All You Need to Know About the Lost City of Omu Release

The day we’ve all been waiting for since the module announcement on January 11th is finally here! Neverwinter’s “Lost City of Omu” will go live for PC users within the next few hours. So it’s about time for you guys to get primed for the update. We did test the module extensively in recent weeks and put out not less than 16 articles previewing all changes and additions. That’s why we can give you all the information in one handy place now! Down below is a list of all aspects of Module 13 with links to related articles for further reading. Have fun with it!

Campaign & Zone

The Lost City of Omu continues the story in Chult that started with the Tomb of Annihilation update. Adventurers advance to a new “Lost City of Omu” zone in their task to take down Acererak and his Soulmonger. Since Module 13 is basically an extension of earlier content, players need to have progressed through Tomb of Annihilation to continue. That’s why the adventure zone itself and the new campaign are also similar to their precursors. Most stuff will look very familiar. The campaign’s structure is actually a true copy of “Jungles of Chult”, just with another progression currency. Other features like Treasure Hunting are also well known.

However, there are some new features as well. You can farm the zone for unique rewards, explore a new solo lair “Fane of the Night Serpent” and work together with your instance to spawn a Heroic Event called “Wrath of Acererak”.

Endgame Itemization & Group Content

Also incorporated into the “Lost City of Omu” zone are new Hunts. The system matches the one in Module 12 in that you have to farm for Lures and Trophies and grind your way up to the capstone mob “Tyrant”. Once again Hunts hand out item level 480 rewards that come with some pretty unique and intriguing equip bonuses.

Players can additionally advance to item levels of 510 and 520. The Primal pieces of Module 12 can be upgraded to 510, and new Masterwork recipes offer gear that matches that. Additionally a full new line of Artifact Weapons can go as high as 520. For most of this stuff you will need to run the endgame content of Module 13, a trial called “Cradle of the Death God”. It supplies the required resources to upgrade the gear as weekly rewards.

Lockbox & Premium Items

Every module comes with a new lockbox, and Lost City of Omu is no different. The next one is called “Soulmonger’s” and adds to the line of dino mounts with a Triceratops. Additionally one set of the new Artifact Weapons is sold on the ZEN market and the premium Chultan Tiger is currently anticipated as new “best in slot” active companion.

Quality-of-Life & Balancing

Thanks to “Rocktober”, Module 13 is heavy on bugfixes as all changes that were made in October now finally hit the live server. The devs also made some nice changes to loadouts (they include Mounts and Companions now) and filled a long-term request with a separate Fashion Bag.

The Scourge Warlock got a full balancing path, but not too much to the delight of its players. A sweeping change to balancing and the meta isn’t expected. Control Wizards are probably getting the most substantial DPS nerf while PVE TRs continue to hope for better days themselves. The support force of OPs, DCs and GFs will still rock the dungeons.

That’s our small primer for the Lost City of Omu! Have fun exploring the update today! In case you have any questions, share them on our social channels, in the comments below, or visit the corresponding thread on our message board!

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4 thoughts on “All You Need to Know About the Lost City of Omu Release

  • February 27, 2018 at 12:13 pm

    I look forward to reading the inevitable Live Bugs Article for this Mod.

    But what *I* have actually been waiting for is for them to release the Druid class. Bard and Monk, OK, but DRUID is the one for me.

  • February 27, 2018 at 12:15 pm

    Hmm. Yeah. Mounts and Companions, not really wanted in loadouts by me.

  • February 28, 2018 at 3:23 am

    druid is to close to trapper and there are already cleric and paladin as ‘religious’ classes. So bard would really be the only completly new option.

    • February 28, 2018 at 4:26 am

      It’s true that the Ranger already has some of the best Druid spells, like Plant Growth, but the Druid is so much more than that.

      Elemental Fire and Lightning
      Some basic healing and buffing spells.
      Animal spells like Insect Swarm, which can interrupt casters.
      Weather spells like Call Lightning.
      Sun spells like Sunray, with extra bonus against Undead, slimes, oozes, jellies (like Gelatinous Cubes)
      Plant spells, with Roots, like better versions of a few of the HR spells and some unique ones. Bonuses to this from Protector Path.
      Animal and Beast Summoning, where they can summon something like the SW’s Soulpuppet, but different animal forms. Maybe even a permanent companion from Summoner Path, like SW Damnation’s puppet?
      Summon Elemental at high level, or as part of the Summoner Feat path.
      Shapechange to a Beast form on TAB with extra bonuses in the Shapechanger or Wild Shape Feat path and Stun/Paralysis in Beastform melee and Heal themselves when changing to and from Beastform.
      Unique Auras as Class Features, like Circle of Power, Circle of Renewal, Circle of Shelter

      etc etc…

      And we already have buffer/debuffers, so a Bard isn’t really all that new or unique.


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