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Level Cap increased to 70!
With the release of Elemental Evil we are increasing the level cap and the many systems that are associated with that including:
Any existing overflow experience will be available and contribute towards rewards once level 70 is reached.
The Tree of Elemental Balance
In the center of Protector’s Enclave, the Emerald Enclave has brought forth a wondrous mystical creation known as the Tree of Elemental Balance. Here, they hope to counter the unnatural elemental disturbances occurring across the Sword Coast. With the help of the irrepressible Rashemi Ranger Minsc and his miniature giant space hamster Boo, heroes will help investigate the strange new cults at the heart of the elemental havoc.
Players at level 60 who want to help in the fight against Elemental Evil should talk to Sergeant Knox or Archdruid Morningdawn in Protector’s Enclave. Once you complete the investigation quests with Minsc and Boo (ending with “Swords for Everyone!”) you will be able to access the new 61-70 Elemental Evil Adventure Zones.
Drowned Shore – Level 61
Available after the quest “Swords for Everyone”
In the wake of the defeat of the Blackdagger Bandits, trade along the High Road gradually resumed. Rangers of the Emerald Enclave took it upon themselves to guide merchants and travelers through the stretch of coastal forest that surrounds the Blackdagger Ruins, while keeping watch to assure the fortress did not become home to some other baneful force.
A contingent of dwarf miners under Udo Stonekin took up working the abandoned mines in the area with modest success.
Meanwhile, Lord Neverember assigned a small contingent of Neverwinter Guards to garrison the lighthouses at Raven Cliff Beach with orders to prevent those beacons from falling into the hands of pirates and wreckers as happened once before.
The Guards were somewhat surprised to find an ornate tower built on the shore. They learned this tower was built by followers of Lliira who called it the Fountain of Delights. Visitors were offered relaxing, scented baths. Seeing no harm in this, the guards went about their business.
Reclamation Rock – Level 63
After the Ashamadai were defeated, Lord Neverember decreed that Helm's Hold should be fully rebuilt, as he plans to use the fortress-city as a vital supply point as he pursues Neverwinter's enemies and consolidates his hold on the interior lands of the Sword Coast. However, as Neverwinter's forces became engaged in numerous conflicts, troops were drawn away from the Helm's Hold garrison, and the city council began to feel their city was vulnerable, and grew nervous.
Despite the protests of several prominent city councilors, the Helm's Hold council began to search for alternate means of insuring their safety. It was at this time that they were approached by the Black Earth mercenary company. The Black Earth presented themselves as a new mercenary company, chartered by a Whaterdhavian noble, well trained and armed, and experts with earth-based magic. They offered to protect Helm's Hold for a very low figure, so long as they were allowed to build a keep nearby to act as a base for their own operations. Such situations weren't unheard of, Baldur's Gate to the south had such a long relationship with the Flaming Fist mercenary company that they now also served as the city watch. Furthermore, it would be years before Helm's Holds walls could be repaired, so having a fort nearby could provide a great deal of security. The city council of Helm's Hold, growing every fearful for the safety of their city following a number of attacks on merchants from bulettes, were eager to sign the deal.
Lord Neverember was wary of allowing a mercenary force to build its own keep inside his territory, but he had tamed mercenary armies to his will before. The Mintarn mercenaries he'd originally hired to secure his hold on Neverwinter over a decade ago were now the well-respected Neverwinter Guard. He also knew the Whaterdhavian noble who had founded the Black Earth mercenaries, Marlos Urnrayle, and was certain that if Urnrayle planned to set up his own kingdom, Neverember could easily handle any questions of loyalty with his own influence in Waterdeep (and his much deeper coffers). He approved the deal on a trial basis, and called Captain Dunfield out of retirement to return to lead the garrison force in Helm's Hold, determine who on the city council were trustworthy and who Urnrayle might have in his pocket, and keep an eye on the Black Earth Mercenaries. Finally, he was intrigued in the Black Earth's claim that they could build their fortress in a day with their magic. If they proved disloyal as mercenaries, the survivors might be useful as engineers. With his own precautions and people in place, Lord Neverember cautiously approved the deal.
Initially, everything worked well. The Black Earth mercenaries patrolled the town, protected the roads, and aided in the reconstruction effort. There were even able to raise their fortress in a single day using their elemental magic just as they had claimed, and called it Reclamation Rock. However, this also showed the first true strain, as the fortress appeared a full league closer to Helm's Hold than had been agreed on, tearing up from the earth where once Neverwinter's forces had made their stand against the Ashmadai at the Last Redoubt. Despite the Black Earth's claim that it was an accident caused by magical disturbances, relations between the city and its new guardians began to go downhill.
Fiery Pit – Level 65
When Gauntlgrym was rediscovered, descendants of the Delzoun dwarves worked tirelessly to rebuild the fabled city and take hold of its wealth. However, they soon discovered that the task of rebuilding was monumental, and begrudgingly sought outside help. In doing so, they hired on a large team of skilled artisans form the surface, who worked for little pay and promised to speed up the reconstruction many times over what the dwarves were capable of themselves. The artisans erected huge floating towers above the pit, serving as a base of operation for their work. They then began work on rebuilding the Great Forge, which the dwarves used to tap into the power of the ancient imprisoned fire primordial, Maegera, who resides deep below Gauntlgrym in what is known as the Fiery Pit. Soon after the forge was rebuilt, the Cult of the Eternal Flame showed up, and the artisans fled for their lives.
The Lords’ Alliance quickly received word of the attack and rallied troops to protect their allies, and other interests in Gauntlgrym. They soon realized the size of the cultist force they were up against, which includes Fire Giants, Fire Archons, Flame Spikers, and Magma Brutes, as well as some new threats: Fire Striders, bipedal reptilian beasts which the cult has trained as deadly mounts. If matters weren’t dangerous enough, they also began to see an influx of hostile duergar, the evil grey dwarves who live in the neighboring caves. The Lords’ Alliance put out the call for skilled adventurers to come and bolster their fighting force. They’ll be working alongside the Lords’ Alliance, as well as some rather unlikely allies to defeat these new threats. But, can these bold adventurers stop the Cult of the Eternal Flame and their prophet leader, the temptress, Vanifer, from carrying out their plans before they bathe the world in fiery destruction?
Spinward Rise – Level 67
With the threat of the Elemental Evil Cults clear, the Harpers have been searching hard to discover the base of the last of the elemental cults. Thanks to a various clues found while fighting the previous cults, the heroes have discovered the final cult stronghold in the clouds above Neverwinter Wood. Held aloft by cloud giant magic, the Cult of the Howling Hatred has built a stronghold in the guise of a floating island observatory established by the supposed avariel, Aerisi Kalinoth.
Once the Harpers realized this was in truth the final Elemental Evil cult, they gathered allies to invade Spinward Rise and prevent the creation of further devastation orbs. Harper-aligned wizards with the help of a priest of Shaundakul helped activate an ancient portal to this skyward realm, and together with their aarakocra allies plan to take the fight to the air cult.
Sharandar – Level 71
Envoys of the Iliyanbruen fey have come to Neverwinter seeking help from powerful adventurers.
Level 70 adventurers may speak to Sergeant Knox to investigate the plight of these envoys, starting with the quest, "The Mystery of Sharandar."
Once players complete the opening quest line, they will have permanent access to their newest Adventure Zone, Sharandar.
Players can come back daily for more ways to help the Iliyanbruen, and in return, they'll have access to new gear, new enchantments, and permanent passive buffs.
Dread Ring – Level 72
Dread Ring is the next step in the adventurer’s end-game journey.
The recent Thayan Resurrection has caused much turmoil amongst the Red Wizards of Thay, some wanting to return Thay to the rule of the zulkirs, some still in service to Szass Tam. In a desperate bid to consolidate her power, Valindra Shadowmantle has decided to accelerate her plans at the Dread Ring to raise the ancient black dragon Lorragauth. Red Wizard insurgents revealed to Lord Neverember Valindra’s plans, and now a force of heroes from Neverwinter has been sent to try and stop Valindra.
Take up the battle to thwart the lich’s evil plans by visiting Sgt. Knox in Protector’s Enclave at level 70 and taking the “Conquering Our Dread” quest.
Icewind Dale – Level 73
The region of Icewind Dale is now available!
Players can start by talking to Sergeant Knox and accepting his quest, A Chill Wind. They'll be sent to Caer-Konig, a small town in the frozen region of Icewind Dale. This town has recently developed a bustling community of adventurers and profiteers thanks to the dangerous but powerful resource, Black Ice.
Icewind Pass will be the first zone players will reach. This location features a trade route skirting the edge of the great mountain, Kelvin's Cairn, beset by creatures and barbarians who covet the newly-discovered Black Ice deposits.
After testing their mettle and assisting the citizens of Caer-Konig, adventurers will be able to travel to Dwarven Valley, the site of an ancient battlefield and another precious source of Black Ice.
New Oathbound Paladin Class!
Oathbound Paladins can become either tanks or healers using their Paragon Paths, which allow them to take either an Oath of Protection or an Oath of Devotion. These paths confer unique passives in addition to their own powers, as well as modifying all encounter powers the Paladin has.
Class Mechanics
Tactical Maneuver
At-will powers
Class Features
Encounter powers
Daily powers
Oath of Devotion Paragon Path
Paladins who take an Oath of Devotion become conduits for divine power, able to heal the most grievous wounds and defying any evil that would stand before them. With purifying light they walk through any hardship, serving as a beacon of hope.
Class Mechanics
At-Will powers
Class Features
Encounter powers
Daily powers
Oath of Protection Paragon Path
Paladins who take an Oath of Protection become an aegis against any and all evil, protecting their allies and weathering any assault that their foes can muster. Their unflinching resilience is both inspiring and terrifying.
Class Mechanics
At-Will powers
Class Features
Encounter powers
Daily powers
VIP Program
As a new optional purchase to enhance your Neverwinter experience, the VIP Program can grant free items daily (including an Enchanted Key), bonus XP, Astral Diamonds and more!
Each 30 days of time purchased unlocks an additional rank, granting access to more and better rewards (up to Rank 12). Did your time lapse? Don’t worry, you can pick up right where you left off and reactivate any features you have previously unlocked.
You can even unlock the ability to summon a portable bank, mail and even open (and use) the Overworld Map from anywhere. These are usable by any other nearby players, which means you get to share some of your benefits with them!
For more details, please read the blog post here.
Open World PvP
When first starting out in Caer-Konig, you will be introduced to the Arcane Brotherhood and the Ten-Towners. Every day you adventure in Icewind Dale you will need to choose to sign a contract with one of them. You may break your contract and change sides if you need to.
In Icewind Pass and Dwarven Valley you will notice, on your main map, an area colored in dark red. This area is the PVP area. Players that enter this area will be flagged for PvP.
The PVP area of the map is where you can complete your PvP daily quests, compete for larger and richer Black Ice resources and even take part in a large PvP Heroic Encounter.
Your PVP flag will remain ON even outside of the PVP area. While in zone, once you are flagged, you remain flagged until you visit a campfire or die. This means that you can enjoy many different types of PVP gameplay. Guild battles, Competitive PvE, and the feeling of open world PvP.
This PvP is optional and is not required for progression in the PvE Icewind Dale Campaign, though participation can expedite harvesting Black Ice.
Black Ice
You need it to forge your powerful Black Ice items and gear as well as to empower your Black Ice gear.
You can get Black Ice in a number of ways. You can mine or harvest it from nodes you find while adventuring. You can earn some when completing missions or Heroic Encounters and get some as drops when defeating another player in Icewind Pass or Dwarven Valley.
Black Ice Shaping Profession
After investing in the Ice Forge in the Icewind Dale Campaign you will be able to refine and forge powerful gear to better resist the powerful attacks the corrupted creatures of Icewind Dale are unleashing.
The ranks of the profession are linked to the PVE campaign and the upgrading of the Black Ice Forge.
Black Ice Empowering
Once upgraded to their corrupted or purified forms, Black Ice equipment can be further empowered with Black Ice, increasing the stats of the items.
To empower your items open your character page and select one of your Black Ice items.
Choose “Black Ice Empowerment.” By moving the slider you can increase the power of your item. Select “Commit” and check out your new stats.
Black Ice empowering is unstable and doesn’t last forever, when you use empowered Black Ice equipment in combat the effects will fade over time. Eventually the empowerment will be drained and you will need to empower your gear again.
PvP Campaign
Neverwinter will now feature a PvP Campaign, which will have daily quests focused on slaying other players or navigating through dangerous PvP areas for resources. The PvP campaign is not limited to Icewind Dale. Players can progress the campaign in domination and Gauntlgrym as well. This campaign enables further advancement for PvP characters. There are additional boons and rewards along this campaign suited for PvP players.
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