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Neverwinter M18 Infernal Citadel Blog Rundown

The Fallen Stronhold’s Treasure chest contains free loot for the Mod 18 Infernal Descent launch. Is the loot great? No. Is the loot free? Yes!

#6 The Descent Lockbox

Robert Hrouda, Systems Designer, brings us the sixth developer blog and dives into the Descent Lockbox. If you missed out on getting a Yeti mount and want to ride around on the shoulder of a mount, the Barlgura is for you. At legendary, the mount equip power is +10,000 Power!

Developer Blog: The Descent Lockbox | Neverwinter As we descend into the depths of Avernus, new opportunities have arisen. Starting on January 21, 2020, you will have the opportunity to acquire The Descent Lockbox, and with it som…

#5 The Vallenhas Story

The fifth developer blog for M18, written by Nick Corea, Content Designer, covers the backstory for M18. While some could comment that the blog spoils some of the story you experience as you go into M18, I found the additional context got me more excited about the adventure.

Developer Blog: The Vallenhas Story | NeverwinterThe story of the Vallenhas family is a woeful one. The misguided actions of a desperate man have doomed a good and prominent lineage. This tragedy has engulfed hundreds of innocent…

#4 Rewards

Joseph Leon, Systems Designer, covers the M18 rewards in his developer blog post. We’re getting a new type of Seals currency, specifically Seals of the Fallen, which can be used to buy the Infernal Forged Armor. We also get a new artifact in the Book of Vile Darkness, but some of the most interesting rewards are from the “Hunts” around Vallenhas. Northside presented farming information on his YouTube channel.

.Developer Blog: Rewards Worth a Devil’s Bargain | Neverwinte…The promise of great rewards comes with substantial risk and is why Vallenhas now descends into hell. A wealth of rewards awaits those willing to risk it all against merciless devi…

#3 Visually Creating the Adventure Zone

The third M18 developer blog comes from Jason Marquez, Environment Artist, and walks through some of the thought process behind creating the M18 adventure zone. Once again the environmental art team has done a fantastic job. Thank you Neverwinter Environment Art team!

Developer Blog: Vallenhas Environment | NeverwinterWelcome back adventurers! Today we will be taking a short look at the Infernal Descent Adventure Zone: Vallenhas. The goal for this zone was to give players a large space to explor…

#2 Campaign Structure

The second M18 blog, written by Jared “NoWorries” Sears, System Designer, covers the Avernus campaign, which features the weekly haul mechanic, four campaign boons and many other familiar endgame campaign elements and mechanics. After you start the opening quests that bring you into Avernus, return to the campaign map (pictured above) and complete the campaign task to continue progressing with the campaign. During preview, there were no queues that interaction with the campaign map was needed during the introductory quests.

Developer Blog: Avernus Campaign | NeverwinterThe tragic story of the Vallenhas family has led them to a most desperate place. A mysterious deal with the devil Zariel plunges their stronghold and village to Avernus, first leve…

#1 The Infernal Citadel Dungeon

The first of the developer blogs for M18 covers the Infernal Citadel Dungeon. Jared “NoWorries” Sears, System Designer, covers the dungeon conceptually but doesn’t dive into any of the specific mechanics. Don’t worry, however, since legendary Neverwinter content creator Rainer already has a YouTube video guide. Thank you to Rainer and the team in the runs and thank you to Rainer for all the hard work put into the video.

Developer Blog: The Infernal Citadel Dungeon | NeverwinterGreetings Adventurers! Let’s talk about the new dungeon arriving with the Infernal Descent module: The Infernal Citadel. As Neverwinter takes its first steps into Avernus we wanted…

Welcome Legendary Chaos

Legendary Chaos has just joined our alliance, so we thought we should have a quick chat to their leader Shelby (Bruce) and find a little more out about them.

When was your guild created?

I created this guild in April of 2017. At the time it was my alt guild. I was in Ghost Wolf Warriors Alliance and in Feb of 2018 I had leveled it to GH4. It was then that the leaders of GWW allowed me to make it an active guild and brought it into the alliance and started recruiting. So officially it was started in Feb 2018. As far as original members still being involved, there are only a handful still in guild and only 4 that are still actively playing. They are Immy(Co-Leader),Orcily (senior officer), Blackstar (senior officer and only semi active) and Relentless (senior member)./

How did you choose the name of your guild?

Like I said this was an alt guild at first so I chose the name and I didn’t put a lot of time coming up with a name and no story behind it. I have asked members a few times if they wanted a name change and some responded that we are all chaotic and times and maybe with a lot of work and a little luck we may become a guild that everyone looks up to and remembers in the world of Nevewinter and we will become legendary.

Tell us about your leaders?

I am currently the only Leader and I have almost every class at level 80. Immy is Co-Leader and he has 4 alts. CeeCee is our other co-lead and has 5 alts. He is currently away from game due to family issues but will be back in near future. I started playing mmo’s in 2003 with Everquest. I went from EQ to WoW in 2007 with burning crusade release. I played wow for many years and still play it once in a while, but not active. I played Neverwinter at release for a few months, but was still actively involved with wow. Just before the release of The Cloaked Ascendancy I got an email offering 30 months free vip and few other goodies to come back to Neverwinter. I decided to get it another try and have been here ever since. I have played many other mmo’s including Rift,EQ2,SWTOR,guild wars, guild wars 2,Lord of the rings, conan and many others.

Thanks Shelby aka Bruce for the time taken to answer our questions (we still want to know if you have tried vegemite 🙂 )

Neverwinter Mod 17 Uprising

Here’s some of what we see. (from preview check out the new Lord Willow M17 overview!)

  • New PVP map with new rewards and a new PVP season; rewards include PVE useable items like Rank 10, Weapon, and Armor Enchantment Choice Packs; Rank 5/6 Stones, and Marks of Potency.
  • New PVP gear; Zen store now has IL 1000 (in PVP) gear
  • New Gith race (+2 Dex, +2 Str or Int; 2% Stamina gain; +1500 CA)
  • One new weapon set (Lionheart Set) – best new base damage
  • New Rings of Undermountain (IL 1010) – drop from the new Tower of the Mad Mage trial
  • New Shirts (IL 1010)
  • New Pants (IL 1010)
  • New Artifact (Halaster’s Blast Scepter), Belt and Waist gear from the trial
  • Parts of Protector’s Enclave has been visually upgraded
  • New Companion Gear (IL 1010) dropping from the M17 Master Expeditions
  • New Appearance tab on character sheet with a fashion system overhaul
  • New Tales of Old event
  • New Lockbox
  • New M17 campaign “Uprising”
  • M16 Campaign Completion token
  • New location: Stardock, which provides access to a “dimension shift” replica of Undermountain for Uprising.
  • A modified Master Expedition experience called Warden Master Expeditions; a new third zone and new bosses.
  • Class changes: Repel Wizard damage has been reduced and temporary hit point, from any class, now overwrite any previous temporary hit points. Previously, temporary hit points aggregated.
  • Professions changes have yet to hit live server. The new recipes have nothing to do with masterwork.
Up we go into Stardock

New Trial: Tower of the Mad Mage

  • New 10 person trial against Halaster Blackcloak, the Mad Mage himself
  • Requires 2-3 tanks; 2-3 healers; 4-6 dps; IL requirement is 24K IL
  • New enemy stats (30k) in new trial force player stats to increase (80k; CA 130k)
  • New trial against Halaster has very difficult mechanics; dps checks; heal checks; mandatory aggro management
  • New Artifact, Belt and Waist gear drops from the trial
  • Need 370k HP to avoid the one-shot mechanics in the trial, and that’s on top of receiving some damage mitigation

How do you get started?

Talk to Three Strings on the first floor of the Yawning Portal and he gives you a quest called Shadows and Space. After you get that quest, Kavatos appears in the Yawning Portal on the third floor with a new Expedition quest titled a Light in The Sky. Every day you get 2 investigate activity quests. Every 2nd day you will be rewarded with Warden Expedition (WE) quests so you can collect your Stardock Rod sections. Once you have 3 of the same rod section, you will be rewarded with the new Fragment Expedition (FE) quest to acquire a fragment. Once you have collected the four fragment pieces, this should unlock the new 10 man TOMM (12 days of questing).


New Story: Uprising
Kavatos has a lead on a new disturbance, thanks to the mysterious appearance of a githzerai envoy. Follow this fellow to a newly-discovered location in the realm-twisting depths of Undermountain, find out more about the githzerai and their storied past, and lend your aid in a war against the illithid menace.

New Trial: Tower of the Mad Mage
Halaster’s not too happy about bands of old foes newly encroaching on Undermountain, and it’s up to you to bear the brunt of his wrath and to strike back. This 10-player Trial is the most challenging yet. Can you stand against the reality-shaping powers of Halaster the Mad Mage?

New Player Race: Gith
Not only can you help the githzerai in their fight, you can play as one, too! During Uprising‘s time on NeverwinterPreview, players will be able to create gith characters of their own, and aid Neverwinter just as Neverwinter’s heroes will aid the gith. Further information will come later on unlock requirements post-launch.

Appearance System
Our new Appearance System allows players to add any Armor or Dye acquired in the game into a library of Appearance options available for your character. Players now will be able to choose items and colors from their library to override the appearance of any gear or fashion slot, rather than needing to transmute individual items. No matter what your armor really is or how often you change it, it will always look like the appearance override that you’ve chosen.

Early-Game Content Touch-ups
The opening chapters of the game have been smoothed out for a more engaging introductory experience. Please let us know how you feel about it!

Protector’s Enclave Remodeling
Lord Neverember has invested more gold into Protector’s Enclave’s appearance, hoping to attract more wealth and commerce to the area. Certain textures have been improved, including the sky. The mount display area has been moved to the town crier’s area that previously held the job boards, and the event dais is now more central to the market area, where the mounts display area used to be.

Notification Improvements
There will be less spam when others gain lockbox rewards! There is now a pop-up element that defaults toward the top of the screen, but can be moved in the Rearrange HUD menu (in the ESC menu). In addition, there is now a “Notification Settings” button in the ESC menu that allows players to set whether certain information gets sent to chat at all, or shown on the screen as visible notifications. Chat channel filters are still where they used to be; the Notification Settings can control whether specific notification types get sent to chat at all.

Doing the 10 player Tiamat raid

Tiamat has undergone a change from a 25 player to a 10 player but the challenge is still an important part of the Tyranny of Dragons campaign. Tiamat awards Linu’s Favor(s) which are needed to acquire the last couple of boons in the campaign.

What is the best way to do Tiamat now?

Below you’ll find our recommendation on the 8 key steps to maximize a victory in the Tiamat challenge.
  1. Gather your party of 10 (2 healers, 2 tanks and 6 dps).
  2. Instruct all players to make an available slot on the belt to pick up the gems to protect players when killing the heads of Tiamat.
  3. Instruct which party protects which cleric on entering. The middle cleric doesn’t need protecting anymore.
  4. At the commencement of the raid kill the summoners together in a zerg fashion, collecting gems on the way. After the 5 summoners are dead, head back to kill Severin. The heads of Tiamat will now rise.
  5. Split into two (2) groups of five (5) and protect the clerics who are making protective spells for the players. Don’t fight next to/on the clerics or they will need more time to get their spells ready. When they complete their spells the next stage starts.
  6. All players to go to the black head and kill the head down to the last 5 bars. Don’t kill it outright first round. Move in zerg fashion to green, orange, blue and lastly to white leaving last 5 bars. You will have 4 minutes to do this.
  7. The cleric phase will start again, so split into two (2) groups of five (5) and repeat protecting the clerics. After the clerics have completed their spells, you’ll be able to finish the heads of Tiamat if you got all the heads down to five bars in the first phase fighting the heads.
  8. Again, all players head to black and completely kill the head this round and continue on zerg fashion through to white. Death of the heads will complete the raid.
    Note: Sometimes 3 rounds maybe required, if so on the second round just ensure heads are on last 5 bars.

Have fun!

ACT Combat Tracker and Plugin for Neverwinter

Want to find out how your character is doing? We suggest ACT Combat Tracker. You can download it from here :

The plugin for Neverwinter is available from here:

Once you have ACT installed, don’t try to search for plugins. Instead, save that plugin above in the same place you installed ACT, then go to the Plugins tab and click Browse to locate the NW plugin. The “Get Plugins” button in ACT doesn’t work for Neverwinter. Don’t try to set your log file until after you have the plugin working. Your plugins tab should look like this:


Now, in-game, go anywhere where there’s fighting (even if you’re not fighting) and type “/combatlog 1” (no quotes) into the chat box. This makes sure you have an actual combat log to use – there isn’t one by default unless you’ve turned it on like this at least once.

Then, once you have the plugin set up, click the Options tab in ACT to set up the log. The location of the file will vary from system to system depending on where Neverwinter is installed and on what server you’re playing on. Just click Open Log and find the appropriate log file – it’s in <Neverwinter>\<server>\logs\GameClient\*.log. Once you find it and select it, it will look something like this:


If you don’t find a log file, make sure you’re looking in the right server. Pictured above is Owlbear (Beta), but there many other options: Live is Live (Dragon), Playtest is Preview (Mimic). Once you have the right log selected, go back to main and start a fight, you’ll see data start accumulating.

You can even import an old log if you’d like with the Import/Export function as seen below.

If you don’t need to use the combat log, it’s a good idea to type /CombatLog 0 to disable logging, otherwise that file can get rather large.

Thanks to Sekhmet for some of the original writeup on ACT.

For additional information on ACT, Neverwinter Unblogged published a three part series on ACT.

Welcoming Spiritcloaks (formerly Ancient Spirits)

As many of you may have heard, Ancient Spirits has changed leadership. On March 2, 2019, Legolas has handed over leadership to Enna Shieldheart (@backpetal#6044). Along with the changing of the guard, the name has changed to Spiritcloaks – a nod to their former name – which brings Spiritcloaks into the larger family of Cloaks including Blackcloaks and Greycloaks.

Spiritcloaks had been without a steady leader for a while due to real life. Legolas had done the best he could with help from Hastur – alliance leader and leader of the Blackcloaks and Greycloaks. Legolas seen a need for new leadership and requested such.

Enna offered to take the guild over as did Hastur. Hastur’s larger vision was to include AS into the Cloaks family and Enna, also an officer of the Blackcloaks, agreed wholeheartedly. Enna met with Legolas and discussed this among other things and upon reaching an agreement, the transfer was seamless.

Spiritcloaks remains a guild that welcomes mature players of any level. They intend to keep the casual and friendly atmosphere that is also indicative of the Cloaks. Spiritcloaks currently have a Level 15 guild and look forward to moving up to 16 in the near future.

M16, Undermountain, brings major changes to game mechanics

Holy smokes, Mod 16 is coming and there are tons of changes! Not only do we finally get the often speculated Undermountain content, the game is changing in major ways.

  • The level cap is increasing to 80. The Undermountain adventure zones contain: new equipment ranging from level 71 to 80, new seal gear, new dungeon equipment, and even new higher item level artifacts for players to enjoy. Developer Blog: Jared Sears, Lead Systems Designer
  • The classes are being re-worked to align to Dungeons and Dragons 5th Edition mechanics. Power Points are gone. Feat Trees are gone. The new feat mechanics are functioning like the older Boons (e.g. Tyranny of Dragons, Dread Ring, Sharandar), where you had two options and got to select one. Each Paragon Path has 5 feats choices. For each Paragon Path, such as Spellstorm or Master of Flame Control Wizard, you will have the following unique and shared powers to choose from: 2 At Will of 4, 5 Encounters of 10, and 2 Dailies of 4. Except for the Ranger, Wizard and Rogue, each class will have two options for entering queues, similar to how the current Oathbound Paladin can queue in a tank or heal slot. Developer Blog: Jared Sears, Lead Systems Designer.
  • Stats, and therefore powers affected by stats, will incorporate the concept of opposing roles. Opposing roles are in the game today with the interaction between Defense and Armor Penetration, so that concept is being applied across what the developers identify as Main Stats. Utility Stats still exist, but they are simply receiving a percentage increase. Critical Strike and Deflect cap at 50 percent and Combat Advantage caps at 100 percent. Lifesteal and Recovery have been removed from the game. There’s a ton of detail to take in here, so you’ll want to read the developer blog. Developer Blog: Jared Sears, Lead Systems Designer.
  • Item Level and level Scaling are both changing. Their goal in changing Item Level mechanics is to produce a result where ” if two players are 12,000 Item Level, they are very close in terms of their overall potential.” The mechanics behind Item Level allow them to make a first pass at better scaling. In their own words, with this change “it will be easy to tune to make sure that we can end up with ideal scaling moving forward “, so watch for potential smaller adjustments in this area. Developer Blog: Jared Sears, Lead Systems Designer.
  • Boons have been completely reworked. The boons themselves and the bonuses they give have been evaluated and re-worked. The user interface for boons has been re-worked. The way you acquire boons has been re-worked as well. The official release documents how boons are acquired and progressed, but does not detail the boons themselves. Developer Blog: Salim “Silius” Grant, Systems Designer.
  • Clerics are basically a whole new class. Divinity and empowered versions of powers are gone. You now have a divinity pool which allows you to cast and recharges using your tab or over time. Check out the developer blog or better yet, check out the class on the preview server. Make sure you check out our own Cleric build for Mod 16. Developer Blog: Asterdahl, Systems Designer.
  • Paladins lose their Divine Call ability and gain a new divinity resources similar to that of the Cleric. Divinity is used to cast many of the encounter powers. Divinity can be gained by blocking with the paladin shield. Check out the developer blog or the re-worked class on the preview server. Make sure to also check out the Mod 16 build for the paladin here on our site. Developer Blog: Asterdahl, Systems Designer.
  • Old campaign areas are now quest zones for weekly Challenge Campaigns. The Challenge Campaigns are the new K-Team weekly challenge. Completing the weekly Challenge Campaigns awards a Hero’s Medallion. The Hero’s Medallion store has the following items for sale:
    • Ultimate Enchanting Stone
    • Ultimate Mark of Potency
    • Superior Enchanting Stone
    • Superior Mark of Potency
    • 50,000 50% Bonus Rough Astral Diamonds
    • Companion Upgrade Tokens

The Challenge Campaign system allows you to choose one area of your own each week in addition to the Cryptic assigned choice of the week. Developer Blog: Jared Sears, Lead Systems Designer.

  • The Foundry is officially dead. The announcement came from Ambassador Kael.
  • The Guardian Fighter, now called he Fighter, loses their ability to mark opponents. Their shield now has Hit Points which is directly related to the amount of Stamina the fighter has. If your Stamina is full your shield has 100% of your Hit Points. As your Stamina decreases, so does the Hit Point pool of your shield. The new Dig In mechanic allows you to continuously block and regain small amounts of Stamina. As a Dreadnaught, you can build vengeance through the new Seethe mechanic, which increases damage. Check out the official blog for more details. Blog entry, Doug “Asterdahl” Miller, Systems Designer.
  • The Warlock Soulweaver is now an official healer whose powers are fueled by Soul Essence. In a jam, Warlocks can use Essence Drain to grab Soul Essence and restore their own Hit Points. The Soul Puppet is still available for the Hellbringer damage dealer variant of the Warlock. Information about the brand new daily, Soul Pact, can be found on the official blog. Blog entry, Jared Sears, Lead Systems Designer.
  • Companions have received a major overhaul and function more modularly, like mounts. Rather than document everything here, check out our coverage of companions or for a more lengthy description, read the official blog. Blog entry, Salim “Silius” Grant, Systems Designer
  • New level 80 gear is dropping. Apprentice Armor (IL 965) must be restored with runes and be found by running M16 Expeditions. Halaster’s Successor gear (IL 1014) drops by defeating the apprentices of the Mad Mage and can also be enhanced with restoration items found in Undermountain. Seals of the Mountain replace Seals of the Crown as the “standard” Seal currency and Seals of the Deep drop only from the Lair of the Mad Mage dungeon. There are five new Artifact sets with increased (IL 979 at Rank 60). The Watcher gear drops from rare monster in Undermountain. Enchantments are going up to Rank 15 and Insignias can now be Legendary. Blog entry, Chantelle Tatum, Systems Designer
  • The Great Weapon Fighter is now called the Barbarian. The Sentinel paragon path has been reworked to fulfill the tank role, complete with using your sword to block. The Blademaster is the damage dealing variant of the Barbarian with unstoppable now becoming battlerage. Taunting to gain aggro is gone. You have to deal damage to gain aggro. Blog Entry, Doug “Asterdahl” Miller, Systems Designer
  • The Trickster Rogue is now called the Rogue. The Rogue is a versatile and flexible combatant that rises to any challenge. The Assassin path seems inspired by the DnD class of the same name. Lots of damage from Assassinate and the use of poison both contribute to damage. The Whisperknife has a shuriken AoE and focuses on Stealth. Blog entry, Jared Sears, Lead System Designer
  • The Lair of the Mad Mage developer blog contains spoilers for the storyline so we’re not going to write anything for those who might want to discover the storyline for the first time during the Undermountain module. If you don’t mind storyline spoilers, check out the summary of the new dungeon. Blog Entry, Ryan “Wolf Fightmaster” Horn, Content Designer
  • Jason Marquez blogs about M16 from the art team perspective. He also sends best wishes to John McIntyre, a Cryptic Content Designer who worked on Undermountain but left Cryptic in January 2019 for Blizzard. Content Designer Elliot Minner stepped into John’s role to finish Mod 16. Jason gives us an insight into the process and tools they use to generate multiple new zones. The amazing grandeur of Undermountain definitely came at a price. Jason writes that their tools were stretched to their limit in the Undermountain artistic journey and that the Engineering team came to the rescue. For more details on how the impressive visuals behind Undermountain came to life, check out the official blog. Blog Entry, Jason Marquez, Environment Artist
  • The Ranger blog posting gives us an insight into the design intent behind the class rework. Specifically, that the Hunter can be played as a solely ranged damage dealer or optionally to engage in melee as well. The Warden is intended to boost party offense and defense. or can be tailored to play a melee only combatant. Blog entry, Jared Sears, Lead System Designer
  • The Wizard has two damage dealing options, the Arcanist and Thaumaturge. Noticeably, the Wizard now adds the iconic Fireball spell to the class. The Thaumaturge uses fire and colder for smolder and rimefire damage effects (i.e. the old Master of Flame class option) and the Arcanist feels more like the old Thaumaturge. The old Oppressor path is gone, as is the name “Control” from the class, but perhaps with all the control immune enemies in the game, this change was overdue. Blog entry, Jared Sears, Lead System Designer
  • Undermountain Expeditions feature a dungeon randomizer that challenged veteran Environment Designer Patrick Poage, who blogs about the experience and announces he is leaving Neverwinter for the Magic the Gathering MMO team at Cryptic. Patrick and Content Designer Ryan Horn were the two developers working on Expeditions and Patrick worked exclusively on the randomization of Expeditions, which uses 9 floors, 3 rooms, 3 corridors and 3 arenas. Patrick used color, light and atmosphere to provide each instance a unique feel. A big challenge was the 6 year old lighting engine and surprisingly, mushrooms. Blog entry, Patrick Poage, Environment Artist
  • The Expeditions content blog by Ryan Horn duplicates information from Patrick Poage’s art entry. The entry communicates that the Expeditions content is scaled and Survey Expeditions are necessary for Undermountain campaign progression. Master Expeditions can be done after the campaign is completed. Expeditions tasks are given by Obaya Uday in the Yawning Portal and up to three runic crystals can be attuned to increase the challenge and rewards of a Master Expedition. The Expeditions system is similar to Ravenloft Hunts introduced in Mod 14, for readers who are familiar with that system. Blog entry, Ryan “Wolf Fightmaster” Horn, Content Designer
  • As with each module, Undermountain comes with a new Lockbox. The Lockbox of the Mad Mage has a new Hellfire Engine mount and a Grung companion. Blog entry, Jared Sears, Lead System Designer
  • An introduction to opponents Arcturia and Trobriand comes in the blog entry from Ryan Horne, which gives us some insight into what to expect when confronting these opponents in the Lair of the Mad Mage. Arcturia brings dangerous attacks like the Cocoon of Death and we’re encouraged to maintain a healthy fear of butterflies. Trobriand the Metal Mage gets tougher over time and players can expect a shocking interaction with him. For those who best the dungeon, the blog promises “plenty of rewards”. Blog entry, Ryan “Wolf Fightmaster” Horn, Content Designer
  • As the master antagonist in Undermountain, Halaster Blackcloak gets a full developer blog entry on how he moved from being an iconic DnD figure to an in-game entity. Check out how the character creation team brings him to life. Blog entry, Chantelle Tatum, Systems Designer and Jonathan Nascone, Lead Character Artist

The Mad Dragon is back!

The Tales of Old event started on Feb 14 2019 and brings the Lair of the Mad Dragon back to Neverwinter players.

If you’re ready to have adds swarm you while you take on classic dungeon content in a new mechanic, the Tales of Old are for you.

The screenshot to the left shows that the dungeon only runs for 7 days each time the event drops.

In terms of game mechanics, the Tales of Old are a combination of the private hunting instances Cryptic tested in the Ravenloft Mod 14 module and the K-team scaling and conditions (e.g. no deaths) developed in Mod 15.

The Mad Dragon

So what do the old dungeons feel like? Running ACT gives us a glimpse to what is going on under the veil of the old dungeon.

Imps have over 1 million hitpoints each and can hit for almost 100K. Legion devils have millions of hitpoints and can hit for upwards of 180K; same goes with the Erinyes.

The new mechanics to the Tales of Old dungeons include:

  • There’s a 9-death limit (however you can find extra lives in the dungeon)
  • There’s a one hour time limit (however you can find extra time in the dungeon)
  • You can’t use consumables (no buffs, potions, etc.); but you can take consumables before you enter your “Tale” aka dungeon, from Protector’s Enclave.

As you progress through each of the 5 runs, new levels of difficulty are introduced, including:

  • Artifacts no longer function (second run)
  • Cooldowns increase by 50% (third run)
  • Melee powers inflict self-damage (fourth run)
  • You get “tiny” which lowers power and defense by 50% (fifth run)

By run #5, anyone can get “one shot” killed being sloppy.

Your rewards increase each time you can run the dungeon in the one hour time period. The total currency, called Coins of Tales Told, earned from 1 round of 5 runs is 32 Coins (not including the one free you get for entering) but there’s a daily cap of 45.

Speaking of rewards, what do those look like? There’s a new waist, neck and artifact with some significant buffs. (see images below). Remember that currency cap mentioned above? The new artifact is purchased and leveled with Coins of Tales Told. While you should be able to get the new artifact and the associated power ups in a single event, you’ll need to participate in each Tales of Old event for a year (there are 4), and complete the daily cap 3 times in each of the 4 events to earn enough currency to complete waist and belt the set. This is because each time the event happens, you can only earn one Fabled Chapter, and the Fabled Chapter is how you buy the waist and neck items that complete the set. You can earn a Fabled Chapter by achieving 135 Coins of Tales Told during a one week event. Click on our images below to cycle through the new set.

There are also Trinkets of Old in the chests inside the dungeon which can be used to purchase a Chest of Tales Told which can contain:

  • Chartillifax (vanity pet – Obtained during Dragon of the Mad Lair only)
  • Hrimnir (vanity pet – Obtained during Frozen Heart only)
  • Woven Tales Enchantment (Rank 8 or 9)
  • Blood Ruby
  • Companion Upgrade Token
  • 10,000 to 20,000 Rough AD
  • Minstrel’s Fancy Shirt, Pants, or Hat

Be warned, however, the chests which contain Trinkets of Old can also be Mimics! After you kill the Mimic, however, you can collect the Trinkets.

Want to see some gameplay of the Lair of the Mad Dragon? Check out our own Greyhastur’s stream starting at 1:12:00 on Twitch.

You might be asking, “What kind of results can I obtain with a ‘meta’-like party including a GWF, AC DC, SW, OP and HR?” After looking back at our test runs, and with a few rounds of practice under our belt, this grouping completed 5 runs with about 40 minutes remaining on the 1-hour timer. So yes, you can power through the Tales of Old content but given how long we’ve waited to get these dungeon experiences back, you might want to take your time and savor the moments.

The End of an Era: Uncensored Daily Content

News from Uncensored creator J0shi has finally been posted on the Unblogged website.

J0shi’s life has changed and he no longer has time to meet his new obligations and continue churning out Uncensored content at his prior pace.

J0shi’s passion for Neverwinter can’t be questioned. For four years he produced an amazing amount of content from web-based tools, videos, polls, test results, weekend content roundups, opinion articles and strategies to in-depth guides for every single module. The vast majority of his content was designed to help players maximize their enjoyment of Neverwinter.

Recurring Series Content

The fact that the Neverwinter Unblogged site has 100,000 users a month indicates that not only did J0shi produce material that was valuable, but also that there’s a demand for Neverwinter information his site filled. His Unblogged site, in particular, provided a way to immerse yourself in Neverwinter material when getting into the game wasn’t possible (e.g. between classes; on a lunch break).

While I’m happy to hear that J0shi’s life is changing in great new ways I don’t think I’m the only one who will miss his daily content. Thank you J0shi for sharing you passion for Neverwinter through your Uncensored project.

A Website.

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