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:
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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. |
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