Skip to content

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 +5% bomb → 5% chance to spend → save nothing → bomb when → on throwing → bomb throw
Bows ×2 Passive 4% increased shooting effective range
Distant Flight Notable 10% increased shooting effective range
Eternal Pyre Keystone ×2 → +4 burning damage per 100 points of current health
Permanent → You self-burning → are has → always a → under base → the effect of your own ignite: it burns 4% of your current health per second. → , Own → your own fire and burning modifiers also → apply scale → to this → it, burn. → fire Defenses → resistance reduce → reduces damage → it taken. → and Water → water cannot extinguish → put it out.
Burning damage is multiplied by 2. Permanent self-burning has a base of 4% current health per second. Own fire and burning modifiers also scale this burn. Defenses reduce damage taken. Water cannot extinguish it.
Frugal Archer Notable +20% shooting → 20% chance to spend → save nothing → arrow or bolt on shot
Raider's Thunder, Powder Underfoot, Fuse Spark, Double Peal, Demolisher's Hand, Shrapnel Wound Notable Impact Detonation: Each bomb ricochet detonates and spends 35% of the bomb’s remaining explosion power; A bouncing bomb explodes where it touches and keeps flying. Later explosions share the power of the original bomb.
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 +8% shooting → 8% chance to spend → save nothing → arrow or bolt on shot
Sky's Sting Notable 20% → +25% increased → ailment effect shock effect
Spare Fuse, Careful Throw Notable +12.5% bomb → 12.5% chance to spend → save nothing → bomb when → on throwing → bomb throw
Swift Word, Whisper Above the Runes, Flowing Incantation, Caster's Gesture Notable Charged → Gather Casts → the Elements: Spells → Absorb can → your spend → ground an → effects attack → while charge → wielding and → a become charged casts → staff
Spell Echo: +100% staff repeat chance when casting with charged → infused attacks → casts; +0.2 staff s repeat delay when casting with charged → infused attacks → casts

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 +#% shooting chance to spend nothing → #% chance to save arrow or bolt on shot
T3 (item level 1–96, weight 1000): +(6.5–8)% shooting chance to spend → save nothing → arrow or bolt on shot
T2 (item level 43–∞, weight 600): +(8–10.5)% shooting chance to spend → save nothing → arrow or bolt on shot
T1 (item level 97–∞, weight 250): +(10.5–13)% shooting chance to spend → save nothing → arrow or bolt on shot
T0 (item level 1–∞, weight 0): +(14.5–16)% shooting chance to spend → save nothing → arrow or bolt on shot
#% chance to save arrow or bolt on shot +#% shooting chance to spend nothing → #% chance to save arrow or bolt on shot
T5 (item level 1–42, weight 1000): +(7–9)% shooting chance to spend → save nothing → arrow or bolt on shot
T4 (item level 19–76, weight 700): +(11–15)% shooting chance to spend → save nothing → arrow or bolt on shot
T3 (item level 43–129, weight 400): +(15–20)% shooting chance to spend → save nothing → arrow or bolt on shot
T2 (item level 77–∞, weight 180): +(19–26)% shooting chance to spend → save nothing → arrow or bolt on shot
T1 (item level 130–∞, weight 60): +(24–32)% shooting chance to spend → save nothing → arrow or bolt on shot
T0 (item level 1–∞, weight 0): +(31–41)% shooting chance to spend → save nothing → arrow or bolt on shot
+#% ailment effect shock #% increased shock effect → +#% ailment effect shock
T5 (item level 1–42, weight 1000): +(10 → 5–15 → 8)% increased → ailment effect shock effect
T4 (item level 19–76, weight 700): +(16 → 9–25 → 13)% increased → ailment effect shock effect
T3 (item level 43–129, weight 400): +(26 → 14–37 → 19)% increased → ailment effect shock effect
T2 (item level 77–∞, weight 180): +(38 → 20–50 → 26)% increased → ailment effect shock effect
T1 (item level 130–∞, weight 60): +(51 → 27–65 → 35)% increased → ailment effect shock effect

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 28 → 37.8
Quality 2: Armour 30, Evasion 30 → 40.5
Quality 3: Armour 32, Evasion 32 → 43.2
Quality 4: Armour 34, Evasion 34 → 45.9
Breastplate of the Protector, Trousers of the Protector Quality 1: Armour 44, Evasion 44 → 59.4
Quality 2: Armour 46, Evasion 46 → 62.1
Quality 3: Armour 48, Evasion 48 → 64.8
Quality 4: Armour 50, Evasion 50 → 67.5
Chestpiece of the Vanguard, Trousers of the Vanguard Quality 1: Armour 34, Evasion 34 → 45.9
Quality 2: Armour 36, Evasion 36 → 48.6
Quality 3: Armour 38, Evasion 38 → 51.3
Quality 4: Armour 40, Evasion 40 → 54
Fenris Coat, Fenris Leggings, Fenris Hood Quality 1: Armour 10, Evasion 10 → 13.5
Quality 2: Armour 12, Evasion 12 → 16.2
Quality 3: Armour 14, Evasion 14 → 18.9
Quality 4: Armour 16, Evasion 16 → 21.6
Leather Tunic, Leather Trousers, Leather Helmet Quality 1: Armour 2, Evasion 2 → 2.7
Quality 2: Armour 4, Evasion 4 → 5.4
Quality 3: Armour 6, Evasion 6 → 8.1
Quality 4: Armour 8, Evasion 8 → 10.8
Lox Fur Jacket, Lox Fur Trousers Quality 1: Armour 16, Evasion 16 → 21.6
Quality 2: Armour 18, Evasion 18 → 24.3
Quality 3: Armour 20, Evasion 20 → 27
Quality 4: Armour 22, Evasion 22 → 29.7
Patterns of the Bear, Loincloth of the Bear Quality 1: Armour 7, Evasion 7 → 9.45
Quality 2: Armour 9, Evasion 9 → 12.15
Quality 3: Armour 11, Evasion 11 → 14.85
Quality 4: Armour 13, Evasion 13 → 17.55
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 1 → 1.35
Quality 2: Armour 2, Evasion 2 → 2.7
Quality 3: Armour 3, Evasion 3 → 4.05
Quality 4: Armour 4, Evasion 4 → 5.4
Rag Tunic, Rag Trousers Quality 1: Armour 1, Evasion 1 → 1.35
Quality 2: Armour 2, Evasion 2 → 2.7
Root Harnesk, Root Leggings, Root Mask Quality 1: Armour 8, Evasion 4 → 5.4
Quality 2: Armour 10, Evasion 5 → 6.75
Quality 3: Armour 12, Evasion 6 → 8.1
Quality 4: Armour 14, Evasion 7 → 9.45
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 6 → 8.1
Quality 2: Armour 8, Evasion 8 → 10.8
Quality 3: Armour 10, Evasion 10 → 13.5
Quality 4: Armour 12, Evasion 12 → 16.2
Vilebone Cage, Vilebone Drapes Quality 1: Armour 18, Evasion 18 → 24.3
Quality 2: Armour 20, Evasion 20 → 27
Quality 3: Armour 22, Evasion 22 → 29.7
Quality 4: Armour 24, Evasion 24 → 32.4

Uniques

Changed (1)

Name Change
Trail of the First Antler +(0.6 → 2–1 → 4) maximum health per allocated passive on the path from this socket to your start (10%)
+(0.5 → 2–0.8 → 4) maximum eitr per allocated passive on the path from this socket to your start (10%)
+(0.4 → 2–0.7 → 4) rune shield per allocated passive on the path from this socket to your start (10%)
+(0.3 → 2–0.5 → 4) endurance threshold that falls below it is reduced: 20% at base, at most 75%. The threshold is counted in health points. With Rune Bulwark the rune shield is checked instead of health.") per allocated passive on the path from this socket to your start (10%)

Currency

Changed (3)

Name Change
Essence of Eikthyr Adds a random lightning property to an item, up to its best tier, or one of Eikthyr's own
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 guardian → boss rises with one more star (up to five)

Values

Changed (3)

Name Change
Armour base converted to evasion rating 1 → 1.35
Most chance to evade a hit 75% → 100%
*Unused since 22.10.2026 (the old curve 1 - HA/(A+E)); kept for old configs Hit factor H in evade = 1 - HA/(A+E); evasion below A(H-1) evades nothing → Unused since 22.10.2026 (the old curve 1 - H*A/(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 35%

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. or → Old shock, → -damage which → bonuses deal → now no → act health → as damage → shock effect.
Bleeding Slash damage fills the bleeding gauge. When applied → it fills, bleeding deals 20% of the slash damage of the strongest hit in the build-up per second for 4 s, over time and through armour. Bleeding damage, the damage over time that bypasses armour; bleeding damage → multiplier and duration modify → change the effect → it separately. Each player keeps their own strongest bleed on a target; a weaker one does not refresh it.
Burning Fire damage fills the burning gauge. Burning → When it fills, burning deals 25% of the fire damage of the strongest hit in the build-up per second for 4 s, as fire damage over time; → . Burning damage and the damage over time multiplier make it stronger, duration makes it last longer. Each player keeps their own strongest burn on a stronger burn replaces → target; a weaker one, → does not refresh it. Wet shortens it, and chill removes it.
Endurance While your health is below the endurance threshold, the part of each → any hit → incoming damage (hits and damage over time alike) that falls below it is reduced: 20% at base, at most 75%. The threshold is counted in health points. With Rune Bulwark the rune shield is checked instead of health.
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 is → reaches 100% at most → 3 75%; an accumulator smooths → times the sequence → accuracy. Each evasion against the same attacker leaves 80% of hits → the and → chance evasions → against it, until it lands no attack for 8 (30 for a boss). Each evasion costs 18% of maximum stamina; without that stamina the hit lands. Damage over time, persistent damaging ground and environmental damage cannot be evaded; a successful passive evasion triggers on evade, independently of a manual dodge roll.
Lightning damage An elemental damage type that fills the shock gauge. Shock → A increases → shocked target takes more damage and builds up stagger build-up → faster rather → for than → a dealing → few additional health damage → seconds.
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 deals → damage and the damage over time; a → multiplier make it stronger effect replaces a weaker one. Poison is separate from elemental damage.
Shock Lightning damage fills the shock gauge. Shock → When increases → it fills, the target is shocked for 3 s: it takes more damage from every source and builds up stagger faster, both by the shock's strength. Strength depends on the lightning damage of the strongest hit in the build-up, without → before dealing → the additional → target's health → defences, damage; → compared immediate → with stagger → the chance → target's ailment threshold: a hit of 1% of it shocks for about 8%. Below 5% there is no shock, and it never goes above 50%. Shock effect makes it stronger, ailment duration makes it last longer. Only the strongest shock on a separate → target bonus → acts, and a weaker one does not refresh it. Shock is not a stun and deals no damage itself.
Strike A vertical melee weapon swing: a horizontal or vertical attack of a melee weapon, primary or alternative. Slams → Horizontal swings and slams are not strikes, and a sceptre's strike is its Smite. Strike bonuses, strike copies and Critical Echo apply to these hits.

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.