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Neverwinter

Patch Notes for 11/7/23

By Ambassador Kael | Mon 06 Nov 2023 09:04:59 PM PST

Feature Highlights

Campaign & Adventure Zone: Light of Xaryxis & Wildspace

People across the whole of Faerûn are reporting shooting stars in the night sky. Fearing the celestial event to be an ill omen, Lord Neverember summons his bravest heroes and readies his guard. Just as he issues his final command to Sergeant Knox, a jagged object crashes down outside the city walls. As the smoke clears to reveal a massive crystalline seed, otherworldly elves begin assaulting the city.

Be prepared to journey beyond the Sword Coast, Faerûn and even the planet Toril itself as you blast off into Wildspace!

Further information can be found in the Campaign and Adventure Zone Dev Blog.

 

New Trial: Defense of the Moondancer

Your adventures in wildspace would not be complete without peril! While chasing the Dirty Deceit of the Xaryxian Empire, you, and the crew of the Moondancer are ambushed by its very captain: Captain Zoor’lar. The newest Trial can be done on Normal, Advanced, or Master difficulty with a variety of achievements and challenges.

Further information can be found in the Defense of the Moondancer Dev Blog.

 

New Lockbox: Miniature Giant Space Lockbox

Welcome to Wildspace, adventurers, where even folks from Faerûn cannot fully prepare for the flora, fauna, and the foes they’ll face! The first lockbox you’ll come across with the release of our 27th module, Spelljammer, will be the Miniature Giant Space Lockbox. Along with the standard lockbox rewards, our two headlining items are the Giant Space Hamster mount and the Xaryxian Defector companion.

 

Further information can be found in the Miniature Giant Space Lockbox Dev Blog.

 

New Battle Pass: First Contact

Falling stars have been sighted along the Sword Coast! Uncover the meaning behind this astral enigma in Fell Doom, the first campaign of the new First Contact Battle Pass. Starting November 7, adventurers can progress through milestones, completing random queues and participating in missions and Heroic Encounters to unlock out of this world rewards!

Further information can be found in the First Contact Battle Pass Dev Blog.

 

Boon Updates & Paladin Class Updates

Over time, as more campaigns have awarded more boon points, some characters have pretty much all the boons that they care about. While technically it was still possible to spend boon points, those points were typically spent on boons the player didn’t care much about. In this module, we wanted to make some smaller modifications that meant all characters had something to spend their hard-earned boon points on.

Overall, we felt the Paladin class was in decent shape at the very high end – Paladins were still sought after in the very hardest group content. But beginning and intermediate Paladins often had more trouble, and we wanted Paladins to be a solid choice at all item levels.

Further information can be found in the Boons and Paladin Updates Dev Blog, the Boons Feedback Forum Thread, and the Paladin Feedback Forum Thread.

 

QoL Updates: Damage Floaters & Queue Group Management

Additional improvements have been made to combat text readability. In this module, we are displaying icons that show all the damage effects rather than just the one with the highest priority, and we’ve improved the Damage Over Time display.

In this initial phase to Queue Group Management, you can now see your entire queue group. Everyone’s information appears in the same Team area but in a smaller format, so that we can fit all nine players (everyone but you) into the space. You can interact with each queue group member using the mouse or controller, just like the normal teammate display, to see the player context menu.

Further information can be found in the Damage Floaters and Queue UI Dev Blog.

 

 

Release Notes

Content and Environment

Campaigns and Adventures

  • The Chasm – Crystal Clarity: Plague crystals have been repositioned slightly to make them easier to interact with during the Crystal Clarity quest.
  • Icespire Peaks – Goblin Warrens: Patched up an additional gap in the Goblin Warrens.
  • Icewind Dale Campaign: Characters that had completed the quest A Chill Wind but not the quest Icewind Dale should now be able to start the Icewind Dale campaign using the Start Campaign button in the journal.

Cragmire Crypts

  • Fixed an issue that caused interaction sparkles to persist after opening the double portcullis.
  • Cragmire Crypts - A new campfire is available near Kallos Tam.

Demonweb Pits (Dungeon)

  • An issue with the Lolth encounter not clearing after players defeat her has been resolved. The quest should now resolve regardless of attacks used to defeat her.

Gzemnid's Reliquary

  • Gzemnid now drops a piece of lore upon defeat.

Rage of Bel

  • Bel's legions have been redeployed and will no longer reinforce Insurgency Bosses infinitely.

New Player Experience

  • New Adventurers will now receive a coupon for 16 free bank slots when completing The Clockwork Tomb mission.

Events

  • The Last Chance Vendor for Masquerade of Liars has been extended until November 16.
  • (Future Runs) Siege of Neverwinter: The Injured Survivor's and Battle Medic Fashion items can now be obtained as drops when participating in the Siege of Neverwinter.

 

 

Combat and Powers

General

  • The following item powers have had their threat bonuses refactored:
    • Divine Word
    • Dashing Decoy - Diamond Artifact Set
    • Teamwork Tactics - Northern Jewel Artifact Set
    • Please see the Tank Threat Baseline Rework section below for more information.
  • Characters who give themselves CC immunity (e.g., by blocking) should no longer cause the buff from the combat enchantment Refulgent Fortification to fall off.

Boons

  • The Blood Lust boon portion that decreased the target's Defense has been changed to “Target takes 1% more damage from you per rank for 10 seconds”. This was done since only players have a Defense stat.
  • Tooltips on the Campaign Boons Lingering Medicine, Lingering Fortification, and Lingering Power have been updated to make it clear they can proc with Stones of Health. This is not a functional change, just a tooltip clarification.
  • Death's Bulwark boon should now correctly grant Critical Avoidance when it triggers.
  • Changes have been made to Tier 6 (Master) campaign boons, particularly around the triggering conditions. See Boons Blog for specific breakdown of changes.
  • Boons have been revamped so that players can buy more boons at the Tier 5 and Master level.

 

Classes

  • Tank Threat Baseline Rework

We have reworked the threat multipliers for all tank paragon paths. Tank powers that do not have the Increased Threat effect have had their threat generation roughly tripled. Powers that had the Increased Threat effect generate about the same amount of threat.

Effects that increase your overall threat generation have been standardized. Class powers that increased your overall threat generation do so by +33%, with diminishing returns for each unique application. Items that increase threat do so by +6.6%, also with diminishing returns. At-Will powers that increase threat generation have shorter durations, while Encounter powers that increase threat generation generally have longer durations.

This will hopefully expand tank power choice and make it generally easier for newer tanks to play the class. It also makes Daily powers and healing more valuable for threat generation. We will monitor this change and adjust threat values and mechanics as needed.

  • Crowd Control Immunity Update

Various class powers that granted 'immunity to some crowd control' effects have been standardized to provide consistent immunities. 'CC Immunity' should now provide broader general protection against most knockdowns, stuns, slows, etc.

 

This resolves issues where one power would provide immunity to an effect (Block), while a similar power would not (Unstoppable). Now both should provide the same immunity, or, neither should. This update affects most dodge and reactive powers, as well as many class mechanics and daily powers.

 

  • Block Action Points Refactor

We've changed how 'Block' powers generate action points. Now, you must remain in block for at least a short period before gaining any action points, and you'll accumulate action points in smaller, more regular chunks. This change also affects 'block' powers, such as Sentinel's Slash, Contre, etc.

Using Block to interrupt a power should still generate some 'bonus' action points, but there is not a big up-front reward for simply entering block briefly. We like the idea of players using Block (and other powers) to interrupt powers, but giving a large AP 'reward' for entering block for a fraction of a second resulted in some behaviors we want to change.

  • Block and Shield Priority Change

'Blocking', absorbing damage with stamina, now occurs before shields are consumed. This was previously the case only with the Paladin's Block power, but now applies to all Block's, Dig-In, Unstoppable, etc.

  • Slam and Rush Powers Update

Bounding Slam, Radiant Slam, and Threatening Rush have been revised. These At-Wills can now chain, without break, into one another (similar to most at-wills). They generally activate more quickly and we've rebalanced their cast times and damage magnitudes in-line with their generally faster activation. Bounding Slam and Radiant Slam, in particular, had very low damage outputs, and these have been substantially increased. Threatening Rush has had a slight lowering in damage magnitude, but due to a substantial increase in activation rate, generates more damage overall.

  • Shield Replacement Change

 

When a new shield is applied to a player, the new shield will only replace an existing shield if it is larger. This means that if you have a large shield on a target, you (or anyone else) cannot replace that large shield unless they cast an equally large, or larger, shield on them. This should make it easier for classes with large shields to keep them up on tanks, without accidentally overriding them with smaller shields often used on non-tank players.

 

Classes: Paladin

  • Paladin AoE heals should now heal all allies, including companions (except for Divine Touch), but always heal players first.
  • Aura and Divine Champion Update
    • We've modified how Auras are balanced, and as such, Divine Champion no longer simply 'doubles' the effect of each aura. Auras now have unique bonuses when under the effects of Divine Champion.
    • Aura of Protection Class Feature
      • Stat changed from Deflect to Defense.
      • Defense base bonus increased 2% -> 4%
    • Aura of Wrath Class Features
      • Critical Strike base bonus increased 2% -> 4%
    • Aura of Valor Class Feature (Justicar)
      • Threat Reduction base bonus increased 5% -> 25%
      • Divine Champion threat reduction bonus increased 5% -> 15%
      • No longer affects other tanks.
    • Aura of Vengeance Class Feature (Justicar)
      • Damage magnitude base increased 20-> 25.
      • Divine Champion total magnitude increased 20 -> 40.
      • Aura of Vengeance can now crit.
    • Aura of Restoration Class Feature (Oathkeeper)
      • Incoming Healing base bonus increased 5% -> 10%
      • Aura of Divinity bonus increased 2% -> 5%
    • Aura of Life Class Feature (Oathkeeper)
      • Base heal magnitude increased 25 -> 50.
      • Aura of Divinity magnitude increased 100 -> 150.
  • Radiant Slam At-Will
    • Now considered area-of-effect damage.
    • Note this power’s attack cycle and damage have been reworked, per general class notes.
  • Shield of Faith Daily
    • Now affects all nearby allies, preferring players.
  • Justicar Paragon
    • Divine Palisade and Unyielding Champion Update
      • We've modified the baseline Divine Palisade such that it provides a 60% absorb ratio by default. Unyielding Champion no longer affects Divine Palisade, but continues to improve Divine Champion.
    • Divine Champion Mechanic
      • Removed a 1 second self-root from Divine Champion that made it feel like it had a 1s cast time, even though it technically had a 0s cast time.
    • Intimidating Presence Feat
      • Feat has been reworked.
      • It no longer takes away the blocking from Divine Champion.
      • It now does ongoing, high-threat, damage to nearby enemies while Divine Champion is active, and, increases your threat generated.
    • Unyielding Champion Feat
      • No longer affects Divine Palisade.
      • Decreases cost of Divine Champion by -10, and, increases absorb ratio on Divine Champion 40% -> 60%
  • Oathkeeper Paragon
    • Heal Magnitude Update
      • Powers affected by the Emissary of Warding feat have their base heal magnitudes increased by 20%. This affects most Paladin Oathkeeper heals.
      • As a result, Emissary of Warding’s effect has been reduced, to keep the maximum critical Shield roughly the same.
      • The net result is that Oathkeeper heals are slightly larger, and non-critical shields are slightly larger, but critical shields are roughly the same.
      • This was done to facilitate Paladins in passing heal-checks in dungeons, as well as making them less reliant on Critical Strike and Critical Severity at lower item levels.
    • Aura of Divinity Mechanic
      • Fixed a bug where Aura of Divinity would not always increase the effectiveness of Paladin Auras as intended.
    • Bond of Virtue Encounter
      • This power has been refactored into a unique new heal for Oathkeepers.
      • Does a 300 Magnitude heal for allies in a small area.
      • Does an additional 300 Magnitude heal for the lowest HP teammate.
      • Has 0 Divinity cost on a 12s cooldown
    • Sanctuary Daily
      • Per the general CC Immunity update, now grants immunity to most crowd control effects.
      • Effects occur more quickly after activation.
      • Fixed a bug where Sanctuary had slightly different casting behavior depending on whether you cast it by pressing it, or pressing it and holding.
      • Applies heal more quickly 3s -> 2s.
      • Number of ticks increased 5 -> 6.
      • Damage Reduction improved 10% -> 15%
    • Cure Wounds At-Will and Lay on Hands Daily
      • Will now target only players and not companions.
    • Cure Wounds At-Will Tooltip
      • With the Sheltered Healing feat, the tooltip on Cure Wounds was incorrect. The tooltip has been corrected to give the actual enhanced healing amount.
    • Oathkeeper Forte Tooltip
      • The tooltip for Forte for Paladin Oathkeeper on the Character tab was incorrect. The tooltip has been updated. The functionality of the Oathkeeper's Forte has not changed.
    • Emissary of Warding Feat
      • Per the heal magnitude update, this feat has been adjusted downwards to accommodate for the increased base healing magnitudes. Maximum shield size per critical heal should remain roughly the same.

Classes: Cleric

  • Healing Word Encounter
    • Should no longer count as a single-target heal for things that trigger off single-target heals.
  • Hallowed Ground Daily
    • Tooltip has been fixed to state duration is 18 seconds, not 12.

Classes: Fighter

We've updated a few Fighter At-Will powers to make them more viable. These are not expected to fundamentally rebalance the class, but should provide some small quality-of-life benefits as we work on other changes.

  • Cleave At-Will
    • Magnitude increased 45 -> 55.
  • Guarded Strike At-Will
    • Magnitude increased 110 -> 130.
  • Shield Bash At-Will
    • Magnitude increased 40 -> 55.
  • Tide of Iron At-Will
    • Magnitude increased 100 -> 120.
    • Duration decreased 10s -> 5s.
  • Dreadnought Paragon Path
    • Heavy Slash At-Will
      • Now targets like other melee at-will powers; does not require a target to activate, but will pull you towards your closest valid target when activated.
      • Range has been slightly increased.
    • Reave At-Will
      • Now targets like other ranged ‘line attacks’; targeting is now freeform and can be aimed (horizontally only) at your reticle.
      • Allows Reave to be aimed between two targets to hit both.
      • Radius has been slightly increased.
  • Vanguard Paragon Path
    • Threatening Rush At-Will
      • Range has been updated to 25, which reflects its actual maximum travel distance.
      • Note this power’s attack cycle and damage have been reworked, per general class notes.
    • Linebreaker Encounter
      • Magnitude increased 200 -> 300.
      • Cooldown decreased 16s -> 14s.
    • Phalanx Daily
      • Per the general CC Immunity update, now grants immunity to most crowd control effects.
      • Effects occur more quickly after activation.
      • Can still affect all allies, but prefers players.
    • Shieldthrower Feat
      • Tooltip has been fixed to state correct magnitude of 325.
    • Staying Power Feat
      • Threat bonus no longer limited to At-Wills.
      • Duration increased 5s -> 10s.

Classes: Barbarian

  • Rage
    • We're making At-Wills notably more valuable for rage generation. This should benefit Sentinel paragons and the Escalating Rage feat most notably. We've also increased Daily power rage generation slightly, but have removed fractional rage amounts from Encounter powers.
    • At-Will power Rage generation increased 2 -> 3
    • Daily power Rage generation increased 1 -> 15
    • Encounter power Rage generation decreased 12.5 -> 12
  • Bounding Slam At-Will
    • Damage is additionally increased when in Battlerage or Unstoppable.
    • Increased Radius 8 -> 10.
    • Can now proc weapon enchantments.
    • Visual effects have been updated slightly.
    • Note this power’s attack cycle and damage have been reworked, per general class notes.
  • Crescendo Daily
    • Magnitude increased 2,000 -> 2,200.
  • Trample the Fallen Feat
    • No longer increases your damage when you use a control power.
    • Now applies a +3% damage taken debuff to your target whenever you hit them with a control power.
    • Tooltip clarified to state this only applies to Encounter and Daily Powers.
  • Disarming Takedown, Adamantine Strike, and Crushing Advance Debuff Update
    • We've done a pass to insure the debuffs inflicted by these powers work as-expected.
    • They are considered unique debuffs from any other effect, and will stack with other effects, but they do not stack with each other.
  • Blademaster Paragon
    • Battlerage
      • Battlerage now increases baseline damage more, but the Relentless Battlerage feat does not benefit from this. This will help Barbarians prior to reaching their capstone feat, and, help Escalating Rage builds.
      • Battlerage damage boost increased 20% -> 25%
      • Relentless Battlerage feat decreases the bonus 25% -> 15%
    • Hidden Daggers Encounter
      • We've revised Hidden Daggers to provide a more unique multi-target option for Barbarians.
      • Jumpback distance significantly decreased
      • Now has 2 charges, on an 8 second cooldown
      • Surprise Attack effect is only triggered by other attacks (Hidden Daggers can't trigger its own Surprise Attack)
      • Magnitudes rebalanced around new charges/cooldowns
      • Now triggers Weapon Enchantments.
      • Surprise Attack can be triggered by maintained powers like Crescendo.
    • Axestorm Encounter
      • Targeting for Axestorm has been reworked. The power now fires the axes on a flat plane in front of you and does not try to 'aim' vertically at your reticle. This should greatly improve the consistency and accuracy of the power. The VFX have been slightly tweaked as well.
      •  Magnitude increased 400 -> 450
    • Relentless Speed Feat
      • Chance to trigger a free Not So Fast has been increased 5% -> 15%
    • Indomitable Rage Feat
      • Maximum magnitude benefit increased from 1,050 -> 1,200
    • Steel Slam Feat
      • Tooltip has been updated to better indicate that the feat provides five hits of 250 magnitude, not one hit.
    • Relentless Battlerage Feat
      • Tooltip has been updated to clarify this only applies to specific Rage sources, not every possible Rage source. The functionality is unchanged.
  • Sentinel Paragon Path
    • Barbarian Sentinels will be required to retrain their feats due to the many paragon changes made with this update.
    • Unstoppable Changes
      • Unstoppable's 60% absorption ratio now takes precedent over Block and Sentinel's Slash's 40% ratios. Holding Block during Unstoppable will use Unstoppable's 60% absorption ratio, until Unstoppable expires.
      • Blocking: Using Block or charging Sentinel's Slash during Unstoppable now grants +15% Critical Avoidance.
    • Challenger's Slash At-Will
      • Magnitude increased 25 -> 30.
    • Sentinel's Slash At-Will
      • AP gain reworked. Now generates total action point similar to other At-Will powers.
      • Effects occur later in the animation, requiring more time to pass before the power can be interrupted and still have full effect.
      • Min Magnitude increased to 30 -> 50.
      • Max Magnitude increased 110 -> 300.
    • Primal Fury Encounter
      • Primal Fury has absorbed some of the Blood Fury feat's functionality and has been rebalanced.
      • When used during Unstoppable, now immediately ends Unstoppable
      • Minimum Magnitude increased 100 -> 200
      • Maximum Magnitude decreased 750 -> 600
    • Frustrating Slash Feat
      • Duration decreased 10 -> 5.
    • Leap Into Action Feat
      • Duration increased 6 -> 10.
    • Sure Slam Feat
      • Feat has been removed. On the Move has been moved to its slot instead.
    • On the Move Feat
      • Now slightly increases Not So Fast's magnitude.
      • Swift effect now prefers players over other targets.
    • Boasting Takedown (New Feat)
      • Now sits opposite Disarming Takedown in the Sentinel feat choices.
      • Increases Takedown's threat.
    • Indomitable Might Feat
      • Maximum magnitude benefit increased from 900 -> 1,000
    • Crushing Advance Feat
      • Damage Reduction improved -5% -> -12%
    • Undying Instinct Feat
      • Feat has been removed. Inspiring Bravado has taken its place.
    • Inspiring Bravado Feat (New)
      • Replaces Undying Instinct as the 4th feat option for Barbarian Sentinels.
      • Improves Battle High to increases nearby allies maximum hit points by +15% for 10s.
      • While we thought Undying Instinct was a thematically fun feat choice, it turned out to be a very niche power, only really usable in a few situations. We've opted to replace it in favor of a more flexible support option that gives Sentinels a way to save nearby teammates when there isn’t something to target with Crushing Advance.
    • Blood Fury Feat
      • Blood Fury's effect of ending Unstoppable has been moved to be a core part of the Primal Fury power
      • Now decreases the Rage cost of Primal Fury by -10 instead
    • Furious Reaction Feature
      • Now triggers whenever your Stamina drops below a low threshold.
      • Changed from 15 Rage and 5% Damage for 20s to 10 Rage and 10% Heal over 10s.
      • Can no longer give unusable Rage during Unstoppable.
    • Raging Bladeturn Feature
      • 10% Deflect changed to 5% Deflect and Critical Avoidance at maximum Rage.

Classes: Ranger

  • Aimed Shot: Arrow no longer points upwards while traveling to target.

Classes: Warlock (Hellbringer)

  • Blades of Vanquished Armies Encounter
    • Criticals are no longer affected by the targeted player's critical avoidance.
  • Gates of Hell
    • Criticals are no longer affected by the caster's critical avoidance.
  • Vampiric Embrace, Soulstorm, and Revitalize shields with Hellpact feat increased from 50% -> 65%

Companions

  • The Grillmaster companion's Hot Footed offense power now properly grants movement speed.
  • The Rust Monster companion's damage output has been increased by approximately 30%
  • The Swashbuckler companion's damage output has been increased by approximately 20%

Insignia Bonuses

  • Lionheart's Perseverance checks health much more frequently and activates much more reliably.
  • Tactician's Restoration has been renamed Trainer's Restoration.

 

Enemies and Encounters

  • Lair of the Mad Mage
    • Bore Worm's Falling Stalactites no longer ignore some forms of CC Immunity.
  • Manycoins Bank Heist Skirmish
    • Decreased health and damage of enemies slightly, with the hopes of seeing success rates improve slightly more.
  • Castle Ravenloft
    • Bloodflight's damage has been reduced.
    • Ardor's damage has been reduced.
    • Sunsword energy gain has also been modified. When using the Sunsword, the following attacks have had their Sunsword energy gain increased:
      • Third hit of Coronal Slash
      • Daybreak
      • Sunbeam
      • Dawnstrike
    • Strahd's attacks that reduce the Sunsword's energy level have also been reduced:
      • Ardor
      • En Garde
      • Lunge
      • Adagio of the Night
  • Demonweb Pits
    • Orcus should no longer cast a devastating Finger of Death at non-tank players in the Demonweb Pits.

 

Items and Economy

General

  • The Undermountain Preparedness Pack (Console) no longer grants obsolete items.

Artifacts

  • The Rod of Pain artifact has been fixed to no longer deal 2 instances of 1 damage in addition to its intended effects.

Currencies

  • Menzoberranzan Elite Sigil: The cap for this currency is now 2000, up from 500.

Masterwork Professions

  • Sharandar and Menzoberranzan Masterwork Armorsmithing Books should now grant the recipes for the Alembics of that Masterwork Tier rather than the Weaponsmithing Recipe Books.
  • Menzoberranzan Masterwork Sets Speedy Alacrity and Aggressive Alacrity now refresh all stat buffs consistently.
  • Menzoberranzan Masterwork materials now have the correct +1 designation and should properly increase Focus.

Mounts

  • Demon Wings: When claimed from the Reward Claims Agent, the Demon Wings are now Bound to Account instead of Bound to Character. They are still bound to character once equipped.
  • Reanimated Chariot: The issue preventing players from properly equipping the Reanimated Chariot Mount has been resolved. This issue was affecting players who had the Witch’s Broom mount.
  • Uni the Unicorn: When claimed from the Reward Claims Agent, Uni is now Bound to Account instead of Bound to Character. She is still bound to character once equipped.

Owlbear Figurine

  • The item is now in the same category as other attack items, such as the Doohickey from Wonders of Gond. As a result, it cannot be equipped if other attack items of this type are equipped.
  • This item has been brought in line with other, similar attack-capable items slottable to the Potion Tray.
    • The cooldown on this item's usage has been reduced to 60 seconds (1 minute), down from 600 seconds (10 minutes).
    • The item's attack range has been increased to 80, up from 60.
    • The item's attack can now benefit from Critical Chance and Critical Severity.
    • The item's combat log entry is now “Owlbear Figurine” instead of “Owlbear Statue.”

Rewards

  • The Marilith Mask, Jewel of the Marilith, and Sash of the Marilith now also drop from the Chests at the end of the Demonweb Pits (Advanced) dungeon.

Seals

  • Seals of the Dragon have been replaced by Seals of the Spider God in places they are given out, as Seals of the Spider God are in the current time-uncapped seal tier.

Vanity Pets

  • Kuotoa Simulacrum is now properly named Kuo-toa Simulacrum.
  • The Little Lolth Vanity Pet is no longer invisible.
  • Starting with this patch, all Vanity Pets earned from the Undermountain items “Chest of Lost Adventurers” and “Vanity Chest” are now Bind to Account on Pickup instead of Bind to Character on Pickup. This will not change the binding of vanity pets earned prior to this patch.

Zen Market

  • Battle Passes: Battle Pass purchases have moved out of the Events category and fully into the Campaigns category, which now has appropriate subcategories. Current Battle Passes will remain in the New and Featured sections.
  • Campaign completion tokens now consistently have the Campaign Completion suffix in their names.
  • Master's Trowel now costs 500 Zen, decreased from 1000.
  • Professions Supplement Pack now costs 200 Zen, decreased from 250.
  • Stronghold Chest of Campaigns, from the Stronghold Starter Pack, can now be purchased directly from the Zen Market for 300 Zen each. These allow players to directly purchase Stronghold Campaign or Influence vouchers.
  • Stronghold Starter Pack now gives a 72-slot Bag of Holding instead of a 36-slot Bag of Holding.

 

User Interface

General

  • Minor adjustments have been made to improve text alignment and display.

Battle Pass Campaigns

  • There is now a "Buy Out Campaign" button in the lower left of the Campaign Details window for Battle Pass milestones, which becomes active whenever Campaign Completion can be purchased. This provides a direct route for players who want to auto-complete the Battle Pass rather than having to leave the window and open the Zen Market.
  • The Premium purchase button now stays active through the entire Battle Pass, including the Last Chance period, on all campaigns within the Battle Pass. If you've already completed all campaigns of the Battle Pass and have purchased premium, the button will be grayed out.

Inventory

  • Unequipped bags can now be equipped into slots already occupied by bags of equal or lesser capacity.

Zen Market

  • Items in the Zen Market with a banner will have an additional image in the tooltip indicating if the banner signifies the item is new, on sale, or if a coupon or personal discount are available.

 

 

 

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