Enyo’s Guide For Rogues (Mod 16)
An in-depth guide to help players, new and veteran alike, build and learn their Rogue throughout the game.
- If you are searching for my Module 15 Guide in full, click here.
- Things are constantly changing. If you find something outdated, let me know.
Welcome all to my ever-in-depth guide to the (Trickster) Rogue! Module 16 has come with many changes to every aspect of the game including a new level cap, companion re-work, feat re-work, powers re-work, campaign re-work, and even went so far as to re-name all the classes to much more simpler, standard, classic Dungeons & Dragons titles. Thus, the once Trickster Rogue or “TR”, is now just called a “Rogue”.
This guide has been updated and running since Module 10.5, which released November 8th, 2016. I’ve given my best attempt to make this guide as easy as possible to read, understand and navigate. I cover every aspect of the Rogue for both veteran, returning and even new players alike. This guide is designed for both the casual and the hardcore when it comes to the rogue.
Considering right now that the game is basically getting a fresh start when it comes to builds and classes, all input is appreciated. There are so many things to look into and test, and honestly, I can only test with what’s available to me – in other words, not everything.
Also, I did for the first time ever, clear out all the old comments. Many of the comments were from over 2 years ago and far from relevant to Module 16. So if you have questions, suggestions, requests, or anything of the like, just scroll to the bottom and leave a comment! No more old comments getting in your way now!
If you wish, don’t hesitate to contact me in-game or via Discord!
- Enyo (@Yopuko)
Choosing Your Race
When it comes to choosing your race, a lot of players have different opinions. Some take it very seriously, and prefer to take whatever race grants the best bonus, regardless of how tiny or large it may be. Others prefer to just select whichever class they feel cosmetically has the best appearance. So honestly, I leave this section up to you.
For those interested in mainly cosmetics, please note that there are many customization options later in the character creation process. Options like hair style, skin color, height, build, etc. – are all available. The races just offer differences in general appearance, such as Sun Elves having pointy ears, and Tieflings have horns.
I’ll list below all the races with the most beneficial bonuses. Likewise to most of this guides layout, simply just click on the name of the race you want to view / read. Please note that I have not tested all races, so many of these are currently based on speculation and are subject to change as time goes on with further testing.
Top Choices for DPS Increase (In Order of Best to Worst)
Metallic Ancestry Dragonborn (Premium Race) – View Details
Dragonborn (Premium Race) – View Details
Half Orc (Free) – View Details
Tiefling (Free) – View Details
Wood Elf (Free) – View Details
Human (Free) – View Details
Other Options (Recommended For Cosmetic Use Only)
Sun Elf (Free) View Details
Dwarf (Free) – View Details
Halfling (Free) – View Details
Half Elf (Free) View Details
Drow (Free) – View Details
Moon Elf (Premium Race) View Details
Menzoberranzan Renegade (Premium Race) – View Details
Ability Scores are a general measurement of a character’s broadest abilities. There are six ability scores total, and they contribute to different statistics on your character depending on the class you play.
You first select your Ability Scores upon character creation, and it’s important to set it correct the first time around, as it costs Premium Currency (Zen) to reset the initial rolls in the future. Typically, most classes only focus on 2 Ability Scores (or “Attributes” as they’re often called), as later on as you progress through the game, you only receive 2 points at a time, each at Level 10, 20, 40, 50, 70 and 80. Here are the 6 Ability Scores:
For a Rogue, you generally want to focus on Strength and Dexterity, as those are the main 2 that will compliment your damage output best. Strength offers a Physical Damage Boost, and Dexterity offers additional Critical Severity.
Please note – upon Character Creation, it does not appear that you can “roll” your abilities anymore as of Module 16. This may or may not be a bug/glitch, So for now, just try to get your +2 Points (from your Racial Abilities) into either Strength or Dexterity, or both if possible.
For those interested, I did also test Charisma and Constitution. However, I found that the “bonus” you would gain, was barely even noticeable. For example, my AP (Action Point Gain) went up 2%, which out of a 40+ second window, amounts to less than 1 second saved. Even if you did really try to min-max Constitution, it would still pretty much suck. Same goes for Charisma – not much to be gained out of it honestly speaking.
Statistics play a massive role in your damage output, and take some careful balancing if you wish to really make the most out of them. Let me (try) and explain the different stats, and how they work.
Opposing Rolls are certain stats that counteract or negate the potency and efficiency of another stat. Enemies and Players have these Counter Stats, so likewise, enemies and players can counteract and negate each other.
- Accuracy – Negates Deflection.
- Armor Penetration – Negates Defense.
- Critical Chance – Negates Critical Avoidance.
- Combat Advantage – Negates Awareness.
There are other stats that are not influenced, counteracted, or negated by another stat.
- Recharge Speed
- Companion Influence
- Critical Severity
- Movement Speed
- There are other stats, but are really not worth mentioning.
Enemy Stats & How They Work
To put it simple, enemies have all the same types of stats that we do as players. This also means that they have the same opportunity to counter stats as we do, meaning that if our stats are lacking, or are below theirs, our foes can negate our potency fairly easily.
- Enemies have a base of 16’000 on Critical Strike, Combat Advantage, Defense and Deflection. These are referred to as Low Ratings.
- Enemies have a base of 66’000 on Armor Penetration, Accuracy, Critical Resist and Awareness. These are referred to as High Ratings.
- Solo Players : These values are decreased outside of dungeons, capping at 10’000 for Low Ratings and 60’000 for High Ratings.
However, as long as our stats are above the enemy’s Low Ratings, we should see some type of benefit in return. For example, if your Critical Strike is even as low as 15’999, you will not see any return, because the enemy will be fully negating you, but if you have 20’000 Critical Strike, you will see a return because your rating is higher than your enemy’s.
Stat Caps & Goals
All Stats – Only For Example / Preview
Powers / Feats
Powers are what you use to either attack / deal damage, or to buff your attacking powers. There are different type of powers as well, with different mechanics. With Module 16, many of these powers and mechanics were changed or adjusted. So, with that knowledge, let’s hop into it.
Basic Mechanics / Terminology
Before we get into the heavy details of powers, I should probably explain the main functions and mechanics of how our powers work and are measured in-game. Most of it feels straight forward, but for a new or returning player, it could be confusing.
I recommend selecting the Assassin Paragon Path. Paragon Paths are groups of powers and feats that can be used to customize your character’s build. If you find Whisperknife to be more to your liking though, then please note this powers set-up is likely not for you then. I may work on a WK (Whisperknife) build later on.
At-Will Powers serve as the basic attack for each class. They consist of having no cooldown, but significantly lower damage compared to that of an Encounter or Daily power. You can only slot 2 at a time. I recommend slotting;
Encounter Powers serve as the stronger, main attacks for each class. They are generally used in situations that require more than a basic attack, and have cooldowns ranging anywhere from 9 – 20+ seconds. As of Module 16, you cannot (easily) reduce these cooldowns. You can slot up to 3 Encounter Powers at a time. I recommend slotting;
- Lashing Blade (Single Target)
- Deft Strike (Single Target)
- Assassinate (Single Target)
- Dazing Strike (Only AoE With Stealth)
- Blade Flurry (AoE – Use Stealth)
Daily Power (also known as Dailies) function the same as Encounter powers, however, they need Action Points before they can be activated. Some Dailies may also have a cooldown, though I’m currently unaware of any on the Rogue. You may have 2 Daily Powers slotted at a time.
A Class Feature is a passive ability that grants special bonuses indicated by its tooltip. They are unique in that they do not require player activation. Some Class Features provide buffs to a party, while others provide extra mechanics to a player’s powers. You can slot up 2 Class Features at a time.
Feats are a character passive bonus that slowly unlocks two options at Level 41, 50, 59, 68 and 77. You may only select 1 of the 2 feats at each level. As of Module 16, there is only 2 rows of feats. The Saboteur, Scoundrel and Executioner feat pathways no longer exist unfortunately. As someone who faithfully played Saboteur since Beta basically, this hurt, lol.
- Toxic Blades
- Master of Shadows
- Duelists Expertise – Lots of controversy over this feat choice. Please read why I take this over Skullcracker here.
- Back Alley Tactics
- Shadow’s Flurry
Likewise to the majority of this guide, a lot of it is subject to change. However, I know in the past that many have asked for tips or guidance to piecing together a solid rotation. With Module 16 though, there really aren’t any overly fancy rotations that I’m aware of currently, so it’s fairly basic for the time being.
I prefer to strike with Deft Strike without stealth. Stealth does not increase it’s potency (magnitude), and is even likely to accidently target a teammate rather than your enemy, so it’s best to avoid stealth when it comes to Deft Strike.
I like to follow Deft Strike with Assassinate with no stealth. If you use it directly after Deft Strike, you’re behind your enemy, and when you use Assassinate from behind your target, it deals 25% Bonus Damage, making Assassinate’sstealth bonus totally redundant.
When I do use Stealth, I use it with Lashing Blade. The reason I wait to use Stealth with this, is because Stealth causes this attack to hit with an extra 50% Critical Severity. This makes Lashing Blade the most beneficial Encounter to use Stealth with.
After that, it’s kind of just rinse and repeat. Just remember, Stealth on Lashing Blade only and never on Deft Strike or Assassinate.
When it comes to At-Wills, use them to fill the time when you’re waiting for your Encounters and Dailies to recharge. I prefer to just spam Duelist’s Flurry, but Gloaming Cut hits nice as well.
Of course, pop your Artifacts and Mount Combat Powers just prior to a big flurry of attacks. Most bonuses only last for 10-12 seconds, so try to make the most of those small moments with big buffs.
For solo / questing, I have found Blade Flurry and Dazing Strike to be power house encounters. I like to use Stealth > Blade Flurry > Blade Flurry, and if anything is left after that, I use either Assassinate or Dazing Strike. Dazing Strike with Stealth is really nice on toucher mobs also.
Boons are a bonus buff granted to your character that generally are earned through Campaign Completions. There are exceptions to this though such as the Stronghold Boons and the PvP Boons. Stronghold Boons will be posted at the very bottom; PvP Boons are irrelevant to the guide.
Our main “Challenge Campaign” Boons are earned through tiers. It does not matter which campaign you start with first, you will still have to earn your way up the tier levels regardless. It does slightly make boons more of a pain to truly max out, however, it makes reaching the Tier 5 Boons more rewarding.
So, here are my main suggestions. Anything listed as “Optional”, please choose based on your own needs, and what stats you may need that I don’t, or vice versa. Boons are designed to further compliment your stats, so the majority will be fairly optional. If you aren’t sure what stats you need, refer back to the “Stats” tab. My personal Boon Set up will also be listed at the bottom of this page.
Tier 1 Boons
- Recruit’s Training (Optional)
- Critical Strike (Optional)
- Cultist Bulwark (Optional)
- Cultist Power (Optional)
Tier 2 Boons (Requires 10 Boon Points Spent)
- Squire’s Training (Optional)
- Armor Penetration (Optional)
- Demonic Bulwark (Optional)
- Demonic Mastery (Optional)
- Marathon Runner (Optional)
Tier 3 Boons (Requires 20 Boon Points Spent)
- Knight’s Training (Optional)
- Combat Advantage (Optional)
- Dino Bulwark (Optional)
- Dino Power (Optional)
Tier 4 Boons (Requires 30 Boon Points Spent)
- Captain’s Training (Optional)
- Accuracy (Optional)
- Necrotic Bulwark (Optional)
- Necrotic Mastery (Optional)
Tier 5 Boons (Requires 45 Boon Points Spent) – You May Only Select 2
- Bloodlust – Chance on Encounter use to do the following:
Stronghold Boons are determined by the Level of your Guild, the Boon Structures your Guild Leadership have chosen, and the Rank of those Structures. If you want to know the specifics of your personal guild’s boons, I’d suggest speaking with your Guild Leader, as it varies from guild to guild.
You may only choose one Offence, Defense and Utility Boon at a time, but you can switch between them easily without a retraining token.
Need a guild and play on PC? Come join mine, Chronic Legion (and our sub-guild Hemp Harvesters). Max Level / Boons, was established during Neverwinter Beta in April of 2013, and has never been anything less than active since!
Boons of Interest
- Power Bonus (Offence)
- Armor Penetration Bonus (Offence)
- Deflect Bonus (Defense)
- Hit Points Bonus (Defense)
- Experience Points Bonus (Utility)
- Mount Speed Bonus (Utility)
- Revive Sickness (Utility)
With the introduction of Module 16 and the new Level Cap, we saw a massive amount of the once familiar gear become outdated. So, this raises a lot of questions about what gear we should be using at endgame. In all honesty, I even have those questions myself still to a degree, but I’m always trying to find the best of the best for not just you guys, but myself too.
In addition, most guides do not cover what gear to use as a stepping stone towards endgame, or how to obtain it. However, I try to always include that, as I (personally) believe it helps a much broader audience than solely endgamers, and even helps promote future endgamers.
Hopefully it does prove to be helpful!
Full Gear Set For Beginners
Beginner Gear – Undermountain Set
Endgame – Protégé's Hood
Midgame – Hood of the Spy's Guild
Endgame – Fured Kiuno of the Bear
Midgame – Hide of the Spy's Guild
Endgame – Protégé's Weathered Gloves
Mid Player – Bracers of the Spy's Guild
Endgame – Heels of Fury
Mid Player – Gaiters of the Spy's Guild
Main Hand Modification – Enhanced Duelist’s Flurry
Offhand Modification 1 – Critical Severity
Offhand Modification 2 – Please choose whichever stat compliments your character best.
Endgame – Burnished Weapons
Mid Player – Undermountain Weapons
Endgame – Protégé Rings
Mid Player – Spy Guild's Rings
Neck – (Requires Further Testing, Will Update Soon)
Endgame – Baphomet's Infernal Talisman
Mid Player – Lostmauth's Hoard Necklace
Belt – (Requires Further Testing, Will Update Soon)
Endgame – Demogorgon's Girdle of Might
Mid Player – Golden Belt of Puissance
Endgame – Protégé Shirts
Mid Player – Spy Guild's Shirt
Endgame – Protégé's Trousers
Mid Player – Spy Guild's Trousers
Disclaimer : Please read the Stats tab before investing into any of the Enchantments listed below.
Enchantments are a magic stone you use to grant additional stats and effects to your gear / character. Standard gear and equipment come with either an Offensive, Defensive, Utility, Overload, Armor or Weapon type Enchantment Slot. Basically I’m going to break down here what Enchantments I recommend working for and with.
One thing in this guide that will vary from many other guides; is I’m not going to tell you, “use this one, and only this one!” when it comes to Enchantments. The way I view Enchantments, is that they are there to help you find a balance in your stats. There is no right or wrong Enchantment-set choice. For example, I might not need Enchantments to boost my Accuracy and Armor Penetration – but maybe you do. Maybe you don’t need Critical Strike and Combat Advantage, but maybe I do. It’s going to vary from player to player based on what you currently have in the game, what you currently have access to in the game, and what it is you’re working towards.
This is going to work the same with various other stepping stones in the game, like Artifacts, Runestones and Insignias for example. It all comes down to finding how you personally want or need to balance your stats out.
With that said, I’ll answer some commonly asked questions below, and then get to it!
- What is the benefit to using 2-3 Stat Enchantments instead of Single Stat Enchantments?
- What do you personally use for your Trickster Rogue, and why?
- Is it better to upgrade Enchantments yourself, or to buy them already upgraded?
- How easy it is to trade Enchantments down the road, if I find I need a different type of Enchantment?
Offensive Stats are the most important stats you’re going to take from any Enchantment you use in the game, as they add to your Offensive skills, stats and power, which is very important as a DPS-oriented class. You can select various Enchantments to help balance your stats. Everything listed below is totally viable to use.
Defense-stats will help you stay alive. While Defence isn’t nearly as important as Offence, it’s still important to be mindful of what will benefit you most. The main defensive stats you’ll want to build will most likely be Hit Points and / or Deflect.
Armor Enchantments generally only pop up on Armor-type gear (chest piece) after Level 60 in some cases, but generally at Level 70. You can only ever have 1 equipped; as well, they don’t really contribute to your base stats like other Enchantments do, but instead they give more of a… equip power per say.
- Soulforged Enchantment – Generally used by newer players who have lower defences.
- Thunderhead Enchantment – One of the “few” offensive Armor Enchantments. More testing needs done before I can say if it’s best or not.
- Barkshield Enchantment – Absorbs a solid amount of damage and can be very useful to lessening your intake damage. Many players swear by it.
Weapon Enchantments are the only Enchantment I’d say are very black and white, without much freedom to pick and choose from. Most are very similar, however, I’ve noticed the Vorpal seems to stand out. Most players currently agree with this statement, however, anything in this module / guide is subject to change.
- Vorpal Enchantment – Currently the best Weapon Enchantment that I’ve tested.
Artifacts took a big change during Module 16, however, their primary function really hasn’t changed, which is a good thing. Artifacts exist for 3 main reasons:
- You will need 1 Artifact to complete your Artifact Set Bonus.
- You will need 1 Artifact with a good Artifact Power to boost your damage during combat.
- You will need 2-3 Artifacts with useful stats to compliment your existing statistics.
Likewise to Enchantments, I always encourage players to choose Artifacts that best suit whatever they currently have at their disposal. Basically, whatever best compliments your character’s current level of progression within the game. However, it’s important to not upgrade anything temporary past an Epic (Purple) Quality level, as you lose 60% of whatever Refinement Points you invest into Artifacts.
Below, I’ll list Artifacts of interest, however, I would wait until at least mid-May before upgrading anything past Epic unless I specify otherwise, as many functions are still being fiddled with by the Developers and are subject to change without warning.
Primary Artifacts vs Secondary Artifacts
You may only have one Primary Artifact equipped at a time. Your Primary Artifact is the Artifact you choose to use in Combat. It’s wise to choose an Artifact Power that will benefit and compliment your character’s needs. This should always be the Artifact you prioritize upgrading and investing into first.
Secondary Artifacts are simply artifacts that are either equipped solely for the stats they offer, or to complete an Artifact Set you already have equipped to your character. Other than that, they do not serve any specific function or mechanic.
Upgrading Artifacts – Things You Should Know
Artifacts, likewise to Companions & Mounts, come in different ranks; Uncommon, Rare, Epic, Legendary, and Mythic. They generally start at either Uncommon, Rare or Epic, and must be further upgraded with Refinement Points.
When you invest Refinement Points into an Artifact, do not expect to be able to refund all your Refinement Points back if you choose to switch out an artifact. You will receive an estimate of 30-40% of your Refinement Points back depending on the artifact’s current rank. Some artifacts cannot be Refined, such as Class Sigils.
Please remember that you only need 4 of the Artifacts listed below.
Post-Module 16 Artifacts You Should Invest InArcturia's Music Box Wyvern-Venom Coated Knives
Pre-Module 16 Artifacts You Should Hold Onto Until Further NoticeShard of Orcus' Wand Lostmauth's Horn of Blasting
Pre-Module 16 Artifacts You Should Invest In / FarmFragmented Key of Stars Kessell's Spheres of Annihilation Tiamat's Orb of Majesty
Primary Artifact – Top Choice(s)Sigil of the Cleric
I’m still looking into other Artifacts such as the:
- Wheel of Elements
- Soulsight Crystal
- Heart of the Dragons
Companions received a massive re-work this module. All active bonuses were adjusted or changed and the entire companion window was re-designed. Regardless, there is a lot to cover in this tab, and I hope I do it justice.
Your companion window will allow you to equip up to 3 Bonding Runestones. Bonding Runestones are extremely important to have, because they grant you a large percentage of your companion’s stats. In higher ranks of the Bonding Runestones, they tend to even multiply your companions stats for you, which is a large buff to your character.
Your companion may have up to 3 pieces of gear equipped. The gear can be any type – sword, necklace, ring, belt, you name it. The equipment however must specify “Companion Only”, meaning it is impossible to equip it anywhere except your companion. The top strategies to farming companion gear are through either running The Illusionists Gambit, opening Undying Lockboxes, or through the Auction House.
They offer any / all of the gear listed below, which is what I’d currently recommend in the game.
- Bold (x) of the Companion
- Fierce (x) of the Companion
- Heroic (x) of the Companion
- (x) of Adorable Licks
- (x) of Adorable Bites
Runestones are basically an equivalent to your character’s enchantments, but are designed specifically and solely for your companion’s gear. So you can only equip Runestones into Companion Only gear. Likewise to Enchantments, I always recommend players to choose what compliments their character and stats best. Here are the main Runestones of interest:
There are different types of companions, but there is a certain type referred to as an Augment. Augment Companions offer the Augmentation Effect, meaning that they grant you an additional percentage of their stats to your character on top of the Bonding Runestones. They do not attack or deal damage themselves though.
I personally wouldn’t suggest dumping lots of Astral Diamonds into a companion solely for the Augmentation Effect. That’s a waste of Astral Diamonds, unless you’re aiming for cosmetics. Thus, there is only 1 augment I would suggest investing into, due to the fact that it also has an amazing Offensive Power :
Companion Powers (Offensive, Defensive, Utility)
Currently in the game, companions offer different active bonuses that become applied to your character. There are different types – Offense, Defence and Utility. Each player has 5 slots total that we can place our companions active bonuses into. Some active bonuses can even be slotted in more than 1 type of slot. In addition, we have a slot for “Companion Enhancements”, which are just smaller buffs available to use with our characters. Our slots go as follows:
- 3 Offensive Slots
- 1 Defensive Slot
- 1 Utility Slot
- 1 Companion Enhancement Slot
- A total of 6 slots available.
Bolster Values affect the attack and power of your summoned companion based on the quality of same-type companions you have in your companion inventory. (By companion inventory, I mean the “Summon Companion” window, just to clarify). There are 5 types of companions:
The higher quality and quantity you have a specific type, will increase your Bolster Value, to a maximum of 15%:
- Uncommon Quality grants 1.5% Bolster
- Rare Quality grants 2% Bolster
- Epic Quality grants 2.5% Bolster
- Legendary Quality grants 3% Bolster
Companions of Interest
Finally we’re at the part of the guide where I listed the companions of interest for Module 16 based on the bonuses they offer. Several of them offer large amounts of stats, and as I keep saying in this guide; choose what compliments your stats the best. It’s all about finding a balance, and there is no right or wrong way to do that.
In addition, companions bonuses do become more powerful the higher quality they are. So please consider that when a companion is showing “less” of a stat, when compared to another – it’s likely just a difference in the base quality of that companion.
I’ll list them by type, so if you’re looking to max your bolster effect, hopefully this can make it easier:
- Assassin Drake (Offence)
- Deepcrow Hatchling (Offence, Augment)
- Book Imp (Unknown)
- Red Slaad (Defense)
- Staldorf (Offence)
- Phase Spider (Defence)
- Ghost (Offence, Utility)
- Zhentarim Warlock (Offence, Utility)
- Barbarian Shaman (Offence, Utility)
- Mystagogue (Offence)
- Tamed Velociraptor (Offence)
- Hawk (Offence)
- Fawn of Shiallia (Offence, Utility)
- Wolf (Offence, Utility)
- Dog (Offence)
Mounts are purposed to aid us – and mostly aid us by getting us to our destination faster than we would on foot. In Neverwinter, mounts are also designed to aid us through combat either by granting us additional stats, or with an attack / buff power we can summon them to use during live combat. Because of this, selecting a mount to purchase should be a delicate choice based on what it is your need and want for your character.
Additionally, Neverwinter is unique in that it encourages you to become creative with your mount set up. When you gain a mount’s bonus, it’s gained as an independent buff, detached from the host mount itself. This allows you to mix and match bonuses, speeds, powers and visuals to your personal liking without having to sacrifice certain aspects of one mount for the sake of another.
Mounts have 5 different speed levels, each one can be unlocked / gained by a mount of the corresponding quality, and once unlocked / gained, can then be used with any mount. For example, you could buy an Epic Quality Mount, granting 110% Speed, equip the speed bonus, and choose to ride an Uncommon Quality Mount at 110% Speed instead of 50%.
- Common – Common Tack
- Uncommon – Common Tack
- Rare – Exceptional Tack
- Epic – Speed of the Wind
- Legendary – Legendary Movement
As said in the opening statement, many mounts offer you additional stats. Now, it should be noted, that only Epic & Legendary mounts offer these additional stats, referred to as “Equip Powers”. Not all Equip Powers grant stats, as some act more as a mechanic or a bonus instead of a hard stat. I usually recommend hard stat bonuses though, and like always, I also recommend to select the stat(s) that balance your overall stats the best.
- Arcane Whirlwind
- Black Ice Warhorse
- Apparatus of Gond
- Enchanted Broom
- Guard Drake
- Heavy Giant Spider
- Heavy Twilight Nightmare
- Trained Basilisk
- Imperial Rage Drake
- Legendary Hellfire Engine
- Heavy Howler
- Hellfire Engine
- Rage Drake
- Suratuk’s Blue Tarantula
- Armored Axe Beak
- Legendary Adolescent Deep Crow
- Adolescent Deep Crow
- Axe Beak (Legacy grants 10’000 instead of 5’000)
- White Tiger
Power & Armor Penetration
Critical Strike & Armor Penetration
Legendary Mounts grant an attack or buff power that can be cast during live combat. These are referred to as Combat Powers, and have a 1 minute cooldown. Right now, there isn’t a lot of selection for best in slot options. There are only 2 I would consider suggesting for any players, new or veteran:
- Swarm – The Swarm’s current Combat Power, Bat Swarm, is currently best in slot. However, the mount itself doesn’t grant a very good Equip Power.
- Tenser’s Floating Disk – Tenser’s Floating Disk is a viable option in my opinion. It offers a very valuable Equip Power, and it’s Combat Power, Tenser’s Transformation, is still a viable option, even if it is inferior to Bat Swarm. You get your Astral Diamonds worth with this mount.
Insignia’s more or less are like applying Runestones to your Companion, or Enchantments to your Gear – just instead it’s applying Insignia’s to your mounts. Mounts, like gear and companions, also come with pre-set slots. Depending on the quality of the Mount, you may or may not have “free for all” slots called Universal Slots. These are the pre-set slots you will see in-game:
- Universal (Any type can be slotted)
Each Insignia also grants your character a certain amount of a stat that is influenced by the quality level of the insignia:
- (x) Insignia of Aggression
- (x) Insignia of Courage
- (x) Insignia of Dominance
- (x) Insignia of Evasion
- (x) Insignia of Leeching (Bugged)
- (x) Insignia of Mastery
- (x) Insignia of Prosperity
- (x) Insignia of Refuge
- (x) Insignia of Skill
- (x) Insignia of Vigor (Bugged)
- (x) Insignia of Gond
- (x) Insignia of Fortitude
- (x) Insignia of Initiative
- (x) Insignia of Brutality
Common and Rare insignias are always obtained as is, and cannot themselves be upgraded or refined to an Epic Insignia. However, an Epic Insignia can be upgraded to a Legendary Insignia, and is actually currently the only way to obtain a Legendary Insignia aside from buying / trading.
It’s very easy to upgrade, and does not require any Preservation Wards, as it has a 100% Chance of Upgrade. It does however, require the following:
- 25’000 Refinement Points
- x2 Epic Insignias – Same Type/Stat
- x4 Rare Insignias – Same Type/Stat
- x8 Common Insignias – Same Type/Stat
Insignias are unique compared to other magic stones, as they are the only magic stone in the game to grant a “Set Bonus”. If you mix the right set of insignias together (based by type, not by stat), you will receive a bonus to help you through out your adventures. Some are offensive abilities that will boost your damage, others are party buffs that help your teammates collectively, and then there are the few that grant a bonus towards grinding for things like Refinement Points or Astral Diamonds.
At this point in time, I cannot say definitively what the top 5 insignia bonuses are. Honestly speaking, the majority of them kind of suck. I’ll still list below some bonuses to consider though, as there are a few good ones.
For Combat :
For Grinding :
For Self-Heals :
There’s a lot of useful websites, guides and information out there that I would encourage everyone to take advantage of. I know for myself, a lot of these resources really help me with testing, sharing information, sharing ideas, and learning everything about the game. Enjoy!
Neverwinter:Unblogged – Features recruiting guilds, builds, guides, blogging, and other great information.
Neverwinter Reddit – Good place to get information and ask questions. Just don’t /r/Whoooooosh
Neverwinter Forums – Really great place to ask questions, make suggestions, find guilds or alliances, leave feedback, and more.
Neverwinter News – Stay in the know-how by regularly checking up on the Neverwinter News.
Neverwinter Wiki – Basically the Neverwinter version of Wikipedia. Everything you need is on there.
Neverwinter Character Transfer – Allows you to transfer copies of your character(s) from the live server to the preview server.
Neverwinter Calculator – Great way to quickly share your feat and power set-ups for your class with others – its simple and easy to use.
Rainer’s M16 Spreadsheet – I referenced to this a lot while making this Rogue Guide.
Advanced Combat Tracker – Good program to help you record and test your damage and buffs.
Chronic Legion – Need a guild? Come check mine out, I’ve been leading it for years now!