Enhancement Slot Neverwinter
- Armor Enhancement Slot Neverwinter
- Neverwinter Weapon Enhancement Slot
- Weapon Enhancement Slot Neverwinter
- Weapon Enhancement Slot Neverwinter
- Neverwinter Enhancement Slot
In Neverwinter you can upgrade items with enchantments or companions with runes. Item with enchantment slots will have small squares on left side of an icon. You can see in the item's tooltip what enchantment slots it have, and those slots can be. Slots 3 Free Slots 2 Purchable Slots (2x 350 Zen) Note: Active Bonus doesn't stack by same companion Upgrade Cost 300k AD = Common - Uncommon 500k AD = Uncommon - Rare 750k AD = Rare - Epic 1250k AD = Uncommon - Epic 1550k AD = Common - Epic Active Bonus Health Bonus (.
Welcome to our Barbarian Blademaster 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 Barbarian Blademaster is a typical melee DPS class. They rely on strength to deliver huge blows to their enemies with their two-handed weapons. Barbarians are also some of the fastest and best solo classes in the game, as well as being sought after in groups.
This build uses much of the same gear as the Barbarian Sentinel Tank Build, so you can easily switch between the two roles.
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 Barbarian Blademaster Info
Other Barbarian Builds
Best Barbarian Blademaster 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
- 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%
- Half-Orc – 5% Crit Severity – +2 Dex and +2 Con or Str – 10% Movement Speed for 3 sec when entering combat
Barbarian Blademaster Ability Score Priority
Put all your available Ability Scores into Strength and Dexterity. Alternatively, switch out Dexterity for Charisma.
Barbarian Blademaster 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)
Barbarian Blademaster Paragon Path Feats, POwers & Rotation
Barbarian Blademaster Combat Powers
At-Will Powers:
- Relentless Slash (AoE)
- Brash Strike (ST)
Encounter Powers:
- Mighty Leap (AoE) / Indomitable Battle Strike (ST)
- Not so Fast (AoE) / Frenzy (ST)
- Bloodletter
Daily Powers:
- Avalanche of Steel
- Savage Advance
Class Features:
- Barbed Strikes
- Steel Blitz
Barbarian Blademaster Feats
- Mightier Leap
- Bloodspiller
- Overpenetration
- Steel Slam
- Relentless Battlerage
Barbarian Blademaster Rotation
Single Target Rotation:
Relentless Slash – Indomitable Battle Strike – Bloodletter – Frenzy – Brash Strike (until battlerage wears off) – Use Savage Advance & Mount Power when available
AoE Rotation:
Mighty Leap – Not So Fast – Relentless Slash – Bloodletter
Barbarian Blademaster 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.
Tier 5 Boons (Choose 2)
- Severe Criticism – 1% Crit Severity per rank
- Call of Power – 1% Action Point gain per rank
Master Boons
- Deathly Rage 3/3
Guild Boons
- Offense – Power
- Defense – Hit Points
Barbarian Blademaster 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 Sallet
- Fancy Duelist’s Mask of Cormyr (Bosses)
Armor
- Ebonized Chainmail (Best in Slot)
- Sentinel of the Star’s Breastplate
Arms
- Spiked Defender Vambrace (Best in Slot)
- Vivified Primal Assault Bangili
- Templar of the Twilight’s Bracers
Feet
- Rusted Iron Leggings (Best in Slot)
Weapons
- Celestial Set
- Lionheart Set
- Legion Guard Set
- Alabaster / Burnished Set
Main Hand Modification:
- Relentless Slash
Offhand Modifications:
- Critical Severity
Rings
- Ring of the Brutal Fiend +5
- Ring of Fallen Power +5
- Ring of the Shadowstalker +4/+5
- Bypass Gold Ring
- Striking Ring of the Veteran / Master
Neck & Waist
- Dark Remnant’s Set (Book of Vile Darkness, Whip of Erinyes, The Engine Master’s Mantle)
- Orcus Set (Demogorgon’s Girdle of Might, Baphomet’s Infernal Talisman)
Shirt
- Ebony Stained Shirt (Best in Slot)
Pants
- Pants of the Sentinel
- Infernal Trousers
Barbarian Blademaster 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
Barbarian Blademaster 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
- Dark Enchantment
- Tactical
- Fey’s Blessing / Dragon’s Hoard / Quartermaster’s Enchantment
Armor Enchantments
- Elven Battle Enchantment
- Barkshield Enchantment
- Shadowclad Enchantment
Weapon Enchantments
- Bilethorn or Vorpal Enchantment (ST)
- Lightning (AoE)
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
Barbarian Blademaster 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 (Best in Slot) > Adorable Pocket Pet > Tymora’s Lucky Coin
- Wild Storm Elixir > Elixir of Fate
- Squash Soup > Watermelon Sorbet
Barbarian Blademaster Companions
Summoned Companion
The most important thing to consider for a summoned compaion is to get a Augment Compaion. 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
- Ioun Stone of Allure – 2000 Power, 10% Incoming Healing
- 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
Barbarian Blademaster 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 Barbarian Blademaster 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.
Barbarian Blademaster Mount Powers
Mount Equip Power:
5000 or 10000 Power
Mount Combat Power:
- Bat Swarm (Swarm) (Best in Slot)
- Tenser’s Transformation
If you have any questions or suggestions about our Neverwinter Barbarian Blademaster guide, please leave a comment below! More info about the Barbarian 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.
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.
Limitations
Armor Enhancement Slot Neverwinter
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.
Powers
All powers are worth 1 power, regardless of their strength, except as noted below:
Neverwinter Weapon Enhancement Slot
- 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.
Weapon Enhancement Slot Neverwinter
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 | - |