| Name | Change |
|---|---|
| Essence of Eikthyr | |
| Great Rune of Fate | Randomises the numeric values of modifiers on an item. An item from an older version becomes current: its outdated modifiers are replaced with today's. |
| Rune of the Blood Challenge | Offer at an altar of summoning or a boss altar: the next |
Values¶
Changed (3)¶
| Name | Change |
|---|---|
| Armour base converted to evasion rating | |
| Most chance to evade a hit | |
| *Unused since 22.10.2026 (the old curve 1 - HA/(A+E)); kept for old configs |
New (42)¶
| Name | Change |
|---|---|
| A boss's evasion count resets after it lands no attack for this long | 30 s |
| Absorption: full and release cue volume, Base maximum shock | 50% |
| Absorption: loop sound volume | 22% |
| An attacker's evasion count resets after it lands no attack for this long | 8 s |
| Area per infusion unit | 2 m² |
| Base active poisons per attacker-target | 3 |
| Base area absorbed per second | 6 m²/s |
| Base bleeding damage per second from source, Source damage used for buildup per second, Source damage dealt per second, Bows and crossbows: damage multiplier at and beyond the far distance | 20% |
| Base bleeding duration, Base burning duration, Base poison duration, Base ground duration | 4 s |
| Base burning damage per second from source | 25% |
| Base ground radius | 2 m |
| Base infusion duration | 10 s |
| Base poison damage per second from source | 15% |
| Base shock duration | 3 s |
| Base simultaneous ground patches, Shock stagger taken per unit of shock | 1 |
| Bows and crossbows: damage reaches the floor at this distance | 30 m |
| Bows and crossbows: full damage up to this distance | 6 m |
| Chilled ground friction multiplier | 0.15 |
| Chilled ground steering multiplier | 0.35 |
| Dismantling a unique jewel: azurite dust at item level 1, Base stored infusion units | 10 |
| Dismantling a unique jewel: divine dust at item level 1 | 40 |
| Dismantling a unique jewel: item levels per +100% dust (level 250 gives twice the level-1 return) | 249 lvl |
| Each evasion against an attacker keeps this share of the chance against it | 80% |
| Each evasion costs this share of maximum stamina; without it there is no evasion | 18% |
| Evasion rating per point of enemy accuracy that gives 100% chance to evade (chance = rating / (this × accuracy)) | 3 x |
| Logical ground tick | 0.2 s |
| Minimum applied shock | 5% |
| Permadeath one-shot guard: a single hit above this share of maximum health counts as a one-shot | 95% |
| Permadeath one-shot guard: cooldown | 1800 s |
| Permadeath right to a mistake: hours of play before the right comes back | 2 h |
| Shock curve coefficient | 0.5 |
| Shock curve exponent | 0.4 |
| Source damage stored per infusion unit | 6% |
Removed (1)¶
| Name | Change |
|---|---|
| Impact Detonation: share of the bomb's remaining power each touch explosion spends |
Keywords¶
Changed (9)¶
| Name | Change |
|---|---|
| Ailment damage | Increases damage over time from bleeding, burning and poison, separately from the damage of the hit that caused them. It does not affect chill. |
| Bleeding | Slash damage fills the bleeding gauge. When |
| Burning | Fire damage fills the burning gauge. |
| Endurance | While your health is below the endurance threshold, the part of |
| Evasion rating | Evasion rating grants a chance to avoid a hit completely, including its damage, stagger, knockback and ailment. The chance weighs evasion rating against the attacker's accuracy and |
| Lightning damage | An elemental damage type that fills the shock gauge. |
| Poison | Poison damage fills the poison gauge. When it fills, poison deals 15% of the poison damage of the strongest hit in the build-up per second for 4 s. Each player can keep up to 3 poisons on a target at once, and a poison limit raises that; a new poison on a full set replaces the weakest, if it is stronger. Poison |
| Shock | Lightning damage fills the shock gauge. |
| Strike | A vertical melee weapon swing |
New (8)¶
| Name | Change |
|---|---|
| Burning Ground | Deals fire damage over time and builds burning through its explicit ailment channel. Spells create it when they hit terrain if you have the corresponding source. Identical overlapping ground does not stack. |
| Chilled Ground | Deals cold damage over time and builds chill. All grounded characters slide on it, including its creator and allies. Sliding changes traction and braking, not movement speed. Identical overlapping ground does not stack. |
| 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. |
| Effective Range | Bow and crossbow shots deal full damage only up to their effective range, a little beyond melee distance. Further away the damage falls off with the distance to the target, down to a fifth at five times that distance. Increased effective range moves both distances further out. |
| 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. |
| Infusion | Absorbing your ground with a staff shrinks the patch and accumulates matching infusion. The next eligible manually cast damaging spell consumes the stored infusion once. Its added damage is shared between the cast's projectiles and repeats; ordinary spell damage is not divided. Natural ground expiry grants no infusion. Absorption cannot repeatedly harvest overlapping area or recapture its own spent infusion for a net gain. |
| Poisoned Ground | Deals poison damage over time and builds poisoning through its explicit ailment channel. Poison is its own damage type. Identical overlapping ground does not stack. |
| Shocked Ground | Deals lightning damage over time and builds shock. Shock strength uses the source potency, independent of tick frequency. Identical overlapping ground does not stack. |
Data from Path of Valheiman 5.3.6, extracted 2026-10-27.