A boss essence used on a weapon, shield or summoning staff ascends it to the biome after the boss: Eikthyr - Black Forest, the Elder - Swamp, Bonemass - Mountains, Moder - Plains, Yagluth - Mistlands, the Queen - Ashlands, Fader and Kall - Deep North.
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. Elemental staves and sceptres keep their own numbers, raised by the biome step. A summoning staff keeps its minion, which becomes as strong as that biome's creatures. The item level becomes the biome's level.
Only workbench upgrades start over (quality 1); further upgrades cost what that biome's weapon costs and need its station level. Properties, sockets, sigils and implicits stay.
One essence per item, and only upward: an item already of that biome or later is refused. To go higher, craft a new item.
Boss essences no longer add a property; elemental essences work as before.
Equipment Affixes
Ground and Infusion Affixes
New
Item affix tables gain 32 modifiers for suitable weapons, rings and jewels: ground, infusion, shock effect and DoT multipliers.
New modifiers have level requirements, roll ranges and relative weights; stronger multiplier modifiers are rarer than ordinary damage bonuses.
Rings gain separate fire, cold, lightning, poison and physical DoT multipliers with their own ranges and weights; general and typed variants share one modifier group.
Ground and infusion modifiers roll only on weapons that cast spells (staves and sceptres); an elemental DoT multiplier on a weapon only if it deals that damage.
Weapon Shock Effect
Changed
The shock-effect recipe now uses ailment effect and requires a weapon with lightning damage; its previous revision is retained for existing items.
Projectile Chain on Crossbows
Changed
Overflowing projectile chain chance can now roll on crossbows; it remains available on bows and magic staves.
Skill tree
Main Tree
Eternal Pyre
Changed
No longer doubles burning damage. Instead it has a separate row: +4 burning damage per 100 current health, added to the base of every ignite you inflict.
You are always under the effect of your own ignite: it burns 4% of your current health per second.
Ground and Infusion
Ground Effects
New
The main tree gains nodes for spells to create and strengthen burning, chilled, shocked and poisoned ground.
The limit counts individual patches: at limit 3, each of three projectiles can leave its own patch.
Notables include bonuses while standing on the corresponding ground.
Infusion
New
INT and STR–INT gain support for infusion potency, duration and absorption rate.
Gather the Elements replaces charged-cast permission with gradual absorption of your ground while wielding a staff.
Spell Echo
Changed
The tree mastery now requires an infused cast instead of a charged cast; its guaranteed repeat and 0.2-second delay are retained.
Damage over Time Multiplier
New
The main tree gains general and typed damage over time multipliers: 2% on small nodes and 5% on notables.
Applicable bonuses add together in one separate multiplier pool.
Existing fire, lightning, poison, cold and bleeding clusters gain additional DoT multiplier support; tiers remain 2%/5%.
The STR–INT cluster gains general DoT multiplier: 2% + 2% + 5%, totaling 9%.
Shock
Changed
The main tree gains shock effect and duration support; its former strength row now uses the modular ailment-effect attribute.
The tooltip describes the agreed model: 3-second base duration and increased damage and stagger build-up taken according to shock strength.
Projectiles
Overflowing Projectile Chances
New
Existing tree clusters gain general additional projectile chance: 8% on small nodes and 20% on notables.
Existing tree clusters gain general chance for an additional projectile chain: 8% on small nodes and 20% on notables.
Combat and equipment
Ranged combat
Shooting effective range
Changed
Bow and crossbow shots deal full damage only up to 6 m. Further away the damage falls off with distance, down to ×0.2 at 30 m and beyond.
New attribute «increased shooting effective range» moves both distances further out: +100% gives full damage up to 12 m and ×0.2 only from 60 m.
The main tree offers it in two shooting clusters and on three single nodes, up to +99% in all.
Bows and crossbows can now roll it as a suffix: +10–45% increased shooting effective range.
Multi-projectile staves
Changed
Dundr, the Stormstaff and the Staff of Fracturing have a Shotgun implicit: every projectile of one cast may hit the same enemy.
Saving arrows, bolts and bombs
Changed
«Chance to spend nothing» now says what it saves: «chance to save arrow on shot» for bows, «bolt on shot» for crossbows, «arrow or bolt on shot» for shooting in general, «bomb on bomb throw» for bombs.
A bow-only bonus no longer saves crossbow bolts, and a crossbow-only one no longer saves arrows.
The ammo-saving affix now rolls on crossbows too, not only on bows.
Defence
Evasion
Changed
Evasion no longer stops at 75%: the chance is evasion rating divided by three times the enemy's accuracy, so a rating of three times its accuracy evades 100%.
Every evasion against the same enemy multiplies the chance against it by 0.8 again (×0.8, ×0.64, ×0.51…). Each of its attacks refreshes the count; it resets once that enemy has not attacked for 8 s (30 s for a boss).
Each evasion costs 18% of maximum stamina; without that stamina the hit lands.
Light armour gives 35% more evasion rating.
Jewels
Dismantling unique jewels
Changed
A unique jewel now dismantles into 40–80 divine dust depending on its item level (40 at level 1, 80 at level 250), plus 10–20 azurite dust. Before it gave several hundred azurite dust and only a little divine.
Trail of the First Antler
Changed
Its maximum health, eitr, rune shield and endurance threshold rolls are now 2–4 per node of the path (were 0.6–1, 0.5–0.8, 0.4–0.7 and 0.3–0.5). Stamina stays as it was. Jewels you already have keep their numbers until the Great Rune of Fate rerolls them.
Ailments
Shock
Changed
Shock now lasts 3 seconds: a shocked target takes more damage from everything and builds up stagger faster, by the shock's strength.
Strength depends on the lightning damage of your strongest hit against the target's ailment threshold: from 5% to 50%. Shock effect makes it stronger, ailment duration makes it last longer.
Only the strongest shock on a target acts, and a weaker one does not refresh it. The old one-time stagger on a full gauge is gone.
Old shock damage bonuses on items now work as shock effect.
Flat shock damage bonuses no longer roll on items, and on existing items their line is hidden: they had no effect with the new shock.
Burning, poison and bleeding
Changed
Ailment strength comes from your strongest matching hit in the build-up: burning deals 25% of its fire damage per second for 4 s, poison 15% of its poison damage per second for 4 s, bleeding 20% of its slash damage per second for 4 s.
Duration now adds damage instead of spreading the same damage thinner. Ailment damage bonuses and the damage over time multiplier apply once each; ordinary hit bonuses are not counted again.
Each player keeps their own burning and bleeding on a target, and a weaker one does not refresh a stronger one. One player can keep up to 3 poisons on a target at once; poison limit adds more.
Ailment damage now flows evenly: tick rate never changes the total, and the last part is never lost.
Ground Effects
Ground in battle
New
A spell with a ground source leaves a patch where it hits the ground: it burns, chills, shocks or poisons enemies standing in it.
Ground damage is damage over time: it never crits, triggers no on-hit effects and builds its own ailment.
Overlapping ground of one type does not stack - the strongest counts.
Everyone on Chilled Ground slides, you included: speeding up, braking and turning take longer.
Ember Trail and Wound to the Ground now leave the same kind of ground.
A sceptre's Smite and other spells without projectiles also leave ground where they strike.
Infusion
New
With Gather the Elements and a staff in hand, your own ground underfoot is gradually absorbed: the patch visibly shrinks and infusion builds up.
Ground from Ember Trail, Wound to the Ground and The Earth Remembers is absorbed too; it still takes no slot of the ground limit.
One shared store for all elements, up to 10 units; it lasts 10 seconds after the last gain. Ground that simply expires gives nothing.
The next manually cast offensive spell takes the whole store as added damage. A projectile cast splits it evenly between its projectiles and Spell Echo repeats (a stream gives it to its first volley); a sceptre's Smite or another spell without projectiles adds all of it to the hits of its area.
An Infusion status icon shows how many units are stored.
While you absorb, streams in the colour of the ground's element rise from the patch's edge into your hand (one of each element on mixed ground), and a glowing orb for each stored element grows at your hand with the store and dims as it is about to fade. Other players see it too.
On release, light runs briefly from your hand up the staff and on along the spell; its brightness is shared between projectiles and repeats the same way as the damage.
Sound: a quiet absorption hum that rises in pitch as the store fills, a soft cue when it is full and a release sound.
Runes
Great Rune of Fate
Changed
An item from an older version becomes current when the rune is used on it. Properties whose recipe has changed since are rebuilt by today's recipe in the same tier, and properties that no longer exist are replaced by a new one in the same place.
A unique whose properties no longer match its current version is rolled anew as it drops today. Unique jewels with their own scheme are rolled anew as before.
Melee
Strikes
Changed
Only vertical melee swings are strikes now, primary or alternative. Horizontal swings no longer make additional strikes and get no strike damage bonuses or Critical Echo. Slams are still not strikes, and a sceptre's strike is still its Smite.
Poison and skeletons
Changed
Skeletons and the Charred are no longer immune to poison: poison deals them normal damage, but poisoning builds up on them half as fast. Summoned skeletons stay immune.
World and exploration
Rune monoliths
Deep North rune defenders
Changed
Rune defenders in the Deep North are now local: Elakings, northern skeletons, Fryslings, a Jotun warrior and a Jotun witch, with the frost troll or Barka as champion. The swamp Writhan no longer appears there.
They wear glowing cyan runes like the defenders of other biomes, on their bodies, armour, cloth and weapons.
Crafting stations
Disenchanting
Changed
Disenchanting an item at the rune carver's table now takes 0.5 seconds.
Boss altars
Blood Challenge at boss altars
New
Runes of the Blood Challenge now also go into the altars of the ordinary bosses, from Eikthyr to Fader: put them in one by one from the hotbar (1-8), up to five.
The boss summoned there rises with one star per rune, each with its own modifier, as at the altars of summoning. The hint shows how many runes lie in the altar, and Block takes them back.
Interface and usability
Tree icons
Burning Ground
Changed
The theme’s tree nodes share their own dedicated icon.
Chilled Ground
Changed
The theme’s tree nodes share their own dedicated icon.
Shocked Ground
Changed
The theme’s tree nodes share their own dedicated icon.
Poisoned Ground
Changed
The theme’s tree nodes share their own dedicated icon.
Ground Effects
Changed
The theme’s tree nodes share their own dedicated icon.
Infusion
Changed
The theme’s tree nodes share their own dedicated icon.
Damage over Time
Changed
The theme’s tree nodes share their own dedicated icon.
Gather the Elements
Changed
The mastery choice has its own icon in the tree.
Projectile Chain
Changed
The theme’s tree nodes share their own dedicated icon.
Additional Projectiles
Changed
The theme’s tree nodes share their own dedicated icon.
Equipment window
Folding the window
New
A tab with an arrow on the window's left edge folds it to its cells: the character goes, armour and trinkets stand side by side, and food, potions and tools close up under them. The same tab unfolds it. The window stays as you left it.
Inventory over the tree
Changed
With the tree open, only the backpack comes over it (with its armour, weight and purse plates). The equipment window and crafting stay behind the tree.
Fixes
Gathering
Soft tissue
Fixed
Soft tissue (the giant brain in the Mistlands) now counts as pickaxe ore: weak spots and their splash, Cascade, ore bonuses and mining haste all work on it.
The rune carver's Azurite Sight now marks soft tissue on the map, as Ore Sight does.
Whole copper and silver deposits count as ore for ore rows even before the first hit.
Deep North materials
Fixed
Petrified tissue, bloodgold and ice now get the craft tree's stack size and weight bonuses for ore, bars and stone. New ores, bars and stone from future biomes and other mods are picked up automatically.
Seal blubber now counts as game meat for the hunting weight and stack bonuses.
Fists for Tools
Fixed
The fist tool tier never goes above the best ordinary axe (wood) or pickaxe (stone and ore) in the game, modded tools included: whatever those tools can't break, fists can't either, on nature and buildings alike. Ashlands fortress walls and gates still need a battering ram or a catapult.
Deep North crops
Fixed
Kale, potatoes and their seeds now get crop bonuses: crop weight and the Harvest stack. Any crop grown on tilled soil counts.
Combat
Endurance
Fixed
Endurance now reduces any incoming damage below its threshold, including damage over time: poison, burning, bleeding and other ailments.
Danger circles on snow
Fixed
Rune circles under enemy area effects are no longer hidden under the deep snow of the Deep North or the lava of the Ashlands: they lie on the surface you see.
Minions
Fixed
Melee minions now reach large bosses such as Bonemass, Moder and Yagluth: their blows land on the body instead of falling short.
Leader's Horn
Fixed
A herbivore companion now obeys the horn: it no longer flees in panic and follows you or goes to the marked spot. If it cannot fight, an attack order keeps it by your side and tells you so.
Leader's Horn: attack
Fixed
An attack order is no longer dropped because of an earlier wait or patrol command: the companion goes for the marked enemy.
Sceptre Smite
Fixed
Smite strikes an area, so its radius now grows with area of effect bonuses.
Bouncing bombs
Fixed
A bomb that bounces no longer leaves a fake copy lying where it touched: dynamite used to stay there lit for a few seconds without exploding.
Bombs bounce off everything again except creatures, and every bounce is a full explosion: effects, area, damage and mining right where the bomb touches. Each bounce after it is a bit weaker.
Impact Detonation: bounces no longer weaken the bomb - every touch explodes at full power, instead of sharing one power pool.
Heavy Grip
Fixed
Losing Heavy Grip from any source - a jewel, an item or a refunded node - now takes the shield off when a two-handed weapon is in hand.
Building
Field Portal
Fixed
With the portal selected in the hammer, other buildings can no longer be dismantled without their workbench. The portal itself is still built and dismantled anywhere.
Portal Crate
Fixed
An Inscription Gate dismantled away from a workbench with Portal Crate is now packed into a crate like any other portal, instead of failing to dismantle.
Map
Map marks
Fixed
Marks placed by sight masteries and sunken item crates can now be removed with a right click on the map, and a removed mark does not come back.
Breaking a sunken item crate removes its mark.
Rune monoliths
Deep North monolith loot
Fixed
Monoliths and biome loot no longer give jotun armour moulds and jotun cloth before jotuns walk the surface (after Morkhalla), just like the game itself.
Monolith placement
Fixed
A monolith no longer sinks into the ground or stands on top of a rock: when its area loads it settles on the real terrain.
Items
Summoning staves
Fixed
The new summoning staves are now in proportion with the character: a fifth smaller, the skull no bigger than a vanilla staff's head - in hand, on the back and on the ground.
Ash Fang
Fixed
Bows and crossbows always count as armorer's work too: Ash Fang, the Ripper, the gold bows and the Arbalest get the same crafting bonuses as other bows.
Crafting
Material amounts at stations
Fixed
A long «have/need» amount under a material (like 270/250 at the Rune Carver's Table) no longer runs off the cell: it shrinks to fit.
Server configuration
World settings
Permadeath mode
New
New world setting in the difficulty settings and the welcome window, off by default. When it is on, its rules become available - each off by default:
All items are destroyed on death, with no tombstone.
The combat tree starts over on death: level 1, no experience, no nodes, no bonus points.
The craft tree starts over on death.
Creatures never carry the Blink and Mirror (reflect) modifiers.
One-shot guard: a single hit for more than 95% of maximum health that would kill leaves you at 1 health, once per 30 minutes.
Right to a mistake: a death while you hold the right is an ordinary death; the right comes back after 2 hours of play.