The wilds bite back. Open-world monsters from level 14 up have more health, hit harder, spot you from farther away and call more pack mates. The starter coast is unchanged.
Hearthmoor is dangerous outside town. Goblin brutes, wolf alphas, bandit archers and bigger wolf and bandit packs roam its wilds.
Dungeons are built for a party. Dungeon monsters hit harder, so at the dungeon's level you'll want a healer and a tank.
Danger instead of level ranges. The zone banner, world map, travel list and loading screen rate each place Safe, Wild or Perilous for your level.
Softer warnings. Everyday enemy swings, bites, arrows and bolts no longer paint shapes on the ground: watch for the glint on their weapon and move or roll then. Low sweeps you can jump kick up a dust arc. Bigger attacks still mark the ground, now see-through and fading in and out.
Lanterns and torches are carried in your hand and follow your walk, run, combat and riding poses.
Added
Loot window. After a fight, everything in reach is listed. Click an item to take just that, or Take all (F still takes everything).
Lantern help. Light / Put out in the satchel's right-click menu, burn time in the tooltip, a small icon with a countdown while your light is lit, and a hint the first time you hold one.
Skill progress on XP drops. Every XP drop shows the skill's level, a progress bar and the XP left to the next level (Settings: Skill progress on XP drops).
Celebrate level-ups. When someone near you levels up, you see which skill and level over their head and hear their fanfare from where they stand. Every 10th level also gets a chat line so you can /cheer them.
Boss and dungeon nameplates. Bosses show a skull and an ornate frame. Dungeon monsters get a light frame and a level colour that shows how much tougher they are.
Dungeon entrances you can spot from afar. Every entrance now has a landmark (a cliff-faced hill, a great barrow, a mine headframe, a stone gateway, a drowned bell tower, a keep wall) with a light that glows at night. The door into the Stair That Asks now faces the Veilspire from the east, in a gatehouse.
Capes flow while you ride and drape over the saddle instead of clipping through the horse.
New loading screen. The camera walks you down into the lamplit village, shows where you're arriving and a real progress bar, then fades into the world.
Fixed
Play is ready right away on character select: your last-played character is already selected, and the title screen's button appears almost at once.