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.
Highlights
- Trusts: recruit 15 story characters as companions and bring up to two into a fight.
- Boss fights: boss music, a boss health bar, and an arena wall that seals you in once the fight starts.
- Chapter 1 story rebuilt: new and reworked quests across the Human, Elven and Dwarven paths, all ending with a report to Salonge in Misthaven.
- New bosses: the Bone Sentinel, Vathren the Hollow, Grath the Patient and the Still Queen.
- Misthaven grows: a harbour, a walk-in tavern, Salonge's house and Elemeen's shop.
- Multi-hit weapon skills now land each hit on its own swing.
- Key rebinding, new Accessibility options, and level-5 job quests in your own starting zone.
Trusts
- Trusts are story characters who fight at your side. Each has its own job, abilities and fighting style, and plays by the same rules you do: their spells cost MP, their weapon skills cost AP, and they join skillchains and magic bursts.
- 15 Trusts can be recruited: Haldrek, Thorin, Cassia, Bremda and Jaelin on the Dwarven path; Brennan, Rowan, Senne, Cael and Ivara on the Human path; Silverleaf, Aelith, Ki, Isabelle and Lioren on the Elven path. Lioren, a Red Mage, waits at the Tutik outpost beside Raincrest once you finish Across the Water.
- Ciphers: each Trust offers a short quest at the right point in their story. Accepting it gives you their cipher. Win 10 fights that give experience with them in the party to finish it.
- Trust window: press P (rebindable) to see your roster, call or dismiss Trusts, and check their recast. Locked Trusts show "???" with a hint of where to find them.
- Trust bar: four slots beside the Ability Bar. Call a Trust with Shift+1–4 on keyboard or RT + D-pad on a controller. Use Equip in the Trust window to fill a slot.
- Party frames: each Trust gets a small frame under your player card with its job, name and bars, plus a line showing what it's doing. Click a frame to target that Trust.
- The rules: up to two Trusts at once. You can't call them in combat. Each Trust has a 60-second recast, or 120 seconds if it was knocked out.
- Experience share: kill experience is 75% with one Trust and 55% with two. Quest experience is never reduced. The experience bar shows a marker when kill experience is off.
- Trusts are called at your level, follow you between zones, and leave when you die, return to your home point or load a save.
- When a Thief Trust steals or mugs, the item goes to your bag, using your own Steal bonus.
- Hover a Trust's row or bar slot for a tooltip with its job, role and current status.
Boss Fights
- Zone bosses now have their own boss music, and their health shows in a boss bar at the top of the screen.
- In most boss fights a wall of light rises around the arena once the fight starts. You can't leave, and nothing else can get in. It drops when the fight ends.
- A fight resets if the boss loses its target or you die.
- Boss fights are set up in Beaconrock Hollow, Canoram Hills, Saril Riverland, Silkfallen Cavern, Silvercrest Grove, The Frozen Cliff and Tutik Rainforest.
- The six Beaconrock Hollow bosses (Draven Kell, Seris Vane, Isolde Brask, Aldric Fell, Maren Doss and Sura Vane) have new undead pirate looks that match their jobs.
- Emolim has been scaled down, from about 8 m tall to 5 m.
Combat
- Multi-hit weapon skills now land each hit on its own swing instead of all at once. Seven skills, including Guillotine, Combo and Black Halo, got extra swings so every hit has one.
- Stun, Sleep and Knockdown can cut a multi-hit weapon skill short. The first hit always lands; the rest are lost. This works on enemy multi-hit moves too.
- Double and Triple Attack on weapon skills now add extra copies of the first hit only, as in FFXI. Before, they replayed the whole skill.
- Stun now always stops you moving. Before, a stunned character who wasn't casting could still walk.
- Fixed magic bursts: the burst bonus now actually reaches the target's HP. Before, the chat showed the bonus damage but the target took the base amount.
- New throwing animations for Clipping Throw and the throwing auto-attack.
- The targeting reticle now stays the same size on screen, however close you are or however big the target is.
Enemies
- Enemies now space out their abilities, about 12 seconds apart, instead of firing their whole kit at the start of a fight. They choose at random among the abilities that are ready.
- Enemies and Trusts now start a fight with 100 AP instead of a full pool.
- Enemies now pay MP and AP for their abilities, like you do.
- Fixed enemies getting permanently stronger each time they closed a skillchain.
- Fixed enemies that gave up a chase still swinging and casting at you when their path crossed yours.
- Fixed enemies freezing in place while off screen until the camera looked at them.
- Fixed enemies playing broken death and respawn animations after being killed a few times.
- Slimes have new animations: real movement, squash-and-stretch attacks, a hit reaction and a splat on death.
- Several enemies had the wrong family in the Bestiary (for example, human bandits counted as Undead). These are fixed, which also changes which family bonuses apply against them.
Story: Human Path
- Neighbors in Name Only: Canoram's mayor is now Oswin Cray, who briefs you on Clan Vordrek.
- Helping the Village: Bud now sends you to three villagers with quests of their own: Harlan Strel, Mae Tilling and Sister Odile.
- Clan Vordrek's camp now has walls, a gate, a longhouse and a storehouse. The gate swings open as the story reaches it.
- Blood on Neither Hand: cleanse three burial sites. The Risen Vikings now claw their way out of the ground, and can't be targeted until they're on their feet.
- The Faction Within: meet Ulfra, a grieving Vordrek warrior who wants revenge on Canoram.
- A Shared Cold: broker a meeting between Clan Vordrek and Oswin Cray on Canoram's waterfront, then follow the Vordrek Trail Map to the Ironrise camp.
- The Cliff's Edge: find Morra Vethcaine on the rocks, and the Ironrise survivors below.
- The Frozen Maze: Senne and Rowan now have real conversations when you find them.
- What Sings in the Cold: the Ironrise regroup at the pillar. Ivara briefs you on what lies ahead, and the others have stories to share if you stop to talk.
- The Black Pillar: defeat the Fallen Soul, then disable the pillar it guards.
- Varek the Sundered: after the fight, report to Salonge in Misthaven.
Story: Elven Path
- The Grove Mausoleum: a new walk-in tomb in Silvercrest Grove.
- The Mausoleum Watch: find Ki Shadowstep, who has been watching something stir there.
- What Broke the Rest: defeat the Bone Sentinel at the door and Vathren the Hollow inside.
- The Ghost of the Grove has a proper ghost model.
- Across the Water: Post Commander Raincrest now has a full briefing, and three people at her outpost have quests: Ranger Tamsin Hollowreed, Corin Ashwood and Nella Quill.
- Islands of the Dead, Deadman's Chest and Dead Men's Colors have new steps, new text and key item rewards. In Deadman's Chest, all three pirate captains now appear together as soon as you take the quest.
- Beaconrock Hollow: each lamp is now tied to its guardian, Seris Vane's lamp opens a new gate, and the Saltforge answers when the Pieces of Three fall.
- Isabelle's name is now spelled consistently.
- The path now ends with a report to Salonge in Misthaven.
Story: Dwarven Path
- What Silkfallen Hides: fixed the second runestone being refused, which stopped the quest from completing.
- Bremda now takes your report at the end of What Silkfallen Hides.
- Word to the Plateau: Bremda sends you to Haldrek and Thorin, who now have Trust quests of their own.
- Seek Allies: Dreg won't help until you've helped his clan. Mossa and Gorrum Stonehollow each have a quest for you.
- Deeper into the Riverlands: clear the trolls holding the road at the river entrance first.
- Three Troll Camps: take down the holder of each Shadeskin camp: the Still Queen in her hive, Grath the Patient at the river crossing, and the Shadeskin Fisher King, now a boss.
- Blackjack's Bridge: something bright waits in Blackjack's den.
- The Ruin's Answer: watch Emolim before you fight him. He now stands guard until you strike first. Afterwards, go to the door he guarded, then report to Salonge.
- Text fixes across the earlier Dwarven quests.
Chapter 1 Ending
- Each path's second-to-last quest now gives its own Forgeborn Glyph Fragment.
- Salonge takes the report for all three paths, with a conversation for each.
- A new Chapter 1 Complete quest from Salonge closes out the chapter, whichever path you took.
New Bosses
- Silvercrest Grove: the Bone Sentinel and Vathren the Hollow.
- Saril Riverland: Grath the Patient, who only fights back once you hit him, waits by a new river ford.
- Saril Riverland: the Still Queen and her workers, in a hive built into a ruined tower. Burning the comb starts the hive collapsing, and before long debris falls until she's dead.
- The Saril bosses don't respawn in place. Leave the zone and come back to fight them again.
- Each new boss has its own Bestiary entry.
Side Quests & Job Quests
- Level-5 job quests at home: a Guild Courier in each starting zone (Dagny on Highland Plateau, Ithren in Silvercrest Enclave, Osk in Miram Drift) carries letters from the mentors who live elsewhere. You meet them in person at the level-12 quest.
- Fixed the Monk, Red Mage, Thief and White Mage level-5 quests, which could not be completed.
- The Missing Blacksmith is now a proper five-part chain. Parts 3 and 4 have real steps and lead you from Blackgrim Wetlands to the Saril.
- Empty Lines (Saril Riverland): Brunhelm Fleetfoot wants the Shadeskins' fishing poles burned.
- The Eastern Reach and The Southern Path: new Tutik Rainforest side quests from Raincrest and Tamsin.
Journal
- Jobs tab: every starter job's abilities, the level each one opens, and the quest that teaches it. Abilities above your level are shown so you can see what's coming.
- Trusts tab: a headshot, job, description and lore for each Trust you've recruited.
- "New" markers on the Journal button, tabs and rows when something new is ready to look at.
- Bestiary: lore written for 136 entries, as field notes from Salonge and Bremda. 83 entries now have drop lists, which still only show items you've actually received.
- New Bestiary entries for creatures that had no page of their own, including the Iron Golem, the Grove Tusker, the River Spirit and the Risen Vikings. Fenrik and the Pirate Court no longer borrow another creature's page.
- Journal tabs now show which one is selected.
Items & Crafting
- Palelight Mantle: Luce (Canoram Hills) now drops its Leatherworker plans. DEF 3, AGI +3, DEX +2, Critical Hit Chance +2%.
- Stingwing Earring: Deathstinger now drops its Boneworker plans. DEX +2, Accuracy +5, Critical Hit Chance +2%.
- Kingcatch Belt: the Shadeskin Fisher King now drops its Leatherworker plans. DEF 3, VIT +3, Regen +1, Water damage taken −10%.
- Recipes on the move: the Hollowbane Rod recipe now drops from Vathren the Hollow instead of Luce, and the Chitin Wardband recipe from the Still Queen instead of Deathstinger.
- New key items: the Vordrek Trail Map, Rowan's Map, the Hollow Map, the Outpost Records and three Forgeborn Glyph Fragments.
- New curiosity: the Forgeborn River Weight, in Grath's catch on the Saril bank.
World
- Misthaven harbour: a quay, two piers, a moored ship and a harbourmaster's house on the river toward Canoram.
- Misthaven Tavern: a two-storey walk-in tavern with a central bar, back rooms and rooms upstairs. Brannoc tends the bar and Lissa waits tables.
- Salonge's house: she now lives in a two-storey house with a study upstairs.
- Elemeen's shop: two floors of books, scrolls and bottles. The White and Black Magic scroll merchants are behind the counter downstairs, and Elemeen is upstairs.
- Canoram lake boat: a boat now sails a loop around the lake, stopping at three docks. Gangplanks lower when it docks, and it waits while anyone is on a gangplank.
- Fixed rocks that rendered very dark in Highland Plateau, Saril Riverland, Blackgrim Wetlands, Silkfallen Cavern and Tutik Rainforest.
Characters
- NPCs now perform in conversation: facial expressions, talking gestures and mouth movement. Quest givers react when you accept or turn in a quest.
- Salonge has a new look that fits her: practical travel clothes and greying hair. Her name is now just Salonge.
- New looks for Elemeen, the Guild Couriers, and the world versions of the Trust characters.
Controls & Options
- Key rebinding: rebind any keyboard key in Options › Controls. Reset All Keys restores the defaults. On a controller, remap through Steam Input.
- The key labels on the HUD now update when you rebind.
- Accessibility tab: turn Camera Shake and Hit Pause on or off, and set the UI Scale.
- Disable Trust Limitations (Accessibility): call Trusts in combat and skip their recast and knock-out wait. While it's on, and until every Trust called under it is dismissed, you earn no kill experience.
- Colour-blind support: skillchain icons now carry element symbols, so they read without colour. The faction flag behind a level number has a dark outline, and friendly green is darker so it stands out in green zones.
- Crash reports: the game can now send a report when it crashes, to help us fix it. Reports never include your name or your computer's name. Turn it off under Options › Gameplay › Send Crash Reports.
UI & Other Fixes
- After you accept or turn in a quest, the quest giver's window moves straight on to their next quest.
- The Trust, Warp and Auction House windows have been restyled to match the Quest Log.
- Fixed the Warp window's Close button.
- Fixed some conversations not being remembered after saving and loading.
- Fixed getting stuck swimming in mid-air after reviving.
Known Issues
- Six Trusts in the roster can't be recruited yet: the Chapter 2 job masters. They stay locked for now.
- The Rivercatch Rod plans from Grath the Patient craft a placeholder rod.
- Runic Surges still don't have their announcement and victory sounds.
- Dwarf characters created during the female-Dwarf builds keep that body. Start a new Dwarf to see the current look.
Thanks for playing, and keep the reports coming. Include the version number from the title screen when you do.