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- Smaller dragons now fly over Cinder Ridge.
- Everyone who fights Ashkarath gets their own loot when it dies. It drops the Tyrantfang Greatblade, Calderaheart Staff, Ashen Requiem Censer, Wyrmscale Bulwark and chest and head armour for every class, among the strongest gear in the game, and returns an hour after it is killed.
- Ashkarath fights with attacks marked on the arena floor, including Cinder Breath, Wheel of Flame, Emberfall, Molten Rings, Wing Slam and Magma Pools. It cannot be slowed, rooted, stunned or interrupted, it grows more dangerous as its health falls, and it enrages if the fight runs too long.
- Added Ashkarath, Tyrant of the Caldera, a dragon that holds the arena at the top of Cinder Ridge. It is the first raid boss, built for five to ten well-geared level 80 players.
- Fixed the world map sometimes reopening slightly away from where you left it when the view was near the edge of the world.
- Added daily and weekly quests at the new camps, such as Tea on the Horn, Soundings and The Round, Walked, and a weekly from Rowan in Fourways.
- Characters who have something to say for one of your quests now show a marker over their head and a conversation option when you speak to them. Places a tracked quest sends you to are marked on the map and minimap.
- Added the Stories panel, opened with H or from the menu. The Stories page groups quests into storylines, including the acts of the main story, each breach and every camp's own thread, and shows how far along you are and where the next one starts. The Standing page shows your rank with each people and what each rank pays.
- Standing ranks pay rewards: titles you can wear at Trusted, Honoured and Sworn, and keepsake amulets and cloaks to collect. Some quests only open once you hold a rank with their people.
- Added standing with the peoples of Elegon: the Ember Guardians, the Amberwood Watch, the Crossroads, the Vale Runners, the Lanternwrights and the Cairnkeepers. Quests earn standing with whoever they were done for, shown with the quest's rewards, and standing climbs from Stranger through Known, Trusted, Valued and Honoured to Sworn.
- Some stories now end on a choice. Taking one of the two quests closes the other for good.
- Reworked more than eighty older quests so that what you are asked to do matches what the quest giver says: walk the patrol line, hang the lanterns, read the ward stakes or talk to the other person, instead of a plain kill or collect count.
- Quests can now ask for more than kills and items. New objectives send you to speak to someone, to find a place, to use an emote at a spot, such as sitting by a fire, or to use things in the world, such as lighting beacons, sounding the depth at marker posts and hauling eel traps.
- Added new camps and more than two dozen new characters across Whispervale, Duskmire and Cinder Ridge, with tents in six different looks, campfires and stores.
- Added area stories to Whispervale, Duskmire and Cinder Ridge. Seventeen new stories with more than eighty quests are told by the people living out in each zone, among them The Shelf Lights, The Lamplighter's Round and The Company That Stayed. None is needed for the main story: they are found by exploring.
- Fixed paths that led nowhere or ended at a cliff, and removed blank signposts from Cinder Ridge.
- Reworked the paths of Cinder Ridge. The long straight ramps up to the plateaus are gone and the ground is natural again, with winding trails in their place, and the road to the Caldera now winds up through the gate onto the arena floor instead of stopping short of it.
- Fixed creatures that could not be reached, including those stranded on top of cliffs and a group standing under the lava lake in the crater of the Cinder Ridge volcano.
- Joined up rivers and streams that stopped just short of the water they were running towards, in Duskmire and around Whispervale's great lake.
- Added more ways to cross the world: a gap cut through the ridge between Whispervale and Amberwood, a second pass through the rim of Duskmire's old valley, and ledge trails up the mesas of Whispervale and Duskmire.
- Fourways now opens east into Cinder Ridge. A valley leads out of the town to a road up onto the first plateau, so the zone no longer has to be reached the long way round through Amberwood.
- Six of the new caves are tunnels that come out on the far side of the rock. One runs under the ridge between Whispervale and Amberwood, one leads from Whispervale into Duskmire, and each zone has a shortcut of its own.
- Added caves to the open world. Fifteen caves now open into the hillsides and cliffs of all four zones, lit inside and with creatures living in them.