
Ashburrow has a new region. Behind the Old Keep, over the eastern rim of Goldcrest Hills, there is a crater where the Cinderwyrm's heat comes up through the rock. It is called Cinderscar, it is built for a character of about level 10, and it is in the free demo.
A track leaves the back of the keep's yard and climbs to a notch cut through the ridge. You can find it from the valley: the grass gives way to ash below the col, and shards of black glass stand on the skyline either side of it. Everywhere else the scar's rim is a cliff, so the pass is the only way over.
Dragon-folk, a head taller than anything else in Ashburrow that walks on two legs. Each of the three fights the way one of your own classes does. There are sixteen of them in seven camps, and most camps mix the three, so every camp asks you which to take first.
Cinderbrood pugilist (level 10). Punches in a one-two, and every few seconds kicks out at everything around it.
Cinderbrood hunter (level 10). Shoots from 24 metres, some of its arrows are poisoned, and it gives ground when you close.
Cinderbrood lightbearer (level 11). Mends whichever of the brood is hurt worst. Wards whoever you are hitting with embers that burn you back. When nobody needs either, it lashes you with fire.
The brood shrug off fire, so a Magister's fire is the wrong thing to bring. Cold bites them a little harder. They drop their own scales and horns, and now and then one carries a coal from the altar that has never gone out.
The Ashmane clan has new members, in the burrow and up on the snow of Frostspire Reach.
Fangblade (level 9). Leather, steel and a sword across its back. Fangblades hold the east barracks and the foot of the long climb.
Ashmane skirmisher (level 12). White and spotted, with a spear, in a new war band on the west side of Frostspire Reach. Back out of its reach and it crouches, then springs.
Gnoll hexcaller (level 10 in the barracks, 13 with the war band). Lays a hex on your and then throws fire. It stands behind the fangblades and the skirmishers, and the hex is what stops you backing out of their camp.
Blows land and you can see it. A struck creature leans away from the hit, weighed by the blow and its size. A heavy blow plays its own flinch, a broken guard staggers it, and every melee blow leaves a mark where it lands: a cut, a thrust or a smash, with a ring of light for a critical.
Spells look and sound like themselves. A ball forms in the caster's hand and a rune circle under them. Heals rise, snares grip the legs with roots, charms run a line of light to the creature's head, and vanishing fades you out in rings. A fire bolt cast from range flies to its target, and fire and lightning scorch the floor while ice leaves frost.
Your own harmful spells can no longer hit you or another player.
Controller: a new radial menu opens every screen from one button (View): inventory, spellbook, skills, map, chat and options.
VR: a headset plugged in at launch starts the game in VR, in first person. Your free hand is drawn, and a spell charges in its open palm before you throw it.
Co-op: you can see your partner jump, and gear the host picked up before you joined now shows on their body.
The creation screen remembers the last name you played under.