We look at 5 of the most interesting games that never were.
Neverwinter Review: Levels 1-25
Leviathyn’s Neverwinter review will be divided into three parts: levels 1-25 (starting out & overview), 26-50 (mid-game & comparisons), 51-60 and endgame. Part one of this mega-review revolves around the beginnings of your journey on the Sword Coast and the features that Neverwinter holds. As you delve into dungeons, brave skirmishes, and seek fortunes in the player-created Foundry, you may find that this free-to-play MMO has a lot to offer.
Dragon Age Online?
That’s exactly how I feel about Neverwinter. This isn’t the first time Leviathyn has delved deep into the dungeons and tunnels of Underdark that make Faerun, the Sword Coast, and the fabled Forgotten Realms. There is such a rich history in these lands thanks to the untold number of books, comics, and other such media creations. The Forgotten Realms is a very popular campaign setting for Dungeons & Dragons and is home to perhaps one of the most beloved fantasy characters, Drizzt Do’Urden.
Even if you’ve never touched D&D, have no idea who Drizzt is, or never touched a D20 dice, you’ll be please to know that Neverwinter does not require such experiences or knowledge. This is a very accessible MMO for any player, especially those who have played games such as TERA, DC Universe Online, RaiderZ, and… Dragon Age.
While the Grey Wardens, Darkspawn, and Chantry have nothing to do with D&D or Neverwinter, there is plenty of inspiration from such worlds and tales that enabled BioWare to create their original fantasy series. In an ironic, yet most likely coincidental scenario, D&D has borrowed back from BioWare as Neverwinter’s gameplay feels so much like Dragon Age Online. The flow and how abilities work makes me feel like I’m back in the Thaigs, but really I’m walking around the Sword Coast in familiar territory that I’ve read over the years. Even the progress that my character sees each and every level makes me remember my own Grey Warden and version of Hawke. There are some differences, but overall this really gets my Action RPG gears turning.
In this first part of our mega-sized Neverwinter review, I wanted to go over what features define the game and how the first 25 levels feel. The starting experience of an MMO is crucial. While mid-game and endgame are just as important, being able to truly capture a player as soon as possible is so important to an MMO. Why stick around for mid-game or even see the light of day of endgame if you can’t get past the start?
This review will mainly be seen through the eyes of my male Drow Trickster Rogue named Nezzir Ur’drath. I have played the other four available classes and will touch on them, but I have mained the rogue class for my first time in any MMO. It has been quite an experience. Let’s begin!
Downloading & Initializing Your Journey
Topics covered: Creating an account, Downloading the game, Launcher, Server/Shard status and stability.
Creating An Account
Are you familiar with Perfect World? Their network of MMOs is extensive, and if you’re a veteran of the genre you have signed up and played one of their games before. If not, perhaps you were an old Cryptic playing with City of Heroes/Villains, Champions Online, and Star Trek Online. If any of this applies to you, then you have an account already and can log in to Neverwinter. If not, you have to create an account, which is fairly simple. The only issue I’ve seen here is that during hardware failures or crashes of PWI’s services, there’s a good chance that you won’t be able to create an account. The weird thing is that the website won’t alert you to this as you try to fill the form out. You’ll see any name you can think of being unavailable and no matter what you do, nothing seems to work. Thankfully this is not a common thing to happen, which makes account creation a breeze. You don’t need product keys for PWI’s games, either. You just create your account and log in to play.
Downloading The Game
Do yourself a favor and do a Google search for “Internet Download Manager”. Download this, log in to Neverwinter’s website, click on the Download button, select GameFront as your mirror, and download the client through Internet Download Manager. Getting the game through this method will take you roughly ~15 minutes, depending on the speed of your connection. If you try and use the normal way of downloading or even use the torrent version you’ll be spending hours watching the progress bar slowly tick up and up. Downloading Neverwinter is a tad nerve-wracking due to the very slow speeds.
This is pretty straight forward for a launcher, but there is one issue to bring up that can save you a ton of time re-installing and troubleshooting. If the services for Neverwinter get clogged up and overload, then the Launcher will show nothing but a white screen. Do not panic! Once everything is resolved within PWI, the Launcher will update and work as intended. Other than that, which is not a common occurrence so far, the launcher works and does its job.
Server/Shard Status And Stability
As with all MMO “soft” launches (open beta with no character wipes) and full launches, the servers will be bombarded with activity and cause issues. Neverwinter has had a shaky soft launch but the company has done very well in getting them back up quickly. Their twitter page (@NeverwinterGame) is also very active during issues like this and answering questions. There are only three servers and rumors of PWI merging them all into one mega-server ala DC Universe Online. Having only three servers has made queues upwards of 7,000+ at peak times. A queue of that size will last around ~40 minutes. It is obvious that there are tons of people trying out Neverwinter, so this soft launch is having quite the stress test. When the servers are up and running, things are quite smooth. Lag has dropped immensely thanks to a firewall update the team had done.
Starting Your Journey
Topics covered: Picking a shard, Character creation, Intro (levels 1-4), Heading off alone (levels 5-10).
Picking A Shard
Choosing which shard (server) you will be on is actually an important decision, especially if you plopped down money for either the $60 or $200 packs that contain Astral Diamonds. If you’re going to be claiming Astral Diamonds, then choose your shard wisely. You cannot move Astral Diamonds across shards. You can, however, move them across characters on the same shard. Before you choose a shard, make sure you’re settled on that choice.
This isn’t Cryptic’s most detailed creation system but it does a great job for what it tries to do. You won’t be able to create the exact character you may want like you could most of the time with City of Heroes. This will tick some D&D players off. You can start a rogue and give him the origin of a pirate, but you won’t look like a pirate right away. You can look like a pirate, but not at level 1. For what the creation system means to do, it goes it well enough with plenty of sliders to change your characters face, body, and features. There are some nice faces, hairs, tattoos, and other features you can pick for your character, and each race has something unique somewhere – mostly tattoos. Each race looks great and can be manipulated to look as gritty, cute, handsome, or angry as you want.
Intro – Levels 1 to 4
The intro dumps you off on the coast near Neverwinter. This starting section will take you through four character levels, introduce you to core things (interface, interaction, combat, quests, and leveling up), and get you feeling good enough to head off on your own without help pop-ups.
The interface is very easy to use. You’ll find utilizing Alt to switch between active mode and interface mode to be something to get used to. The mouse reticule stays right in the center of the screen while in active mode. There are plenty of buttons to push on the interface, but they can only be accessed when you hit Alt and step out of controlling your character. That isn’t something you should be doing while in combat.
Interaction with the world around you is also easy to do if you’re familiar with PC games. Using the F key will have you use objects, pick up loot, and talk to NPCs. Attacking something is as easy as having the reticule over the target and clicking on the left mouse button. You can do that or select a power to use against the foe. Keys Q, E, R, 1, and 2 are used for combat. This means your finger placement will stay centered about the WASD keys, which really feels natural.
Combat has a great flow to it. You are constantly doing something, whether it’s selecting an ability to use or just attacking something. Constant clicking of the two mouse buttons keeps you active while your powers are on cooldown. It also helps that most of the powers you get are freakin’ awesome. I cannot begin to describe the joygasm I had when I used the Trickster Rogue’s Bloodbath power for the first time. Each class has a set of powers that help define them and make you feel like you’re truly stepping into that role. The Guardian Fighter’s shield powers and defensive capabilities, coupled with damaging cleaves really make you feel like a tank that can hold his own in a numbers game. The Control Wizard lives up to its name with insane controlling powers to make the battlefield his or her bitch. When you watch a Great Weapon Fighter slam their huge weapons into the ground with force, you can’t help but feel how hard they hit enemies. Even the Devoted Cleric has some great powers that allow you to step out of the healing disguise and kick some ass in damage.
Cryptic really went into detail with these classes, which offsets the initial frown you may have when you see there is only five of them. With more on there way (I believe Ranger and Monk are scheduled next) and a large list of available classes from D&D you can bet that each class will bring with it the same effort and epicness you can experience from the ones available right now. Each class makes you feel like you’re what they describe during creation. There is no fluff here as the descriptions actually are accurate.
In fact, I spent hours trying to decide what I wanted to play after realizing I wanted to play them all. That’s a first for me in any MMO.
After you roll through the Intro, you should be close to level 5 and heading into Protector’s Enclave, the first city. At this point, you’ve experienced everything that’s crucial for you to know so you can actually play the game. Now the game will throw more at you as it takes the training wheels off.
Heading Off Alone – Levels 5 to 10
After the intro and taking it easy, the game throws you into a very lively city with tons of icons everywhere and a quest that puts you into a solo instance. Not only that, but the help pop-ups start going away and you’re left to your imagination and own tinkering with maps and asking for help in the chat window. This isn’t as scary as it sounds, since Neverwinter’s systems and NPCs explain themselves pretty well. Whenever you are able to access a new feature you’ll get a quest to go talk to someone about them so when you’re done you know what to do. You’ll never have something unlock and just sit there waiting for you to attain knowledge of how to work it.
For the most part, if you’ve played an MMO before, you’ll be clued into how most of the game’s features and mechanics work. There are some unique things here which freshens things up experience-wise, but overall, Neverwinter is not a difficult game to grasp.
After the first four levels and battling at the Sleeping Dragon’s Bridge, the game hopes you feel the same way. As you head off on your own and intro your first solo instance you’ll start gaining things called Power Points. These allow you to unlock new powers to use or bolster them for more damage, buffs, or duration of situational effects. Hitting the U key on your keyboard will bring up any unlocked features you get with each level. As you continue through levels 5 to 10 you’ll find yourself unlocking more powers and getting stronger. You’ll go through solo instances and explore a good chunk of Protector’s Enclave in an effort to get you familiarized with its fairly simple layout. Once I hit level 10 I could almost sleepwalk back to Sgt. Knox.
Level 10 is an important level. At this level you’ll gain your first Heroic Feat point, which is basically a talent point that gets deposited into a passive ability to help you out in various situations. Once you hit level 30 you’ll be able to gain Paragon Feats, which bring you down a path in mastering a certain aspect of your class.
Levels 5 to 10 have you in two different places: Protector’s Enclave and Blacklake District. You’ll first be running around the city helping out wherever Sgt. Knox sends you, and once you’ve helped people out and made your name known, then you’ll be sent out to continue your journey. Blacklake will take you from levels 7 to 10 and even have you run through your first Skirmish. Skirmishes are just like World of Warcraft’s Scenarios and Horde modes from some of your favorite shooting games. They are quick, and the first one you can do will help you see how a group is run what kind of role you may be doing as you progress. Skirmishes aren’t the best place to temper your skills in tanking or healing, but you will get a sense of what may happen later on.
Making A Name For Yourself
Topics covered: Bonus events, Group experiences, Dungeon delving (levels 10-17), The foundry (levels 17-20).
Neverwinter has a ton of events that can give you bonus stuff. On the left side of your mini-map you’ll notice three events – one happening right now, one upcoming, and one a bit down the road time-wise. Pay attention to these events and try your best to do whatever task they ask of you. You can get extra XP, Astral Diamonds, crafting resources, and other such goodies which will help you out a lot. There are also daily quests you can get for skirmishes, dungeons, PvP, and the Foundry. Doing these dailies will reward you nicely, and you can even repeat them for some smaller effect. At level 11, you can get a quest from Sgt. Knox (check this guy often for extra quests that reward very nicely and even unlock more features of the game) to learn how to Invoke your deity. Invoking will reward you with items, buffs, and sometimes even XP or Astral Diamonds. You can Invoke every hour at a resting spot or if you have a Portable Alter. Take advantage of these bonus events.
As you leave Blacklake and head towards the Tower District, you’ll start to ramp up doing skirmishes and soon enough your first dungeon. Group dynamics in Neverwinter work very similarly to World of Warcraft and other traditional MMOs. There are some major differences when it comes to class roles, though.
Healing isn’t done traditionally, in a sense. The Cleric will point at you and throw some heals your way, but the numbers won’t be off the charts. Clerics cannot heal someone from 10% health to 100%. Players still need to be conscious of their health bars and when to use health potions. Health potions mixed with Clerics is how group healing is done. Remembering this will help the Cleric not freak out during high damage fights and even allow them to dish out some damage. Healing isn’t exactly something I was fond of here. I didn’t feel entirely needed, however, I’m sure that changes later on.
Tanking at lower levels can be somewhat hectic. It seems hard for tanks to generate enough aggro from the enemies to hold their attention. I’ve seen many tanks struggle to keep groups on them instead of a Control Wizard or Trickster Rogue. During my first run in the second dungeon I saw this get better, but encounters that have enemies spawn the tank still had issues gathering them and holding.
Damage dealers have it pretty easy, but even they have some jobs to perform in groups. Control Wizards will always be busy as they spread their powers through groups of enemies to try and control as many as possible with freezing them, holding them in the air, and generally ensuring they don’t get off their situation powers. Rogues can do the same as some of their powers allow them to stun the enemy they attack. Keeping tough enemies or healers at bay with these types of stuns and locks are just as important as tanking or healing.
Another issue I’ve seen is rampant use of the Need function when loot drops. In one run of a dungeon, this one Rogue had needed and won 7 daggers, 3 belts, and 2 pairs of boots. Generally, the loot process is something every player should respect in a group. If you got a good belt and don’t exactly need the one that just dropped, then just hit Greed. If someone actually needs it, they will do so. If not, everyone hits Greed and someone will get the spoils. There is no need to abuse the Need button. Just because the item isn’t red and you can use it, doesn’t mean you need it. Learn this. Please, people.
Dungeon Delving – Levels 10 to 17
Heading out of Blacklake will bring you to the Tower District. As you can see, we’re traversing Neverwinter almost completely. The Tower District lives up to its name, as ruined towers lie in front of you. The Many-Arrows Orcband have taken the district, and that is who you will be fighting against. This is also the first area where you’ll start collecting some new items. Level 10 holds a lot more than what I described above. You’ll start finding Nightmare Lockboxes, Insignias, and Seals.
Lockboxes hold many awesome things, but while you can find the boxes themselves nearby fairly commonly, the keys have to be bought with Zen, the real-money purchased currency. There are ways to get Zen outside of spending your own money, but the exchange rates can be horrid. You can buy the keys at the Auction House, but they normally go for anywhere between 60k to 200k Astral Diamonds. Basically, the keys aren’t worth getting unless you’re paying for them out of your wallet. One Enchanter Key costs 125 Zen, which is basically $1.25. However, you cannot buy Zen that way. You can buy 1000 Zen for $10 USD. The funny thing is that a pack of 10 keys costs 1,125 Zen. JUST over the $10 charge limit so you would have to purchase another charge of Zen to be able to get a pack of keys. Here’s the thing though: you don’t need these lockboxes or anything they contain. You don’t. It’s some nice stuff, but it isn’t needed to play or do well in the game.
Insignias change depending on which zone you are in. You’ll start out with Many-Arrows Insignias as you kill Orcs in the Tower district. Then you’ll move on to Blackdagger and then Necromantic, and so forth. Point is, Insignias becomes a thing once you enter Tower District. Don’t spend them so willy-nilly, either. If you gather up 40 of these Insignias you can exchange them for 1 Seal. Seals are another type of in-game currency which can be described almost like Justice and Valor points in World of Warcraft. You gain Seals and trade them in for gear. It takes about ~20-50 Seals to get something worthwhile so start saving them up. You can get Seals from Invoking, running dungeons, and trading in Insignias.
Now, the Tower District will be memorable for a couple reasons. One, it holds the first dungeon, Cloak Tower, which you can queue for starting at level 14. It also holds your first public zone quests. These quests will have you finding or killing something and getting more than anyone else. In Tower District, you’ll need to find relics. An NPC in the district will explain what you need to do, and the game will do the rest. The call for relics will go out to everyone in the district and then the race is on. If you have enough to be in the top 5 you’ll get Bronze. If you get 2nd you’ll get Silver. If you collect the most wanted items or kills, then you get gold and a special reward. It’s just another little fun thing to keep you going.
Once you hit level 14 you can start queueing for Cloak Tower. The first dungeon takes about 30 to 40 minutes and isn’t very difficult. It is, however, pretty awesome. Cloak Tower takes you through one of the main towers in the district as you travel underground to see how the Orcs were able to get into it through old ruins and tunnels. The dungeon looks amazing, and the layout is easy to follow. Each boss will drop a number of Seals for everyone and a nice, Rare item.
Dungeons work just like you would expect them to, but you really need to watch out for the mechanic issues I talked about. Tanks will struggle with holding aggro, healers will go frantic to keep everyone topped, and you have to remember to use your potions.
At level 16 you’ll get more feature unlocks. You’ll get a free companion, which can be very helpful if you did not purchase a Founder’s pack. Companions can either deal damage, tank, or heal. Your companion can equip certain gear, use Runestones, and even level up. Remember to hit = on your keyboard to check out their status. Having a companion can make heading out to the battlefield by yourself a lot more manageable.
The Foundry – Levels 17 to 20
Once you finish with Tower District and run a couple of Cloak Towers you should hit level 17. From 17 to 20 is a tad grindy. Thankfully, the game doesn’t just throw you out to the wilds to kill thousands of enemies to level up. You’ll be hitting up Sgt. Knox for a couple of storylines and delving into the player created Foundry.
First off, you’ll notice that your armor is finally starting to change. Neverwinter isn’t a game where you continually change your look. For a bulk of your journey’s start you’re going to look dull and it will remain that way for nearly 15 or so levels. Once you start getting Rare items and gear with +’s on them, you’ll notice change. Gear actually gets better looking as its quality gets higher. Quality factors like rarity and + numbers will give armor slight adjustments and additions. At level 16, classes can either buy or find gear from Cloak Tower that gives you a major overhaul in the looks department. After that, you’ll see some more changes as you go up even 4-6 levels or so.
The thing about this game is that you have multiple ways to gain experience and level up. One thing you always need to remember is that frequent visits to Sgt. Knox will pay off. Knox isn’t just your requisitions officer, he will give you storylines and quests to undertake that give you great XP. He’ll also try and get you to do some PvP and visit other NPCs to find the daily quests. Knox will keep you active. Abuse that. You also can hit K on your keyboard to be taken to the queue screen. You’ll see any queues available for your level for dungeons, skirmishes, and PvP.
On the top of the queue window is another tab called Catalog. This holds the Foundry. The Foundry is an amazing tool that lets players create quests for others to embark on. Foundry quests do award you with XP, gear, and other items. These are just like other quests, although there are some limitations. Foundry creators cannot do certain things, so you’ll see some differences, but you can find some very high quality creation in the Catalog.
Not all Foundry missions are soloable. Read the entire description before you accept the quest and try to do it alone. Bring plenty of potions and be prepared for some player created MMO fun. Seriously, the Foundry can be a lot of fun and you get rewarded for doing them.
From levels 17 to 20 you’ll be banking on Sgt. Knox, his quests, and the Foundry to get you ready to head into the Blackdagger Ruins. From here on out things get a tad more difficult, but it’s still nothing to worry about.
Reaching The Stretch
Topics covered: Filling out your character (levels 20-25), The story so far, Trickster Rogue overview.
Filling Out Your Character – Levels 20 to 25
As you hit the milestone of level 20, you get access to mounts. You’ll learn the passive skill for free but higher levels of it for faster speeds do cost a bunch of Astral Diamonds. Mounts are a godsend in Neverwinter. Getting around Protector’s Enclave faster is great and although the mob density in the questing zones is quite high, it is still feasible to get from one end of a zone to another without stopping to fight. Also, by level 20 you’ll start to fill out your powers and unlock new ones. You’re getting closer and closer to starting down the Paragon trees, which grant unique abilities. At this point in the game, you feel pretty powerful and versatile. Still, I’ve seen tanks and healers struggle to do their class’ role even at these levels. Maxing out threats as a Guardian Fighter seemingly means nothing. Potions are still needed to help Clerics keep a party up. I’d even wager that at this point in the game, a tank isn’t even needed. With stuns, control, small Cleric heals, and potions, a party should be able to conquer any content up to level 25 and maybe even beyond that.
At level 20 you’ll head out to Blackdagger Ruins, where bandits have taken control of the area. You’ll be able to get through these five levels fairly easy enough without relying on dungeons or Foundry quests. When you hit level 25 you can queue up for Cragmire Crypts, the second dungeon in the game. The queue window says it will only take 45 minutes and you should treat that as a minimum number. Crypts is a very long dungeon filled with long hallways, dead ends, tons of trash mobs, and some challenging fights. You’ll go up against some pretty harsh undead and bandits, and all of them come with a bunch of adds. Crypts doesn’t stretch your abilities as a party out as much as it should, but it does have you put more effort in than Cloak Tower.
By the time you run at least one Crypts and follow through the questing in the Ruins, you should be at least level 25 but I found myself hitting 26 thanks to some Skirmishes along the way.
At level 25, you’ve basically hit mid-game. By this point in the game you should have a great sense of your how your class plays, the role you fill, the mechanics behind everything, and are in tune with the features of the game. Neverwinter is a huge game, and it does throw a lot at you from levels 1 to 20. After 20 you start to get free from pop-up messages and quests shoveling you off to some NPC to learn something new. Only Paragon and a few other things remain hidden away, but we’ll touch on those in the second part of the review.
The Story So Far
Let me start by saying that Neverwinter’s story does a great job at feeling like a solo D&D campaign. The group content outside of the Foundry just feels like temporary situation rather than the kind of content you would expect from a full campaign. Still, the game gives you plenty to work on in the world, and nearly none of it is downplayed or small. You start off by being stranded on the coast after a Dracolich attacks your boat. If you aren’t familiar with D&D monsters, Dracolichs are nothing to scoff at. The battle for Sleeping Dragon’s Bridge, while extremely easy to get through, starts you off feeling like huge things are happening.
Thanks to the opening cinematic and the brief encounter you have on the bridge, you know that Valindra is an evil woman who needs to be stopped, and NPCs around the world don’t let you forget that. Another big storyline is the Spellplague. Before the start of our Neverwinter journeys, there was a horrible event that had magic running loose upon the world and left many spellcasters either insane or dead. The Spellplague infected the lands and its effects are still being felt. You will encounter these effects in your journey and trust me, it is awesome.
The story in Neverwinter has you going from zone to zone trying to fix issues, but whenever it comes to Valindra or the Spellplague, things heat up and get intense. I had felt that my actions in the game meant something. NPCs treat you differently after you do their quests or finish a big event. You are doing big things in the world of Neverwinter, and it feels great.
Trickster Rogue Overview
Since my main is a TR (Trickster Rogue), I wanted to go over the class from 1 to 25 and how I feel about it. While each class brings something to the table, the Rogue really tickled my fancy. How so? Neverwinter’s Rogue class actually feels like a Rogue. You will be slipping in and out of the shadows, zipping through enemies, stunning your foes and taking advantage of them, and down right feel like a badass. The Trickster Rogue makes you feel like you’re dishing out death and then melding back into the shadows like you were never there.
Trickster Rogues also have some of the best damage in the game, only rivaled by skilled Control Wizards and AoE-focused Great Weapons Fighters. No matter what situation you are in, Rogues can dish out great damage to single targets and good damage to everything else around that target. Bloodbath zips you through close targets so you can tag everything during a fight to increase your numbers. The class’ mechanics are interesting, and I actually like how Stealth is a timed thing rather than an always-on toggle. You have to use Stealth more wisely and when you do, you’ll get great damage increases.
If you’re looking for a class that makes you feel powerful and, with the help of stuns, can hold their own in a bad situation, then look no further than the Trickster Rogue.
Neverwinter Levels 1-25 Overall
I feel important! Neverwinter makes me feel like I’m doing something. I’m cleaning up the streets. I’m reclaiming territory. I’m taking down bandit leaders. I’m facing the dreaded Spellplague. I’m working my way up through the city ranks and fame. This game does a great job at making me feel powerful, which is a great thing for keeping combat fresh.
The amount of activity that the game throws at you also helps make leveling constantly eventful.There should never be a period of time where you feel that you have nothing to do in Neverwinter. Even if your quest log is empty, you have events on your mini-map, queues you can get into it, and professions to do. I’ll go over the professions in the next part of this review, as well as the mid-game and how the game keeps you interested.
As for right now, I can’t see a reason why you shouldn’t download and at least try out Neverwinter. Despite some players upset about certain cash shop options, such as the Enchanted Keys, the overall paying options and items are not required nor needed to get through the game and have just as much fun as a Founder or someone willing to open up their pockets. I’ll delve into the cash stop in the next part of this review but, don’t let that deter you from this game. Neverwinter is one of the best free-to-play MMO options out there, and is even better than some subscription products.
The Foundry alone sets Neverwinter apart from the rest of the competition. With the ability to create and mold your own online D&D campaign, this MMO should have a new endless catalog of content for you to run through. I know my tabletop group is excited for whatever our usual Dungeon Master can cook up using the Foundry.
Hopefully this first part of our mega-sized review for Neverwinter gets you excited about what’s to come. I’m already knee deep in the next set of levels and so far, nothing has slowed down. Stay tuned for part two of our Neverwinter review!
What’s Going To Be Covered In Part Two?
- Levels 26-50
- More Dungeons
- Paragon Specializations
- Professions & Gateway Service
- Cash Shop
- And More!