Obikin89's Requiem for Neverwinter
MOD 21

Skirmishes

The Random Skirmish Queue can be played as soon as you reach Level 20 and 20k item level. But many Skirmishes scale you to 24k Item Level, which means that if you go there with a lower item level, you may be underleveled and not perform as well as most would expect (with 20k instead of 24k, everyone else will have 20% more HP and deal 20% more damage than you, just because of their Item Level). Skirmishes are a good source of RAD (6000 for the first Random Skirmish Queue of the day, plus some RAD in chests at the end) until you can reliably do both the Random Advanced Dungeon Queue and the Random Trial Queue. They also reward currency for their respective campaigns. Skirmishes have scores. The better your score (which depends on how fast you are, or how much enemies you kill or objectives you fill in a certain time...), the better your rewards at the end (gold is required for some of the best rewards, but it usually doesn't make too much of a difference).

There are 9 Skirmishes :

Prophecy of Madness

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Prophecy of Madness requires 5k item level to enter the private queue, and 10k for the public queue. You can buy a key for the chest at the end of the dungeon (the Greater Demonic Key) in the Wondrous Bazaar for 2500 AD.

It scales your item level to 12k.

For this Skirmish, there are 2 scenarii.

In the first scenario, you must close small Abyssal Tears (green ones). Then bigger ones appear (blue are medium ones, and purple are big ones). The bigger tears reward more points. Finally, a Balor spawn, and you must kill it.

In the second scenario, you must protect and reinforce the 4 wards (pillars) around the room. First, you must kill demons spawning all around the place. Then you must repair the 4 wards with Faerzress Essence, which drops from monsters as you kill them. Finally, the Balor spawns and you must defeat it.

There is only 1 chest at the end, and it requires a Greater Demonic key to open (which can also be used to open a chest in the Demogorgon Trial, which rewards much more RAD)... It's not worth it to use one, except if you are looking for the Dwarven Spelunking treasure, which is required to unlock the 4th boon of the Underdark Campaign.

Throne of the Dwarven Gods

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Throne of the Dwarven Gods requires 5k item level to enter the private queue, and 10k for the public queue. You can buy a key for the chest at the end of the dungeon (the Greater Demonic Key) in the Wondrous Bazaar for 2500 AD.

It scales your item level to 12k.

Again, a campaign with 2 scenarii.

In the first scenario, you shall stop the Illithid invasion. First, you must free the prisoners by breaking the 4 doors around the room, with the "help" of Hundead Toon Hulks, who will charge at you, and will eventually break the doors if you direct the Hulks to the doors (3 Hulks are needed per door). Do not kill the Hulks inadvertently. Then, you must kill the reinforcements. Finally, you must defeat the Illithilich.

In the second scenario, you must cleanse the corruption off the Throne of the Dwarven Gods. First, you must protect the Clerics from waves of monsters. Then you must break the Psionic Shield surrounding the Throne with the "help" of Hundead Thoon Hulks who will charge at you. If you direct them to the shield, it will damage it. Repeat until the shield breaks. Do not kill the Hulks inadvertently. Finally, you must defeat the Illithilich.

There is only 1 chest at the end, and it requires a Greater Demonic key to open (which can also be used to open a chest in the Demogorgon Trial, which rewards much more RAD)... It's not worth it to use one, except if you are looking for the Dwarven Spelunking treasure, which is required to unlock the 4th boon of the Underdark Campaign.

Master of the Hunt

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Master of the Hunt requires 10k item level to enter the private queue, and 15k for the public queue. You can buy a key for the chest at the end of the dungeon (the Bramble Key) in the Wondrous Bazaar for 2500 AD.

It scales your item level to 18k.

This is a very straightforward Skirmish. Kill monsters, proceed to the next area, repeat until you reach the boss. And that's it ! Quick RAD, and currency for the Sharandar campaign.

It has 2 chests at the end : one which you can always open, and one which requires a Bramble Key, which you can get from the Sharandar Campaign Store (View Wares)

Dread Legion

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Dread Legion requires 10k item level to enter the private queue, and 15k for the public queue.

It scales your item level to 18k.

Again, a very straightforward Skirmish. Kill monsters, break portals, kill the boss.

It has 1 chest, which you can always open at the end. You'll be rewarded with currency for the Dread Ring Campaign, which you can use for buying Thayan Lair Keys, to enter Lairs in Dread Ring and obtain enchanting stones rank 3-5, if you get there on the proper days. You can also get an Energon companion in this Skirmish. It gives plenty of HP !

Illusionist's Gambit

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Illusionist's Gambit requires 10k item level to enter the private queue, and 15k for the public queue.

It scales your item level to 18k.

This is a funny Skirmish, with random waves of enemies and events. First, there is one wave of monsters and a boss. Then you will be asked if you want to quit or continue. Always, always, always, LEAVE after the very first wave ! You will be rewarded about as well as if you did the entire skirmish until the end.

If you foolishly chose to continue (and waste everyone's time), there will be 2 more waves of monsters, which are harder to beat, each having their own boss. If you manage to beat them, once again, your mental health will be evaluated.

If you really suffer from a pathological condition (masochism), you will have to beat 3 extra waves of monsters, even harder to beat, which all have their own boss. If you manage to beat them, finally you can focus your anger at the one who's been playing with you : Lukan of the Mystic Veil, and beat the sh... and beat him ! (to death, slowly, painfully, so that he suffers, a lot... to ease your pain a bit... except it's an illusion too...). Congratulations on spending 6 times the time to get your rewards once ! Beating him is the only extra reward, honestly.

There is no chest, but you automatically receive rewards once you leave, whether it's after the first wave, or if you go to the last one.

Kessel's Retreat

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Kessel's Retreat requires 15k item level to enter the private queue, and 20k for the public queue. You can make a key for the chest at the end of the dungeon (Kessel's Retreat Key) on the Icewind Dale campaign's page (3 Gold + 3 Dwarf Gold + 3 Auril's Tears + 10 Konig Coins).

It scales your item level to 24k.

Beat the monsters, get to the boss... Now avoid the AOEs, the balls of dark energy, and break the golems next to the boss for extra damage !

This skirmish rewards currency for the Icewind Dale Campaign.

It has 2 chests at the end : one which you can always open, and one which requires a Kessel's Retreat Key from the Icewind Dale Campaign.

The Shores of Tuern

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The Shores of Tuern requires 15k item level to enter the private queue, and 20k for the public queue. You can make a key for the chest at the end of the dungeon (the Mystic Dragon Key) on the Tyranny of Dragons campaign's page (3 Gold + 4 Dragon Sigils + 4 Cult Secrets + 20 Dragon Hoard Coins).

It scales your item level to 24k.

Beat the monsters, defeat the boss, loot. Easy RAD !

It has 2 chests at the end : one which you can always open, and one which requires a Mystic Dragon Key from the Tyranny of Dragons Campaign.

Manycoins Bank Heist

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Manycoins Bank Heist requires 15k item level to enter the private queue, and 20k for the public queue. You can buy a key for the chest at the end of the dungeon (the Bank Vault Key) in the Wondrous Bazaar for 2500 AD.

It scales your item level to 24k.

There are 3 lanes. You must protect the vault from the monsters. If it's broken, you lose. You have mines to help you. They push the monsters (so you gain a bit of time) but they do not deal that much damage (you need 3 mines to kill the monsters). First, you must defeat the monsters coming on one lane at a time. Then, you must close the portals with an orb that will be linked to one player (rush behind a portal, or the orb will kill you if you're not fast enough), while monsters will come from multiple lanes at the same time. Finally, you must defeat the boss. All of this with a maniac who will throw random spells at you with its wand of "wonders".

There is only 1 chest at the end, and it requires a Bank Vault Key from the Acquisition Incorporation Campaign Store. As such, it it the worst Skirmish to run, because if you do not have a key, you'll get almost no reward (only some currency for the AI Campaign, no RAD)... And most people hate this campaign...

The Merchant Prince's Folly

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The Merchant Prince's Folly requires 15k item level to enter the private queue, and 20k for the public queue. You can make a key for the chest at the end of the dungeon (the Merchant Prince's Key) on the Jungles of Chult campaign's page (25 Forgotten Totems).

It scales your item level to 24k.

In this Skirmish, you must defend the Palace and escort the Royal Engineer outside. First clear the monsters in the Palace. Then wake up the guards (8 doors around the Palace) and give them weapons (4 on each rack in the middle of the room). Then go outside and beat the monsters. The next step is to make 3 barricades with planks (found on the right side) while monsters keep spawning. You need 4 planks per barricade, and can only carry one plank at a time. The location of barricades is indicated on your minimap, and there is always a random path open. Once you have completed the barricades, you must escort the Royal Engineer to the walls by the open path. The Engineer will stop if he is too close from monsters, so kill them ahead and make sure the Engineer is moving forward. If your road goes through the plaza, you will meet a Tyrannosaurus Rex. It is a very good idea to pull him away from where the Engineer is going, as it takes a lot of time to beat it, and it's not necessary to complete the Skirmish. Finally, once the Engineer has reached the walls, stronger monsters will spawn. Defeat them, and you win ! Now, beat the Tyrannosaurus down, if necessary, and get your rewards.

There is 1 chest at the end, which requires a Merchant Prince's Key (obtained from the Soshenstar Adventures task, at the top of the Jungles of Chult Campaign). Whether or not you open the chest, you get currency for the Jungles of Chult Campaign, and the chest pays for itself anyway (you get 20 currency from the Skirmish, 20 from the chest, and you only need 25 to make a key... and you get a bonus key for the Tomb of the Nine Gods Dungeon !). You can farm this Skirmish without opening the chest to complete the first tasks in the Jungle of Chults Campaign. It's faster than running quests all around the jungle.