*Official* Neverwinter Xbox One thread.

Tomorrow is the day and the note patches are here!

Neverwinter Xbox One: Rise of Tiamat Patch Notes
By Andy (StrumSlinger) Mon 29 Jun 2015 10:59:54 AM PDT

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Rise of Tiamat Patch Notes
New Features

Content

  • New Zone: Well of Dragons
  • New Raid: Temple of Tiamat
  • Extended Tyranny of Dragons campaign.
    • Includes access to new Boons.
  • New quests, gear and other awesome rewards.


Performance

  • Significant frame rate improvements throughout the game.
  • We identified and fixed a multi-second stall that was occurring intermittently throughout the game.


Vote Kicks

  • Some background changes to how queues work to alleviate the frequency of players kicking others from dungeons.
  • An in-progress instance now respects roles when trying to fill new players. If you’re missing a healer, you’ll get a healer.
  • Players can no longer be kicked immediately upon entering a dungeon.
  • Changed the vote kick confirmation button to the X button.


Minimap

  • A minimap on the main user interface, making it easier to navigate the world.
  • This can be toggled in the Options menu.


PvP Stats

  • PvP Stats is a new section in the menu.
  • A PvP leaderboard now exists, displaying top players and your rank amongst all players.
  • A match history section has been added, containing data of your last 20 matches.


Reporting Content

  • A “report player” feature to make it easier to report players with inappropriate names or behavior.
  • Stricter profanity filtering has been implemented.


Change Instance

  • Implemented sorting in the Change Instance interface.
  • Full instances can now be viewed in the Change Instance interface.
  • An option has been added to move to a player's instance through the guild roster.


Auctions

  • Sorting added to auction search results.
  • Auction listings now compare with equipped gear where applicable.
  • Improved messaging when searching auctions too frequently.


Misc.

  • Players can now customize the channels that appear in each tab of the chat window.
  • Quest rewards now display in the Quest Log.
  • Players can now navigate to specific quests on the right-hand side of the screen.
  • Improved fade-in of distant objects drawn in the world.
  • An error is now shown when trying to send guild mail when one was already sent within the last 24 hours.
  • Navigation to inventory has been enabled when looting while inventory is full.
  • Players can now navigate to the hourly events in the game menu.
  • Jewelcrafting assets and tools have been added to the professions booster and asset packs.
  • Lore messages will no longer disappear when focused.
  • Overview task slots in the professions window will behave like the rest of the professions window and no longer auto-focus.
  • A new option exists on player portraits to view scoreboards when there is a relevant board to show.
  • The quest path can now be hidden.
  • Buffs and debuffs on bosses will now only show nine icons before truncating the list.
  • The Honey Badger will now behave similar to other companions when dying and reviving.


Bug Fixes

Chat Log

  • Fixed an issue where the chat log would clear too soon causing messages to disappear rapidly when in high combat zones like dragon fight areas.


Quests

  • Quest names no longer truncate in the Quest Log.
  • Removed tooltips from quests in the quest-giver windows.


Gameplay

  • Fixed a display issue with XP boosters not showing the remaining boost on Overflow XP.
  • Improved handling for navigation of multiple loot rolls that appear at the same time.
  • Multiple lore notifications showing at the same time will now properly queue.
  • Fixed a flicker on the character portrait when mounting and dismounting.


Character Sheet and Companions

  • Shortened the tooltip comparison information for artifact weapons to fit on the screen.
  • Comparing companion equipment will now correctly compare to the companion's equipment instead of the character's equipment.
  • Fixed an issue in the Inspect Companion window where the cursor would always jump to the top of a category when moving between them.
  • Fixed some shifting UI on the Character Sheet when selecting a piece of armor.
  • Fixed the erratic bouncing arrows on the Character Sheet gear.


Misc. Interface

  • LT and RT buttons are now disabled when only one banner is shown in the large space of the Home screen.
  • It is no longer possible to attempt additional refinement when an item is max level.
  • The full mailbox warning will now stay visible until you navigate to the mail list.
  • Removed the confirm button prompt when trying to go to a teammate's instance that is full.
  • Fixed some cases where text was being truncated when it had enough space to display.
  • Fixed several places where text was wrapping unexpectedly.
  • Fixed a rare issue that caused some players to have unusable inventory slots.


Environment, Effects and Animations

  • Closing the Heroic Encounter details will now correctly return players to their previous navigation state.
  • Fixed dragon-entry cinematic sequences to play correctly.
  • Fixed some effects that were drawing white boxes.
  • Fixed an issue where mobs in the Orc Assault skirmish would stutter while walking.
  • Fixed the high ponytail female hair to no longer pop when viewed at a distance.
  • Fixed some issues with drawing lens flares.
  • Fixed a blinking sigil on the floor of Lair of the Mad Dragon.
  • Fixed an issue that prevented enchantment effects from playing on the Dragon Bone Scepter.
  • Removed a mysterious blinking red sphere from the Armored Ghost Horse mount.


Marketplace

  • Fixed some scenarios where reclaimable unique items that were destroyed couldn't be reclaimed.
  • Players who unlock the Menzoberranzan Renegade will now properly unlock the 6 renegade tattoos that come with it.
  • Region support expanded to Australia and New Zealand. Welcome new players!


Performance

  • Fixed a stall that caused the game to be unresponsive for several seconds at a time.
  • Fixed some memory leaks that were causing lag after several hours of play.
  • Fixed an issue with voice chat support that was causing performance issues for grouped players.
  • Changed how we render effects for some performance gains.
 
Even with the performance issues, I like this game better than ESO, and Neverwinter is free lol
 
the servers last night ran so good without the update, I think is the 7 hours downtime they did to get it ready for today which it goes live @12pm est.

I have ESO and its nothing like this game.
 
New update all but broke the game for me. It freezes constantly in dungeons, forcing me to shut down completely.
 
Played it today without any issues. I'm still not doing anything real social so not sure if that's when the issues were coming in, but game played smooth. Got to lvl 13 tonight.
 
Neverwinter Xbox One: Fixes & Tiamat Delay
By Andy (StrumSlinger) Wed 08 Jul 2015 12:46:02 PM PDT

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Fortune find you, adventurers,

Next week, we’ll be pushing a patch that will address a few major issues from the Rise of Tiamat. This patch will include a fix to the freezing in the Infernal Bindings quest, the freezing that occurs when using certain powers in PvP and the issue where interacting with the loot interface results in your character being unable to move.

We strive to give our adventurers the best experience when they immerse themselves in the world of Neverwinter, especially with the Temple of Tiamat raid in the near future. We’re always listening and love hearing your feedback.

Due to the patch, Tiamat’s ascent will be delayed by one week. The Temple of Tiamat raid will now open on 7/17 at 11AM PDT.

In addition, Xalliana from the Protector’s Jubilee event will return to the event dais from Thursday, July 9 at 10AM PDT to Monday, July 13 at 10AM PDT.

In the meantime, continue slaying the Dragon Heralds in the Well of Dragons while preparing for the eventual rise of the dragon queen.
 
http://www.arcgames.com/en/games/xb...3-elemental-evil-handbook:-intro-to-sharandar

Elemental Evil Handbook: Intro to Sharandar
By Andy (StrumSlinger)
Sat 15 Aug 2015 05:25:22 PM PDT

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Fury of the Feywild was Neverwinter’s first expansion, which originally introduced the campaign system, the Master of the Hunt Skirmish and the Malabog’s Castle Dungeon. The entries for the Fury of the Feywild portion of the Elemental Evil Handbook will focus on the these items. Let’s start with the most impactful addition to Neverwinter’s gameplay: the campaign system.

The campaign system won’t be a new addition for Xbox users as many have already completed the Tyranny of Dragons campaign and have vanquished Tiamat back to the Nine Hells. Unlike the Tyranny of Dragons campaign, the Fury of the Feywild campaign, named Sharandar, can only be started once the respective character reaches level 70.

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Adventurers may access Sharandar by first speaking with Sergeant Knox who will send you to Iliyasha Guidingstar. After asking for help in fending off the wicked creatures who have been attacking the elves, adventurers must travel to the Old Sharandar Ruins and complete the area before finally passing through a waterfall to discover New Sharandar, the base of operations for Fury of the Feywild.

It is here where adventurers will head into the three main areas of Sharandar: the Blighted Grove, the Dark Fey Enclave and the Realm of Malabog. Adventurers must complete each of these areas in succession, which are enclosed by vibrant environments not seen anywhere else in Neverwinter. All three of the areas contain daily quests, which offer rewards that can be used in the Sharandar campaign, similar to the Tyranny of Dragons campaign.

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As adventurers progress through the Sharandar campaign, they will come face with redcaps, witches, trolls and even Malabog, the fomorian king. More information on his castle and the requirements to enter at a later date.

This sums up our introduction to the ever-enchanted Sharandar. Keep an eye on our Elemental Evil Handbook for more information to come on what this massive expansion will include.

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Today is the day!

Here it is!

Neverwinter Xbox One: Elemental Evil Patch Notes
By Andy (StrumSlinger) Mon 07 Sep 2015 02:05:00 PM PDT

New Features


Level Cap increased to 70!

With the release of Elemental Evil we are increasing the level cap and the many systems that are associated with that including:

  • New Class Features, Encounter Powers and Feats for each class!
  • Enchantments and Runestones may now be refined up to rank 12!
  • Artifacts may be refined up to rank 120 in the new Mythic quality.
  • A new secondary artifact slot is unlocked at level 70.
  • Companions can now earn Legendary quality and gain up to rank 40 with new passive powers to unlock! Companions can all also gain 5 new ranks regardless of their current quality.
  • Professions can now all reach level 25.
  • New items, potions, refinement stones and profession resources to accommodate for the new level cap!


Any existing overflow experience will be available and contribute towards rewards once level 70 is reached.

The Tree of Elemental Balance

In the center of Protector’s Enclave, the Emerald Enclave has brought forth a wondrous mystical creation known as the Tree of Elemental Balance. Here, they hope to counter the unnatural elemental disturbances occurring across the Sword Coast. With the help of the irrepressible Rashemi Ranger Minsc and his miniature giant space hamster Boo, heroes will help investigate the strange new cults at the heart of the elemental havoc.

Players at level 60 who want to help in the fight against Elemental Evil should talk to Sergeant Knox or Archdruid Morningdawn in Protector’s Enclave. Once you complete the investigation quests with Minsc and Boo (ending with “Swords for Everyone!”) you will be able to access the new 61-70 Elemental Evil Adventure Zones.

Drowned Shore – Level 61

Available after the quest “Swords for Everyone”

In the wake of the defeat of the Blackdagger Bandits, trade along the High Road gradually resumed. Rangers of the Emerald Enclave took it upon themselves to guide merchants and travelers through the stretch of coastal forest that surrounds the Blackdagger Ruins, while keeping watch to assure the fortress did not become home to some other baneful force.

A contingent of dwarf miners under Udo Stonekin took up working the abandoned mines in the area with modest success.

Meanwhile, Lord Neverember assigned a small contingent of Neverwinter Guards to garrison the lighthouses at Raven Cliff Beach with orders to prevent those beacons from falling into the hands of pirates and wreckers as happened once before.

The Guards were somewhat surprised to find an ornate tower built on the shore. They learned this tower was built by followers of Lliira who called it the Fountain of Delights. Visitors were offered relaxing, scented baths. Seeing no harm in this, the guards went about their business.

Reclamation Rock – Level 63

After the Ashamadai were defeated, Lord Neverember decreed that Helm's Hold should be fully rebuilt, as he plans to use the fortress-city as a vital supply point as he pursues Neverwinter's enemies and consolidates his hold on the interior lands of the Sword Coast. However, as Neverwinter's forces became engaged in numerous conflicts, troops were drawn away from the Helm's Hold garrison, and the city council began to feel their city was vulnerable, and grew nervous.

Despite the protests of several prominent city councilors, the Helm's Hold council began to search for alternate means of insuring their safety. It was at this time that they were approached by the Black Earth mercenary company. The Black Earth presented themselves as a new mercenary company, chartered by a Whaterdhavian noble, well trained and armed, and experts with earth-based magic. They offered to protect Helm's Hold for a very low figure, so long as they were allowed to build a keep nearby to act as a base for their own operations. Such situations weren't unheard of, Baldur's Gate to the south had such a long relationship with the Flaming Fist mercenary company that they now also served as the city watch. Furthermore, it would be years before Helm's Holds walls could be repaired, so having a fort nearby could provide a great deal of security. The city council of Helm's Hold, growing every fearful for the safety of their city following a number of attacks on merchants from bulettes, were eager to sign the deal.

Lord Neverember was wary of allowing a mercenary force to build its own keep inside his territory, but he had tamed mercenary armies to his will before. The Mintarn mercenaries he'd originally hired to secure his hold on Neverwinter over a decade ago were now the well-respected Neverwinter Guard. He also knew the Whaterdhavian noble who had founded the Black Earth mercenaries, Marlos Urnrayle, and was certain that if Urnrayle planned to set up his own kingdom, Neverember could easily handle any questions of loyalty with his own influence in Waterdeep (and his much deeper coffers). He approved the deal on a trial basis, and called Captain Dunfield out of retirement to return to lead the garrison force in Helm's Hold, determine who on the city council were trustworthy and who Urnrayle might have in his pocket, and keep an eye on the Black Earth Mercenaries. Finally, he was intrigued in the Black Earth's claim that they could build their fortress in a day with their magic. If they proved disloyal as mercenaries, the survivors might be useful as engineers. With his own precautions and people in place, Lord Neverember cautiously approved the deal.

Initially, everything worked well. The Black Earth mercenaries patrolled the town, protected the roads, and aided in the reconstruction effort. There were even able to raise their fortress in a single day using their elemental magic just as they had claimed, and called it Reclamation Rock. However, this also showed the first true strain, as the fortress appeared a full league closer to Helm's Hold than had been agreed on, tearing up from the earth where once Neverwinter's forces had made their stand against the Ashmadai at the Last Redoubt. Despite the Black Earth's claim that it was an accident caused by magical disturbances, relations between the city and its new guardians began to go downhill.

Fiery Pit – Level 65

When Gauntlgrym was rediscovered, descendants of the Delzoun dwarves worked tirelessly to rebuild the fabled city and take hold of its wealth. However, they soon discovered that the task of rebuilding was monumental, and begrudgingly sought outside help. In doing so, they hired on a large team of skilled artisans form the surface, who worked for little pay and promised to speed up the reconstruction many times over what the dwarves were capable of themselves. The artisans erected huge floating towers above the pit, serving as a base of operation for their work. They then began work on rebuilding the Great Forge, which the dwarves used to tap into the power of the ancient imprisoned fire primordial, Maegera, who resides deep below Gauntlgrym in what is known as the Fiery Pit. Soon after the forge was rebuilt, the Cult of the Eternal Flame showed up, and the artisans fled for their lives.

The Lords’ Alliance quickly received word of the attack and rallied troops to protect their allies, and other interests in Gauntlgrym. They soon realized the size of the cultist force they were up against, which includes Fire Giants, Fire Archons, Flame Spikers, and Magma Brutes, as well as some new threats: Fire Striders, bipedal reptilian beasts which the cult has trained as deadly mounts. If matters weren’t dangerous enough, they also began to see an influx of hostile duergar, the evil grey dwarves who live in the neighboring caves. The Lords’ Alliance put out the call for skilled adventurers to come and bolster their fighting force. They’ll be working alongside the Lords’ Alliance, as well as some rather unlikely allies to defeat these new threats. But, can these bold adventurers stop the Cult of the Eternal Flame and their prophet leader, the temptress, Vanifer, from carrying out their plans before they bathe the world in fiery destruction?

Spinward Rise – Level 67

With the threat of the Elemental Evil Cults clear, the Harpers have been searching hard to discover the base of the last of the elemental cults. Thanks to a various clues found while fighting the previous cults, the heroes have discovered the final cult stronghold in the clouds above Neverwinter Wood. Held aloft by cloud giant magic, the Cult of the Howling Hatred has built a stronghold in the guise of a floating island observatory established by the supposed avariel, Aerisi Kalinoth.

Once the Harpers realized this was in truth the final Elemental Evil cult, they gathered allies to invade Spinward Rise and prevent the creation of further devastation orbs. Harper-aligned wizards with the help of a priest of Shaundakul helped activate an ancient portal to this skyward realm, and together with their aarakocra allies plan to take the fight to the air cult.

Sharandar – Level 71

Envoys of the Iliyanbruen fey have come to Neverwinter seeking help from powerful adventurers.

Level 70 adventurers may speak to Sergeant Knox to investigate the plight of these envoys, starting with the quest, "The Mystery of Sharandar."

Once players complete the opening quest line, they will have permanent access to their newest Adventure Zone, Sharandar.

Players can come back daily for more ways to help the Iliyanbruen, and in return, they'll have access to new gear, new enchantments, and permanent passive buffs.

Dread Ring – Level 72

Dread Ring is the next step in the adventurer’s end-game journey.

The recent Thayan Resurrection has caused much turmoil amongst the Red Wizards of Thay, some wanting to return Thay to the rule of the zulkirs, some still in service to Szass Tam. In a desperate bid to consolidate her power, Valindra Shadowmantle has decided to accelerate her plans at the Dread Ring to raise the ancient black dragon Lorragauth. Red Wizard insurgents revealed to Lord Neverember Valindra’s plans, and now a force of heroes from Neverwinter has been sent to try and stop Valindra.

Take up the battle to thwart the lich’s evil plans by visiting Sgt. Knox in Protector’s Enclave at level 70 and taking the “Conquering Our Dread” quest.

Icewind Dale – Level 73

The region of Icewind Dale is now available!

Players can start by talking to Sergeant Knox and accepting his quest, A Chill Wind.
They'll be sent to Caer-Konig, a small town in the frozen region of Icewind Dale.
This town has recently developed a bustling community of adventurers and profiteers thanks to the dangerous but powerful resource, Black Ice.

Icewind Pass will be the first zone players will reach.
This location features a trade route skirting the edge of the great mountain, Kelvin's Cairn, beset by creatures and barbarians who covet the newly-discovered Black Ice deposits.

After testing their mettle and assisting the citizens of Caer-Konig, adventurers will be able to travel to Dwarven Valley, the site of an ancient battlefield and another precious source of Black Ice.

New Oathbound Paladin Class!

Oathbound Paladins can become either tanks or healers using their Paragon Paths, which allow them to take either an Oath of Protection or an Oath of Devotion. These paths confer unique passives in addition to their own powers, as well as modifying all encounter powers the Paladin has.

Class Mechanics

  • Divine Call: Using this consumes a pip of power and generates an effect based upon your Oath.
    • None - Deals damage to all foes in a 30' area.
    • Protection - You taunt all foes in a 30' area and gain 10% increased Damage Resistance for 10 seconds. You reflect 5% of incoming damage back to the attackers while this effect is active. (Max 5% of your Max HP).
    • Devotion - You unleash a burst of healing in an AoE. Allies are healed for X. Subsequent casts of this within 10 seconds heal for 50% more.


Tactical Maneuver

  • Zone of Sanctuary: You gain 30% increased damage resistance and are healed every second while you maintain this Zone. Allies in the zone gain 10% damage resistance and are also healed.
    • Protection - Increases the damage resistance you gain to 60%. Allies gain 20%.
    • Devotion - Healing of Zone of Sanctuary increased by 500%.


At-will powers

  • Valorous Strike: You strike your foe with your weapon, channeling the forces of Justice to destroy your target. The final hit of this combo grants you "Valor."
    • Valor - Damage Resistance is increased by 5% for 15 seconds. Does not stack.
  • Radiant Strike: You strike a foe, unleashing a burst of light. The longer this strike is charged, the more damage it does and the larger the area it affects. At full charge it also grants you "Radiance."
    • Radiance - Your Armor Penetration is increased by 5% for 15 seconds. Does not stack.
  • Oath Strike: You strike your foe with a quick flurry of blows. The final strike of this combo changes based on the Oath you select.
    • None - Deals bonus Radiant damage.
    • Protection - Forces the target to attack you for 3 seconds, as well as moving you to the top of the threat list. Players deal 75% less damage to other targets for 3 seconds.
    • Devotion - You have 10% stronger healing for 15 seconds. You also unleash a burst of healing light near the foe, healing all allies.


Class Features

  • Aura of Courage: You and allies within 30' of you deal bonus damage equal to 1% of the Paladin's Max HP. (+25% per rank).
  • Aura of Vengeance: You and allies within 30' of you deal damage to any foe who strikes them (+25% per rank).
  • Aura of Truth: Foes within 30' of you deal 5% less damage (+2.5% per rank).
  • Aura of Wisdom: You and allies within 30' have 15% increased Recharge Speed.
  • Aura of Haste: You and allies within 30' move 20% faster and generate AP 20% faster.
  • Aura of the Templar: You and allies within 30' have 5% more crit and have 15% more critical severity.


Encounter powers

  • Divine Touch: Deal Heavy Radiant damage to all foes in an area around the target.
    • Protection - You gain a shield that absorbs damage for 6 seconds.
    • Devotion - You heal all allies near the foe as well.
  • Sacred Weapon: You strike your foe, imbuing your weapon with holy energy. Your next 5 attacks also deal bonus radiant damage.
    • Protection - This power now taunts foes you strike with it.
    • Devotion - Sacred Weapon now empowers your next 5 heals rather than your next 5 attacks. Can now be cast without a target.
  • Burning Light: You emit a blinding light for 4 seconds, damaging and disorienting foes who are caught in its light. Only affects foes who are looking at the Paladin. Charged.
    • Protection - While you are emitting light you receive 100% more healing.
    • Devotion - The light now also heals allies caught in it.
  • Bane: You place a holy mark on a target. This target deals 10% less damage and takes 10% more damage for 10 seconds. This effect can be stacked up to 3 times. 3 Charges.
    • Protection - This foe is also taunted.
    • Devotion - The mark may now be placed on allies to increase the damage they deal and reduce the damage they take for 10 seconds.
  • Banishment: You banish all targets in an AoE for 20 seconds. These foe are stunned and become invulnerable until the stun ends. This stun lasts 6 seconds on players.
    • Protection - When the stun breaks on those foes they are taunted (Players deal 75% less damage to other targets) for 6 seconds.
    • Devotion - Now also grants allies in the area increased damage resistance.
  • Templar's Wrath: You unleash a storm of holy energy, dealing heavy damage to all nearby foes and stunning them.
    • Protection - You gain Temp HP equal to 15% of the damage you deal.
    • Devotion - You grant Temp HP to all allies in the radius in addition to damaging foes.
  • Cleansing Touch: You heal target ally and remove any CC effects from them. You may activate this power while controlled. If you have an enemy targeted while casting this power you instead heal and cleanse all allies in melee range.
    • Protection - Healing done by this power grants the Paladin Temp HP equal to 20% of the healing done.
    • Devotion - This power now always activates in an AoE, even when an ally is targeted.
  • Vow of Enmity: The Paladin deals 20% more damage to the target of his Vow. Once a target has been marked by Vow, subsequent casts of this power cause the Paladin to unleash a brutal strike on that target. It lasts for 60 seconds or until the target dies.
    • Protection - Allies who strike the target of your vow generate threat for the Paladin.
    • Devotion - Allies who strike the target of your Vow are healed each time they strike.
  • Smite: A bolt of fire crashes down from the sky, setting the target alight after dealing heavy damage. All foes within 15' of the burning foe take damage when he burns.
    • Protection - Foes who are affected by the burning effect of this power deal 15% less damage for 3 seconds. This effect is refreshed each tick.
    • Devotion - When the foe burns, healing is released in an AoE around him.
  • Absolution: You place a shield on your ally. This shield lasts until it breaks.
    • Protection - The absorption effect of the shield is increased.
      Self-cast only.
    • Devotion - Allies under the effect of your shield receive 20% more healing.


Daily powers

  • Heroism: You are imbued with Divine bravery. You gain 100% of your HP as Temp HP and take 15% less damage for 15 seconds. You become immune to all controlling effects.
  • Lay on Hands: You immediately heal the target for 100% of their Max HP and remove all damage over time effects from the target. This power consumes AP proportional to the amount of HP the target is missing. 20s CD.
  • Divine Judgment: For 20 seconds you and all allies within 30' deal bonus radiant damage each time they cast a spell or attack a foe.
  • Shield of Faith: You summon divine shields to protect you and your allies for 15 seconds. Any damage taken by allies is reduced by 50% and they receive 20% more healing.


Oath of Devotion Paragon Path

Paladins who take an Oath of Devotion become conduits for divine power, able to heal the most grievous wounds and defying any evil that would stand before them. With purifying light they walk through any hardship, serving as a beacon of hope.

Class Mechanics

  • Oath of Devotion: Your healing is increased by 100%. When you heal an ally you also increase their stats by 5% for 8 seconds. This effect does not stack and only works if you actually restore HP to the target.


At-Will powers

  • Cure Wounds: Heal a targeted ally or yourself if there is no target.


Class Features

  • Aura of Restoration: You and allies within 30' of you receive 10% more healing from spells. (+5% per rank).
  • Aura of Divinity: Up to 3 wounded allies within 30' of you are healed every 3 seconds (+25% per rank).
  • Aura of Life: Allies within 30' of you who are in near death state are revived and healed for 15% their HP. This ally receives resurrection sickness. (+5% per rank).


Encounter powers

  • Bond of Virtue: All allies within 60' become bonded. Allies who are bonded gain 20% increased healing from all sources. Additionally any time you heal a bonded ally, other bonded allies receive 15% of that healing. (+5% healing received and +5% shared per rank). This effect lasts until toggled off or the Paladin becomes disabled.


Daily powers

  • Healing Font: You place a Healing Font for 40 seconds that will attempt to heal any wounded ally within 60' of it. This heal chains to nearby damaged allies and can chain up to 5 times.


Oath of Protection Paragon Path

Paladins who take an Oath of Protection become an aegis against any and all evil, protecting their allies and weathering any assault that their foes can muster. Their unflinching resilience is both inspiring and terrifying.

Class Mechanics

  • Oath of Protection: Your Damage Resistance is increased by 10%, you generate 500% more threat. When you take damage you gain power proportional to the amount of damage you took. This bonus caps at 50% of your Max HP in Power.


At-Will powers

  • Shielding Strike: On the final strike of this combo you gain a shield that absorbs damage. This shield stacks up to 3 times and lasts 8 seconds.


Class Features

  • Aura of Protection: You and allies within 30' of you take 5% less damage (+2.5% less per rank).
  • Aura of Wrath: You and allies within 30' gain up to 20% bonus damage as your Hit Points diminish. (+5% per rank)
  • Aura of Radiance: All foes within 30' of you take damage every 3 seconds. This damage builds bonus threat. (+25% damage and threat per rank).


Encounter powers

  • Binding Oath: All targets near the Paladin are forced to attack him for 2 seconds. During this time he absorbs all damage against him. When this effect expires he takes 50% of that damage and deals 50% of it to all foes in an AoE. Players affected by this power deal 75% less damage to targets who are not the Paladin. (+2s per rank).


Daily powers

  • Divine Protector: You shield all your allies from harm. You redirect 100% of damage they would take to yourself. All damage you would take while this effect is active is reduced by 80%.


VIP Program

As a new optional purchase to enhance your Neverwinter experience, the VIP Program can grant free items daily (including an Enchanted Key), bonus XP, Astral Diamonds and more!

Each 30 days of time purchased unlocks an additional rank, granting access to more and better rewards (up to Rank 12). Did your time lapse? Don’t worry, you can pick up right where you left off and reactivate any features you have previously unlocked.

You can even unlock the ability to summon a portable bank, mail and even open (and use) the Overworld Map from anywhere.
These are usable by any other nearby players, which means you get to share some of your benefits with them!

For more details, please read the blog post here.

Open World PvP

When first starting out in Caer-Konig, you will be introduced to the Arcane Brotherhood and the Ten-Towners. Every day you adventure in Icewind Dale you will need to choose to sign a contract with one of them. You may break your contract and change sides if you need to.

In Icewind Pass and Dwarven Valley you will notice, on your main map, an area colored in dark red. This area is the PVP area. Players that enter this area will be flagged for PvP.

The PVP area of the map is where you can complete your PvP daily quests, compete for larger and richer Black Ice resources and even take part in a large PvP Heroic Encounter.

Your PVP flag will remain ON even outside of the PVP area. While in zone, once you are flagged, you remain flagged until you visit a campfire or die. This means that you can enjoy many different types of PVP gameplay. Guild battles, Competitive PvE, and the feeling of open world PvP.

This PvP is optional and is not required for progression in the PvE Icewind Dale Campaign, though participation can expedite harvesting Black Ice.

Black Ice

You need it to forge your powerful Black Ice items and gear as well as to empower your Black Ice gear.

You can get Black Ice in a number of ways. You can mine or harvest it from nodes you find while adventuring. You can earn some when completing missions or Heroic Encounters and get some as drops when defeating another player in Icewind Pass or Dwarven Valley.

Black Ice Shaping Profession

After investing in the Ice Forge in the Icewind Dale Campaign you will be able to refine and forge powerful gear to better resist the powerful attacks the corrupted creatures of Icewind Dale are unleashing.

The ranks of the profession are linked to the PVE campaign and the upgrading of the Black Ice Forge.

  • At Rank 1 you are able to process the Black Ice you find, mine and earn while in Icewind Pass or Dwarven valley.
  • At rank 2 you can begin upgrading your Black Ice armor and accessories.
  • At rank 3 you can make your weapon and some very powerful enchantments.


Black Ice Empowering

Once upgraded to their corrupted or purified forms, Black Ice equipment can be further empowered with Black Ice, increasing the stats of the items.

To empower your items open your character page and select one of your Black Ice items.

Choose “Black Ice Empowerment.” By moving the slider you can increase the power of your item. Select “Commit” and check out your new stats.

Black Ice empowering is unstable and doesn’t last forever, when you use empowered Black Ice equipment in combat the effects will fade over time. Eventually the empowerment will be drained and you will need to empower your gear again.

PvP Campaign

Neverwinter will now feature a PvP Campaign, which will have daily quests focused on slaying other players or navigating through dangerous PvP areas for resources. The PvP campaign is not limited to Icewind Dale. Players can progress the campaign in domination and Gauntlgrym as well. This campaign enables further advancement for PvP characters. There are additional boons and rewards along this campaign suited for PvP players.


Updated Features
Campaign Reworks

Tyranny of Dragons

Players in the campaign expansion areas in these zones will be level-adjusted down to an appropriate level for the zone. Enemies will be at around the level of the hardest critters for that zone. Player leveling is set as follows:

  • Neverdeath – 30
  • Ebon Downs – 38
  • Icespire Peak – 49
  • Rothe Valley – 55
  • Whispering Caverns – 60


Other Campaigns

All Gear Score and Boon requirements have been removed. Players now just need to be level 60 or above to get into the zones. In the campaign zones, the players will be bolstered to level 70.



Each campaign has a specific focus in terms of the rewards found there:

  • Sharandar has Enchantment refinement items
  • Dread Ring - Artifact refinement items
  • Well of Dragons - Artifact Gear refinement items
  • Icewind Dale - Black Ice and a mix of the above


Dungeon Reworks

Leveling Dungeons (3 Players)

At the launch of Elemental Evil players will be able to queue up for reworked 3 man versions of their favorite dungeons starting with Cragmire Crypts at level 19, Gray Wolf Den at 36 and finally Temple of the Spider at level 50.

Leveling dungeons have been designed with a team made up of any three classes in mind. Defeating bosses and opening the chest at the end of the dungeon with a Daily Dungeon Chest key will yield powerful rare equipment.

Endgame Dungeons & Skirmishes (5 Players)

The newly reworked endgame dungeons have been designed with a team of five players, including a tank and a healer in mind. These challenging encounters will only be available at level 70 and will be split across two tiers, each with distinct total item level requirements.

Tier 1

Including Kessell’s Retreat, Shores of Tuern, Valindra’s Tower, Malabog’s Castle and Lair of Lostmauth, Tier 1 dungeons require a minimum total item level of 1600. Players may earn Seals of the Elements by defeating bosses and opening the chest at the end of the dungeon with a Daily Dungeon Chest Key.

In addition, players will be able to receive a bonus Cache of the Elements filled with extra Seals of the Elements once a day. The availability of this bonus can be tracked freely by examining the Dungeon Master’s Guide in the Wondrous Bazaar.

Seals of the Elements may be used to purchase item level 130, “Alliance” equipment as well as armor and weapon enhancement shards. Said equipment may be earned alongside RP gems and in some rare cases, artifacts or artifact equipment from the dungeon chest. See collections in game for details!

Tier 2

Including Epic Cragmire Crypts, Epic Gray Wolf Den and Epic Temple of the Spider, Tier 2 dungeons require a minimum total item level of 2000 and have been designed to provide a substantial challenge. Players may earn Seals of the Protector by defeating bosses and opening the chest at the end of the dungeon with a Daily Dungeon Chest Key.

In addition, players will be able to receive a bonus Cache of the Protector filled with extra Seals of the Protector once a day. The availability of this bonus can be tracked freely by examining the Dungeon Master’s Guide in the Wondrous Bazaar.

Seals of the Protector may be used to purchase item level 135, “Elven” equipment as well as powerful armor and weapon enhancement shards. This powerful “Elven” equipment may only be earned via Seals of the Protector and is amongst the strongest equipment in the game. See collections in game for details!

Invocation Updates

Adventurers of the Sword Coast, the deities have found new ways to reward the most devout!

Invocation rewards have been updated to better reward players who log in every day, while removing the sting for those who accidentally miss a day or two.
Here is a quick highlight of the changes to Invocation:

  • Celestial Coins no longer disappear if their bearer does not Invoke!
  • The first few Invocations per day can be performed more frequently, and Invocations grow more powerful the more times they're performed in a given day.
    • After the first Invoke, the player may invoke again after 15 minutes, then 30, and so on.
    • Experience and Astral Diamond rewards increase with each Invocation in the same day.
    • After the final blessing, players are no longer prompted to Invoke until the next day.
  • A new Invocation window shows the player's current progress in the day's Invocation path, as well as a preview of the rewards each tier will provide.
    • The Invocation day resets when daily quests reset, allowing players to begin Invoking anew.
  • The final tier of Invocation allows players to gain a second Celestial Coin in a single day!


The Vault of Piety has received an update as well, both to its layout and its contents:

  • Large Party Poppers are no longer available in the Vault.
  • Elixirs of Fate still cost 3 Celestial Coins.
  • The Blessed Professions Pack has been updated to include new Elemental resources, and now costs 7 Celestial Coins, up from 5.
  • The Chest of Campaign Treasures is no longer available in the Vault.
  • The Coffer of Wondrous Augmentation has been split into three separate Coffers, allowing players to choose whether they would prefer their reward to focus on Enchantments, Artifacts, or Artifact Equipment.
  • These Coffers now cost 11 Celestial Coins, up from 7.

Patch Notes
Classes and Balance

General Changes

  • Racial Abilities: Metallic Dragonborn extra HP is now properly granted.
  • Personal Shield powers are now affected by Healing Depression. The amount of damage these shields can absorb is adjusted as soon as you are affected by Healing Depression.
  • "Personal Shields" are shields that absorb a fixed amount of damage before breaking. This is just a terminology change.
  • The following powers are now considered "Personal Shields". Warding Flare, Absolution, Divine Touch, Exemplar of the Light, Holy Barrier.
  • All characters will receive a forced respec.
  • All classes now have new feats for each path as well as two new Class Features and Encounter powers!
  • Boons that heal players or deal damage now scale between levels 60 and 70. They begin at 10% effectiveness at level 60 and scale up to 100% effectiveness at level 70.
  • Power Slots
    • The second Daily power slot is unlocked at level 10 (down from 1:cool:.
    • The third Encounter power slot is unlocked at level 6 (down from 7).
  • Stat Changes
    • Armor Penetration: Enemies in more difficult content will have increasingly more Armor in higher tiers of dungeons to allow Armor Penetration to become more effective overall and still needed as content progresses instead of reaching an effective cap where it is no longer used.
    • Armor Penetration: This is now much more consistent on players and will be able to affect non-passive sources of Damage Resistance, including short term buffs (e.g. Negation or Lunging Strike).
    • PVP: Armor Penetration Resistance now correctly works as expected against players.
    • Regeneration: No longer provides in Combat Health Regeneration. Now increases the effectiveness of healing spells cast against you and provides out of Combat health regeneration.
    • Life Steal: No longer activates on all attacks. Life Steal now increases the chance to activate life steal, which will steal an amount equal to the life steal severity the player has.
    • Stat Curves: As a general rule the new stat curves at level 70 will feel much more restrictive but they are vastly improved in two major facets that will facilitate better content going forward. Firstly they are far friendlier with stacking stats, meaning you can chase stats much harder than you could before without being strongly penalized. While the curves are not totally linear, they will feel that way for the most part. Secondly they are designed to work much farther into our projected gear growth over the coming modules, and as such should handle power creep much more gracefully than before. Overall this means you will see smaller percentages at level 70 than you are used to, but as your equipment fills in you will still find value in your core stats.
    • Tenacity: Damage Resistance and Critical Resistance from Tenacity are now correctly multiplicative.
    • Tenacity: Now directly reduces the effect of Armor Penetration against you. Base Tenacity is increased to 20%, and Tenacity's affects against Armor Penetration are doubled.


Class Changes

  • Control Wizard
    • Evocation: This class feature should now correctly apply to all AoE powers.
    • Frost Wave: No longer plays the Level Up FX repeatedly when triggered.
    • Spell Twisting Feat: This feat no longer resets cooldowns on powers that it should not.
    • Chaos Magic: This feat can now no longer be improperly activated out of combat.
    • Arcane Power Field: This power no longer improperly activates while not slotted.
    • Disintegrate: Fixed an issue where this power would not correctly generate Action Points
    • Repel: This spell should no longer be able to be dodge-cancelled infinitely.
    • Storm Spell: This class feature now has a .5 second ICD and can no longer critically strike.
  • Devoted Cleric
    • Sunburst: Now correctly Knocks targets again and no longer ignores many Crowd Control immunities/resists.
    • Hammer of Fate: No longer improperly interacts with Hastening Light and the Hastening Light offhand Artifact, granting more Action Points than expected.
    • Break the Spirit: Empowered bonus on this power now works as expected.
    • Geas: Players in PVP can only be affected by Geas once every 30 seconds.
    • Geas: This power now properly respects control immunities.
    • Urgent Prayers: The heal from this feat can no longer be deflected.
    • Astral Seal: This power now heals for 5 times as much but cannot be triggered more than once every 4 seconds.
    • Cleanse: This feat has been reworked to remove Damage over Time effects from allies, rather than all possible debuffs.
  • Guardian Fighter
    • Damage Output
      • Damage of powers has been increased by 20% across the board.
      • Weapon damage increased across the board by roughly 50%.
    • Bull Charge: This power now grants 50% increased damage resistance for 3 seconds when activated.
    • Enforced Threat: This power now activates twice as fast.
    • Iron Warrior: This power now grants 30% damage resistance in addition to its other effects.
    • Lunging Strike: This power now grants 50% increased damage resistance for 3 seconds when activated.
    • Steel Blitz: Knight's Valor should no longer cause Steel Blitz to trigger on allies.
    • Villain's Menace: This power now grants 20% damage resistance in addition to its other effects.
    • Removed the “Weak” floating text when hit with Tide of Iron.
    • Line Breaker Assault: This power will now consistently activate when hitting targets.
  • Great Weapon Fighter
    • Intimidation Feat: This feat now deals 25/50/75/100/125% of your weapon damage (instead of scaling on your power). This damage is amplified by power. Intimidated targets now take 100/200/300/400/500% more threat from you (up from 10/20/30/40/50%).
    • Sentinel's Aegis Feat: Now also passively increases threat generation by 250%.
    • Reaping Strike: Damage Resistance granted while charging Reaping Strike has been increased to 20% (up from 8%).
    • Reaping Strike: Damage no longer decreased for hitting multiple targets and Damage increased by roughly 25%
    • Reaping Strike: Determination gain while charging Reaping Strike is now increased by 25% base (up from 5%) and now gains 10% per rank (up from 5%).
    • Sure Strike: Damage of the final strike increased by roughly 30%.
    • Unstoppable: No longer reduces the damage of At-Will powers.
    • Weapon Damage increased by roughly 20%.
    • Wicked Strike: Damage of the final strike increased by roughly 15%.
    • Wicked Strike: No longer does reduced damage when hitting multiple targets.
    • Thorned Roots: This damage component of this power is no longer incorrectly resisted by control resist.
  • Hunter Ranger
    • Crushing Roots: This feature now causes Weak Grasping roots to daze targets for .125s per rank (down from .5s per rank) and Strong Grasping Roots to daze targets for .25s per rank (down from 1s per rank). Thorned Roots now correctly respects this class feature.
    • Forestbond: This power has had its effectiveness reduced to 1/2/3/4/5% to account for AoE applications.
    • Stillness of the Forest will no longer display Critical Chance incorrectly on your Character Sheet. This was a display issue only.
    • Stormstep Action: This class feature no longer grants more recharge than expected with Seismic Shot.
    • Aspect of the Serpent: Resolved an issue with this power not working properly.
  • Scourge Warlock
    • Harrowstorm: Curse synergy with this power now functions as expected again.
    • Soul Puppet: Soul Puppets now deal substantially more damage.
    • Tyrannical Threat: This power now splashes half as much damage as before.
    • All Consuming Curse: This class feature will no longer incorrectly activate while the power is not slotted.
  • Trickster Rogue
    • Blade Flurry: Now properly goes on cooldown after 4 uses.
    • Shocking Execution: This powers tooltip message now mentions that players killed by this power cannot be revived.
    • Bloody Brawler: This feat now correctly looks for ranks in itself rather than in Roll With the Punches.
    • Shadowy Opportunity: No longer incorrectly gets personal damage bonuses. Damage increased to 20/40/60/80/100% of weapon damage to compensate.


Paragon Path Changes

  • Swordmaster
    • Swordmaster: Weapon Master's Strike: Damage increased by roughly 50%.
    • Swordmaster: Weapon Master's Strike: Debuff now lasts 6 seconds by default and gains 2 seconds per rank (up from 3 and 1 respectively).
    • Swordmaster: Weapon Master's Strike: No longer does reduced damage when hitting multiple targets.
  • Storm Warden
    • Cold Steel Hurricane: Damage increased by roughly 200%.
    • Storm Step Action: This class feature should no longer improperly trigger more times than intended with some dailies.


Content and Environment

  • Temple of the Spider: Lord Jevahn Jhalvar is no longer inclined to take a dip in the water. He now accepts the fact that his swim skill is 0.
  • The Leaderboard season has reset to accompany the new module.
  • Dungeons
    • Many dungeons have had the total number of enemies reduced to decrease their total clear time.
    • Dungeon Dailies have been reworked! They no longer require specific content to be completed.
  • Lord Neverember no longer grants daily quests.
  • Well of Dragons: Factional Assets: Fixed an issue where some players could not complete this quest if they abandoned it and then reaccepted it.
  • Campaigns: There are now warning messages to players below level 70 that campaign zones may be too difficult.
  • Dungeon Delve Event: Resolved an issue wherein the event text for the "Dungeon Delve" event did not mention the necessity of using a dungeon chest key to obtain the rough astral diamonds indicated as a reward. In addition, the interact text that appeared when a player viewed the chest at the end of the dungeon implied that the chest would open during a dungeon delve event.
  • Tiamat's Hoard: Donating may be done after it reaches 100%.
  • Tiamat's Hoard: Update the Hoard text to reflect the actual rewards given out in the Tiamat fight.
  • Temple of Tiamat: There are new entrance restrictions on the Temple of Tiamat. You must be at least level 70 and have a Total Item Level of 1800 to enter.
  • Temple of Tiamat: Lowered the difficulty of creatures within the Temple of Tiamat by approximately 20%.
  • Temple of Tiamat: Rewards were being given out at incorrect Hoard Reclamation tiers. Basically, the reward values were changing somewhere in between tiers 1 and 2, and tiers 2 and 3 instead of on their associated tier thresholds. There is no change for tiers 1 and 4, but rewards for tiers 2 and 3 will now be given out properly.
  • Dragon Queen's Key: Updated the text to display the correct items that can be awarded. This is a text change only. It now properly displays that the chest can award the Elemental Alliance armor.
  • Lifedrinker Weapon: No longer incorrectly stacks multiple times.
  • Resolved some cases where a companion or enchantment powers would multiply with themselves to deal more damage than intended.
  • Lair of Lostmauth: Resolved an issue where players could sometimes accidentally bypass the "Defeat the Cult of the Dragon Army" objective and get stuck at the last campfire, with no way of progressing forward.
  • Knox and Lord Neverember have updated and new quests to better direct players about what to do at level 70 including. Dungeons, Campaigns Artifact Equipment and Enchantments.
  • Lair of Lostmauth: Resolved an issue with collision on the door after the Fire Scorpions.


Enemies

  • Dragon breath FX now better align with the areas they actually hit.
  • Cragmire Keep: Traven Blackdagger and his crew have hauled in a large keg to keep Travens thirst for life with Mead. He has incorporated this into his fighting style including access to using them for firebombs.
  • Gray Wolf Den: Marrowslake has mastered the powers of werewolf regeneration with the help of red spirit wolves.
  • Dragon tail swipes properly respect Crowd Control Immunity effects such as from Blocking or Unstoppable.
  • Epic dungeon enemies have reduced damage but increased Armor Penetration.
  • Fighting enemies more than 2 levels above you will result in a sharp increase in difficulty. (Down from 5 Levels).
  • Temple of the Spider Queen: Syndrith has updated her already vast magical arsenal. She can now tap into powers far greater when transformed into a Drider.
  • The difficulty of enemies that are higher level than you after level 60 has been increased.
  • Traps now deal a percentage of Hit Points as damage and cause an injury.
  • Social aggro has been adjusted so nearby enemies are more likely to attack you when you have aggroed another enemy in that encounter.


Items and Economy

  • Alchemy: Decreased the duration of the Force Potion task.
  • Barkskin: Increased the Hit Points absorbed by these enchantments.
  • Enchantments
    • We have smoothed out the progression of stat buffs on all mid-tier Enchantments. This will give slight increases to most T3-T8 enchantments.
    • Indomitable Runestone: This runestone will now use the magnitude of the damage inflicted by your companion to calculate the damage done. As a result of this change, only one Indomitable Runestone will apply. If multiple are slotted the game will use the highest rank.
  • Minor Mark of Potency can now be searched for in the Auction House.
  • Mounts can now be used starting at level 4, after completing the Sleeping Dragon Bridge tutorial.
  • Temple of Tiamat: The items "Tiamat Sash" and "Amulet of Tiamat's Demise" which were previously referenced as part of a set with "Tiamat's Orb of Majesty" are now available as rewards from participating in the Temple of Tiamat. Both the sash and the amulet will have a chance to drop in instances where other neck or waist artifacts have always dropped.
  • The size of the professions asset and resource bags have been increased.
  • All Overload slot enchantments can now stack up to 99 if no time has been used.
  • Companions: Companions now have an Expert and Master passive power that unlocks in additional ranks.
  • Currency items such as bounty items and event tokens now stack to over 9000.
  • Companion Fortification Kit: This item has been renamed to the Dated Companion Fortification Kit.
  • Companions: Augment companions once again have base stats.
  • Injury Kits: These may now be slotted in your potion tray.
  • Mulhorand, Dragonbone, Xvim and the Bahamut Fang equipment stop level scaling at level 60.
  • The price of Party Poppers has been reduced to 500 AD, down from 2500 AD.
  • Portable Altars may now be slotted in the potion tray and will remove revive sickness from players who are out of combat.
  • Potions: We have changed the way that stat enhancing potions work. Now you may have only one normal stat enhancing potion in effect at one time.
    The magnitude of many stat potions has also been increased.
  • Profession packs now contain additional resources for profession tasks above level 20.
  • PvP healing potions now give an error message when you attempt to use them outside of PvP
  • Transmutation: Costs have been revised to work with the changes to item level. Instead of using the level of the item to calculate costs, it now uses the minimum required level to equip the item to calculate cost.
    • Costs have also been changed – level 70 items cost 50,000 AD to transmute.
  • Unique items that are slotted in an item that is consumed through refinement or other means will no longer be marked as being owned so they can be claimed again.
  • Dungeon Master's Guide: This item is now Bind on Pickup.
  • Armor Kits and Jewels can now be slotted in much lower level items.
  • New and Improved XP Boosts available in the Zen Market.
    • Existing XP Boosts have had their bonus pools increased but are no longer available.
  • Heroic Encounter rewards will not change if the reward cannot be accepted for some reason.


User Interface

  • Fixed an issue where Scrying Orbs were not being tracked toward achievement progress.
  • Fixed an issue where completed dungeons were not being tracked toward achievement progress.
  • Several new achievements have been added to the game for tasty Gamerscore.
  • Added effects, including a bright border on the power tray, for powers that are toggled.
  • Equipped items and mounts can now be unequipped without placing another item in that slot.
  • Extra options have been added to the report player functionality.
  • The Overflow bag now has a Transfer button (push in the right analog stick) to put all of the items into your regular inventory if you have the available space.
  • The maximum number of purchased Companion Idle slots is now 216, up from 96.
    This number includes the 16 starting idle slots.
  • Companions will now list all of their powers in their item tooltips.
  • Health Bar visuals have been updated for improved readability when dealing with Temporary Health and Personal Shields.
    • Hit Points (red bar) now always comprise the full width of the bar, instead of being compressed when Temporary Health is added.
    • Temporary Hitpoints (yellow bar) is layered on top of the health bar.
    • The new Shield Health (blue bar) is layered on top of both.
  • Health bar trim for Heroic Encounter enemies is now larger to make them more distinguishable from regular enemies.
  • Quest paths draw more reliably in some cases.
  • Queues: There is now better messaging when the queue is looking for additional players.
  • Tactical powers that you hold the button to keep on (Block, Sprint, Shadow Slip) now have a bright border around their tray icon when the power is on. Additionally, for the Guardian Fighter, the HUD block bar art now has a pulsing glow in its center icon when you are blocking.
  • The "You have unread messages" alert on the HUD is now accurate and no longer still says you have messages after opening the UI.
  • The multiple boss bar layout has seen several improvements.
  • Vote Kick
    • Players can no longer kick teammates after a dungeon boss has been killed.
    • This can now be effectively used in normal dungeons with only 3 players.
    • Vote Kicks are not allowed when items of Rare quality or greater are on the ground.
  • Item Level is a new number displayed on all equipment, artifacts and enchantments that has replaced Gearscore for the purposes of meeting dungeon queue and other content requirements.
  • Logging out, disconnecting or switching characters while in PvP will now leave your character in the game for a short period.
  • Level scaling content now often bolsters your character’s level to a set amount either up or down. Your characters level on the HUD will reflect your currently Bolstered level.
  • Bonus XP can now be seen in the XP bar tooltip information after level 70.
  • Fixed an issue with auction filters where some of the stat filters didn’t work.
  • Fixed the enchantments auction filter to look for enchantments that fit in slots of a selected type instead of enchantments that have slots of that type.


Performance and Stability

  • FX system threading performance and stability updates.
    • Resolved a crash that could rarely occur related to Environment FX.
    • Resolved several crashes and performance issues with the FX and Animation system.
  • We have identified and resolved an issue where some powers could stick around indefinitely under certain conditions (Arcane Singularity and others) and over the course of a server’s lifetime could begin to cause server performance issues.
  • We have made some server adjustments to Adventure Zone maps to help combat lag and rubberbanding.
  • Resolved a crash that could occur when attempting to send data to the server but was sent incorrectly due to threading issues.
 
Massive maintenance for 12 hours!
Extended Platform Maintenance
The Arc platform is currently down for extended maintenance to make networking improvements. The maintenance will affect our Arc platform as well as all pages on our arcgames.com domain and games hosted from our servers that are launched from Arc and other platforms.

We anticipate this maintenance to run from 6:00 am PT to 6:00 pm PT on October 13. We will be providing updates via our Arc Twitter page as well as social channels for each of our games.

We appreciate your patience as we work to improve our platform.

http://www.arcgames.com/en/maintenance/extended
 
Neverwinter: Storm King’s Thunder Coming October 18
By Andy (StrumSlinger) Wed 21 Sep 2016 09:01:00 AM PDT

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Well met, adventurers! Perfect World Entertainment and Cryptic Studios is proud to announce that giants will return to the Sword Coast when Neverwinter: Storm King’s Thunder strikes on to console on October 18! Inspired by Wizards of the Coast’s latest tabletop expansion, you’ll team up with characters from New York Times best-selling author R.A. Salvatore’s novels, Catti-brie and Wulfgar, in order to unravel the mystery behind the invading giants and what they’re searching for.

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Storm King’s Thunder will introduce a giant number of new features and content including three new adventure zones, a brand new campaign to follow the story, a new tier of dungeon, the Ostorian relics system, and class balance among other quality of life changes.

Going further in detail, you’ll travel back to Icewind Dale where a massive blizzard envelops the once bustling town of Bryn Shander. Your quests there will then bring you to the picturesque town of Lonelywood, which is surrounded by a beautiful yet haunting forest. Finally, head to Cold Run where the frost giants first embarked from their ships. Each of these adventure zones holds their own secrets and are ripe with Ostorian relics, a new system that has you searching for ancient items in order to power up your gear.

For those seeking a challenge, our newest dungeon, Fangbreaker Island, lies in its own tier with a required item level of 3100. Face three of the most challenging bosses in Neverwinter history, each with their own tricks up their sleeve: Hati the Manticore, the Dragon Turtle, and the frost giant Drufi.

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We can’t wait for you to step foot into Storm King’s Thunder to discover all there is to offer. Continue slaying dragons, vanquishing liches, and delving into dungeons. See you in Neverwinter on October 18!

 
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Looks awesome, but I just can't do two MMOs at once.