The bag was a list. Now it's a proper paper-doll. Open Character ▾ → Bag and you'll find a classic RPG layout:
Gear up the natural way: grab an item from your Backpack and drop it onto your character. It snaps to the right slot automatically — weapons to your hand, rings to a free finger, armour to its place — respecting your class and level just like before. The drop zone lights up gold as you drag over it. On touch screens, the Equip button on every item does the same job.
Open Bag & Storage now pops your full bag into a draggable window that floats over the game — so your character and your storage are visible at once. Drag it by the title bar to wherever suits you. Equipping, selecting and destroying from the window updates both the window and your character live, and it stays put as you move around. Close it with the ✕ in the corner.
The Minstrel and Hexblade finally have their own hand-drawn portraits — the Minstrel in gold performer's robes with a harp at their side, the Hexblade in magenta-black plate beside a glowing crystal blade. Every class now greets you with its own face on the new Character screen.
Too many legendary boss drops were blades and knives — thrilling for a Fighter, useless for a Magician. No more. Weapon drops from dungeon and raid bosses now re-forge themselves to the class that earned them:
Armour is untouched (it was never class-locked), and a weapon that already matched your class arrives exactly as authored.
The drop-level cap that kept normal dungeons honest now covers Hard, Very Hard and Ultimate too. A boss item more than ~30 levels above you — from an over-difficulty or carried clear — is scaled down to a level-appropriate version (level and stats together), so it's gear you can actually use rather than an unwearable, vendor-windfall trophy. On-level clears are unaffected.
Paths of Power no longer stops at level 195. Every class now reaches a Crossroads every 50 levels from 250 all the way to 1,000 — sixteen new choice points on top of the original five.
Your Safehouse now keeps a 100-item Vault alongside the gold bank. Stand on your own Safehouse tile, hit 🗃 Open Vault, and stash gear you want to keep but aren't carrying — vaulted items don't count against your bag. Drag items between bag and Vault in either direction, or use the Store / Withdraw buttons.
Tap the 🔓 padlock beside any item in your bag to lock it. A locked item can't be Destroyed or Sold — single-sell, Mass Sell and Destroy all skip it — so a hard-won piece never disappears in an accidental cleanup. Tap again to unlock.
By player request: levelling up no longer pauses combat. Your unspent points are still flagged in the stat panel, but you can keep fighting and allocate them whenever it suits you — no more break in the flow mid-hunt, in the overworld or in instances. Auto-Continue keeps rolling too.
The Refresh Tile action joins the rebindable keys (Game ▾ → Keybinds) — default X. Sweep a tile for fresh spawns without reaching for the mouse. Perfect for keybind hunting.
Hunter Essences were hard-capped at +25% drop chance — so a single high-tier Hunter already maxed it and extras did nothing, with no indication why. They now use diminishing returns instead: each additional Hunter adds a little less, the total easing toward about +40%, so stacking always helps. The Stats panel shows your effective value (with a tooltip), and the limits for all utility essences — Fortune, Wisdom, Vampiric, Manasteal and Hunter — are now spelled out in the in-game Manual.
Buff Magick now runs 15 to 30 minutes — up from two — gradiented by spell level, so the basic wards last 15 minutes and the level-35 buffs a full 30. Cast once and get on with the adventure. (The +Buff Duration trait still extends them further, and the non-caster penalty still applies.)
By request, the round-by-round Combat Log is back on the victory screen — but tucked away. It now sits under a ☰ Combat Log toggle that's closed by default, so your kill screen stays clean (banner and rewards up top) and the blow-by-blow is one click away whenever you want it.