The developers of Neverwinter have made a lot of changes to class abilities and powers in Elemental Evil so be sure to double check your characters and make sure they are set and ready to go if needed. You may need to retrain some abilities so don’t forget!
There is quite a long story progression that goes through all of these new areas and is tons of fun. Get started now to work your way through all these interesting new zones and finally level your level 60 characters at the same time!
Check out all the details below.
New Features in Elemental Evil
Level Cap increased to 70!
With the release of Module 6: 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 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.
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.
Available at level 63 and after the quest “Swords for Everyone”
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 it’s 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 it’s new guardians began to go downhill.
Available at level 65 and after the quest “Swords for Everyone”
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?
Available at level 67 and after the quest “Swords for Everyone”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.
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.
- Divine Call: Pressing Tab 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.
- Zone of Sanctuary: You gain 30% increased damage resistance and are healed for X every second while you maintain this Zone. Allies in the zone gain 10% damage resistance and X healing.
- Protection – Increases the damage resistance you gain to 60%. Allies gain 20%.
- Devotion – Healing of Zone of Sanctuary increased by 500%.
- 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 for X.
- 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 X 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.
- 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.
- Protection – The absorption effect of the shield is increased.
- 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.
- 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.
- Cure Wounds: Heal a targeted ally or yourself if there is no target.
- 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 for X 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).
- 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.
- 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 and 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.
- 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.
- 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.
- 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).
- 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).
- 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%.
Updated Features in Elemental Evil
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
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 as 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
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.
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!
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!
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 for Elemental Evil
Classes and Balance
- All characters will receive a forced full respec to accommodate feat tree and power changes.
- 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 18).
- 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.
- 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: 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.
- Control Wizard
- Evocation: This class feature should now correctly apply to all AoE powers.
- Devoted Cleric
- Sunburst: Now correctly Knocks targets again and no longer ignores many Crowd Control immunities/resists.
- Guardian Fighter
- Damage Output
- Damage of powers has been increased by 20% across the board.
- Weapon damage increased across the board. Average increase of 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.
- Griffon’s Wrath: Now correctly gets a 4th charge at rank 4.
- 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.
- Damage Output
- 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 target 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.
- 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.
- Scourge Warlock
- Soul Puppet: Soul Puppets now deal substantially more damage.
- Tyrannical Threat: This power now splashes half as much damage as before.
- Trickster Rogue
- Blade Flurry: Now properly goes on cooldown after 4 uses.
- Shocking Execution: This powers tooltip message now mentions that player’s killed by this power cannot be revived.
Paragon Path Changes
- 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
- Sharandar: Reduced costs for early parts of Sharandar campaign to bring the campaign more into line with later ones.
- Many dungeons have had the total number of enemies reduced to decrease their total clear time.
- Dungeon Dalies have been reworked! They no longer require specific content to be completed.
- Gauntlgrym PvP: Has been updated to a 10v10 player PvP Domination match. The map now supports levels 60-70 and bolsters to level 70. The buffs for capturing points, catapults and the giant have been removed.
- 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.
- 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 likley to attack you when you have aggroed another enemy in that encounter.
- The Summoning Portal is back in the Foundry. The name of the portal has been changed to “Thayan – Portal – Imp Portal.” Also made it so the portal summons a limited number of imps before it becomes inert and those imps should not drop loot.
Graphics and Performance
- Resolved several crashes and performance issues with the FX and Animation system.
- FX system threading performance and stability updates.
Items and Economy
- 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.
- Injury Kits: These may now be slotted in your potion tray.
- Mulhorand, Dragonbone, Xvim and the Bahamut Fang equipment stops levelscaling at level 60.
- Party Poppers price 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.
- Health bar trim for Heroic Encounter enemies is now larger to make them more distinguishable from regular enemies.
- 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 characters level to a set amount either up or down. Your characters level on the HuD will reflect your currently Bolstered level.
- Targeting with AOE powers will now snap to the feet of your current target if you have one.
As you can see there are a lot of changes, fixes, and additions with the Neverwinter update, Elemental Evil. Now is the time to jump into the game and get those character leveled up in all of the new zones added in this Neverwinter expansion, Elemental Evil!
The original release notes from Neverwinters website: Elemental Evil Release Notes