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Patch 5.3.6

What changed in the game data from 5.3.5 to 5.3.6, 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 (10)

Name Type Change
Distant Horizon Keystone ×0.5 shooting → bow damage → draw and reload speed
Feast Beneath Runes Notable 2.5% increased elemental → poison damage per 15 points of eitr from food
Giant's Blow Keystone ×0.8 fist attack speed
Two-Handed Melee Weapons ×2 Passive 6% increased two-handed damage in melee
2% increased two-handed attack speed in melee
Two-Handed Melee Weapons Passive 6% increased two-handed damage in melee
Two-Handed Melee Weapons ×2 Passive 12% increased two-handed critical strike chance in melee
+8% two-handed critical strike damage in melee
Two-Handed Melee Weapons Passive +8% two-handed critical strike damage in melee
Two-Handed Melee Weapons Passive 12% increased two-handed critical strike chance in melee

New (1)

Name Type Change
Deferred Doom Keystone Critical strikes deal no extra damage. They still count as critical strikes and trigger critical effects.
The damage over time multiplier of ailments from critical hits equals the crit multiplier
Non-critical hits cannot inflict ailments

Values

New (7)

Name Change
Blight Mist: share of rolled Blight Leeches (ticks) that stay leeches; the rest become the mist's common herald 33.33%
Great Rune of Awakening used from the bag: the farthest a dungeon entrance may be (m) 10 m
Morgrim: bleeding build-up a landed stone spike adds, as a share of the struck player's maximum health 60%
Rotstaff root: damage multiplier on top of its staff's biome, Rotstaff root: health multiplier on top of its staff's biome 1 x
Runic dome: a projectile from under the dome passes the shell only to a creature under the dome at most this far behind it (the rim band where the shell curves in) 1.5 m
Slams: share of slashing and piercing damage dealt as blunt instead (the rest of it is lost) 50%

Keywords

Changed (3)

Name Change
Immobilize An immobilized enemy cannot move for a short time (2 s at base). It is applied by chance on hit: from the tree, and natively by Ashlands nature weapons. It is a status of its own, not an ailment: ailment rows do not affect it. Duration rows with the immobilize chip lengthen it; many rows are stronger against immobilized enemies.
Slam An area attack against the ground. using → Half blunt damage as → of its basis. Damage converted into blunt contributes and elemental conversion from that basis remains effective; raw non-blunt damage, slashing and piercing cannot → damage be → is dealt by → as a → blunt slam → instead, and the other half is lost; blunt, elemental and all other damage is dealt in full. Sledges’ ground attacks and alternatives turned into slams gain slam bonuses and aftershocks, are not strikes and never split damage between targets.
Two-handed weapons A single weapon that occupies both hands. It cannot be used with a shield and is separate from dual-wield weapons. Bows and crossbows count as two-handed weapons; staves do not.

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