Twenty-five repeatable daily quests. Seventeen culling contracts - Wild Pigglet, Cave Spider, Sea Crab, Tunneler Kobold, Corrupted Frog, Young Feral Werewolf and more - and eight gathering runs for Creature Meat, Crab Meat, Creature Blood, Creature Bone, Creature Skin, Tough Hide, Chipped Sea Pearl and Faoi Crystal. Korall, Adoria and Kendra handle the turn-ins, and a new quest board shows what is on offer.
Five zone-boss hunts. Track down the Sounder Boar, the King of the Shallows, the Broodmother, the Bog Matriarch and the Alpha Werewolf.
Gathering quests tell you when you are done. Collecting is now a real step of its own. While you gather, the tracker shows a live count such as Creature Meat 0 / 1; the moment you have everything, the count disappears and the tracker tells you where to deliver it - the same way kill objectives have always behaved. Meat for Branoc is the first quest rebuilt this way.
And they stay honest. If you drop, destroy, trade away or bank the items a quest is counting on, it steps back to the gathering stage and tells you so in chat, instead of letting you walk to a hand-in you can no longer complete. Pick the items up again and it moves forward on its own.
See what is ready without reading. In a quest giver's list, a quest you can hand in right now reads "Ready" instead of the old catch-all "Active", matching the marker over the NPC's head.
The quest conversation window has two screens. Clicking Quests shows the list, and picking one opens its own details page with rewards, requirements, level range and whether it repeats. Quests on cooldown still grey out and still tell you when they come back.
Combat and Progression
Magic kills three times faster than melee, as intended. A level 1 fighter needs 6 swings of a Wooden Sword to bring down a same-level Pondling Corrupted Frog, and a level 1 mage now needs 2 casts of a plain uncharged bolt. Previously the mage needed a third cast.
Rods and Pearl jewellery retuned. The starter rods now carry that ratio (Wooden 17, Bone 25, Iron 44, Bound 61), and the Pearl jewellery set grants its magical defence from level 0, so it is worth wearing the moment you find it.
Every class starts with real defences. Unequipped characters now carry meaningful base defence split along class lines - fighters more physical, mages more magical - so an unarmoured duel no longer ends in one or two hits.
Holding a charge skill is always worth it. Charge skills now scale from 50% damage at minimum charge to 100% at full charge, and are never a penalty.
EXP lost on death depends on what killed you. Losses are a share of your current level's EXP bar: 10% to a monster, 5% in PvP when both of you were flagged, 1% when murdered while unflagged, 5% from a fall, and 5% from environmental hazards such as poison clouds and exploding barrels. Player Killers lose 30% however they die. You can still drop a level, and EXP never goes below zero.
Settings and Controls
New Keybindings tab. Every keyboard and mouse control is listed, grouped into Movement, Combat, Interface, Social and Interaction. Click Rebind and press the key you want, holding Ctrl, Shift or Alt for combinations like Ctrl+Shift+I. Picking a key another action already uses unbinds that action, Clear unbinds a row, and Reset to Defaults restores everything. Your bindings survive restarting the game.
Escape closes windows. Press Escape and the most recently opened window closes, one per press. To make room, Cancel Attack moved to the Middle Mouse Button (rebindable), and T is now used only for Trade.
New Gameplay tab with mouse sensitivity. One slider sets how fast the camera turns, and a second takes over while you aim a projectile skill such as Fire Bolt, Aqua Bolt, Energy Bolt, Ethereal Shockwave or Cheap Shot, from the moment you press it until the projectile fires. Both run from 10% to 200% and start at 100%, which is exactly how the camera felt before. Gamepad camera speed is not affected.
The Settings window has been rebuilt. It shows your current values every time you open it, graphics changes save straight away instead of on exit, each language is listed in its own name, choosing Custom in the quality preset no longer leaves the dropdown stuck, and every label can now be translated. The empty Game tab is gone, and the window has a refreshed look.
Volume sliders behave. Lowering the master slider used to drop Effects and Music twice as fast as it should. Each channel now follows it exactly once, so if you play with the master below 100%, Effects and Music will be a little louder than before - that is the fix, not a regression.
No more accidental exits. To Characters and Exit in the escape menu now ask for confirmation first, and so does the game window's close button.
Hotkeys stay out of your way. With the cursor up, clicking a window no longer fires your action bar, and typing in chat no longer triggers hotkeys - pressing i mid-sentence types an i instead of opening your inventory.
Fixes
Big chests no longer freeze you. Opening a chest with lots of rewards could make your character hitch, then stutter or snap back as you walked away. Chests now deliver all of their items in a single inventory update. The short looting animation is unchanged and intentional.
Held skills release cleanly. Sprint, Jump and charge skills no longer stick held if chat took focus or your action bar refreshed while the key was down, and letting go of one key no longer cancels a skill you are still holding on another slot - including the same skill placed on two slots.
A rare server crash is fixed. Equipping leg armour alongside certain outdated upper-body gear could bring the whole server down. It now lets the equip go through safely.
Behind the Scenes
Stability and groundwork. Loading into the world is more reliable, servers check item, class and ability data as they start, and groundwork is in place for keeping a record of your characters across realm resets.