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New Features

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 passiv
e 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 fo
r the new level cap!
Any existing overflow experience will be available and contribute towards reward
s once level 70 is reached.
The Tree of Elemental Balance
In the center of Protector s Enclave, the Emerald Enclave has brought forth a wond
rous mystical creation known as the Tree of Elemental Balance. Here, they hope t
o 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 he
art of the elemental havoc.
Players level 60 who want to help in the fight against Elemental Evil should tal
k to Sergeant Knox or Archdruid Morningdawn in Protector s Enclave. Once you compl
ete 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
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 gui
de 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 mi
nes 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 beaco
ns 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. T
hey learned this tower was built by followers of Lliira who called it the Founta
in of Delights. Visitors were offered relaxing, scented baths. Seeing no harm in
this, the guards went about their business.
Reclamation Rock
Available at level 63 and after the quest

Swords for Everyone

After the Ashamadai were defeated, Lord Neverember decreed that Helm's Hold shou
ld be fully rebuilt, as he plans to use the fortress-city as a vital supply poin
t 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 num
erous conflicts, troops were drawn away from the Helm's Hold garrison, and the c
ity council began to feel their city was vulnerable, and grew nervous.
Despite the protests of several prominent city councilors, the Helm's Hold counc
il 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 E
arth presented themselves as a new mercenary company, chartered by a Whaterdhavi
an noble, well trained and armed, and experts with earth-based magic. They offer
ed 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 num
ber 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 in
side his territory, but he had tamed mercenary armies to his will before. The Mi
ntarn 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 What
erdhavian noble who had founded the Black Earth mercenaries, Marlos Urnrayle, an
d was certain that if Urnrayle planned to set up his own kingdom, Neverember cou
ld easily handle any questions of loyalty with his own influence in Waterdeep (a
nd his much deeper coffers). He approved the deal on a trial basis, and called C
aptain 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 i
n 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 tow
n, 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 for
ces had made their stand against the Ashmadai at the Last Redoubt. Despite the B
lack Earth's claim that it was an accident caused by magical disturbances, relat
ions between the city and it's new guardians began to go downhill.
Fiery Pit
Available at level 65 and after the quest

Swords for Everyone

When Gauntlgrym was rediscovered, descendants of the Delzoun dwarves worked tire
lessly to rebuild the fabled city and take hold of its wealth. However, they soo
n 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 reconstructi
on many times over what the dwarves were capable of themselves. The artisans ere
cted huge floating towers above the pit, serving as a base of operation for thei
r work. They then began work on rebuilding the Great Forge, which the dwarves us
ed 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 fl
ed for their lives.
The Lords Alliance quickly received word of the attack and rallied troops to prot
ect 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 Arc
hons, Flame Spikers, and Magma Brutes, as well as some new threats: Fire Strider
s, bipedal reptilian beasts which the cult has trained as deadly mounts. If matt
ers 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. T
hey ll be working alongside the Lords Alliance, as well as some rather unlikely all
ies to defeat these new threats. But, can these bold adventurers stop the Cult o
f the Eternal Flame and their prophet leader, the temptress, Vanifer, from carry
ing out their plans before they bathe the world in fiery destruction?
Spinward Rise
Available at level 67 and after the quest Swords for Everyone With the threat of th
e Elemental Evil Cults clear, the Harpers have been searching hard to discover t
he base of the last of the elemental cults. Thanks to a various clues found whil
e fighting the previous cults, the heroes have discovered the final cult strongh
old in the clouds above Neverwinter Wood. Held aloft by cloud giant magic, the C
ult of the Howling Hatred has built a stronghold in the guise of a floating isla
nd 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 deva
station orbs. Harper-aligned wizards with the help of a priest of Shaundakul hel
ped activate an ancient portal to this skyward realm, and together with their aa
rakocra 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. T
hese paths confer unique passives in addition to their own powers, as well as mo
difying all encounter powers the Paladin has.
Class Mechanics
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 Resi
stance for 10 seconds. You reflect 5% of incoming damage back to the attackers w
hile 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. Su
bsequent casts of this within 10 seconds heal for 50% more.
Tactical Maneuver
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 r
esistance and X healing.
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 s
trike 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 yo
u to the top of the threat list. Players deal 75% less damage to other targets f
or 3 seconds.
Devotion - You have 10% stronger healing for 15 seconds. You also unleash a burs
t of healing light near the foe, healing all allies for X.
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 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% fas
ter.
Aura of the Templar: You and allies within 30' have 5% more crit and have 15% mo
re 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 n
ext 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 disorientin
g foes who are caught in its light. Only affects foes who are looking at the Pal
adin. 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 t
akes 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 stunn
ed and become invulnerable until the stun ends. This stun lasts 6 seconds on pla
yers.
Protection - When the stun breaks on those foes they are taunted (Players deal 7
5% 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 m

ay activate this power while controlled. If you have an enemy targeted while cas
ting 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 targe
ted.
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 Paladi
n to unleash a brutal strike on that target. It lasts for 60 seconds or until th
e target dies.
Protection - Allies who strike the target of your vow generate threat for the Pa
ladin.
Devotion - Allies who strike the target of your Vow are healed each time they st
rike.
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 h
e 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 e
ffects.
Lay on Hands: You immediately heal the target for 100% of their Max HP and remov
e all damage over time effects from the target. This power consumes AP proportio
nal 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 hop
e.
Class Mechanics
Oath of Devotion: Your healing is increased by 100%. When you heal an ally you a
lso increase their stats by 5% for 8 seconds. This effect does not stack and onl
y 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 f
rom spells. (+5% per rank).
Aura of Divinity: Up to 3 wounded allies within 30' of you are healed for X ever
y 3 seconds (+25% per rank).
Aura of Life: Allies within 30' of you who are in near death state are revived a
nd healed for 15% their HP. This ally receives resurrection sickness. (+5% per r

ank).
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 become
s 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 and aegis against any and all evi
l, protecting their allies and weathering any assault that their foes can muster
. Their unflinching resilience is both ispirting 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 absor
bs 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 d
amage 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 second
s. 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 a
ffected 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 dam
age they would take to yourself. All damage you would take while this effect is
active is reduced by 80%.
Updated Features
Campaign Reworks:
Tyranny of Dragons
Players in the campaign expansion areas in these zones will be level-adjusted do
wn 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
Ebon Downs

30
38

Icespire Peak
49
Rothe Valley 55
Whispering Caverns
Other Campaigns

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
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 1
9, 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 D
aily 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 playe
rs, including a tank and a healer in mind. These challenging encounters will onl
y be available at level 70 and will be split across two tiers, each with distinc
t total item level requirements.
Tier 1
Including Kessell s Retreat, Shores of Tuern, Valindra s Tower, Malabog s Castle and L
air of Lostmauth, Tier 1 dungeons require a minimum total item level of 1600. Pl
ayers may earn Seals of the Elements by defeating bosses and opening the chest a
t 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 fille
d with extra Seals of the Elements once a day. The availability of this bonus ca
n 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 a
s well as armor and weapon enhancement shards. Said equipment may be earned alon
gside RP gems and in some rare cases, artifacts or artifact equipment from the d
ungeon 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 desig
ned 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 fill

ed 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 Baza
ar.
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 equipmen
t may only be earned via Seals of the Protector and is amongst the strongest equ
ipment 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 mo
st devout!
Invocation rewards have been updated to better reward players who log in every d
ay, 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 Invocati
ons 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, a
nd 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 nex
t day.
A new Invocation window shows the player's current progress in the day's Invocat
ion 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 Inv
oking 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 co
ntents:
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 En
chantments, Artifacts, or Artifact Equipment.
These Coffers now cost 11 Celestial Coins, up from 7.
Patch Notes
Classes and Balance
General Changes
All characters will receive a forced full respec to accommodate feat tree and po
wer changes.
All classes now have new feats for each path as well as two new Class Features a
nd 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 lev
el 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 eff
ective overall and still needed as content progresses instead of reaching an eff
ective cap where it is no longer used.
Regeneration: No longer provides in Combat Health Regeneration. Now increases th
e effectiveness of healing spells cast against you and provides out of Combat he
alth regeneration.
Life Steal: No longer activates on all attacks. Life Steal now increases the cha
nce to activate life steal, which will steal an amount equal to the life steal s
everity the player has.
Stat Curves: As a general rule the new stat curves at level 70 will feel much mo
re restrictive but they are vastly improved in two major facets that will facili
tate better content going forward. Firstly they are far friendlier with stacking
stats, meaning you can chase stats much harder than you could before without be
ing 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 po
wer creep much more gracefully than before. Overall this means you will see smal
ler 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.
Class Changes
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 Co
ntrol 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 oth
er effects.
Lunging Strike: This power now grants 50% increased damage resistance for 3 seco
nds when activated.
Steel Blitz: Knight's Valor should no longer cause Steel Blitz to trigger on all
ies.
Villain's Menace: This power now grants 20% damage resistance in addition to its
other effects.
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. Intimidate
d targets now take 100/200/300/400/500% more threat from you (up from 10/20/30/4
0/50%).
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 Damag
e increased by roughly 25%
Reaping Strike: Determination gain while charging Reaping Strike is now increase
d 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 target
s for .25s per rank (down from 1s per rank). Thorned Roots now correctly respect
s this class feature.
Forestbond: This power has had its effectiveness reduced to 1/2/3/4/5% to accoun
t 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 kille
d by this power cannot be revived.
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 g
ains 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 t
imes than intended with some dailies.
Content and Environment
Sharandar: Reduced costs for early parts of Sharandar campaign to bring the camp
aign more into line with later ones.
Dungeons
Many dungeons have had the total number of enemies reduced to decrease their tot
al 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 poi
nts, 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 c
omplete this quest if they abandoned it and then reaccepted it.
Enemies
Cragmire Keep: Traven Blackdagger and his crew have hauled in a large keg to kee
p 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 arsena
l. 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 w
hen you have aggroed another enemy in that encounter.
Foundry
The Summoning Portal is back in the Foundry. The name of the portal has been cha
nged to "Thayan - Portal - Imp Portal." Also made it so the portal summons a lim
ited 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 F
ortification 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 sic
kness from players who are out of combat.
Potions: We have changed the way that stat enhancing potions work. Now you may h
ave 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 lev
el 20.
PvP healing potions now give an error message when you attempt to use them outsi
de of PvP
Transmutation: Costs have been revised to work with the changes to item level. I
nstead of using the level of the item to calculate costs, it now uses the minimu
m required level to equip the item to calculate cost. Costs have also been chang
ed, level 70 items cost 50,000 AD to transmute.
User Interface
Health bar trim for Heroic Encounter enemies is now larger to make them more dis
tinguishable from regular enemies.
Item Level is a new number displayed on all equipment, artifacts and enchantment
s 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 y
our character in the game for a short period.
Level scaling content now often bolsters your characters level to a set amount eit
her up or down. Your characters level on the HuD will reflect your currently Bol
stered level.
Targeting with AOE powers will now snap to the feet of your current target if yo
u have one.

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