Where you go
Each faction has its own land with a starting zone, two questing zones and a capital. Zones are fogged: you only see the one you're in, plus a few meters past its border.
Valcrest Lands
Dawn Pact · green valleys, misty woods, wheat fields



Kharos Wastes
Iron Host · red canyons, ash savanna, a volcano



Mists of Nyr
Circle of the Veiled Moon · endless dusk, silver forests, barrows



Leveling
A slower, classic-style climb with its own XP curve. Level-ups give back full health and mana; gold levels mark a Capstone or your spec choice.
Gear & drops
Nearly 700 items, from grey vendor trash to the 8-piece raid sets. Your class decides what armor and weapons you can wear.
Item quality
- Greens from quests and the open world
- Blues from dungeon bosses
- Over 200 epics: raid sets and boss drops
- Quest rewards let you pick 1 of 3
Armor & weapons
- Armor: cloth, leather, mail, plate and shields
- Weapons: swords, axes and maces (one- and two-handed), daggers, staves, bows and fist weapons
- 17 slots: head to feet, 2 rings, 2 trinkets, main hand, off hand and ranged
Drops
- Every enemy family has its own loot table
- Quest items only drop while you need them
- Skin beasts after you loot them
- Raid bosses drop set pieces and epics
22 raid sets, one per spec
Each spec has its own 8-piece set from the Deep Furnace raid: head, shoulders, chest, wrists, hands, waist, legs and feet. Bonuses unlock at 2, 4, 6 and 8 pieces.
Professions
A new character picks two crafts along with the class. Each craft gathers, makes and has its own role in the world. You can swap one later, but it starts again from zero. Your race gives +15 in one of them.
Embersmithing
Mine the veins, smelt the bars, forge metal weapons and armor. Forging next to lava gives far more Masterwork, but the Ember is hungry and sometimes eats the piece.
Woodcraft
Skin the beasts, work leather into armor and lures. You read trails: the rares alive nearby show on your minimap, and the Beast Lure pulls a creature to you.
Apothecary
Gather herbs and make tonics, elixirs and salves. The Salve clears poisons and diseases from your group, the Balm breaks a curse or a binding spell, even a boss's.
Cocoon Weaving
Weave cloth into robes, bags and the Linen Tent. The Silk Net holds whoever it lands on, and the Veil Shroud hides you from the dead and the beasts.
Clockwork
The gnome clockmakers' craft: gears, springs, clockwork grenades thrown at your cursor and the Clockwork Beacon.
Runescribing
Write starlight into runes for your gear; erase green or better items for Star Dust.
Cartography
Thessar's maps lie torn across the world. Find map fragments on the bodies you loot, see every vein and herb on your minimap, and make maps for the others.
Secondary
- Cooking: food with the Full Belly buff
- Candlemaking: the Vigil Candle heals between fights, the Veil Candle reveals whoever hides
- Fishing: schools of fish in lakes and coasts
Masterwork
Any piece of gear you craft has a 5% chance (10% while the recipe is still orange for you) to come out as a Masterwork, with 10% more on its stats.
Group buff stations
Every crafting profession can build a placeable station: a campfire, a cauldron, a clockwork beacon, a tent, an oath drum, a field forge and a circle of candles. Stand next to one out of combat for 15 seconds and the whole group gets a 30-minute buff.