Obikin89's Guide for Neverwinter
MOD 20

Enchantments

Note that enchantments are clearly not in a good place nowadays. They may be subject to change, and new enchantments might come to cover the new main ratings. You're not losing much by having rank 9s instead of rank 15s, so do not invest in them too much, unless you have nothing else to invest in and you can afford them. The Weapon enchantment is important for Damage Dealers (Healers and Tanks can make the group benefit from debuff ones, but weapon enchantments are not that great overall for them, as they mostly improve the damage dealt and not much more), and the Armor enchantment makes a difference for Tanks (Healers and Damage Dealers are good with them, but having a high rank one is less of a priority).

Enchantments are a very big investment for extremely low returns. Rank 8-9 enchantments are cheap and usually good enough. Upgrading these is not a priority. You should focus on everything else first.

You can have a total of 18 regular enchantments (in Offense, Defense, and Utility slots) + 1 Weapon enchantment + 1 Armor enchantment.

Offense Enchantments

Here is the list of all the enchantments you can put into Offense slots, and their effect at rank 15 (200 item level).

Single stat :

Double stats :

Triple stats :

Damage :

First thing to note is that all of the enchantments have the same item level (200 at rank 15) and give the same amount of stat points (3000 at rank 15, except the Tenebrous one that gives 2700 stat points). That means that with any enchantment, your total amount of stat percentages will stay the same. So they are really just reallocating your stats ratings. Except with Tenebrous, that will decrease them by a total 0.3% (but will give you pure damage instead).

Triple stat enchantments give a bit less Combined Ratings, which means that they will give you more of specific stats and decrease your other stats more. As such, they are great for Damage Dealers, who will benefit from better offensive stats, but not as great for Tanks and Healers who benefit from defensive and utility stats.

The Tenebrous enchantment (at rank 15) deals 24k damage when your current health is above 300k (if you get hit and fall below 300k, the damage will be reduced). This amount of HP is not that hard to reach, even in scaled content (at least in epic dungeons). The damage is reduced by the enemy's Defense. So, without any debuff, it will actually deal 16k damage, and it can also be deflected (11248 damage if your accuracy is at 50%). It cannot crit, nor benefit from combat advantage, but it will benefit from Defense or Deflect debuffs. Assuming you have 50% Accuracy, the Tenebrous enchantment will deal 13624 damage on average. It can only proc on a single target, once per second, which means once every 1s + 12.5 "hits" on average with 1 rank 15 enchantment, up to once every 1s + 3.33 "hits" on average with 5 enchantments (R15 + R14 + R13 + R12 + R11). That means effectively about 4.5k damage per second on average with 1 enchantment, up to 9k+ damage with 5 enchantments. On the other hand, a rank 15 Radiant or Tactical enchantment will improve your overall damage by about 0.15% through the Power or Combat Advantage given by the enchantment (about 0.2% if we take the Assassin's enchantment for reference, omitting the loss of other stats). It means that, as long as you deal less than 511k damage per second on average, Tenebrous enchantments are better (taking the most favorable approach for stat enchantments, closer to 700k if we take a more realistic approach). I do not think it's currently possible to deal that much damage on a single target (without debuffs). But it may be possible if you are fighting large groups of monsters. So Tenebrous are the best to fight against boss monsters, and still good against multiple enemies, though they may be occasionnaly outperformed if you are fighting crowds of monsters.

The best enchantments for Tanks are either Radiant or Tactical ones (depending on which of your Power or Combat Advantage is lower : improving both together gives the best returns). Tenebrous could help damage more, but are not very reliable in terms of aggro.

The best enchantments for Healers are Radiant. Demonic give the highest amount of useful stats, but due to Critical Stats being as they are for healing, and Demonic also reducing defensive stats, Outgoing Healing and Forte more than Radiant... Radiant are just better. But any enchantment boosting Critical Strike or Critical Severity (preferably the one with your lowest percentage) are good options if your Power is capped already.

The best enchantments for Damage Dealers are 2-4 Tenebrous enchantments (with at least one of them at rank 15, and different ranks for the others : 2 rank 15 won't stack, but a rank 15 and a rank 14 will) and any of the triple stat enchantments (as long as you cap your most important offensive stats first, Assassin's being the best if none of your stats are capped). But the difference with single or double stats enchantments is pretty marginal... So Tactical or Radiant rank 9 can do the job well enough when you start the game, for you only really care about the TIL.

Defense Enchantments

Here is the list of all the enchantments you can put into Defense slots, and their effect at rank 15 (200 item level).

Single stat :

Double stats :

Triple stats :

First thing to note is that all of the enchantments that do not give HP will keep your total percentages the same, while any enchantment that gives HP will reduce your total percentages (but give you HP instead). Enchantments do not improve your percentages, only reallocate them.

Triple stat enchantments give a bit less Combined Ratings, which means that they will give you more of specific stats and decrease your other stats more. As such, they are great for Tanks, who will benefit from better defensive stats, but not as great for Damage Dealers and Healers who benefit more from offensive and utility stats.

HP given by equipment is boosted by Constitution and by the Bulkwark campaign boons, so a Radiant enchantment will give you more than 1200 HP (about 1400 HP if you have the HP boons and a decent Constitution score). In that regard, Radiant enchantments are better than Assassin's enchantments while your HP is below 470k. That means that Radiant enchantments are best in scaled content while Assassin's enchantments are best in regular content. What was the first goal of the rework already ? "Improved Scaling: Smooth scaling downward and upward to content that allows for it, without requiring players to change gear to optimize it.", you failed !

The best enchantments for Tanks are Assassin's, or Black Ice if your Awareness is capped. At low level, and in the lower item level scaled content, Radiant may make more of a difference though.

The best enchantments for Healers and Damage Dealers are Radiant if you have below 470k HP (that is at least in scaled content). Above 470k HP, Assassin's are the best, if you are ready to sacrifice a bit more of your offensive and utility stats. Above 650k HP, Tactical are better than Radiant and won't decrease offensive or utility stats as much as Assasssin's (though Assassin's offer better defensive stats). Azure are also an option at that point, if your Defense is below 45%.

Utility Enchantments

Here is the list of all the enchantments you can put into Utility slots, and their effect at rank 15.

Single stat :

Double stats :

Refinement :

Let's not even talk about the discrepancy between XP/Gold/Glory enchantments (that's what you get when the lead designer is a first year student who doesn't care about anything and there's no quality control whatsoever...).

So there are only 2 choices : either you want Incoming Healing or you want Forte. Damage Dealers and Healers are definitely best with Dark enchantments. Tanks are also best with Dark enchantments, but Tactical enchantments can be an option (especially if their Defense is capped).

If you are playing solo, refinement enchantments are great ! The chance stacks up when you have multiple enchantments. People say the best one to get is the Quatermaster's one. The bags stack up to 999, and you'll get double refinement items from them if you open them during a Double Refinement event ! Make sure you equip enough Quartermaster enchantments, when you open the bags, for your chance to be at 10.5% or more (11% if you use 6 utility slots for your Quatermasters. You can get a 6th slot from Makos Signet, a ring obtained in the Storm King Thunder campaign), so that the enchantments you get are at least rank 6. Dragon's Hoard and Fey Blessing are also very nice to have to get some refinement points. Apparently, there's a limit to how many items you can get from refinement enchantments every day, so having different ones can yield better results than having only Quatermasters enchantments. Getting some of them at rank 9 early on is a very good idea to be able to upgrade your weapons and artifacts. Upgrading them to higher ranks may not be very worth it though.

Overload Enchantments

Coming later.

Armor Enchantments

Stats are written for rank 14 enchantments (800 item level, no combined ratings = -0.8% in every stat... yes, that sucks !).

Survivability :

Damage :

For real, there’s no better enchantment than a low level Soulforged enchantment to start with. It will save you very often, from very bad situations. Bigby’s hand, permafrost… Your team didn’t help you, or you were somewhere you shouldn’t have been ? You resurrect. No need for a scroll. And rank 7 is almost as good as rank 14, no need to upgrade it. I absolutely love this enchantment. The only drawback is that sometimes you suffer from multiple stacks of Resurrection Disease and you cannot choose when you will get revived. So, it's fantastic, but not always super convenient.

Tanks are best with the Elven Battle enchantment when in end game trials (facing a single enemy that hits not too often), for stamina regeneration equals damage you can block, or extra HP as a Barbarian. In other content, they are best with a Negation enchantment (as long as it doesn't get nerfed... for it really does reduce damage by up to 40%, though you won't reach that number very often). Damage Dealers and Healers are best with the Barkshield enchantment to block damage if they are hit less often than once every 6 seconds (usually what happens in very end game trials if you're playing well enough). If they are hit more often than once every 8 seconds, the Shadowclad enchantment is pretty good. If you are hit more than once every 3s (mostly for solo), then the Negation enchantment is the best. Alternatively, the Bloodtheft enchantment is great on Damage Dealers for self healing. And the Soulforged enchantment is still awesome in most of the group content (especially when you're learning, a rank 7 is good enough). Damage enchantments are an option if you can survive well enough, in order to deal a bit more damage.

Weapon Enchantments

Stats are written for rank 14 enchantments (800 item level, no combined ratings = -0.8% in every stat... yes, that sucks !).

Resistance Debuffs :

Damage Debuffs :

Healing :

Damage :

The best weapon enchantment for a Tank is the Bronzewood enchantment (it doesn't stack, so no need to have many of them in the group).

The best enchantment for a Healer is the No Enchantment = keep your 0.8% in all of your stats (FU Cryptic... In scaled content, if you have your healing stats at 50%, you're really better not having a Weapon Enchantment rather than a Vorpal one, and the maximum you can get from a rank 14 Vorpal compared to nothing is less than 1% better healing, assuming your stats are high in the first place, at the cost of all of your other stats)... A debuff enchantment to help your team is honestly the best option. The Vorpal enchantment (if you have high stats in the first place, and mostly for regular content) or Holy Avenger are still possible options, though the first one is clearly not as good as it was in the past and the second one is unreliable (but can make a real difference).

The best enchantment for a Damage Dealer is either a debuff enchantment (for group content, having different ones in the group is much better), or the Bilethorn enchantment (works for any content, though the delay doesn't help if you kill monsters in less than 4s). The Vorpal enchantment is still an option... but Flaming is probably a better option (if you cannot afford a Bilethorn, or you kill monsters too fast, in solo content)... Prominence or Lifedrinker are also good options if you need the damage mitigation (assuming the shield really stacks up, Prominence gives better returns than Lifedrinker... but the shield won't build while Prominent, so it deals damage but the mitigation won't always work... on the other hand, 10% chance from Lifedrinker is not that reliable in the first place...).

Best Enchantments

For a Tank

The best Offense enchantments are either Radiant or Tactical ones (depending on which of your Power or Combat Advantage is lower : improving both together gives the best returns). Tenebrous could help damage more, but are not very reliable in terms of aggro.

The best Defense enchantments are Assassin's, or Black Ice if your Awareness is capped. At low level, and in the lower item level scaled content, Radiant may make more of a difference though.

The best Utility enchantments are Dark enchantments, but Tactical enchantments can be an option (especially if your Defense is capped).

The best Armor enchantment is the Elven Battle enchantment when in end game trials (facing a single enemy that hits not too often), for stamina regeneration equals damage you can block, or extra HP as a Barbarian. In other content, the best is a Negation enchantment (as long as it doesn't get nerfed... for it really does reduce damage by up to 40%, though you won't reach that number very often).

The best Weapon enchantment is the Bronzewood enchantment (it doesn't stack, so no need to have many of them in the group). Or any other debuff enchantment, as long as people have different ones in the group.

For a Healer

The best Offense enchantments are Radiant. Demonic give the highest amount of useful stats, but due to Critical Stats being as they are for healing, and Demonic also reducing defensive stats, Outgoing Healing and Forte more than Radiant... Radiant are just better. But any enchantment boosting Critical Strike or Critical Severity (preferably the one with your lowest percentage) are good options if your Power is capped already.

The best Defense enchantments are Radiant if you have below 470k HP (that is at least in scaled content). Above 470k HP, Assassin's are the best, if you are ready to sacrifice a bit more of your offensive and utility stats. Above 650k HP, Tactical are better than Radiant and won't decrease offensive or utility stats as much as Assasssin's (though Assassin's offer better defensive stats). Azure are also an option at that point, if your Defense is below 45%.

The best Utility enchantments are Dark enchantments.

The best Armor enchantment is the Barkshield enchantment to block damage if you are hit less often than once every 6 seconds (usually what happens in very end game trials if you're playing well enough). If you are hit more often than once every 8 seconds, the Shadowclad enchantment is pretty good. If you are hit more than once every 3s (mostly for solo... though don't play as a Healer for solo content, unless you are a Paladin...), then the Negation enchantment is the best. And the Soulforged enchantment is still awesome in most of the group content (especially when you're learning, a rank 7 is good enough).

The best Weapon enchantment is the No Enchantment = keep your 0.8% in all of your stats (FU Cryptic... In scaled content, if you have your healing stats at 50%, you're really better not having a Weapon Enchantment rather than a Vorpal one, and the maximum you can get from a rank 14 Vorpal compared to nothing is less than 1% better healing, assuming your stats are high in the first place, at the cost of all of your other stats)... A debuff enchantment to help your team is honestly the best option. The Vorpal enchantment (if you have high stats in the first place, and mostly for regular content) or Holy Avenger are still possible options, though the first one is clearly not as good as it was in the past and the second one is unreliable (but can make a real difference).

For a Damage Dealer

The best Offense enchantments are 2 Tenebrous enchantments (with at least one of them at rank 15, and different ranks for the others : 2 rank 15 won't stack, but a rank 15 and a rank 14 will) and any of the triple stat enchantments (as long as you cap your most important offensive stats first, Assassin's being the best if none of your stats are capped). But the difference with single or double stats enchantments is pretty marginal... So Tactical or Radiant rank 9 can do the job well enough when you start the game, for you only really care about the TIL.

The best Defense enchantments are Radiant enchantments, if you have below 470k HP (that is at least in scaled content). Above 470k HP, Assassin's are the best, if you are ready to sacrifice a bit more of your offensive and utility stats. Above 650k HP, Tactical are better than Radiant and won't decrease offensive or utility stats as much as Assasssin's (though Assassin's offer better defensive stats). Azure are also an option at that point, if your Defense is below 45%.

The best Utility enchantments are definitely Dark enchantments.

The best Armor enchantment is the Barkshield enchantment, to block damage if you are hit less often than once every 6 seconds (usually what happens in very end game trials if you're playing well enough). If you are hit more often than once every 8 seconds, the Shadowclad enchantment is pretty good. If you are hit more than once every 3s (mostly for solo), then the Negation enchantment is the best. Alternatively, the Bloodtheft enchantment is great for self healing. And the Soulforged enchantment is still awesome in most of the group content (especially when you're learning, a rank 7 is good enough). Damage enchantments are an option if you can survive well enough, in order to deal a bit more damage.

The best Weapon enchantment is either a Debuff enchantment (for group content, having different ones in the group is much better), or the Bilethorn enchantment (works for any content, though the delay doesn't help if you kill monsters in less than 4s). The Vorpal enchantment is still an option... but Flaming is probably a better option (if you cannot afford a Bilethorn, or you kill monsters too fast, in solo content)... Prominence or Lifedrinker are also good options if you need the damage mitigation (assuming the shield really stacks up, Prominence gives better returns than Lifedrinker... but the shield won't build while Prominent, so it deals damage but the mitigation won't always work... on the other hand, 10% chance from Lifedrinker is not that reliable in the first place...).

How to upgrade enchantments ?

Wards

There are many ways to get wards :

I advise buying character slots and invoking your god once a day on each of your characters for free Coalescent wards. These will be useful for upgrading your enchantments to the highest rank (especially your Weapon enchantment if you are a Damage Dealer, or your Armor enchantment if you are a Tank).

Never use a coalescent ward for anything but a 1% chance of success. And never buy Coalescent wards, even for a 1% chance of success : regular wards (from the Zen market, bought with coupons or during a sale) are much more cost efficient on the long run (the only exception is if you can buy a coalescent ward at -50%). There’s a 36% chance you will use more than 100 wards on a single upgrade, 9% chance you will use more than 1000 wards on 10 upgrades, 1% chance you will use more than 3000 wards on 30 upgrades. Unless you are very unlucky, buying regular wards will save you about 23% of the cost on the long run (compared to buying Coalescent wards). Of course, if you have a Coalescent Ward, use it. Here is the table for the details and average number of wards required for any upgrade.

Always use a ward when upgrading anything that requires rank 4 or higher marks of potency, or rank 5 or higher enchanting stones. Wards are cheaper than the materials you would lose if you failed (you never lose the item, only the materials to upgrade it).

Enchanting Stones

You can get plenty of enchanting stones from the Dread Ring campaign. Farm the campaign and exchange currency to get keys for the lairs. When a Double Refinement event comes, farm the Phantasmal Fortress (eastern lair) on a Thurday, Saturday, or Sunday (you only get enchanting stones on these days in this lair, and it’s the fastest lair to run. Other lairs loot enchanting stones on other days). Make sure to start after the time the events start, not at the daily reset (event reset is about 8h after daily reset). Dread Ring days are reset at the same time events are, so if you come on Saturday before the time events reset, you won’t get enchanting stones. You can get enchanting stones up to rank 5 with this method.

Enchanting stones rank 6 are found in higher end dungeons (T9G, CR, LoMM, CoDG, ToMM…). You can get them in both chests, and they are doubled during Double Refinement events. Cradle of the Death God (CoDG) is often run during this event : it can be done in less than 15 minutes with a proper group, but the mechanics are a bit hard to get. Just run whatever dungeon you like the most that drop them. You will eventually get plenty. Reroll tokens from VIP are great to use in these dungeons to get more of them.

You can also get them from time to time from lootboxes (you get a daily key with VIP).

Marks of Potency

Marks of Potency can be bought in the Wondrous Bazaar with Astral Diamonds. They are pretty expensive but VIP 12 reduces their price by 25%. Their price is reduced by 15% more (for a total 40% reduction) during Wondrous Bazaar sale events.

You can also get them from Sybella in Protector’s Enclave by completing her quests (and advancing Legacy Campaigns faster).

You can also get up to rank 5 Marks of Potency from the Gauntlet in the Dread Ring campaign.

And you can get them from time to time from lootboxes (you get a daily key with VIP).

DO NOT sell and buy the next upgrade !

You are only getting 90% of whatever you sell in the auction house. 10% go to fees. If you want to buy from the auction house, buy the highest rank you can afford, then upgrade them to the maximum rank yourself. You can sell rank 9 enchantments, but higher ranks cost a lot of auction house fees.