A few days have passed in the new Module so it’s time to look at the new campaign progression and bottlenecks a bit. I’ve already covered a lot in my preview, but this post will go a little bit more in-depth in terms of numbers. The most obvious thing players complain about is the lack of the main progression currency Evidence of Evil. The daily quest grants 25 and you can get a few more through Heroic Encounters, Dig Sites and Found Quests. Unless you really invest an enormous amount of time though, you should most likely end your days with 27 to 29. The weekly quests adds 20 to an average of ~220 per week. In case you want to know when the weekly task unlocks and how it works, here’s an excellent thread that covers the details.
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Not all tasks make sense
You’re currently looking at a six weeks completion for the full campaign, seven to eight with a weapon set. I have downgraded my estimation from 8-9 weeks on preview because as of right now, the last two tasks that reduce prices in the campaign store do not make sense. They cost more than you are likely about to save.
If you want to get your weapon set first, you’ll only have to wait three weeks. All you need to do is unlock the store, investigate the antagonist that unlocks your weapon of choice (Nostura for Fey, Gyrion for Aboleth and Kabal for Lifeforged) and buy the Main and Off-Hand. Overall you’re looking at 630 Evidence. You also need Abandoned Treasures, but since those are uncapped, it’s a non-factor for this calculation.
It gets a bit more complicated for the Spellplague unlock. You need to investigate and defeat all foes and then complete the task for the dungeon as well. That’s 840 Evidence or almost four weeks. Again: That’s only the fastest track to SP, it does not include other tasks like store unlocks at all.
For the boons you need to go through all tasks of the campaign, but the Evidence isn’t even the most limiting factor any longer. Getting the needed Secrets will take additional days. While this surely makes the campaign longer than others, it’s not painfully long. Try to focus on what you want to do first and then unlock the rest over time. It’s a do and forget campaign. You won’t have to come back for dailies, HEs or anything after completion. The map and quests lack any rewards that are useful outside the actual campaign and weapon restoration. It’s great Module 11 doesn’t add to the duty long-term.
Task Contribution Values
Although the Mercentile Missions quest offers a bit more diversity on a daily basis, it will get repetitive. So players are looking for the most efficient way to complete it. Most seem to favor zerging the Treasure Ship Heroic Encounter currently, because there’s a decent chance for extra Evidence and a nice amount of Treasures. For those that want to build their contributions towards the daily goal differently, here’s a full list:
- Major Heroic Encounter: 20%
- Raiding a Dig Site: 20%
- Minor Ritual Heroic Encounter: 10%
- Delaying the Ritual Heroic Encounter: 10%
- Upgrading a Guard Post: 5% per unit bought
- Donating Resources to the Treasure Ship: 10%
- Slaying mobs: ~1% per 10 monsters killed
- Minor Heroic Encounters add five points to “Resist the Ritual”
- Major Heroic Encounters add ten points to “Resist the Ritual”
- Delaying Rituals add 30 points to “Resist the Ritual” for each ten Reclaimed Magic invested
- Each killed enemy while protecting Merchants adds one point to “Secure the District”
- Upgrading Guard Posts adds five points to “Secure the District” per unit bought
- Donating Resources to the Treasure Ship adds ten points to “Secure the District”.
The “Resist the Ritual” description also mentions Dig Sites, but I didn’t get any points by raiding them.
I personally would mix the activities a bit to achieve different things in a short time frame. I always choose the Mercentile Mission that wants you to clear mobs in a certain area. Go there, upgrade Guard Posts where available, do two or three Dig Sites, clear the minor Heroic if active and delay the ritual multiple times. That should bring you to 80% most of the time. Then you can join one Major HE and do a demiplane in case you have a Portal Stone to finish off the day. The demiplane is personal preference. It gives Evidence of Evil, some Salvage and RP and a shot at one of the new companions. Not a must outside the weekly, but certainly viable.
That’s my few tips on progressing in the River District campaign. In case you have additional hints or questions, please post them in the comments below or visit the corresponding thread on our message board!
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