Note
This Changelog only covers mechanical changes to the text of ENCLAVE: Advent from V1 (published 2023) to V2 (published 2026). Non-mechanical changes such as clarifications, tips, examples, information presentation, and similar are not included, though still very important to the game.
Game Mechanics
- Stats
- Expertise added.
- Skill scales Expertise rather than “finesse”.
- Manifestation power ceiling lowered.
- Sacrifices added as an option.
- Inferences added.
- Insights are a general tool for Conduits rather than being tethered to specific Stats.
- Deduction replaces Intelligence Insights.
- Intelligence also scales Expertise.
- Luck Pitching renamed to Happenstance.
- Intuition replaces Spirit Insights.
- Rallying renamed to Heartening.
- Can only affect one target at a time, weaker when used on oneself.
- Will scales Essence instead of Spirit.
- Essence Costs given heuristics.
- Defiance can affect others, though less effectively than oneself.
- Stat Scaling rebalanced.
- Progression
- Leveling up requires fewer missions.
- Ability Perks can only be 25 words long.
- Maximum Perks per Ability increased to five.
- Compounding Perks added.
- Consumables removed.
- Conduit Credits added.
- Equipment
- Class Gear renamed to Signature Items.
- Hard cap of 12 Signature Items per character per mission.
- Improvements to specific qualities on Abilities and Signatures are now consistently referred to as Boosts.
- Wards added, replacing many of the more nebulous forms of protection.
- Damaged Signatures’ effects are weakened.
- Reskins can only be five words long.
- Simplified and clarified, leaving more up to interpretation.
- Signature Exclusivity added.
- Finite Uses in quantities of six or more are now tracked with Power Ratings.
- Common Items’ descriptions can only be five words long.
- Can no longer carry any magical effects.
- Accessories officialized as a mechanic.
- Other Mechanics
- Appearance & Backstory explicitly added to mid-mission through Pitches.
- Replenishment removed.
- Limiters officialized as a mechanic.
- Quirks officialized as a mechanic.
- Used to contextualize and facilitate Non-Human Characters.
Classes
- Gunslinger
- Cowboy Hat replaces Duster.
- Bandolier gains specialized round effect.
- Revolver ammunition increased.
- Increased hand speed effect replaced by instant reload effect.
- Sharps Rifle vision zoom-in effect replaced by Boosted first shot effect.
- Coach Gun dash can only move in the opposite direction of the fired shot and has a Low Cooldown instead of a Low Cost.
- Saddled Horse renamed to Saddler.
- Gains summon/dismiss effect.
- Trickshot gains optional damage negation effect.
- Standoff is much better at stopping aggression, even from multiple enemies, but is slightly worse against very powerful single targets.
- Protective force field replaced by a brief accuracy penalty to affected enemies.
- Illusionist
- Wizarding Hat magic protection replaced by a Ward.
- Insight effect replaced by Expertise effect.
- Billowing Cape magic protection substantially improved.
- Hover effect also substantially improved.
- Tome increases Duration rather than reducing Essence Cost.
- Handmirror Cooldown reduced.
- Phantasms no longer end if they move too far away from the user.
- May emit sounds.
- Duration prolonged if a friendly magical effect is cast on the Phantasm.
- Veneer Essence Cost reduced.
- Viewpoint maximum Duration increased.
- No longer reduces Cost and Cooldown if ended early.
- Librarian
- Reading Glasses gain nonthreatening effect.
- Lose distraction resistance.
- Scholarly Raiment credibility effect is more specific but can impart an Expertise.
- Bookbag can yield basic office supplies as well as books.
- Put on a Cooldown if books are damaged or lost.
- Quill Pen can write at a Range.
- Words readable regardless of language.
- Scanner can only reveal one thing at a time and has a Cooldown.
- Fun Fact maximum Cooldown substantially increased.
- Knowledge is Power magic power limited to a single use.
- Magic power can be forgone to increase Duration.
- Catalog Essence Cost increased.
- Limited to two questions.
- Thane
- Class Stats changed from +Spirit to +Vitality.
- Mantle authority effect replaced by recruitment effect that also increases its weight.
- Magic protection removed.
- Heavy Panoply renamed to Full Plate.
- Gains summon/dismiss effect.
- Kiteshield replaces Halfpike & Kiteshield.
- Banner renamed to Battle Standard.
- Soldiers limited to five; effect ends early if flag is captured or lowered.
- Barded Warhorse renamed to Barded Destrier.
- Gains Boosts to strength and toughness, further improved when charging.
- To Arms Cooldown reduced.
- Armaments are now explicitly grounded in the user’s Backstory.
- Shieldwall Essence Cost and maximum Duration both increased.
- No longer intangible to user and allies; instead, they may part shields with a gesture.
- Gairethinx now explicitly saps enemy morale and bolsters ally morale.
- Maximum Duration increased.
- Thunderbird
- Feathered Cloak no longer fragile.
- Environmental protection replaced by a Ward and improved.
- Thunder Hammer almost indestructible.
- No longer cumbersome.
- Charge effect Essence Cost removed and Cooldown reduced.
- No longer reduces weight.
- Lightning Bolts replace Talaria as Default Gear.
- Heroic Cuirass
- Gains defense Boost and a Ward against magic while in combat.
- Turning Point replaced by awe-inspiring effect.
- Talaria replace Lightning Bolts as Elective Gear.
- Ceremonial Drum increases area of effect rather than power.
- Wanderer
- Class Stats changed from +Vitality to +Reflex.
- Exotic Parure added, replacing Waypoints as Default Gear.
- Walking Stick nonthreatening effect improved.
- Map renamed to Adventure Map.
- No longer specifies user’s location but gains place of interest effect.
- Nostrum side effect potency now contingent upon healing received (rather than vice-versa).
- Waypoints replace Fiddle as Elective Gear.
- -1 quantity.
- Message effect replaced by retroactive object effect.
- Fiddle removed.
- Path Less Traveled added, replacing Fork in the Road.
- By the Wayside magical power limited to a single use.
- Essence Cost & Cooldown reduced.
Other Rules
- Real world & IP references are now explicitly disallowed.
- Agents are now explicitly briefed on their squadmates’ capacities.
- Assembly is skippable.
- Power Ratings are now much more consistently used.
- Commissary Rewards are now consistently referred to as Merx.
- Self-Made Content (SMC) officialized as a mechanic.
- Mission structure (Statement, Q&A, Assembly, etc.) is more flexible based on Conduit and group needs and preferences.
- Lingering officialized as a mechanic.
- Etiquette clarified and reinforced.