The last rounds before the fest went into the fights at the end of each road. The Dark Lord, the Crypt Keeper and a new guardian for the Dread Maps all fight differently now.
While his court of minibosses still lives, the Dark Lord cannot be hurt, and his life bar says so: SHIELDED, KILL HIS COURT. Once you reach him, he roots you with a spell that always lands, then aims a void lance at the spot where you stand and fires it a moment later, so a dodge gets you out. He raises walls of eight void bolts that cross the hall from one row of pillars, and the other side fires 1.2 seconds later. The walls come more often in every phase. Debris falls on you, and his Purge takes 60% of your life whatever armour you wear, unless you are behind cover or dodge it.

Under the graveyard there is now a crypt you can walk into, and the Crypt Keeper lives there as a full boss, with his own life bar and his own music. He swings his scythe with both hands and has three new moves: Harvest spin, Grave lances and Lantern toll. The crypt's pillars block all of them except his Soul Lanterns, so the room is part of the fight. Its far wall is a sealed stone door, and an Epic chest with three pieces of gear waits inside.

Every Dread Map now ends with the Road Warden, a new boss in heavy plate who carries a maul and a lantern. Clear 80% of a map and he rises. Kill him and the map is finished, and he leaves you the next one.
Beat the Dark Lord, and the Gambler calls you over in camp. He tells the story of the Map Device in five painted panels, leads you to the spot, and when you cast together the device rises out of the ground. The camp fire counts for something too: rest at it for five seconds, then stay in camp for ten minutes, and you are Well-Rested, with 5% more experience for two hours.

Flasks are crafted like gear now. Every orb works on them, and a flask can be magic or rare. Gear that drops lies on the ground as the item itself, in 91 different looks.
The graveyard is darker and its torches brighter, and the Pilgrim's Road has the graveyard's night, fog and ground mist, with a torch every 13 metres.
