The same notes that go out on Steam, newest first.
Hand-to-Hand now works the way it does in FFXI, and Monks no longer steamroll the early game. Levels 1 to 8 take longer, enemies give up the chase and walk home, and a compass now sits on the minimap. Each of the six job necklaces now has a boss that stands from the moment you take the quest. Mages can buy every level 1 to 8 spell scroll in the starting zones, and the Guild Stewards craft level 8 gear. Almost all of this comes from the third and fourth playtests of the starting zones.
You can now choose how hard the game is, earn standing with each of the three paths, and run into traveling merchants on the road. Every starting job has a unique necklace to earn through its job quests, and the job quests that couldn't be finished now can be. Beaconrock Hollow has been rebuilt as a pirate cove, Tutik has real beaches and a deep sea, and the weather now changes the land: snow settles, rain leaves puddles and swamps rise. Curiosities now have their own bag, and an appraiser in Misthaven pays well for a set of five. Tutik has its first three rares, and new puzzles and chests hide gear in Silvercrest, Miram Drift, Saril, Silkfallen and Beaconrock. Many of this patch's fixes come from playtests of the Dwarven path and the start of the Human path.
Trusts are here, and so is the level 20 endgame. Recruit companions from the story, call up to two at a time, and fight beside them. Once you finish Chapter 1, seven Named enemies wait across the map, their drops let you craft your Remnant gear up to Ascended, and a Hunt Board in Misthaven gives you daily and weekly goals. The back half of all three story paths has been rebuilt, bosses get real boss fights, Misthaven has a harbour, a tavern and a crafters' market, and you can finally rebind your keys. Trials now reward dyes for your outfit, and potions finally have company: status cures, Phoenix Downs, tonics, bombs and new meals.
Trusts are here. Recruit companions from the story, call up to two at a time, and fight beside them. The back half of all three story paths has been rebuilt, bosses now get real boss fights, Misthaven has a harbour and a tavern, and you can finally rebind your keys.
Runic Surges have been rebuilt from the ground up as open-world events with waves, elemental bosses and participation medals. The Auction House opens in Misthaven, every crafting guild now gathers there too, and dying finally costs you something.
This one is big: a full crafting overhaul, a living world calendar with elemental days, weather and moon phases, a teleport network, eleven new spells, and a combat-feel pass on every hit.