Item combining. Hero sets, lucky gems and the rest: put the materials in, pay the fee, and take what comes out.
A failed combine tells you what it cost you. The dialog lists the materials that were destroyed. How many die is set per recipe, so some recipes are far kinder than others.
Gold capsules work. All forty four, from the +1 to the +30000.
Gold points belong to your account. Earn them on one character and spend them on another, and they survive deleting the character that earned them.
Vendors take gold points. The stores priced in gold points charge them and leave your dalant and gold alone.
The launcher shows your nation code. Green when your launcher and your client agree, amber with an explanation on hover when they do not.
The launcher has a settings window. Server address, client folder and nation code, all editable without opening a file.
The launcher accepts a list of nations. Run a server for players on two language clients and neither of them gets warned.
The Talic Crystal exchange works, along with the rest of the recipes that trade materials and dalant for a box.
Experience arrives while you fight. Most of a monster’s experience is paid as you damage it and the rest on the kill, so a player who did the work and lost the last hit keeps their share.
Health regenerates. Sitting restores the most, standing less, walking less again, running none. Force and stamina follow the same ladder.
Debuffs land on monsters. Weakness and the rest change how hard a monster hits and how much it takes, then wear off.
Monsters chase you when you shoot from range. A bow no longer puts you outside the distance a monster is willing to care about.
Guards leave their own race alone. Attack one anyway and it still fights back.
Forces have a cast delay. Each one uses the delay the game gives it, which for the big attack forces is several seconds.
Shop prices include the shop’s cut. A counter charges a tenth over the list price, in both currencies.
Regeneration has a second mode. The default is the original game’s fixed amount by stance; flat mode recovers a percentage of your maximum, which keeps pace at high level.
Recovery is slower in combat, a quarter of the normal rate, and returns to normal ten seconds after the last hit.