Tiered world — the overworld is now four sequential islands, each tougher than the last. Fight to the tower at each island's heart, topple it, and the next island rises. Your party, roster, gold, and gems carry across.
The fray — a creeping corruption that seeds across the map and spreads a little further with every battle you win. Step into it and you're pulled toward a harder, next-tier encounter; win and you purge it. Clearing a fray also cleanses its neighboring tiles.
Recruit Rift — on later islands, a rift appears offering a free recruit of a class you don't yet own.
Reworked island layouts: scattered points of interest, a road from your start to the tavern, roaming patrol markers, and bobbing ships dotted along the coast.
New gem rewards — a DEF gem for rallying, and a one-time INT gem the first time you ever clear a fray.
Fresh visual effects for picking up gold and food, and a new spring effect on spike traps.
Changed
Crab now scuttles two diagonal steps per turn, pausing briefly between them.
Formalized enemy attack ranges — ranged enemies now kite and strike from the back row.
Pressure plates now arm and disarm as things step on and off them.
Larger, clearer gold and gem haul readouts on the tally screen.
Fixed
Chain combos no longer soft-lock the battle when a window is declined or a partner defends.