Chettlebell Explains It All Vol. 6: What you Need From the ZEN Market

Good day! Tristopher Chettlebell, Neverwinter’s preeminent historian at your service. In my capacity as an expert in all things Neverwinter, I’ve agreed to author a series of articles detailing various situations in Neverwinter that adventurers regularly have trouble understanding. It’s a big job, but nevertheless, I must persevere. Annoying, but needed Today we’re continuing our mini-series about the ZEN market. After pointing out items you want to avoid, we’re following up by stuff that might not be a true bargain, but is surely needed on your adventures. VIP treatment Who doesn’t like being treated like the Protector himself? For a small fee you get some travel services, limited magical supplies, free keys from the dwarven forges to open some hidden chests in dungeons, a daily bath with pretty Elve… Oh, no bath you say? Nevermind, it’s still good. Get your entrance to the VIP area because it makes adventuring that much easier! Lockbox Keys Testing your luck can be annoying, but it’s not like the Forgotten Realms Anti Unemployment Daily Lottery (“FRAUD” Lottery) isn’t doing good things. It keeps the city rolling and there are some rumors the Protector himself might even have run out of money lately. So by

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Chettlebell Explains It All Vol. 5: What to Avoid on the ZEN market?

Good day! Tristopher Chettlebell, Neverwinter’s preeminent historian at your service. In my capacity as an expert in all things Neverwinter, I’ve agreed to author a series of articles detailing various situations in Neverwinter that adventurers regularly have trouble understanding. It’s a big job, but nevertheless, I must persevere. Avoid at all cost! In every bazaar there always seems to be that one guy trying to bait you into buying some sort of magic beans. The Neverwinter ZEN market is no different and the following items fall into that category. Here’s a short guide about what you want to avoid buying. If you leave the market with one of these, you’ve done something dreadfully wrong! Blood Rubys Items that are not ZEN exclusives are almost guaranteed to be found cheaper on the Tarmalune Trade House. Blood Rubies are a prime example. Adventurers hunting treasure in the cold north find plenty of them. Even the discounted three-pack is still vastly overpriced. Companion Helper Pack We run into the same issue with this pack. The most valuable items in it is the Bonding Runestone, which is not worth the steep pricetag. Adventurer’s Helper / Starter Pack The sellers might tell you these packs have

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Chettlebell Explains It All Vol. 4: How to Increase Item Level

Good day! Tristopher Chettlebell, Neverwinter’s preeminent historian at your service. In my capacity as an expert in all things Neverwinter, I’ve agreed to author a series of articles detailing various situations in Neverwinter that adventurers regularly have trouble understanding. It’s a big job, but nevertheless, I must persevere. We normally don’t like to be measured by a single facet, but in terms of adventuring you have little choice. Some armor is simply more impressive, enchantments shinier, and weapons bigger. These things that make you seem powerful to observers don’t have to be the best way to actually grow as adventurer, but it is what gets you noticed whenever there’s another dragon to slay. So today we are going to discuss how to increase item level the most efficient way. How do you spend intelligently, and what should you avoid? There’s no excuse for a hero to be seen going around in such a state! Who needs Companions and Mounts anyway? If you’re just beginning your adventuring career, there’s excellent news. Nobody knows how big your stable is at home! You may have blessed a lot of your mounts with insignias, or not. Other than seeing the steed you’re riding, nobody

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How to Get the Required Everfrost Resistance for Fangbreaker Island

Over the week the needed Everfrost Resistance for Fangbreaker Island emerged as a hot topic in the Neverwinterverse. Multiple topics deal with the issue as the requirements have recently been lowered to 28%. The original patch notes said 29% by the way, but that was apparently a typo. Everfrost Resistance an annoyance for some Some players think that 28% is still too high, especially when dealing with many alts. Others even want to remove it outright because it’s not needed. Anyway, it seems this is the percentage the devs want to go with going forward. So we want to talk about ways to reach it. Some of the outcry can probably be credited to a lack of knowledge about the Everfrost Resistance sources. First and foremost Frostborn gear has it, so players understandably are worried they are forced buying into it. But that’s not the case, as Asterdahl also noted in one of the threads. The campaign grants more than you might know The campaign does not only give 4% from boons, but will also feature new Underdgarments, Reinforcement Kits and Makos’ Signet that can add another 19%. This would boost the EF Resistance gained from the campaign to 23%. Add 5% from an Everfrost Potion

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Chettlebell Explains It All Vol. 3: Farming Masterwork Resources

Good day! Tristopher Chettlebell, Neverwinter’s preeminent historian at your service. In my capacity as an expert in all things Neverwinter, I’ve agreed to author a series of articles detailing various situations in Neverwinter that adventurers regularly have trouble understanding. It’s a big job, but nevertheless, I must persevere. Long ago, adventurers learned how to master professions and forge powerful items that are still unmatched. Yet not everyone seems to grasp how Masterwork Professions function and more importantly, how they can profit from it. Now that the system is more available than ever due to alliances, it’s time for a lesson. Some adventurers might be intimidated by the initial investments. To reach the pinnacle of Masterwork Professions, you need a surplus of coin or time. Overall, it’s certainly more than the average hero can spare between battling evil dragons and bolstering their Stronghold. But don’t turn away if you feel the task of Masterwork is too much for you. Everyone can benefit right from the start. No Masterwork knowledge needed Although you might not be able to craft masterful items, you can still sell the first tier of Masterwork Resources. Unfortunately, these are well hidden throughout the Sword Coast and adventurers need special charts to locate them. These charts

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Chettlebell Explains It All Vol. 2: The Queue System

Good day! Tristopher Chettlebell, Neverwinter’s preeminent historian at your service. In my capacity as an expert in all things Neverwinter, I’ve agreed to author a series of articles detailing various situations in Neverwinter that adventurers regularly have trouble understanding. It’s a big job, but nevertheless, I must persevere. The Maze Engine is upon us and brought challenges in multiple areas. Unfortunately, this includes adventurers having trouble teaming up under the new system. The old party setup was quite straightforward. Whenever you teamed up, you could enter content together, be it solo instances or queue dungeons. The Maze Engine has sundered that system. You now have a party and a queue group (match) system that work independently from each other. Being in a party doesn’t automatically let you queue up for dungeons and skirmishes together any longer, and you need to leave both the party and the queue group after a completed run. Sounds exasperating? I’m here to elucidate! Let’s look at the old party system first. Bringing up the context menu for a player lets you invite him or her to a party, just like before. A party is limited to five, members show up on your screen, and you can look up your party under the social

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Chettlebell Explains It All Vol. 1: Common Cause

Good day! Tristopher Chettlebell, Neverwinter’s preeminent historian at your service. In my capacity as an expert in all things Neverwinter, I’ve agreed to author a series of articles detailing various situations in Neverwinter that adventurers regularly have trouble understanding. It’s a big job, but nevertheless, I must persevere. Today’s subject is Harper Boward and her Five Factions cronies. In their ongoing struggle to thwart the nouveau Cult of the Dragon, they require daily assistance in their Common Cause. You can begin the Tyranny of Dragons campaign at level 26. Common Cause is a daily quest requiring completion of a sequence of other daily quests. Every day, you will be instructed to engage in Culling the Cultists, and will also be given a second randomized mission. Each zone you may be sent to has two different randomized missions, so if you are unable to travel there on a given day, your current quest may be unavailable if you arrive at a later date. You may drop Common Cause and take it again to be assigned a task that is currently available. Once adventurers have reached level 60, Common Cause’s list of subquests includes a daily lair. These lair quests are assigned

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