Neverwinter

Neverwinter

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Master of Svardborg

Master of Svardborg

Completed the Svardborg trial with no one in your party dying

10

0.23%

How to unlock the Master of Svardborg achievement in Neverwinter - Definitive Guide

**Updated**

This will easily be the most difficult achievement of the expansion as you must complete the Master version of this trial without anyone dying. You'll need 2 solid groups and communication to make this happen. No one can be downed, use of a Soulforged enchantment in battle will count as a death. However, if the entire team wipes, the death counter is reset. In my opinion, I don't think PUG's will be able to pull this off.

You'll need to have completed the Mod 10 campaign quests and progressed through Cold Run and completed FBI at least once. Complete the starter quests, and there are a bunch of them, and unlock the campaign task "Explore the Sea of Moving Ice".
From there, you'll need 400 Bryn Shander reputation (which you should probably already have by now) as well as 4000 Voninblood, 62 Runic Pieces, and 110 Ten Town Supplies. The Runic Pieces are new to this addition of the campaign. You can earn a total of 43 per week by completing daily quests in SoMI given by Artus Cimber and one weekly quest given by Princess Serissa. This will take at least 10 days to complete.

Normal Trial: 2800 iLevel; 28% Everfrost resistance; 20 min time limit. Players will be able to re-enter the arena should they die. You can NOT earn the achievement in this version.

Master Trial: 3200 iLevel; 28% Everfrost resistance; 20 min time limit, plus Overtime until the group wipes. Players will NOT be able to re-enter the arena should they die.

Your group make up will need to be pretty specific; 2 groups can queue up together and the make up should be 1 GF, 1 DC, and either 3 DPS or 2 DPS and an OP per group. Others have run with 1 GF, 3 DC, and lots of DPS. There are basically 3 phases to this encounter and shouldn't take anymore than 15 minutes to complete it; there is a 20 minute timer.

Phase 1: Once the 2 groups enter the arena, there will be bunches of frozen enemies that come to life and attack the party. This phase consists of 10 waves of adds spawning and you burning them down. You'll see a percentage counter appear on the right side of the screen.
Should players be trapped in ice formations (Permafrost attack, see list of attacks for more information), they must be freed quickly or risk a player dying! Once the percentage of enemies killed reaches 100% there is a critical element to the battle where Jarl Storvald will yell "ENOUGH!". When he does this, you must take cover behind the pillars to the left, and right of the stairs; you maybe have 5-7 seconds to get into cover. If players are caught out in the open, they will be killed.

Phase 2: Jarl Storvald will storm down the stairs and attack the party. The Main Tank should have Jarl facing the stairs so everyone else can have the arena behind him to maneuver. Apply DPS and make sure that any player trapped in Permafrost is freed as quickly as possible. Jarl will utilize numerous attacks during this phase; I've listed them below.

Jarl Storvald Attack List:

Permafrost: This attack is present for all phases. Players are encased in ice and are hit at random and without warning. This generally happens every 32 seconds and it seems to target players that are low on aggro. After 4 or 5 runs I noticed that Devoted Clerics seemed to get entrapped in ice more than any other toon. Players need to be released from the ice by their comrades damaging it within a few seconds. If left in the ice too long the player will die.

Boreal Axe: This is Jarl's standard axe attack that damages everything in a straight line in front of him. DPS characters should not be engaging him from the front... ever.

Hailburst: This is an AoE spell that hits 2 random people in the arena. The player should notice a large red circle underneath them signifying they are targeted. After a few seconds the spell explodes and creates a circle of ice on the floor. Anyone standing in it will be damaged; so it's best to move away from the group should this land on you. Another reason you should move away from the group, and more importantly, the tanks keeping Jarl's attention, is that the spell will knock GF's and OP's prone, hence dropping their defensive capabilities and getting them killed. Most players should survive this attack.

Hypothermia: The Hypothermia attack is used against individual players; you'll see a red arrow appear above your head. Do not run away! Should you run from the group you'll take a lethal amount of damage and most likely be killed, negating the achievement. The correct course of action is to get near your party members! Why? The damage will be shared with people around you; so make sure healers are healing during this attack!

Call of Winter: Glowing runes will appear on the ground that he gathers energy from via "ribbons" of blue light. There will be 4 runes that appear on the floor. Range characters should stand on these runes to lessen the damage of the spell. It will say "Runecharged" when a player stands on the glowing rune.

Duumvirate: This is a massive AoE attack that Jarl will use more towards the end of the battle. Should he cast the spell, be sure to move away from Jarl as distance seems to mitigate the incoming damage. I'll be honest, there's no rhyme or reason to this spell.. there seems to be no warning until you see "Duumvirate" pop up on the screen. It has the power to wipe multiple players, and sometimes it feels like it does nothing at all.

Phase 2.5: Jarl will retreat to the stairs and engulf the room in an icy tornado! This phase occurs every 25% of life removed from Jarl. Both groups should stay in the center of the room from this point on. The party will then be attacked by 2 large Manticores. Focus damage on them until the Jarl returns to the fray, then the Manticores will despawn and Phase 2 will repeat. The Manticores can apply some nasty poisons, so try to avoid their attacks head on.
Once Jarl is at 25% and retreats for the final time, you must defeat the Manticores. A blue timer, called Blizzard Duration, will appear on the right of the screen. If you do not defeat them both before the timer expires; they will engage Serissa when she arrives. She won't be able to cast her protection spell around the party and Jarl will, most likely, wipe the entire party with his Call of Winter spell. A DC should cast AA to save the party if possible.

Finishing the Fight: After the Manticores have been defeated and the Jarl is on his last quarter of health, Princess Serissa will appear and place a purple, protective aura in the center of the room. All players should retreat to this safe zone as the Jarl unleashes 'Call of Winter' which will kill anyone outside the aura. After that, apply DPS and finish off the Jarl then profit!

Should you succeed, and no one has been downed, everyone will earn a new title and a neck transmute that you'll receive via in game mail from "An Admirer". Should you change neck equipment you can claim it again from the Maze Engine campaign window. You should leave the Instance for the achievement to pop!
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27 Jan 2017 23:05

28 Comments
Your cleric guide has been a great resource for my DC in the past. I can't wait to see the updated information. Things were not great for DCs in the game for a little while, but I am glad I stick with it
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By Fuzzmeister J on 28 Jan 2017 13:53
Thats so stupid, if you downed, you are not dead. Achievement description is misleading then. They should mention u can't even downed. roll
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By Raptor DEM0N on 28 Jan 2017 20:02
It is mentioned that you can't be downed in the Developer's Blog at arcgames. Obviously for group make up, you can do whatever you want; I just put a general suggestion. I wouldn't mention any glitches in the guide.. don't even know them.
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By Xenolith666 on 29 Jan 2017 20:59
Uhm so you already tried it on regular? Where does it say needs to be done on MASTER?
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By MISS DAYUM on 29 Jan 2017 22:12
again... Developers Blog, considering only 6 tracked gamers have the achievement.. I'd say normal isn't an option
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By Xenolith666 on 30 Jan 2017 00:50
What I've heard is that if soulforged saves you it doesn't count as a death. But that's just what I heard someone say. Have not tested.
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By Jappe on 05 Feb 2017 13:40
True and untrue.. if the soulforged goes off while you are trapped in Permafrost Ice.. then yes, it will not count as a down. In any other instance.. the soulforge triggering counts as a death/down.
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By Xenolith666 on 05 Feb 2017 21:49
Just to add one thing: after the first phase and after each round of manticores, when the boss comes out, the DPS need to hold off for 3-5 seconds. Let the GF grab aggro and turn the boss to the side. Then DPS can come in behind and go to work. GF should stay in the circle at his feet to stay within the annointed army radius. We did flawless 3x legit yesterday out of 20 or 30 runs with 1GF, 1OP, 3DC, and 5DPS. Probably woulda done it more but we stopped trying or being careful after the 3rd.
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By LifeExpectancy on 06 Feb 2017 01:28
Need help with this. If anyone makes a group message me on xbox live!
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By MISS DAYUM on 06 Feb 2017 16:35
We did this with pally tank and 4 dcs. Keep AA up, don't drop the ice on your team and break the permafrost and you'll be good. We didn't even bother hitting the runes, just AAd through it.
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By Lonewulfeus on 08 Feb 2017 20:08
I'm looking for a group to do that. I have a hr 3.9k il.
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By Cypher#3260 on 28 Feb 2017 22:49
Anyone willing to run this before the AA nerf? Maybe pull some of the lower IL guys through on at a time.
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By WudYaLo0kAtThat on 23 Mar 2017 07:28
Danny we have a boosting session. Join to us, please.
See you
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By Cypher#3260 on 26 Mar 2017 10:05
I've heard it's still not bad on PC after the AA need. Since it looks like it won't happen for me before the update I hope so.
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By Fuzzmeister J on 10 Apr 2017 18:24
Same here, still trying to get it. Too many noobs. This is the real problem. People not looking at their feet, dropping ice on mates, not freeing mates from ice, and various combinations of: tank not tanking, dc non healing/AA, 4k dps doing ridiculous low damage.
And in all this, random glitches during the fight (longer the time employed to kill him, higher the chance to find glitches).
If there is any boosting session, I'm here. 4k SW.
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By FxH Final on 15 May 2017 10:09
Whenever I see someone in Neverwinter with a banner my 1st thought is that they used the exploit.
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By Burnah Bros on 02 Jun 2017 16:43
true, most of them did it while there was the glitch of the high crit
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By FxH Final on 06 Jun 2017 11:42
Nigh on impossible now. Was in an all 4k group this afternoon with people getting downed constantly. Giving up on this for now!
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By FirstParasite on 11 Jun 2017 15:54
On the 20th of June 2017 it will become more doable. Free 30% everfrost resist upon completion of intro quest in Bryn. If you already completed intro to SKT it will appear in mailbox and then will be in your useful items.
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By Burnah Bros on 14 Jun 2017 05:34
Yeah, that would be nice. But they also need to fix a couple of glitches inside msva, starting from the fact that many people (me included) completed msva with no men dying (0 downs in the final scores) and no one in the instance got the achievement...
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By FxH Final on 16 Jun 2017 11:19
Update: it seems that some players have this achievement glitched. Did it again twice and haven't unlock it, while everyone else in both the instances did. It is linked to a bug in the Journal, not unlocking "Master of Svardborg" inside it and, as a consequence, not unlocking the xbox achivement and the banner inside the game. I contacted the ARC support, I'll let you know how does it ends.
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By FxH Final on 03 Jul 2017 08:11
Trying again and again I've unlocked the achievement before the support answered me, doing nothing different with respect to what I've done up to now. However, it seems to be a well-known bug that will be fixed in the next module.
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By FxH Final on 06 Jul 2017 14:28
Yaaaay finally unlocked it WITHOUT even leaving queue (reset). Worked just fine on a random guild/alliance run. We didn't attempt it just popped after the very first run. Shout out to OutKast/TheLegendaryOutlaws! 100% completed in the game again. clap
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By MISS DAYUM on 09 Aug 2017 12:14
Just finished a banner run and no achievement cry
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By Burnah Bros on 28 Dec 2017 21:48
FYI. The achievement is fairly easy now. You're likely to get it just running Trial queue to get seals.
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By Algur on 17 Feb 2023 17:58
I'd like to also add that the dev's are looking into nerfing AA on the cleric's (go figure 0_o) so enjoy AA while it lasts as we all know what this company is like with nerfs.
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By S4W on 09 Feb 2017 05:18
Hi, playing a 4.2k HR and been trying to get the 0 death achievement since mod 10.5 dropped. No luck so far so I'm trying to group up with people hell-bent on unlocking it. Is there an already existing group that would add me? GT is Danny374. Thanks in advance
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By Danny374 on 26 Mar 2017 09:23
Decent guide.

I've spent most of the day running this trial with a team of top players with 5 minute completions. Out of over 70 runs we only had 2-3 zero-death runs. We have not been using TR glitches or any other exploitative measures to complete the trials, and have not had the luxury of a single run with more than one tank-type character.

You can offset the number of potatoes in the group by using more Devoted Clerics. I can't emphasize enough that it's incredibly important that the Clerics need to be running Anointed Army and have at least one point in the "Cleanse" feat -- that's the bare minimum for DC competency in Mod 10. The quality of your Clerics will determine the difficulty of this achievement.

I am working on updating my Devoted Cleric guide at http://thenerevarine.com/neverwinter (it's not updated yet, hopefully this weekend) but it's probably one of the most relevant resources for this achievement there could be given the requirements.

DPS classes should be sure to have a decent amount of defense and life steal to take some of the burden off the Clerics.
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By The Nerevarine on 28 Jan 2017 03:28
View all 28 comments Show less comments

This will easily be the most difficult achievement of the expansion as you must complete the Master version of this trial without anyone dying. You'll need two solid groups and communication to make this happen. No one can be downed, use of a Soulforged enchantment in battle will count as a death. However, if the entire team wipes, the death counter is reset. In my opinion, I don't think PUG's will be able to pull this off.

You'll need to have completed the Mod 10 campaign quests and progressed through Cold Run and completed FBI at least once. Complete the starter quests, and there are a bunch of them, and unlock the campaign task "Explore the Sea of Moving Ice."

From there, you'll need 400 Bryn Shander reputation (which you should probably already have by now) as well as 4000 Voninblood, 62 Runic Pieces, and 110 Ten Town Supplies. The Runic Pieces are new to this addition of the campaign. You can earn a total of 43 per week by completing daily quests in SoMI given by Artus Cimber and one weekly quest given by Princess Serissa. This will take at least 10 days to complete.

Normal Trial: 2800 iLevel; 28% Everfrost resistance; 20 min time limit. Players will be able to re-enter the arena should they die. You can NOT earn the achievement in this version.

Master Trial: 3200 iLevel; 28% Everfrost resistance; 20 min time limit, plus Overtime until the group wipes. Players will NOT be able to re-enter the arena should they die.

Your group make up will need to be pretty specific; 2 groups can queue up together and the make up should be 1 GF, 1 DC, and either 3 DPS or 2 DPS and an OP per group. There are basically 3 phases to this encounter and shouldn't take anymore than 15 minutes to complete it; there is a 20 minute timer.

Phase 1: Once the 2 groups enter the arena, there will be bunches of frozen enemies that come to life and attack the party. This phase consists of 10 waves of adds spawning and you burning them down. You'll see a percentage counter appear on the right side of the screen. Should players be trapped in ice formations (Permafrost attack, see list of attacks for more information), they must be freed quickly or risk a player dying! Once the percentage of enemies killed reaches 100% there is a critical element to the battle where Jarl Storvald will yell "ENOUGH!". When he does this, you must take cover behind the pillars to the left, and right of the stairs; you maybe have 5-7 seconds to get into cover. If players are caught out in the open, they will be killed.

Phase 2: Jarl Storvald will storm down the stairs and attack the party. The Main Tank should have Jarl facing the stairs so everyone else can have the arena behind him to maneuver. Apply DPS and make sure that any player trapped in Permafrost is freed as quickly as possible. Jarl will utilize numerous attacks during this phase; I've listed them below.

Jarl Storvald Attack List:

Permafrost: This attack is present for all phases. Players are encased in ice and are hit at random and without warning. This generally happens every 32 seconds and it seems to target players that are low on aggro. After 4 or 5 runs I noticed that Devoted Clerics seemed to get entrapped in ice more than any other toon. Players need to be released from the ice by their comrades damaging it within a few seconds. If left in the ice too long the player will die.

`Boreal Axe: This is Jarl's standard axe attack that damages everything in a straight line in front of him. DPS characters should not be engaging him from the front... ever. It's basically the GWF IBS attack on steroids to the Nth degree.

Hailburst: This is an AoE spell that hits 2 random people in the arena. The player should notice a large red circle underneath them signifying they are targeted. After a few seconds the spell explodes and creates a circle of ice on the floor. Anyone standing in it will be damaged; so it's best to move away from the group should this land on you. Another reason you should move away from the group, and more importantly, the tanks keeping Jarl's attention, is that the spell will knock GF's and OP's prone, hence dropping their defensive capabilities and getting them killed. Most players should survive this attack.

Hypothermia: The Hypothermia attack is used against individual players; you'll see a red arrow appear above your head. Do not run away! Should you run from the group you'll take a lethal amount of damage and most likely be killed, negating the achievement. The correct course of action is to get near your party members! Why? The damage will be shared with people around you; so make sure healers are healing during this attack!

Call of Winter: Glowing runes will appear on the ground that he gathers energy from via "ribbons" of blue light. There will be 4 runes that appear on the floor. Range characters should stand on these runes to lessen the damage of the spell. It will say "Runecharged" when a player stands on the glowing rune. Jarl will call forth upon the "Ring of Winter" and unleash its power; so stay on the runes until he's done this.

Duumvirate: This is a massive AoE attack that Jarl will use more towards the end of the battle. Should he cast the spell, be sure to move away from Jarl as distance seems to mitigate the incoming damage. I'll be honest, there's no rhyme or reason to this spell.. there seems to be no warning until you see "Duumvirate" pop up on the screen. It has the power to wipe multiple players, and sometimes it feels like it does nothing at all.

Phase 2.5: Jarl will retreat to the stairs and engulf the room in an icy tornado! This phase occurs every 25% of life removed from Jarl. Both groups should stay in the center of the room from this point on. The party will then be attacked by 2 large Manticores. The Manticores can apply some nasty poisons, so try to avoid their attacks head on. Focus damage on them until the Jarl returns to the fray, then the Manticores will despawn and Phase 2 will repeat.

Once Jarl is at 25% and retreats for the final time, you must defeat the Manticores. A blue timer, called Blizzard Duration, will appear on the right of the screen. If you do not defeat them both before the timer expires; they will engage Serissa when she arrives. She won't be able to cast her protection spell around the party and Jarl could possibly wipe the entire party with his Call of Winter spell.

Finishing the Fight: After the Manticores have been defeated and the Jarl is on his last quarter of health; the arena will remain an icy tornado. Princess Serissa will appear and place a purple, protective aura in the center of the room. All players should retreat to this safe zone as the Jarl unleashes 'Call of Winter' which will kill anyone outside the aura. After that, apply DPS and finish off the Jarl then profit!

Should you succeed, and no one has been downed, everyone will earn a new title and a neck transmute that you'll receive via in game mail from "An Admirer". Should you change neck equipment you can claim it again from the Maze Engine campaign window. The achievement should pop after the titles and in-game achievements pop, otherwise you should leave the Instance for the achievement to pop!

Credit to TrashtalkgamingHD for the video. This video is not a perfect run, but is a tutorial of what to expect so you're not going in blind. You can skip to 5:30 for the beginning of the fight.

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