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Patch 5 released with an enormous changelog featuring major changes like the introduction of Honour mode and new epilogues. It also included hundreds of gameplay changes and fixes and ended with:
And many, many more fixes, improvements, tweaks, and labours of love!
The aim of this article is to document these unlisted fixes, improvements, and tweaks.
Honour mode[edit | edit source]
Action economy[edit | edit source]
Honour mode features a number of changes to tighten the action economy.
- Extra actions granted through or Elixir of Bloodlust no longer benefit from .
- As an example, if you are and have , you can attack twice with your first action, but only once with the second action.
- The extra action from still benefits from .
- with any martial class could get 3 attacks per action, and earlier than 's . no longer stacks with . Previously, a multiclassed
These changes more closely match the rules used in the tabletop game.
Furthermore, Mind Sanctuary in Honour Mode merely hastens characters within it, rather than allowing them to use actions and bonus actions interchangeably.
Simplification of damage mechanics[edit | edit source]
The interaction between different damage boosts can lead to unexpected (and exploitable) behavior. In particular, damage riders could get applied numerous times in a single attack with damage rider sources (DRS) causing the attack to deal much more damage than expected.
Honour mode makes sweeping changes to many items and effects to stop damage boosts from interacting with each other. Now, all (or most) damage bonuses are well-behaved and do not interact with each other. This essentially eliminated DRS as a concept in Honour mode. Many builds centered around exploiting DRS mechanics to deal hundreds (even thousands) of damage per round will not work in Honour mode.
In particular, the changes are:
- no longer creates a separate damage instance (DRS) for every damage source. Instead, it adds bonus damage to each damage source.
- no longer creates a separate damage instance on throws.
- The weapons Assassin's Touch, Deep Delver, Dragon's Grasp, Exterminator's Axe, Firestoker, Shortsword of First Blood, Blooded Greataxe, Render of Mind and Body, Sword of Life Stealing, Crimson Mischief, and Duellist's Prerogative all have had their DRS bonus damage removed and replaced with ordinary damage boosts.
- Rat Bat still has its DRS bonus.
- As of Patch 6, Rat Bat has had its DRS bonus removed.
- Rat Bat still has its DRS bonus.
- The abilities Needs Verification] , , , have added checks to ensure that they do not receive extra bonus damage that should only be applied to the base attack.[
- The on-jump AOE damage effect of the Hamarhraft does not get any other damage riders added. It is a flat 1d4.[Needs Verification]
Legendary actions[edit | edit source]
- Bulette has legendary actions listed in the game files, but does not currently seem to be able to use them.[Needs Verification]
Item rarity and price changes[edit | edit source]
Several items have had their rarities changed for Honour mode. These are:
- Martial Exertion Gloves: Rarity: Rare / Very RareHonour
- Caustic Band: Rarity: Uncommon / Very RareHonour
- Returning Pike: Rarity: Uncommon / RareHonour
- Ring of Flinging: Rarity: Uncommon / RareHonour
- Previously it was always Rare, but now it is Uncommon outside of Honour mode.
- Pearl of Power Amulet: Rarity: Uncommon / RareHonour
- The Shadespell Circlet: Rarity: Uncommon / RareHonour
Additionally, around 100 items have had their prices adjusted, sometimes significantly. Some examples include:
- Evasive Shoes: Price: 95 gp / 1050 gpHonour
- Fistbreaker Helm: Price: 60 gp / 420 gpHonour
- The Whispering Promise: Price: 40 gp / 85 gpHonour
Miscellaneous balance changes[edit | edit source]
- vulnerability to enemies. can only target allies. No more applying easy damage
Universal changes[edit | edit source]
The following are changes that apply to all difficulties and modes.
Spell changes[edit | edit source]
- The range of increased from Range: 1.5 m / 5 ft to Range: 18 m / 60 ft.
- can now only be cast on targets of size large or smaller.
- 10d6Cold damage explosion when broken. Previously, the only damage dealt was by the lingering cold air. now correctly deals its
- Casting Abjuration no longer grants a stack of . (Was this ever the case?[ Needs Verification]). as an
- Lockpicking and disarming traps now breaks Needs Verification] and has a chance to break .[
- Find Familiar spell is now 1/per short rest [Needs Verification]
Ability changes[edit | edit source]
- . The DC is 10 + Strength modifier. now allows a Constitution saving throw to avoid
- . The DC is 8 + proficiency bonus + Dexterity modifier. now has a Constitution saving throw to avoid being
Item changes[edit | edit source]
- Stacks of Rhapsody's Scarlet Remittance are now only gained by killing enemies. Previously, you could easily max the stacks by destroying inanimate objects like crates.
- Diadem of Arcane Synergy now only gives when you inflict an effect on an enemy ( doesn't count). Previously, it would activate whenever you inflicted any effect on anything.
- Potential new items. These items are listed in a treasure table associated with Araj Oblodra, but it is not confirmed that they are available in-game by normal means.[Needs Verification]
- Staff of Accretion (Quarterstaff): Gain when dealing damage with a close range spell (a spell with a range of 6 m / 20 ft or less).
- Braindrain Cloak (Cloak): Whenever you succeed a Saving throw against a spell, apply 2 stacks of on the caster.
- Arcane Absorption Dagger
- Shining Staver-of-Skulls Now has a permanent Light cantrip effect to a range of 7.5m. [Needs Verification]
Effect changes[edit | edit source]
- has been significantly reworked.
- Previously it provided bonus damage equal to your proficiency bonus to all damage against targets. It also imposed a 50% movement speed penalty while it was active.
- Now, it provides 2 bonus damage to spells against threatened targets. There is no movement speed penalty.
- Bided Time now only activates when hit by an enemy melee attack. Previously, it could be triggered by an allied attack (for example, if you used a to hit yourself).
- has been slightly reworked.
- It can now stack up to 10 times (up from 7).
- When taking damage, you lose 2 stacks of Arcane Acuity.
- This happens with any damage, including self-damage like Heat. This means that Heat items and Hat of Fire Acuity may not work very well together.
- has been slightly reworked.
- It can now stack up to 10 times (up from 7).
- When an affected entity makes an attack roll (whether it hits or misses), 2 stacks will be removed.
- Luminous Armour previously had a bug where it could exceed the normal stack limit. This has been fixed.
- has been significantly reworked.
- It can now stack up to 7 times (previously it couldn't stack).
- When an affected entity fails a mental Saving throw with at least 5 stacks, they are discharged, dealing 1d4Psychic damage.
- can now stack 5 times (up from 4).
Minor changes[edit | edit source]
- Summon Golem Bell now requires an action to use and no longer counts as a "dash" for the purposes of activating items like Boots of Arcane Bolstering. Previously, it functioned as a completely free way of activating on-dash items.
- Eternal Carafe of Wine (Or Sometimes Acid) now costs a Bonus action to use. Previously, it was a completely free source of (or sometimes ).
- proficiency in , , , , and . It used to give proficiency in , , , , and . now gives