Suffixes: jump height and distance (one affix) and a little movement speed.
Rings on the fingers in the equipment preview
Runes
Great Rune of First Essence
New
Rerolls the numbers of an item's implicit properties within their ranges.
Crafted at the runecarver table for 250 divine azurite dust, like the Great Rune of Fate, and drops as often as it does.
Rune of the Crimson Seal
New
On a rare, uncorrupted item with exactly four properties and no influence, it seals one random property for good: no rune changes it any more.
Gives the item the crimson influence. An item can have only one influence.
It can't be used on the same item again: an item holds only one seal.
Rare drop from blight mist creatures.
Rune of Corruption
Changed
Rolls one outcome: nothing, changed properties, a corrupted implicit, every affix a tier up or down — or the item shatters.
Changed properties: every affix rerolls within its tier, one of them gets ±20% or, at 15%, vanishes; the base implicits reroll.
A corrupted implicit is a red line: +1 item quality level, +1 sigil socket (up to 4), 25% increased values of all affixes or 25% more power of socketed sigils.
A shattered item cracks and bursts right in its cell; the outcome is shown on screen.
Great Rune of Fate
Changed
Now also rerolls the numbers of unique items, within their ranges, keeping the properties themselves.
Skill tree
Rings in the tree
Ring clusters
New
Four clusters: two in Intelligence, one in Strength-Intelligence and one in Intelligence-Dexterity.
Small nodes: 3% increased values of worn rings' prefixes or suffixes.
Each cluster has one One More Ring and one Polished Bands.
One More Ring
New
+1 ring cell. One in each ring cluster — six cells at most.
Polished Bands
New
8% increased values of all affixes on worn rings.
Tree power
Tree power
Changed
Scales only flat and increased bonuses; × multipliers are no longer touched.
Node drawbacks stay as designed.
Soul Vessel
Changed
Now grants immunity to poison as well as spirit.
Nodes
Seidr Chant
Balance
New line: 12.5% increased maximum eitr.
Reserve of Resolve
Balance
This notable's endurance threshold grows with maximum health. The small Fortitude nodes still give a flat threshold.
Endurance thresholdBefore: +12.5→After: +1 / 10 HP
Jewels
Strong lines only on notables
Changed
Jewels put, change or scale strong lines — extra projectiles and strikes, slots, +1 to limits and counts, rule switches — only on notables, keystones and masteries.
Amber of the First Root
Changed
Changed: small radius instead of medium.
The small-node line is never a strong one any more (+1 to limits, projectiles and the like).
Drops from the Elder.
Heart of Elder Runes
Changed
Changed: increased Effect of Small Passives in Radius no longer scales strong lines on small nodes.
Drops from Rungard.
Heart of the Fallen Runes
Changed
Changed: small nodes in its zone no longer turn into small nodes with a strong line (such as +1 to a limit).
Drops from Morgrim.
Three Faces of Delusion
Changed
Now drops in the Mistlands, as a global unique drop from any creature or chest of the biome.
Craft tree
Balance
Craft experience
Balance
Craft experience is 50% faster by default; a host's own multiplier stays.
XP multiplierBefore: 0.5→After: 0.75
Forge paths
Balance
Miner, Smith and Runecarver path nodes: −2% stamina cost when mining azurite.
Miner area pictures
Fixed
The first Miner area's nodes show miner pictures instead of runecarver ones.
Combat and equipment
Equipment
Gear drops
Changed
Gear drops once the player knows every material of its recipe; knowing the crafting station is not needed.
Belts
Changed
Belts are crafted and upgraded at the runecarver table instead of the workbench.
Kvasir's Blood
Changed
Meads in its cells are drunk by themselves when their effect runs out; restoring meads when that resource runs low.
New lines: meads in belt slots last 25% longer and are 25% more potent. Belts that already dropped get them by themselves.
Drops as before: loot only, in level 80+ locations (from the Plains on), very rarely.
Mead potency
Changed
Mead potency scales every effect of a mead: stamina costs, speed, carry weight, regeneration, armour, skill gain, damage, stealth and noise.
A mead's resistance gets the extra share as resistance points while it lasts.
Combat
Rune shield
Changed
Poison, like spirit, passes through the rune shield.
Fortification
Changed
Overheal fortification is pooled between gains: fast regeneration no longer loses any of it.
Effect duration lengthens fortification.
Fortification in texts is a hoverable term, like Endurance.
Training dummy
Changed
The buildable dummy is immortal: it is back to full 2 s after the last hit and shows the damage overhead.
World and exploration
Blight mist
Where the mist appears
Changed
The blight mist appears around where players are now, in a ring that moves further out every week.
A new mist never appears close to the last six.
Loot in the mist
Changed
Blight mist creatures drop PoV gear again at the usual chance — magic or better only.
All gear, jewels and uniques from the mist drop corrupted.
Interface and usability
Items
Compare with Shift
New
Holding Shift over an item shows the tooltips of what is worn in the same cells next to it, marked Equipped.
A ring compares with every worn ring, a weapon with the hands, a trinket with the worn trinket seats.
Item links in chat
New
Shift+Alt+LMB on an item in the backpack, a chest or the equipment shouts it to the chat.
Players with PoV see the name in its rarity colour with the item's icon; hovering shows the full item tooltip.
Players without PoV read [Name]. A link never gives the item; one link per 2 s.
Small items in cells
Changed
Rings, sigils and jewels are drawn at two thirds of the cell in the backpack, chests, the equipment window and the HUD; armour and weapons fill the cell.
Jewellery category
New
At the runecarver table, belts and rings have their own Jewellery category with Belts and Rings sections.
Shift: a ring against the worn oneShift: a helmet against the worn oneAn item link in chat
Equipment window
Equip by dragging
Changed
An item dragged into a cell is put on the way the game does it, with the delay and animation; a cancelled equip leaves it in the cell unworn.
Swap on an occupied cell
New
An item dropped onto an occupied cell swaps with the worn one: the old item goes where the new one came from.
Works for rings, trinkets and utility cells too. With no room, nothing moves and nothing drops.
Camera follows the item
New
Hovering an equipment cell or a backpack item glides the preview camera to where it is worn; rings are shown from the outer side of the hand.
Extra cells
Changed
Ring and trinket cells beyond the open ones are hidden; a locked cell that still holds an item stays under its padlock.
An item in its own cell
Changed
An unworn item may lie in its own cell: a broken one stays there dimmed, RMB puts it on again.
Taken off by hand, it goes to the backpack only when there is room and is never dropped.
Hovering a ring: the hand from the outsideHovering a helmet in the backpack
Interface
Outdated builds
New
A build from another version that no longer fits the current tree is marked Outdated in the Builds Manager.
Its card shows the version it was made in, removed nodes, changed mastery choices and nodes cut off from the start.
Endurance on the health bar
Changed
The endurance layer looks like an amber cover with a shimmer; a blow under the threshold gives a short flash.
Jewel zones
Changed
Taken nodes in a jewel zone burn gold, untaken ones are faint.
Salvage
Changed
Salvage rows are in rarity colour.
The salvage/disenchant tab sits right after Upgrade.
Vietnamese translation
Changed
The Vietnamese community translation is refreshed and now covers all of the mod's text.
Smoother icons
Changed
Tree icons, frames and panels are smoothed when shown small: no jagged edges when zoomed out (setting «Smooth icons»).
Crisper item models
Changed
PoV item models (belts, runes, veins) use crisp pixel textures like the game's own (setting «Pixel textures on PoV models»).
Fixes
Fixes
Equipment and items
Fixed
PoV belts show on the equipment window doll again after swapping belts.
Taking everything from your grave puts your armour back on instead of dropping it when the backpack is full.
Items remember their cell when they go into the grave and return to it on take-all.
Picked-up and crafted items no longer land in equipment cells by themselves.
Chest item quantity no longer duplicates PoV gear with the same affixes.
"Equipment in loot" off also stops generated equipment in world and dungeon chests.
The shield or torch in the other hand stays worn while a thrown knife is away.
Rings on the ground no longer float or jitter.
Combat
Fixed
Fixed the Sigil of the First Oath and other flat damage bonuses adding hundreds of times more damage than shown.
Rain of Arrows gives ×0.5 damage and draw speed again, not ×0.
Corridor no longer makes area attacks miss enemies in cluttered places.
Shield Charge rams created targets on its way: Armour Shards, spores, ice crystals.
Staff bolts start at the staff's head, not at a point in front of the character.
Melee hit and swing-area lines (Meeting of Blades, Drengr's Swing) work again.
World and multiplayer
Fixed
Joining players who missed the host's world data (cleared dungeons, read runestones) now get it again.
The skill tree is not cut down on a joining client before the host's world data arrives.
Hugin's flight no longer launches you into the sky from ships or under roofs.
The resource refund chance when building no longer lets you duplicate materials by dismantling.
Mod updates no longer reset your chosen crafting masteries.
Interface
Fixed
Fixed an attribute choice node near the Flesh crossroads that showed an empty frame.
The Delete and purse plates over the backpack are clickable again and laid out evenly.
A gain-as-extra line names its damage types and keeps its condition.
A pinned Alt tooltip no longer shows the game's text under it.
Compatibility
Fixed
Rune chisels mine azurite again alongside mods that change ore hits (such as ValheimRAFT) instead of saying "Too hard".
Adventure Backpacks are recognised through the mod's own API.