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.
Highlights
- Trusts: recruit 15 story characters as companions and bring up to two into a fight.
- Level 20 endgame: seven post-story Named, 42 pieces of craftable Ascended gear, a Hunt Board paying a new currency (Tomes), and three Empowered Trials.
- Dyes: win an Empowered Trial to earn a dye, then recolour your outfit with a live preview.
- Rares fight back: every rare in the game has a signature move.
- Enemy rebalance: enemy stats now follow what a player has at their level, and the fights get tougher from level 9 and beyond.
- 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, Elemeen's shop, an Apothecary and a market street for the crafters.
- 31 new consumables: status cures, Large potions, Elixirs, Phoenix Down, stat tonics, throwables, a Warp Scroll and eight new meals.
- Beaconrock Hollow: new cave wildlife, a talking rare parrot, and pirate loot and supplies piled through the hideout.
- Smooth day and night: dawn and dusk now fade in/out properly.
- 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.
- 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.
- Trusts recover MP between fights. Out of combat they regain MP over time, so a healer Trust starts the next pull ready. In combat they rely on their pool.
- Tank Trusts hold hate better. Every tank Trust now carries extra Enmity, so a hard-hitting mage player no longer pulls the enemy off them straight away.
- 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.
Level 20 Endgame: The Remnant Hunt
Everything in this section opens once you've turned in Chapter 1 Complete, on any path. Every zone line is open, so you can reach all three paths' zones whichever path you played.
- Seven Named enemies, levels 21 to 25, appear across the map: Korrin the Unyielding (Silkfallen Cavern), the Drowned Warden (Saril Riverland, only at night), Vessa Coldroot (Silvercrest Grove), the Fourth Captain (Beaconrock Hollow), the Witches' Apprentice (Canoram Hills), Rimewing (Miram Drift), and Grimveil (Highland Plateau), now the hardest of them. They're built to be beaten with two Trusts, and they get easier as your gear improves.
- Named materials: each Named always drops its own crafting material: Deepshaft Ore, Warden's Core, Coldroot Bloom, Fourth Captain's Iron, Witchsilk or Rimewing Scale. Grimveil drops one or two of any of them.
- Named accessories: each Named also has a rare chance at a level 20 accessory: Unyielding Torque, Undertow Ring, Coldroot Earring, Fourth Captain's Cloak, Witchsilk Sash, Rimewing Earring and the Grimveil Ring. They fill the neck, earring, ring, back and waist slots, which Remnant gear doesn't cover.
- Boss Embers: the end bosses of Saril Riverland, Beaconrock Hollow and The Frozen Cliff now always drop an Ember (Tidecore, Hollowlight or Rimefire). This includes the Pirate Court and Varek the Sundered. Bosses you've already cleared are still worth killing again.
- Ascended gear: every one of the 42 Remnant pieces has an Ascended version, with about 25% more Defense and stats, 15% more weapon damage, and one extra stat shared across its set. Example: the Riverward Cuirass has 30 DEF; Ascended has 38, and Ascended +1 has 40.
- Crafting Ascended: the recipe uses up your Remnant piece, plus its set's Ember, two different Named materials and a crystal. Every recipe is recipe level 60, the Chapter 1 craft cap. A high-quality result gives the +1 version. Ascended crafts cost the full 10% crafting tax on every attempt, with no cap.
- Remnant Quartermaster: sells the Ascended plans for Tomes (100 or 150 each). Find them in Misthaven, beside the Auction House.
- The Hunt Board: stands next to the Quartermaster. Each day it posts three hunts and each week one bigger one: kill a Named, thin out the wilds, gather from Shatterstone nodes, craft, or clear a Trial. Finished hunts pay Tomes automatically. You can hold up to 5,000 Tomes.
- Also at the Hunt Board: trade three of one Named material for one of another (plus 25 Tomes), or buy a Trial Sigil for 300 Tomes.
- Empowered Trials: spend a Sigil at the Trial altar near a story boss to fight a level 25, empowered version of that boss in a sealed arena.
- Trial of the Tidecore (Saril Riverland): Emolim, who speeds up below half Health.
- Trial of the Hollowlight (Beaconrock Hollow): the whole Pirate Court at once, who harden below half Health. Found in the Hollowlight Grotto, a new cave through the back of the Pieces of Three chamber.
- Trial of the Rimefire (The Frozen Cliff): Varek the Sundered, who brands his target with fire every 20 seconds.
- The Sigil is used up when the trial starts, win or lose.
- Rimewing, the game's first dragon and the game's first multi-phase encounter, is a frost drake. Bring a caster or a bow.
- Grimveil is now a Summoner. It calls an elemental spirit and casts that spirit's pact while it lives, a different element each time. At half Health it calls the Earthbound Colossus.
- Trial rewards: every Trial win now gives a dye in that Trial's colours (see Dyes below).
- Korrin, the Drowned Warden, Vessa Coldroot, the Fourth Captain and the Witches' Apprentice can also drop an Elixir.
- Named materials and Embers very occasionally turn up on the Auction House, one at a time.
- Journal: a new Hunts tab shows today's and this week's hunts, your progress and the reset times. Tomes show beside your gold in the inventory once you have any.
- New achievements: Ascendant (craft your first Ascended piece), Ascended in Full (complete an Ascended set) and Well Read (earn 1,000 Tomes).
Dyes
- Each Empowered Trial win gives one dye, picked at random from that Trial's three colours:
- Trial of the Tidecore: Tidecore Teal, Deepwater Blue, Seafoam.
- Trial of the Hollowlight: Hollowlight Blue, Wraith White, Grotto Violet.
- Trial of the Rimefire: Rimefire Red, Ember Orange, Ashen Black.
- Use a dye from your inventory to open the Dye window. Pick a part of your outfit to colour: Primary, Secondary, Accent, Metal, Leather or Hair Accessory. You see the result straight away, on your character and on a preview in the window.
- Apply uses up one dye and keeps the colour. Restore Original puts a part back for free. Cancel undoes everything and costs nothing.
- Dyes colour your character, not your gear, so the colour stays when you change equipment. Your skin, hair and face are never changed.
- Dyes stack to 99. They can't be sold.
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 - with you standing or not.
- Most story bosses have been setup with the new boss mechanics. Ones that haven't are considered "mini-bosses".
- Story bosses from level 9 up are on a new, tougher boss tier. Level 8 and under stay as they were, so the early bosses can still be beaten alone.
- Morra Vethcaine now casts Fire II and Drain, and swings a proper club.
- Delvyn Ossric now actually fights, with a staff and his own spells. Before, he stood still.
- Ravenna's Grief has more Health and a new signature, Howling Soul: everyone within 18 m deals 25% less physical damage for 30 seconds.
- Vathren the Hollow and other undead White Mages now cast Drain to heal themselves.
- Several bosses had the wrong weapon, or none at all. Emolim, the Still Queen, the Iron Golem, Aldric Fell, Seris Vane (now on two katanas) and Isolde Brask (her staff now swings like a staff) are fixed. The Fallen Soul is now a Samurai, to match its Great Katana. The Shadeskin Fisher King's attack speed was adjusted.
- 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 deals its bonus damage.
- 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
- Enemy stats rebuilt: an enemy's stats now come from what a player of its job and level has in normal gear (vendor gear, no +1s or rare drops), and harder tiers sit a step above that. Enemy pets got stronger with it.
- Level 9 is a step up. Enemies at level 9 and above use tougher numbers than those at 8 and under. This is on purpose: the early zones ease you in, and by Canoram Hills, Blackgrim Wetlands, and Silvercrest Grove, you'll want better gear and a Trust or two.
- Rare enemies have 10% more Health.
- The golems on Highland Plateau and in Silkfallen Cavern are now slightly easier and have less health, and Durrak is now slightly harder with more health.
- Enemy archers now use their bow's accuracy. Before, they rarely hit, so expect them to land their shots now.
- Enemies now space out their abilities, 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.
- Enemy abilities you can see coming: more than 100 enemy and boss abilities that had no visual effect now have one, including the family moves of crabs, rays, bears, elementals and vermin, the Beaconrock bosses, the Empowered Trial bosses and the Runic Surge guardians. Corvin Voss's Souleater and Sev's Utsusemi now show too.
- 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.
Rares: Trust-Punishing Signature Moves
Every rare in the game now has a signature move it uses only when it's fighting one of your Trusts. They're instant, so you can't interrupt them, and they come back every 25 to 35 seconds. A rare is no longer a free kill just because you brought two friends. Each move is listed in the rare's Bestiary entry. A few examples:
- The Ashen Sow (Highland Plateau): Flame Ring, fire damage on everyone within 18 m.
- Grove Spine-Cat (Silvercrest Grove): Quill Spike, a heavy single hit tank buster.
- Deathstinger (Saril Riverland): Deathsting, a heavy poison. Bring a healer.
- Rimewing (Miram Drift): Whiteout, a freezing breath across 18 m.
- Bubbly Bernie (Silkfallen Cavern): Caustic Belch, an acid cloud that eats at everyone nearby.
- Zooby Bat (Silvercrest Enclave): Blood Feast, a bite that heals the bat.
- The Witches' Apprentice (Canoram Hills): Unraveling, a hex that pulls at everyone around her target.
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 now.
- 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.
- Beaconrock Hollow wildlife: the Hollow Hermit (a hermit crab that pulls into its shell when hurt) and the Grotto Ray (a poisonous stingray) now live in the cave, in place of half the skeleton pirates. The pirates guarding the bosses stay. Both count toward Clear a Path.
- Old Tally, a new level 21 rare: Captain Crook's old parrot, grown huge in the Hollow and still squawking about the crew's debts. Look past the Fourth Captain's tunnel. He has a rare chance to drop Pieces of Eight, a level 18 necklace with Treasure Hunter +1, Accuracy +8 and Evasion +8.
- Pirate hideout: each boss in Beaconrock Hollow now has a lair to match. Draven Kell keeps a quartermaster's depot with weapon racks and supplies, Seris Vane has a chart room, Isolde Brask's cove is full of floating powder kegs, the Pirate Court sits around a feast table, and the Fourth Captain guards a cursed hold. Crates, barrels and lanterns fill the rest of the cave.
- The Pirate Court now drops its loot. Warden's Requiem, Warden's Vestment, Hollow Leathers and the Hollow Marksman's Longbow could not be obtained before. They now drop from Aldric Fell.
- Isabelle's name is now spelled consistently (was sometimes Isabella).
- 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. Turning it in opens the level 20 endgame.
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.
- 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.
- Text fixes in the White Mage starting quest and elsewhere.
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.
- Hunts tab: the Hunt Board's daily and weekly hunts (see the endgame section).
- "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. The seven Named each have their own.
- 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.
- Fixed items disappearing after loading a save. More than 200 items, including all Remnant gear and some common vendor armor, weapons, shields, materials, scrolls and curiosities, could vanish from your bags or equipment when you loaded. They now load correctly. Items already lost this way can't be restored.
Consumables
- Status cures: Antidote (Poison), Eye Drops (Blind), Echo Drops (Silence), Paralysis Salve (Paralyze), Remedy (all four), and Panacea, which removes one stronger debuff. Stun, Sleep, Bind and Bleed still can't be cured with items.
- Restoratives: Large Healing and Large Mana Potions, the Elixir (full HP and MP; drop or craft only), and the Phoenix Down, which revives a knocked-out Trust or ally.
- Utility: Silent Oil (Sneak) and Prism Powder (Invisible), six stat tonics (STR, DEX, VIT, AGI, INT or MND +5 for a short time), the Ability Tonic (+300 AP), and the Warp Scroll, which opens the Warp window so any job can warp.
- Throwables: Flash Powder (Blind), Sleep Bomb (Sleep) and Frost Grenade.
- Eight new meals, one for each role, in two tiers: Grilled Trout, Hearty Stew, Honeyed Tart, Herbal Broth, Eel Skewer, Bass Chowder, Hunter's Roast and Scholar's Loaf.
- Every new item except the Warp Scroll can be crafted by Alchemists or Cooks, with no recipe to learn.
- Shared recasts: items now share a recast with others of their kind, instead of every item waiting 120 seconds. Healing potions share 30 seconds, as do mana potions, cures are 5 seconds, throwables 15, and the Elixir 5 minutes. You can't chain potion tiers back to back.
- More places to buy: Small potions and the basic cures are now sold in every starting zone. Canoram and Blackgrim sell the mid-tier items, including the Reraise Potion, and the new Misthaven Apothecary sells everything.
- Elven Fountain Water now restores HP as well as MP, as its description says. Beef Jerky now shows as food. Medium potions now need level 6.
World
- Day and night now fade into each other. Fog, sunlight and the zone's lighting blend smoothly through dawn, morning, dusk and night, instead of popping at the hour. Fog no longer vanishes all at once.
- 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.
- Misthaven market: each crafter now has a market stall, with a cloth cover, wares and a trade sign to match their craft, in two rows north of the Apothecary. The Remnant Quartermaster has a stall of armour beside the Hunt Board.
- The Guild Stewards in the three starting zones each have a stall of their own too.
- Misthaven has trees, bushes and flowers through the town and along the river, where before it had a thin scatter of grass.
- Tutik Rainforest: it's a real rainforest now, with shaded grove paths under the trees across the mainland, jungle grass, sparse southern islands, and a cleared Raincrest Outpost.
- Gathering nodes are easier to spot: Logging nodes have a gold light beam and Harvesting nodes a green one, and Tutik's nodes have clearings around them.
- Better performance near torches: torches, lanterns and campfires no longer cast real-time shadows. In busy spots such as Tutik's outpost they overloaded the game's shadow budget.
- Misthaven lighting: fixed dark patches and stray shadows on the new buildings, and light from outside washing into their interiors.
- The sun casts real-time shadows again in Misthaven, Blackgrim Wetlands, Miram Drift and Silvercrest Enclave.
- 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.
- Each Misthaven crafter has a look that fits their trade, from the blacksmith's forge goggles to the cook's white hat. The Remnant Quartermaster is now a rugged old hunter, and the Guild Stewards share a guild uniform.
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 the Job Change book opening with no jobs listed.
- 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. They will be implemented next patch and will be available after you complete at least 1 of the story paths.
- Most of the new consumables use placeholder icons.
- Trial Sigils can only be bought at the Hunt Board for now, not crafted.
- The Rivercatch Rod plans from Grath the Patient craft a placeholder rod.
- Runic Surges 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.