Patch 6.0.5¶
What changed in the game data from 6.0.4 to 6.0.5, 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 (2)¶
| Name | Type | Change |
|---|---|---|
| Barbed Fittings | Notable | Shared Defences: Your constructs inherit your defences: armour, evasion and rune shield |
| Bound with Iron | Notable | Unbowed Frame: Your constructs cannot lose more than 20% of their health pool to a single hit |
Mods¶
New (2)¶
| Name | Change |
|---|---|
| #% increased defences | T5 (item level 130–∞, weight 180): (8–11)% increased defences T4 (item level 181–∞, weight 60): (11–15)% increased defences T0 (item level 1–∞, weight 0): (17–21)% increased defences |
| #% increased defences | T5 (item level 130–∞, weight 600): (4–5)% increased defences T4 (item level 181–∞, weight 250): (5–6.5)% increased defences T0 (item level 1–∞, weight 0): (7–8.5)% increased defences |
Values¶
Changed (2)¶
| Name | Change |
|---|---|
| Living Steel: share of a blow's damage that a living weapon's item loses as durability | |
| Sigrid: price of one unit of a material without a price of its own |
New (18)¶
| Name | Change |
|---|---|
| Constructs: the most of their health pool one hit can take with the mastery option, Vanilla grades: Resistant gives this many resistance points | 20% |
| Halls of Oaths: the first Black Forest entrance replaces this dungeon in order of distance from the start (new worlds) | 3 |
| Living Steel: durability a living weapon's item loses per point of damage of a hit on it | 1 |
| Living Steel: the most of a living weapon's durability one hit can take (100% = no limit) | 100% |
| Repairing a unique at a Runic Anvil or a Rune Carver Table: azurite dust per repair (to full durability) | 5 |
| Sigrid: black metal, per unit, at every level | 20 coins |
| Sigrid: bronze, per unit, at every level | 6 coins |
| Sigrid: carapace, per unit, at every level | 25 coins |
| Sigrid: copper and tin, per unit, at every level | 4 coins |
| Sigrid: deer hide, per unit, at every level | 2 coins |
| Sigrid: flametal, per unit, at every level | 40 coins |
| Sigrid: flint, resin, leather scraps, per unit, at every level | 1 coins |
| Sigrid: iron, per unit, at every level | 10 coins |
| Sigrid: silver, per unit, at every level | 15 coins |
| Vanilla grades: Immune gives this many resistance points (and is no longer complete immunity) | 50% |
| Vanilla grades: Slightly resistant gives this many resistance points | 10% |
| Vanilla grades: Very resistant gives this many resistance points | 30% |
Keywords¶
Changed (4)¶
| Name | Change |
|---|---|
| Armour | Reduces damage remaining after block and resistances, before endurance and the rune shield |
| Damage conversion | Changes part of one damage type into another before percentage bonuses apply. Converted damage uses |
| Physical damage | Includes slash, pierce and blunt damage. Each type has its own ailment; converted damage |
| Resistances | Reduces damage of the matching type, up to the limit of 75% |
New (7)¶
| Name | Change |
|---|---|
| Crafting basics | Workbench crafting makes an item and sets its quality; salvage, runes and the runic anvil then change it. Each item's rarity limits its random affixes. |
| Damage over time | Bleeding, burning and poison deal damage per second for a limited time. Their strength comes from the hit that applied them, with their own increased bonuses and damage over time multipliers on top. |
| Defences | Defences are armour, evasion rating and rune shield together. An increase to defences applies to all three: it joins each one's own increases in one sum and is not a separate multiplier. |
| Incoming damage calculation | The order in which a hit on you is reduced: dodge and evasion, enemy scaling, damage taken, explosion and passive resistances, block, gear resistances, armour, endurance, rune shield, then health. |
| Increased and more | All increased percentages of a number add into one sum; more multipliers each multiply the result. An increase is worth less the more you already have, a more multiplier always keeps its full value. |
| Level scaling | Every biome has a level, and so does every creature. Experience fades as you outlevel a biome, while enemy difficulty, stars and modifiers follow the biome and the world's difficulty preset. |
| Outgoing damage calculation | How the damage of one hit is built: base damage, flat damage, conversion and gained-as-extra damage, increased damage, more multipliers, then the critical hit, the target layer and the target's resistances. |
Data from Path of Valheiman 6.0.6, extracted 2026-11-09.