The big additions

  • MVP encounters: every open-world MVP now fights in phases and has a signature attack marked on the ground. Break it while the attack is warned and the attack collapses. See MVPs, encounters & tombstones.
  • The Bestiary (Alt+N): a notebook that fills in as you see, fight, Break, defeat and loot monsters. Finish a region's page to earn its Field Notes. See The Bestiary.
  • Class chapters: at Base Levels 50, 70 and 90 your class's mentor has a personal story for you, each chapter ending in a duel, the last one with a title and a cosmetic. See Class chapters.
  • The Veiled Depths: a weekly 75-floor descent beneath Juno for heroes of Base Level 99 and above, with new modifiers every Monday and a record board for every class. See The Veiled Depths.
  • Photo mode (F9): hide the HUD, move the camera and save a screenshot. See Photo mode.

Combat changes

  • Break and Boost: auto-attacks can no longer chip a shield with every single swing, so one very fast attacker can no longer keep a boss stunned on their own. Each later Break of the same monster is a little shorter. Boost Points now build only on monsters that carry a Break shield, not while farming ordinary monsters.
  • A boosted skill that misses no longer spends your Boost Points; only a hit that lands does.
  • Latent Power: one skill can only add so much to the meter, so a single big area spell no longer fills it at once. After a burst ends, the meter rests for 30 seconds before it starts filling again.
  • Red Mage: Fleche hits harder, Crimson Reprise strikes through the weaker of the enemy's defense and magic defense, and Vermilion Sear and the Edge echo use your weapon attack or magic attack, whichever is higher, so blade builds are no longer left behind.
  • Summoner: you can take on a primal trial alone, because your called pact counts as the second member. The Pact Keeper's new option, The road ahead, explains Bond, the Triad, the primals and the Covenant Sovereign. Pact Communion now has a 60-second cooldown.

Quests and the road

  • Covenant seals 6, 7 and 8 now hunt on grounds that fit their levels: the Valley of Gyoll past Niflheim, the lowest floor of the Rekenber Bio Lab, and the sealed gears inside Al De Baran's Clock Tower. Two new door keepers let covenant travelers through. See The eight seals.
  • Job-trial monsters belong to you alone. Nobody else can hit them or spoil your trial, and other players standing nearby no longer block it.
  • Any lantern keeper can now take a finished roadside discovery and give its reward. Keeper answers stay in the conversation window instead of only appearing in chat.
  • The Wayfarer Company's road contracts are one a day for each traveler, and they pay by the length of the road. Your day's contract is used as soon as you take or join one, so leaving a walk early does not free another. The fast road's ambush now really happens out on the field.
  • Holy Water is sold by the nun in the Prontera church, so the Crusader's quest can always be finished.
  • The Sage, Dancer and Alchemist quests have new steps, the Merchant trial has more buyers to read, and the Blacksmith's forge timing can now be missed. See the Job change guide.

Travel and gathering

  • Lighting every Road Lantern now earns the title Lantern-Lit Wanderer (it was briefly called Lamplighter, which is Nelle's title).
  • Guild members really do pay half the Lantern Flight fare to their castle's town and their trade guild hall's town.
  • Your caravan carter whispers you a minute before the wagon leaves, and again as it pulls out.
  • The airship staff now offer every port one stop from a lantern you have lit, and tell you where the town's Road Lantern stands when you land. If a flight cannot leave, your fare is refunded.
  • Glints are announced to every gatherer online whose level opens the site, and a banner names your new trade level and any perk you just earned.