'Old warriors never die, they just fade away' the old saying goes. Or in Neverwinter they get all their gear nerfed into the ground and get tired of paying (in time and/or money) for no real reward of new content.
Now in the days of mod 16-17+ it seems that we are faced with changes that a lot of people just can't get used to. For old players this can mean 'taking a break', which from what we've seen can frequently be years long.
So lets take a look at the best way to prepare yourself for such a hibernation. What can you do that lets you come back after the 'long winter' and be in a decent place to start again?
Insignias and their associated mount bonuses are an important addition to a characters strength. We now have our own in house list! Check it out by clicking the story and reading more.
Thats right, its been years in the making but we've reached the crowning level of Neverwinter guilds!
It takes immense amounts of work, sacrifice, and time to max out a guild in Neverwinter. In our case especially because everything donated was done by volunteers.
We want to take a moment to appreciate this success, and thank those that got us here. First of course being our guildies over the years. Some members stayed days or weeks, some have been with us since the beginning. Thank you all.
Forsaken Souls has also been lucky enough to be a major player in 3 excellent alliances. Each contributed to our success in their own way and gets a 'thank you' as well. Souls of Iruladoon was the helm guild for our first alliance. From there we found Spirits of the Ancient Dragons, who led our 2nd alliance. Our current alliance has more of a rotational leadership but Veteran's Society is the remaining founding guild. Thank you to those and the many other guilds that helped us and our members in our Neverwinter adventure.
We've had an updated guide for AD in Neverwinter for many mods now. There have been some significant changes with mod 16, while the bulk has remained the same. So the best way to handle this is to release a new updated guide. So here we go...
The relevant stuff will be copied from our old guide here. We'll keep that post up for posterity, but items will be added and deleted for the current content.
As with previous mods there doesn't seem to be 1 way to make quick AD with little work, and if you've found one take advantage of it as its lifetime will almost certainly be short. This guide is a collection of all the known little ways we've come across to gather AD.
With some time optimization 100k AD or more can be made with 1 or preferably a few level 80 characters. Greater sums are available depending on the amount of organization, time, and work you want to dedicate to it.
Of course with mod 14 came the account based refining maximum. Previously you could refine up to 36k rough AD per character / day. Now that is to 100k RAD (rough ad) per day / account. You can collect more rough AD than that, but you will have to wait until the next day in order to refine it into spendable AD.
Lets get into the details:
As part of our coverage of mod 16 and 17 its important to state how things are in the game. Its important for new players looking to see what they have in store when joining, and old players looking to see what the general atmosphere is. So here I put my long delayed take on the whole thing.
Lets get straight to it:
These are not a popular mods. They are among other things obviously buggy (more than normal), gamebreaking, disruptive, and nerfing of almost every positive trait of the game. They are by any objective measure and most subjective ones, bad mods.
Veteran players will have nearly all they've earned devalued and newer players will find progress to upper levels more expensive while their top end potential is more limited. Little content was added after a year long wait for a new dungeon. Developers have straight out lied to the playerbase, testers, in streams and forum posts on a repeated basis.
..so lets see how I really feel after the break. ;) This is largely posted here so that Devs in future ages can see this as a warning. ..and of course to let out the angry a bit at losing something that has been a positive part of my gaming life for years now.
New in mod 16 we have a tie back of sorts that will help out all characters that get to level 80. It was initially called the Challenge Campaign, and then that name got changed to the Legacy Challenge when they removed the badly implemented scaling system from older content.
Official release info here:
Developer Blog: Legacy (Challenge) Campaigns
Read on, and we'll take a deeper look.
Even if you have participated in crafting in the Summer Festival before, this year there are new steps needed in order to craft the Sailcloth and Sahha Ticket Balls.
Before crafting Sahha balls you will need to do the following:
1. If you haven't done any professions before you have to go far enough in setting that up to finish the quest 'running a workshop'. That is in the intro series to the workshop and is finished when you are asked to take your ordered item from the 'delivery box'. This gets you far enough along to get your Summer artisan.
2. Go to your workshop. You should automatically receive your Summer Artisan upon entry.
3. BEFORE STARTING YOUR SAHHA BALLS, pick a lower level task and use it in order to raise your Summer Provisioning profession. This will give her the proficiency needed in order to craft your Sahha Balls and Sailcloth with a 100% chance for success.
Some of this info was emailed to the guild, but for long term we'll post it here.
There are the mod 16 changes. Other than that our older Summer Festival guide here remains a good guide.
After the break there will be a rundown of the info we have on mod 16. The intent is to provide a base to start from now that the game has so widely changed. There will be a series of links to our blog posts, updated as we make them. This way we have them all accessible from 1 page.
One of those links will be our review of mod 16 as leadership of F-S. Hint: its not really positive. However there will continue to be a game and Forsaken Souls continues on even as the game changes around us.
Its been a while, so its time to take another look at how to gather our favorite currency in Neverwinter. Astral Diamonds! These are of course the primary currency, and its often a mystery for newer players how you go from the tiny prizes available to form the millions needed for worthwhile items.
So here we'll list the many ways of gaining AD. Perhaps more importantly we'll add some commentary on the efficiency and/or actual worth of the given options.
Note that as a major change, salvaging of EQ was taken from us in mod 15. This was a terrible idea, but its real nonetheless. There was a frenzy of activity at the end of mod 14 and many millions were made, but that is no more. Random queue amounts were increased as well and rad refining limits changed to accounts instead of characters.
A light-hearted post today. As I was playing along today it occurred to me that I wondered how many dragons there were in NW. Oddly enough a quick search didn't turn out any lists. So I set out to see for myself.
So lets take a look and see just how many of these things are flying around here. So as ye olde maps would say; Beyond here there be dragons.