Sky materials were craftable, sellable and required — and nowhere to be found. The islands carried no harvest nodes at all, so the entire Sky material tier could not be gathered by anyone.
Every Reach now bears 14 nodes, keyed to its altitude. Walk onto one and it harvests on the spot, 1–5 at a time, renewing after a few minutes.
Founding a guild Skyhold asks for 500 Cloud Silk and 250 Aether Crystal. With no nodes in the world, no guild could ever have assembled them. Now they can be gathered — along with the Sky materials the level 6,000–10,000 crafting tiers are gated behind.
The Sky was the only world without a World button on its minimap. It has one now, opening a full pan-and-zoom map of all 120×100 of it — Sky Anchors, dungeons, raids, markets, inns and forges, and every gathering node, each naming its material when you hover it.
Gathering nodes are drawn on the minimap too, as the same green marker the overworld uses. Previously a node was invisible until you happened to walk over it.
The overworld map was drawing the Sky's nodes as resource markers on ground tiles that had nothing to gather. The two worlds share a coordinate grid; the map now tells them apart.
Every craft opened on the highest tier you qualified for. Cross a skill threshold and that tier was forced open on every single visit — so cooking or brewing the lower-tier things you actually farm in bulk meant collapsing it and reopening the one you wanted, every time.
The panel now opens on the tier of the last thing you made, and remembers it between sessions. Never crafted the discipline before? It still opens at the top.
Alchemy, Culinarian and Runecrafting recipes carry a quantity box beside their button — up to 50 in one go.
Each item is made in turn, so skill accrues across the whole batch exactly as it would one at a time. Run short of materials partway and you keep everything already made, with a note telling you how far it got.
The Crystagyn sold Extractors one click at a time. It now takes a quantity, up to 50 per purchase, and confirms the total before it takes a coin.
Starting a report from inside the game asked a signed-in player to type their own username and a mandatory email address. Your name is filled in, and the email is optional — leave it blank and staff reply to you in-game.
New Report now sits above the list instead of below it — no more scrolling past your whole history to file one. Alongside it is a search box and an Open / Handled filter, searching subjects, message bodies and the notes you have added.
The panel also holds 150 reports rather than 40, so the search covers a real history.
The Safehouse Inn rounded its displayed price down while charging the rounded-up one, so the panel could under-quote a rest — and at a single point of missing health it offered to rest you for free and then took a gold. The price shown is now the price taken, with a 1 gold minimum.
Difficulty stopped rising once a monster was about 30 levels above you. Past that point a creature 500 levels higher was barely tougher than one 30 higher — so with enough patience almost anything could be worn down, however far out of your depth it was.
The curve now keeps climbing, and it climbs on the monster's attack first — something well above your level should kill you, not merely outlast you. Up to +25 levels nothing has changed: that is still a fight you can push with good use of Artes and Abilities. Beyond it the ground gives way quickly.
Fighting at your own level is completely unchanged, and old content you have outlevelled is still the same romp it always was.
Enemy strength was tuned against a far better-equipped character than most people actually play. Once past the starting zones, roughly half of all players could not win a straight fight at their own level — not a hard fight, an unwinnable one. It was hidden below level 50, where the nursery zones protect you, and it closed again only in the thousands.
Enemy scaling has been re-fitted to the characters people are really playing. Fights between level 50 and 3,000 are meaningfully more survivable; at-level combat higher up is untouched. If the game felt like it turned on you shortly after leaving the starting zones, that was real, and it should not any more.
Not every weapon swings off Strength. A Dagger, Bow or Flintlock scales with Dexterity; staves, wands and harps scale with Intelligence. Nothing told you, and it was entirely possible to carry a fine weapon keyed to a stat you had never built.
Item details now show Scales With, and warn you when a weapon does not suit the stat your character actually favours.
Defence and Spirit bonuses from traits, Attunements, the Ascendant board and Apotheosis all pool together, and Apotheosis never stops paying — so survivability could climb without limit.
Those two now count in full up to +250% and at a reduced rate beyond it. Investment past that point still counts, it simply stops compounding. This affects only a handful of the deepest endgame builds — if your Defence or Spirit bonus is under 250%, nothing about your character changes.
The Descent and The Ascent have been retired and no longer appear in the Endgame menu.
Everything you banked from them — levels, gold, shards and Covenant standing — is yours and untouched. The Covenant itself is unaffected and carries on as normal.