Chettlebell Explains It All Vol. 8: Utility Enchantments Guide for Module 15

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.

Utility Enchantments

Today’s lesson will cover the concept and use of magically enhanced gems that do not directly add to the adventurer’s power. Visiting your local wizard you might already know that certain pieces of gear can hold what many often refer to as “Utility Enchantments”. These Enchantments make your everyday life much more convenient by delivering wealth or extra loot. They normally simply increase awareness of what’s lying around, but some even create magical items of use. If you don’t have any, you simply miss out. So let’s go through a list of stuff available alongside the Sword Coast, explain its functionality, and debate the usefulness.

  • Azure Enchantments (+% Experience)
    Young adventurer’s are going to love Azure Enchantments. The warm energy from them gives a cozy feeling in your head and makes you much more receptive. You’re not only more eager to learn, you’ll do it much faster! The Enchantment enhances all areas, be it monster slaying, questing or doing professions.
  • Silvery Enchantment (+% Glory)
    The Silvery Enchantment shines the brightest on the tourneys across Faerûn. And what can I say, ain’t looks important? People seem to naturally idolize you while using these and you’ll earn more glory on the battlefield!
  • Dark Enchantment (Movement)
    The Dark Enchantment magically lightens your equipment and makes you move faster. It’s a pretty straight forward enhancement.

Refining Points

  • Fey Blessing Enchantment (Rank 5 Enchantments, Refining Points)
    Now let’s start with the really interesting stuff. The Feys of Sharandar have blessed some Enchantments to reward those helping to keep their home safe! When you kill a critter, a Wisp might spawn that finds an Enchantment for you. Since the Feys want this to be a personal reward, the drops bind to account. Additionally the inherent magic diminishes over time and the Enchantment will be less effective the longer you use it.
  • Dragon’s Hoard Enchantment (Refining Points)
    Created out of dragon blood, these Enchantments are able to reveal gems and other Refining Stones on the ground. Not only will the Dragon’s Hoard find them, but also magically transfer the stones to your inventory. Just like the Fey Blessings however their magic has to recharge at a certain point.
  • Quartermaster’s Enchantment (Enchantment, Runestones and Surplus for Guild Coffers)
    The Quartermaster Enchantment is rumored to be of pirate origin. Designed to glean salvageable items from ship wrecks, it also works outside a nautical environment. We all know pirates are lazy, so the Enchantment packs useful materials into magically created bags and stuffs them into the adventurer’s inventory. If just everything could be so easy… But again folks: Magic doesn’t last forever and the Quartermaster can only pack so many bags per day. This is generally rated one of the best Enchantments, because it offers by far the most Refining Points and additionally can be used to supply guilds. Make however sure you know how it works.

Gold

The purpose of the following two Enchantments mostly is to add to adventurer’s wealth by creating Gold out of thin air. Sounds too good to be true? It isn’t, actually!

  • Radiant (+% Gold Bonus)
    Gold has become a much more desired resource since adventurer’s have to pay their Artisans. The dragon-slaying, world-saving business is usually well paid, but why not add a couple copper here and there by using the Radiant Enchantment? That said though, there are better ways of making Gold than in the open world. So don’t expect a Lostmauth-sized pool of coins when using Radiants.
  • Tymora’s Lucky Enchantment (+Gold)
    Tymora hands out the jack-of-all-trades Enchantment for utility slots. It adds Gold, Refining Stones, and Potions. Although Lady Luck can create a little bit of everything for you, the Enchantment doesn’t exactly excel in a particular area and is often the weaker choice compared to other stuff. If you’re really looking for some extra Gold, I would give this one a look.

Now what to do with your slots?

While we have talked about the different types of Utility Enchantments, there are only five or six slots to fill. So decisions need to be made carefully. Let’s first cover the most obvious thing when it comes to the slots: Enchantments of the same type stack. Slotting one Radiant will net you Gold, slotting two will net you even more. In some cases it nonetheless makes more sense to pick a healthy mix of different Enchantments.

For player versus player engagement it’s pretty easy. You slot Silvery Enchantment if you need to more Glory and use Darks in all other cases. When adventuring alone you can actually have up to six slots thanks to Makos’ Ring. While it might sound logical to just stack what you need most, it’s not as effective due to the magical cooldowns the best Enchantments have. A high percentage of the same type might land you a lot early on, but the longer your session, the greater the risk that you are going hit the cap. What mix works best for you depends on what you need and how long you typically adventure, but generally I’d advise slotting two of each of the Fey Blessings, Dragon’s Hoards and Quartermasters. In a normal session you should be able to drain all of them and get the maximum number of possible drops. If you’re really only doing quick bursts with certain characters, it might make sense to shift the focus to a specific Enchantment in order to generate more magical procs in a short amount of time.

The best mix of Utility Enchantments for group play depends on your role. Since Fey Blessings, Dragon’s Hoards and Quartermasters require you to actually kill stuff, support classes get little out of them in dungeons and are probably better off slotting Darks, or even Radiants. If you’re more of a damaging type then you can pretty much go with whatever you’re using in solo.


I hope today’s lesson helped you understand the concept and use of Utility Enchantments. Until next time, I must continue my research. In case you have any questions or remarks in the meantime, share them on our social channels, in the comments below, or on our message board!

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Tristopher Chettlebell

Tristopher Chettlebell is a genius and scholar, recently employed by Zami Monini to perform some... genealogical research... in the Neverdeath Graveyard, but currently seeking work elsewhere, preferably very far away from anything resembling an angry dracolich.

2 thoughts on “Chettlebell Explains It All Vol. 8: Utility Enchantments Guide for Module 15

  • May 24, 2017 at 12:30 pm
    Permalink

    Has the Fey-blessing enchantment gotten a cooldown?
    As far as I know, that wasn’t the case earlier, but from this article it seems that way.

    Reply
    • June 1, 2017 at 2:19 pm
      Permalink

      Was curious about that as well. Ran them awhile back and it didn’t seem like they had an ICD, but did have the annoyance of having to pick up drops vs. auto inventory like Dragon’s Hoards.

      Reply

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