Update

5.1.1

80 changes

New content

Discord

Mod author applications

New
  • Mod authors can apply with /mod-author apply or the welcome button. Server owner approval grants the Mod Author role and access to the private lounge; /mod-author status shows application progress.

Solved Help topics

New
  • Help forum topics automatically receive a Mark as solved button. The topic author can mark their question resolved; the bot adds the Solved tag and a ✅ [Solved] title prefix while preserving existing tags.

Discord bug report forum

New
  • The public bug report forum replaces the old channel, which remains an archive; /bug and existing buttons send new reports to the forum. It links form submissions to admin tasks. Status changes update the post, topic title and tag; server voting reactions feed contributor analytics and Scout/Warden rewards.

Idea and compatibility forums

New
  • Ideas and compatibility requests are submitted through forms into separate forum topics. Server reactions feed ratings and contributor analytics; statuses sync with the admin board. Guides have buttons above and below the instructions, and previous channels remain as archives.

Jewels

Eye Between Worlds

New
  • Unique jewel: drops from any rune defender during a rune monolith event, except a corrupted one.
  • Affix example: "Gazes through the worlds to The Southern Rift, and the way opens".
  • One per tree.

Trail of the First Antler

Changed
  • A new per-path-node affix variant: endurance threshold.

Skill tree

Main Tree

Bomb conservation when throwing

New
  • Two new DEX–INT branches: five small nodes at 5% and two notables at 12.5% give a total 50% chance not to use up a bomb when throwing.
  • The Careful Throw branch also gives 2% increased bomb throw speed on each of its three small nodes and 5% on its notable.
  • The chance works only on a throw: it does not save materials when crafting bombs.

Tree numbers follow the tiers

Changed
  • Ailment build-up for a specific ailment or attack (bleeding, burning, chill, shock, slam, stagger): small nodes 10% → 16%, notables 25% → 40%.
  • Damage nodes (weapons, elements, companions and more): small 6% → 8%, notables 15% → 20%; conditional damage rows grow the same way.
  • Alternative attack and aura damage: small 3% → 6%, notables 7.5% → 15%. Damage against armour-broken enemies: 6% → 12%, 15% → 30%.
  • Action cost notables (dodge, jump, run, draw, cast, slam, sneak): −10% → −5%.
  • Conditional movement speed and cost rows (airborne, at full shield, while moving): about doubled, e.g. 2% → 4% movement speed.
  • Mastery option Gathered Rumble: aftershock build-up 15% → 25%.

Notables that copied their small nodes

Changed
  • Six notables gave exactly what their small neighbours did; they now have notable values, e.g. 6% → 15% damage, −2.5% → −12.5% cost while moving.

Projectile Crits

Changed
  • The small Projectile Accuracy nodes are renamed Projectile Crits: they give projectile critical strike chance.

One-handed and two-handed

Changed
  • "One-handed" and "two-handed" attributes now apply only to melee and thrown weapons: bows, crossbows and staves no longer get them.

From Wall to Target

Balance
  • A ricochet off a wall now seeks a nearby enemy with a 40% chance instead of always.

Air Recoil

Balance
  • Cast recoil lifts you up only once per jump; later casts in the same airtime push only sideways and down. Endless flight with a staff no longer works.

Dagger Throw

Changed
  • The text now says "throw a one-handed knife": dual knives such as Skoll and Hati are not thrown.

Craft tree

Rune Carver

Divine Touch

Changed
  • Works with any chisel in any biome: there is no chisel requirement any more.

All professions

Mastery buildings

Changed
  • The Goldlight Gate and the Vacuum Chest appear in the hammer as soon as the mastery is taken and go away on respec.

Combat and equipment

Created targets

Spores

Changed
  • Spores have a new look.

Combat

Immobilize on bosses

Balance
  • Bosses have half the chance to be immobilized.
  • New hits do not lengthen a boss's immobilize, and after it ends the boss is immune to it for 5 seconds.

Shield ram

Balance
  • The ram weighs each enemy (base health × stars, bosses ×3) against the shield's block power.
  • Light enemies are rolled over, comparable ones cost stamina; too heavy ones or running out of stamina stop the ram and knock you down.
  • The ram no longer wears your armour: the shield wears as on a normal block.

Training dummy

Damage readout

Changed
  • Every hit counts in full, not by how much health the dummy had left: big hits are no longer cut short.
  • The plate now shows the run total, its length and the average per second; the run resets after 4 seconds without hits.

Equipment

Trinkets

Changed
  • Trinkets are at most magic: one prefix and one suffix. The Rune of the Jarl does not raise them. Rare trinkets already found stay as they are.

Creatures

Danger on the ground

New
  • Danger indicators on the ground are redrawn and polished.
  • The Runecarver's rune and the Blast burst draw a rune circle on the ground in the exact reach of the blow; its fill grows until the blow lands.
  • The Rotten pool and the Reeking cloud show as a steady circle of their reach.
  • The circle's colour is the element of the blow.
  • The circle lies on the ground and does not climb rocks or trees.

World and exploration

Loot and drops

Loot and drops settings

New
  • A new Loot and drops page in the world settings: equipment, currency, gems and unique items are set up separately.
  • Each group chooses its sources: chests, enemies, bosses. For unique items this only permits a source: uniques bound to a boss or to chests still drop only there.
  • Equipment, currency and gems each have their own drop rate slider. Unique item chances never depend on a drop rate.
  • A drop gate for equipment and currency: after the recipe is open, after the first craft, after visiting the biome, or no gate.
  • Ordinary gems cannot be crafted - their setting says so.

Separate drop rolls

Changed
  • Equipment, currency, gems and uniques roll on their own: turning one group off or down no longer raises the others.
  • Currency drops 25% more often.
  • By default currency, great runes included, can drop anywhere from the very start.

World setup welcome

Changed
  • One overall drop rate right after the difficulty: Standard is marked as recommended - items drop rarely and crafting is the main source of gear. Detailed settings are in the Path of Valheiman settings.

Corruption

New
  • A new common outcome, Filled: all empty affix slots are filled and the item becomes Rare.
  • A new rare outcome: the item turns into another one on the same base, a unique into another unique of its kind.
Loot and drops page: overall drop rate and equipment
Gems and unique items

Server settings

Biome levels

Changed
  • Biome levels can no longer be changed in the settings: creature levels, loot, crafted item levels and affix tiers stand on them.
  • The new 'Recommended player levels' setting sets the recommended player level per biome and only moves the experience penalty.
  • A custom 'Biome levels' line moves into the new setting by itself.

Raids at their biome's level

New
  • A new world setting: during a raid its zone rises to the raid biome's level, and raid mobs and their loot scale by it.
  • Off by default; the checkbox is in the welcome window and the world settings, and Merciless difficulty turns it on.

Rested

Changed
  • Rested strength and duration are set separately: strength is 50% of vanilla by default, duration 85% (was 50%).

Azurite

Divine azurite

Changed
  • Divine veins are mined by any chisel from bronze up. Corrupted veins still need an iron chisel or better.
  • The heavenly strike chance depends on the biome: none in the Meadows and Black Forest (only with the mastery), half in the Swamp and Mountain, full from the Plains on. The mastery adds on top.

Rune chisels

Changed
  • Chisels mine only azurite: they no longer chip stone or ore deposits.

Interface and usability

Discord

Bug reporting guide

Changed
  • Welcome links now lead directly to the bug report button. A short heading with a button is followed by separate instructions and a second report button.

Hints

Fortification

Changed
  • The fortification hint explains how much damage a point removes, where it comes from, how long it lasts and its base limit, with live numbers.

Trinket properties

Changed
  • Trinket properties that work only on its activation now say so: "On activation: …".

Equipment window

Tool cells

Changed
  • Any tool goes into any cell of the tool row; each cell's hotkey takes whatever lies in it.
  • The tool row now also takes the Abyssal harpoon and modded harpoons and grappling hooks.

Tool slots switch

New
  • The "Tool slots" checkbox in the window settings hides the row, its hotkeys and the strip under the hotbar; tools move to the backpack, nothing is dropped.
  • A "Camera to the item under the cursor" checkbox in the window settings: off, the preview always shows the whole character.

Move HUD cells

New
  • A button next to the window settings turns on an edit mode: drag the food, potion and arrow cell groups anywhere on the screen. Places are remembered; reset is in the settings.

Tome and earring cells

New
  • With the MagicPlugin mod installed the window gets tome and earring cells. Without that mod nothing changes.

Defence summary

Changed
  • The hover on the armour number opens in an item-style window: armour, evasion, rune shield, enemy accuracy here and your evasion chance, values in one column.

Character bonuses

Draw speed

Changed
  • With a bow or crossbow in hand, a row under the general one shows the real draw or reload speed of that weapon.

General

Full text of cut captions

New
  • Captions cut with an ellipsis in the settings, the equipment window and the crafting list show in full on hover in a dark tooltip.

Creature level stars

New
  • A new Interface checkbox hides the level stars over enemy bars; modifier icons stay.
  • Enemy alert icons are no longer taken for another mod's stars and no longer hide ours.

Skill article

Changed
  • The article explains that a skill in PoV is an ability from the tree or a boss sigil that fires on its own and then waits out its cooldown; the game's own skills are something else.

Hugin's Flight

Changed
  • The camera no longer bumps under roofs and trees; camera sway and its setting are removed.
  • When the raven is out of the workbench's reach, its circle lights up with a message.
  • The raven is 30% smaller and its mallet half the size.

Skill tree

Ring halo

Changed
  • Ring clusters share one golden theme halo in the game and planner.

Fixes

Loot and crafting

Crafted item level

Fixed
  • On servers with raised biome levels, bronze gear was crafted at item level 200+ and rolled late-game affix tiers.

Extra quality on upgrade

Fixed
  • The extra quality chance now also works when upgrading items with affixes.

Jewel disenchanting

Fixed
  • Unique jewels can be disenchanted at the Rune Carver Table.

Grausten

Fixed
  • Grausten and black marble count as stone for stack cells and the weight bonus.

Smelters

Fixed
  • At high smelt speed a furnace burns exactly the fuel each bar needs, no extra coal.
  • A furnace no longer eats ore without a bar when an extra bar procs.

Stack to nearby chests

Fixed
  • On servers, items no longer vanish when stacking to nearby chests.

Dungeon key cases

Fixed
  • The Delver refill puts back broken display cases with boss altar keys, such as Sealbreaker fragments.

Equipment

Rings

Fixed
  • A ring's resistance reaches the character also with the equipment window off or when another mod runs the equipment.

Items without the equipment window

Fixed
  • Kvasir's Blood without potion cells drinks the first meads of the hotbar by itself.
  • Magic Purse works without the purse row too: coins in the backpack weigh nothing.
  • After the equipment window is switched off, rings from its cells stop giving their properties at once.

Death and grave

Fixed
  • Rings in their cells count as worn on death: kept with "keep equipment" and not deleted by "delete unequipped".
  • Broken items in their cells no longer vanish on a hard death penalty.
  • With Grave Tether, tools, the purse and the rest go back to their cells after respawning.
  • Worn armour and quivers no longer drop on the ground when entering the game.
  • Rings and arrows kept on death go back to their cells after respawn; the game's re-equip on load no longer throws rings and utility items out of their cells.

Tooltips and icons

Fixed
  • Modded helmets and other wearables no longer show weapon tags.
  • EpicLoot's enchanted background is under the item icon again.
  • The runic "Corrupted" line on items no longer turns into coloured noise.
  • Comparison windows (Shift) always fit on screen: beside, below or above the tooltip.
  • The disenchant window no longer promises socketed sigils back: they are destroyed.
  • A sceptre is called a sceptre, not a club, and has its own crafting section.
  • Russian property lines read naturally in Russian.

Equipment interface

Fixed
  • The food and potion block no longer jumps to the screen centre below half eitr.
  • Bottom backpack cells are no longer covered by invisible elements.
  • The Dvergr lantern on the belt no longer flickers in the Ashlands.
  • Without a belt, food cells show as locked and without a hotkey caption.

Discord

Vote synchronization

Fixed
  • Discord limits on compatibility table edits no longer block sending votes to analytics.

Opening the bug report form

Fixed
  • The report form button no longer waits for the Discord API, preventing network delays from exhausting the interaction deadline.

Skill tree

Damage penalty on projectile notables

Fixed
  • Rain of Points, Scattered Steel and Handful of Iron gave 5% more damage instead of 25% less damage; the penalty is back.

Tree search

Fixed
  • Search finds jewel sockets and the jewels in them.

Path nodes

Fixed
  • Each planned path node keeps its own attribute: picking one no longer rewrites the others.

Mastery picks after an update

Fixed
  • If a mastery option's id is not found, the option is found by its effect and the pick is kept.

Tree zoom stutter

Fixed
  • Zoom and fit-to-screen redraw only visible nodes: the half-second hitches are gone.

Projectile crit in the preview

Fixed
  • The weapon gain panel shows projectile crit chance and multiplier for bows, crossbows, throws and staves.

Heavy Grip icon

Fixed
  • The Heavy Grip keystone has its icon again.

Ring clusters

Fixed
  • A ring cluster you could only reach through another branch now has its own entrance from the path nodes.
  • Ring clusters are spread out: there are now at least five path nodes between any two of them.
  • All their nodes are now in the Rings category; the bonuses are unchanged.
  • Small ring nodes now share the gold ring icon.

Giant’s Blow

Fixed
  • The keystone now has its own heavy fist-strike icon.

Arrow Downpour

Fixed
  • The keystone now uses its own arrow-fan icon instead of the ordinary bow icon.

Combat

Shields

Fixed
  • Shield Charge, ram and bash use the shield's block power affix and flat block power.
  • Shield Throw gets the extra projectile from "when throwing" rows.
  • Shield bash hits the training dummy, trees, rocks and ore deposits.
  • Shield bash and throw get oils, tree damage % and Ember of the Maul.

Sceptre strikes

Fixed
  • Additional strikes add smites to sceptres, and All Into One Target puts them on the main target.
  • Smite on a target always lands at its feet and no longer misses under beams or by rocks.
  • Smite sounds are 20% quieter.

Fimbulbringer

Fixed
  • Fimbulbringer's second phase keeps its normal health, so the fight reaches phase three again.

Training dummy

Dummy

Fixed
  • The damage readout works for players joining a host.
  • The dummy plate hides while the tree, inventory, map or menu is open.
  • The dummy can be removed with the hammer again.

Worlds and settings

World missing from the list

Fixed
  • A world no longer disappears from the list because of a stray file in its folder.

Skill limits

Fixed
  • A skill ticked in the skill limits window grows even while the general vanilla skill freeze is on.

Mod compatibility

Station_Radius

Fixed
  • With Station_Radius the game no longer closes on entering a world or picking the Rune Carver Table.

RunicBuildCamera

Fixed
  • Taking the hammer off from our cells turns the build camera off, as from the hotbar.

SeneaL UI

Fixed
  • With another equipment mod, SeneaL shows its own doll, food and action cells again.
  • SeneaL's backpack no longer balloons to 160 cells.
  • Our quick stack and sort leave cells locked in SeneaL alone.
  • SeneaL item tooltips show base properties: belt food and potion slots, carry weight, corruption.

BetterArchery

Fixed
  • BetterArchery's quiver row no longer covers bag cells while our cells run; its quiver goes into our quiver cell.

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