Break: striking a boss drains a gold bar under its health — twice as fast while it winds up a blow, and a parry drains it too; emptied, the boss is broken for 5–7 seconds and takes 30% more damage. Named foes: a monster that kills a player grows stronger, takes its victim's name and carries a bounty, doubled for whoever it killed (three bounties a day at most). Fall in a dungeon and you lie where you fell and watch your party; town only once the whole party is down. The phoenix feather now works only in dungeons, and the fallen still share the kill's experience and quest credit. Party Finder ([ key): post your party for a dungeon and a difficulty, and others join with one press. Enhancement now goes to +12, and a failure only falls back to +4, +6 or +9; Lucky Stones at the smiths add 10% to an attempt. Purple gear to tide you over is sold in Dunmarch, Aldermark and the Spire. Purple and gold gear from level 30 carries boss damage, boss resist and damage bonus; boots carry accuracy. Accuracy and evasion are ratings now, and a blow turned aside reads Miss, Dodged or Parried!. Gear sets keep three loadouts with their attribute points. The Bard gains In Tempo — skills cast on the beat stack more damage and healing — and hits less hard, as a support should. Death marks: a small ghost marks where a player fell, and you can leave a note with the ] key. After every choice in a quest, the game tells you what share of players chose the same.