Neverwinter Beginner’s Guide – Part I: Race / Class combination
Choose your Class
We start our Neverwinter guide with the first and most important step: the class choice. First, you should know what role you want to assume in the group. You can pick the most common classes such as Healer, Tank and damage dealer which are divided into ranged and melee dps classes. All classes gain their strength from different attributes, so you should choose a race/class combination which ensures that you get a bonus to these attributes.
The best choice is the Guardian Fighter, wearing heavy plate armor and a shield that protects you from incoming damage. The most important attributes are Constitution and Strength followed by Agility. In addition, the Great Weapon Fighter can also provide some protection but is more exposed than the Guardian Fighter to heavy attacks and therefore not as good as a Tank. The best race for the Guardian Fighter are Dwarves, Humans and Half-Orcs as their attributes perfectly fit.
As a healer the Devoted Cleric is your best choice that also serves very well as damage dealer but takes mostly the leading role in healing when exploring the deepest dungeons of Neverwinter. The most important attributes are Wisdom and Charisma, followed by Strength. Devoted Cleric’s best races are Elves, Dwarves, Humans and Half-Elves.
When it comes down to high dps (damage per second), three classes are available: two melee and one ranged. The melee classes are the Trickster Rogue and the Great Weapon Fighter, the ranged class is dominated by the Control Wizard (later probably followed by the not yet released Archer class).
The Trickster Rogue is a typical villain. He can make himself invisible at level 10 and provides with his quick dagger attacks a massive amount of damage. The Trickster Rogue usually attacks from behind and has a lot of abilities to confuse his opponents. The main attributes are Dexterity and Strength, followed by Charisma. Half-Orcs, Humans, Elves and Halflings are best choice here.
The Great Weapon Fighter with his two-handed weapon annihilates his enemies with powerful abilities and provides heavy damage with his ability whirlwind. He also wears heavy plate armor and suffers less damage than other damage dealers from incoming attacks. The main attributes are Strength and Constitution, followed by Agility. Top choice races are Half-Orcs, Humans and Dwarves!
The Control Wizard is a master at ranged combat and keeps your enemies at a safe distance. In addition, he has several abilities to put the enemy out of action for a short amount of time (CC – Crowd Control) to help the group focusing on other targets. The main attributes for the Control Wizard are Intelligence and Wisdom, followed by Charisma. Currently the best races are Humans, Elves and Tieflings.
Other classes will be revealed soon!
Since you are allowed to distribute attribute points only once every ten levels, you should consider the impact on your values where you will benefit the most from.
Neverwinter Beginner’s Guide – Part II: Equipment, Skills and Companions
In Neverwinter you don’t really have to worry about picking the right or best equipment for your class since most of the items are bound to classes. If there is an item which has better stats or is better as your current one, the game will recommend it via the tooltip to be equipped. However, you can further improve your gear with enchantments and runes which can be looted or bought at vendors and you should pick the stats where your class will benefit the most from.
The Skill System
The skill system in Neverwinter is a mix of other MMO’s and RPG’s but there are several odds and ends to consider that will be explained in this guide. First of all there are there different types of Powers: Daily, Encounter and At-Will Powers. There are also class features that provide you passive bonuses and some of them are automatically unlocked from the beginning which means you don’t have to spend any points. You can invest 3 points in any spell to upgrade them. Once you’ve put enough points in one of the spell brackets you can slide further down to invest points into other spells.
Neverwinter offers the opportunity to be assisted by Companions. These companions fight by your side, heal you and help you mastering your adventures. We will give you a little insight and overview over the standard companions you can gain per Quest and what these do.
How can I get a Companion?
You will get your very first Companion through a quest: “A companion”. You will need a level 16 Character for this Quest to appear. If you follow the questline normally you should automatically trip over this quest between the levels 16 and 18. For this quest you will have to go to Bael Ashock, who you will find in the Protector’s Enclave. If you are a Founder, you can start with your Companion right from the start (as soon as you’ve reached Protector’s Enclave and get your Goodies).
Which companions are there?
You can choose between 4 different Companions at Bael Ashock.
A Cleric Disciple is basicly a support healer. It assist you in battle, gives you useful buffs and it will heal every 30s. This companion is suitable if you play a damage dealer, who needs someone to keep him alive. Item slots: Icon, Neck, Ring Features: Always female – probably human but her hair covers her ears. Casts a heal for 20% of your max health every 30 seconds. Also has a ranged attack.
The Defender of the Companions would be the Man-at-arms. He, of all companions, has the highest defensive value and is recommended for all damage dealers, who need someone to keep the damage away from them. Features: Always a male human. He has two attacks that both generate additional threat.
The Wayward Wizard is an offensive mage who can deal with a large amount of enemies. It will clear your way from enemies by supporting you with control and damages spells.
Item slots: Talisman, Ring, Talisman Features: Always a male dark elf. Two spells, an AoE cold spell that does damage and one spell that slows nearby enemies.
The highest single target damage dealer within the companions would be the Dog. It is suitable especially for players that are very ‘tanky’ (ie emphasis on defensive attributes mostly) and eventually lack some damage. Item slots: Neck, Neck, Ring
How many companions can I own?
There are 5 slots provided in your Charactersheet of which 3 are already provided and can be used for 3 Companions of your choice. The 4th and the 5th slot are disabled until you purchase these slots in the Zen-Market, which is per companion slot about 350 Zen.
The Companion Idle/Active System
Each character can only have 3 active companions(unless you buy more active pet slots). Companions purchased or obtained will only appear on that character. If you have more companions than you have active slots, you may make a companion idle for free. You can then reactivate that companion should you have an active slot open up – either by buying a new one or making another companion idle. Each character starts with 6 idle companion slots.
Once you initially make a companion active that companion becomes bound to you. Here’s the fun part. For a fee of astral diamonds you can make a companion unbound to you and then trade/sell that companion with other players! Want a new companion but don’t want to level a companion all over again? Someone might be selling one that they have already leveled! Have a companion you don’t want anymore? Unbind and sell them! This could create some really interesting markets I think.
How does my Companion level?
Your companion does level automatically with you, you will see an experience bar right below its healthbar in your Interface, right next to your own portrait. You can send your Companion to training, if it has earned enough Experience, which will at first take a few seconds and later a few minutes up to an hour eventually. Your companion will not be available during training and it will be automatically resummoned as soon as the training ended – it will return with a higher level based on the experience gained.
Companions get their own special rune slots and can wear some kinds of regular player gear. Each companion has 3 rune slots that will unlock as they level. You can put runes in here that will just add to each companions basic stats. Also, each companion has 3 equipment slots. These can be anything from rings to belts to other items and will also add to a companions stats. It doesn’t matter what level the gear is that you put into these slots. If the gear is too high then it will be scaled down to the companions level. Each companion has their own equipment slots and no two are the same. Clerics might have ring, implement, belt while boars will have neck, belt, neck.
Their appearance advances with their level. Each companion has four skins and you unlock their second skin at level 10. Other unlock levels are still unknown, but my guess is they get skin 3 at 20 and skin 4 at 30.
You can also purchase a Sellsword, for about 2 gold, which is an agressive fight hired to help you slay your foes with pure damage. This companion has no qualms about getting a job done one or the other way. Item slots: Waist, Neck, Sword Knot Features: Always female human. Has one cleave aoe attack and instead of another attack, each hit she lands increases her crit chance on every hit.
Are there special Companions?
Yes, there are indeed special Companions which you can purchase in the Zen Market, they vary between 1.500 Zen up to 3.000 Zen and are either green (common), blue (rare) or purple (epic) quality.
Companions purchased for Zen
Hawk (Striker): Two single target attacks
Wolf (Striker): Two single target attacks. One causes bleeding
Ioun stone of Allure (Augment): This stone will increase the damage done by magical attacks.
Acolyte of Kelemvore (Leader): The acolyte will place a ward on you at times that will reduce incoming damage by 10%. She will also give you a life steal buff. Reported that she has been buffed up and is now worth having.
Galeb Dur (Defender): Taunts and deals damage. Regains 10% of max hitpoints every 8 seconds.
Honey Badgerr (Striker): Two attacks, one is an aoe cleave that causes a bleed and the second is a single target bite that causes more damage if the target has been made to bleed by the honey badger. Third ability is an effect on the honey badger that gives him increased damage above 80% hp and he takes less damage when below 35% hp.
There are also exotic companions purchaseable at the Emporium vendor and they will cost Astral Diamonds or other special in-game currencies.
Exotic Companions purchaseable for in-game currencies
Ioun Stone of Might (Augment): ‘Ioun stones grant bonus’ to a character while summoned. Price: 1.000 Tarmalune – Trade Bars
Dancing shield (Defender): Deals single target damage and can lower an enemies defenses. Price: 850.000 Astral Diamonds
Dancing blade (Striker): Two single target damage attacks. Price: 900.000 Astral Diamonds
Cat (Augment): Increases critical strike and recovery while summoned. Price: 980.000 Astral Diamonds
Wererat Thief (Striker): AoE attacks. One poisons the other knocks back. Price: 200 Seal of the Drake
Jagged Dancing blade (Striker): Two single target damage attacks. Price: 14.000 Glory
Angel of protection (Leader): First spell heals for 5% of max health. Next two spells are wards that reduce incoming damage taken. Price: 360 Ardent Coins
Fire Archon (Striker): One standard fire attack and one that deals damage over time. Third ability will increase the dot’s damage based on your targets remaining hp. Price: 1.000 Tarmalune Trade Bars
We’re currently working on our Guide section with this “Neverwinter Beginner’s Guide” – watch out for Part III: Currencies, Professions and The Foundry!