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 | |
| Bowstring Song | Notable | 0.5% increased bow draw and reload speed per |
| Clear Thought | Notable | |
| Distant Flight, Twin Nocks | Notable | |
| Drengr's Greaves, Tempered by Scars | Notable | |
| Driving Force | Notable | |
| Eitr ×3 | Passive | |
| 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 | |
| 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 | |
| Latch Click | Notable | 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 | |
| Projectile damage ×2 | Passive | |
| 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 Winding Tumble: Reload starts with crossbows on dodge |
| True Flight | Notable | |
| Watch by Moonlight | Notable |
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 × Mountain: health × Plains: health × 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 | 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 | 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 | 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.