The tree screen has a PoV Wiki button: a window with every term and detailed articles on how damage, armour, the rune shield, ailments and other mechanics are calculated. Terms can be hovered, and there is a search.
Search now looks through article text as well as titles. Results show the sentence with the word you searched for, and the word stays highlighted in the article you open.
Character layer and stats
New
The block next to equipment now has two layers, crafting and character. The character layer holds appearance, skills and a new stats sheet: the key numbers at once and the rest in tabs. Only what the character actually has is shown.
Hover an attribute's name to see what it means, and its number to see how much comes from your base, the tree, equipment, jewels, food and effects.
Every attribute is one line with its final value: all bonuses, multipliers and conditional effects are already counted, and temporary effects change the number while the window is open.
Terms and affixes
Defences
New
A new term: armour, evasion and rune shield together. A new "increased Defences" affix appears on endgame chests and jewels.
Skill tree
Masteries
Construct masteries
New
Two new mastery options: constructs lose at most 20% of their health pool to one hit, or inherit your armour, evasion and rune shield.
Craft tree
Runic crafting
Reinforcing Glyph
Changed
Now gives ×1.25 durability per use instead of ×1.5 and costs 5 potential instead of 3. Durability already gained is kept, and those items can be reinforced further.
Repairing unique items
New
Unique items can now be repaired at the Runic Anvil and the Rune Carver Table for 5 azurite dust.
Evasion and rune shield enchantments
Changed
Item evasion and item rune shield enchantments now appear for items built on those defences, and an item placed in the table lists only the defence it can take.
Combat and equipment
Ascendancy classes
Living Steel: wear from hits
Changed
Living weapons take damage again: a hit wears the item's durability one to one and staggers and pushes them. Chop and pickaxe damage do not count. Its own blow costs durability equal to 40% of its damage.
Resistances
Resistances from gear and effects
Changed
Resistances on gear, capes and shields, in meads and from effects are now plain percentages that add up with your others under the same cap: slight +10%, normal +20%, strong +30%, immunity +50%. The values are noticeably lower than before, so frost and fire hit harder.
Weaknesses stay a multiplier of the damage you take: ×1.25, ×1.5 or ×2.
Effects on all resistances now also apply to physical ones: blunt, slash and pierce.
World and exploration
Halls of Oaths
First Halls closer to the start
Changed
In new worlds the first Halls entrance in the Black Forest is now close to the start. The second entrance and those in other biomes stay as they were.
Existing worlds get an additional entrance near the start. The old entrances stay where they are.
Merchants
Materials from Sigrid
Changed
Each material now has its own price per unit, and the level of her stop doesn't change it: flint, resin and leather scraps 1, deer hide 2, copper and tin 4, bronze 6, iron 10, silver 15, black metal 20, carapace 25, flametal 40.
Interface and usability
Living weapons
Living weapon frames
Changed
Living weapon frames on the hotbar now follow the shape of the cell.
Roles
Role badges and colours
Changed
Name badges and colours now match the roles on Discord. Keeper of the Branches and Server Booster were added.
Fixes
World
Runic ores in multiplayer
Fixed
Runic ore veins now appear in the same place for every player.
XP during the Valkyrie flight
Fixed
The Valkyrie flight at the start of the game no longer gives exploration experience.
Dungeon clearing
Fixed
A player's own minions, including Living Steel weapons, no longer stop a dungeon from counting as cleared.
Treasure chests
Fixed
Treasure chests open again after the world has been reloaded, and a map already spent on a chest that stayed shut now lets its opener open it.
Sigrid's prices
Fixed
Two lots of the same goods no longer merge when she lays them out, so a large stack can't end up cheaper than a small one.
Combat
Ballistas in tight rooms
Fixed
Ballistas now spot enemies in tight dungeon rooms whichever way they were built, fire at enemies right next to them, and no longer stop shooting when your minion stands closer than the enemy.
Totems and links behind walls
Fixed
Totemic totems no longer stand behind a wall, and Deathward no longer links creatures through walls, so an enemy cannot stay immune because of an unreachable totem.
Items
Dust in the Rune Chest
Fixed
Stack nearby and place stacks again top up the item in the Rune Chest's working cell, such as azurite dust.
Loot filter and field dressing
Fixed
Field Dressing and Pack Hunter no longer send items your loot filter ignores to your inventory.
Field Portal and chests
Fixed
Field Portal can now use materials from nearby chests when you have chest building, matching what the cost line shows.