As part of our extensive preview series of Neverwinter’s next module “Lost City of Omu”, we are looking into the new Hunts of Omu and attached rewards today. Hunts were a major feature addition in Tomb of Annihilation and the system is getting an extension in Omu. Volo is eager to get his hands on brand-new creatures, and adventurer’s can take away trophies and unique items once again.
First and foremost, if this is the first time you hear about Hunts, please read through our preview and guides (1 2) of Module 12. I’ll try to make this as newbie-friendly as possible, but since you need to have played through Tomb of Annihilation to enter Omu, I’ll assume that you are at least somewhat familiar with the feature. Please also note that drop rates of Trophies have been tweaked significantly in Module 15.
Same Structure, Different Mobs
The structure of the Hunts hasn’t changed in Module 13. Some mobs on the Lost City of Omu adventure zone have a chance to re-spawn as rare versions, which then have a chance to drop certain Trophy items when killed. Not all mob types feature rare version, but most do. In Omu that’s the Bears (Rotting Sun Bear), Thayan (Magebreaker), Yuan-Ti (Mind Whisperer), Undead (Ancient Will-o-Wisp), Greenscale Lizards (Beast Talker?) and Spiders (Red Recluse?). All rare mobs are marked with a next to their name to make them distinguishable from regular ones.
One Trophy of rare mobs and a Fang from the Razortyrannus Rex, that can also be found roaming Omu, combine to a Lure for the first tier of so-called “Star Hunts”. Star Hunts do not randomly spawn, but have to be triggered at certain locations. Players have to unlock Lures in the campaign and exchange them at the Hunter’s Square in Port Nyanzaru. In Mod 13 Trophies and Lure items are not unique any longer. You can now hold more of the same in your inventory or bank, but can no longer use the mail system to store them. One-Star Hunts drop new Trophies that can be exchanged for Lures of Two-Star Hunts etc. This pyramid setup eventually leads to the capstone Hunt of Module 13, the Tyrant. Based on the experience in Soshenstar River, it’s going to take substantial grinding to even get one Lure item for the Tyrant. Don’t mix it up with the Heroic Encounter of the same name by the way.
Rewards from Star Hunts
Star Hunts are mini boss mobs that may require teaming up if you’re not endgame geared. They drop campaign currency (and up to 25 Lost Idols that don’t count towards the Weekly Haul) and have a chance to hand out unique item level 480 gear. As you can see browsing the pictures below, all items come from a specific set of Hunts. So in case you like a piece, you have to farm that Hunt over and over again until the RNG delivers it.
There are a bunch of interesting items that add a percentage of damage to certain powers or in certain situations. Mane of the Manticore even has the potential to be insanely broken in PVP for any HP-heavy builds that drop frequent dailies. Also tanks get a full new line of gear with appropriate stats and procs. I’m pretty sure most classes will find something of use. Not too sure what to make out of some of the rings though. There are a few that have offensive stats, but two defensive slots starting at +4. It could be something for tanky builds that can add some offense in case they’re maxed out otherwise, but it still seems like an odd combination.
New Artifact Sets
Hunts in Module 13 also come with unique new Artifact sets. The Charm of the Serpent and Skull Lord Staff of Module 12 combine with new Waist and Neck pieces to two different sets. The Serpent one is offensive and grants up to 5% damage bonus while Skull Lord with its Temp HP bonus might be interesting for defensive toons. Also it’s worth noting that the Artifact Gear unlike all other rewards from Hunts is unbound.
Overall not much has changed with Hunts in Omu. The feature is still a grind mechanic that requires players to pull through multiple layers of RNG. But just like in Mod 12, it’s an alternative source of getting viable gear especially for alternate characters and is a different kind of setup that can actually be fun. Players that chose to skip the feature in Soshenstar River however do not get additional incentives to look into Hunts in Mod 13. Maybe the smaller map and grouped mob placement will make it easier to go for rare spawns, but that remains to be seen. It can also work against the feature as more players compete on fewer space.
Maps and Locations
That’s our preview for the Hunts of Omu that await adventurers in Module 13. Do like that the devs continued the feature? Will you be going for some of the gear? Let us know on our social channels, in the comments below, or the corresponding thread on our message board!
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