New FeaturesIcewind Dale
The region of Icewind Dale is now available to Level 60 characters who have progressed through the Sharandar or Dread Ring campaign with at least the third boon in either campaign and a 10,000 gear score.
- 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.
Requirements:
- Must be Level 60.
- Must have the third boon in either the Sharandar or Dread Ring campaign.
- Must have a Gear Score of at least 10,000.
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 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 (currently disabled).
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 at a faster rate.
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 start making some of your Corrupted Black Ice gear.
- At rank 3 you can make your weapon and some very powerful enchantments.
Black Ice Empowering
Your Corrupted Black ice gear and weapon can be further empowered with Black Ice. Empowering dramatically increases the stats of the items.
To empower your items open your character page and right click on one of your Black Ice items.
Select “Black Ice Empowerment.” By moving the slider you can increase the power of your item. Click Commit and check out your new stats.
Black Ice empowering is unstable and doesn’t last forever. As you fight with your newly empowered Black Ice armor and weapons you will use some of their empowerment. Eventually the empowerment will be drained and you will need to empower your gear again.
PvP Leaderboards
The matchmaking system has undergone extensive revisions, and will now feature leaderboards so that you can climb the ranks to the most elite combatants in Neverwinter.
Press the “L” button to bring up the “Landing Page” and click on the PVP stats tab. On this tab there is an Overview page that shows your current stats rank and PvP campaign progress, a Match History page that shows your domination matches along with your stats and who you played with, and the Standings page where you can see your standings in the leaderboard overall.
The Leaderboards will likely be empty for your characters unless you have been participating in the PVP tests and dev events on the preview shard. As soon as you begin fighting you will start to the PvP leaderboards fill out. You will also start seeing your Rank change. Your Rank is only affected by your wins and losses in Domination.
Get out there and start some fights!
PvP Campaign
For the first time ever, Neverwinter will 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 in Domination and Gauntlgrym as well. This campaign really allows for further advancement for PVP characters. There are additional boons and rewards along this campaign suited for PVP players.
Heroic Encounters
Discover new quest encounters that appear as you adventure through Icewind Dale.
Heroic Encounters come in 3 sizes. Each size is suited to a number of players.
- Small encounters that are good fights for 2-3 players
- Medium encounters that is good for 3-6 players
- Large encounters that are good fights for 6-10 players.
As Heroic Encounters are cleared new ones will appear, each with different objectives and time restrictions. You can see on the main map that when you mouse over the icon it shows the remaining time. You can also see this in the Heroic Encounter Tracker in the main map.
Completing Heroic Encounters earn Black Ice, rare rewards and are required for campaign progress.
New Hunter Ranger Paragon Path: Pathfinder
Pathfinder offers a suite of new survival knowledge themed utility powers. In addition, all powers have a ranged element to them, which is especially beneficial to the melee stance.
This path focuses on teamwork and survival with abilities that can be great assets to your party, such as extra healing, recovered stamina and extra crowd control effects.
Like the other Paragon paths, all the powers are optional, so it’s up to the player how much they want to change their playstyle around the new powers, though with these utility powers, it should be easy to find a place for them.
At-wills
- Hunter’s Teamwork (Ranged): You see useful survival items on a target, and shoot an arrow at them to designate where they are. If designated target is killed, they drop a survival pack that restores health, stamina, and action points to you and your team mates when picked up. You may have one target designated at a time.
- Careful Attack (Melee): You study the enemies before you and make note of where their armor weaknesses are. Studied enemies deal less damage, and the next time they take damage, they are also damaged by this power. Studying enemies in this way does not cause them to agro you. (This effect is removed after it deals damage)
Encounter
- Ambush (Ranged): Hide in shrubbery, gaining stealth. If you attack from this position you deal bonus damage. If you move you maintain stealth for a bit until you attack, but do not get the damage bonus.
- Bear Trap (Melee): Throws a bear trap that deals damage and stuns the target. Can have multiple out at once.
Daily
- Slasher’s Mark: Leap to target and leave a mark on them that restores stamina and guard meter to any allies attacking the target.
Class Features
- Battlehoned: When damaged, you temporarily have increased Regeneration.
- Pathfinder’s Action: Increased movement speed and Deflection Chance after using a daily.
- Cruel Recovery: Each time you critically damage a target, you gain 1% of your max hitpoints as Temp health.
Feats
- Archery - Quarry: You deal 1-5% more damage to targets affected by your Careful Attack or Hunter’s Teamwork.
- Combat - Bear Ambush: Ambush’s effects lasts .5 - 2.5 seconds longer, and bear trap now slows for .5 - 2.5 seconds after root ends.
- Nature - Speedy Slashing: AP Cost is reduced by 5-25%, and Pathfinder’s Action’s movement buff lasts .5 - 2.5 longer.
Class Artifacts
New class-themed artifacts are available to both reward and support alts! Anyone with at least two characters that qualify for Icewind Dale will unlock a new quest. The reward for that quest is an artifact unique to the class being played… and that artifact is immediately available to all other characters on the account.
Obtain them through a new daily quest, Vault of the Nine. Qualify by having at least two level 60 characters talk to Jarlaxle in Caer-Konig, the main town in Icewind Dale.
Completing Vault of the Nine gives the player a chance for and artifact specific to their class, and unlocks that Artifact for all other characters on the account, regardless of class and level. Just check the Reward Claims Agent in Protector's Enclave!
Note that the introduction to this quest is not yet available on Neverwinter Preview. The Artifacts can still be previewed in the Artifacts category of the Collections window.
Post-60 Advancement
Players who have reached Level 60 will now be able to apply their accumulated experience toward new rewards! When players hit the level cap, the experience bar will now turn blue with a special icon for the "next level" end of the bar.
Each time the experience bar is filled, the player is presented with a new reward. The rewards include:
- Power Points!
- Just like the points gained while leveling, these points can be spent on purchasing or ranking up powers up to the maximum rank of 3.
- Power Points will no longer be rewarded when the player gains enough to rank every power up to 3.
- Tomes of Experience and Tomes of Companion Experience!
- These tomes are bound to your account, so if you have another character or a new companion you want to get up and running quickly, just send these tomes over through in-game mail, or save them up for later.
- Rough Astral Diamonds!
Dungeon Chest Keys
Now, in addition to the Dungeon Delves event, players will be able to gain keys to unlock the reward chest at the end of any dungeon.
- Players may talk to the new Key Master in Protector's Enclave to acquire a key once per day.
- This key can open up the chest at the end of any standard or Epic dungeon.
- There can be only one copy of this key in the player's inventory at any given time.
- This key is bound on pickup.
- Players may also purchase keys from the Key Master for Astral Diamonds.
- Epic Dungeon Keys open up the chest at the end of any Epic dungeon.
- Standard Dungeon Keys open up the chest at the end of any non-Epic dungeon.
- Players can hold onto as many of these keys as they want.
- These keys can be traded.
- An end-of-dungeon chest can only be looted once per run, regardless of the number of keys the player has.
- A key will not be consumed if the Dungeon Delves event is active (The "Dungeon Chest Unlocked" banner is visible above the quest tracker) when a player loots the chest.
Please note that this feature is not yet active on Preview. Special thanks to the folks on the forums who suggested this feature and kept the thread constructive!
Patch NotesCharacter
- Equipped Control Wizard orbs now spin and float around gently while not in use.
- There are new Hair and face options for players of all races.
Classes and BalanceGeneral Changes
- Power has been reworked. Power was very difficult for players to understand before, so we have made it more clear by having it give a damage multiplier based on your level.
- Players will now be able to more accurately gauge the value of Power on their equipment and how it impacts their performance for both damage and healing.
Class Changes
- Devoted Cleric
- Righteousness: This power has been reworked to now provide a healing bonus of 70% to allies. Cleric Feats and Powers now heal by about 40% less than they previously did but overall still heal allies about 10% more than they previously did.
- Feat Cycle of Change: Has been redesigned. Now gains stacks of Cycle of Change (Life or Death) by using offensive or protective encounter powers, and then consumes them with your divine atwill powers, (Soothing Light or Punishing Light) for a burst of extra healing or damage. (Gaining a stack of one type will remove all stacks of the other type)
- Great Weapon Fighter
- Great Weapon Fighter Feats have been adjusted to move more damage deep into the Destroyer tree to make it more viable for a pure DPS build while reducing the damage that Sentinels can do so easily from early in on feat trees.
- Steely Defense: This feat now correctly grants 4/8/12/16/20%.
- Battle Awareness: Savage advance now grants shorter cooldowns for 15 seconds (up from 5).
- Deep Gash: This feat can no longer crit. This feat now applies a bleed that ticks for 4/8/12/16/20% of your Power (up from 3/6/9/12/15%).
- Deep Gash: This feat no longer gains additional damage from the power that applies it.
- Deep Gash: This power no longer ticks immediately upon application. New applications will not reset the tick timer. Additionally this DoT now lasts 6 seconds (up from 5). It still ticks 6 times total.
- Destroyer's Purpose: This feat now grants an additional effect. When you deal damage while Unstoppable, you gain a stack of Destroyer's Purpose (max 20). Each stack of Destroyer's Purpose increases your damage by 1%. Destroyer's Purpose lasts 20 seconds."
- Executioner's Strike: Indomitable Battle Strike now deals a bonus 6/12/18/24/30% bonus damage as the target's health diminishes (up from 2/3/6/8/10%).
- Focused Destroyer: This feat now grants an additional .5/1/1.5/2/2.5% bonus damage per stack of Destroyer.
- Relentless Battle Fury: This feat now grants an additional effect. Activating Roar, Takedown, or Battle Fury now grants you Relentless. Relentless causes you to ignore an additional 1/2/3/4/5% of the target's resistance. Relentless lasts 5 seconds.
- Student of the Sword: This feat has been redesigned. Your Critical Strikes now lower your target's Damage Resistance to your attacks by 1/2/3/4/5%. This effect cannot stack.
- Hunter Ranger
- Fox Shift: This power now correctly makes you immune to damage and control effects while you are jumping from target to target.
- Fox Shift: This power now correctly only hits each target one time during its activation. Additionally, the power was erroneously ticking an additional time at the start of its activation and this has been fixed. To compensate for this change and the fact that the power now cannot strike a target more than once, damage has been increased by 33%.
- Thorn Strike: This power has been reworked slightly. This power now has a 5' cylinder (up from 3'), a 13' reach (up from 11'), and has had the damage bonus reworked. This power now gains increased damage as enemy health diminishes. Additionally this bonus has been increased to a maximum of 30% (up from 15%).
- A number of power tooltips have been updated to be more accurate.
- Feat: Forest Walk: The movement speed effect no longer stacks with other movement speed buffs."
- Forest Ghost: The movement speed effect no longer stacks with other movement speed buffs.
- Oakskin heal can no longer be dodged.
- Split Shot damage has been reduced by about 45%.
- Trickster Rogue
- Path of the Blade is now able to crit but damage has been reduced by 30%.
Paragon Path Changes
- Master of Flame
- Furious Immolation is now able to critically hit and its damage has been reduced by 30%.
- Whisper Knife
- Vengeance Pursuit now properly has the UI overlay that it benefits from Stealth when Stealth is activated.
- Storm Warden
- Class Feature: Storm Step Action: Rank up benefit reduced to .5 seconds and now provides half its cooldown reduction if dallies are used within 10 seconds of each other.
- Split the Sky is now able to crit but damage has been reduced by 30%."
Content and Environment
- Class Mechanic tutorial has received a slight facelift and minor adjustments to make it more clear when and how they unlock.
- Ebon Downs: Improved the collision in several areas to prevent players from getting stuck.
- New Achievements for Icewind Dale Heroic Encounters, Instances, quest completion, scrying stones and overall completion of the zone content.
Enemies
- Arleon the Unforgiven in the Graveyard now has a limit on the number of reinforcements he can summon.
- Most enemy heal powers are now slightly less effective and only trigger on hits of players, not companions if they have one. The Scalefather, Traven Blackdagger, Erinyes and Halas the Pure as well as others have been affected.
- Wights and Werewolves no longer heal when they hit a dodging or blocked player.
Foundry
- Added Icewind Dale related maps and props.
- There is new music events added!
Graphics and Performance
- Adjusted what version of water players may see based on their video card, especially for Shader Model 3 cards.
Items and Economy
- Increased the size of the Professions Resource bag to 120 slots.
- Knight Captain's Set: Now grants allies +15% power (down from 60%). This set has been readjusted to be much more in line with the power rework.
- The Emblem of Seldarine and any other sources of Companion Influence now properly reflect their effects on a companion’s stats window.
- The Invocation Store Now has a Cache of Dread Ring Treasures in place of the Sharandar Cache.
- The Professions Asset and Booster Packs have an updated UI treatment.
- There is now a Mounts collection.
- There is now an Events collection.
- There is now an Icewind Dale collection.
- Updated the cloth collision on mounts to visually improve the cloth movement behaviors.
User Interface
- Character Creation racial ability score selection has a slightly redesigned layout.
- Dual stat enchantments such as the Brutal and Savage enchantments now properly display in the companion stat window.
- Hunter Ranger powers have updated messaging for Melee/Ranged Stance requirements
- In Game Help options and text has been updated to be more accurate on the issues Customer Service can assist with.
- In the Guild Bank, players may now drop an item from one repository to the other by dropping it onto the tabs.
- Invalid Achievements no longer display when receiving items from the Robe of Useless Items.
- Item quality is now shown on modal dialog windows that mention an item, such as discarding an item, splitting stacks and item binding confirmations.
- Minor layout changes to the Paragon Path Selection window, putting the powers in two columns to avoid scrolling when possible
- Powers with charges now display the cooldown of the charges in their tooltips and descriptions.
- Professions task name spacing has been adjusted to fit the text better.
- The Graphics options have been redesigned.
- The Mount tray icons have a darker overlay when they are disabled so it is more clear that they cannot currently be used.
- Map Window
- Now has an option to clear custom waypoints.
- Now supports clicking on a waypoint to center your map on that objective.
- Now has an "always show" button that will display a transparent version of the map on your HUD.
- Has received some visual and layout updates such as transparency and waypoint categories.
- The timers on powers now properly go from 1 min+ to 60 seconds instead of displaying 0 for a second.
- You may now compare items in the Collections to your currently worn items.
Localization
- Several basic system messages such as "Server Disconnect" are now localized.
- When NPCs have a scripted state shown to the player, such as the Black Dagger Spy's "escaping" text, it will be properly localized.
Resolved Issues
- Dropping a companion onto an open Active Companion Slot no longer prevents the UI enchantment slots from appearing.
- Resolved a rare issue that could cause modal popup windows to show incorrect data.
- Resolved an issue in Ebon Downs that could caused a player or critter to get stuck in the geometry.
- Resolved an issue with Great Weapon Fighter Daring Shout determining its rank from Roar instead of itself.
- Resolved an issue in Mount Hotenow with lava poking out from the environment where it wasn’t supposed to be.
- Resolved an issue in the Chasm that could caused a player or critter to get stuck in the geometry.
- Resolved an issue in the Tower District that had several of the contest objectives buried.
- Resolved an issue with jumping animations on mounts getting stuck after landing on rare occasions.
- Resolved an issue with Hunter Ranger powers that hit multiple targets to now properly be considered AoE attacks for the purposes of other effects to key off of.
- Resolved an issue with several items that could cause players to grunt like a monster when equipped.
- Resolved an issue with several pieces of geometry that allowed players to see behind unintended areas.
- Resolved an issue with some environmental root terrain appearing black on high end graphics settings.
- Resolved an issue with several aesthetic environmental issues in the Gray Wolf Den.
- Resolved occlusion issues near Protector's Enclave Many Coins Bank.
Known Issues
- Character Creation does not currently have all of the updated presets available.
- Control Wizard Teleport is missing its FX and looks as though the Wizard runs quickly.
- Sell All Treasure button currently does not work.
- Some quests in zones other than Icewind Dale will appear as Heroic Encounters instead of regular quests.
- The Leaderboard Standings window appears empty.
- Purified Black Ice equipment currently does not have any enchantment slots as intended.
Comments
Update Update: 1:35pm PST is when it is coming down for sure. Should be back up no later than 2:30pm PST if there are no issues.
Please direct any specific feedback or comments about features in the appropriate "Official Feedback Thread" in this sub forum here:
http://nw-forum.perfectworld.com/forumdisplay.php?1211-NeverwinterPreview-Feedback-General-Discussion
Geeeeeeez.....
Post-60 Advancement is grant! Now you level other characters with your 60s. Like!
Edit: Nevermind, I was confusing powers with feats.
Shame on you devs !
For the elders - remember the amazon nerfing in D2 leading to death of that game ... remember ...
You're mixing feats and powers.
What powers let you put more than 3 points into them?
You are right, yes I am. Sorry for the confusion.
Oh goodness!
Good job on Deep Gash, can't wait for these changes!
Will GWFs and HRs get a free (forced?) respec?
I suspect GWF DPS will remain high, but only for Destroyer, since the Destroyer capstone is getting a major buff.
No real changes for GF or CW, it seems.
That can only be guessed since we don't know the multiplier and how it scales. Generally, from the three classes, CWs stack the least power so far, so they should be the least affected. GWFs damage could suffer by a decent amount in PVE because Deep Gash has been fixed and no longer crits, making the Perfect Vorpal everybody is running with less effective/desirable.
Conq GFs can get huge amounts of power (12k+) and if power still has no diminishing return, they could receive a nice boost overall.
Now that Deep Gash can no longer crit, can it still be affected by damage bonuses like those from STR, Armor Penetration, Destroyer stacks and so on, or will it be just fixed ticks of damage throughout?
From what I've seen posted: fixed damage completely.
I don't quite understand this one. Could you explain?
Right now, a 40k hit will cause a higher bleed damage than a 20k hit. It's now a flat DoT that isn't affected by the damage of the power that caused it.
Would it be possible to make the Cache or Dread Ring Treasures give a smaller amount and take up the 4-day slot, or just leave both in as options? Newer players may appreciate having both options to speed up the advancement of both campaigns.
"Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark
Official NW_Legit_Community Forums
Does allies used in this context include the casting DC?
Iyon the Dark
Oh, right, missed that one. That does suck, GFs could use some love.
Guess I was thinking more along the lines of inherent abilities, rather than gear-derived abilities.
Okay, thanks for the explanation.
Don't forget power has been changed to give a direct damage multiplier now. 15% more power in Mod3 could very well be the same as 60% more power in Mod2.
I recognize that split shot does a lot of damage currently. There is currently a dearth of front-loaded HR AoE attacks, however. Right now, there's really only seismic shot that comes to mind. Would you consider giving electric shot a damage buff, or perhaps have split shot's damage increase more the longer you hold it? Maybe throw caution could get a bit of a tweak so it no longer debuffs you or something.
"Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark
Official NW_Legit_Community Forums
Based on the way it used to work, I am guessing it does not in this case.
Couple arguments against that:
(1) The net impact then would be 2% (1.7 x .6 -1) for all non-DCs and 0% for DCs. Why make this change if it has almost no impact? And why does the OP state 10% increase in healing?
(2) The information in the OP states an effective 10% increase in healing. Assuming 1 DC per party, this could imply 2% for all classes and an additional 40% for DCs. 40% more healing for DCs on themselves is what would happen if the 40% reduction from righteousness was removed.
Iyon the Dark