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 | |
| Armour and evasion ×11 | Passive | |
| Armour and Passive Evasion ×2 | Passive | |
| Arrow Rain | Keystone | |
| Barbed Ward | Notable | |
| Battle Hunger | Notable | |
| Blunt Onslaught ×9 | Passive | |
| Bonebreaker’s Grip | Notable | |
| Brawler’s Stance | Notable | |
| Bread for the Road | Notable | |
| Breath of the Hearth | Notable | |
| Charge | Passive | |
| Charge | Passive | |
| Charge ×2 | Passive | |
| Combat in Water | Passive | |
| Comfort ×5 | Passive | |
| Crushing Push | Notable | |
| Deer's Manoeuvre | Notable | |
| Effortless Evasion | Notable | |
| Elusive Sign, Elusive Footwork, Elusive Shade, Supple Forging, Huskarl's Mail, Fox's Stride, Runewoven Cloak, Mistveil, Wind Dancer, Shadow Behind the Rune | Notable | |
| Evasion, Runic Veil, Evasion and rune shield | Passive | |
| Evasion and rune shield ×4 | Passive | |
| Evasion and rune shield | Notable | |
| Feast Beneath Runes | Notable | |
| Featherlight | Keystone | |
| Fighter’s Grip | Notable | |
| Fists ×3 | Passive | |
| 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 | |
| Food Eitr ×2 | Passive | |
| Fortitude ×9 | Passive | |
| Frost ×6 | Passive | |
| Ghostly Vestment, Traveller's Mail | Notable | |
| Giant's Blow | Keystone | |
| Gliding Riposte | Notable | |
| Health Leech ×2 | Passive | |
| Hearty Reserves | Notable | |
| Hunter's Cloak | Notable | |
| Last Strength ×2 | Passive | |
| Melee Impact ×2 | Passive | |
| Minion Eitr Reservation | Passive | |
| Minion Eitr Reservation ×2 | Passive | |
| Movement ×2 | Passive | |
| Night ×3 | Passive | |
| Old Fighter's Sweep, Fractured Plains, Valley Hammer | Notable | Ground Strike: Heavy melee weapons replace their alternative attack with a ground slam |
| Path from the Hearth | Notable | |
| Poisoning ×12 | Passive | |
| Precise Interception | Notable | |
| Resilience ×4 | Passive | |
| Rising Thrill | Notable | |
| Runecarver's Feast | Notable | |
| Runes on the Wind | Notable | |
| Sceptres ×2 | Passive | |
| Shield Riposte | Notable | |
| Slams ×2 | Passive | |
| Soft Pelt, Warmth of Home, Rest Beneath the Rafters | Notable | |
| Song of Enchantment | Notable | |
| Spell Rhythm | Passive | |
| Spells | Passive | |
| Stamina ×3 | Passive | |
| Steadfast Bulwark ×4 | Passive | |
| Steel Stride | Notable | |
| Step Through Grass | Notable | |
| Steps Between Shadows | Notable | |
| Stout Fist | Notable | |
| Thorn Under the Skin | Notable | |
| Thorns ×17 | Passive | |
| Tracker's Leather | Notable | |
| Two-Handed Melee Weapons ×2 | Passive | |
| Unfading Zeal | Notable | |
| Viking's Pulse | Notable | |
| Wanderer's Hood | Notable | |
| Ward Rune | Notable | |
| Yielding Armour | Notable |
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 | 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): ( T2 (item level 43–∞, weight 600): ( T1 (item level 97–∞, weight 250): ( T0 (item level 1–∞, weight 0): ( |
| #% increased evasion rating at low stamina | 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): ( |
| #% increased evasion rating at low stamina ×2 | T5 (item level 1–42, weight 1000): ( T4 (item level 19–76, weight 700): ( T3 (item level 43–129, weight 400): (11.25–15 T2 (item level 77–∞, weight 180): ( T1 (item level 130–∞, weight 60): (18–24 T0 (item level 1–∞, weight 0): ( |
| #% increased evasion rating at night | 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): ( |
| #% increased evasion rating from equipped body armour | T3 (item level 1–96, weight 1000): ( T2 (item level 43–∞, weight 600): (9–12 T1 (item level 97–∞, weight 250): ( T0 (item level 1–∞, weight 0): ( |
| #% increased evasion rating per # points of comfort ×2 | 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): ( |
| #% increased evasion rating while moving ×2 | 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): ( |
| #% increased evasion rating while moving ×2 | 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): (9–12 T1 (item level 130–∞, weight 60): (11.25–15 T0 (item level 1–∞, weight 0): ( |
| #% increased evasion rating while sneaking ×2 | T5 (item level 1–42, weight 1000): ( T4 (item level 19–76, weight 700): (6.75–9 T3 (item level 43–129, weight 400): (9–12 T2 (item level 77–∞, weight 180): ( T1 (item level 130–∞, weight 60): ( T0 (item level 1–∞, weight 0): ( |
| #% increased item evasion rating | 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): (45–60 |
| +# evasion rating | 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): +( |
| +# evasion rating ×2 | 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): +( |
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 | +( |
Values¶
Changed (10)¶
| Name | Change |
|---|---|
| Armour base converted to evasion rating for newly created equipment | |
| Bows: damage reaches the floor at this distance | |
| Bows: full damage up to this distance | |
| Crossbows: damage reaches the floor at this distance | |
| Crossbows: full damage up to this distance | |
| Each successful evasion keeps this share of the chance against all attackers | |
| Global evasion count resets after no eligible incoming hit for this long | |
| Legacy setting: unused since evasion decay became global | |
| Maximum stamina cost of a successful evasion, as a share of maximum stamina | |
| Most pre-decay chance to evade a hit |
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 | |
| Dexterity | Per point: 0.185% increased stamina regeneration, |
| Effective Range | Bow and crossbow shots deal full damage |
| Evasion rating | 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 | |
| Slam | 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.