Archers#
Play a true archer, with just a bow. A bow can't shoot anything within 5 m of you. Until now, once an enemy reached you an archer could only wait, so archers carried daggers to fight back up close. Now a bow on its own has the tools to keep its distance.
- Hobble (Dexterity 7): your next arrow flies at once and leaves the target Crippled, 40% slower, for 3 seconds. 15 second cooldown.
- Disengage (Dexterity 20): leap 6 m straight back, keeping your target. One leap takes a melee enemy past your bow's 5 m, and your next arrow is ready. 20 second cooldown.
- Both cost no mana, and both go on keys 2 and 3 while you hold only a bow. Alwin Snell, Dexterity Trainer, teaches them, by Benny Smith in Alderwic.
- Aimed Shot stays on key 1: a rooted full draw, then one arrow for 300% of a normal shot.
- Bows crit now, more with every tier. Bows had no crit of their own. Now the Birch Bow has 3%, rising to 26% on the Moonwood Bow, and arrows hit harder. The full list is under Combat.
Why: a bow is the weapon that wins by keeping its distance, but nothing let it make that distance. Anything that reached you shut your bow off. Hobble and Disengage give a bow on its own what daggers used to.
How a bow-only archer fights
- Wear a bow and arrows with nothing in your main hand. Your bow shoots from 5 to 30 m.
- Hobble whatever's coming at you: at 40% slower it takes longer to reach you, and you get more arrows in on the way.
- If it reaches you, Disengage. Melee fighters meet at about 2 m, so a 6 m leap leaves you about 8 m apart, out of reach and back in your bow's range.
- Disengage is shortened by a wall, fence or drop behind you, down to 1.5 m, so leave yourself room.
- Hobble's arrow can't go out inside 5 m, the same as any arrow. Use it before they close.
- Trainer prices: Hobble 735 silver, Disengage 6,000.
- Daggers still work as before: with daggers in your main hand they take over inside 5 m, and they get Dash. Keys 2 and 3 are remembered separately for your bow and your daggers.
- Bows don't have an ult yet, so key 4 stays empty.
Try it: Take your daggers off, keep your bow and arrows, and learn Hobble and Disengage from Alwin Snell by Benny Smith in Alderwic.
Combat#
Crit rises with your weapon. Daggers, bows and glaives now carry a crit chance that grows with their tier, like their damage does, and your Dexterity level adds a little on top (0.08% a level, was 0.4%). Damage went up to match, so each weapon deals what it did on average.
Bronze Daggers
Tyrian Daggers
Pine Bow
Moonwood Bow
Tyrian Glaive
- Daggers, crit (damage):
- Goblin Daggers 7% β 3% (136 β 151)
- Bronze Daggers 7% β 3% (170 β 189)
- Iron Daggers 7% β 4% (278 β 317)
- Steel Daggers 8% β 7% (388 β 453)
- Mithril Daggers 8% β 10% (547 β 645)
- Ebony Daggers 8% β 13% (685 β 819)
- Verdite Daggers 8% β 20% (907 β 1,107)
- Tyrian Daggers 8% β 26% (1,076 β 1,350)
- Bows had no crit of their own. Now: Goblin Bow and Birch Bow 3%, Oak Bow 4%, Willow Bow 7%, Swampwood Bow 10%, Maple Bow 13%, Pine Bow 20%, Moonwood Bow 26%.
- Arrows hit harder: Bronze 219 β 222, Iron 357 β 374, Steel 507 β 534, Mithril 710 β 762, Ebony 887 β 968, Verdite 1,177 β 1,312, Tyrian 1,398 β 1,606.
- Glaives, crit (damage): Bronze 3% (224 β 233), Iron 3% β 4% (379 β 402), Steel 3% β 7% (541 β 575), Mithril 3% β 10% (763 β 819), Ebony 3% β 13% (957 β 1,038), Verdite 3% β 20% (1,291 β 1,411), Tyrian 3% β 26% (1,561 β 1,736).
- Smokefang Daggers now need level 25 (was 31), Varric's own level. Crit 10% β 7%, damage 603 β 551, so they sit with steel. Smoke Step is unchanged.
Why: crit came mostly from your Dexterity level, so a low-tier dagger crit almost as often as a top one. Now crit rises with the weapon's tier, the way damage does, and a unique weapon's edge is its own ability, not extra crit.
How crit works now
- Each tier's daggers, bow and glaive carry the same crit chance: 3% bronze, 4% iron, 7% steel, 10% mithril, 13% ebony, 20% verdite, 26% tyrian.
- Dexterity adds 0.08% per level, and only with a Dexterity weapon.
- At most 25% of your hits crit. Any chance above 25% makes your crits hit harder instead: in full hides, a tyrian dagger crit now hits for about 256% (was 346%) and a verdite one about 223% (was 298%). Ebony and below crit for 200%.
- Average damage per weapon is the same as before: the crit you lost came back as base damage.
- A crit on a weapon special adds 100% weapon damage instead of doubling the special. Aimed Shot crits for 400% (was 600%), Impale 350% (was 500%), Crippling Sweep 250% (was 300%), Cleave 225% (was 250%). Flurry is unchanged. Past the 25% cap, your extra crit damage adds on top the same way.
- NPC special attacks follow the same rule. A crit on an NPC's slam or other physical special adds 100% instead of doubling it: a 250% slam crits for 350% (was 500%).
Keys 1 to 4 are your combat abilities. The action bar's first four keys sit in their own frame: key 1 is always your Weapon Special, key 4 is always your Weapon Ult, and keys 2 and 3 hold the two abilities you choose: Heal, Ward or one of the new ones below. They stay the same on both bar pages.
- Your bar is rearranged when you log in. Anything else on keys 1 to 4 moves to the first free slot on keys 5 to 0. A Heal or Ward moves onto key 2 or 3 if one is free.
- Mounts, teleports, food and potions go on keys 5 to 0.
Six new abilities for keys 2 and 3, each for the weapons it suits. Two new trainers in Alderwic teach them, and they cost no mana.

- Dash (paired daggers, Dexterity 13): dash to an enemy up to 8 m away and attack it as you land. No damage of its own, and not from inside melee reach. 30 second cooldown.
- Hobble (paired daggers or a bow, Dexterity 7): your next attack goes out at once and leaves the target Crippled, 40% slower, for 3 seconds. 15 second cooldown.
- Disengage (paired daggers, a bow or a glaive, Dexterity 20): leap up to 6 m straight back. You keep your target. 20 second cooldown.
- Brace (greatswords, greataxes, glaives, spears and one-handed weapons, shield or not; Strength 7): for 8 seconds every hit you take loses 15 damage, a little less than a bronze shield blocks. With a shield it adds to the shield's own block. 20 second cooldown.
- Charge (greatsword, greataxe or glaive, Strength 13): rush an enemy up to 8 m away and land a heavy strike for 150% of a weapon hit. It counts as your swing. 30 second cooldown.
- Taunt (shield, Strength 13): an NPC up to 6 m away attacks only you for 4 seconds, and you go to the top of its threat. No damage. 10 second cooldown.
- Alwin Snell, Dexterity Trainer, teaches Dash, Hobble and Disengage. Ordric Strang, Strength Trainer, teaches Brace, Charge and Taunt. They stand together by Benny Smith in Alderwic: talk to them and open Spells.
- Your abilities follow your weapon. Keys 2 and 3 are remembered for each kind of weapon in your main hand: put Dash there while holding daggers and it's back whenever you hold daggers. Each orb school counts as its own kind. An ability your weapon can't use leaves its key empty.
- Every taught spell follows one price curve, set by the level it unlocks at. Most Heal, Ward, Bound Armour and Bound Blade ranks cost more; Bound Armour II and Bound Blade II cost a little less. The full list is below.
Why: each weapon style gets moves that fit it. Dexterity fighters get in and out fast, and Strength fighters are slow in plate, so instead of big leaps they get a short charge, a shield's block and Taunt.
How keys 2 and 3 work
- Learn an ability from its trainer, then drag it from your Spellbook onto key 2 or 3.
- Swapping to another kind of weapon swaps keys 2 and 3 to what you set for it. The first time you hold a kind, it keeps whichever of your current abilities it can use, so Heal and Ward carry over. Heal and Ward work with any weapon.
- Cooldowns belong to the ability, so swapping weapons never resets one.
- Dash, Charge and Hobble walk you in. Cast one on a target past its reach or out of sight and you run toward it, then it goes off once you're in reach with a clear line, the way weapon specials do. A fence in the way means you walk round it. If a drop or gap lies between you, it says "You can't reach that target from here." and costs nothing.
- Dash and Charge land you in front of the target. Dash leaves your swing timer alone, so your attack is nearly always ready to land as you arrive. Charge's strike is your swing, so your next attack waits a full swing after it.
- Hobble: a blocked hit leaves no slow. If the attack can't go out within 2 seconds (the target died or left reach), the cooldown comes back.
- Disengage is shortened by a wall, fence or drop behind you, down to 1.5 m; with less room than that it says "There's no room to leap back."
- Taunt: an NPC already mid-swing or mid-special finishes that attack on whoever it was aimed at, then turns on you.
- Brace has no cast animation, so it never interrupts your swing. Cracks of stone-light spread from your feet, three stone shields circle you for its 8 seconds, the front one flashes as it takes a hit, and they shatter when it ends.
- Brace blocks like a shield of the ability's level: 2.2 per level, so 15 at Strength 7. A bronze shield blocks 22.
- Trainer prices: Hobble and Brace 735 silver, Dash, Charge and Taunt 2,535, Disengage 6,000.
- Every taught spell costs 10 Γ the level it unlocks at, squared (at least 50 silver), and the trainer charges half as much again. The Wizard's prices, before β after:
- Bound Armour I and Bound Blade I (level 1): 75, unchanged
- Ward I (3): 75 β 135
- Heal I (5): 75 β 375
- Bound Armour II and Bound Blade II (11): 1,875 β 1,815
- Ward II (13): 1,875 β 2,535
- Heal II (15): 1,875 β 3,375
- Bound Armour III and Bound Blade III (21): 5,000 β 6,615
- Ward III (23): 5,000 β 7,935
- Heal III (25): 5,000 β 9,375
- Bound Armour IV and Bound Blade IV (31): 11,250 β 14,415
- Ward IV (33): 11,250 β 16,335
- Heal IV (35): 11,250 β 18,375
- Bound Armour V and Bound Blade V (41): 22,500 β 25,215
- Ward V (43): 22,500 β 27,735
- Heal V (46): 22,500 β 31,740
- Bound Armour VI and Bound Blade VI (61): 45,000 β 55,815
- Ward VI (63): 45,000 β 59,535
- Heal VI (66): 45,000 β 65,340
- Bound Armour VII and Bound Blade VII (81): 90,000 β 98,415
- Ward VII (83): 90,000 β 103,335
- Heal VII (86): 90,000 β 110,940
Flurry hits only your target. It no longer sweeps a cone in front of you, and it has no windup: its first strike lands like an attack, so cast right after an attack it gives you three in a row. Its four strikes, cooldown and mana cost are the same.
Why: daggers are the single-target finesse weapon. Sweeping a pack belongs to the heavy weapons' Cleave and Crippling Sweep.
A wasted special comes back. If your target dies before a targeted special or ult goes off, or before its hit lands, you get the whole cooldown back. Mana, HP or arrows you spent stay spent. Ground-aimed ults don't count.
Weapon ults. Your ult is your weapon's big ability, on key 4 with its own long cooldown. Every orb and the Bound Blade has one. Each gathers for 1.5 seconds, and you can't move while it gathers.
- Arcane Surge (plain Arcane orbs): a bolt that spends 40% of your current mana and hits for up to twice an Arcane Blast.
- Pillar of Fire (Fire orbs): the ground erupts in a column of fire on a circle you aim, a second after the gather. It hits everything in the circle and sets it all Burning.
- Frozen Field (Ice orbs): a frozen circle where you aim that hits and Chills everything inside, once a second for 8 seconds.
- Sanguine Burst (Blood Arcane orbs): costs a quarter of your HP instead of mana, hits everything in a circle where you aim and heals you from the damage.
- Shatterblade (Bound Blade): the blade bursts into shards that hit everything around you.
- Bloom (Restoration orbs): heals you and your party nearby four times over 4 seconds. Healing past full becomes a short shield.
- Aim Pillar of Fire, Frozen Field and Sanguine Burst on the ground. Press key 4 and the circle follows your cursor: click to cast it there, or press 4 again. Esc or right-click cancels. You don't need a target, and a spot past your orb's range lands at the edge of range. With Quick cast on, hold key 4 to see the circle and let go to cast.
- Each has a 75 second cooldown, except Bloom at 90. Daggers, bows, glaives, spears, greatswords and greataxes show an empty ult slot for now.
- Ults look like their element. Pillar of Fire cracks the ground with magma before its column of fire, and its sound rumbles up to the eruption. Frozen Field frosts the ground for its whole 8 seconds. Bloom draws its 15 m healing circle in gold around you, with a ribbon to each ally it heals. Sanguine Burst strikes in a ring of blood, Shatterblade cracks and flies apart in shards, and Arcane Surge builds on the target before it bursts.
Why: weapons can carry one big ability on a long cooldown, about twice the special's, as well as their special. Arcane Surge is the biggest single hit; every other ult trades some of that for something else: area, a burn, a slow, healing or HP-paid sustain. Keys 1 to 4 keep your combat abilities in the same place every fight.
How weapon ults work
- "A Blast" below is one Arcane Blast hit at your orb's tier and your Magic level. Each ult's spell card shows its real numbers for you.
- All ults share one cooldown. It starts when you cast, even if the ult fizzles, and swapping weapons doesn't reset it. An ult resets your auto-attack like a special does.
- They're magic damage, hit only enemies and never crit.
- Arcane Surge: you need at least an Arcane Blast's worth of mana and a clear line to the target. On release it spends 40% of the mana you have right now. It hits hardest, twice a Blast, when that is 40% of your whole pool, so cast it with full mana. Less mana in, less damage out.
- Pillar of Fire: costs twice a Fire Blast's mana. You need a clear line to the spot, and the 5 m circle stays where you cast it. Everything in it takes 110% of a Blast, then burns for 40% of that hit again over 6 seconds, 10% more for each Scorch stack on it, up to 5.
- Frozen Field: costs twice an Ice Blast's mana. The 5 m field pulses 8 times, adding up to one Blast on anything that stays in it all the way, and every pulse Chills (30% slower for 4 seconds). A Frozen target takes 15% more.
- Sanguine Burst: costs 25% of your current HP, never your last hitpoint. Everything in the 5 m circle takes 120% of a Blast. You heal 30% of the damage to your target (if it stands in the circle) and 7.5% of the damage to the rest, up to a quarter of your max HP. Hit your target for 1,000 and two others for 1,000 each, and you heal 300 + 150 = 450. The orb's own lifesteal doesn't add to it.
- Shatterblade: costs one Blink Strike's mana. Everything within 4 m takes 150% of your Bound Blade rank's Blast.
- Bloom: costs twice a Healing Blast's mana. It heals two Blasts' worth in all, on you and every party member within 15 m, plus the Restoration orb's healing bonus. Healing past full becomes an Overflow shield of up to 10% of your max HP for 8 seconds.
Every orb special is a Blast. Fireball is now Fire Blast and Glacial Spike is now Ice Blast. They work as before. Exsanguinate keeps its name.
Ice Blast freezes for 2 seconds (was 3). Why: since Chill got stronger, a 3-second freeze held NPCs, and players hit by an NPC's Ice Orb, in place too long.
Healing Blast replaces Sanctuary. The Restoration orb's special is now a gold bolt at your target, like the other Blasts. It hits for 60% of an Arcane Blast, and the damage it deals heals whoever is most hurt, you or a party member within 15 m, for that much again, plus the orb's 20% healing bonus. Healing past their full becomes an Overflow shield. A miss heals nothing, and nor does a cast when nobody is hurt. For healing the whole party, use Bloom. The Hobgoblin Healer casts it too, so it now heals its most hurt hobgoblin by hitting you.
Why: a healer now heals by fighting, with the same button as every other caster, instead of standing in a circle.
The Bound Blade trains Strength too. Its hits split their XP evenly between Magic and Strength, the way a glaive splits between Strength and Dexterity. It still scales on Magic. Player suggestion
Specials reset your auto-attack. After a weapon special, your next auto-attack waits one full swing (from the cast, or the special's last hit). NPC casters follow the same rule.
Why: specials now trade against auto-attacks instead of stacking on top of them.
Regen is four times as fast out of combat. Health regen from food and mana regen from robes and food run four times as fast while you're out of combat. Resting doesn't stack on top: you get whichever is faster.
- Kindled doubles it again. Burn any log and your health and mana regen run twice as fast for as long as you're Kindled: eight times as fast out of combat, twice as fast in a fight.
- Food and log tooltips and the Kindled buff say so.
Why: so food and gear regen pay off between fights.
Damage shows as a range. Weapon tooltips, your combat stats and the Codex now show the range most hits land in, e.g. "35β65", instead of one average. Weapon tooltips add a Crit hit range, and the Codex shows an NPC's crit hits with their percentage. The hits themselves are unchanged. Spell cards on your action bar now show the damage too: your specials, Charge and ults list the range of their hits with your gear and levels, plus what a crit adds. The Spellbook and trainers still show it as a % of weapon or spell damage. Player suggestion
Fighters stand a little further apart. You and humanoid NPCs are a little wider, matched to the models, so two melee fighters meet at about 2 m (was 1.85 m). Big NPCs grew the most: trolls, the Goblin Chief and the Baby Goblin Chief are nearly twice as wide, so you fight them from further off. Why: the old size left everyone standing too close.
Areas hit anything they touch. A cone, ring or circle now hits you if any part of your body is inside it, not just your centre. That goes for NPC specials and for yours: Cleave, Crippling Sweep, a glaive's splash, the ults, and Bloom and Healing Blast's heals. A lamp's safe light still counts where you stand.
Debuffs on your effect row. Venom, Lights Out and the slows, roots and burns on you now show on your effect row, filling in from the right, with time left: Scorch, Burning, Chilled, Frozen, Blood Mark, Pinned and Crippled. Hover one to read what it does. Frozen covers you in ice shards, and Chilled and Crippled give you a pale frost haze, on NPCs too. Player suggestion
New hit sounds. Daggers, two-handed weapons, glaives and spears now hit with their own recorded sounds, eight of each, and the same hit never plays twice in a row. One-handed swords and axes use the two-handed set. NPCs wielding them sound the same. Arcane Blast has its own hit sound too.
- Every melee hit lands with the same punch. Blade hits are much louder than before, and maces and fists a little quieter, to match.
- Your own fight is loudest. Hits, blocks, grunts, spell and arrow impacts and deaths from fights that aren't yours play at about half the volume. A fight counts as yours when you or your target is in it, so your party's hits on your target stay loud. Boss warnings always play in full.
Why: blade hits were far quieter than everything else, and a crowd's fights shouldn't bury the one you're in.
Swing trails on weapons that had none: the Steel Battle Axe, Goblin Daggers, Troll Club and Reaver Hand Axe, so Reaver Berserkers, Axemen, goblin scouts and trolls show theirs.
Telegraphs read in any light. Marked ground for NPC special attacks now draws over haze and mist, with a bright edge and a dark outline.
New swings. A glaive's Crippling Sweep is now a flat sweep at knee to waist height across its arc, instead of an overhead twirl. A greatsword or greataxe's Cleave cuts right to left across its cone instead of chopping into the ground.
Weak NPCs leave you alone. An aggressive NPC stops attacking on sight once you're well above its level: from 5 levels above a very low NPC, growing with its level up to 15, and its aggro range shrinks as you close that gap. A level 2 goblin lets you pass from level 7. NPCs of level 15 and up are unchanged. Player suggestion
Try it: Wield a plain Arcane orb, fill your mana and press key 4 on any enemy for Arcane Surge.
World#
A repainted world. The meadow around Alderwic was one flat, repeating olive tile. Now it's painted ground with drifts of lush, flowering and worn grass, and real grass grows two to three times as far out.
- The edge of the world. Land that isn't open yet now sits behind a low red wall instead of mist, so you can see it. You still can't walk onto it.
- The ground has colour. The meadow no longer reads as one repeating tile: wide patches shift between lush green and sun-dried straw, with finer break-up inside them, and the grass takes the colour of the ground under it. Every ground type gets a little light and shade.
- Painted ground. The meadow, paths and Alderwic's street are repainted: hand-painted grass, warmer dirt paths and a street of laid setts. Flower drifts and lush patches dot the meadow, grass wears thin at path edges, slopes turn to pebbly earth and then grey mountain rock, and steep faces no longer smear their texture. Meadow rocks and cliffs are grey with moss on top.
- Grass reaches much further. Real grass now grows out to 65 m on Low (was 30), 95 m on Medium (was 52) and 120 m on High (was 64), thinning with distance so it fades out without popping. Wildflowers grow in the flower drifts. Potato keeps 30 m and no flowers.
- Birches are greener and bigger. Their leaves are a soft fresh green instead of lime, the few turned ones go a fuller butter yellow, and every birch is a quarter taller and wider, level with the pines. 22 new birches to chop in the fields and deer meadows south of Alderwic.
- More shrimp spots. The river south of Marlow's Hut, by Kippy, has 10 shrimp spots (was 5). Player suggestion
- Dropped items lie down. Spears, blades and other long drops lie flat on the ground instead of standing on their tips. Player suggestion
Why: the meadow ground was one flat colour that felt like it was missing detail. Open ground is now a palette, the way a real meadow is: lush and flowering grass, worn grass by the paths, earth on the slopes and rock above it.
Try it: Set Graphics to High, then stand in the fields south of Alderwic and look out across the meadow.
NPCs#
Hard boss fights. The Goblin Chief and Varric the Smokefang now offer a Hard fight at their Arena Ward, as a private fight only.
Chief's Machete Β· Hard
Smokefang Daggers Β· Hard
- Goblin Chief Β· Hard is level 40 and needs Slayer 25. His Brutes and Hexers come up with him.
- Varric Β· Hard is level 55 and needs Slayer 40.
- Everyone in your party needs the Slayer level. You pay the Hard fight's own fee at the ward.
- The Slayer skill window has a new Unlocks tab listing what each Slayer level opens: Fallhaven's Slayer master and each Hard boss fight.
- New moves. The Hard Goblin Chief charges back: when a charge ends he turns and charges again at where you stand now. The Hard Varric takes a Duellist's Guard: a ring at his feet, "Go on. Try me.", and for two seconds every hit on him is blocked, and anyone in reach gets struck back.
- They drop a stronger version of the boss's weapon: Chief's Machete Β· Hard (level 40) and Smokefang Daggers Β· Hard (level 55). Each needs its own level, and the daggers keep Smoke Step.
- The boss's pet drops more often on Hard. Kills count toward the boss's Slayer task and kill count on the High Scores and fill its collection log page, and each Hard fight has its own Codex entry.
Why: a boss you've outgrown stays worth fighting, at your level, with a weapon that keeps up.
Varric's Three Fangs. At three-quarters and one-quarter health, Varric the Smokefang vanishes in smoke. Three seconds later, copies of him appear out near the edge of his arena: three with bows drawn on the spot where you stand, and one more for each other player in the fight, drawn on them. Each marks its arrow's path on the ground for a moment before the arrows fly. Step off the lines: each arrow you stand in hits as hard as an Aimed Shot, and arrows ignore cover. The copies don't leave after one shot: two seconds later they draw again on where you are now (three volleys on Hard). Three seconds after the copies go, he steps out behind you into his flurry.
Varric's Hearthguard. At half health Varric calls his Hearthguard and vanishes: one Hold Hearthguard for each player in the fight comes in from the edge of the camp (on Hard, two each, and they are Hard Hearthguard at level 54), and Varric stays out of reach until every one of them is dead, then steps back out 3 seconds later. They give XP but drop nothing.
Why: players found Varric dull next to the other bosses, with two cone dodges that had the same answer.
- Creature pets are rarer: the Swamp, Blue and Green Dragon, Stag, Wild Bull and Forest Bear pets now drop half as often, and the rare-drop guarantee moves back to match. Boss pets are unchanged. Ordinary creatures die far faster than a boss, so their pets were coming several times faster per hour.
- Lowland Trolls now drop Flax Seed, like Mountain Trolls do. Player suggestion
- A moment after a respawn. An NPC that has just respawned won't pull anyone on sight for 3 seconds, so it can't jump a player it appears next to. It still fights back if you hit it. Player suggestion
- Swamp Dragons are now level 47 (was 59): they fight on pure Strength, so their bites hit about a quarter less hard and no longer crit, they have about 15% less HP, and they run a little slower than you (5 m/s against your 6), so you can kite one. They still breathe fire. Each kill drops 10 Swamp Dragonhide (was 7), and the Swamp Dragon Heart every kill. Why: farming hearts for Alchemy cost more food and potions than it paid. Player suggestion
- The Lampwarden is now level 25 (was 32), the level of his lantern: about a fifth less HP and softer hits. The Snuffer is now level 66 (was 62): a little more HP and slightly harder hits. Why: each lantern boss now sits at his lantern's level.
- Orb-casting NPCs hit differently. Goblin Shamans hit nearly a third softer. Goblin Hexers, Reaver Witches and Hespera hit a little harder, and Hobgoblin Shamans, Hobgoblin Healers, Reaver Seers, Dark Witches and the Shardbound about a fifth to a quarter harder. Their Codex entries show more mana.
Try it: Reach Slayer 25 and pick Fight Hard at the Goblin Chief's Arena Ward.
Quests#
Better gear advice. When your main combat skill reaches 11 or 21 and your weapon or body armour is still below that tier, your Journal gets a Better gear entry and a chat line saying who in Alderwic sells the next tier.
- It's for the skill your weapon uses, so most players see it twice. With no weapon in hand it doesn't come.
- Guide it and the arrow points at the shop that sells what you're missing. It never takes over the arrow from the quest you're guiding.
- It closes when you wear the gear, or right-click (hold, on a phone) the row and pick Dismiss. Reaching 21 replaces the 11 entry.
- Characters already past 11 or 21 get that entry once, at their next login.
The Reavers continue. Thegn Aldred at Eastwatch has two more quests after Black Mail.
- The Hot Trod (level 20): the Reavers have taken Eastwatch's herd and a herd boy with it. Go after them.
- Day of Truce (level 25): carry the Bills of the March to the Smokefang truce-man, and settle things with Varric.
- Both pay more than Black Mail and give a Large Combat XP Scroll.
- Day of Truce's step at Varric can be fought privately at his Arena Ward, free for the quest, once.
Fires in quests. If the fire you lit goes out while a quest asks you to cook on it, the quest steps back to lighting one ("Your fire went out. You'll need another one."), or further back if you have no logs or no axe. While "Light a fire" is your tracked step, the logs in your bag are outlined in yellow.
- Learning the Ropes: the "Chop a birch tree" step marks the birches near you, about 48 of them (was 7), and the arrow sits at the top of the trunk instead of high above the tree. Long lists of quest objects mark only the 5 nearest.
Try it: Talk to Thegn Aldred at Eastwatch, east of the Reaver Camp.
Inventory#
A coin pouch. Your silver now lives in a coin pouch under your bag instead of in a bag slot.
Under 10
10 and up
100 and up
10 thousand and up
- It takes no slot, so the slot your coins used is free for something else.
- Loot, quest rewards, sales and Grand Exchange collects go straight in, even when your bag is full.
- Shops, repairs, trainers, the courier, Marlow and every other fee pay from it.
- The line under your bag shows your silver: the full number up to 10 million, then "12.3M". Hover it for the exact amount. A "+250" flashes up when silver comes in.
- It's always kept when you die. It never drops to your body or goes to Marlow.
- Banks don't hold silver any more. Silver already in your bag or bank moves into your pouch the first time you log in.
- To trade silver, click Offer silver under your bag in the trade window and say how much. It shows in your offer as coins.
- Silver can't be dropped on the ground.
- Each character has their own pouch.
- Silver is recorded. The game keeps a record of the silver each character earns and spends, and where it came from or went, to catch bugs and cheating. The Privacy policy says so (Version 7), and you'll be asked to agree to it again.
Why: silver was already kept when you died, so a slot for it was a slot you couldn't use, and banked silver only meant a shop could say "not enough" while you had plenty.
How the coin pouch works
- It holds up to 2,147,483,647 silver, the most a stack of coins could hold before. A reward that would take it past that is refused. A sale sells only as many as the pouch can pay for and leaves the rest in your bag, with "Your coin pouch is full."
- At your first login with the pouch, every stack of coins in your bag and bank moves in. Anything past the limit stays in the bank.
- In a trade, the silver you offer stays in your pouch until you both accept the second screen. Then it goes straight to the other player's pouch.
- When you die, your worn gear, bronze and iron tools and your pouch stay with you. The rest of your bag drops as before, and the first 2,000 silver of claiming it back from Marlow is still free.
Try it: Open your bag and look under it, then sell something at any shop in Alderwic.
Interface#
- New spell icons. Every spell, weapon special and ult has a new, sharper icon that fills its square, coloured by its kind (green Dexterity, bronze Strength, violet Arcane, gold Restoration and so on) and drawn to read at a glance. Ults wear a gold frame.
- Old Heal Other and Ward Other scrolls you still had are now the Heal or Ward scroll of the same rank. Both spells merged into Heal and Ward in 0.5.1, and the old scrolls already taught them.
- NPC levels lead their names. A nameplate now reads "14 Goblin Runt", the level in its danger colour, instead of a level in a box. Hold-to-highlight now shows the level and HP bar of every NPC you can fight.
- Nameplates fade quickly in and out instead of dithering, and so do HP bars and Hold-to-highlight labels. Shop and quest icons sit a little higher over the name. Your target's red ring sits just outside its body instead of under its feet.
- Crisper text. Every HUD label's shadow is sharp instead of blurred.
- Getting hit closes a conversation with an NPC. Shops and banks stay open.
- NPC titles. Some NPCs have a title under their name, like the two new trainers, and it shows in Examine.
- Trainer rows lead with the level, like "Dexterity 7 Β· Not learned", so it's never cut off.
- Easier to read progress. The count and time while you gather, cook or eat are bigger, on a dark backing.
- Emotes. A new Emotes tab in the side panel has Wave, Bow, Cheer and Sit, or type /wave, /bow, /cheer or /sit in chat. Not in a fight or on a mount; walking ends one, and Sit holds until you move. Player suggestion
- Remove a buff. Right-click your Well Fed, a stat potion boost or Kindled and pick Remove. One with more than 10 minutes left asks again, showing the time, with Keep first. Player suggestion
- Click away to close a menu. A click or tap anywhere outside the right-click menu closes it, and that click doesn't also act in the world. Player suggestion
- HUD edges line up. Chat, the action bar, the bag, the minimap and the player cards all sit the same distance from the screen edge, and the action bar has a frame.
- Gear on the action bar. Drag a weapon, orb or piece of armour from your bag onto keys 5 to 0, then press the key or click it to equip it. Handy for swapping weapons. It greys out while that piece isn't in your bag, for example while you're wearing it. Player suggestion
- Minimap. Zoom out further, to 260 m across (was 200). Settings β Interface has a new Minimap size, Normal or Large: the same larger minimap as the Enlarge minimap key. Player suggestion
- Friends on the High Scores. A Friends button beside All time and This week shows only you and your friends, ranked among yourselves. Your own row is always there. Player suggestion
- More warnings before the 6-hour logout. You're warned at 30, 15, 5 and 1 minutes left, not just once at 5. The warnings are orange so they stand out from the yellow system lines, and they show in whichever chat tab you have open. Player suggestion
- Amount boxes take numbers only, and a phone opens its number keyboard.
- Clicking the gaps between action bar slots no longer walks you there.
Shops#
- Orbs are priced like spell scrolls, by the Magic level that unlocks them. At the Wizard a tier II orb is now 1,815 silver (was 1,875), tier III 6,615 (was 5,000) and tier VII 98,415 (was 90,000). Blood orbs are worth a fifth more than their tier. Recharges and the Dark Wizard's fee follow the new prices.
- Shops keep quality. Sell a Fine, Superior or Masterwork piece and it goes on the shelf as its own line, with its quality marks and its quality's price, and whoever buys it gets that quality. Before, it became a plain piece. Player suggestion
- Alchemist Elias trades every Alchemy ingredient: Red Mushroom, Crystal, Goblin Fang, Adder Venom, Briar Wasp Sting, Stag Antler, Hex Bead, Ettercap Venom, Fen Viper Venom, Bull Horn, Witch's Eye, Seep Venom, Bear Claw, Swamp Dragon Heart, Small Dragon Fang and Green Dragon Heart. He starts with none: he buys them, and sells what players sell him. Player suggestion
Bank#
- Set X. Tap X in the bank or courier window while X is already picked to set the amount it withdraws and deposits.
Death#
- Claiming from Marlow shows each item at its full price, with Free: 2,000 silver beside the total. Hover a row to see what it costs if you claim it now. Before, every row took the whole free amount off, so they looked cheaper than they were.
Cooking#
- Left-click a fire you lit to Cook if you carry raw food, or Add log if you don't. With neither, it only Examines.
- Herbed cakes show their herb. The leaf on top is the herb's colour: green Wildleaf, purple Vervain, pale blue Moonbloom and orange Embersage. Player suggestion
Farming#
- Place and Place all always sit in the pen window's bottom bar, beside Slaughter all. When they're greyed out, the window says why: too far from the pen, no animals in your bag, none that fits, the pen is full, or eggs to collect first. Player suggestion
Gathering#
- New mining, woodcutting and smithing sounds. Each has six recorded strikes that take turns, so the same one never plays twice in a row. Other players' strikes play quieter than yours.
- Fish from the shore. Clicking a fishing spot walks you to a point just short of it and you fish from there, instead of standing on the fish. Already close enough, you don't move. Player suggestion
Chat#
- /commands (or /help) lists the chat commands you can use.
Settings#
- Spell Casting has two modes, Normal and Quick cast. Quick cast is now what "With indicator" was: hold a spell's key to see its range, let go to cast on what's under your cursor. If you had With indicator, you're on Quick cast. Normal now shows the range ring too, while Heal, Ward or a special is waiting for your click, and when you hover a spell on your bar or in your Spellbook.
- NPC nameplate settings are back in Settings β Game, under NPCs: Nameplates and Friendly Nameplates (Off, 20, 40 or 60 m) and Combat Level and HP Bars (Always on or Selectively). They start at Off and Selectively, how NPCs show now.
- Graphics card on Windows. Automatic now leaves the choice to Windows and your graphics driver; a card you pick yourself is still used. If the game ends up on your built-in chip, a card names both, like "Aldermere is on β¦ (built-in), not your β¦", with a Choose graphics card button that opens Settings β Graphics.
- The game is now Aldermere.exe on Windows. Your install updates itself as usual, with nothing to download again. If you set a graphics preference for the game in Windows' own settings, set it again for Aldermere.exe.
- Neutral NPC Attack. Controls has a new setting for neutral NPCs such as town guards, set to Right-click, so left-clicking a guard no longer starts a fight. The old setting is now Hostile NPC Attack and keeps your choice. Player suggestion
- UI Scale is a slider from 75% to 150% in 5% steps, applied when you let go.
- Bloom has seven steps: Off, 50%, 100% (the default look), 150%, 200%, 300% and 400%.
- Quit. Settings has a Quit button beside Report a problem and Log out. Click it twice to close the game. The browser version doesn't have one: a tab can't close itself, so use Log out. Player suggestion
Play in browser#
- Phones and tablets. On a phone or tablet, holding a slot or row opens its menu in many more places: shop, trade and loot slots, the action bar, the Quests, Skills and Spellbook tabs, chat, trackers and your buffs. Menu rows are bigger for fingers, and a menu stays open until you tap outside it. Player suggestion
- A bank for touch. On a phone or tablet the bank docks beside your bag with bigger buttons. Swipe to scroll, and hold an item to Move it, move it to a tab or start a New tab. The rest of the bank's tools sit behind β’β’β’.
- One-tap self heal. On touch, tapping an armed Heal a second time heals you. Player suggestion
Music#
- Songs now stream as they play instead of loading whole, so the game holds much less memory, most of all in the browser.
Clans#
- A character who leads a clan with other members can't be deleted until they hand over leadership or disband. Deleting any other member takes them out of the clan, and a leader on their own disbands it.
Fixes#
- Varric: his Smoke Step could land him through the Hold's palisade or off a ledge, where he couldn't walk home and stayed immune. He now lands only on ground he can walk to from you, inside his area, or stays where he is. Smoke Step on your Smokefang Daggers follows the same rule.
- NPCs stuck going home: an NPC that can't get any closer to home for 10 seconds is put back where it spawns, then heals as usual.
- Quests: accepting a quest ends the conversation, instead of the giver repeating their send-off line.
- Quests: a kill step's map marker moves on from a camp you've cleared to one with targets still standing.
- The Wizard no longer talks about his tower. He doesn't have one.
- Lights Out: the Snuffer's stacks now clear when he dies or resets, so you don't carry them into the next fight.
- The Snuffer's Shardbound no longer rises in the middle of Lights Out. It waits until Lights Out ends, and it can't cast Ice Blast for its first 8 seconds, so you have time to reach a lamp or turn on it. Player suggestion
- Quests: the quest arrow marks every NPC that drops a quest item, not just the first. Black Mail's cowbell now points at Reaver Axemen as well as Reavers.
- Shops: potions were greyed out with "Need Alchemy" in the shop window though you could buy them. They aren't any more. Player suggestion
- Cooking: cooked cinderpike is golden-brown with grill marks, so it no longer looks like the raw fish. Player suggestion
- Farming: the pen window's Pets section cut off pet names and the day you found them ("Pet Copperneβ¦ Found on day β¦"). Each pet now has its own row, so both show in full. Player suggestion
- Trolls and other long-reach NPCs backed away between swings when you walked in on them, so they could hit you while you chased. They now stand and swing.
- Quick cast: Cleave and the other cone specials, cast with no NPC under the cursor, swung toward the cursor while you kept facing the old way, so the marked cone didn't match the hit. You now turn to face the swing.
- Vanishing: while Varric is gone in smoke, or a player is midβBlink Strike, their name, HP bar and level no longer hang in the air, even on your target.
- Boss phases: one big hit that took a boss past two of its health marks at once (the Bloodwitch's or the Snuffer's) skipped the second special. Both now go off, in order.
- Shops: when two players bought and sold the same item at once, a shop could count its stock wrong, and an item could be back on the shelf after a server restart.
- Codex: a board reward could pay twice if the game failed to save the claim. An NPC's level change could take away Mastered or give it a second time.
- Farming: goose and Stormneck eggs could turn into hen eggs.
- Characters: a deleted character stayed in its party and on friends lists.
- Worn gear: the armour tooltip counted Bound Armour as worn plate or leather.
- Saving: while your character can't save, you can't drop, trade, sell or use the Grand Exchange ("Your character can't save right now."), so nothing is lost if the save fails.
- Accounts: changing or resetting your password now signs that account out everywhere. Changing a confirmed email needs your current password, and the old address is told once the new one is confirmed. Signing in on the launcher or website during play no longer breaks your reconnect.
- Names: a login can't use another player's character name, and names, clan names, tags and rank titles that look like staff ("Adm1n", "M0derator") are refused. Chat and reports can't fake a second line.
- Launcher: an update's progress showed one bar for everything, with a speed and time left that counted files it only checked. Each step now has its own bar: Checking your game files, Keeping unchanged files, Downloading update and Verifying files, and the time left counts only what it downloads.
- Farming: a bird's card stuck on screen after you hovered it in the pen.
- Character creation: the colour swatch sits centred between its arrows.
Questions or thoughts on this update? Talk about it on Discord βΊ