All equipment with daily-use properties has now become adventure-use instead. This functions just like an adventure action; the action refreshes after the character carrying the item rests for 10 minutes. The cost and difficulty for adding these properties has also been reduced. These enchantments now start becoming available around level 6 rather than level 8, and their cost is now approximately 25% less than before.
This represents a significant shift in the power of items that produce actions. Their cost is now more in line with their in-game value, and they can be used much more frequently than before. They still won't overshadow your class abilities, of course; a character with a ring of healing touch is no substitute for even a low-level healer, for example. However, this sort of equipment will now be truly useful, and you won't have to worry about saving it for dire emergencies.
A voice booms from the nether! “The streets will flow with the blood of the non-believers! Pain and suffering will be the meat and bread of those that survive! All will know true doom and misfortune in this the new order!
Keg wakes and says, “Stony likes it.” Then smiles and promptly falls asleep.
that's great news..