What Can Players Expect From the Revamped Spellplague Caverns?

The first players have unlocked Spellplague Caverns this week and more will gradually be able to run the revamped dungeon. So it’s time to look what players can expect with and in latest tier of group content. We collected a few thoughts and comments from those that have been testing Spellplague Caverns on the preview already and compiled the most interesting tidbits. But first, let’s actually look at a run from Youtuber “northside”. It’s fun! Most players we asked about the new dungeon responded that it’s a fun encounter. Some even say it’s the best design to date. Not much reminds you of the old Spellplague days, which were largely about punting adds into the acid. New foes have taken over over the caverns, so it thematically makes sense that the gameplay experience differs. The old hidden/optional boss however is indeed back! If you like secrets, this will please you! The regular bosses feature new unique mechanics that can’t be offset by sheer DPS. Players generally seem to like this approach and that you need to be smart about the boss fights. You don’t go anywhere if you don’t understand the mechanics, but have a pretty easy life if you

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Illusionist’s Gambit Skirmish Fills in for Underdark Ring Companion Change

On the release day of Module 11: The Cloaked Ascendancy we wrap up our preview coverage with the Illusionist’s Gambit skirmish. We will bring Spellplague Caverns impressions to you guys later in the module as well, but since it’s not going to be available at launch let’s focus on the stuff that you can actually do! Surprises! The setup of the new skirmish is pretty simple. Teams that enter have to fight through groups of randomized mobs or bosses in a randomized environment and face randomized additional challenges. No run will be like another, visually and gameplay-wise. It’s a setup that focuses on variety and fun and not so much on challenge (there’s already a video of a GWF soloing). But it’s a skirmish anyway, it’s not supposed to be super hard. Our advise would still be to do the first runs with a premade team. As you can see in the video of Kali Gold, there’s tons of different stuff going on. Icy floors, flamethrowers, Orcus’ spheres and much more! It’s really fun to go through all the different mechanics, but the effect probably will wear off over time. The devs didn’t limit the innovative design to the arena though. If players die,

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Buffed Weapon Enhancements Could Drastically Change Current Build Meta

If you want to know what the biggest game changer of Neverwinter’s Module 11: The Cloaked Ascendancy is going to be, just count the pages in the official feedback threads. The Weapon Enhancements Changes has 21 at the time of this writing, more than twice as much as all others combined. In case you completely missed what’s going to change tomorrow, here’s a very brief rundown: From the current set of Enhancements, only Vorpal, Dread and Feytouched scale with player power. All others pretty much grant a static DPS boost which is negligible in relation to the overall DPS of endgame players. That’s why nobody is using them. Scaling everywhere! The devs now changed all Weapon Enhancements to scale with player power and make them viable next to Vorpal and Dread. This in most cases means that the percentage of additional Weapon Damage done by the Enhancement is drastically increased. Because it scales, stronger players will see a higher %. So your average Joe will deal 20% of additional damage as Fire damage from Flaming, endgame Joe 50%. These are example numbers, just know that the shown percentage is a number that changes with every toon. It’s not a constant

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Module 11 Ascended Artifact Weapons are well Balanced

Neverwinter’s Module 11: The Cloaked Ascendancy will come with four new sets of Ascended Artifact Weapons that match the Relic ones in item level. As soon as players found out on preview, a heated discussion started on message platforms. The new weapons are substantially easier to restore and use old Marks ion the upgrade process. Player that acquired the Relic ones in Sea of Moving Ice felt cheated, other applauded the devs for quickly moving away from the mess that SKT was. New weapons do not represent bis Despite all the noise, the balancing act on the new weapons seems just right. The devs made it known that they have no intention to make Relics obsolete. The set bonuses are what makes all the difference. Relics are a strong choice for offense and defense alike, the Ascended ones weaker and only boost specific areas. So let’s take a quick look on how you can acquire the new weapons in the Cloaked Ascendancy and who’s going to profit from them. Restoring: No Heroic Encounters! The upgrade process is pretty much on par with Relic weapons. You can buy the sets from a vendor in the River District and need to collect a sizeable amount

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The Cloaked Ascendancy Campaign is all About Choices

The campaign of the upcoming Cloaked Ascendancy module looks like pretty standard protocol at first. In the River District you have a daily quest, a weekly quest, work towards a new set of boons and unlock the master version of Spellplague Caverns along the way. There are few noticeable changes and interesting choices however that I’d like to talk about in this piece. Campaign Currency The campaign currency and progression system is as easy as it gets. There are three new currencies. Campaign tasks need two of them (Evidence of Evil & Abandoned Treasures) and boons require an additional third one (Secrets of the Many-Starred). Evidence and Secrets come from the daily and weekly missions, Treasures can be farmed in group content, from a campaign task and the Treasure Maps. The campaign is a little bit longer than usual. You can earn about 220 Evidence per week and overall need about 1,800. That would set the campaign length at slightly over nine weeks. The needed Secrets for the boons can be earned marginally faster and they also occasionally drop from the Treasure Maps. Choices The good thing though is that depending on what you want, you can skip or at least postpone large chunks

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River District Dig Sites and Treasure Maps Preview

Today we are going to look over some of the new mechanics in the River District that are going to come with Neverwinter’s latest module “The Cloaked Ascendancy”. After finishing the introductory quest line one of the first things players get to know are reclaimed resources and dig sites. Under the once wealthy River District tons of valuable goods are hidden that only wait be dug up. With the intervention of Gyrion and his Cloaked Ascendancy though, claiming the resources has gotten a tad more complicated. Reclaimed Resources There are three different resources to reclaim: Weapons, Riches and Magic. All of them drop from mobs as well as from the vaults beneath the district. Players can access these vaults from so called “dig sites” all around the map. Since Gyrion and his companions are an ongoing threat, each site is secured by a guard post. And here’s where the players step in. Their task is to maintain the posts and repel attacks from opposing minions. The areas have to be secured and then upgraded using the reclaimed resources. Only then players are able to access the dig sites and loot the vaults. Are you digging dig sites? This creates a dynamic

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Many-Starred Lockbox Preview

After bringing you a general post about the storyline in Neverwinter’s Module 11: The Cloacked Ascendancy on Tuesday, we want to turn our attention to the new lockbox that is going to get introduced with the update on Feb 21st. The lockbox itself is not yet unlocked on the preview, but its rare packs are available through the Resurgence Lockbox. As you might now Resurgence is getting an update every module lately. The legendary and epic packs will now contain all items up to Module 9: Maze Engine and the rare packs of the Many-Starred Lockbox were added. So we copied over some Resurgence Lockboxes and opened them to get a peek at some of the brand-new stuff. Before we start however, here is some info on older lockboxes. The Tarmalune Trade Bar Merchant will receive an update and both the Manticore Companion as well as the Eye of the Giant Artifact will be available at green rarity. Pics and Percentages! First let’s quickly talk some drop chances here. Out of 1,500 boxes, we got six rares ones. That’s slightly under the 0.5% drop rate, but not an unusual deviation in such a small sample. The Enchantment and Artifact Equipment drop slightly more often

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The Cloaked Ascendancy Preview: Introductory Quests and Storyline

In the coming weeks we are going to intensify our coverage on Neverwinter’s upcoming module “The Cloaked Ascendancy” and want to start off today with the introductory quests and overall storyline. Please note that this post contains spoilers and if you want to experience the story yourself, do not read. We’ll be covering all gameplay related changes separately. So you won’t miss out on that front. For the rest: Enjoy the article! The Cloaked Ascendancy Module 11 kicks off with a visit to Lord Neverember. He plans to re-open the River District of the city and dedicates the opening ceremony to Makos. The speech of the protector however is disturbed by three mages of the so-called “Cloaked Ascendancy”. Their leader Gyrion claims to be the true heir of the throne. Since he actually owns the crown, Celeste is willing to believe him while the adventurer and Neverember rush to the Hall of Justice Vaults to see if the jewelry is still there. Turns out that was exactly was the pretender wanted. His ally Nostura awaits our heroes and tries to use a control spell on Neverember to make him hand over the crown. Of course the adventurer sees through the

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New Module 11 Items Include Companion Gear and Artifact Weapons

Since last Friday we know why the key change was rushed from preview to live within a week: Neverwinter Module 11 was already waiting and got its first release uploaded on the PTS. We will dig deeper into the new features and campaign in the upcoming weeks, but want to start with some infos on new item additions. Companion Gear While players are waiting for the return of Loyal Gear, the skirmish of Module 11 will drop new Companion stuff. There are six different stat combinations available for all types of slots (Grimoire, Icon, Necklace, Pactblade, Ring, Swordknot, Talisman and Waist). Just like Underdark and Storm Kings Thunder Jewelry, the gear comes in variants of +1 to (assumingly) +5. So after personal Legendary Rings and Marks, players can add Companion Gear to their grind list. It sure seems like the devs really like the format. Companions Next to the gear also a lot of actual Companions have been added. The ZEN store will see a Dragonborn Mage that in line with earlier pets will enhance campaign currency gain. There is also a Master’s Portal Stone probably similar to a Master’s Trowel, but we’re not quite sure what purpose these Portal

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Neverwinter Grind is Slowly Getting Out of Hand With Module 10.5

On release day of Patch/Module 10.5 I’d like to look at one of my big concerns of the next major content update, Sea of Moving Ice. I was very disappointed to see that you still need to do SKT dailies and content to progress and get the boons. The list of daily tasks players have to do is already long and continues to blow up that way. Here’s what you could do on a PVE toon prior to Sea of Moving Ice given that you completed all older campaigns and unlocked their boons: Stronghold Influence Run Sharandar Campaign grind for RPs, Coffer currency, Power Points and/or some AD gain Dread Ring Campaign grind for Marks and Coffer Currency Underdark Campaign Grind for Demonic Keys Maze Engine Daily for RP, RAD and Experience Storm Kings Thunder Campaign grind for boon progression Relic farm for gear/boon progression Storm Kings Thunder HEs for gear progression 2x dungeons, 2x skirmishes for daily RADs Edemo for gear progression This list doesn’t include weekly quests for RADs, the Tyranny of Dragon campaign or FBI, which is stuff I personally don’t do on a daily basis. It also doesn’t include running events that sometimes severely add to the daily commitment. Three hour

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