• The wayfarer. A traveller who turns up when a run has stalled — nothing carried, nothing to buy one with, and a fight just lost — and offers a way back on terms you choose. She brings an optional errand in each of the first three books.
  • The map marks where to go next, and marks in a second colour the person waiting for you to come back and say it is done.
  • Every book is now provably finishable: a chapter can no longer be gated behind something that cannot be reached.
  • Every fight in every book is winnable on the hardest difficulty, by every class.
  • Pickups carry a picture that matches their own description.
  • Zones are dressed with scenery that belongs to them rather than to somewhere else.
  • The three wayside zones and the Keep Gatehouse are painted rather than borrowing other art.
  • The Training Grounds ask you to finish the training before sending you on.