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Patch 5.3.4

What changed in the game data from 5.3.3 to 5.3.4, 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 (224)

Name Type Change
Alternate Attacks ×18 Passive Alternative attacks → Alternate Attacks
Armour and evasion ×11 Passive Armour and Evasion → Armour and evasion
4% → 3% increased evasion rating
Armour and Passive Evasion ×2 Passive 5% → 3.75% increased evasion rating while moving
Arrow Rain Keystone Rain of Arrows → Arrow Rain
Barbed Ward Notable Heavy Steel's Push → Barbed Ward
Battle Hunger Notable Battle Thirst → Battle Hunger
Blunt Onslaught ×9 Passive Weight of Steel → Blunt Onslaught
Bonebreaker’s Grip Notable Bonebreaker's Grip → Bonebreaker’s Grip
Brawler’s Stance Notable Brawler's Stance → Brawler’s Stance
Bread for the Road Notable Wisdom of the Feast → Bread for the Road
Breath of the Hearth Notable Living Hearth → Breath of the Hearth
Charge Passive Charge Fundamentals → Charge
Charge Passive Damage → Charge
Charge ×2 Passive Weapon speed → Charge
Combat in Water Passive Movement → Combat in Water
Comfort ×5 Passive 1% → 0.75% increased evasion rating per 10 points of comfort
Crushing Push Notable Mass of the Verdict → Crushing Push
Deer's Manoeuvre Notable 20% → 15% increased evasion rating at low stamina
Effortless Evasion Notable 5% → 10% reduced cost when evading
Elusive Sign, Elusive Footwork, Elusive Shade, Supple Forging, Huskarl's Mail, Fox's Stride, Runewoven Cloak, Mistveil, Wind Dancer, Shadow Behind the Rune Notable 10% → 7.5% increased evasion rating
Evasion, Runic Veil, Evasion and rune shield Passive +2 → +1.5 evasion rating
Evasion and rune shield ×4 Passive Evasion and Rune Shield → Evasion and rune shield
4% → 3% increased evasion rating
Evasion and rune shield Notable Evasion and Rune Shield → Evasion and rune shield
10% → 7.5% increased evasion rating
Feast Beneath Runes Notable Strength on the Road → Feast Beneath Runes
Featherlight Keystone Feather → Featherlight
Fighter’s Grip Notable Fighter's Grip → Fighter’s Grip
Fists ×3 Passive Weapon speed → Fists
Flexible Mail, Back in Line ×2, Evasion rating ×4, Passive Evasion ×4, Evasion ×5, Armour and Passive Evasion ×6, Evasion and rune shield ×4, Armour and evasion ×3, Dodge speed ×2 Passive 4% → 3% increased evasion rating
Food Eitr ×2 Passive Eitr from food → Food Eitr
Fortitude ×9 Passive Endurance → Fortitude
Frost ×6 Passive Cold → Frost
Ghostly Vestment, Traveller's Mail Notable 30% → 22.5% increased evasion rating from equipped body armour
Giant's Blow Keystone Giant's Punch → Giant's Blow
Gliding Riposte Notable Sparks on the Buckler → Gliding Riposte
Health Leech ×2 Passive Slash Damage → Health Leech
Hearty Reserves Notable Draught With the Feast → Hearty Reserves
Hunter's Cloak Notable 10% → 7.5% increased evasion rating
60% → 45% increased evasion rating from equipped body armour on dodge recently
Last Strength ×2 Passive Strength Running Out → Last Strength
Melee Impact ×2 Passive Recovery Rhythm → Melee Impact
Minion Eitr Reservation Passive Ring prefixes → Minion Eitr Reservation
Minion Eitr Reservation ×2 Passive Ring suffixes → Minion Eitr Reservation
Movement ×2 Passive Stamina → Movement
Night ×3 Passive 8% → 6% increased evasion rating at night
Old Fighter's Sweep, Fractured Plains, Valley Hammer Notable Ground Strike: Heavy melee weapons replace their alternative attack with a ground slam that deals only blunt damage; Base slam radius for weapons without an area attack: 3 m; Heavy melee weapons replace their alternative attack with a ground slam that deals only blunt damage, without the leap.
Path from the Hearth Notable Trail From the Hearth → Path from the Hearth
Poisoning ×12 Passive Poison → Poisoning
Precise Interception Notable Strength on the Road → Precise Interception
Resilience ×4 Passive Endurance → Resilience
Rising Thrill Notable Rising Ardour → Rising Thrill
Runecarver's Feast Notable Runekeeper's Feast → Runecarver's Feast
Runes on the Wind Notable Runes in the Wind → Runes on the Wind
Sceptres ×2 Passive Ailment buildup → Sceptres
Shield Riposte Notable Answer on the Shield → Shield Riposte
Slams ×2 Passive Damage → Slams
Soft Pelt, Warmth of Home, Rest Beneath the Rafters Notable 2.5% → 1.875% increased evasion rating per 10 points of comfort
Song of Enchantment Notable Enchantment Song → Song of Enchantment
Spell Rhythm Passive Cast speed → Spell Rhythm
Spells Passive Cast speed → Spells
Stamina ×3 Passive 8% → 6% increased evasion rating at low stamina
Steadfast Bulwark ×4 Passive Steadfast Guard → Steadfast Bulwark
Steel Stride Notable Thorny Forging → Steel Stride
Step Through Grass Notable 12.5% → 9.375% increased evasion rating while moving
30% → 22.5% increased evasion rating from equipped leg armour
Steps Between Shadows Notable 20% → 15% increased evasion rating at night
Stout Fist Notable Giant's Punch → Stout Fist
Thorn Under the Skin Notable Thorn Beneath the Skin → Thorn Under the Skin
Thorns ×17 Passive Spikes → Thorns
Tracker's Leather Notable 10% → 7.5% increased evasion rating
30% → 22.5% increased evasion rating from equipped body armour
Two-Handed Melee Weapons ×2 Passive Weapon speed → Two-Handed Melee Weapons
Unfading Zeal Notable Unfaded Fervour → Unfading Zeal
Viking's Pulse Notable Viking Pulse → Viking's Pulse
Wanderer's Hood Notable 10% → 7.5% increased evasion rating
40% → 30% increased evasion rating from equipped helmet
Ward Rune Notable Sign Upon the Brow → Ward Rune
Yielding Armour Notable Forge's Weight → Yielding Armour

New (24)

Name Type Change
Armour Effectiveness ×6 Passive 2% increased armour effectiveness
Deep Reserves Notable 12.5% increased maximum stamina
Effortless Evasion ×2 Passive 4% chance to evade without spending stamina
Evasion ×2 Passive 3% increased evasion rating
Feather Step Notable 10% chance to evade without spending stamina
Glancing Blows ×2 Passive +2% glancing blow chance
Measured Evasion ×4 Passive 4% reduced cost when evading
Measured Footwork Notable 10% reduced cost when evading
Slipping Guard Notable 7.5% increased evasion rating
+10% glancing blow chance on evade recently
Stamina ×2 Passive 5% increased maximum stamina
Tempered Defence ×2 Notable 5% increased armour effectiveness

Crafting

Changed (1)

Name Type Change
Ore Hauler Craft notable Runecarver mastery: Reserved: this profession is not designed yet.
Divine Touch: +2% chance for divine azurite; Each chisel hit on a plain azurite vein outside the mist has a chance to turn it divine, with the same lightning as a heavenly strike. Any chisel works, in any biome.
Ascendant Rune: +10% chance that a property added by a rune rises one tier; When a rune adds or raises a property, it has a chance to rise one tier more as a separate step, beyond the item's level limit. You see a second flash, hear a chime and read "+1 affix tier".
Perfect Inscription: +10% chance that a property rolled by a rune takes the highest value of its tier; A property rolled by a rune (Fate included) has a chance to take the highest value of its tier.

Mods

Changed (20)

Name Change
#% increased evasion rating ×3 T3 (item level 1–96, weight 1000): (3.2 → 2.4–4 → 3)% increased evasion rating
T2 (item level 43–∞, weight 600): (4 → 3–5.2 → 3.9)% increased evasion rating
T1 (item level 97–∞, weight 250): (5.2 → 3.9–6.4 → 4.8)% increased evasion rating
T0 (item level 1–∞, weight 0): (7.2 → 5.4–8 → 6)% increased evasion rating
#% increased evasion rating at low stamina T3 (item level 1–96, weight 1000): (6.5 → 4.875–8 → 6)% increased evasion rating at low stamina
T2 (item level 43–∞, weight 600): (8 → 6–10.5 → 7.875)% increased evasion rating at low stamina
T1 (item level 97–∞, weight 250): (10.5 → 7.875–13 → 9.75)% increased evasion rating at low stamina
T0 (item level 1–∞, weight 0): (14.5 → 10.875–16 → 12)% increased evasion rating at low stamina
#% increased evasion rating at low stamina ×2 T5 (item level 1–42, weight 1000): (7 → 5.25–9 → 6.75)% increased evasion rating at low stamina
T4 (item level 19–76, weight 700): (11 → 8.25–15 → 11.25)% increased evasion rating at low stamina
T3 (item level 43–129, weight 400): (11.25–15–20)% increased evasion rating at low stamina
T2 (item level 77–∞, weight 180): (19 → 14.25–26 → 19.5)% increased evasion rating at low stamina
T1 (item level 130–∞, weight 60): (18–24–32)% increased evasion rating at low stamina
T0 (item level 1–∞, weight 0): (31 → 23.25–41 → 30.75)% increased evasion rating at low stamina
#% increased evasion rating at night T3 (item level 1–96, weight 1000): (6.5 → 4.875–8 → 6)% increased evasion rating at night
T2 (item level 43–∞, weight 600): (8 → 6–10.5 → 7.875)% increased evasion rating at night
T1 (item level 97–∞, weight 250): (10.5 → 7.875–13 → 9.75)% increased evasion rating at night
T0 (item level 1–∞, weight 0): (14.5 → 10.875–16 → 12)% increased evasion rating at night
#% increased evasion rating from equipped body armour T3 (item level 1–96, weight 1000): (10 → 7.5–12 → 9)% increased evasion rating from equipped body armour
T2 (item level 43–∞, weight 600): (9–12–16)% increased evasion rating from equipped body armour
T1 (item level 97–∞, weight 250): (16 → 12–19 → 14.25)% increased evasion rating from equipped body armour
T0 (item level 1–∞, weight 0): (22 → 16.5–24 → 18)% increased evasion rating from equipped body armour
#% increased evasion rating per # points of comfort ×2 T3 (item level 1–96, weight 1000): (0.8 → 0.6–1 → 0.75)% increased evasion rating per 10 points of comfort
T2 (item level 43–∞, weight 600): (1 → 0.75–1.3 → 0.975)% increased evasion rating per 10 points of comfort
T1 (item level 97–∞, weight 250): (1.3 → 0.975–1.6 → 1.2)% increased evasion rating per 10 points of comfort
T0 (item level 1–∞, weight 0): (1.8 → 1.35–2 → 1.5)% increased evasion rating per 10 points of comfort
#% increased evasion rating while moving ×2 T3 (item level 1–96, weight 1000): (4 → 3–5 → 3.75)% increased evasion rating while moving
T2 (item level 43–∞, weight 600): (5 → 3.75–6.5 → 4.875)% increased evasion rating while moving
T1 (item level 97–∞, weight 250): (6.5 → 4.875–8 → 6)% increased evasion rating while moving
T0 (item level 1–∞, weight 0): (9 → 6.75–10 → 7.5)% increased evasion rating while moving
#% increased evasion rating while moving ×2 T5 (item level 1–42, weight 1000): (4 → 3–6 → 4.5)% increased evasion rating while moving
T4 (item level 19–76, weight 700): (7 → 5.25–9 → 6.75)% increased evasion rating while moving
T3 (item level 43–129, weight 400): (9.5 → 7.125–12.5 → 9.375)% increased evasion rating while moving
T2 (item level 77–∞, weight 180): (9–12–16)% increased evasion rating while moving
T1 (item level 130–∞, weight 60): (11.25–15–20)% increased evasion rating while moving
T0 (item level 1–∞, weight 0): (19 → 14.25–26 → 19.5)% increased evasion rating while moving
#% increased evasion rating while sneaking ×2 T5 (item level 1–42, weight 1000): (5.5 → 4.125–7.5 → 5.625)% increased evasion rating while sneaking
T4 (item level 19–76, weight 700): (6.75–9–12)% increased evasion rating while sneaking
T3 (item level 43–129, weight 400): (9–12–16)% increased evasion rating while sneaking
T2 (item level 77–∞, weight 180): (15 → 11.25–21 → 15.75)% increased evasion rating while sneaking
T1 (item level 130–∞, weight 60): (19 → 14.25–26 → 19.5)% increased evasion rating while sneaking
T0 (item level 1–∞, weight 0): (24 → 18–33 → 24.75)% increased evasion rating while sneaking
#% increased item evasion rating T5 (item level 1–42, weight 1000): (10 → 7.5–19 → 14.25)% increased item evasion rating
T4 (item level 19–76, weight 700): (20 → 15–29 → 21.75)% increased item evasion rating
T3 (item level 43–129, weight 400): (30 → 22.5–44 → 33)% increased item evasion rating
T2 (item level 77–∞, weight 180): (45 → 33.75–59 → 44.25)% increased item evasion rating
T1 (item level 130–∞, weight 60): (45–60–80)% increased item evasion rating
+# evasion rating T5 (item level 1–42, weight 1000): +(2 → 1.5–4 → 3) evasion rating
T4 (item level 19–76, weight 700): +(4 → 3–7 → 5.25) evasion rating
T3 (item level 43–129, weight 400): +(7 → 5.25–11 → 8.25) evasion rating
T2 (item level 77–∞, weight 180): +(11 → 8.25–16 → 12) evasion rating
T1 (item level 130–∞, weight 60): +(16 → 12–22 → 16.5) evasion rating
+# evasion rating ×2 T5 (item level 1–42, weight 1000): +(2 → 1.5–4 → 3) evasion rating
T4 (item level 19–76, weight 700): +(4 → 3–7 → 5.25) evasion rating
T3 (item level 43–129, weight 400): +(7 → 5.25–11 → 8.25) evasion rating
T2 (item level 77–∞, weight 180): +(11 → 8.25–16 → 12) evasion rating
T1 (item level 130–∞, weight 60): +(16 → 12–22 → 16.5) evasion rating
T0 (item level 1–∞, weight 0): +(22 → 16.5–28 → 21) evasion rating

New (1)

Name Change
#% increased armour effectiveness T3 (item level 1–∞, weight 1000): (2–3)% increased armour effectiveness
T2 (item level 43–∞, weight 400): (4–5)% increased armour effectiveness
T1 (item level 77–∞, weight 100): (6–8)% increased armour effectiveness

Uniques

Changed (1)

Name Change
Trail of the First Antler +(0.3 → 0.225–0.5 → 0.375) evasion rating per allocated passive on the path from this socket to your start (10%)

Values

Changed (10)

Name Change
Armour base converted to evasion rating for newly created equipment Armour base converted to evasion rating → Armour base converted to evasion rating for newly created equipment
1.35 → 1.013
Bows: damage reaches the floor at this distance 40 → 28 m
Bows: full damage up to this distance 14 → 12 m
Crossbows: damage reaches the floor at this distance 30 → 28 m
Crossbows: full damage up to this distance 6 → 12 m
Each successful evasion keeps this share of the chance against all attackers Each evasion against an attacker keeps this share of the chance against it → Each successful evasion keeps this share of the chance against all attackers
Global evasion count resets after no eligible incoming hit for this long An attacker's evasion count resets after it lands no attack for this long → Global evasion count resets after no eligible incoming hit for this long
Legacy setting: unused since evasion decay became global A boss's evasion count resets after it lands no attack for this long → Legacy setting: unused since evasion decay became global
Maximum stamina cost of a successful evasion, as a share of maximum stamina Each evasion costs this share of maximum stamina; without it there is no evasion → Maximum stamina cost of a successful evasion, as a share of maximum stamina
Most pre-decay chance to evade a hit Most chance to evade a hit → Most pre-decay chance to evade a hit
100% → 150%

New (3)

Name Change
Damage / maximum health at which evasion reaches its full cost 2 x
Damage / maximum health below which evasion has minimum cost 30%
Minimum evasion cost as a share of maximum stamina 4%

Keywords

Changed (7)

Name Change
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. Rings and belts can also ascend: only their item level rises, unlocking higher property tiers on future rolls. Their current properties, implicit effects, base stats and quality remain unchanged.
Crossbow reload Reload → Crossbow reload
Dexterity Per point: 0.185% increased stamina regeneration, 0.2% → 0.15% increased evasion rating. Dexterity also contributes to the skill multiplier of the weapons it governs.
Effective Range Bow and crossbow shots deal full damage only up to their effective range, a little beyond melee distance. Further → Beyond away the → it, damage first decreases gradually, then falls off → more with the distance to the target, down → steeply to a fifth at five → the times → far that distance → limit. Increased effective range moves → stretches both → the distances → entire further out → curve.
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 reaches 100% at 3 times the accuracy. Each evasion against the same attacker leaves 80% of the chance 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. Passive evasions interrupt stamina regeneration unless an effect explicitly prevents this.
Evasion rating gives a chance to avoid an attack or spell hit completely, capped at 150% before decay; each successful evasion multiplies the chance against every attacker by 80%, resetting after 8 without an eligible incoming hit. The cost ranges from 4% to 18% of maximum stamina according to the damage that would reach health after blocking, resistances, armour, endurance and rune shields, compared with maximum health; evasion cost reductions and a chance to spend no stamina apply. Damage-over-time ticks cannot be evaded, and a successful passive evasion triggers on-evade effects and interrupts stamina regeneration unless an effect prevents this; a manual dodge roll is a separate action.
Fists Fist → Fists weapons → include and → both unarmed attacks share → and fist bonuses → weapons such as claws. Unarmed → Fist bonuses require → apply empty → to hands → both; unarmed attacks → bonuses count → apply as dual-wield → only without a shield and one-handed with a shield → weapon.
Slam An attack that hits the ground in an area and deals only blunt damage: the area attacks of sledges and similar weapons, and alternative attacks that a mastery turns into a slam. Slam bonuses and aftershocks apply to these hits. A slam is not a strike and never splits its damage between targets.
An area attack against the ground using blunt damage as its basis. Damage converted into blunt contributes and elemental conversion from that basis remains effective; raw non-blunt damage, slashing and piercing cannot be dealt by a slam. Sledges’ ground attacks and alternatives turned into slams gain slam bonuses and aftershocks, are not strikes and never split damage between targets.

New (3)

Name Change
Ability cooldown The waiting time before an ability can trigger again. It is separate from loading a crossbow magazine.
Armour effectiveness Armour effectiveness increases the armour value used to mitigate incoming hits without increasing the displayed armour rating. It does not increase armour-derived damage or other bonuses based on armour.
Unarmed Unarmed attacks use empty hands, without a fist weapon. They also count as fists; without a shield they count as dual-wield, and with a shield as one-handed.

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