The smiths now offer Gems (gear has sockets by rarity, five kinds of gem in five tiers, three combine into one of the next) and Refining (reroll a piece's extra lines, keeping its grade, with one line locked if you like). Attribute points no longer give critical chance, and points already spent are handed back to place again. Gold gear below level 60 is stronger (stats ×1.3) and harder to make: 1.5× the materials. World bosses come out twice a day in the Golden Hours, everyone with at least 5% of the contribution gets a drop of their own, and they drop gems and Legendary recipe scrolls. Balance: the Mage's and Bard's basic attacks cost no mana, Mage skills hit 25% harder (branches 10%), the Berserker is stronger, the Bard and its branches deal 10% less, and the Shadow Dancer, Windranger, Assassin and Beastmaster are weaker; the experience needed from level 30 to 60 is about 30% lower, bosses wind up for less time and a Break stuns a boss for 3 seconds. The game is harder: ordinary monsters from level 10 have 20% more health, Normal dungeon bosses 20% more, and an over-levelled party meets a boss raised to 3 levels under its highest member. Each class has unique lines on its own level-20 purple set; boots from level 10 carry evasion; move speed is capped at +30%. On phones: 30 FPS by default, dropping further while idle so the phone runs cooler; the Bag and Character are one window, Skills and Branch are one, Pets and Mounts are one; drag the attack button (bow included) to lock a target, and an option to walk to the monster while holding attack. Hoofed mounts were redrawn with longer legs.