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- Neverwinter Enhancement Slot welcome bonus a minimum deposit of £/€/$ 10 is required. The minimum deposit for other offers that require a deposit will be clearly communicated. Maximum bonus offered will be communicated in the details of each specific promo.
- The dog companion is widely regarded as the best first-companion choice regardless of your class simply because it does the most damage. The cleric (healer) companion heals so seldomly and for so little that it really isn't worth it unless you are playing a Guardian Fighter who is already fairly competent with the block so that the small heals she ends up casting are just topping you off since.
![Slot Slot](https://us.v-cdn.net/5019558/uploads/editor/lz/rofbmp3x6r1s.jpg)
Weapon Enhancement Slot: Flaming Enchantment (rank 8, 39) Offense Slot: not unlocked yet. Cloak of the Emissary of Neverwinter (135) Utility Slot: Dark Enchantment Rank 7 (32) What I need.
Welcome to our Rogue Assassin DPS Guide, updated for Mod 18: Infernal Descent and Mod 19 Avernus.
To learn more about the new mod, check out our Mod 19 Avernus Guide.
The Rogue is a typical melee DPS class, relying mostly on stealth and cunning to attack their enemies from the shadows. They wield blades and daggers that they use to attack the mobs from the shadows.
Rogues can be either Assassin or Whisperknife, both are DPS oriented. Whisperknife can be better in AoE situations but Assassin is best at single-target. Check out our Rogue Whisperknife Guide here.
The purpose of our class guides is not just to show you a build that you can copy and use on your character, but to show you a base build and teach you the mechanics and stats of the game, so you can understand and play your class to its fullest capabilities.
Try different gear, feats, and powers and learn to tailor your own build for your playstyle. See our guide to making your own build for more info.
Basic Rogue Assassin Info
Other Rogue Builds
Best Rogue Assassin Races
What race you play doesn't play a huge role, but will give a you a small boost. Generally I would advice you to play a race that you enjoy.
- Metallic Ancestry Dragonborn – 3% + Healing – +2 to Any two stats – 1500 Crit – 3% Increased Damage
- Dragonborn – 3% HP + Healing – +2 to Any two stats – 1500 Crit – 3% Increased Damage
- Half-Orc – 5% Crit Severity – +2 Dex and +2 Con or Str – 10% Movement Speed for 3 sec when entering combat
- Tiefling – 5% + Damage to targets below 50% health – +2 Cha and +2 Con or Int – 10% to reduce damage of target for 5 sec by 2.5%
Rogue Assassin Ability Score Priority
Put all your available Ability Scores into Strength and Constitution / Charisma
Rogue Assassin Stat / Rating Priority
Offensive Stats:
- Armor Penetration (Caps at 90K)
- Critical Strike (Caps at 90k)
- Accuracy (Caps at 90k)
- Combat Advantage (Caps at 140k)
- Power (No Cap)
Defensive Stats:
- Defense (Caps at 90K )
- Deflection (Caps at 90K)
- Critical Avoidance (Caps at 95K)
- Awareness (Caps at 100K )
- Health (No Cap)
Rogue Assassin Paragon Path, Powers & Rotation
Rogue Assassin Combat Powers
At-Will Powers:
- Duelist's Flurry
- Gloaming Cut
Encounter Powers:
- Lashing Blade
- Deft Strike (ST) / Dazing Strike (AoE)
- Assassinate / Blade Flurry (AoE)
Daily Powers:
- Shocking Execution
- Bloodbath
Class Features:
- Sneak Attack
- Invisible Infiltrator
Rogue Assassin Feats:
- Toxic Blades
- Master of Shadows
- Duelists Expertise
- Back Alley Tactics
- Shadow's Flurry
Rogue Assassin Rotation
Single Target Rotation:
Deft Strike – Assassinate – Stealth – Lashing Blade. Use Shocking Execution when available and At-Wills in Between.
AoE Rotation:
Path of the Blades – Stealth – Blade Fury – Blade Fury – Assassinate – Bloodbath when available.
Rogue Assassin Boons
You should always choose boons based on what stats you currently need. Therefore a selection of several viable boons is available to you for each tier.
At end-game, you should hit the stat caps without needing any of the boons.
Tier 1 Boons
- Recruit's Training – 250 Power
- Critical Strike – 250 Crit
- Cultist Bulwark – 1000 HP
- Cultist Power – 1% Increased damage and damage resistance vs. Cultists.
Tier 2 Boons
- Squire's Training – 250 Power
- Armor Penetration – 250 Armor Penetration
- Demonic Bulwark – 1000 HP
- Demonic Mastery – 1% Increased damage and damage resistance vs. demons.
Tier 3 Boons
- Knight's Training – 250 Power
- Combat Advantage – 250 Combat Advantage
- Dino Bulwark – 1000 HP
- Simple Support – 2% Companion Influence
- Dino Power – 1% Increased damage and damage resistance vs. dinos.
Tier 4 Boons
- Captain's Training – 250 Power
- Accuracy – 250 Accuracy
- Necrotic Bulwark – 1000 HP
- Necrotic Mastery – 1% Increased damage and damage resistance vs. undead.
Armor Enhancement Slot Neverwinter
Tier 5 Boons (Choose 2)
- Severe Criticism – 1% Crit Severity per rank
- Call of Power – 1% Action Point gain per rank
- Quick Turnaround – 1% Recovery Speed per rank.
Master Boons
- Blood Lust 3/3
Guild Boons
- Offense – Power
- Defense – Hit Points
Rogue Assassin Weapons & Gear
If you are new to Neverwinter and need to know how to get better gear and increase your item level, check out our Gearing Up Guide.
The best way to gear up in Neverwinter is by making a lot of Astral Diamonds, check out our Astral Diamond Guide to learn all the secrets of AD farming.
Head
- Lion Guard's Raid Hat
- Fancy Duelist's Mask of Cormyr
Armor
- Ebony Stained Hide
Arms
- Lion Guard's Raid Gloves
- Vivified Primal Raid Amibari
- Spiked Defender Vambrace
Feet
- Rusted Iron Leggings
- Infernal Forged Gaiters
Weapons
![Enhancement Slot Neverwinter Enhancement Slot Neverwinter](https://gamepedia.cursecdn.com/neverwinter_gamepedia/b/b1/Armor_Slot.png?version=2f8591f8680185a877a68b63c2198103)
- Celestial Set
- Lionheart Set
- Legion Guard Set
- Alabaster / Burnished Set
Main Hand Modification:
- Enhanced Duelist's Flurry
Offhand Modifications:
- Critical Severity
Rings
- Striking Ring of the Master
Neck & Waist
- Orcus Set (Demogorgon's Girdle of Might, Baphomet's Infernal Talisman)
- Dark Remnants Set
- Mad Mage Set
Shirt
- Ebony Stained Shirt
Pants
- Pants of the Sentinel
Rogue Assassin Artifacts
Primary Artifact
- Envenomed Storyteller's Journal
- Wyvern-Venom Coated Knives
- Decanter of Atropal Essence
Secondary Artifacts
Choose secondary artifacts based on the stats you are lacking.
Choose 3 Storyteller's Journals for the bonus
- Frozen Storyteller's Journal
- Flayed Storyteller's Journal
- Darkened Storyteller's Journal
Other Choices
- Arcturia's Music Box
- Trobriands Ring
- Staff of Flowers
- Halaster's Blast Scepter
- Shard of Orcus' Wand
Rogue Assassin Enchantments
When getting enchantments, always get the ones with the stats you are lacking in with your gear, boons, etc in mind.
For example, if you've capped Crit with your gear and boons, don't get azure enchantments for your offense slots.
If you still need to refine your enchantments, see our Refinement Guide for tips on how to farm refinement.
Offense Enchantments
![Armor enhancement slot neverwinter Armor enhancement slot neverwinter](https://mmosworld.com/wp-content/uploads/2019/07/neverwinter-2019-1.jpg)
- One Tenebrous Enchantment
- Radiant Enchantments
Defense Enchantments
- Radiant Enchantment
Utility Enchantments
- Tactical Enchantment
- Dark Enchantment
- Fey's Blessing / Dragon's Hoard / Quartermaster's Enchantment
Armor Enchantments
- Barkshield Enchantment
Weapon Enchantments
- Vorpal Enchantment
Overload Enchantments
- Various Marks from Stronghold Vendor
- Corrupt Black Ice / Lethal / Piercing
- Black / Red Dragon Glyph
Armor Reinforcement Kits
- Power Kit
Jewelry Reinforcement Kits
- Combat Advantage Jewel
Rogue Assassin Consumables & Buffs
Consider getting VIP for the Power of VIP HP buff if you aren't already. Also always stand in campfires to get the +1 ability campfire buff.
Get one from each of the rows below:
- Empowered Chain of Scales > Adorable Pocket Pet > Tymora's Lucky Coin
- Wild Storm Elixir > Elixir of Fate
- Squash Soup > Watermelon Sorbet
Rogue Assassin Companions
Summoned Companion
The most important thing to consider for a summoned companion is to get an Augment Companion. There are a bunch to choose from, some have more useful powers than others.
- Bulette Pup
- Deepcrow Hatchling
- Owlbear Cub
- Ioun Stones
- Quasit
Enchantment Power
- Potent Precision
Companion Powers
Below is a selection of viable companion powers.
Offense Powers
- Tamed Velociraptor – 2000 Power per party member using it.
- Staldorf – 8000 Combat advantage
- Deepcrow Hatchling – 8000 Power
- Batiri – 4% Damage against bosses
Defense Powers
- Minstrel – 4000 Power and 2000 Awareness
- Broom – 4% Critical Severity
- Splinters – 4% Critical Severity and 2000 Critical Avoidance
- Green Slime – 8000 Defense
- Phase Spider – 2000 Critical strike and 4000 combat advantage
Utility Powers
- Alpha Compy – 5% Power
- Owlbear Cub – 10% chance to hit for 50% of you Power
Companion Equipment
Double offense slotted 'Of the Companion' gear
Companion Runestones
- Empowered Runestone
Rogue Assassin Mounts
When choosing a Legendary Mount for the Mount Powers, look for a mount that has both a useful equip and combat power. The best choice for a first legendary mount as a Rogue Assassin is a Swarm
What other mounts you use is not that important. What is important is to get the right insignia bonuses, and many different mounts can offer the various bonuses. To find out what mount has the bonus you want, check out our Insignia Bonus Guide.
Mount Insignia Bonuses
All classes and specs should consider using Wanderer's Fortune and or Traveler's Treasures before you have refined all your gear and enchantments, for extra refinement every day.
Insignia bonuses are mostly down to preference. Some boost damage a bit, and some boost survivability, while others add utility.
- Cavalry's Warning
- Combatant's Maneuver
- Artificer's Persuasion
- Gladiator's Guile
- Survivor's Gift
- Survivor's Blessing
- Barbarian's Revelry
Insignia Type
Brutality / Dominance for Power, or alternatively any other with stats you need. You can also use Insignia's to get your defensive stats to cap for survivability.
Rogue Assassin Mount Powers
Mount Equip Power:
5000 or 10000 Power
Mount Combat Power:
Armor Enhancement Slot Neverwinter
Bat Swarm (Swarm) > Tenser's Transformation
If you have any questions or suggestions about our Neverwinter Rogue Assassin guide, please leave a comment below! More info about the Rogue class can be found at The Neverwinter Reddit.
For the latest Neverwinter news, go to the MMOCULT Neverwinter Hub.
The year is 1372 DR, and the heroes of Amia have chased the seeminglybenign Red Wizards from its main towns. Clerics of Mystra have takenback the mythal crystals, from the Frostmaiden's lair, and have splitthem into smaller shards and harnessed their power with crystal forges.These crystals may be used, like a magnifying lens, to focus a finestrand of the Weave into a material item, such as a suit of armor or aring, and thus there is crafting potential.
General Procedure
![Armor enhancement slot neverwinter Armor enhancement slot neverwinter](https://i2.wp.com/i.imgur.com/1cFWWaz.jpg)
Weapon Enhancement Slot: Flaming Enchantment (rank 8, 39) Offense Slot: not unlocked yet. Cloak of the Emissary of Neverwinter (135) Utility Slot: Dark Enchantment Rank 7 (32) What I need.
Welcome to our Rogue Assassin DPS Guide, updated for Mod 18: Infernal Descent and Mod 19 Avernus.
To learn more about the new mod, check out our Mod 19 Avernus Guide.
The Rogue is a typical melee DPS class, relying mostly on stealth and cunning to attack their enemies from the shadows. They wield blades and daggers that they use to attack the mobs from the shadows.
Rogues can be either Assassin or Whisperknife, both are DPS oriented. Whisperknife can be better in AoE situations but Assassin is best at single-target. Check out our Rogue Whisperknife Guide here.
The purpose of our class guides is not just to show you a build that you can copy and use on your character, but to show you a base build and teach you the mechanics and stats of the game, so you can understand and play your class to its fullest capabilities.
Try different gear, feats, and powers and learn to tailor your own build for your playstyle. See our guide to making your own build for more info.
Basic Rogue Assassin Info
Other Rogue Builds
Best Rogue Assassin Races
What race you play doesn't play a huge role, but will give a you a small boost. Generally I would advice you to play a race that you enjoy.
- Metallic Ancestry Dragonborn – 3% + Healing – +2 to Any two stats – 1500 Crit – 3% Increased Damage
- Dragonborn – 3% HP + Healing – +2 to Any two stats – 1500 Crit – 3% Increased Damage
- Half-Orc – 5% Crit Severity – +2 Dex and +2 Con or Str – 10% Movement Speed for 3 sec when entering combat
- Tiefling – 5% + Damage to targets below 50% health – +2 Cha and +2 Con or Int – 10% to reduce damage of target for 5 sec by 2.5%
Rogue Assassin Ability Score Priority
Put all your available Ability Scores into Strength and Constitution / Charisma
Rogue Assassin Stat / Rating Priority
Offensive Stats:
- Armor Penetration (Caps at 90K)
- Critical Strike (Caps at 90k)
- Accuracy (Caps at 90k)
- Combat Advantage (Caps at 140k)
- Power (No Cap)
Defensive Stats:
- Defense (Caps at 90K )
- Deflection (Caps at 90K)
- Critical Avoidance (Caps at 95K)
- Awareness (Caps at 100K )
- Health (No Cap)
Rogue Assassin Paragon Path, Powers & Rotation
Rogue Assassin Combat Powers
At-Will Powers:
- Duelist's Flurry
- Gloaming Cut
Encounter Powers:
- Lashing Blade
- Deft Strike (ST) / Dazing Strike (AoE)
- Assassinate / Blade Flurry (AoE)
Daily Powers:
- Shocking Execution
- Bloodbath
Class Features:
- Sneak Attack
- Invisible Infiltrator
Rogue Assassin Feats:
- Toxic Blades
- Master of Shadows
- Duelists Expertise
- Back Alley Tactics
- Shadow's Flurry
Rogue Assassin Rotation
Single Target Rotation:
Deft Strike – Assassinate – Stealth – Lashing Blade. Use Shocking Execution when available and At-Wills in Between.
AoE Rotation:
Path of the Blades – Stealth – Blade Fury – Blade Fury – Assassinate – Bloodbath when available.
Rogue Assassin Boons
You should always choose boons based on what stats you currently need. Therefore a selection of several viable boons is available to you for each tier.
At end-game, you should hit the stat caps without needing any of the boons.
Tier 1 Boons
- Recruit's Training – 250 Power
- Critical Strike – 250 Crit
- Cultist Bulwark – 1000 HP
- Cultist Power – 1% Increased damage and damage resistance vs. Cultists.
Tier 2 Boons
- Squire's Training – 250 Power
- Armor Penetration – 250 Armor Penetration
- Demonic Bulwark – 1000 HP
- Demonic Mastery – 1% Increased damage and damage resistance vs. demons.
Tier 3 Boons
- Knight's Training – 250 Power
- Combat Advantage – 250 Combat Advantage
- Dino Bulwark – 1000 HP
- Simple Support – 2% Companion Influence
- Dino Power – 1% Increased damage and damage resistance vs. dinos.
Tier 4 Boons
- Captain's Training – 250 Power
- Accuracy – 250 Accuracy
- Necrotic Bulwark – 1000 HP
- Necrotic Mastery – 1% Increased damage and damage resistance vs. undead.
Armor Enhancement Slot Neverwinter
Tier 5 Boons (Choose 2)
- Severe Criticism – 1% Crit Severity per rank
- Call of Power – 1% Action Point gain per rank
- Quick Turnaround – 1% Recovery Speed per rank.
Master Boons
- Blood Lust 3/3
Guild Boons
- Offense – Power
- Defense – Hit Points
Rogue Assassin Weapons & Gear
If you are new to Neverwinter and need to know how to get better gear and increase your item level, check out our Gearing Up Guide.
The best way to gear up in Neverwinter is by making a lot of Astral Diamonds, check out our Astral Diamond Guide to learn all the secrets of AD farming.
Head
- Lion Guard's Raid Hat
- Fancy Duelist's Mask of Cormyr
Armor
- Ebony Stained Hide
Arms
- Lion Guard's Raid Gloves
- Vivified Primal Raid Amibari
- Spiked Defender Vambrace
Feet
- Rusted Iron Leggings
- Infernal Forged Gaiters
Weapons
- Celestial Set
- Lionheart Set
- Legion Guard Set
- Alabaster / Burnished Set
Main Hand Modification:
- Enhanced Duelist's Flurry
Offhand Modifications:
- Critical Severity
Rings
- Striking Ring of the Master
Neck & Waist
- Orcus Set (Demogorgon's Girdle of Might, Baphomet's Infernal Talisman)
- Dark Remnants Set
- Mad Mage Set
Shirt
- Ebony Stained Shirt
Pants
- Pants of the Sentinel
Rogue Assassin Artifacts
Primary Artifact
- Envenomed Storyteller's Journal
- Wyvern-Venom Coated Knives
- Decanter of Atropal Essence
Secondary Artifacts
Choose secondary artifacts based on the stats you are lacking.
Choose 3 Storyteller's Journals for the bonus
- Frozen Storyteller's Journal
- Flayed Storyteller's Journal
- Darkened Storyteller's Journal
Other Choices
- Arcturia's Music Box
- Trobriands Ring
- Staff of Flowers
- Halaster's Blast Scepter
- Shard of Orcus' Wand
Rogue Assassin Enchantments
When getting enchantments, always get the ones with the stats you are lacking in with your gear, boons, etc in mind.
For example, if you've capped Crit with your gear and boons, don't get azure enchantments for your offense slots.
If you still need to refine your enchantments, see our Refinement Guide for tips on how to farm refinement.
Offense Enchantments
- One Tenebrous Enchantment
- Radiant Enchantments
Defense Enchantments
- Radiant Enchantment
Utility Enchantments
- Tactical Enchantment
- Dark Enchantment
- Fey's Blessing / Dragon's Hoard / Quartermaster's Enchantment
Armor Enchantments
- Barkshield Enchantment
Weapon Enchantments
- Vorpal Enchantment
Overload Enchantments
- Various Marks from Stronghold Vendor
- Corrupt Black Ice / Lethal / Piercing
- Black / Red Dragon Glyph
Armor Reinforcement Kits
- Power Kit
Jewelry Reinforcement Kits
- Combat Advantage Jewel
Rogue Assassin Consumables & Buffs
Consider getting VIP for the Power of VIP HP buff if you aren't already. Also always stand in campfires to get the +1 ability campfire buff.
Get one from each of the rows below:
- Empowered Chain of Scales > Adorable Pocket Pet > Tymora's Lucky Coin
- Wild Storm Elixir > Elixir of Fate
- Squash Soup > Watermelon Sorbet
Rogue Assassin Companions
Summoned Companion
The most important thing to consider for a summoned companion is to get an Augment Companion. There are a bunch to choose from, some have more useful powers than others.
- Bulette Pup
- Deepcrow Hatchling
- Owlbear Cub
- Ioun Stones
- Quasit
Enchantment Power
- Potent Precision
Companion Powers
Below is a selection of viable companion powers.
Offense Powers
- Tamed Velociraptor – 2000 Power per party member using it.
- Staldorf – 8000 Combat advantage
- Deepcrow Hatchling – 8000 Power
- Batiri – 4% Damage against bosses
Defense Powers
- Minstrel – 4000 Power and 2000 Awareness
- Broom – 4% Critical Severity
- Splinters – 4% Critical Severity and 2000 Critical Avoidance
- Green Slime – 8000 Defense
- Phase Spider – 2000 Critical strike and 4000 combat advantage
Utility Powers
- Alpha Compy – 5% Power
- Owlbear Cub – 10% chance to hit for 50% of you Power
Companion Equipment
Double offense slotted 'Of the Companion' gear
Companion Runestones
- Empowered Runestone
Rogue Assassin Mounts
When choosing a Legendary Mount for the Mount Powers, look for a mount that has both a useful equip and combat power. The best choice for a first legendary mount as a Rogue Assassin is a Swarm
What other mounts you use is not that important. What is important is to get the right insignia bonuses, and many different mounts can offer the various bonuses. To find out what mount has the bonus you want, check out our Insignia Bonus Guide.
Mount Insignia Bonuses
All classes and specs should consider using Wanderer's Fortune and or Traveler's Treasures before you have refined all your gear and enchantments, for extra refinement every day.
Insignia bonuses are mostly down to preference. Some boost damage a bit, and some boost survivability, while others add utility.
- Cavalry's Warning
- Combatant's Maneuver
- Artificer's Persuasion
- Gladiator's Guile
- Survivor's Gift
- Survivor's Blessing
- Barbarian's Revelry
Insignia Type
Brutality / Dominance for Power, or alternatively any other with stats you need. You can also use Insignia's to get your defensive stats to cap for survivability.
Rogue Assassin Mount Powers
Mount Equip Power:
5000 or 10000 Power
Mount Combat Power:
Armor Enhancement Slot Neverwinter
Bat Swarm (Swarm) > Tenser's Transformation
If you have any questions or suggestions about our Neverwinter Rogue Assassin guide, please leave a comment below! More info about the Rogue class can be found at The Neverwinter Reddit.
For the latest Neverwinter news, go to the MMOCULT Neverwinter Hub.
The year is 1372 DR, and the heroes of Amia have chased the seeminglybenign Red Wizards from its main towns. Clerics of Mystra have takenback the mythal crystals, from the Frostmaiden's lair, and have splitthem into smaller shards and harnessed their power with crystal forges.These crystals may be used, like a magnifying lens, to focus a finestrand of the Weave into a material item, such as a suit of armor or aring, and thus there is crafting potential.
General Procedure
The crafting process is known as infusion, magical powers areeither added or removed from an item using a crystal, and this must bedone within the vicinity of a mythal crystal forge. Removing a power isfree of charge, the utilized crystal is neither destroyed nor is anygold taken from the crafter. Malign powers cannot be removed.Adding a power requires a successful crafting roll, and the followingskills are used dependent on the item you're infusing:
- Craft armor is used to craft shields, helmets, and armour.
- Craft weapon is used to craft ammo and weaponry.
- Spellcraft is used to craft other items.
Either succeeding orfailing the crafting roll, gold is taken. It is assumed that theclerics of Mystra must tax all who use the services of the mythalcrystal forge. Success destroys the crystal but infuses the desired magical power into your item, and failure yields naught.
- Armor, gloves, and small-medium weaponry may have a maximum of 4 benign (positive) powers. Large weaponry may have a maximum of 5 beign powers.
- Equippable items may have a maximum of 3 benign powers.
- Ammo may have a maximum of 2 benign powers.
Neverwinter Weapon Enhancement Slot
The item to be crafteddoesn't necessarily have to be equipped, but it must be in yourpossession. Furthermore, plot items cannot be crafted. These includeyour journal, emote wand and so forth.
Crafting Rolls
To infuse an item with a magical power, make sure you're near amythal crystal forge and then target your item with the crystal'sunique power. A menu will pop up and depending on the power of thecrystal (minor, divine, etc's) you'll be given a choice of powers toinfuse. The menu will tell you the cost is, in gold pieces (GP), andit'll tell you what the crafting difficulty (DC) is that you must rollagainst to successfully infuse.
- The DC is preset plus ( two multiplied by the current number of powers on the item).
- The GP cost is preset. You will receive a warning if you attempt to craft an item that requires your current hitdice to equip.
Armor Enhancement Slot Neverwinter
Limitations
The MCS does have a few limitations:
- It'll override similar types of magical powers. For example, infusing enhancement +2 on a weaponthat already has enhancement +1 will overwrite the latter withoutwarning. It's the player's responsibility to check his or her items.
- Crafting will be aborted if you attempt to add more than one savingthrow bonus power onto an item.
- Normal Dungeons and Dragons rulesconcerning stacking still apply. For example, if you craft an armorbonus onto a cloak, which is of deflection armor class, and then youcraft an armor bonus onto a ring, which is also of deflection armorclass, then upon wearing both these items only the one with the highestbonus will be applied to your armor class (AC). This is because bothitems provide the same type of AC. If the items provide different typesof AC then they'll stack and both will be applied to your AC. Forexample, if you wore a pair of boots and a ring which both boosted ACthen they'd stack.
Weapon Enhancement Slot Neverwinter
Powers
All powers are worth 1 power, regardless of their strength, except as noted below:
- All armor class bonuses: +1 to +4 are one power; 5+ are two powers.
- Damage resistances: 15/- is two powers; 20/- and higher are four powers.
- Enhancement 5+ is four powers.
- Abilities cost powers equal to their modifier (ie: Str +2 costs 2 powers).
- Malign powers don't count towards power limit on an item.
- Permanent freedom is two powers.
- Personalization doesn't count towards your power limit on an item.
- Regeneration is 1 + 1 power per modifier. For example, +1 Regenerationis worth two powers while +3 Regeneration is worth four powers.
- Specific saving throw bonuses: +1 to +3 are one power; 4+ are two powers.
- Universal saving throw bonuses: +2 is two powers; 3+ are four powers.
- Use limitations and temporary powers don't count towards your power limit on an item.
- Visual effects don't count towards your power limit on an item.
The table below outlines the crafting powers of each mythal crystal.
Weapon Enhancement Slot Neverwinter
Mythal Crystal | |||||||
Melee Weapons | Minor | Lesser | Intermediate | Greater | Flawless | Perfect | Divine |
Ability Bonus | - | - | +1 | +2 | +3 | - | - |
Attack Bonus | +1 | +2 | +3 | +4 | +5 | - | - |
Elemental Damage | +1 Damage | +1d4 Damage | +1d6 Damage | +1d6 (+2d4 for twohanders) | - | - | - |
Enhancement | +1 | +2 | +3 | +4 | +5 | - | - |
Keen | - | - | - | - | - | Keen Blade | - |
Massive Critical | +1 Damage | +1d4 Damage | +1d6 Damage | +1d8 Damage | - | - | - |
On Hit: Power | - | - | - | - | - | - | Special |
Personalize Weapon | Max chars 10 | Max chars 20 | Max chars 30 | Max chars 40 | - | - | - |
Vampiric Regeneration | - | - | +1 | +2 | +3 | - | - |
Visual Effect | - | - | - | Special | - | - | Holy/Unholy |
Ranged Weapons | Minor | Lesser | Intermediate | Greater | Flawless | Perfect | Divine |
Ability Bonus | - | - | +1 | +2 | +3 | - | - |
Attack Bonus | +1 | +2 | +3 | +4 | +5 | - | - |
Mighty | +1 | +2 | +3 | +4 | +5 | - | - |
Massive Critical | +1 Damage | +1d4 Damage | +1d6 Damage | +1d8 Damage | - | - | - |
Personalize Weapon | Max chars 10 | Max chars 20 | Max chars 30 | Max chars 40 | - | - | - |
Unlimited Ammo | - | - | - | - | - | Special | - |
Thrown Weapons | Minor | Lesser | Intermediate | Greater | Flawless | Perfect | Divine |
Attack Bonus | +1 | +2 | +3 | +4 | +5 | - | - |
Elemental Damage | +1 Damage | +1d4 Damage | +1d6 Damage | +1d6 Damage | - | - | - |
Enhancement | +1 | +2 | +3 | +4 | +5 | - | - |
Mighty | +1 | +2 | +3 | +4 | +5 | - | - |
Massive Critical | +1 Damage | +1d4 Damage | +1d6 Damage | +1d8 Damage | - | - | - |
On Hit: Power ] | - | - | - | - | - | - | Special |
Vampiric Regeneration | - | - | +1 | +2 | +3 | - | - |
Ammo | Minor | Lesser | Intermediate | Greater | Flawless | Perfect | Divine |
Elemental Damage | +1 Damage | +1d4 Damage | +1d6 Damage | - | - | - | - |
On Hit: Power | - | - | - | - | - | - | Special |
Personalize Ammo | Max chars 10 | Max chars 20 | Max chars 30 | Max chars 40 | - | - | - |
Vampiric Regeneration | - | - | +1 | +2 | +3 | - | - |
Equippable Items | Minor | Lesser | Intermediate | Greater | Flawless | Perfect | Divine |
Ability Bonus | - | - | +1 | +2 | +3 | - | - |
Armor Bonus | +1 | +2 | +3 | +4 | +5 | - | - |
Attack Bonus [Gloves only] | +1 | +2 | +3 | +4 | +5 | - | - |
Bonus Spell Slot | - | - | - | - | - | Special | - |
Damage Reduction | - | +1/5 | +2/5 | +3/5 | +4/5 | +5/5 | - |
Damage Resistance 5/- | - | - | - | - | - | - | Special |
Elemental Damage [Gloves only] | +1 Damage | +1d4 Damage | +1d6 Damage | - | - | - | - |
On Hit: Power [Gloves only] | - | - | - | - | - | - | Special |
Personalize Item | Max chars 10 | Max chars 20 | Max chars 30 | Max chars 40 | - | - | - |
Regeneration | - | - | +1 | - | - | - | - |
Saving Throw Bonus | - | +1 | +2 | +3 | - | - | - |
Universal Saving Throw Bonus | - | - | +1 | +2 | - | - | - |
Skill Bonus | - | +1 | +3 | +5 | - | - | - |
Spell Casting | Special | Special | Special | - | - | - | - |
Spell Resistance 20 | - | - | - | - | - | SR 20 | - |