First Patch in the Preview Shard Reveals What Module 12b Will Bring

As expected, the devs updated the preview server yesterday to give players a better idea of what Module 12b will look like. We’ll only quickly go through the new features today, but you can expect more in-depth analysis from Uncensored in the coming weeks. Based on the usual timeline the update should be released in 4-6 weeks.

Refinement Streamlining, Bonding Runestones and Related Changes

Let’s start with the stuff we already knew. Refinement is getting streamlined and Bondings nerfed. It’s THE hot topic in the Neverwinterverse currently and given its impact looks to be the system that is most likely to see some tweaks before going live. In fact, the Bonding nerf was already partially reverted within one day of the announcement. So yeah, it’s very much an ongoing process.

Nonetheless players have to prepare for a major retooling of their characters. Bondings will net much less stats as before, and Augments become viable. We’ll do our best to update our Character Manager with the latest changes as soon as possible, but can’t make any promises at this point.

The refining changes look to be a major convenience upgrade, but come at the cost of introducing new tiers for Enchantments, Weapon and Armor Enhancements and Runestones.

Campaign Acceleration for Alts

As we’ve already reported, the “Patron System” will get introduced as well. Mains that have completed a campaign can craft “Patronage Signets” that significantly boost progression for alts. They cost quite a lot of campaign currency and 50,000 Astral Diamonds, but if they work as advertised, it’s well worth it. Not all campaigns are fully implemented yet though.

All tokens state that “most tasks in the campaign” can be completed at a reduced cost. So while progression tasks surely are included, boons and key ones might be not.

Inventory Quality of Life Update

Another small quality-of-life update will benefit inventories. Just like the rework of the quest log, a lot of sorting and filtering options were added. You can also bulk identify items, sort all bags, sell all treasure and convert all refining points at once.

Most players are going to love this!

Random Queues

The next big shift in terms of PVE comes in the form of so called “random queues”. The whole earning process of daily RAD has been relocated to this feature. It forces players into queueing solo for a random dungeon, but comes with additional incentives. You earn more AD for a daily completion and there’s bonuses for certain roles if the queue lacks them.

This has a lot of upside and a probably even bigger downside that we’ll likely talk about random queues a lot going forward.

PVP Changes

Talking about shifts, PVP also can look forward to a rather interesting module. Players were able to get a glimpse of the changes in earlier feedback threads, including introducing Tenacity as environmental stat and diminishing returns on CC. Since Tenacity no longer resides on armor, the devs reworked all sets to feature higher item levels in PVP. There’s also a completely new “Strategist” armor set that features PVP only equip bonuses.

On top of that, the solo queue is finally permanent and hopefully will bring more player into the game mode.

New Skirmish: The Merchant Prince’s Folly

Last but not least, a minor piece of group content will be added with Module 12b as well. The Merchant Prince’s Folly is a fairly easy and straight forward skirmish in which you have to protect the merchant price’s hall from waves of enemies. Like all recent content the environment and type of mobs is random to create more diversity when repeating the content. It also has different reward tiers based on the speed of the completion. The skirmish is mainly another source of campaign currency, but also comes with a couple interesting extra drops. It features a new shirt and pant as well as an artifact and companion.

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This post unfortunately can’t cover all of the additions, but should give you a pretty decent overview what to expect in Module 12b. As said we’ll go through all the areas individually and discuss their impact and the new items in-depth in the coming weeks. For now, have fun testing the first patch and make sure to post your experience in the comments below and the corresponding thread on our message board!

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6 thoughts on “First Patch in the Preview Shard Reveals What Module 12b Will Bring

  • September 2, 2017 at 3:02 pm

    Hey all – can you tell us what the AD cost of the new refining stones is? IDK how the preview server works, hoping that is something y’all can see.

  • September 2, 2017 at 4:43 pm

    The ultimate mark of potency cost 150000 AD without VIP bonus

    • September 2, 2017 at 5:19 pm


  • September 19, 2017 at 3:08 am

    price has been changed down to 125k ADs

  • November 25, 2017 at 2:31 pm

    what item level is required for the new skirmish?

    • November 25, 2017 at 3:05 pm


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