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V Rising 1.1.13 Patch Notes: PvP Balance Pass (May 26, 2026)

V Rising 1.1.13 Patch Notes: PvP Balance Pass (May 26, 2026)

V Rising 1.1.13 patch notes for May 26, 2026: PvP balance pass on Corrupted Blood, Sanguine Coil, Wraith Spear, plus a server-side performance fix.

Magnusยท
5 min read
ยท
May 28, 2026

Stunlock Studios dropped V Rising Patch 1.1.13.0 on May 26, 2026: a focused PvP balance pass that touches Corrupted Blood, Sanguine Coil, Wraith Spear, and a long list of veil and ultimate spells. Saves and worlds carry over cleanly, no reset required, but every PvP server is going to feel different the first night you boot back in.

There's also a quiet but important line buried in the bug-fix section: "Fixed a few performance-related bugs server-side." If you run a dedicated V Rising server, this patch matters even if you never PvP.

Release Date

The patch went live at 12:00 GMT / 14:00 CEST / 08:00 EDT on May 26, 2026. Stunlock confirmed up-front that saves will not break or reset, so dedicated server owners can update in place without a wipe. Worth a snapshot first regardless, because new patches always shake out at least one save edge case.

The PvP Balance Pass

V Rising 1.1.13 PvP combat with scythe, blood ghosts and multiple attackers

The headline change is Corrupted Blood. The hostile ghost that Corrupted Blood spawns has been a sore spot for months: in PvP, opponents were using it to trigger free counters, and in PvE it added a layer of frustration that didn't really pay off. In 1.1.13, those ghosts:

  • Have reduced dash speed
  • Now pierce enemies instead of stopping on the first target
  • No longer trigger counters
  • Cannot cause a fatal blow

That last bullet is the one PvE players will appreciate most. You will not die to a Corrupted Blood ghost again. In PvP, the spell loses a big chunk of its "free counter" cheese while keeping the offensive identity intact.

Spell Balance: The Buffs and the Nerfs

V Rising spell ability cast in a town courtyard

Stunlock walked through almost every Blood school spell that's been over- or under-performing. Quick reference:

  • Sanguine Coil: cooldown 6s โ†’ 7s, projectile speed -20%, ally healing 14-30% โ†’ 20-40%. Less spammable in PvP, more rewarding as a support pick.
  • Blood Rite: counter window trimmed from 20-40% damage over 5s โ†’ 15-30% over 4s. The auto-pick counter spell gets dialled down.
  • Wraith Spear: cancel-cast cooldown penalty 50% โ†’ 65%, AoE jewel penalty per target reduced from 6-10% โ†’ 8-16%. Less cancel cheese, better baseline AoE.
  • Spectral Guardian: attacks 15% faster. The defensive ultimate finally has a damage hook to justify picking it.
  • Ball Lightning: recast now has a 0.5s delay before explosion. Reactable instead of instant.
  • Veil of Storm: dash duration 0.45s โ†’ 0.4s. Faster, more in line with the lightning theme.
  • Corrupted Skull: low-HP bonus damage 40% โ†’ 50%.
  • Veil of Bones: low-HP bonus damage 20-40% โ†’ 30-50% (jewel).
  • Freeze Immunity: damage bonus on immune targets 25% โ†’ 30%. Frost builds stay viable into V Bloods.
  • Veil of Chaos: dash duration 0.3s โ†’ 0.4s, distance 5 โ†’ 5.5. Longer, easier to read.
  • Wisp Dance: cast time 0.15s โ†’ 0.4s. The Scholar Blood instant-combo gets walked back.

Stunlock also rolled back the Mosquito changes from the previous unreleased notes. Those edits are crossed out in the official post.

Weapon Fixes

Three weapon-specific bugs got squashed:

  • Explosive Shot (Pistol): you can no longer take damage during the dodge roll. This one has been frustrating pistol players for ages.
  • Snapshot (Crossbow): split projectiles no longer phase through objects.
  • Camouflage (Slashers): range reduced from 4 โ†’ 3.3 so the hitbox matches the VFX.

Server-Side Performance Fix

The patch notes don't elaborate, but "Fixed a few performance-related bugs server-side" is the line that matters for hosts. We've seen V Rising dedicated servers chew through more RAM than the official 4-6 GB recommendation under heavy raid loads, especially clans with large castles and high spell counts. If 1.1.13 cleans up even one of those leaks, that's reduced lag spikes and lower restart frequency for your players. Watch your Pterodactyl resource graphs after the update. The first 48 hours of a balance patch are when memory regressions show up.

What This Means for Your Server

  • Pre-update checklist (5 min): take a manual save snapshot via FTP, post a heads-up in your server's Discord, schedule the restart in off-peak window.
  • Update window: Stunlock pushed at 12:00 GMT. Restart your dedicated server within an hour of the patch going live so clients aren't running mismatched versions.
  • Respec warning: the Corrupted Blood and Wraith Spear changes are big enough that competitive players will want to test new builds. Expect duel-pit activity to spike.
  • Memory monitoring: keep an eye on RAM usage in Pterodactyl for the first night. The "server-side performance" fix could reduce or shift load patterns.
  • No wipe: saves carry over. You do not need to reset your server. Communicate that to your players proactively so nobody panics about lost progress.

Verdict

This is the kind of patch that doesn't get a flashy livestream but matters more than half the content drops. Corrupted Blood was bleeding casual PvE players. Blood Rite and Sanguine Coil were warping the PvP meta. The server-side performance fix is unspecified but free wins are free wins. If your community PvPs, you'll want to be patched and stable by the time your prime-time window hits.

Host Your V Rising Server with DoomHosting

If you're tired of fighting your host for stable tickrate after every Stunlock patch, DoomHosting's V Rising servers run on dedicated Ryzen 9 hardware with instant setup, full FTP access, DDoS protection, and 24/7 support. Patch 1.1.13 lands cleanly with no save reset, and our panel makes it a one-click update.

A balance patch is only as good as the server it runs on. Make sure yours is ready before sundown.

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