1) Items There are new Affixis and mods on old items + completly new sets of items for specific classes or builds. Final version Update: Old broken affixis was fixed. 2) Potions There some new taint tinktures which you can use, and you will realy need because some places even with good build can be realy hard and they will help you in these places realy much. 3) Crafting There are new crafting recepies for components, runes, items, class items, potions, taint tinktures. Final version Update: Blueprint for dynamite and wanderers crest added. 4) Enchanting There new enchantings: Components, Rare Components and Unique Components Final version Update: All components drop fully completed. Auto sorting components Fixed 5) Augmentations There new augmentation to be craft and find but especialy to be find, they looks like little potions, colorful shield shapes and they are very unique and cant be craft or bought from anyone. 6) Enemies Are stronger with bigger mod for hp, and heve new abilities which they realy use them (this mod was balanced for veteran dificulty to bo ON) so they become more chalanging - even the easiest enemies have their unique skills which can be dangerous if they hit you whith them and your hp/armor/res are not good enoght againts them. There many unique new enemies which can be found in the any place, these uniques are really hard and if you have bad luck you can get them in some bad combinations, but thets the challange which you must deal with. the rewards of these unique enemies and new mini bosses/nemesies are boosted so you have by killing them to obtain realy good stuff Final version Update: higher res and attack boosts for enemies, especielly on higher difficulties 7) Stats complete rework for each class base stats multypliers = rebalancing base hp/mp amount multypliers, base hp/mp regen Atributes, per lvl up you gain 2 points, each of them increase the stats by 5 - physique (hp modifier is smaller, that makes you more fragile and force you to be more carfully to not be so many times hit be the enemies especialy by their abilities) - cunning (even if your cunning is high with 100% chance to hit, you can still miss or fumble because the rarity of weapon decrease this value + type of enemies and their own stats) - spirit (slightly boost for mp max mod) Final version Update: On higher difficulties the res global debuffs is one time more cruel then before. 8) Mechanics a) Inventory - Final version Update: inventory was remade back to its original size with working transfer and components auto sort buttton b) you cant dismantle blue and up rarity items to purple craft-components, because you find mostly enought of them from specific enemy loot, and it would kinda not get sense when you have got purple craft-component like manticore eye when you are still in act 1 (warden boss). c) Classes (their mastery level) do not give you anymore just good things but the bad ones too, that makes your charakers way of life more real. For example as a Arcanist you got naturaly % lvl by lvl boost to elemental res. but make you weaker againts poison and physical dmg + you will get % boost in spirit but in the same time % debuff for strength so at MAX 100 mastery lvl you get 50% boost for spirit and -25% debuff for strength d) All classes have their unique boost for your pets (minions,elemntals with timed temporal life, constructes like auto turret). For example Soldier make your pets more resilient but the Arcanist boost your pets with elemental affinity e) Enemies have more restricted mana pools to their lvl like you, that means if they have healer with them and your dmg is not enough good to kill them you must survive until their mana pool become exhausted and their heal interval will be much bigger, The same thing is for situations where your enemies have too much good kombination of their skills and you have going empty on options how to beat them. Then you must just be extra carefull not be to much greedy, and when you fight long enoght their skill intervals become much longer or you can exploith them and find their weak points. d) (Updated) Dead Penalty is 10 times bigger then in vanilla game, so its much more about surviveing so dont die. The new formuly have this results: lvl 1-100 = EXP LOSE 10%-100%, lvl 101-250 = EXP LOSE 100% + you can gain back 100% of what you lose back (vanilla: lvl 1-200 = EXP LOSE 0,5%-20%, + 50% from lose value can be gain back) e) (Updated) MAX levevl of char. 250, MAX level of enemies 250 9) Classes (+ their pros and cons, per mastery lvl or at key mastery lvls: 1,5,10,15,20,25,32,40,50,100) (physique=P,cunning=C,spirit=S) (elemental = fire, ice, bolt) Common: a) Soldier Close combat/tank/offensive support class with lots of passives boost stats + good skills for shield wielder - pros: small P % boost, small HP regen boost, small physical and pierce res % boost - cons: small S and MAX MP % debuff, small poison and elemental res % debuff b) Demolitionist Long range combat class with lots of explosive stuff - pros: small P and C % boost, small fire and Fear res % boost, and small % boost for MAX value all res - cons: small S % debuff, small cold and freeze % res debuff c) Occultist Mid range combat class with poison and blood affinity, specialization for dagger + magic offhand, can be part of summoner build - pros: small C and S % boost, small MP regen boost, small poison and chaos and bleeding % res boost - cons: small MAX HP % debuff, small HP % regen debuff, small elemental % res debuff d) Nightblade Close range combat class with specialization for dual-wield build (Assasin style), with good boosts for high chance on crit and max crit dmg boosts, but small HP - pros: small C % boost, small HP regen boost, small poison and bleeding % res boost, small % reduct duretion for stun and fear - cons: small MAX HP % debuff, small elemental % res debuff e) Arcanist Long range combat class, MP based class, multy elemental effects based on aether elemnt, big MP, small HP - pros: small S and MAX MP % boost, small MP regen boost, small elemental and MP leech % res boost - cons: small P % debuff, small poison and chaos and bleeding % res debuff f) Shaman close combat class, berserker with two handed weapon specialization, bolt affinty, and wild beast summon skills - pros: small P and S % boost, small HP and MP regen boost, small physical % res boost - cons: small C % debuff, small fire and cold % res debuff g) Inquisitor Mid-Long range combat class, specialization dual-wield with pistols, rune multy elemental magic and traps - pros: small C % boost, small poison and vitality and aether and chaos and elemental % res boost - cons: small physical and pierce and bleeding % res debuff, small MAX physical and pierce % res debuff h) Necromancer Summoner of skeletons and plague creatures with long range abilities, vitality and aether elements, MP/HP leech - pros: small S % boost, small MP regen boost, small vitality and aether and MP/HP leech % res boost - cons: small P % debuff, small physical and elemental % res debuff Advance: a) Druid Healer and mage of forest, can summon forest creatures - pros: medium P and S % boost, medium HP/MP regen boost, big poison and slow and HP leech % res boost - cons: medium C % debuff, big fire % res debuff b) Mercenary Weapon master with multyple specializations for all types of weapons, but no shields! - pros: medium P and C % boost, medium MAX HP boost,big physical and pierce % res boost - cons: medium S and MAX MP % debuff, medium MP regen % debuff, big elemental % res debuff c) Nosferatu Blood mage, with blood/vitality affinity and specialization for dual daggers. can be called Vampire Lord. - pros: medium C and S % boost, medium HP regen % boost, big vitality and bleeding and HP leech % res boost - cons: medium P and MAX HP % debuff, big pierce and fire and aether % res debuff d) Stalker Longrange class, with aether affinity with specialization in twohanded long range weapons especialy crossbows - pros: medium P and C % boost, medium physical nad pierce % res boost, big poison and vitality and bleeding and fear % res boost - cons: medium S % debuff, big elemental and knockdown % res debuff e) Mage True master of lightning, ice and fire magic. He can be called Glass canon, so be carfulle with him. - pros: medium S and MAX MP % boost, medium MP regen and MP % regen boost, big elemental % res boost - cons: medium P and C % debuff, big poison % res debuff f) Maleficier True master of tarror, soul mage, dominator, overlord. Beware of his MP consuming, his spells are really expensive - pros: medium S % boost, medium MP/HP % regen and MAX MP/HP % boost, big vitality and chaos and MP/HP leech % res boost, small physical and pierce MAX % res boost, big vitality MAX % res boost - cons: medium P and C % debuff, big elemental % res debuff, medium elemental MAX % res debuff g) Voidcaller Demon lord from the abyss, summoner, close combat style, two handed weapons, chaos element affinty, chaos spells - pros: medium P and S % boost, big chaos and elemental and HP/MP leech % res boost - cons: mesium C % debuff, medium physical MAX % res debuff, small pierce MAX % res debuff, big aether % res debuff h) Paragon Archmage of elemental magic, his strength is not in pure power of elemnts but in over time efects so beware of it. - pros: medium S and MAX MP % boost, medium boost to movement speed, big elemental and MP leech and skill disruption % res boost - cons: medium P % debuff, small pierce % res debuff, big physical % res debuff For final version there were many fixing of many bugs.