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Patch 5.3.1

What changed in the game data from 5.3.0 to 5.3.1, 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 (91)

Name Type Change
Besieger's Stores Notable 5% increased crossbow damage per point of bolt fired recently
Bolt Through the Gap Notable 40% increased crossbow critical strike chance with the first shot of a magazine
Bombs ×3 Passive 6% → 8% increased non-projectile → bomb damage
Bowstring Song Notable 0.5% increased bow draw and reload speed per 15 → 20 points of "Dexterity"
Clear Thought Notable 15% → 22.5% increased armour at full eitr
Distant Flight, Twin Nocks Notable +1 arrows per → +20% bow shot → additional projectile chance
Drengr's Greaves, Tempered by Scars Notable 20% → 30% increased armour when hit recently
Driving Force Notable Swift Trail → Driving Force
10% → 15% increased projectile speed → damage
Eitr ×3 Passive 6% → 9% increased armour at full eitr
Fair Wind Notable 50% of increased projectile speed is added to projectile damage
Flexible Mail, Armour ×17, Health and Armour ×3, Armour and Rune Shield ×11, Armour and Evasion ×9, Recovery Through Defence ×5, Armour and evasion ×3 Passive 4% → 6% increased armour
Helm on a Skewer Notable 40% increased crossbow critical strike damage with the last loaded shot
Iron Circlet, Forged Heart, Retainer's Cuirass, Rune Beneath Steel, Armour and Rune Shield, Supple Forging, Old Drengr's Armour, Anvil's Memory, Iron Skin, Old Guard's Helm, Huskarl's Mail, Runeforged Aegis, Unbent Oak Notable 10% → 15% increased armour
Latch Click Notable +30% crossbow instant action → 30% chance on → to reload start → instantly with crossbows
Piercing Charge: +1 crossbow projectile chain with charged attacks
Winding Tumble: Reload starts with crossbows on dodge
Loader's Hand Notable 15% increased crossbow fire rate on dodge recently
Powder Underfoot Notable 15% → 20% increased non-projectile → bomb damage
Projectile damage ×2 Passive Projectile Paths → Projectile damage
4% → 6% increased projectile speed → damage
Rain of Arrows Keystone ×0.5 projectile damage
Rain of Points, Scattered Steel, Handful of Iron Notable ×0.75 projectile damage
Splintered Shield Notable +1 loaded bolts fired per crossbow shot
Winding Tumble: Reload starts with crossbows on dodge
True Flight Notable Arrowhead's Reach → True Flight
10% → 20% increased projectile area of effect → speed
Watch by Moonlight Notable 20% → 30% increased armour at night

New (30)

Name Type Change
A Turn of the Edge Notable +5% glancing blow chance
+5% glancing blow damage reduction
Additional Arrow Chance ×3 Passive +8% bow additional projectile chance
Crossbow fire rate ×7 Passive +2% crossbow fire rate
Distant Horizon Keystone ×2 shooting effective range when shooting
×0.5 shooting damage
Effortless Evasion Notable 5% reduced cost when evading
Elusive Footwork Notable 10% increased evasion rating
Evasion rating ×4 Passive 4% increased evasion rating
Evasion Stamina Cost ×2 Passive 4% reduced cost when evading
Fletched Fortune Notable +20% bow additional projectile chance
Glancing after Evasion ×2 Passive +4% glancing blow chance on evade recently
Glancing blow chance ×2 Passive +2% glancing blow chance
Glancing Blow Protection Passive +2% glancing blow damage reduction
Graceful Retreat Notable +10% glancing blow chance on evade recently
Hail of Iron Keystone ×2 crossbow loaded bolts
×1.3 crossbow fire rate
×0.4 crossbow damage
Iron Cadence, Hailstring Notable +5% crossbow fire rate

Mods

New (16)

Name Change
#% increased blunt damage T5 (item level 1–42, weight 1000): (5–7)% increased blunt damage
T4 (item level 19–76, weight 700): (8–11)% increased blunt damage
T3 (item level 43–129, weight 400): (12–15)% increased blunt damage
T2 (item level 77–∞, weight 180): (16–20)% increased blunt damage
T1 (item level 130–∞, weight 60): (21–25)% increased blunt damage
#% increased fire damage T5 (item level 1–42, weight 1000): (5–7)% increased fire damage
T4 (item level 19–76, weight 700): (8–11)% increased fire damage
T3 (item level 43–129, weight 400): (12–15)% increased fire damage
T2 (item level 77–∞, weight 180): (16–20)% increased fire damage
T1 (item level 130–∞, weight 60): (21–25)% increased fire damage
#% increased frost damage T5 (item level 1–42, weight 1000): (5–7)% increased frost damage
T4 (item level 19–76, weight 700): (8–11)% increased frost damage
T3 (item level 43–129, weight 400): (12–15)% increased frost damage
T2 (item level 77–∞, weight 180): (16–20)% increased frost damage
T1 (item level 130–∞, weight 60): (21–25)% increased frost damage
#% increased lightning damage T5 (item level 1–42, weight 1000): (5–7)% increased lightning damage
T4 (item level 19–76, weight 700): (8–11)% increased lightning damage
T3 (item level 43–129, weight 400): (12–15)% increased lightning damage
T2 (item level 77–∞, weight 180): (16–20)% increased lightning damage
T1 (item level 130–∞, weight 60): (21–25)% increased lightning damage
#% increased piercing damage T5 (item level 1–42, weight 1000): (5–7)% increased piercing damage
T4 (item level 19–76, weight 700): (8–11)% increased piercing damage
T3 (item level 43–129, weight 400): (12–15)% increased piercing damage
T2 (item level 77–∞, weight 180): (16–20)% increased piercing damage
T1 (item level 130–∞, weight 60): (21–25)% increased piercing damage
#% increased poison damage T5 (item level 1–42, weight 1000): (5–7)% increased poison damage
T4 (item level 19–76, weight 700): (8–11)% increased poison damage
T3 (item level 43–129, weight 400): (12–15)% increased poison damage
T2 (item level 77–∞, weight 180): (16–20)% increased poison damage
T1 (item level 130–∞, weight 60): (21–25)% increased poison damage
#% increased slashing damage T5 (item level 1–42, weight 1000): (5–7)% increased slashing damage
T4 (item level 19–76, weight 700): (8–11)% increased slashing damage
T3 (item level 43–129, weight 400): (12–15)% increased slashing damage
T2 (item level 77–∞, weight 180): (16–20)% increased slashing damage
T1 (item level 130–∞, weight 60): (21–25)% increased slashing damage
#% increased spirit damage T5 (item level 1–42, weight 1000): (5–7)% increased spirit damage
T4 (item level 19–76, weight 700): (8–11)% increased spirit damage
T3 (item level 43–129, weight 400): (12–15)% increased spirit damage
T2 (item level 77–∞, weight 180): (16–20)% increased spirit damage
T1 (item level 130–∞, weight 60): (21–25)% increased spirit damage
Adds # blunt damage T5 (item level 1–42, weight 1000): Adds (2–4) blunt damage
T4 (item level 19–76, weight 700): Adds (5–8) blunt damage
T3 (item level 43–129, weight 400): Adds (9–14) blunt damage
T2 (item level 77–∞, weight 180): Adds (15–22) blunt damage
T1 (item level 130–∞, weight 60): Adds (23–32) blunt damage
Adds # fire damage T5 (item level 1–42, weight 1000): Adds (2–4) fire damage
T4 (item level 19–76, weight 700): Adds (5–8) fire damage
T3 (item level 43–129, weight 400): Adds (9–14) fire damage
T2 (item level 77–∞, weight 180): Adds (15–22) fire damage
T1 (item level 130–∞, weight 60): Adds (23–32) fire damage
Adds # frost damage T5 (item level 1–42, weight 1000): Adds (2–4) frost damage
T4 (item level 19–76, weight 700): Adds (5–8) frost damage
T3 (item level 43–129, weight 400): Adds (9–14) frost damage
T2 (item level 77–∞, weight 180): Adds (15–22) frost damage
T1 (item level 130–∞, weight 60): Adds (23–32) frost damage
Adds # lightning damage T5 (item level 1–42, weight 1000): Adds (2–4) lightning damage
T4 (item level 19–76, weight 700): Adds (5–8) lightning damage
T3 (item level 43–129, weight 400): Adds (9–14) lightning damage
T2 (item level 77–∞, weight 180): Adds (15–22) lightning damage
T1 (item level 130–∞, weight 60): Adds (23–32) lightning damage
Adds # piercing damage T5 (item level 1–42, weight 1000): Adds (2–4) piercing damage
T4 (item level 19–76, weight 700): Adds (5–8) piercing damage
T3 (item level 43–129, weight 400): Adds (9–14) piercing damage
T2 (item level 77–∞, weight 180): Adds (15–22) piercing damage
T1 (item level 130–∞, weight 60): Adds (23–32) piercing damage
Adds # poison damage T5 (item level 1–42, weight 1000): Adds (2–4) poison damage
T4 (item level 19–76, weight 700): Adds (5–8) poison damage
T3 (item level 43–129, weight 400): Adds (9–14) poison damage
T2 (item level 77–∞, weight 180): Adds (15–22) poison damage
T1 (item level 130–∞, weight 60): Adds (23–32) poison damage
Adds # slashing damage T5 (item level 1–42, weight 1000): Adds (2–4) slashing damage
T4 (item level 19–76, weight 700): Adds (5–8) slashing damage
T3 (item level 43–129, weight 400): Adds (9–14) slashing damage
T2 (item level 77–∞, weight 180): Adds (15–22) slashing damage
T1 (item level 130–∞, weight 60): Adds (23–32) slashing damage
Adds # spirit damage T5 (item level 1–42, weight 1000): Adds (2–4) spirit damage
T4 (item level 19–76, weight 700): Adds (5–8) spirit damage
T3 (item level 43–129, weight 400): Adds (9–14) spirit damage
T2 (item level 77–∞, weight 180): Adds (15–22) spirit damage
T1 (item level 130–∞, weight 60): Adds (23–32) spirit damage

World

Changed (1)

Name Change
Creature health and damage by biome Swamp: health ×1.5 → 1.35, damage ×1.1 → 0.99, boss health ×2.25, boss damage ×1.1
Mountain: health ×1.9 → 2.052, damage ×1.25 → 1.35, boss health ×2.85, boss damage ×1.25
Plains: health ×2.4 → 2.88, damage ×1.4, boss health ×3.6, boss damage ×1.4
Bonemass: health ×1.2 more
Yagluth: health ×1.2 more

Values

New (2)

Name Change
A thrown club, mace or sledge slams where it strikes the ground (each bounce again): share of the weapon's damage 100%
Crossbow magazine: base time between loaded shots as a share of the crossbow's own base reload time (3.5 s reload -> ~1 shot/s) 28.57%

Keywords

Changed (4)

Name Change
Crossbows A crossbow fires a loaded bolt without drawing. It must reload before the next shot.
Crossbows have a magazine: additional projectiles become loaded bolts, and additional projectile chance is rolled once when a reload finishes. Each shot fires one bolt; holding the attack keeps firing at the fire rate, based on the crossbow's own reload time. A saved bolt keeps both the ammunition and the loaded shot.
Projectile volleys Adds projectiles to a shot or throw. Extra arrows spread around the aim, while extra bolts fire in sequence; each consumes its own ammunition unless it is conserved.
Bows spread additional arrows around the aimed shot. Crossbows convert additional projectiles into loaded shots in their magazine. Pierce, chain and bounce continue each projectile independently; they do not spend another loaded shot.
Projectiles An attack travelling through the world before impact. Pierce passes through targets, chain seeks another enemy, and surface bounce reflects the projectile with reduced damage. Increased projectile damage adds to the same sum as every other damage increase. A bow or crossbow shot is two parts: projectile and arrow (or bolt) damage raise only the arrow or bolt, bow and crossbow damage only the weapon itself; everything else raises the whole shot.
Reload The time a crossbow takes to load the next bolt. Faster reload shortens this time without increasing shot damage.
Reload fills the magazine of Crossbows. Additional projectile chance rolls at successful reload completion. Reload speed shortens the reload; crossbow fire rate controls the interval between loaded shots. Cancelling a reload does not grant loaded shots.

New (5)

Name Change
Absorption With Gather the Elements and a staff in hand, standing on your own spell ground absorbs it: the patch visibly shrinks and its power goes into infusion. Absorption rate makes the patch shrink faster. Ground that simply expires gives nothing.
Ascension A boss essence ascends a weapon, shield or summoning staff to the biome after its boss. Base damage (in the item's own damage types), durability and block rise to that biome's weapons of the same kind - nothing goes down; a summoning staff's minion becomes as strong as that biome's creatures. Workbench upgrades start over at quality 1 and then cost what that biome's weapon costs. Properties, sockets, sigils and implicits stay. One essence per item, and only upward.
Crossbow fire rate Crossbow fire rate sets the time between loaded shots. Each crossbow's base interval is a share of its own base reload time, so a 3.5 s reload gives about one shot per second. Reload speed changes only the reload.
Loaded bolts Loaded bolts set how many shots one crossbow reload gives. Flat loaded bolts and additional projectiles add to the base of one bolt; increases and multipliers then apply to the whole sum. They never fire extra bolts per shot.
Magazine shots The first shot is the first bolt released after a completed reload. Saving that bolt does not renew the first-shot bonus. The last loaded shot is released with one loaded bolt remaining. These properties follow the bolt to impact; a one-bolt magazine has both. A dodge-triggered reload uses the normal reload, including costs, speed and instant-reload chance.

Data from Path of Valheiman 5.3.6, extracted 2026-10-27.