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A card at every level
Every level now deals you three cards and lets you keep one — and if the boss comes for the healer, the healer can finally do something about it.
Every level you earn now hands you a choice: three cards on the table, one of them yours.
- Every level deals you three cards and you keep one — early on it is gear for the slots you have not filled, so you get dressed just by playing.
- Two new skills for getting a monster off you: Slip shakes off half of what is chasing you, Divert points it at a friend instead.
- What a boss drops falls on the floor for the whole party to roll on, instead of going straight to whoever hit hardest.
- A full bag no longer swallows a guaranteed drop. It waits for you.
- Upgrading a piece of gear no longer quietly locks it out of ever being re-rolled.
- The Skills window tells you which level pays your next point, whichever kind of point you are looking at.
- A player found and reported both armory faults this week — including a way to print gold forever. Keep them coming.