New Features
Potion Crafting: Craft Minor, Large, and Giant Health and Mana Potions in town (unlocks at level 12), individually or in batches of five. Uses new Common to Legendary herbs, with a crafting window showing ingredients, costs, and owned quantities. Existing potions renamed for clearer progression (standard is now Large, Greater is now Giant).
Weapon Loadouts: Two independent weapon loadouts, each with Main Hand and Off Hand slots. Skills automatically pick the compatible loadout, attack speed uses the correct weapon combination, and tooltips and comparisons account for both sets.
Herbalism & Profession Rework: Herbalism added as a gathering profession. Mining and Herbalism now level to 99, granting one point per level to invest (and freely reset) across Strength, Extra Drop Chance, Spawn Rate, and Quality, which govern which nodes you can harvest, bonus materials, node frequency, and material rarity. Resource nodes now spawn dynamically while exploring, with new herb nodes and visuals.
New Skills: Heartseeker (Bow) marks an enemy so the next hit is a guaranteed crit. Fury Slashes (Melee) is a close-range AoE around the target. Both have new visual effects.
New Orbs: Seven specialized orb families: Bulwark (Armor/Health/Regen), Emberfang, Frostfang, Stormfang, and Voidfang (elemental damage + penetration), Orbs of the Hunt (Item Quantity/rare enemies), and Prospector's Orbs (Gold Find/Magic Find/Luck).
Magic Find: New "of Discovery" suffix appears on items from level 20, scaling with modifier tier.
Stack Splitting: Shift-click a stack in Inventory or Storage to open an Amount Selector (slider + numeric input). Split stacks drag and merge as expected, and hotbar counts update immediately.
Balance
Starting Critical Damage for main classes increased from 125% to 150%.
Reduced point costs of several early Bow and Melee skills.
Gravebell Cowl's Frost Nova trigger now requires a considerably longer hit streak.
Passive tree: reworked several connections and node positions, removed a redundant Elemental Resistance node, clearer locked/unlocked states.
Progression & Unlocks
Farm unlocks at level 5 (was 10); first visit grants a one-time Common starter seed.
Bounties unlock at level 8; potion crafting at level 12.
Cave Entrance kill requirement reduced from 150 to 100; Cave Depths from 300 to 200.
New main quest "A Crafted Advantage" (Roland, level 5) introduces crafting properties onto items.
New-player onboarding: clearer guidance after the first quest, town notifications for quest interactions, next-zone highlighting, unread markers for newly available zones, and the welcome tutorial now only shows for genuinely new players.
Quality of Life
Crafting stations mark which inventory and equipped items are valid for the selected action.
Mutation changes apply immediately; unaffordable costs turn red.
Ring comparisons show both equipped rings with labeled Left/Right slots.
Chests reliably deliver their full configured loot.
Quest markers prioritize main quests correctly, quest item drops are capped at the required amount, and objective wording is clearer.
Settings: added a tutorial-tip reset option; clearer warnings and correct restoration when discarding changes.
Improved tooltips, window layouts, notifications, and HUD polish throughout.
Pets
Loot filters now correctly apply rarity rules to consumables, orbs, catalysts, materials, and seeds (salvaging remains equipment-only).
Pets no longer chase uncollectable loot or spam item actions with a full inventory, and can still gather resources when item storage is unavailable.
Fixes & Stability
Equipping items now verifies inventory space for displaced gear, preventing item loss (including at crafting stations).
Fixed Farm plot identities so progress and unlock states stay consistent.
Fixed character-creation tooltips disappearing when clicked, skill slots flashing or duplicating, stale gathering nodes between areas, invalid sell/salvage highlights on large items, and zone selections staying highlighted.
World-space labels no longer block clicks; dungeon and quest tooltips no longer cover the activity timeline.
Improved rendering performance and eliminated several unnecessary UI rebuilds.
Audio, Visuals & Localization
Better impact sounds for physical and spell hits and damage-over-time effects, improved overall mix, and audio feedback for skill-tab switching.
New skill, gathering, UI, and combat visual effects.
Greatly expanded localization coverage across the whole game; missing translations now fall back to English. Fixed various text errors, including "Adept Adventurer."
Expanded opt-in playtest analytics to help future balancing.
