Each class now fights with a power of its own: Warriors and Novices with Might, Mages with Spell power, Rangers with Marksmanship, Rogues with Lethality. Attack is shared and every class takes it; class gear from level 10 carries its class's power, so another class gains nothing from wearing it. Class gear also carries a signature stat, about 25% with a full level-60 set: the Warrior's Block (less damage from monsters' blows, up to 40%), the Mage's Spell pierce (ignores magic resist), the Ranger's Armour pierce (ignores defence) and the Rogue's Evasion (a monster's blow misses outright, up to 30%). The four classes' weapons no longer share their stats: staves hit hardest, bows crit most often and hardest, daggers crit often and attack fast, swords add health and defence. Mage armour no longer gives defence; it gives Spell power and mana instead. The further a bow shot flies, the likelier it crits, up to +25% at 180 px. Monsters have magic resist: spirits and witches resist a lot, heavy armour and engines little. Attribute points: Strength gives Might, Wisdom Spell power, Agility Marksmanship and Lethality. Weapons are rebalanced by level: a higher-level piece is always stronger than a lower one even at a lower rarity, so the level-15 Fenrir is much weaker and a level-45 Legendary no longer beats a level-50 Epic; the level-30 Path weapons are stronger than level-25 ones, and the Path Legendary staves are the strongest at level 60. Enhancement: +10 now adds 32% (was 52%) so a high-enhanced piece does not outclass the gear above it; in return it is easier: +8 55%, +9 50%, +10 40%, and only a failure at +10 drops a level. Gold from quests and monsters is up 20%. Every Path has an always-on passive, shown on the Path panel (B). Shadow Dancer: Mirror Step now leaves a shadow that spins its blades three times and then bursts. Every monster has twice the health. Fixes: parties no longer get stuck after a disconnect, an item this version does not know can be thrown away, the PC bag is 8 slots wide with no scroll bar.