Update

6.0

402 changes

New content

Runic crafting

Runic Anvil

New
  • A new station for runic crafting, built with the hammer near a workbench (stone ×30, bronze ×10, surtling core ×2, azurite dust ×30).
  • The anvil window sits in the crafting panel: the item on top, alloy and glyph slots below, the cost and the Forge button; what will change is in the button's tooltip.
  • The anvil's stock keeps one slot per alloy, glyph and both dusts, with no quantity limit. Ctrl+left click moves one between the stock and the slots.
  • Upgrades open slots: Iron Vise (Swamp) - 2, Silver Matrix (Mountains) - 3.
  • The anvil is shared: several players can open it at once, and each sees the item, chosen alloys and glyphs, stock and forging result of the others right away. A destroyed anvil gives back the item and its whole stock exactly once.
  • Next to the anvil's upgrade button, the next stage's resources show as resource cells, like a workbench: icon, have/need, red for what is missing.
  • Upgrading to the Iron Vise takes 10 iron, 10 Ancient Bark and 40 azurite dust.

Item potential

New
  • Ordinary equipment of any rarity has 100 potential, old items too. Unique items cannot be runically crafted.
  • An action costs 15 potential plus the costs of its alloys and glyphs. A critical craft (5%) costs half. At zero crafting is closed, the item works as before.
  • Potential is shown in the item tooltip. Repairs and workbench upgrades do not restore it.

Forging and alloys

New
  • Forging makes the item rare with three prefixes and three suffixes. Cost: 30 azurite dust.
  • 11 themed alloys: properties of their theme are five times as likely, two different alloys ×9, three ×13. An alloy adds 3-5 potential and 5-8 dust.
  • Every alloy lifts its theme to about a third of property rolls on that item: narrow themes (barrow silver, whisper silver) matter as much as broad ones.
  • An alloy with none of its properties on this item cannot be placed: nothing is spent for nothing.

Glyphs

New
  • 16 glyphs change the item or the forging rules: quality, removing properties, raising tiers, item level, durability, keeping potential and materials.
  • Valuable and very valuable glyphs also cost 10 and 30 divine dust.
  • Incompatible combinations are not applied and spend nothing: the window explains why before paying.

Phantom sockets

New
  • The Glyph of the Void opens a phantom socket beyond the normal socket limit at a 25% chance.
  • A phantom socket takes what an ordinary socket takes and stays through punches, reforging and repairs.

Corrupted Azurite Dust from disenchanting

New
  • **A corrupted item disenchants into corrupted dust**: at the runecarver's table it gives Corrupted Azurite Dust, 10% of the azurite dust a clean one would give; no plain azurite dust, divine dust as before.

Special ores

Hot Iron Ore

New
  • Vein: Hot iron deposit, in Black Forest and Ashlands.
  • A whole vein gives 6-10 ore in one stack; needs a black metal pickaxe.
  • Rarely also comes from ordinary scrap iron and flametal deposits.
  • Smelts into Ember Steel in a smelter (2 coal, 30 s).

Smelts into Ember Steel

Frost Iron Ore

New
  • Vein: Frost iron deposit, in Mountains and Deep North.
  • A whole vein gives 4-8 ore in one stack; needs an iron pickaxe or better.
  • Rarely also comes from ordinary scrap iron deposits.
  • Smelts into Rime Steel in a smelter (2 coal, 30 s).

Smelts into Rime Steel

Thunder Copper Ore

New
  • Vein: Thunder copper deposit, in Black Forest.
  • A whole vein gives 4-8 ore in one stack; needs an antler pickaxe or better.
  • Rarely also comes from ordinary copper deposits.
  • Smelts into Thunder Copper in a smelter (2 coal, 30 s).

Smelts into Thunder Copper

Bog Scrap

New
  • Vein: Bog scrap pile, in Swamp.
  • A whole vein gives 4-8 ore in one stack; needs an iron pickaxe or better.
  • Its piles also stand in shallow swamp water.
  • Rarely also comes from ordinary scrap iron deposits.
  • Smelts into Bog Bronze in a smelter (2 coal, 30 s).

Smelts into Bog Bronze

Barrow Silver Ore

New
  • Vein: Barrow silver deposit, in Mountains.
  • A whole vein gives 4-8 ore in one stack; needs an iron pickaxe or better.
  • Rarely also comes from ordinary silver deposits.
  • Smelts into Barrow Silver in a smelter (2 coal, 30 s).

Smelts into Barrow Silver

Scarlet Tin Ore

New
  • No veins of its own: tin veins inside the Blight Mist turn scarlet and give it.
  • Rarely also comes from ordinary tin deposits.
  • Smelts into War Steel in a smelter (2 coal, 30 s).

Smelts into War Steel

Arrow Copper Ore

New
  • Vein: Arrow copper deposit, in Mountains and Deep North.
  • A whole vein gives 4-8 ore in one stack; needs an iron pickaxe or better.
  • Rarely also comes from ordinary copper deposits.
  • Smelts into Flying Rune Alloy in a smelter (2 coal, 30 s).

Smelts into Flying Rune Alloy

Whisper Silver Ore

New
  • Vein: Whisper silver deposit, in Mistlands.
  • A whole vein gives 4-8 ore in one stack; needs a black metal pickaxe.
  • Rarely also comes from ordinary silver deposits.
  • Smelts into Whisper Silver in a smelter (2 coal, 30 s).

Smelts into Whisper Silver

Heavy Tin Ore

New
  • Vein: Heavy tin deposit, in Black Forest.
  • A whole vein gives 4-8 ore in one stack; needs an antler pickaxe or better.
  • Rarely also comes from ordinary tin deposits.
  • Smelts into Bastion Alloy in a smelter (2 coal, 30 s).

Smelts into Bastion Alloy

Runebearing Copper Ore

New
  • Vein: Runebearing copper deposit, in Black Forest.
  • A whole vein gives 4-8 ore in one stack; needs an antler pickaxe or better.
  • Rarely also comes from ordinary copper deposits.
  • Smelts into Ancestral Alloy in a smelter (2 coal, 30 s).

Smelts into Ancestral Alloy

Wind Tin Ore

New
  • Vein: Wind tin deposit, in Plains.
  • A whole vein gives 4-8 ore in one stack; needs an iron pickaxe or better.
  • Rarely also comes from ordinary tin deposits.
  • Smelts into Wayfarer Alloy in a smelter (2 coal, 30 s).

Smelts into Wayfarer Alloy

Alloys

Ember Steel

New
  • Smelted from Hot Iron Ore, mined from its veins: Black Forest and Ashlands.

Forging: fire properties far more likely

Action cost: +3 potential, +5 azurite dust

Rime Steel

New
  • Smelted from Frost Iron Ore, mined from its veins: Mountains and Deep North.

Forging: frost properties far more likely

Action cost: +3 potential, +5 azurite dust

Thunder Copper

New
  • Smelted from Thunder Copper Ore, mined from its veins: Black Forest.

Forging: lightning properties far more likely

Action cost: +3 potential, +5 azurite dust

Bog Bronze

New
  • Smelted from Bog Scrap, mined from its veins: Swamp.

Forging: poison properties far more likely

Action cost: +3 potential, +5 azurite dust

Barrow Silver

New
  • Smelted from Barrow Silver Ore, mined from its veins: Mountains.

Forging: spirit properties far more likely

Action cost: +3 potential, +5 azurite dust

War Steel

New
  • Smelted from Scarlet Tin Ore: tin veins inside the Blight Mist.

Forging: war properties far more likely

Action cost: +3 potential, +5 azurite dust

Flying Rune Alloy

New
  • Smelted from Arrow Copper Ore, mined from its veins: Mountains and Deep North.

Forging: archery properties far more likely

Action cost: +5 potential, +8 azurite dust

Whisper Silver

New
  • Smelted from Whisper Silver Ore, mined from its veins: Mistlands.

Forging: sorcery properties far more likely

Action cost: +5 potential, +8 azurite dust

Bastion Alloy

New
  • Smelted from Heavy Tin Ore, mined from its veins: Black Forest.

Forging: warding properties far more likely

Action cost: +3 potential, +5 azurite dust

Ancestral Alloy

New
  • Smelted from Runebearing Copper Ore, mined from its veins: Black Forest.

Forging: vitality properties far more likely

Action cost: +3 potential, +5 azurite dust

Wayfarer Alloy

New
  • Smelted from Wind Tin Ore, mined from its veins: Plains.

Forging: travel properties far more likely

Action cost: +3 potential, +5 azurite dust

Glyphs

Glyph of Brokkr

New
  • Drops from Ashlands onwards: chests, elite enemies and bosses.

+1 permanent quality; existing properties are kept

Action cost: +15 potential, +15 azurite dust, +30 divine dust

Glyph of Three Knots

New
  • Drops from Meadows onwards: chests, elite enemies and bosses.

Forging gives 4 properties instead of 6, one fewer on each side; the best available tier is twice as likely

Action cost: +8 potential, +10 azurite dust, +10 divine dust

Glyph of the Norns

New
  • Drops from Black Forest onwards: chests, elite enemies and bosses.

Property values are rolled twice within their tier, the better roll is kept

Action cost: +5 potential, +5 azurite dust

Glyph of the Depths

New
  • Drops from Swamp onwards: chests, elite enemies and bosses.

Rare properties are three times as likely

Action cost: +5 potential, +10 azurite dust, +10 divine dust

Glyph of Echo

New
  • Drops from Mountains onwards: chests, elite enemies and bosses.

35% chance to keep each other alloy and glyph of the action; this glyph is always spent

Action cost: +4 potential, +10 azurite dust, +10 divine dust

Glyph of the Void

New
  • Drops from Deep North onwards: chests, elite enemies and bosses.

25% chance to add a phantom socket beyond the item's socket limit

Action cost: +35 potential, +15 azurite dust, +30 divine dust

Glyph of Memory

New
  • Drops from Plains onwards: chests, elite enemies and bosses.

Forging keeps one random existing property

Action cost: +10 potential, +15 azurite dust, +30 divine dust

Unbinding Glyph of Prefixes

New
  • Drops from Swamp onwards: chests, elite enemies and bosses.

Removes one random prefix

Action cost: +5 potential, +5 azurite dust

Unbinding Glyph of Suffixes

New
  • Drops from Swamp onwards: chests, elite enemies and bosses.

Removes one random suffix

Action cost: +5 potential, +5 azurite dust

Glyph of Cleansing

New
  • Drops from Black Forest onwards: chests, elite enemies and bosses.

Removes all prefixes and suffixes; everything else on the item is kept

Action cost: +10 potential, +5 azurite dust

Sifting Glyph

New
  • Drops from Plains onwards: chests, elite enemies and bosses.

Removes one property of the weakest tier

Action cost: +10 potential, +15 azurite dust, +30 divine dust

Glyph of Tempering

New
  • Drops from Mistlands onwards: chests, elite enemies and bosses.

One random property rises one tier

Action cost: +10 potential, +10 azurite dust, +10 divine dust

Glyph of the Last Heat

New
  • Drops from Mistlands onwards: chests, elite enemies and bosses.

50%: every property rises one tier. Otherwise all remaining potential burns out

Action cost: +20 potential, +15 azurite dust, +30 divine dust

Glyph of Delay

New
  • Drops from Mountains onwards: chests, elite enemies and bosses.

30% chance not to spend the action's potential

Action cost: +2 potential, +5 azurite dust

Glyph of Ascension

New
  • Drops from Swamp onwards: chests, elite enemies and bosses.

+5 item level, up to the supported limit

Action cost: +10 potential, +5 azurite dust

Reinforcing Glyph

New
  • Drops from Black Forest onwards: chests, elite enemies and bosses.

Maximum durability ×1.5, again with every use; wear is kept as a share

Action cost: +3 potential, +5 azurite dust

Enchantments

Enchant tab at the Runecarver Table

New
  • Enchantments listed by item kind: axes, swords, bows, staffs, pickaxes, shields, helmets, chests, capes, jewellery and more. A placed item opens its own tab.
  • Each enchantment opens into five tiers (T5–T1), some have a special T0. Cost: azurite dust; T2, T1 and T0 also take divine dust.
  • Any learned tier goes on any item, whatever its level: the only requirement is the learned enchantment.
  • One enchantment per item, in a free prefix or suffix place. It shows lighter than ordinary properties in the tooltip.
  • Removed with its own button for 10 azurite dust, by forging at the Runic Anvil or by unbinding glyphs.

Scroll of Enchantment

New
  • Opens the enchantments of its theme: fire, frost, lightning, poison, war, warding and more. Meadows and Black Forest give scrolls I, Swamp II, Mountains III, Plains IV, Mistlands and beyond V.
  • What you already know never drops: the more you open, the surer the rest.
  • Kept in the bag as currency; right-click to learn it on this character, an already learned scroll is not spent.

Scroll of Ancient Will

New
  • Every player near a slain boss gets an own scroll with that boss's enchantments. Another player's scroll cannot be picked up.
  • Kept in the bag as currency; right-click to learn it on this character, an already learned scroll is not spent.

Scroll of Exalted Enchantment

New
  • A rare scroll from a boss above the Mistlands level, in the world or in the halls, an own one for each player nearby: opens the special T0 of one enchantment.
  • Kept in the bag as currency; right-click to learn it on this character, an already learned scroll is not spent.

Unbreakable

New
  • A new item durability enchantment (+15–100%) for weapons, armour and shields. Its T0 is Unbreakable: the item never loses durability.

Special T0 enchantments

New
  • First Blood (item damage): your first hit on an unhurt enemy deals ×2 damage.
  • Rhythm (attack speed): every hit in a row on one enemy gives 3% increased attack speed, up to 8 times; a miss resets it.
  • Cruel Eye (critical chance): a critical hit on an afflicted enemy prolongs its ailments by 2 s.
  • Anvil (armour): hits weaker than 5% of your maximum health deal you no damage.
  • Shade (evasion): evading a blow makes enemies lose you for 1 s.
  • Last Breath (health): a lethal hit leaves you with 1 health, once every 5 minutes.
  • Answering Heat (fire resistance): an enemy whose fire hits you catches fire itself.
  • Rime (cold resistance): an enemy that hits you is chilled.
  • Grounding (lightning resistance): shock does not build on you; lightning that hits you adds 50% of it to your next attack.
  • Antidote (poison resistance): 25% of the poison ticking on you heals you instead.
  • Light Step (movement speed): water and swamps do not slow you.
  • Unbreakable (item durability): the item never loses durability.

Skill gems

Skill board

New
  • A new Skills tab in the equipment window: a hexagonal board of 19 cells, four of them open from the start.
  • Gems work through neighbouring cells: a trigger starts the effects beside it, a support changes its neighbours, auras work by themselves.
  • Gems of four roles: triggers, effects (curses among them), supports and auras.
  • Every gem has its own picture: in the bag, in the tooltip, inside its hexagon on the board and as its aura's status icon. Rim and link colours come from the pictures: amber triggers, blue effects, green-teal supports, lilac-silver auras.
  • No Strength, Dexterity or Intelligence requirements: the board's capacity limits the scheme and grows with earned passive points.
  • Right-click a gem in a cell to take it on the cursor: left-click another cell to put it there (a gem there swaps places), or put it in the bag or on the ground. Closing the window with a gem on the cursor returns it to the bag, or to the ground when the bag is full.
  • A gem's tooltip on the board is its bag tooltip plus what it does there (working or not, started by, supports); there is no panel under the board. Left-click an aura to switch it on or off, an effect next to several triggers to take the next one.
  • A gem's capacity and price are item properties, like armour on gear: «Capacity: 2», «Attack stamina cost: +6% per effect», for auras «Eitr reserve».

The price of a scheme

New
  • Effects of hit, critical hit and kill triggers raise the stamina cost of every attack, hit or miss.
  • Block and parry triggers raise the block's stamina cost the same way; a parry is never paid twice.

Auras

New
  • A switched-on aura reserves eitr, each of its supports a little more; when maximum eitr falls short the aura waits, the gems stay.
  • The Circle of Gifts grants allies the aura forms of the supports beside it, drawbacks included.

Curses

New
  • Eight curses: elements, poison, spirit, weakness, slowness, armour, stagger and armour break.
  • One player keeps one curse on each enemy; the Circle of Malice keeps curses on enemies inside it.

Cutting and the Awakening Chisel

New
  • Uncut gems of three kinds and the Awakening Chisel drop from enemies and chests; a gem's rank follows the level of the place.
  • Right-click an uncut gem to open its cutting window in the middle of the screen: cut it into a chosen gem or raise a gem's rank, each gem described in its tooltip. It works without the equipment window too; Escape or a second right-click closes it. On a controller the stick chooses, A cuts and B closes. Boss gems are cut after the boss is defeated.
  • The Awakening Chisel opens one locked cell: right-click the chisel, then left-click the cell. It adds no capacity.
  • “Every stone hides a sign. You need only cut away what keeps it from waking.”

On Hit

New

    When an attack hits an enemy: 25% chance to trigger the connected effects. Once per attack, at most every 0.6 s.

    On Critical Hit

    New

      When an attack hits an enemy critically: 50% chance to trigger the connected effects. Once per attack, at most every 0.4 s.

      On Block

      New

        When a block stops a hit: triggers the connected effects. At most every 1 s.

        On Parry

        New

          When a parry stops a hit: triggers the connected effects. An ordinary block does not. At most every 0.5 s.

          On Killing a Burning Enemy

          New

            When an attack kills a burning enemy: 35% chance to trigger the connected effects at the corpse.

            On Killing a Bleeding Enemy

            New

              When an attack kills a bleeding enemy: 35% chance to trigger the connected effects at the corpse.

              Eikthyr's Spark

              New

                Chain lightning strikes up to 3 enemies, each for 50% of the weapon's base damage as lightning damage.

                Night Brood

                New

                  Summons 2 bats that fight for 12 s. Up to 4 bats live at once; the brood rests 8 s between summons.

                  Frost Wave

                  New

                    A wave of cold around the bearer: 40% of the weapon's base damage as frost damage to enemies within 5 m.

                    Victor's Blood

                    New

                      Heals the bearer for 8% of maximum health.

                      Shard of Retribution

                      New

                        Returns 40% of the stopped hit's damage to the attacker, as the same kinds of damage. Only from an incoming hit.

                        Bowstring Echo

                        New

                          Looses a spectral echo of the triggering shot at the struck enemy for 50% of its damage. The echo leaves no ammunition and does not echo again.

                          Ice Shards

                          New

                            3 ice shards burst from the target at the nearest other enemies within 10 m, each dealing 35% of the weapon's base damage as frost damage.

                            Fire Burst

                            New

                              A burst of fire at the target: 50% of the weapon's base damage as fire damage to enemies within 2.5 m.

                              Flame of the Fallen

                              New

                                The corpse explodes for 6% of its maximum health as fire damage to enemies within 5 m. Bosses explode for 25% of that.

                                Blood Legacy

                                New

                                  The corpse bursts: 50% of its remaining bleeding damage strikes enemies within 5 m as physical damage. No bleed left, no burst.

                                  Flesh Rend

                                  New

                                    Deals extra damage equal to 2% of the target's maximum health, as the kinds of damage of the triggering hit. Bosses take 20% of it.

                                    Broken Seals

                                    New

                                      Curses the target: -15% fire, frost and lightning resistance for 6 s.

                                      Rotten Blood

                                      New

                                        Curses the target: -20% poison resistance for 6 s.

                                        Bared Soul

                                        New

                                          Curses the target: -20% spirit resistance for 6 s.

                                          Broken Will

                                          New

                                            Curses the target: it deals 20% less damage for 6 s. Bosses: 50% of the effect.

                                            Norns' Fetters

                                            New

                                              Curses the target: 20% less movement and attack speed for 6 s. Bosses: 50% of the effect.

                                              Bared Steel

                                              New

                                                Curses the target: 25% less armour against hits for 6 s.

                                                Trembling Bones

                                                New

                                                  Curses the target: it takes 30% more stagger build-up for 6 s. Does not stagger by itself.

                                                  Shattered Mail

                                                  New

                                                    Curses the target: it takes 30% more armour break build-up for 6 s.

                                                    Branching

                                                    New

                                                      Supported projectiles: 2 more, each dealing 30% less damage.

                                                      Leap

                                                      New

                                                        Supported chains strike 2 more enemies; each strike after the first deals 15% less damage.

                                                        Through the Ranks

                                                        New

                                                          Supported projectiles pierce 2 more enemies and deal 10% less damage.

                                                          Wide Echo

                                                          New

                                                            Supported areas: 40% increased area, 20% less damage or effect.

                                                            Long Seal

                                                            New

                                                              Supported effects last 40% longer and cost 20% more.

                                                              Deep Wound

                                                              New

                                                                Supported hits: 50% more ailment build-up and chance, 20% less damage. A kind of damage never gains another kind's ailment.

                                                                Thrifty Facet

                                                                New

                                                                  Supported gems cost 25% less stamina or eitr; their triggers rest 25% longer between activations.

                                                                  Sturdy Shell

                                                                  New

                                                                    Supported minions: 50% increased maximum health, 15% less damage.

                                                                    Heavy Impulse

                                                                    New

                                                                      Supported hits push 100% harder; their triggers rest 10% longer between activations.

                                                                      Inner Circle

                                                                      New

                                                                        A supported buff aura affects only its bearer, with 30% more effect.

                                                                        Shrapnel Burst

                                                                        New

                                                                          A supported projectile bursts where its flight ends: 40% of its damage to enemies within 3 m.

                                                                          Storm Saturation

                                                                          New

                                                                            Supported hits: 50% more shock chance.

                                                                            Blazing Heart

                                                                            New

                                                                              Supported hits add fire damage equal to 4% of the bearer's maximum health. The bearer takes 20% of the damage they deal as fire damage.

                                                                              Heavy Word

                                                                              New

                                                                                Supported curses: 25% more effect, 30% shorter duration. On an aura: more reserved eitr instead.

                                                                                Rune Veil

                                                                                New

                                                                                  The bearer and allies within 8 m have +30 maximum rune shield. Entering the aura raises the maximum, it does not fill it.

                                                                                  Plague Breath

                                                                                  New

                                                                                    Enemies within 6 m take 6 poison damage per second. The bearer breathes it too: 15% of it per second.

                                                                                    Warm Hearth

                                                                                    New

                                                                                      The bearer and allies within 8 m regenerate 2 health per second.

                                                                                      Steadfast Circle

                                                                                      New

                                                                                        The bearer and allies within 8 m have 30% increased endurance.

                                                                                        Circle of Gifts

                                                                                        New

                                                                                          Turns the supports next to it into their aura forms and grants them, with their drawbacks, to the bearer and allies within 8 m. Takes no effects or curses.

                                                                                          Storm Crown

                                                                                          New

                                                                                            After 1 s in the air, and while the bearer stays airborne, every 1.2 s a bolt strikes a random enemy within 30 m for 40% of the weapon's base damage as lightning damage. On the ground and in short jumps the crown is quiet; its eitr stays reserved.

                                                                                            Answering Heat

                                                                                            New

                                                                                              Incoming fire feeds a burning ring: for 1 s enemies within 4 m take 50% of the fire damage incoming in the last second, per second. Incoming fire is counted before any reduction. No incoming fire, no damage.

                                                                                              Rain Underfoot

                                                                                              New

                                                                                                A rain cloud follows the bearer: everything within 3 m beneath it gets wet, as in rain. No levitation, no damage.

                                                                                                Circle of Malice

                                                                                                New

                                                                                                  Keeps the curses next to it on enemies within 8 m while they stay inside. Every curse counts against the curse limit on each enemy.

                                                                                                  Items

                                                                                                  Base implicits

                                                                                                  New
                                                                                                  • 342 game bases of weapons, armour, shields, capes, ammunition, trinkets and tools gained their own implicit: rolled within a range when the item appears, kept for good.
                                                                                                  • The implicit works while the item is worn or held; quality, rarity and runes never reroll it. Existing items roll theirs once, the first time they are seen.

                                                                                                  Quivers

                                                                                                  Quiver of the First Hunt

                                                                                                  New
                                                                                                  • 1 ammo cell. Property: +1–2 piercing damage with arrows and bolts (up to +4–5 at quality 4). Crafted at the workbench.
                                                                                                  • Worn in its own quiver slot and shown on the back with the arrows from its cells. Upgrades to quality 4 and keeps its roll; drops like other equipment. Works without the mod's equipment window too.

                                                                                                  +1–2 piercing damage with arrows and bolts

                                                                                                  Quiver of the Ember Trail

                                                                                                  New
                                                                                                  • 1 ammo cell. Property: +2–3 fire damage with arrows and bolts (up to +5–6 at quality 4). Crafted at the workbench.
                                                                                                  • Worn in its own quiver slot and shown on the back with the arrows from its cells. Upgrades to quality 4 and keeps its roll; drops like other equipment. Works without the mod's equipment window too.

                                                                                                  +2–3 fire damage with arrows and bolts

                                                                                                  Quiver of the Snow Watch

                                                                                                  New
                                                                                                  • 2 ammo cells. Property: 6–10% increased effective range of arrows (up to 12–20%). Crafted at the forge.
                                                                                                  • Worn in its own quiver slot and shown on the back with the arrows from its cells. Upgrades to quality 4 and keeps its roll; drops like other equipment. Works without the mod's equipment window too.

                                                                                                  6–10% increased effective range of arrows

                                                                                                  Quiver of Dvergr Reckoning

                                                                                                  New
                                                                                                  • 2 ammo cells. Property: 9–15% increased projectile speed of arrows and bolts (up to 18–30%). Crafted at the black forge.
                                                                                                  • Worn in its own quiver slot and shown on the back with the arrows from its cells. Upgrades to quality 4 and keeps its roll; drops like other equipment. Works without the mod's equipment window too.

                                                                                                  9–15% increased projectile speed of arrows and bolts

                                                                                                  Quiver of the Ashen Path

                                                                                                  New
                                                                                                  • 3 ammo cells. Property: 9–15% increased armour break build-up with arrows and bolts (up to 18–30%). Crafted at the black forge.
                                                                                                  • Worn in its own quiver slot and shown on the back with the arrows from its cells. Upgrades to quality 4 and keeps its roll; drops like other equipment. Works without the mod's equipment window too.

                                                                                                  9–15% increased armour break build-up with arrows and bolts

                                                                                                  Unique items

                                                                                                  Crown of the Last Shepherd

                                                                                                  New
                                                                                                  • Where it drops: Rune monolith, level 130+

                                                                                                  5–8% increased eitr regeneration

                                                                                                  Links can target your minions

                                                                                                  Maximum links equal your Limit

                                                                                                  30–50% increased maximum health for minions

                                                                                                  20–40% increased damage for minions

                                                                                                  Minions regenerate 1–2% of maximum health per second

                                                                                                  Fletcher's Testament

                                                                                                  New
                                                                                                  • Where it drops: Enemies of level 43+

                                                                                                  9–15% increased projectile speed

                                                                                                  +50–150% equipment affix effect from equipped quiver

                                                                                                  Song of the Reed

                                                                                                  New
                                                                                                  • Where it drops: Enemies of level 19+

                                                                                                  6–10% reduced stamina cost of drawing

                                                                                                  20–30% increased damage against poisoned targets

                                                                                                  +1 target pierced by arrows against poisoned targets

                                                                                                  40–60% increased ailment build-up with arrows

                                                                                                  20–30% increased poison duration

                                                                                                  Four Voices of the Forge

                                                                                                  New
                                                                                                  • Where it drops: Dvergr ruin chests

                                                                                                  12–20% increased stagger build-up with bolts

                                                                                                  15–25% increased crossbow damage per type of bolt fired in the last 10 seconds

                                                                                                  100% chance to reload instantly after switching ammunition type (cooldown 6 s)

                                                                                                  20–30% increased projectile speed

                                                                                                  10–15% chance to save arrow or bolt on shot

                                                                                                  Blood Debt

                                                                                                  New
                                                                                                  • Where it drops: Enemies of level 77+

                                                                                                  8–12% increased bleeding chance

                                                                                                  Restore 5–8% of maximum health on fully breaking an enemy's armour

                                                                                                  30–50% increased bleed damage

                                                                                                  20–30% increased damage against bleeding enemies

                                                                                                  4–6% increased armour break build-up with axes per 10 points of current rage

                                                                                                  ×0.7 life leech from physical attack damage

                                                                                                  20–30% increased bleed chance

                                                                                                  Victor's Right

                                                                                                  New
                                                                                                  • Where it drops: Enemies of level 97+

                                                                                                  11–18% increased armour break build-up

                                                                                                  Hits consume a fully broken armour and deal 50% more damage with swords

                                                                                                  20–30% increased damage against enemies with broken armour

                                                                                                  30–50% increased critical strike chance against enemies with broken armour

                                                                                                  20–30% increased armour break duration

                                                                                                  The Last Rank

                                                                                                  New
                                                                                                  • Where it drops: Ashlands fortress chests, Lord Reto

                                                                                                  15–24% increased bleeding chance

                                                                                                  +3 targets pierced by spears with echo strikes

                                                                                                  30% more damage for each target already pierced by spears, up to ×2.2 with echo strikes

                                                                                                  20–30% increased strike damage

                                                                                                  20–30% increased stagger build-up

                                                                                                  Gravedigger's Needle

                                                                                                  New
                                                                                                  • Where it drops: Sunken crypt chests, Brenna

                                                                                                  6–10% increased ailment build-up with attacks

                                                                                                  Critical hits consume the target's bleeding, dealing 20–30% of its remaining damage at once with knives

                                                                                                  30–50% increased bleed damage

                                                                                                  20–30% increased bleed chance

                                                                                                  30–50% increased critical strike chance against bleeding enemies

                                                                                                  Knuckles of the Thunderer

                                                                                                  New
                                                                                                  • Where it drops: Eikthyr

                                                                                                  8–12% increased stagger build-up with attacks

                                                                                                  Gain 20–30% of physical damage as extra lightning damage on your next attack after a dodge

                                                                                                  ×2 shock build-up on your next attack after a dodge

                                                                                                  ×0.8 shock duration

                                                                                                  20–30% increased shock build-up

                                                                                                  10–15% reduced dodge stamina cost

                                                                                                  Staff of the Lower Sky

                                                                                                  New
                                                                                                  • Where it drops: Rune monolith, level 130+

                                                                                                  12–20% increased shock chance

                                                                                                  8–12% increased lightning damage per 10% of shock on you

                                                                                                  10% of the shock build-up of your hits also applies to you

                                                                                                  Being wet does not lower your lightning resistance

                                                                                                  30–50% increased shock build-up against wet targets

                                                                                                  20–30% increased shock duration

                                                                                                  20–30% increased range against nearby enemies

                                                                                                  Censer of the Forgotten Name

                                                                                                  New
                                                                                                  • Where it drops: Corrupted enemies of level 97+

                                                                                                  8–12% increased effect duration

                                                                                                  Leech of spirit damage restores rune shield instead of health

                                                                                                  +1–2% health leech with spirit damage

                                                                                                  ×0.7 rune shield recharge

                                                                                                  +20–30% leech rate

                                                                                                  +10–15% spirit resistance

                                                                                                  Millstones of the Thornwall

                                                                                                  New
                                                                                                  • Where it drops: Bonemass

                                                                                                  5–8% reduced stamina cost of blocking

                                                                                                  10–15% increased thorns per block in the last 4 s (up to 5)

                                                                                                  30–50% increased thorns

                                                                                                  With the shield up: your knockbacks pull enemies towards the source of the impulse; for a slam that is the centre of its area. Knockback power strengthens the pull. Immunity to displacement is kept.

                                                                                                  10–15% reduced block stamina cost

                                                                                                  20–30% increased knockback

                                                                                                  Forge Beneath the Ribs

                                                                                                  New
                                                                                                  • Where it drops: Yagluth

                                                                                                  11–18% increased steadfast damage reduction

                                                                                                  15–25% of fire damage taken is recovered as health over 4 s

                                                                                                  20–30% increased burning damage

                                                                                                  8–12% increased maximum health

                                                                                                  20–30% increased health regeneration while burning

                                                                                                  ×0.8 rune shield

                                                                                                  +15–25% fire resistance

                                                                                                  Hide of the Second Wind

                                                                                                  New
                                                                                                  • Where it drops: Enemies of level 43+

                                                                                                  8–12% increased poison chance

                                                                                                  Restore 4–6% of maximum health over 2 s on evade (cooldown 2 s)

                                                                                                  8–12% increased maximum health

                                                                                                  ×1.3 endurance while a restoration over time is active

                                                                                                  10–15% reduced dodge stamina cost

                                                                                                  Silence of the Source

                                                                                                  New
                                                                                                  • Where it drops: Enemies of level 130+

                                                                                                  5–8% faster start of rune shield recharge

                                                                                                  +0.15–0.25 rune shield per point of reserved eitr

                                                                                                  10–15% increased maximum eitr

                                                                                                  ×0.7 eitr regeneration

                                                                                                  20–30% increased effect duration

                                                                                                  15–25% increased aura area of effect

                                                                                                  Breach Stride

                                                                                                  New
                                                                                                  • Where it drops: Enemies of level 77+

                                                                                                  9–15% increased stagger resistance

                                                                                                  100% chance to attack without spending stamina on your next attack after staggering an enemy (cooldown 3 s)

                                                                                                  8–12% increased maximum stamina

                                                                                                  15–25% increased movement speed on stagger recently (4 s)

                                                                                                  20–30% increased stagger build-up

                                                                                                  Tracks Above the Snow

                                                                                                  New
                                                                                                  • Where it drops: Moder, Geirrhafa

                                                                                                  9–15% increased jump distance

                                                                                                  Restore 8–12% of maximum rune shield on landing after at least 2 s in the air (cooldown 5 s)

                                                                                                  30–50% increased projectile speed while airborne

                                                                                                  10–15% increased jump height

                                                                                                  10–15% reduced jump stamina cost

                                                                                                  Covenant of the Unbroken

                                                                                                  New
                                                                                                  • Where it drops: Rungard

                                                                                                  12–20% increased rune shield recharge rate

                                                                                                  +1 rune shield per 100 points of current durability of the body armour

                                                                                                  Damage absorbed by rune shield wears your body armour instead of hit wear: 1 durability per 20 absorbed

                                                                                                  15–25% increased health regeneration

                                                                                                  +15–25% stagger resistance

                                                                                                  Cloth Without a Table

                                                                                                  New
                                                                                                  • Where it drops: Enemies of level 19+

                                                                                                  8–12% increased effective range

                                                                                                  Restore 10–15% of maximum stamina when a mead's effect ends

                                                                                                  10–15% increased consumed mead effect

                                                                                                  20–30% increased consumed mead duration

                                                                                                  +2% fire resistance per active mead effect (up to 5), +2% frost resistance per active mead effect (up to 5), +2% lightning resistance per active mead effect (up to 5)

                                                                                                  +10–15% poison resistance

                                                                                                  Underside of the Storm

                                                                                                  New
                                                                                                  • Where it drops: Enemies of level 130+

                                                                                                  12–20% increased projectile speed while airborne

                                                                                                  −1 s rune shield recharge delay while wet

                                                                                                  30–50% increased rune shield recharge while wet

                                                                                                  ×0.8 frost resistance

                                                                                                  +15–25% lightning resistance

                                                                                                  20–30% increased eitr regeneration while wet

                                                                                                  Ember Under the Tongue

                                                                                                  New
                                                                                                  • Where it drops: Yagluth

                                                                                                  +2–8 to all attributes

                                                                                                  ×0.5 burning duration on the bearer

                                                                                                  25–40% of poison damage taken is taken as fire damage

                                                                                                  +10–15% fire resistance

                                                                                                  20–30% increased burning build-up

                                                                                                  15–25% increased health regeneration while burning

                                                                                                  Hearth in the Pocket

                                                                                                  New
                                                                                                  • Where it drops: Enemies of level 43+

                                                                                                  +2–8 to all attributes

                                                                                                  +1–2 comfort level

                                                                                                  1–5% increased health regeneration per point of comfort

                                                                                                  ×0.8 Rested duration

                                                                                                  1–2% increased stamina regeneration per point of comfort

                                                                                                  1–2% increased eitr regeneration per point of comfort

                                                                                                  Cord of Belated Thunder

                                                                                                  New
                                                                                                  • Where it drops: Dvergr ruin chests

                                                                                                  8–12% increased area of effect

                                                                                                  ×1.5 area of effect with mines

                                                                                                  20–30% increased damage with mines

                                                                                                  ×1.5 ailment build-up with mines for every second mine of a detonation chain

                                                                                                  ×1.5 delay with mines

                                                                                                  10–15% increased bomb area of effect

                                                                                                  Knot of the Last Pulse

                                                                                                  New
                                                                                                  • Where it drops: Enemies of level 77+

                                                                                                  +15–25 to maximum health

                                                                                                  30–50% increased trinket effect at low life

                                                                                                  Restore 5–8% of maximum health over 3 s on trinket activation (cooldown 2 s)

                                                                                                  8–12% increased maximum health

                                                                                                  ×0.5 healing effect

                                                                                                  +20–30% endurance at low life

                                                                                                  Quiver of Two Hunts

                                                                                                  New
                                                                                                  • Where it drops: Enemies of level 77+, Zil and Thungr

                                                                                                  8–12% increased ailment build-up with projectiles

                                                                                                  Each projectile fired takes the next ammunition cell of the worn quiver in turn

                                                                                                  ×1.2 damage for projectiles with the same ammunition as the previous one

                                                                                                  ×1.4 ailment build-up for projectiles with other ammunition than the previous one

                                                                                                  ×0.8 draw and reload speed, ×0.8 crossbow reload speed

                                                                                                  20–30% increased projectile speed

                                                                                                  10–15% chance to save arrow or bolt on shot

                                                                                                  Hood of Two Sentences

                                                                                                  New
                                                                                                  • Where it drops: Corrupted enemies of level 130+

                                                                                                  5–8% increased eitr regeneration

                                                                                                  +1 curse limit

                                                                                                  8–12% increased maximum eitr

                                                                                                  ×0.65 curse effect

                                                                                                  20–30% increased curse effect duration

                                                                                                  20–30% increased ailment build-up against cursed targets

                                                                                                  Door Without a Threshold

                                                                                                  New
                                                                                                  • Where it drops: Morgrim

                                                                                                  12–20% increased stamina regeneration if you blocked recently

                                                                                                  3–5% of current rune shield is spent on block

                                                                                                  Spent rune shield is added to your next hit within 3 s as spirit damage

                                                                                                  20–30% increased spirit damage

                                                                                                  ×0.8 rune shield recharge

                                                                                                  10–15% reduced block stamina cost

                                                                                                  Tear of the Reverse Rain

                                                                                                  New
                                                                                                  • Where it drops: Enemies of level 43+

                                                                                                  +2–8 to all attributes

                                                                                                  The effects of Wet on you are inverted

                                                                                                  +30–50% inflicted wet effect

                                                                                                  15–25% increased eitr regeneration while wet

                                                                                                  +10–15% frost resistance

                                                                                                  Thorn Within the Band

                                                                                                  New
                                                                                                  • Where it drops: Bonemass

                                                                                                  +2–8 to all attributes

                                                                                                  20–30% of thorns damage also builds armour break

                                                                                                  20–30% increased thorns

                                                                                                  ×1.3 thorns against enemies with broken armour

                                                                                                  20–30% increased armour break duration

                                                                                                  Unread Verdict

                                                                                                  New
                                                                                                  • Where it drops: Corrupted enemies of level 130+

                                                                                                  +2–8 to all attributes

                                                                                                  Your curses on the slain enemy move to the nearest enemy in your presence on killing a cursed target

                                                                                                  Transferred curses keep 40–60% of their remaining duration

                                                                                                  ×0.8 curse effect

                                                                                                  20–30% increased curse effect duration

                                                                                                  15–25% increased range against nearby enemies

                                                                                                  Grain Beneath the Ice

                                                                                                  New
                                                                                                  • Where it drops: Moder

                                                                                                  +2–8 to all attributes

                                                                                                  Restore 3–5% of maximum eitr on killing a frozen target

                                                                                                  8–12% increased maximum eitr

                                                                                                  Restoring eitr while it is full fills the rune shield instead

                                                                                                  ×0.8 chill duration

                                                                                                  20–30% increased chill build-up

                                                                                                  Salt of the Shared Wound

                                                                                                  New
                                                                                                  • Where it drops: Rune monolith, level 130+, Zil and Thungr

                                                                                                  +2–8 to all attributes

                                                                                                  15–25% of damage taken through a link is recovered as health over 4 s

                                                                                                  8–12% increased maximum health

                                                                                                  15–25% increased health regeneration for linked allies while a restoration over time is active

                                                                                                  ×0.8 healing effect

                                                                                                  +15–25% link range

                                                                                                  Oath of Embers

                                                                                                  New
                                                                                                  • Where it drops: Lord Reto

                                                                                                  15–24% increased armour break build-up

                                                                                                  Gain 15–25% of physical damage as extra fire damage

                                                                                                  30–40% increased burning damage

                                                                                                  30–40% increased burning build-up

                                                                                                  +15–25% fire resistance

                                                                                                  Circlet of Frozen Embers

                                                                                                  New
                                                                                                  • Where it drops: Geirrhafa

                                                                                                  +2–8 to all attributes

                                                                                                  20–30% increased fire damage against frozen targets

                                                                                                  20–30% increased frost damage against burning targets

                                                                                                  +12% execute threshold of fire hits against frozen enemies

                                                                                                  +15% chance for cold hits to freeze burning enemies at once

                                                                                                  +10–15% fire resistance

                                                                                                  +10–15% frost resistance

                                                                                                  Moment Between Runes

                                                                                                  New
                                                                                                  • Where it drops: Frost cave chests

                                                                                                  9–15% increased stamina regeneration if you blocked recently

                                                                                                  Rune shield recharge starts on parry

                                                                                                  Rune shield recharge is not interrupted for 1 s on parry

                                                                                                  15–25% increased parry window

                                                                                                  20–30% increased rune shield recharge

                                                                                                  Hammer of the Patient Master

                                                                                                  New
                                                                                                  • Where it drops: Ashlands fortress chests

                                                                                                  10–20% increased maximum durability of buildings

                                                                                                  Ballistas restore 1–2% of maximum durability per second while not firing

                                                                                                  20–30% increased ballista ailment build-up

                                                                                                  20–30% increased ballista reload speed at full durability

                                                                                                  ×0.8 ballista damage

                                                                                                  +10–15% chance for ballista bolts to be saved

                                                                                                  Memorial Knot

                                                                                                  New
                                                                                                  • Where it drops: The Queen

                                                                                                  +2–8 to all attributes

                                                                                                  Restore 4–6% of maximum health over 3 s when your minion is killed (cooldown 2 s)

                                                                                                  Minions on low health deal ×1.2 damage

                                                                                                  20–30% increased maximum health for minions

                                                                                                  20–30% increased damage for minions

                                                                                                  Bell Beneath the Mountain

                                                                                                  New
                                                                                                  • Where it drops: Moder

                                                                                                  8–12% increased area of effect

                                                                                                  Your sceptre's alternative attack is replaced by Mountain Bell

                                                                                                  Weapon hits on the Bell make it ring, dealing 40–60% of the hit's damage and build-ups to enemies around it

                                                                                                  Each Mountain Bell reserves 35% of maximum eitr

                                                                                                  15–25% increased area of effect

                                                                                                  20–30% increased enemy stagger duration

                                                                                                  Halls of Oaths: maps from rooms

                                                                                                  Halls lobby

                                                                                                  New
                                                                                                  • A gate of the Halls of Oaths leads into a safe lobby built in the style of its biome, one for each of the eight biomes from the Meadows to the Deep North.
                                                                                                  • The lobby holds the Book of the Halls on its lectern and the room merchant.
                                                                                                  • Shift+E at a gate opens a lobby of your own.
                                                                                                  • When a map is launched, the great door in the lobby's north wall slowly rises with a grinding of stone, and the party walks straight into the dungeon: no teleport, no loading screen.
                                                                                                  • Players within 30 m of whoever launches the map go in as one party.
                                                                                                  • Hugin waits above the book in the lobby with five hints about the halls, one at a time.
                                                                                                  • The room merchant in the lobby is the Oath Keeper.

                                                                                                  Book of the Halls

                                                                                                  New
                                                                                                  • Opens beside the inventory, in place of the crafting panel.
                                                                                                  • Each board has a random shape and grows with the halls' level: the earliest halls are a short run of 4-6 rooms, the latest the full board. The way from the entrance ends at the board's only boss cell.
                                                                                                  • The top cell takes a boss room of any biome, and a map can't be packed without one.
                                                                                                  • Rooms are placed from the bag onto open cells and can be taken back off until the map is packed.
                                                                                                  • Neighbouring rooms join by themselves: dead ends, corridors, corners, T-junctions and crossroads follow from the plan.
                                                                                                  • The way to the boss must be long enough and pass at least one fight.
                                                                                                  • When a room can't go on a cell or the board has a problem, the book says why.
                                                                                                  • Packing turns the placed rooms into a map in the book's pinned cell: the rooms are spent and the plan no longer changes.
                                                                                                  • The map stays in its cell: it can't be taken out, moved or given away.
                                                                                                  • The dungeon is launched from the same window.
                                                                                                  • A Deep North gate can't start a map: it has no boss of its own. The book says so before anything is spent.
                                                                                                  • The book can be used with a controller.

                                                                                                  Map modifiers

                                                                                                  New
                                                                                                  • A packed map can be enchanted with runes for up to six special modifiers; each gives a reward, most of them with a danger attached.
                                                                                                  • Runes are applied as on items: right-click the rune in the bag, then click the map.
                                                                                                  • Runes act only on a packed map before it is launched.
                                                                                                  • The map's grade follows its modifiers: normal with none, magic with one or two, rare with three to six.
                                                                                                  • Higher-level maps roll stronger modifiers.
                                                                                                  • Heavy Coffers: more items from chests; enemies have more health.
                                                                                                  • Grave Spoils: a chance of extra equipment from fitting kills; undead groups are stronger. Needs a Burial Hall on the map.
                                                                                                  • Runed Hoard: more gold; rune mines in every fight room.
                                                                                                  • Armed Watch: more item racks in the rooms; more elite guards.
                                                                                                  • Gilded Peril: increased rarity of items found; enemies deal more damage.
                                                                                                  • Restless Stone: more ore veins in the Ore Halls; rockfalls in the fight rooms. Needs an Ore Hall on the map.
                                                                                                  • Rising Host: more stars on every enemy, bosses included, and more loot from each.
                                                                                                  • Crowned Guardian: more stars on the final boss.
                                                                                                  • Spoils of the Fallen: more items and higher rarity from kills.
                                                                                                  • Twin Thrones: extra bosses in every boss room.
                                                                                                  • Fated Treasure: every boss and unique enemy drops a unique item. Very rare.
                                                                                                  • Other runes don't act on a map and are not spent.
                                                                                                  • Map modifiers and their numbers come from the regular loot tables, together with the rest of the loot.

                                                                                                  The halls' dungeon

                                                                                                  New
                                                                                                  • The dungeon is built exactly as the rooms were placed on the board.
                                                                                                  • Every room is built in the architecture of its biome.
                                                                                                  • Passages between rooms of different biomes go through a heavy stone arch, so one biome turns smoothly into the next.
                                                                                                  • Every room has its own atmosphere: the light, fog and ambient sound of its biome.
                                                                                                  • Rooms are packed with enemies of their biome, scaled to the level of the entrance's location.
                                                                                                  • A room seals while its fight lasts and opens once it is cleared.
                                                                                                  • Party members can always join a sealed room, and the fight grows for each one who comes in.
                                                                                                  • The game's own mushrooms, chests and surtling core stands in the rooms work as they do in the world.
                                                                                                  • Bosses in the halls are at their full size.
                                                                                                  • Brenna, Geirrhafa, Zil and Thungr, Lord Reto and the copies of the biome bosses are scaled to the map's level.
                                                                                                  • After the boss a portal appears in the arena: each player leaves through it to the lobby on their own. Once nobody is left in the halls (the lobby does not count), the lobby gate comes down, then the dungeon is removed and cleared, and the lobby is ready for a new map.
                                                                                                  • The book of the halls shows under the launch button whether this map will give you +2 ascension points.

                                                                                                  Final boss of the halls

                                                                                                  New
                                                                                                  • The final boss is the boss of the boss room in the top cell, in a tall arena of its biome at the top of the map.
                                                                                                  • After the fight the ascension altar wakes in the arena.

                                                                                                  Ascension altar

                                                                                                  New
                                                                                                  • Each tier of gates gives its pair of ascension points once per character.
                                                                                                  • Maps at Meadows-level gates give no ascension points.
                                                                                                  • Only those who stood to the end of the run take the pair.

                                                                                                  Death in the halls

                                                                                                  New
                                                                                                  • A fallen player respawns in the lobby of these halls, not at their bed, and these halls stay closed to them for good.
                                                                                                  • The grave lies in the lobby.
                                                                                                  • The run fails when every member of the party has fallen.
                                                                                                  • With a single life, a death in the halls is not a real death: the character is not lost.

                                                                                                  Room merchant

                                                                                                  New
                                                                                                  • Stands in the lobby and sells random normal room items of the biomes the gate's level reaches, with the same odds they drop.
                                                                                                  • Unique rooms are never for sale.
                                                                                                  • His stock renews every 3 in-game days.

                                                                                                  Room items

                                                                                                  Room items

                                                                                                  New
                                                                                                  • Six room types (Armory, Treasury, Forge, Ore Hall, Burial Hall and Cartographer's Hall) in six biomes from the Black Forest to the Ashlands, plus a Boss Room for each of the seven biomes from the Meadows to the Ashlands.
                                                                                                  • Room items are part of the regular loot of their biome, from creatures and chests, and their chances live in the regular loot tables.
                                                                                                  • The Meadows have no ordinary rooms: only Eikthyr's boss room drops there.
                                                                                                  • Any room goes on any map: a room's biome only decides where it drops.
                                                                                                  • Creatures inside the halls never drop room items.
                                                                                                  • Creatures that die at sea drop no room items.
                                                                                                  • Each room item's icon shows its biome's stone tablet with the sign of its room type or its boss; unique rooms have a tablet and sign of their own.

                                                                                                  Armory

                                                                                                  New
                                                                                                  • Weapon racks and weapon rewards, held by guards.

                                                                                                  Treasury

                                                                                                  New
                                                                                                  • Chests, gold and fitting equipment behind a fight.

                                                                                                  Forge

                                                                                                  New
                                                                                                  • Alloys and materials at its forge once the fight is won.

                                                                                                  Ore Hall

                                                                                                  New
                                                                                                  • Ore veins that open once the hall is cleared.
                                                                                                  • A pickaxe is needed only to mine the veins, not to go on.

                                                                                                  Burial Hall

                                                                                                  New
                                                                                                  • The undead, urns and item racks of the dead.

                                                                                                  Boss Room

                                                                                                  New
                                                                                                  • In the top cell it holds the map's final boss, followed by the ascension altar.
                                                                                                  • On any other cell it is an extra boss fight with its own loot that never gives ascension points.
                                                                                                  • Brenna, Geirrhafa, Zil and Thungr, and Lord Reto have boss rooms too: Brenna's Hall, Geirrhafa's Hall, Hall of Zil and Thungr, and Lord Reto's Hall.
                                                                                                  • A biome boss's room drops and is sold only once that boss has been defeated in the world; the rooms of Brenna, Geirrhafa, Zil and Thungr, and Lord Reto need no defeated boss and drop wherever the land is at least at the Black Forest's, the Mountains', the Plains' and the Ashlands' level respectively.

                                                                                                  Mariner's Tomb

                                                                                                  New
                                                                                                  • Unique room. Drops from elite enemies and bosses wherever the land is at least at the Swamp's level.
                                                                                                  • "A ship burial: a rare keeper guards the drakkar's hoard. The hoard opens only when the keeper falls."

                                                                                                  Runecarver's Archive

                                                                                                  New
                                                                                                  • Unique room. Drops from elite enemies and bosses wherever the land is at least at the Mistlands' level.
                                                                                                  • "A runecarver's archive: its racks hold runes and currency instead of weapons, under a strong guard."

                                                                                                  Hall of Three Monoliths

                                                                                                  New
                                                                                                  • Unique room. Drops from elite enemies and bosses wherever the land is at least at the Mountains' level.
                                                                                                  • "Three rune monoliths stand here: three monolith trials of the map's level, one by one. Each won trial gives a monolith's loot and a Visage of the First Warden."

                                                                                                  Blighted Hall

                                                                                                  New
                                                                                                  • Unique room. Drops from elite enemies and bosses wherever the land is at least at the Plains' level.
                                                                                                  • "The blight mist floods this hall: its enemies are corrupted, its loot comes from the corrupted source, with a Corrupted Visage."

                                                                                                  Cartographer's Hall

                                                                                                  New
                                                                                                  • A room of map tables, map cases and scroll racks: once the fight is won, each of its 2-3 chests holds a treasure map, its kind by the usual kind weights.

                                                                                                  Runes

                                                                                                  Rune of Renewed Trade

                                                                                                  New
                                                                                                  • Renews the stock of the chosen merchant at once: a room merchant, Sigrid, or the finds of Haldor, Hildir and the Bog Witch.
                                                                                                  • Right-click it in the bag at the merchant or while his shop is open, or press Shift+E on the merchant with the rune in the bag.
                                                                                                  • Drops from creatures like the other runes and is carved at the Runecarver Table from azurite dust.
                                                                                                  • Ragn has no changing stock: he refuses it, and the rune is not spent.

                                                                                                  Rune of Spark

                                                                                                  Changed
                                                                                                  • On a halls map: adds the first modifier to a normal map.

                                                                                                  Rune of Weaving

                                                                                                  Changed
                                                                                                  • On a halls map: adds a second modifier to a magic map with one.

                                                                                                  Rune of Change

                                                                                                  Changed
                                                                                                  • On a halls map: rerolls a magic map's modifiers into one or two new ones.

                                                                                                  Great Rune of the Jarl

                                                                                                  Changed
                                                                                                  • On a halls map: adds a modifier to a magic map, making it rare.

                                                                                                  Great Rune of Ascent

                                                                                                  Changed
                                                                                                  • On a halls map: adds a modifier to a rare map, up to six.

                                                                                                  Great Rune of Oblivion

                                                                                                  Changed
                                                                                                  • On a halls map: removes one random modifier.

                                                                                                  Great Rune of Fate

                                                                                                  Changed
                                                                                                  • On a halls map: rerolls the numbers of every modifier within its tier.

                                                                                                  Ballistas

                                                                                                  Ballista limit

                                                                                                  New
                                                                                                  • Each character keeps up to 2 ballistas at once; «+limit» for ballistas and the general «+limit» raise it.
                                                                                                  • Setting one up at the limit takes your oldest ballista down.
                                                                                                  • The build menu shows how many stand and how many you may keep, such as «Ballistas 1/2».
                                                                                                  • A ballista copies a random crossbow from your hotbar and shoots your active bolts straight from your inventory: when they run out it waits, and it goes on once you activate bolts again. The ballista crossbow and bolt cells are gone; whatever was in them returns to your inventory.
                                                                                                  • The copied crossbow works in full on the ballista: its implicits and affixes count, extra projectiles, pierce and chain among them.

                                                                                                  A skill, not a building

                                                                                                  New
                                                                                                  • Siege hammer ballistas are free: no materials, workbench, stamina or hammer durability, and no-build places and wards do not stop them. Only the ballista limit counts.

                                                                                                  Ballista durability

                                                                                                  New
                                                                                                  • A ballista's durability is its health and its time: it runs out by itself, and at zero the ballista falls. A hammer restores it.
                                                                                                  • A full ballista lasts 12 seconds; effect duration from any source makes that longer.
                                                                                                  • Its durability comes from the copied crossbow, with every durability bonus of that crossbow.

                                                                                                  Constructs

                                                                                                  New
                                                                                                  • Ballistas, ice crystals, spores, armour shards and living weapons are constructs: one set of bonuses reaches them all.
                                                                                                  • A construct's durability is its health, and it runs out by itself in its lifetime. Living weapons are the exception: their durability is a real item's.
                                                                                                  • Spores, ice crystals and armour shards go off at the end of their lifetime.

                                                                                                  Bolts build ailments

                                                                                                  Changed
                                                                                                  • Ballista bolts build ailments: their elements fill the target's gauges, and ballista ailment rows hold from the moment it is set up.

                                                                                                  Lord's Brands

                                                                                                  Brand of the First Storm

                                                                                                  New
                                                                                                  • Ascends an item to the Black Forest: drops from Eikthyr (25%), one brand per item.

                                                                                                  Ascends an item to Black Forest

                                                                                                  Brand of the Deep Roots

                                                                                                  New
                                                                                                  • Ascends an item to the Swamp: drops from The Elder (25%), one brand per item.

                                                                                                  Ascends an item to Swamp

                                                                                                  Brand of the Grave Mire

                                                                                                  New
                                                                                                  • Ascends an item to the Mountains: drops from Bonemass (25%), one brand per item.

                                                                                                  Ascends an item to Mountain

                                                                                                  Brand of the Mountain Mother

                                                                                                  New
                                                                                                  • Ascends an item to the Plains: drops from Moder (25%), one brand per item.

                                                                                                  Ascends an item to Plains

                                                                                                  Brand of the Dead Crown

                                                                                                  New
                                                                                                  • Ascends an item to the Mistlands: drops from Yagluth (25%), one brand per item.

                                                                                                  Ascends an item to Mistlands

                                                                                                  Brand of the Misty Hive

                                                                                                  New
                                                                                                  • Ascends an item to the Ashlands: drops from The Queen (25%), one brand per item.

                                                                                                  Ascends an item to Ashlands

                                                                                                  Brand of the Last Flame

                                                                                                  New
                                                                                                  • Ascends an item to the Deep North: drops from Fader (25%), one brand per item.

                                                                                                  Ascends an item to Deep North

                                                                                                  Brand of the Eternal Frost

                                                                                                  New
                                                                                                  • Ascends an item to the Deep North: drops from Kall (25%), one brand per item.

                                                                                                  Ascends an item to Deep North

                                                                                                  Skill tree

                                                                                                  Ailments

                                                                                                  Bleeding nodes

                                                                                                  Changed
                                                                                                  • Bleeding build-up nodes now give bleeding chance: +4% on small nodes, +10% on notables.
                                                                                                  • Fresh Incision: +30% bleeding chance after 3 parries. Bloodied Charge: +30% bleeding chance with charged axe attacks.

                                                                                                  Poison nodes

                                                                                                  Changed
                                                                                                  • Poison build-up nodes now give poison chance: +10% on small nodes, +25% on notables. Choking Roots: +50% poison chance against immobilized enemies.
                                                                                                  • Slow Withering and Patient Toxin: +2 poison limit.

                                                                                                  Piercing Wounds

                                                                                                  New
                                                                                                  • New mastery on Steel's Tooth: piercing damage can also inflict bleeding, the wound counting 50% of it.

                                                                                                  Faster burning

                                                                                                  New
                                                                                                  • New attribute - damage over time speed: burning deals the same total damage faster. 10% faster burning deals 10% more damage per second and ends 10% sooner.
                                                                                                  • A new burning cluster in the War sector, next to Damage over Time - Fire: 7 nodes, 46% faster burning in total. Small nodes give 4%, notables 10%; Consuming Blaze adds burning damage, Flash Fire adds fire damage over time multiplier.
                                                                                                  • Faster burning can also roll on weapons (4-26%), rings (3-17%) and jewels (2-12%).

                                                                                                  Bombs

                                                                                                  Planted Charge

                                                                                                  Changed
                                                                                                  • A mine arms in 1 s (its trigger ring on the ground is visible to every player), then an enemy within range sets it off after 0.35 s.
                                                                                                  • An exploding mine sets off its owner's other armed mines in its blast, one after another - a detonation chain.
                                                                                                  • Up to 8 mines per player: a new one over the limit makes the oldest fizzle without exploding.

                                                                                                  Rings

                                                                                                  Ring clusters removed

                                                                                                  Balance
                                                                                                  • The four ring clusters are gone from the passive tree: no extra ring slot and no ring affix bonuses; their places are empty for now.
                                                                                                  • Points spent there are refunded automatically.

                                                                                                  Spells

                                                                                                  Spell Precision

                                                                                                  Changed
                                                                                                  • The Eitr critical strike cluster near Shining Point now raises critical strike chance with spells instead of with magical weapons; values are unchanged. Its two small nodes are now called Spell Precision.

                                                                                                  Hexcraft

                                                                                                  New
                                                                                                  • Each variant of the mastery replaces your staves' alternative attack with a curse, cast at the enemy under the aim, up to 30 m away, for 15 eitr. The curse's name explains it on hover.

                                                                                                  Companions

                                                                                                  Companion clusters move to Dexterity

                                                                                                  Changed
                                                                                                  • The three companion clusters moved from Strength–Intelligence to Dexterity with the same bonuses; one cluster has one small node fewer.
                                                                                                  • Points spent on the old nodes are refunded automatically. Pet clusters stay where they were.
                                                                                                  • Companion properties on base jewels now roll on the green Dexterity stone (Root Seed) instead of the purple Strength-Intelligence one (Dusk Eye). Jewels already found keep their properties.

                                                                                                  Ballistas

                                                                                                  Ballista clusters

                                                                                                  New
                                                                                                  • Three ballista clusters in Strength–Dexterity: ballista damage, fire rate and reload speed, and ballistas inherit more of your crossbow bonuses; +1 ballista limit and ballista durability; chance for ballista bolts to be saved, +2 bolts in the ballista magazine and ballista range.
                                                                                                  • Ballista properties now roll on the yellow Strength-Dexterity base jewel (Sun Splinter).
                                                                                                  • A new ballista cluster: its notable lets ballistas inherit 50% of your crossbow projectile bonuses; a part of a projectile is the chance of one more.

                                                                                                  Construct clusters

                                                                                                  New
                                                                                                  • A cluster in Strength–Dexterity for construct durability, lifetime and reduced decay.
                                                                                                  • A cluster in Strength for construct damage, ailment build-up and ailment chance with their hits.

                                                                                                  Balance

                                                                                                  Tree points from the world

                                                                                                  Changed
                                                                                                  • Each rune monolith gives 3 points instead of 5.
                                                                                                  • Dungeons pay for 36 clears at most instead of 50, and for 8 of each kind instead of 10.
                                                                                                  • Each boss gives 4 points instead of 5.
                                                                                                  • Servers that kept the old defaults move to the new ones; numbers set by hand stay.

                                                                                                  Dash Punch: charged attacks only

                                                                                                  Changed
                                                                                                  • Only a charged fist or unarmed attack dashes; an ordinary punch stays in place. The crosshair lights up only while your attack is charged.

                                                                                                  Node icons

                                                                                                  New node icons

                                                                                                  Changed
                                                                                                  • Nodes of the skill tree, the crafting tree and the ascendancy classes that had a placeholder now have their own icons: Loki's masks, ascendancy rifts, ballista nodes, treasure maps and more.

                                                                                                  Craft tree

                                                                                                  Runic crafting

                                                                                                  Runic forging

                                                                                                  New
                                                                                                  • New Runecarver branch: three small nodes each give +2% chance for a runic action to cost half the potential and 2% reduced potential cost of runic actions; the notable gives 5% of each.

                                                                                                  Last Touch

                                                                                                  New
                                                                                                  • New Runecarver mastery: runic crafting can overspend an item's potential while any remains; the rest drops to zero.

                                                                                                  Runic Vise

                                                                                                  New
                                                                                                  • A new Runecarver mastery: a fourth alloy or glyph slot at the Runic Anvil.

                                                                                                  Unusual ore

                                                                                                  New
                                                                                                  • New Miner branch: three small nodes with +2% and a notable with +5% unusual ore chance. A hit on ordinary ore may also knock out a random unusual ore of the same metal; a hit on a special vein may give one more of its ore, together with the ordinary extra ore chance.

                                                                                                  Head Hunter

                                                                                                  New profession

                                                                                                  New
                                                                                                  • The Head Hunter opens in the craft tree: boss fragments and offerings.
                                                                                                  • Clusters: extra boss fragments, a chance not to spend the offering at a boss altar (30% at most), item quantity and rarity from kills.
                                                                                                  • The Rare Sight mastery moved here from the Hunter.

                                                                                                  Combat and equipment

                                                                                                  Ailments

                                                                                                  Burning: flammability

                                                                                                  Changed
                                                                                                  • Every fire hit leaves a layer of flammability on the target for 8 s; the layers add up to 100%, and each hit ignites with that chance.
                                                                                                  • Burning damage comes from the hit that ignited. Tar makes a target more flammable, wet less.

                                                                                                  Shock: conductivity

                                                                                                  Changed
                                                                                                  • Lightning hits build conductivity the same way and shock with that chance.
                                                                                                  • Shock is a fixed 20% increased damage taken; shock effect raises it, up to 50%.

                                                                                                  Bleeding by chance

                                                                                                  Changed
                                                                                                  • Slashing hits bleed by chance instead of filling a gauge. There is no base chance: it comes from the tree and items.

                                                                                                  Poison by chance

                                                                                                  Changed
                                                                                                  • Poison hits poison by chance, with no base chance; every full 100% of chance adds a certain poison from the same hit.
                                                                                                  • Each player keeps up to 3 poisons on a target, each with its own timer; the poison limit raises that.

                                                                                                  Life leech

                                                                                                  Life leech from physical damage

                                                                                                  Changed
                                                                                                  • Life leech on items and skill tree nodes is life leech from physical attack damage and says so: weapon and projectile hits leech only from their blunt, slashing and piercing damage.
                                                                                                  • Fire, frost, lightning, poison and spirit damage of attacks restore no life; spell life leech keeps drinking from all spell damage.

                                                                                                  Enemy stars

                                                                                                  Boss stars as strong as creature stars

                                                                                                  Changed
                                                                                                  • Each boss star now adds +100% health and +50% damage, the same as for other creatures (before +50% and +25%). Creature stars are unchanged.
                                                                                                  • World settings: the separate boss health and damage per star sliders are gone - bosses use the common star sliders.

                                                                                                  Path of Valheiman loot from starred creatures

                                                                                                  Changed
                                                                                                  • Stars still raise the quantity and rarity of Path of Valheiman items as before, but at most 8 stars count: a creature with 50 stars rewards like one with 8.

                                                                                                  Blood Challenge runes add stars on top

                                                                                                  Changed
                                                                                                  • Blood Challenge runes in an altar give the boss one star per rune on top of its random stars (before, the runes replaced the random roll).
                                                                                                  • Difficulty settings do not touch rune stars: Max stars does not limit them, and they work even with boss stars turned off or before the boss's first kill.

                                                                                                  Summoning staves

                                                                                                  Staff quality raises minion damage

                                                                                                  Changed
                                                                                                  • A summoning staff's quality now raises its minion's damage as well as its health: +25% per quality level, for the mod's and the game's summoning staves alike.

                                                                                                  Visual effects

                                                                                                  Slam dust

                                                                                                  Changed
                                                                                                  • Slam dust no longer floods the screen: the cloud shrinks with the slam (×0.45 of its size, 0.3 to 0.7), with smaller, slower particles, a tighter cloud and a shorter lifetime.
                                                                                                  • Aftershock dust scales with size too: ×0.45, 0.3 to 0.7.
                                                                                                  • The rock burst of the Raise the Earth ridge follows the slam's size as well.

                                                                                                  Link threads

                                                                                                  Changed
                                                                                                  • Ally link threads are wider and brighter: a thicker core and a stronger glow.
                                                                                                  Thread coreBefore: 0.045After: 0.075
                                                                                                  Thread glowBefore: 0.13After: 0.2

                                                                                                  Poison puddles

                                                                                                  Changed
                                                                                                  • Poison puddles no longer look like opaque stickers on the grass: a see-through wet sheet with the grass showing through, a soft ragged edge that soaks into the ground, uneven thickness and a few droplets near the edge. A thin rim still marks the exact radius.
                                                                                                  • The toxic haze, bubbles and ripples over the puddle are sparser and slower, and its green light is dimmer; a few green wisps rise slowly over the whole puddle and show where the poison is.
                                                                                                  Puddle opacityBefore: 93%After: 50%

                                                                                                  Blood puddles

                                                                                                  Changed
                                                                                                  • Blood puddles (Wound to the Ground) now read as dark wet stains instead of bright red paint: a dark red-brown, a see-through wet sheen, a soft ragged edge and a few droplets. A thin dark rim still marks the exact radius.
                                                                                                  Puddle opacityBefore: 93%After: 42%

                                                                                                  Drinking a mead

                                                                                                  Changed
                                                                                                  • Drinking a mead no longer wraps you in a large haze covering half the screen: a few sparkles rise around the chest with a soft light in the mead's colour - warm red-gold for healing, amber for stamina, blue-violet for eitr, the element's colour for resistances. The sounds are unchanged.

                                                                                                  Crossbows

                                                                                                  No effective range

                                                                                                  Changed
                                                                                                  • Crossbows no longer have an effective range: they deal full damage at any distance.
                                                                                                  • The effective range suffix no longer rolls on crossbows.

                                                                                                  Ascendancy classes

                                                                                                  Class choice at the altar

                                                                                                  Changed
                                                                                                  • The halls altar offers only the classes of your path.
                                                                                                  • With no class nodes taken, any completed halls altar lets you change your class within your path; your points stay.
                                                                                                  • To break an oath you must first give back every class node; the class goes with the path and your ascension points stay.
                                                                                                  • The pair of points is taken once per run, but the class can be changed at an awake altar any number of times: give back all its nodes first.
                                                                                                  • A class is given only at the altar; its nodes are taken in the tree with the points the altars grant, a pair per tier.
                                                                                                  • An early-access class cannot be taken at the altar: instead of the choice button there is Early Access, which leads to the PoV Link channel of our Discord, and a note under it says a subscription and PoV Link open the class.

                                                                                                  Class node refund

                                                                                                  Changed
                                                                                                  • Refunding a class node costs 5 times the refund of a tree point.

                                                                                                  Twelve ascendancy classes

                                                                                                  New
                                                                                                  • Six classes are open to everyone: Jotun Heir, Dusk Marksman, Serpent Keeper, Arena Spearman, Element Weaver and Fatebinder.
                                                                                                  • Six more come through PoV Link: Berserker, Mead Jarl, Steelskaldr, Phantom, Siege Master and Storm Lord.
                                                                                                  • Steelskaldr belongs to the Warden path.

                                                                                                  Jotun Heir

                                                                                                  New
                                                                                                  • Rhythm of the Colossus: Every second slam you make yourself counts as charged, no need to hold the button.
                                                                                                  • Second Tremor: Your charged slams call one delayed aftershock in the area of the original hit.
                                                                                                  • Colossus Leap: The alternative attack of one- and two-handed clubs becomes a forward leap that slams on landing.
                                                                                                  • With All Your Weight: Fall height widens a landing slam and strengthens its push; carry capacity adds to its stagger build-up.
                                                                                                  • Splitting the Earth: A slam leaves a crack in your aim direction; the next slam that hits it spreads along the crack.
                                                                                                  • The Earth Remembers: A slam moves part of the ailments on the hit enemies onto the ground as an area.
                                                                                                  • Rumble of the Deep: Your original aftershocks have a 50% chance to repeat after a delay, with ×0.5 damage.
                                                                                                  • Shoulders of the Colossus: 50% increased maximum carry capacity.
                                                                                                  • Pinned to the Wall: When your hit throws an enemy into an obstacle, the remaining knockback becomes stagger build-up.
                                                                                                  • Mountain Stance: While you wind up and make a manual slam, your armour, stagger resistance and knockback resistance rise.
                                                                                                  • Fortress of the Blow: When your slam staggers a living enemy, you gain fortification.
                                                                                                  • Stone Skin: 50% more armour from your worn chest armour.
                                                                                                  • Blood of the Ancients: 50% increased effect of allocated small passives of the main combat tree.

                                                                                                  Berserker

                                                                                                  New
                                                                                                  • Blood for Fear: Your adrenaline is your missing health: empty at full health, full at low life.
                                                                                                  • Past the Last Line: Blood for Fear adrenaline can rise past 100% as health falls below low life, up to about 154% near death.
                                                                                                  • Head Unbowed: Your endurance threshold is at least the health at the low-life boundary (35% of maximum health).
                                                                                                  • First Taste of Battle: Your manual attack hits grant 2 rage, at most once per attack and within the shared rage gain limit.
                                                                                                  • Break the Limit: At full rage your next manual attack starts a frenzy: rage drains over 8 seconds, with 50% greater effect, and nothing refills it.
                                                                                                  • Unfinished Fight: A successful block or a perfect dodge through an enemy hit restarts the delay before rage starts draining.
                                                                                                  • Red Covenant: While endurance holds, each point of rage gives 2% more life leeched from your damage.
                                                                                                  • Tear the Iron: Your manual attacks build armour break with all their damage, not only blunt; blunt damage counts once.
                                                                                                  • Into the Open Wound: Your next manual attack on an enemy with fully broken armour spends your armour break on it for 60% more damage.
                                                                                                  • Tempered on the Foe: Fully breaking an enemy's armour gives your endurance 50% more effect for 6 seconds.
                                                                                                  • Twin Fangs: You can hold any two one-handed axes, one in each hand.

                                                                                                  Mead Jarl

                                                                                                  New
                                                                                                  • Bottle in Hand: A mead used from the hotbar is held instead of drunk: attack throws a bottle in an arc, secondary attack drinks it.
                                                                                                  • Battle Brew: Thrown meads shatter into a poison hit: 18 poison damage per mead tier in 2.6 m, poisoning each enemy hit (100% chance).
                                                                                                  • Mead Courage: Drinking a mead gives 5 fortification, and that fortification holds 8 s longer.
                                                                                                  • Passing Cup: When you drink a mead, allies within 10 m get its lasting effect for half its duration.
                                                                                                  • Aged in the Cask: Meads have 25% more effect however they are used: drunk, kept in the barrel, thrown or given to allies.
                                                                                                  • The Last Drop: A thrown mead that hits an enemy prolongs one running effect of a mead you drank by 3 s, at most 30 s per effect.
                                                                                                  • Blend: Each throw of a different mead family than the last adds a blend stack, up to 3: next bottles get 15% more effect and damage per stack.
                                                                                                  • Feast before Battle: While a mead you drank is active, 35% of stamina costs become a debt of up to 40, repaid at 6 per second once you stop spending.
                                                                                                  • Cellar on the Back: A barrel on your back holds one mead: shift + right-click a mead in the inventory to put it in or take it out.
                                                                                                  • Endless Feast: Your barrel's mead also works on allies within 8 m while they stay there: players, pets, companions and minions.
                                                                                                  • To Your Health: A thrown mead that hits an ally gives it the mead's effect, with your mead effect and duration, and never damages it.

                                                                                                  Dusk Marksman

                                                                                                  New
                                                                                                  • Beyond the Shot: 25% increased effective bow range; bow hits deal up to 50% more damage the farther the target, from half range to its edge.
                                                                                                  • One Arrow: Bows loose a single arrow; each extra arrow the shot would have had is cancelled and gives it 30% more damage instead.
                                                                                                  • Overdraw: Holding a fully drawn bow overdraws it: shot damage rises to 100% increased over 2 seconds, with stamina drain doubled.
                                                                                                  • Close Hunt: ×3 bow draw speed; while attack is held, the bow looses at full draw and starts drawing the next arrow.
                                                                                                  • Arrow on the Run: 25% more movement speed while drawing a bow, half the shot's slowdown, and 1.2 s after a shot you can sprint without losing the next draw.
                                                                                                  • Aerial Aim: 30% increased bow draw speed in the air; drawing a bow in the air holds you aloft for stamina, up to 5 seconds per airtime.
                                                                                                  • Spectral Archer: A bow shot calls a spectral archer above your head for 8 seconds.
                                                                                                  • Off the Shoulders: The spectral archer steps down as its own ghostly minion for 20 seconds, renewed by your bow shots.
                                                                                                  • Return Volley: ×0.5 projectile damage. Projectiles fly back to you when their flight ends, piercing every enemy on the way for 35% of their damage.
                                                                                                  • Arrow Rain: Bows gain an alternative shot (middle mouse): aim at the ground for 1.5 s and a green 4 m circle follows your aim; 1.8 s after the shot, 20 arrows per arrow of the shot fall into it, each with 30% of the shot's damage.

                                                                                                  Serpent Keeper

                                                                                                  New
                                                                                                  • Venom Reserve: Up to 50% of poison rolled past your poison limit on an enemy is kept (max 50% poison chance) and added to your next poisoning hit on it.
                                                                                                  • Squeeze the Venom: A manual critical hit on an enemy you have already poisoned makes your strongest poison there deal its remaining damage twice as fast.
                                                                                                  • Serpent Brood: When a poisoned enemy dies, 50% of your remaining poison on it passes to the nearest enemy within 6 m.
                                                                                                  • Shed the Skin: Once every 6 s a dodge roll sheds 50% of the poison on you and leaves a poison trail for 3 s: 25% of your weapon's poison damage per second plus half of what was shed, up to 25% of your maximum health.
                                                                                                  • Know the Antidote: Regenerate 3 health per second for 4 s after your poison takes hold on an enemy.
                                                                                                  • Two Fangs: A manual hit with a different weapon than your last hit on the same enemy within 3 s has 40% increased poisoning build-up.
                                                                                                  • Quiet Fever: Your poison on an enemy you have not hit manually for 2 s grows over 4 s to 40% more damage.
                                                                                                  • Gather the Bitterness: Killing a poisoned enemy with a manual hit keeps 50% of your poison on it as a charge for 10 s; your next manual poison hit adds it as poison chance.

                                                                                                  Storm Lord

                                                                                                  New
                                                                                                  • Ride the Storm: Hold jump to levitate on your own rain cloud (sprint holds a low, fast flight); riding costs stamina.
                                                                                                  • Open Sky: While riding your storm cloud, your area of effect grows with the clearance beneath you: up to 100% more (double radius) at 5 m.
                                                                                                  • Will of Thunder: Every 1.5 s, a 35% chance for lightning to strike a random wet enemy within your presence: 50% of your weapon's damage (at least 10) as lightning.
                                                                                                  • Conductive Flesh: 40% increased shock build-up against wet enemies; the first time you shock one, Will of Thunder makes one extra check.
                                                                                                  • Split the Sky: 50% increased critical strike chance against wet enemies.
                                                                                                  • Thunder of Victory: Killing a shocked enemy grants 5 adrenaline toward your trinkets, once per kill, including kills by your storm's lightning.
                                                                                                  • Echo of the Storm: Activating your trinkets gives Will of Thunder 30% more chance for 6 s.
                                                                                                  • Mantle of Rain: While you are wet, hits from wet enemies within your presence deal you 20% reduced damage.

                                                                                                  Element Weaver

                                                                                                  New
                                                                                                  • Three Voices: Manual spell hits grant a resonance charge of their element (fire, cold or lightning), one of each, for 10 s.
                                                                                                  • Concord of Elements: With all three resonance charges, your next manual cast consumes them: its hits gain 30% of damage as extra fire, cold and lightning, 10% each.
                                                                                                  • Single Voice: Manual casts of the same element in a row build attunement: up to 4 stacks of 10% increased build-up of its ailment (burning, chill, shock).
                                                                                                  • Memory of Flame: When your manual fire spell ignites a chilled enemy, half the remaining chill (at most 3 s) becomes an instant surge of that burning.
                                                                                                  • Quiet Storm: Manual cold spell hits on a shocked enemy extend its running chill by 1 s, never more than 6 s of hold ahead.
                                                                                                  • Thunder over Embers: 50% increased shock build-up against burning enemies: lightning that hits a burning enemy counts half again toward shock.
                                                                                                  • Elemental Mantle: Each resonance charge gives 10% resistance to its element; full attunement gives 30% resistance to the attuned element.
                                                                                                  • Pattern Shift: Consuming full resonance readies a shift for 10 s: your next manual cast of a different element has 40% increased cast speed.

                                                                                                  Arena Spearman

                                                                                                  New
                                                                                                  • A Rank of One: Spear thrusts gain 2 additional strikes, which become echo thrusts at the enemy: spectral spears thrust at it in turn, each for 50% of the thrust's damage.
                                                                                                  • Press the Line: Echo thrusts have 40% increased stagger build-up; when an echo series newly staggers its target, the rest of the series comes faster.
                                                                                                  • Measure of the Spear: A spear thrust landing in the far part of its reach empowers the next echo thrust of its series with 60% more damage.
                                                                                                  • Champion's Answer: After a successful parry, your next spear thrust that hits creates one additional echo thrust.
                                                                                                  • Footwork in the Sand: Right after a spear thrust lands, dodging in any direction but forward makes a short retreating step instead of a roll; the echo series goes on.
                                                                                                  • Pinned on the Point: Echo thrusts push their target towards the point of the original thrust instead of away.
                                                                                                  • Ring of Points: While one of your echo series is running: +30% stagger resistance.
                                                                                                  • Next Opponent: If the target of an echo series dies, the remaining echo thrusts move to one enemy next to it.
                                                                                                  • Answering Step: After a block, your next melee attack within 3 seconds makes a short step towards the attacker.

                                                                                                  Phantom

                                                                                                  New
                                                                                                  • Manifested Form: Phantom strikes use phantom strike damage modifiers and can inflict ailments by their damage: fire ignites, cold builds chill, physical rolls bleeding.
                                                                                                  • Muspelheim Reflection: All phantom strike damage becomes fire; each lays flammability from the fire it deals and rolls ignite, with phantom strike and ignite modifiers.
                                                                                                  • Niflheim Reflection: All phantom strike damage becomes cold; they build up chill from the cold they deal, freezing by the usual rules, with phantom strike and chill build-up modifiers.
                                                                                                  • Dense Reflection: Your phantom strikes deal 36% of the original hit instead of 24%.
                                                                                                  • Return of the Shade: After a dodge roll, your next melee hit within 4 s causes one guaranteed phantom strike.
                                                                                                  • Partial Presence: Making a phantom strike grants 40% increased evasion rating for 2.5 s.
                                                                                                  • Marked by the Double: A phantom strike marks its enemy for 8 s; the mark is spent by your next manual hit for 60% increased build-up of the phantom's element ailment.
                                                                                                  • Step Beyond: Phantom strikes appear at another enemy near the one struck when there is one, and reach 50% further.
                                                                                                  • Endless Apparition: Phantom strikes can trigger phantom strikes, ×0.75 trigger chance with each new strike in the chain, ×0.5 phantom strike chance.

                                                                                                  Siege Master

                                                                                                  New
                                                                                                  • Thrifty Armourer: 25% chance for a ballista shot not to use its bolt; one roll per shot, an empty ballista never fires for free.
                                                                                                  • Siege Train: +1 to your ballista limit (2 by default). Past the limit you cannot set up more; if it drops, the newest past it stand idle.
                                                                                                  • Siege Order: Your manual crossbow hits mark the enemy for your ballistas for 12 seconds: they shoot it first while it is in range and line of fire.
                                                                                                  • Siege Thunder: When your mark moves to a new enemy, ready ballistas loose at it 0.2 s apart; each ballista's first hit on it deals 50% more damage.
                                                                                                  • Ratchet Strike: After you repair your own ballista with the hammer, it gains 50% increased fire rate and 50% increased ailment chance and build-up for 3 seconds.
                                                                                                  • Runes on the Frame: Repairing your own ballista passes it your active infusion for 3 seconds: each shot adds 35% of the stored elemental damage, element by element.
                                                                                                  • Wound to the Limit: Repairing your own ballista charges its next shot: the charged attack's own 25% plus all your charged-attack bonuses.
                                                                                                  • Ballista on the Head: Your ballista limit is always 1 and that ballista rides on your head, shooting nearby enemies with a hotbar crossbow and your active bolts.
                                                                                                  • Siege Crossbows: Crossbow modifiers, implicits and affixes alike, have 25% increased effect.

                                                                                                  Fatebinder

                                                                                                  New
                                                                                                  • Thread of Memory: Links you create hold on their own for 5 seconds after the last touch of your staff's beam.
                                                                                                  • Shared Fate: You can hold a link with one more ally; hitting a new ally with the staff does not break an earlier link while its retention lasts.
                                                                                                  • Spectral Response: When a linked ally hits an enemy, a spectral copy of your weapon flies from your hand and strikes it for 40% of your weapon's blow.
                                                                                                  • Shared Circle: Every eligible ally nearby is linked to you automatically, outside your manual limit.
                                                                                                  • The Last Thread: Allies linked to you cannot die from damage: their health does not drop below 1.
                                                                                                  • Shared Pulse: 50% increased adrenaline gain; adrenaline still comes only from your actions, with no passive gain.
                                                                                                  • Bearer of Charms: +1 trinket slot.
                                                                                                  • Power of Charms: 50% increased trinket effect: the main effect, activation affixes and their aura.

                                                                                                  Steelskaldr

                                                                                                  New
                                                                                                  • Living Steel: Up to four melee weapons in the four rightmost hotbar slots come alive and fight enemies near you.
                                                                                                  • Hammer's Order: Your manual hit names the target of your living weapons for 8 s.
                                                                                                  • Steel's Strength: 30% increased maximum durability of every item you own that has durability, your living weapons included.
                                                                                                  • Edge of Ages: A weapon gains 0.06 base damage per point of its maximum durability, split over its damage types, before local increases.
                                                                                                  • Weapon Bulwark: While you block, living weapons circle you instead of attacking and take 40% of each hit that reaches you on their durability.
                                                                                                  • Eternal Forge: Your equipped items and living weapons restore 1% of their maximum durability per second, also in combat; living weapons regain health with it.
                                                                                                  • Maker's Mark: Each worn armour piece's base armour, evasion and rune shield are 6% increased per 100 of its maximum durability, at most 60%.
                                                                                                  • Call of the Anvil: Recalling a living weapon with its hotbar key is a dash back to your hand that strikes every enemy on the way once.
                                                                                                  • One with the Steel: Living weapons fight as you: each blow is your own hit with that weapon, with all your passive effects and modifiers, on-hit and on-crit effects included.
                                                                                                  • Shared Temper: Living weapons inherit 50% of your increased damage and attack speed that fit them, in one sum with their minion rows.

                                                                                                  Enemy modifiers

                                                                                                  Volley

                                                                                                  New
                                                                                                  • New modifier for shooters: every shot adds two more in a fan (70% of the first shot's damage).

                                                                                                  Ricochet

                                                                                                  New
                                                                                                  • New modifier for shooters: a shot jumps twice from whatever it strikes to the next target within 14 m. Ground and walls count too, so ducking behind a rock can still earn you the ricochet.

                                                                                                  Detonating

                                                                                                  New
                                                                                                  • New modifier for shooters: a shot bursts on touching any surface (2.5 m, 35% of its damage). Whoever it struck takes only the shot.

                                                                                                  Leader keeps an escort

                                                                                                  Changed
                                                                                                  • Leaders now keep up to six minions of their biome around them: 60% health, 70% damage, marked Minion. A fallen one is replaced after 20 seconds, and without the leader the escort crumbles.
                                                                                                  • Minions give no experience, loot or points, hitting them raises no skills, and they do not count as kills for quests and monoliths.

                                                                                                  Totemic

                                                                                                  New
                                                                                                  • New modifier: raises four totems on all sides, 22 m away, and wears a blue shell that no damage passes. Links lead to the totems, and a beam above each shows from afar. The shell falls once all four are broken.

                                                                                                  Unseen

                                                                                                  New
                                                                                                  • New modifier: every 12 seconds it fades to a faint silhouette for 5 seconds, and its health bar disappears with it.

                                                                                                  Backstabber

                                                                                                  New
                                                                                                  • New modifier: strikes twice as hard from behind.

                                                                                                  Critical

                                                                                                  New
                                                                                                  • New modifier: 25% chance of a critical blow for double damage.

                                                                                                  Curser

                                                                                                  New
                                                                                                  • New modifier: every 14 seconds it lays a random curse on all foes within 15 m for 8 seconds: more damage taken, less dealt, slower steps, weariness, weakness to an element.
                                                                                                  • The creature's element pulls the curses: burning and magmatic ones lay the fire curse four times as often.

                                                                                                  Leaper

                                                                                                  New
                                                                                                  • New modifier: every 14 seconds it leaps 12 m up and crashes onto its target with a 4 m slam. A circle on the ground shows where it lands and how long you have.

                                                                                                  Magmatic

                                                                                                  New
                                                                                                  • New modifier: a fiery shell swallows 95% of damage. Having swallowed half the creature's health, it swells, shakes and bursts within 6 m, throwing out what it stored as fire. For 8 seconds after the burst there is no shell.

                                                                                                  Quickened

                                                                                                  New
                                                                                                  • New modifier: every cooldown on the creature is 1.4 times shorter: attacks, effects and its other modifiers.

                                                                                                  Deathward

                                                                                                  New
                                                                                                  • New modifier: while it lives, creatures within 12 m take damage but stay at 1 health at the least. Beige links and shells show who it holds. Two wardens do not hold each other.

                                                                                                  Warcaller

                                                                                                  New
                                                                                                  • New modifier: a 10 m aura, it and its allies strike 1.25 times harder. Identical auras do not stack.

                                                                                                  Windcaller

                                                                                                  New
                                                                                                  • New modifier: a 10 m aura, it and its allies move and strike 1.25 times faster.

                                                                                                  Bloodcaller

                                                                                                  New
                                                                                                  • New modifier: a 10 m aura gives it and its allies a 15% chance of a critical blow for ×1.75 damage.

                                                                                                  Stonecaller

                                                                                                  New
                                                                                                  • New modifier: a 10 m aura, it and its allies take a quarter less damage.

                                                                                                  Headsman hits harder

                                                                                                  Changed
                                                                                                  • Against a target under 35% health the Headsman now strikes ×1.75 instead of ×1.3.

                                                                                                  Soul Eater

                                                                                                  New
                                                                                                  • New modifier: when an ordinary foe dies nearby, the creature devours it, and a red link flashes from the fallen. Each soul adds 12% health, 8% damage and a little size, up to 8 souls. The count shows by its name. It only appears where other foes are near.

                                                                                                  Sunderer

                                                                                                  New
                                                                                                  • New modifier: its blows crush your armour, each by 15% of the full crush, up to 60% of your armour lost. A status with the value appears on you. After 6 seconds without a blow the armour starts to recover. A block that holds saves it, but a blow from behind past a raised shield does not.

                                                                                                  Rootcaller

                                                                                                  New
                                                                                                  • New modifier: three small roots stand around it, and fallen ones are replaced. Every 9 seconds a new root bursts up under a foe within 20 m, with the ground warning 1.2 seconds ahead. Six roots at most, and they leave with their bearer. Roots count as minions: no rewards, and hitting them raises no skills.

                                                                                                  Glutton

                                                                                                  New
                                                                                                  • New modifier: a blow that lands takes one random meal you have eaten, and its health, stamina and eitr go at once. The same creature can take another meal after 20 seconds. A blocked or dodged blow keeps your food, and meads and other statuses are not touched. Off on bosses by default.

                                                                                                  Greedy is now Vampire

                                                                                                  Changed
                                                                                                  • The modifier is renamed. It drinks a fifth of the damage it deals, of any kind.

                                                                                                  New modifier icons

                                                                                                  Swift

                                                                                                  Changed

                                                                                                    Moves half again as fast.

                                                                                                    Furious

                                                                                                    Changed

                                                                                                      Strikes a third more often.

                                                                                                      Armored

                                                                                                      Changed

                                                                                                        Takes a third less physical damage, and moves slower for it.

                                                                                                        Warded

                                                                                                        Changed

                                                                                                          Carries a rune ward over its health.

                                                                                                          Hardy

                                                                                                          Changed

                                                                                                            Knits itself back together while nobody strikes it.

                                                                                                            Burning

                                                                                                            Changed

                                                                                                              Part of its blow is fire, and fire hurts it half as much.

                                                                                                              Chilling

                                                                                                              Changed

                                                                                                                Part of its blow is frost, and frost hurts it half as much.

                                                                                                                Shocking

                                                                                                                Changed

                                                                                                                  Part of its blow is lightning, and lightning hurts it half as much.

                                                                                                                  Venomous

                                                                                                                  Changed

                                                                                                                    Part of its blow is poison, and poison hurts it half as much.

                                                                                                                    Vampire

                                                                                                                    Changed

                                                                                                                      Drinks a fifth of the harm it deals, whatever the kind of damage.

                                                                                                                      Keen

                                                                                                                      Changed

                                                                                                                        Sees twice as far and calls its neighbours.

                                                                                                                        Steadfast

                                                                                                                        Changed

                                                                                                                          Staggers three times slower.

                                                                                                                          Piercing

                                                                                                                          Changed

                                                                                                                            Ignores half of armour and resistance.

                                                                                                                            Unbreakable

                                                                                                                            Changed

                                                                                                                              No single blow takes more than a fifth of its maximum health.

                                                                                                                              Headsman

                                                                                                                              Changed

                                                                                                                                Strikes the badly wounded far harder.

                                                                                                                                Blast

                                                                                                                                Changed

                                                                                                                                  Bursts where it fell. The ground shows where.

                                                                                                                                  Rotten

                                                                                                                                  Changed

                                                                                                                                    Leaves a poison pool behind it.

                                                                                                                                    Reeking

                                                                                                                                    Changed

                                                                                                                                      Carries a cloud of poison with it.

                                                                                                                                      Blink

                                                                                                                                      Changed

                                                                                                                                        Steps behind you out of nowhere.

                                                                                                                                        Mirror

                                                                                                                                        Changed

                                                                                                                                          During its rune barrier, reflects 15% of ranged hit damage without preventing the hit.

                                                                                                                                          Runecarver

                                                                                                                                          Changed

                                                                                                                                            Carves a rune under your feet. Step off it.

                                                                                                                                            Bound

                                                                                                                                            Changed

                                                                                                                                              Shares its wounds with a neighbour through a rune thread.

                                                                                                                                              Heir

                                                                                                                                              Changed

                                                                                                                                                Its rune outlives it and passes to a neighbour.

                                                                                                                                                Leader

                                                                                                                                                Changed

                                                                                                                                                  Keeps lesser minions of its land around it. They are faster near it, lost without it, and worth nothing.

                                                                                                                                                  Splitting

                                                                                                                                                  Changed

                                                                                                                                                    Falls apart into two lesser halves.

                                                                                                                                                    Charger

                                                                                                                                                    Changed

                                                                                                                                                      Rushes at you twice as fast until it swings.

                                                                                                                                                      World difficulty

                                                                                                                                                      The biome ladder

                                                                                                                                                      Balance
                                                                                                                                                      • From the Plains on, difficulty rises exponentially: each next biome gives common creatures ×1.6 health and ×1.35 damage over the one before.
                                                                                                                                                      • Common creature health and damage: Plains ×3.28 and ×1.82, Mistlands ×5.25 and ×2.46, Ashlands ×8.4 and ×3.32, Deep North ×13.45 and ×4.48.
                                                                                                                                                      • Bosses and armour piercing rise with the ladder.

                                                                                                                                                      Bigger packs

                                                                                                                                                      Balance
                                                                                                                                                      • Creature density is 15% higher in every difficulty preset.

                                                                                                                                                      World and exploration

                                                                                                                                                      Special ores and glyphs

                                                                                                                                                      Special ore veins

                                                                                                                                                      New
                                                                                                                                                      • Veins of 10 special ores appear in the world: Black Forest, Swamp, Mountains, Plains, Mistlands, Ashlands and Deep North. They also appear in explored worlds, never within 40 m of buildings.
                                                                                                                                                      • A vein stands on free, level ground: never inside trees, rocks, ores or ruins, in deep water or on a steep slope. If its spot is taken, it moves up to 20 m within its biome.
                                                                                                                                                      • A whole vein gives 4-8 ore (hot iron 6-10) in one stack and does not come back once mined. Pickaxe needed: antler, iron or black metal.

                                                                                                                                                      Unusual ore from ordinary deposits

                                                                                                                                                      New
                                                                                                                                                      • Each unit of ordinary copper, tin, scrap, silver and flametal may come with one unusual ore of its metal beside it (0.25% to 3%). The ordinary ore is kept.

                                                                                                                                                      Scarlet tin ore

                                                                                                                                                      New
                                                                                                                                                      • Tin veins inside the Blight Mist turn scarlet and give scarlet tin ore. After the mist they look as before; mined parts do not come back.

                                                                                                                                                      Smelting special ores

                                                                                                                                                      New
                                                                                                                                                      • All 11 special ores smelt 1:1 into their alloy in an ordinary smelter: 2 coal and 30 seconds per ore.

                                                                                                                                                      Glyph drops

                                                                                                                                                      New
                                                                                                                                                      • Glyphs drop from chests (3%, 10% in dungeons), elite enemies (1★ 6%, 2★ and more 12%) and bosses (50%). Ordinary enemies drop none.
                                                                                                                                                      • Each glyph opens in its own biome and stays in later ones; stars do not open later glyphs.

                                                                                                                                                      Eight property tiers

                                                                                                                                                      Changed
                                                                                                                                                      • Property tiers were renamed without any change in strength: T5-T1 are now T8-T4. T3-T1 are kept for the future endgame, T0 is the same special tier.
                                                                                                                                                      Weakest tierBefore: T5After: T8
                                                                                                                                                      Best ordinary tierBefore: T1After: T4

                                                                                                                                                      New item properties

                                                                                                                                                      New
                                                                                                                                                      • Weapons and rings can now roll fire, cold, lightning and poison penetration. Before, it was only on jewels.
                                                                                                                                                      • Weapons and rings can now roll damage against burning and against shocked targets.

                                                                                                                                                      Item properties

                                                                                                                                                      Three prefixes and three suffixes

                                                                                                                                                      Changed
                                                                                                                                                      • Items now hold up to 3 prefixes and 3 suffixes: a rare drops with 3–6 properties, forging at the Runic Anvil gives 6.
                                                                                                                                                      • Glyph of Three Knots: forging gives 4 properties instead of 6, one fewer on each side.

                                                                                                                                                      Crimson Seal and enchantments

                                                                                                                                                      Changed
                                                                                                                                                      • The Rune of the Crimson Seal works on a rare item with a full set of properties. A sealed enchantment becomes an ordinary property, so a new one can go on.

                                                                                                                                                      “+N” properties: high tiers only

                                                                                                                                                      Changed
                                                                                                                                                      • Properties that give whole counts — extra projectiles and arrows, pierce, chain, bounce, limits — now roll only on the top regular tier (item level 130+) and give +1. +2 and +3 belong to the future endgame tiers and the special T0.

                                                                                                                                                      Sigils

                                                                                                                                                      Sigils give properties only

                                                                                                                                                      Changed
                                                                                                                                                      • Boss sigils' actions moved to the skill board: Eikthyr's chain and airborne lightning, Yagluth's answering heat, the Queen's rain, Fader's and the Mist Mother's corpse explosions.
                                                                                                                                                      • Storm Crown (the airborne lightning) waits for 1 s of flight: running over rough ground and short jumps no longer fire bolts and wake enemies.
                                                                                                                                                      • Sigil of the First Storm in a weapon: 20% of the weapon's physical damage is added as lightning; in a cape - aura area and lightning resistance.
                                                                                                                                                      • Elemental sigils in a weapon also raise the chance of their element's ailment with that weapon's hits; boss sigils have new properties by slot.
                                                                                                                                                      • Every boss sigil now has a line for every item type: martial and magic weapons, helmet, chest, legs, cape and shields.
                                                                                                                                                      • Staves and sceptres are a slot of their own (magic weapon); a sigil already set in one shows its new line at once.
                                                                                                                                                      • Kall's sigil swapped its weapon lines: in a magic weapon attack damage increases help spells, in a martial weapon the other way round.

                                                                                                                                                      Compensation for sigils

                                                                                                                                                      Changed
                                                                                                                                                      • On the first login each character receives, once, the board equivalent of every carried sigil that had an action; a full bag waits for room.

                                                                                                                                                      Sigil of the First Storm

                                                                                                                                                      Changed

                                                                                                                                                        Weapon: Gain 20% of this weapon's physical damage as extra lightning damage

                                                                                                                                                        Magic weapon: Spells gain 15% of damage as extra lightning damage

                                                                                                                                                        Shield: Gain 30% of thorns damage as extra lightning damage

                                                                                                                                                        Helmet: Hits penetrate 8% lightning resistance

                                                                                                                                                        20% increased shock chance

                                                                                                                                                        Chest: 10% increased attack speed while windy

                                                                                                                                                        Legs: 6% increased movement speed

                                                                                                                                                        15% reduced stamina cost of running

                                                                                                                                                        Cape: 15% increased area of auras

                                                                                                                                                        +8% lightning resistance

                                                                                                                                                        Sigil of the Ancient Roots

                                                                                                                                                        Changed

                                                                                                                                                          Weapon: 35% of thorns added to attack damage

                                                                                                                                                          Magic weapon: 20% of thorns added to spell damage

                                                                                                                                                          Tower shield: 20% increased block power of this shield

                                                                                                                                                          15% increased thorns

                                                                                                                                                          Buckler, round shield: 25% increased parry bonus of this shield

                                                                                                                                                          15% increased thorns

                                                                                                                                                          Helmet: 20% increased immobilize chance

                                                                                                                                                          15% increased damage against immobilized enemies

                                                                                                                                                          Chest: 25% increased thorns

                                                                                                                                                          Legs: 30% less knockback taken

                                                                                                                                                          15% increased thorns while standing still

                                                                                                                                                          Cape: 8% of physical damage taken recovered as health

                                                                                                                                                          Sigil of the Grave Mire

                                                                                                                                                          Changed

                                                                                                                                                            Weapon: Gain 12% of this weapon's physical damage as extra poison damage

                                                                                                                                                            Magic weapon: Spells gain 12% of damage as extra poison damage

                                                                                                                                                            Shield: 50% of thorns damage converted to poison

                                                                                                                                                            +10% poison resistance

                                                                                                                                                            Helmet: Enemies can have +1 of your poisons at the same time

                                                                                                                                                            15% increased poison duration

                                                                                                                                                            Chest: Poison on you lasts 40% shorter

                                                                                                                                                            Legs: You are not slowed while sprinting

                                                                                                                                                            Cape: 10% of poison damage taken recovered as health

                                                                                                                                                            Sigil of the Frost Wing

                                                                                                                                                            Changed

                                                                                                                                                              Weapon: Gain 15% of this weapon's physical damage as extra frost damage

                                                                                                                                                              Magic weapon: Spells gain 12% of damage as extra frost damage

                                                                                                                                                              Shield: Parrying chills the attacker as a frost hit of 30% of the parried damage

                                                                                                                                                              Helmet: 50% increased chill build-up

                                                                                                                                                              Chest: 15% of physical damage taken as frost damage

                                                                                                                                                              Legs: Chill on you is 30% weaker

                                                                                                                                                              Cape: 30% reduced fall damage

                                                                                                                                                              10% increased movement speed while airborne

                                                                                                                                                              Sigil of the Ashen Crown

                                                                                                                                                              Changed

                                                                                                                                                                Weapon: 30% increased fire damage against burning enemies

                                                                                                                                                                Magic weapon: Spells penetrate 10% fire resistance

                                                                                                                                                                Shield: Gain 30% of thorns damage as extra fire damage

                                                                                                                                                                Helmet: Burning on you deals 30% less damage

                                                                                                                                                                Chest: +3% to maximum fire resistance

                                                                                                                                                                20% increased health regeneration

                                                                                                                                                                Legs: 10% increased movement speed while you are burning

                                                                                                                                                                Cape: 10% of fire damage taken recovered as health

                                                                                                                                                                Sigil of the Misty Hive

                                                                                                                                                                Changed

                                                                                                                                                                  Weapon: 20% increased damage against poisoned enemies

                                                                                                                                                                  Magic weapon: 20% increased spell area

                                                                                                                                                                  Shield: 15% increased block power while your companion is near

                                                                                                                                                                  Helmet: 10% increased effect duration

                                                                                                                                                                  8% increased cooldown recovery rate

                                                                                                                                                                  Chest: Your companion has +15% to all resistances

                                                                                                                                                                  Legs: 30% increased evasion rating while running

                                                                                                                                                                  Cape: 15% increased area of auras

                                                                                                                                                                  10% increased effect duration

                                                                                                                                                                  Sigil of the Last Flame

                                                                                                                                                                  Changed

                                                                                                                                                                    Weapon: Attacks execute burning enemies at or below 8% of maximum health

                                                                                                                                                                    Magic weapon: Spells execute burning enemies at or below 8% of maximum health

                                                                                                                                                                    Shield: Burning on you lasts 50% shorter while your shield is up

                                                                                                                                                                    Helmet: 25% increased burning damage

                                                                                                                                                                    Hits penetrate 8% fire resistance

                                                                                                                                                                    Chest: 20% increased fire damage while you are burning

                                                                                                                                                                    Legs: 15% increased movement speed if you killed recently

                                                                                                                                                                    Cape: Enemies you critically hit cannot regain health for 4 s

                                                                                                                                                                    Sigil of Broken Chains

                                                                                                                                                                    Changed

                                                                                                                                                                      Weapon: 40% of increases to spell damage also apply to attack damage

                                                                                                                                                                      Magic weapon: 40% of increases to attack damage also apply to spell damage

                                                                                                                                                                      Shield: 100% of increases to block power also apply to parry bonus

                                                                                                                                                                      Helmet: 40% of increases to attack speed also apply to cast speed

                                                                                                                                                                      Chest: 30% of increases to maximum health also apply to maximum eitr

                                                                                                                                                                      Legs: +1 projectile

                                                                                                                                                                      Cape: 40% of increases to cast speed also apply to attack speed

                                                                                                                                                                      Sigil of the First Oath

                                                                                                                                                                      Changed

                                                                                                                                                                        Weapon: 5% of current rune shield added to attack damage

                                                                                                                                                                        Magic weapon: 5% of current rune shield added to spell damage

                                                                                                                                                                        Shield: 20% increased block power while rune shield is full

                                                                                                                                                                        Helmet: Recover 3% of maximum rune shield on kill

                                                                                                                                                                        Chest: 15% increased maximum rune shield

                                                                                                                                                                        Rune shield recharge starts 15% sooner

                                                                                                                                                                        Legs: 8% increased movement speed while rune shield is full

                                                                                                                                                                        Cape: 30% increased rune shield regeneration while rune shield is low

                                                                                                                                                                        Sigil of the Oath Devourer

                                                                                                                                                                        Changed

                                                                                                                                                                          Weapon: Gain 12% of this weapon's physical damage as extra spirit damage

                                                                                                                                                                          10% reduced maximum rune shield

                                                                                                                                                                          Magic weapon: Spells gain 12% of damage as extra spirit damage

                                                                                                                                                                          10% reduced maximum rune shield

                                                                                                                                                                          Shield: Gain 40% of thorns damage as extra spirit damage

                                                                                                                                                                          15% reduced block power

                                                                                                                                                                          Helmet: 10% more spirit damage for each corrupted item equipped

                                                                                                                                                                          10% reduced maximum rune shield

                                                                                                                                                                          Chest: 10% more maximum health for each corrupted item equipped

                                                                                                                                                                          -8% to all resistances

                                                                                                                                                                          Legs: 8% increased movement speed

                                                                                                                                                                          -5% to all resistances

                                                                                                                                                                          Cape: 20% increased damage against cursed enemies

                                                                                                                                                                          -5% to all resistances

                                                                                                                                                                          Sigil of the Crimson Brood

                                                                                                                                                                          Changed

                                                                                                                                                                            Weapon: 30% increased damage against bleeding enemies

                                                                                                                                                                            10% less maximum health

                                                                                                                                                                            Magic weapon: Spells have 15% chance to cause bleeding

                                                                                                                                                                            10% less maximum health

                                                                                                                                                                            Shield: 40% of piercing damage can cause bleeding

                                                                                                                                                                            10% less block power

                                                                                                                                                                            Helmet: 25% increased bleeding damage

                                                                                                                                                                            Bleeding deals its damage 15% faster

                                                                                                                                                                            10% reduced healing effect

                                                                                                                                                                            Chest: 2% of physical attack damage leeched as health

                                                                                                                                                                            20% less health regeneration

                                                                                                                                                                            Legs: 10% increased movement speed on low health

                                                                                                                                                                            20% less maximum health

                                                                                                                                                                            Cape: Companions and summons deal 20% increased damage

                                                                                                                                                                            Companions and summons have 10% less maximum health

                                                                                                                                                                            Sigil of Fire

                                                                                                                                                                            Changed

                                                                                                                                                                              Weapon: 15% increased Fire Damage

                                                                                                                                                                              20% increased burning chance with this weapon's hits

                                                                                                                                                                              Armour: +6% fire resistance

                                                                                                                                                                              Chest: +2% to maximum fire resistance

                                                                                                                                                                              Sigil of Frost

                                                                                                                                                                              Changed

                                                                                                                                                                                Weapon: 15% increased Frost Damage

                                                                                                                                                                                20% increased chill build-up with this weapon's hits

                                                                                                                                                                                Armour: +6% frost resistance

                                                                                                                                                                                Chest: +2% to maximum frost resistance

                                                                                                                                                                                Sigil of Lightning

                                                                                                                                                                                Changed

                                                                                                                                                                                  Weapon: 15% increased Lightning Damage

                                                                                                                                                                                  20% increased shock chance with this weapon's hits

                                                                                                                                                                                  Armour: +6% lightning resistance

                                                                                                                                                                                  Chest: +2% to maximum lightning resistance

                                                                                                                                                                                  Sigil of Poison

                                                                                                                                                                                  Changed

                                                                                                                                                                                    Weapon: 15% increased Poison Damage

                                                                                                                                                                                    20% increased poison chance with this weapon's hits

                                                                                                                                                                                    Armour: +6% poison resistance

                                                                                                                                                                                    Chest: +2% to maximum poison resistance

                                                                                                                                                                                    Loot

                                                                                                                                                                                    Enemy level sets the loot level, not the drop chance

                                                                                                                                                                                    Changed
                                                                                                                                                                                    • Boss special table chances (essences, unique jewels) no longer grow with the boss level - they are exactly as in the table. Loot quantity still grows with stars.
                                                                                                                                                                                    • All loot from enemies takes the level of the enemy it dropped from: it sets the item level and affixes, and the stage of glyphs and enchantment scrolls. In arenas with their own level - the arena level.

                                                                                                                                                                                    Treasure maps

                                                                                                                                                                                    Changed
                                                                                                                                                                                    • **Treasure maps** drop from chests, dungeon chests, elites and bosses, among their currency.
                                                                                                                                                                                    • **Nine kinds of maps**: weapons, armour, currency, alloys and glyphs, runes, jewellery, jewels, skill gems and unique - the kind decides what its chest holds, about six times a boss's loot of that kind; a unique map holds exactly one unique item.
                                                                                                                                                                                    • Two new craft-tree clusters at the end of the Delver's road: extra treasure maps from elites and bosses, and from chests.

                                                                                                                                                                                    Sigrid's treasure map

                                                                                                                                                                                    Changed
                                                                                                                                                                                    • Sigrid sells exactly one treasure map on every visit.
                                                                                                                                                                                    • Her whole stock has the level of the highest place any player of the world has reached, not of the base she visits.
                                                                                                                                                                                    • A treasure map always finds its place: when there is no land of its biome nearby, the search goes farther until it finds some.

                                                                                                                                                                                    Ragn and Sigrid: open recipes only

                                                                                                                                                                                    Changed
                                                                                                                                                                                    • Ragn and Sigrid do not offer gear whose recipe you have not opened, as with gear drops.

                                                                                                                                                                                    Unique drops have no settings

                                                                                                                                                                                    Changed
                                                                                                                                                                                    • Unique item drops can no longer be changed in the settings or the config: the switches per source are gone.

                                                                                                                                                                                    Merchants

                                                                                                                                                                                    One shop window

                                                                                                                                                                                    Changed
                                                                                                                                                                                    • Ragn and Sigrid use the same shop window as the room merchant.
                                                                                                                                                                                    • Hovering over goods shows the usual item tooltip.
                                                                                                                                                                                    • A button beside Buy renews the stock with a Rune of Renewed Trade; Sigrid’s stock can be renewed too.
                                                                                                                                                                                    • The Keeper of Forgotten Sagas offers his six gifts in the same window.

                                                                                                                                                                                    Hallvard Stone-Tally

                                                                                                                                                                                    Changed
                                                                                                                                                                                    • The room merchant has a name and the Oath Keeper’s body.
                                                                                                                                                                                    • He always lays out 8 rooms.

                                                                                                                                                                                    Treasure map icons

                                                                                                                                                                                    Changed
                                                                                                                                                                                    • Each kind of treasure map has its own icon.

                                                                                                                                                                                    Finds at every merchant

                                                                                                                                                                                    New
                                                                                                                                                                                    • Haldor, Hildir and the Bog Witch all sell random gear of the kind that drops from creatures, and their stock changes.

                                                                                                                                                                                    Interface and usability

                                                                                                                                                                                    Tooltips

                                                                                                                                                                                    Item tooltip placement

                                                                                                                                                                                    Changed
                                                                                                                                                                                    • In the equipment window the tooltip of an item left of the character preview opens to the left of it, of an item on the right - to the right.
                                                                                                                                                                                    • Everywhere else item tooltips stay at the cursor and are only kept from leaving the screen.

                                                                                                                                                                                    Runic materials in tooltips

                                                                                                                                                                                    Changed
                                                                                                                                                                                    • Ores, alloys, glyphs and enchantment scrolls show what they do as short property lines, like rune actions; their descriptions keep only the lore.

                                                                                                                                                                                    Ailment tooltips

                                                                                                                                                                                    Changed
                                                                                                                                                                                    • The burning, shock, bleeding, poison, build-up and ailment gauge terms describe the new chance rules in every language.
                                                                                                                                                                                    • Slash, fire, lightning and poison damage tooltips say which ailment they inflict and how.
                                                                                                                                                                                    • Piercing Wounds and damage over time speed are translated.

                                                                                                                                                                                    Items created outside the game

                                                                                                                                                                                    New
                                                                                                                                                                                    • Items made with console commands, and unique items given by other mods, show «Created outside the game» in the tooltip, with the player's name where it is known.

                                                                                                                                                                                    PoV Link

                                                                                                                                                                                    Name badges

                                                                                                                                                                                    Changed
                                                                                                                                                                                    • Allfather’s Chosen has its own badge and a gold name gradient with a shine, and the same early access as Branchwarden.
                                                                                                                                                                                    • Branchwarden has a new blue rune badge and a sapphire to ice blue name gradient.
                                                                                                                                                                                    • Elder gives its badge but no name color: the name takes the color of your next colored role.

                                                                                                                                                                                    Mod compatibility

                                                                                                                                                                                    Public API 1.7.0

                                                                                                                                                                                    New
                                                                                                                                                                                    • Mods can read every node of the skill and craft trees and every ascendancy class: names, affixes, categories, links.
                                                                                                                                                                                    • Mods can add a tree of their own: its button stands right of the skill and craft trees.

                                                                                                                                                                                    Builds

                                                                                                                                                                                    The whole build in one code

                                                                                                                                                                                    Changed
                                                                                                                                                                                    • Build codes and builds from Discord keep the whole build: the path, the ascendancy and its nodes.
                                                                                                                                                                                    • The Builds window and the shown build's plate say which path and ascendancy it has and whether they fit your character; the ascendancy tree shows what to take and what is extra.
                                                                                                                                                                                    • A code grants nothing: the path is chosen as usual, the ascendancy is taken at the altar, a closed class stays closed, and the rest of the build works.

                                                                                                                                                                                    Fixes

                                                                                                                                                                                    Creatures

                                                                                                                                                                                    Venomous blight creatures

                                                                                                                                                                                    Fixed
                                                                                                                                                                                    • Blight creatures with the Venomous modifier no longer poison you: their poison turns into blight bleeding like the rest of their damage.

                                                                                                                                                                                    Boss stars above two

                                                                                                                                                                                    Fixed
                                                                                                                                                                                    • Summoned bosses can get more than two stars again: past the second, each further star rolls the Chance of each star above two, up to Max stars. A value changed by hand applies to the next summon.

                                                                                                                                                                                    Bleeding in the Blight Mist

                                                                                                                                                                                    Fixed
                                                                                                                                                                                    • Blocking a blight creature's blow and ramming blight creatures with your shield no longer opens a wound on you.
                                                                                                                                                                                    • Blight bleeding now builds from the damage that actually reached you, after block, armour, resistances and the rune shield, not from the full blow.
                                                                                                                                                                                    • Morgrim's stone spikes bleed in proportion to the part of the spike's damage that got through.

                                                                                                                                                                                    Blood Challenge runes at boss altars

                                                                                                                                                                                    Fixed
                                                                                                                                                                                    • A boss summoned at an altar with Blood Challenge runes inside gets its stars from the runes even if the altar passed to another player while the boss was rising (dedicated servers).

                                                                                                                                                                                    Creature drops by stars

                                                                                                                                                                                    Fixed
                                                                                                                                                                                    • A creature's own drops grow with its stars exactly as in vanilla again: each star doubles a drop's chance and, unless the game says otherwise for that drop, its amount. Writhan roots, for one, grow with stars now.
                                                                                                                                                                                    • Creatures of a rune lair follow the same vanilla rule.

                                                                                                                                                                                    Kills by damage over time

                                                                                                                                                                                    Fixed
                                                                                                                                                                                    • Kills by burning, poison and bleeding from your minions give you experience and loot, also after an Unstable Minion has burst.

                                                                                                                                                                                    Leader's Horn commands

                                                                                                                                                                                    Fixed
                                                                                                                                                                                    • Wait, Patrol, Move and Attack are no longer overridden by following; using your companion with E toggles follow and wait.

                                                                                                                                                                                    Halls bosses

                                                                                                                                                                                    Fixed
                                                                                                                                                                                    • Bosses of the halls no longer announce the world boss they are based on.

                                                                                                                                                                                    Halls creatures

                                                                                                                                                                                    Fixed
                                                                                                                                                                                    • Creatures of the halls no longer fight each other, only the players and their allies.

                                                                                                                                                                                    Minions and buildings

                                                                                                                                                                                    Fixed
                                                                                                                                                                                    • Your minions, living weapons included, no longer damage buildings placed by players.

                                                                                                                                                                                    Living weapons left behind

                                                                                                                                                                                    Fixed
                                                                                                                                                                                    • A living weapon more than 25 m away, or cut off behind a sealed door, now flies back to your side.

                                                                                                                                                                                    Blast no longer blinds with a giant sphere

                                                                                                                                                                                    Fixed
                                                                                                                                                                                    • Modifier explosions now match the real reach of the blow, with no screen-flooding glow and a sound of their own for each element.

                                                                                                                                                                                    Mod compatibility

                                                                                                                                                                                    Shift item comparison alongside other mods

                                                                                                                                                                                    Fixed
                                                                                                                                                                                    • With other item mods installed, the equipped items' tooltips shown on Shift stand beside the item's tooltip again instead of under it.
                                                                                                                                                                                    • The comparison tooltips go under or over the item's tooltip only when they do not fit beside it across the screen.

                                                                                                                                                                                    Upgrading ascended items in other crafting windows

                                                                                                                                                                                    Fixed
                                                                                                                                                                                    • With crafting windows from other mods, an ascended item is upgraded at its ascended price, not at the price of the plain item.

                                                                                                                                                                                    Dvergr lantern in SeneaL UI

                                                                                                                                                                                    Fixed
                                                                                                                                                                                    • With SeneaL UI the belt Dvergr lantern has its own slot and can be taken off.

                                                                                                                                                                                    Crated ships and craft-from-chests mods

                                                                                                                                                                                    Fixed
                                                                                                                                                                                    • Setting up a ship or portal from a crate no longer takes materials through mods that consume resources themselves (craft from chests); Finewood used to vanish.

                                                                                                                                                                                    Health of tamed creatures with armour mods

                                                                                                                                                                                    Fixed
                                                                                                                                                                                    • Mods that change a creature's maximum health from its current value, such as horse armour, no longer get Path of Valheiman's health multiplier a second time. A tamed horse's health no longer shrinks with every armour change.

                                                                                                                                                                                    Rings and trinkets with enchantment mods

                                                                                                                                                                                    Fixed
                                                                                                                                                                                    • Rings and trinkets in equipment cells are seen as worn by other mods, so their enchantments (such as carry weight) work.

                                                                                                                                                                                    Skill tree

                                                                                                                                                                                    Hook: pickaxes get their alternative attack

                                                                                                                                                                                    Fixed
                                                                                                                                                                                    • The Hook mastery now gives pickaxes an alternative attack: a long-reach swing whose hits pull you to the enemy. Pickaxes have no alternative attack of their own, so before the mastery did nothing.

                                                                                                                                                                                    Thrown weapons keep their own limits

                                                                                                                                                                                    Fixed
                                                                                                                                                                                    • A thrown weapon hurts only what it hurts in hand: the Butcher Knife thrown with Dagger throw wounds only tamed creatures, and on trees, rocks and buildings it lands without damage.

                                                                                                                                                                                    Projectile damage on crossbow bolts

                                                                                                                                                                                    Fixed
                                                                                                                                                                                    • Projectile damage grows the bolt by its real share of the shot: the chopping damage of crossbows such as the Arbalest no longer shrinks that share.
                                                                                                                                                                                    • The bolt tooltip no longer adds crossbow damage, which grows the crossbow itself and not the bolt.

                                                                                                                                                                                    Crossbow critical strikes

                                                                                                                                                                                    Fixed
                                                                                                                                                                                    • Crossbows whose shot also chops (such as the Arbalest) roll their critical strike on the enemy they hit again, like bows: crit rows against targets, finishing blows and on-crit effects work for them. Before, the crit was rolled at the moment of the shot by the woodcutting rules.
                                                                                                                                                                                    • The tooltip of bows, crossbows and thrown weapons counts projectile crit rows in its crit chance, as the shot does, and shows the crit multiplier when the tree changes it.
                                                                                                                                                                                    • The arrow and bolt tooltip shows the crit of a shot from the bow or crossbow in hand; a shot keeps the crit of the weapon that fired it until it lands.
                                                                                                                                                                                    • Thrown axes and shots that chop or mine roll their critical strike when they hit a tree, log, stump or ore.

                                                                                                                                                                                    Crossbows mastery: each talent once

                                                                                                                                                                                    Fixed
                                                                                                                                                                                    • The two Crossbows mastery notables share their options again: Piercing Charge and Winding Tumble can each be taken only once, and the startup warning about one category under several names is gone.
                                                                                                                                                                                    • A talent already taken in both moves to the free option of the second node; no node or point is lost.

                                                                                                                                                                                    Rain of Points and Handful of Iron: penalty only for thrown weapons

                                                                                                                                                                                    Fixed
                                                                                                                                                                                    • Their 25% less damage now applies only to thrown weapons, like their extra projectile chance. Bows, crossbows and staffs no longer lose damage from these nodes.

                                                                                                                                                                                    Throw the Axe: where the return comes from

                                                                                                                                                                                    Fixed
                                                                                                                                                                                    • The option's description now names Weapon Return in the Rain of Points and Handful of Iron masteries as the way to bring the axe back, instead of a vague throwing weapons mastery.

                                                                                                                                                                                    Levitation under a roof

                                                                                                                                                                                    Fixed
                                                                                                                                                                                    • Levitation keeps its height over the ground beneath you. A roof above you, such as the dome of a runic monolith or summoning stone fight, no longer counts as the ground, so you can no longer hang under the dome above the enemies.

                                                                                                                                                                                    Fray Amid Waves: shields in the water

                                                                                                                                                                                    Fixed
                                                                                                                                                                                    • Shields stay in hand while swimming, so a shield-only build fights in the water too.

                                                                                                                                                                                    Free Pair: off-hand damage

                                                                                                                                                                                    Fixed
                                                                                                                                                                                    • Off-hand strikes deal 50% of that weapon's full damage, as described; flat added damage no longer went in whole.

                                                                                                                                                                                    Corridor and Twin Edges: description

                                                                                                                                                                                    Fixed
                                                                                                                                                                                    • The description now says they change melee area attacks; staff and sceptre areas were never affected.

                                                                                                                                                                                    Heavy Grip with a weapon in each hand

                                                                                                                                                                                    Fixed
                                                                                                                                                                                    • A pair uses the dual-wield stance instead of holding both weapons two-handed.

                                                                                                                                                                                    Shield charge on the training dummy

                                                                                                                                                                                    Fixed
                                                                                                                                                                                    • The shield charge hits the training dummy instead of stunning you on it like a wall.

                                                                                                                                                                                    Fishing: no duplicated fish

                                                                                                                                                                                    Fixed
                                                                                                                                                                                    • A fish counts as a catch once: dropping it and picking it up again no longer rolls the extra fish or the treasure.

                                                                                                                                                                                    Multipliers counted once

                                                                                                                                                                                    Fixed
                                                                                                                                                                                    • Conditional and «for each» multipliers were counted twice when a plain multiplier of the same stat was also present; some builds will see lower numbers.

                                                                                                                                                                                    Items

                                                                                                                                                                                    Item level of crafted gear

                                                                                                                                                                                    Fixed
                                                                                                                                                                                    • Crafted gear no longer takes its item level from the game's upgrade stone in its recipe: the stone's number is an upgrade step, not a biome. The berserker hood, bronze and iron axes, the chitin knife, the serpent-scale shield and similar gear now roll properties of the biome of their materials instead of a later one.
                                                                                                                                                                                    • Gear forged at the black forge or the mage table counts as Mistlands gear, whatever its materials.

                                                                                                                                                                                    Game's summoning staves

                                                                                                                                                                                    Fixed
                                                                                                                                                                                    • The game's summoning staves (Dead Raiser, Staff of the Wild, Trollstav, Spirit Caller) roll only minion properties, like the mod's summoning staves - no more frost damage or shock build-up on them. Any staff whose attack calls creatures counts, other mods' staves too. Properties already on a staff stay until it is rerolled.
                                                                                                                                                                                    • Upgrading a game's summoning staff makes its minion tougher, as with the mod's staves: +25% minion health per quality level. Before, an upgrade only raised the eitr each minion holds.

                                                                                                                                                                                    Snow shovel in the tool cells

                                                                                                                                                                                    Fixed
                                                                                                                                                                                    • The snow shovel and other work tools (farming, woodcutting, fishing) fit into the tool cells.

                                                                                                                                                                                    All equipment ascends

                                                                                                                                                                                    Fixed
                                                                                                                                                                                    • Lord's Brands ascend every piece of equipment. Armour of every slot rises like weapons and shields: its armour and durability reach that biome's armour of the same slot, and upgrades then cost what that armour costs.
                                                                                                                                                                                    • Rings, belts, amulets, trinkets, utility items, capes without armour and tools gain item level only: higher property tiers on future rolls, everything else stays.
                                                                                                                                                                                    • **Boss essences no longer ascend items**: they remain the material for boss sigils; essences you already have stay in your bags.

                                                                                                                                                                                    Runes on items say why

                                                                                                                                                                                    Fixed
                                                                                                                                                                                    • A rune, essence or punch that cannot be used on an item now says why: sigils are set, no free property slot, unidentified or corrupted.

                                                                                                                                                                                    Womb of Corruption: any working keystone

                                                                                                                                                                                    Fixed
                                                                                                                                                                                    • The keystone the Womb allocates is one random keystone out of every working keystone of the tree, each equally likely. Keystones marked broken, empty stubs and keystones the mod cannot fully read are never rolled.

                                                                                                                                                                                    Whisper of Niflheim: keystone pick

                                                                                                                                                                                    Fixed
                                                                                                                                                                                    • The keystone the Whisper's area centres on comes from the same pool of working keystones.

                                                                                                                                                                                    Tear of the Mist Mother: its effect is visible

                                                                                                                                                                                    Fixed
                                                                                                                                                                                    • The Tear's tooltip shows how many corrupted magic jewels in your tree it boosts right now.
                                                                                                                                                                                    • A boosted jewel's own property (+Strength and the like) is shown boosted in its socket tooltip too, as it already counts in your stats.

                                                                                                                                                                                    Rime and Tar in a Bottle are not bombs

                                                                                                                                                                                    Fixed
                                                                                                                                                                                    • Rime in a Bottle and Tar in a Bottle no longer carry bomb tags or take bomb bonuses: they are brews and grow only with potion power.

                                                                                                                                                                                    Healing meads and duration

                                                                                                                                                                                    Fixed
                                                                                                                                                                                    • Duration bonuses (a master's ageing, potion and effect duration) no longer stretch the cooldown of healing, stamina and eitr meads; their strength still grows with the brewer's mastery.

                                                                                                                                                                                    Magic Purse

                                                                                                                                                                                    Fixed
                                                                                                                                                                                    • The purse has no coin limit any more: it used to stop at 7,992 coins.

                                                                                                                                                                                    Ailments

                                                                                                                                                                                    Armour break in co-op

                                                                                                                                                                                    Fixed
                                                                                                                                                                                    • Armour break and impale from several players on one creature add up: a second player's hit no longer resets the armour break built by the first.

                                                                                                                                                                                    Precise Calculation

                                                                                                                                                                                    Fixed
                                                                                                                                                                                    • With Precise Calculation, hits ignite and inflict other ailments again, on the training dummy too.

                                                                                                                                                                                    Ailment build-up multipliers with conditions

                                                                                                                                                                                    Fixed
                                                                                                                                                                                    • «×N ailment build-up» rows with a condition only the hit knows (weapon, action, projectile) now work; before they had no effect.

                                                                                                                                                                                    Poison through rune wards

                                                                                                                                                                                    Fixed
                                                                                                                                                                                    • Poison passes enemies' rune wards, like your own rune shield, and builds up as usual.

                                                                                                                                                                                    Chests and automation

                                                                                                                                                                                    Chest Feed: chests stay usable

                                                                                                                                                                                    Fixed
                                                                                                                                                                                    • A chest that feeds furnaces no longer gets stuck when another player opens it or stacks into it: it closes, opens and breaks again, and furnaces keep taking from it.

                                                                                                                                                                                    Vacuum Chest opens again

                                                                                                                                                                                    Fixed
                                                                                                                                                                                    • On a server the Vacuum Chest no longer stays with its lid open and refuses to show its window until you rejoin.

                                                                                                                                                                                    Crafting

                                                                                                                                                                                    Extra crafted items keep your bonuses

                                                                                                                                                                                    Fixed
                                                                                                                                                                                    • Extra oils, runes, ammo, bombs and meals from crafting chances carry the same crafter bonuses as the main item (strength, duration, crafter).

                                                                                                                                                                                    Feasts keep the cook's work

                                                                                                                                                                                    Fixed
                                                                                                                                                                                    • A feast made by a master cook carries the cook's nourishment and duration bonuses, and they stay on the set-up table for everyone who eats from it.

                                                                                                                                                                                    Interface

                                                                                                                                                                                    Builds: deleting a shown build

                                                                                                                                                                                    Fixed
                                                                                                                                                                                    • Deleting a build that is shown on the tree also takes it off the tree; before, it kept hanging over the tree until the game was restarted.

                                                                                                                                                                                    Repair button no longer covers the rings

                                                                                                                                                                                    Fixed
                                                                                                                                                                                    • The workbench's repair hammer now sits in the top-right corner of the equipment window instead of over the ring cells.

                                                                                                                                                                                    Builds Manager Discord button

                                                                                                                                                                                    Fixed
                                                                                                                                                                                    • The Our Discord button on the locked Builds Manager screen no longer leads to an expired invite.

                                                                                                                                                                                    Settings

                                                                                                                                                                                    World admin settings

                                                                                                                                                                                    Fixed
                                                                                                                                                                                    • Sliders move in round steps: Tree power and the other multipliers can be set back to exactly 1.00.
                                                                                                                                                                                    • The World admin page has a Reset this section button: experience, achievement recipients, food, rest and tree power go back to their defaults; world mode, difficulty and permadeath stay as they are.

                                                                                                                                                                                    Tool hotkeys: description

                                                                                                                                                                                    Fixed
                                                                                                                                                                                    • The tool hotkeys in the settings now say that they take the tool from its slot in the equipment window, not from the bag.

                                                                                                                                                                                    World

                                                                                                                                                                                    Berry bushes stay breakable

                                                                                                                                                                                    Fixed
                                                                                                                                                                                    • Breaking a bush that still has berries picks them and the bush stays - and it now takes hits again instead of becoming indestructible. Bushes already stuck this way heal on the next hit.

                                                                                                                                                                                    Blight Mist and caves

                                                                                                                                                                                    Fixed
                                                                                                                                                                                    • Entering a cave or dungeon inside a Blight Mist no longer stalls its progress bar: the interior is not part of the mist, its creatures are not turned into mist creatures and do not take up the mist's population.

                                                                                                                                                                                    Dungeon clears after a crash

                                                                                                                                                                                    Fixed
                                                                                                                                                                                    • A dungeon clear is saved to your character at once, so a crash right after it no longer loses the clear.
                                                                                                                                                                                    • Crypts whose rooms lie across a zone border count toward their kind's limit of 10 instead of past it.
                                                                                                                                                                                    • If the recount leaves a build with more nodes than the character has points, the outermost extra nodes are reset and the rest of the build stays. The message about it no longer promises that such nodes wake up later.

                                                                                                                                                                                    Great Rune of Awakening is never lost

                                                                                                                                                                                    Fixed
                                                                                                                                                                                    • On a dedicated server the rune could be used up without the dungeon being reawakened. Now the dungeon is always reawakened, or the rune comes back to the bag with a message.

                                                                                                                                                                                    Frost Caves count as cleared

                                                                                                                                                                                    Fixed
                                                                                                                                                                                    • Many of a Frost Cave's enemies appear only when you come close to their spot. If you walked through a room without passing near one, the cave never counted as cleared and gave no skill points. A spot you passed within 30 m now counts as cleared; this also applies to other dungeons.

                                                                                                                                                                                    Craft tree

                                                                                                                                                                                    Beast Portal: large beasts follow

                                                                                                                                                                                    Fixed
                                                                                                                                                                                    • Tamed beasts following you now reach the other side of a portal or dungeon door: they are moved once you have landed, beside you on solid ground, so loxes no longer fall through the unloaded world.

                                                                                                                                                                                    Harbor Mark in multiplayer

                                                                                                                                                                                    Fixed
                                                                                                                                                                                    • Your ships are marked when you join someone else's world or a dedicated server, nearby ones at once.

                                                                                                                                                                                    Draft Animals with companions

                                                                                                                                                                                    Fixed
                                                                                                                                                                                    • A companion that follows you can be harnessed to a cart.

                                                                                                                                                                                    Any Saddle: seat and attacks

                                                                                                                                                                                    Fixed
                                                                                                                                                                                    • Riders sit on the bear's back instead of floating above it.
                                                                                                                                                                                    • Attacking while riding makes the beast strike instead of dismounting you; a beast that cannot fight says so.

                                                                                                                                                                                    Auto Doors with other players around

                                                                                                                                                                                    Fixed
                                                                                                                                                                                    • Auto doors close reliably with other players around and never shut on someone standing in them.

                                                                                                                                                                                    Careful Builder: carts and siege machines

                                                                                                                                                                                    Fixed
                                                                                                                                                                                    • Carts, ships, the battering ram and the catapult can be broken again; only pieces the hammer can dismantle are protected.

                                                                                                                                                                                    Performance and loading

                                                                                                                                                                                    Stutter in the Halls removed

                                                                                                                                                                                    Fixed
                                                                                                                                                                                    • Removed a stutter every half second caused by the Halls' raven looking for the Book of the Halls; our per-frame cost is about half of what it was.

                                                                                                                                                                                    Protection after a long load

                                                                                                                                                                                    Fixed
                                                                                                                                                                                    • After a long load out of a dungeon you are no longer hit before the world has loaded.

                                                                                                                                                                                    Laying rooms on the board

                                                                                                                                                                                    Fixed
                                                                                                                                                                                    • Placing a room in the Book of the Halls no longer freezes the game: the character is saved once after you finish, not on every room.

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