Boss loot gets its own Valuables storage, forge Legendaries from Outfit a Hero, faster Training Grounds, White Mage and Mage reworks, new drops, plus a stack of fixes and QoL.
Valuables: boss items now live in their own storage, separate from the 100-slot inventory. They stack in displays, keep up to 5 copies of each item, and further copies auto-sell for gold the moment they drop - so a long farm chain can never crowd your storage with boss epics. Equip Best, Optimize and the equipment lists all see Valuables automatically, and you can still sell them by hand in the shop. Relics live there too (uncapped, and never auto-sold since they cost Wound Echoes), so a full inventory can never block a relic purchase.
Item levels now read "Item Level" everywhere instead of "Lvl".
Outfit a Hero now offers Legendaries. Once boss upgrades are unlocked, your own boss Epics appear in the outfit list as the Legendary they would become, priced at the forge fee. Try one on to preview the stats, and buying the loadout forges and equips it in one step. If a spare copy sits in storage it is used first, so the Epic you are wearing survives as a hand-me-down, and Optimize weighs these upgrades alongside regular shop stock.
Training Grounds XP greatly increased. Training speed is now set by your highest level guild member.
White Mage heal targeting. Renew no longer restricts itself to allies above 50% HP (it now simply heals the most injured ally), Greater Heal fires at 50% instead of waiting for 35%, and Benediction's party trigger moved from 70% to 75%.
Desperation Rites Mastery reworked (Tiers 1 and 2). Tier 1 "Desperate Measures": when an ally drops below 40% HP, your next heal is 30% stronger (replacing attack speed a healer had no use for). Tier 2 "Triage": healing an ally below 50% HP builds 10 Overflow, so crisis healing fuels your Ultimate right when overhealing cannot.
Volatile Casting reworked into a ramp. With Ultimates keeping the SURGE up most of the time, its flat +5% had collapsed into a boring passive. Each spell cast during a surge now hits 4% harder than the one before (8% with Reckless Ignition), and the ramp dies with the window - chaining casts inside the surge is the whole payoff.
Relics rescaled to endgame power. Every relic now carries its full budget, roughly 25% above an upgraded Legendary; they had shipped at a third to three-quarters of it. Relic shop cards now show their Item Level, and relics live in the Valuables store (uncapped, never auto-sold).
Pausing during the between-wave breather now works: the press is queued and lands the instant the next wave spawns, instead of being silently dropped. In overleveled zones the breathers were frequent enough that pause felt broken.
Tavern recruits have their names back.
11 items that could only ever be bought now drop where they belong: Marshcutter Axe, Marshrunner Boots, Bog-Dyed Vestments and Waterlogged Primer in the Slime Marsh; Goblin Splitting Axe, Hexcarver's Wand, Camp Shaman's Ledger, Ironbound Raider Plate, Sinew-Strung Raider Bow and Warband Ironhelm in the Goblin Encampment; Fortress Guard Sabatons in the Bandit Fortress. Only the day-one starter stock (Worn Iron Sword, Padded Leather Vest) remains shop-only.
Class level achievements (Have a Knight reach Level 10, and so on) now also unlock when you recruit a hero already at that level, not only when you level one up yourself.
The Witness's bestiary entry fully unlocks the first time you see one. It was gated behind kill counts like every other enemy, and it cannot be killed.
The hero details screen now shows the off hand as occupied (Two-Handed) when a two-handed weapon is equipped, matching the equipment screen. It used to say Empty, which read as a gearing mistake to fix.
Auto-challenge boss is now offered for every playable zone, checked by default, whether or not you have beaten its boss - it only fires once the boss window actually opens, so it doubles as a clean hands-off first kill attempt. Unchecking it is remembered across sessions.
The results screen's Retry Zone button is now Return to Map. With queued marches covering repeat runs, the button that instantly relaunched the same zone was redundant, and the map is where your next decision lives anyway.
ESC in battle now opens the flee confirmation.
The Equip Best summary no longer closes on a stray click. It dismisses only via its OK button or ESC, so the receipt stays readable.
The shop's Upgrade tab now shows each item's type (Accessory, Sword, ...) on its card - the name alone often didn't say what you were upgrading.
The equipped item's full stat line, rarity and level now show at the top of the equipment item list, so candidate comparisons have a visible baseline.