Neverwinter achievements


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There are 159 Neverwinter achievements (48 without DLC) worth 16,201 (2,585)

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There are 5 achievements worth 388 (35)

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Achievement Details

Master of Svardborg in Neverwinter

Master of Svardborg148 (10)

Complete the Svardborg trial with no one in your party dying.

  • Unlocked by 442 tracked gamers (22% - TA Ratio = 14.82) 2,019  

Achievement Guide for Master of Svardborg

513,807 (289,015)
Achievement won on 18 Feb 17
TA Score for this game: 13,661
Posted on 27 January 17 at 23:05, Edited on 18 February 17 at 22:37
This solution has 10 positive votes and 0 negative votes. Please log in to vote.

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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