More Information On Module 9 Gear And Mount System

As the Alpha tests continued this week and the devs keep pushing new builds to the Owlbear test server, more information is available of what could be included in Neverwinter’s still unnamed Module 9.

New Ring of Orcus
M9 Ring of Orcus

With Castle Never’s return and its last boss Orcus a new Artifact set is being introduced as well as a set of new Legendary Rings that probably will drop from the end Chest. The Ring of Natural Order is also included and could be finally introduced after it was a late scratch from Underdark as the devs needed to sort out which buffs should be affected. Most of the new rings give a temporary +4000 or an incremental +135 rating boost on legendary quality like the Ring of Brutality or Rising Power while the Ring of Orcus dishes out direct damage.

The Artifact set’s power is “Deal up to 20% damage based on the difference in health percentage between the player and the target.” This isn’t superior to the Lostmauth set, but as we know there’s an ongoing discussion whether that set needs a nerf. Also the stats on the Artifact itself don’t look too appealing for DPS classes.

More pictures of gear are avilable here: http://imgur.com/a/pURJ8

M9 Tenser's Floating Disk
M9 Tenser’s Floating Disk

The next big thing continues to be the new mount system, which still wasn’t ready to be tested during the second Alpha on Friday. Parts of the UI and collections are available though to shed some light. It seems Mounts are no longer an item that drops, but become an unlock in your stable. Each mount unlocks an Equip Power, Speed Power, Combat Power and two or three Insignia slots. You are able to freely combine any look, Combat, Equip and Speed Power once unlocked. So you’re able to ride an Armored Boar with the Flail Snail AP Gain and Legendary speed.

The Speed Power unlocks are just the speed values we use to know from the different mount tiers. Green is 50%, blue 80%, purple is raised to 120% and legendary stays at 140%. Equip powers are mostly stat boosts so far, but can be some utlility like the Flail Snail. The higher the tier of the mount, the higher the bonus. Here are some examples:

It’s worth noting that old purple lockbox mounts are labeled “Legacy” and come with a +4,000 bonus like the legendary ones. The devs probably do not want to devalue their top lockbox prizes from the past. The Combat Powers are still limited to legendary mounts, do minor damage and apply some CC. The one that sticks out is Tenser’s Floating Disk, which grants a massive 10% of Power, +2 to some ability scores and AC for 12 seconds.

More pirctures of legendary mounts and their new powers are visible here: http://imgur.com/a/VEmjZ

In your stable you are also able to slot five mounts and unlock the Insignia powers on them. From the look of the UI the powers could be a ZEN unlock. Purple and legendary mounts give three slots each, which means you can have a maximum of 15 Powers slotted. Insignias are limited to two or three specific slots (types are Crescent, Regal, Barbed, Illuminated, Enlightened), but it would seem all of them can go into an universal slot. The powers presumably stack up to five times, so slotting same Insignias multiplies the effect.

*** UPDATE *** Another theory about Insignias is that since three slot types are attached to it and some twice, the Power works like a set bonus whenever you slot three Insignias of the same type. That would reduce the possible Powers to 5 instead of 15 and could make more sense. It’s also not yet known whether Insignias only work on the active mount or on all five in your stable.

  • Power: Whenever you perform a Life Steal, you are healed for a percentage of your maximum HP over a few seconds.
    Slots: Crescent, Crescent & Regal.
  • Power: Whenever you Deflect an attack, you are healed for a percentage  of your maximum HP over a few seconds.
    Slots: Crescent, Crescent & Barbed.
  • Power: You have a chance after killing a foe to find a Refining Stone at your feet.
    Slots: Crescent, Regal & Illuminated.
  • Power: Whenever you activate a Mount Combat Power, you gain an increase to your Power, Recovery, Armor Penetration, Critical Strike, Defense, Deflection, Regeneration, and Life Steal.
    Slots: Crescent, Barbed & Enlightened.
  • Power: Whenever you are Stunned, Knocked, or Rooted, you are healed for {magnitude}% of your maximum HP over {duration}.
    Slots: Crescent, Illuminated & Illuminated.
  • Power: Whenever you perform a Critical Strike, you are healed for a percentage of your maximum HP.
    Slots: Crescent, Enlightened & Enlightened.
  • Power: Whenever your summoned Companion attacks, you gain Power and Defense for a few seconds.
    Slots: Regal, Regal  & Barbed.
  • Power: Your summoned Companion gains a percentage of your Power, Recovery, Armor Penetration, Critical Strike, Defense, Deflection, Regeneration, and Life Steal.
    Slots: Regal & Enlightened.
  • Power: Whenever you drink a Healing Potion, you are granted more Power and Defense for a few seconds.
    Slots: Regal, Illuminated & Illuminated.
  • Power: When your Stamina is above 75%, you move faster. When your Stamina is below 25%, gain a percentage of your Power as Stamina Regen.
    Slots: Regal, Illuminated & Enlightened.
  • Power: Whenever you use an Artifact power, your Recovery, Movement, Action Point Gain, and Stamina Regen are increased by a percentage of your Power for a few seconds.
    Slots: Barbed, Barbed & Illuminated.
  • Power: Whenever you perform a Critical Strike, your target will gain a stack of Magistrate’s ConsiderationEnemies affected by Magistrate’s Consideration take Psychic Damage equal to a percentage of your Power over a few seconds. Allies affected by Magistrate’s Consideration are healed for a percentage of your maximum HP over a few seconds.
    Slots: Barbed, Barbed & Enlightened.
  • Power: When you have Combat Advantage you gain a percentage of your Power as Action Point Gain and AoE Resist. When you don’t have Combat Advantage you gain a percentage of your Power as Movement and Control Resist.
    Slots: Barbed, Illuminated & Enlightened.
  • Power: Whenever you are reduced to 50% HP, you instantly recover a percentage of your Stamina and are healed for a percentage of your maximum HP over a few seconds. This effect can only occur once in a certain timespan.
    Slots: Illuminated, Enlightened & Enlightened.
  • Power: More Glory, Gold, and Experience Gain.
    Slots: All.

Useless to say that this is a massive addition of power and healing especially if players will be able to unlock 15 slots instantly. It’s not clear whether these will work in PVP as well, but the similarities to the companion system might indicate they won’t.

What do you think about the Insignia Powers and new gear? Share it in the comments or visit our forum!

NWO_Unblogged

We are always looking for people that contribute to this blog. For more information contact us via blog@nwo-uncensored.com or check the forum.

6 thoughts on “More Information On Module 9 Gear And Mount System

  • January 31, 2016 at 6:50 pm
    Permalink

    what do you thin will be of rank 1 mounts upgraded to rank 3?
    i got my ranj 3 battle boar waitin for the stable 🙂

  • February 1, 2016 at 1:42 am
    Permalink

    You seem to be missing the most important piece of information on M9.

    • February 1, 2016 at 9:07 am
      Permalink

      You are free to add it. Cheers!

    • February 3, 2016 at 11:48 am
      Permalink

      Well, what is the most important piece of info on M9?

  • February 1, 2016 at 12:15 pm
    Permalink

    +2-4000 stat and 3 of those insognia effects?
    Power creep FTW!
    Will there be enough hard content to be a challenge?

  • February 1, 2016 at 2:07 pm
    Permalink

    is there enough hard content now?

Comments are closed.