Neverwinter Ravenloft Preliminary Feature List
The devs certainly didn’t waste a lot of time after announcing Ravenloft as next module yesterday and patched the preview server right away. That’s why we can already present a preliminary feature list of the upcoming update. Please note that this might not be complete and subject to change. It’s largely based on a few hours on preview and on the official feedback threads the devs have opened on the forum. We’ll present much more information on all aspects in the coming weeks!
New Adventure Zone: Barovia
Players will be able to able to adventure a new zone called Barovia. The gothic and dark domain is ruled and terrorized by evil vampire Count Strahd von Zarovich, who watches over the inhabitants from his Castle Ravenloft. Besides well known stuff like Heroic Encounters the map features a unique day and night cycle that impacts some systems, quests, and mobs.
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With the new module comes a new campaign. It uses the “Weekly Haul” structure known from the Chult modules, but comes with a more linear progression path. Players can unlock a new line of boons and will eventually be able to face Strahd von Zarovich in the Castle Ravenloft endgame dungeon.
Castle of Ravenloft Endgame Dungeon
Speaking of which, the new group content requires item level 13,000 and can already be accessed on the preview server. Selected teams did beat the dungeons yesterday so it’s probably safe to assume that the initial difficulty will be comparable to the Tomb of the Nine Gods in Mod 12. Players unlock the dungeon through the campaign and need to craft an unique key with campaign currency to be able to open an extra chest.
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Ravenloft Monster Hunts
Not everyone will like this, but Hunts are back. The devs chose a new approach this time however and largely relocated the feature to private instances. The first set of Module 14 lures, so-called “Wanting Posters”, still need to be farmed in the open world, but the Hunts themselves take place in a separate instance. Players or groups can also choose to add challenge to hunting for extra loot. Rewards include unique custom gear, refining points, rough Astral Diamonds and campaign currency.
Ravenloft doesn’t only come with new rewards from Hunts though. There are two new Artifact Weapons sets, five new Artifact Gear sets, a new item level 530 gear set and tons of random equipment ranging from item level 470 to 490. Of course there’s also a new lockbox called “Undying” with a cool looking legendary “Bat Swarm” Mount. The included companion “Razorwood” could also be of interest to DPS toons. It’s a striker pet with three offensive slots, ring/ring/neck and an active bonus that gives Combat Advantage Damage and Critical Severity.
Astral Diamond Economy Changes
A major change will come to the Astral Diamond economy. Astral Diamonds are now an account-shared currency and the refining limit has been changed from character to account based as well. The new limit is 100,000 AD per account per day. Depending on how extensively you currently farm random queues, this could turn out to be a substantial nerf.
With the change to the refining limit, random queue rewards have also been adjusted and a new level scaling adjustment makes sure that all those low-level dungeons are no longer a pushover. All of this once more completely changes how and how much Astral Diamonds can be farmed.
- Official Feedback Thread: Astral Diamonds
- OFFICIAL FEEDBACK THREAD: Changes to Random Queues
- Feedback Thread: Level Scaling Adjustments
Quality of Life Upgrade
We already knew that an Armor Enchantment visual switch and Character Screen sort options would make it into the game with Module 14. But the list of quality-of-life improvements also include substantial changes to the Bonus RP event and need/greed functionality. Most loot rolls in Module 14 will happen automatically in an attempt to limit the number of popups. Players have plenty of options to tweak their setting and define what loot they want to roll for. You can for example decide not to get bothered by trash green items any longer.
That’s Ravenloft’s feature list based on what we know so far. We’re sure not everything has been uncovered or included yet, there’s probably more to come. In the next weeks, we’ll preview all the mentioned aspects in depth. So make sure to check back regularly! In the meantime, make sure to share your opinion on our social channels, in the comments below, or the corresponding thread on our message board!
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15 thoughts on “Neverwinter Ravenloft Preliminary Feature List”
Grrr, I was hoping they wouldn’t raise the IL again! Why is that necessary? I thought the devs agreed that power creep is an important issue. 🙁 That pretty much means all this 500 IL gear that we’re spending so much time farming will become obsolete real soon.
Has anyone heard if there are gonna be new MW recipes? I’m spending a heck of a lot of time and resources unlocking MW, they’d better make it keep up with the new IL 🙁
Greetings. I haven’t played on preview in a couple years and wanted to test Ravenloft. I have downloaded the patch to owlbear and copied my current character over. When I go to the map screen, I don’t see any new areas. Are there certain requirements for it to pop up or am I missing something? Thanks!
Check Lord Neverember in the Protector’s Enclave. He should have the quest that starts the M14 quest line.
It’s not the Owlbear server it’s the Preview that you must choose
You should copy your char to mimic, i think
The first set of Module 14 lures, so-called “Wanting Posters”, still need to be farmed in the open world, but the Hunts themselves take place in a separate instance. Players or groups can also choose to add challenge to hunting for extra loot.
Well looks like DPS builds will get another major advantage over some others once again. And still them same people will continue to cry when they can not get a invited
to a dungeon because support is more important. Seems to me it all kinda equals out and is a give and take depending on what you want to play.
wonder what happened to the lvl scaling update they were touting a few months ago. didn’t make the cut i guess
Changes to leveling dungeon scaling updates are planned.
Major feature not mentioned – Alt-killing.
* AD limit is per account
* Daily queue bonus rewards are per account
* Leaver penality is per account (swtiching character or log off will cause penality as well)
There is practically no bonus from having Alts now, except for professions and role changes.
Good thing is that most of queues include skimishes now, so we will have all-DPS instanses mostly.
Also major change. Protector seals are obsolete now. No all queues will give seals of brave and new seal is introduced for new content.
Absolutely love this update… always felt getting a ton of protector seals was useless.
Why does Illusionist Gambit Master appear as a 3 man queue in the random queues and a 5 man queue in the skirmish queue?
There is a leveling and a lvl 70 version. This is already the case on live although the leveling one is a 5 team as well
So is there a difference in difficulty and if so why call them both Master? If there is a difficulty difference does anyone know whether it has been adjusted again to take into account the smaller team.
If Seals of the Crown pushes Seals of the Brave down the pecking order to replace Seals of the Protector will Seals of the Brave drop from levelling content? Would that make Primal gear the base set for low IL and casual players? It would fit with the general trend to try to keep as much of the 70+ player base competitive in all but the latest elite content but Primal is pretty recent to drop the difficulty of acquiring it so much.
anyone has the stats or a screenshot for this new “Razorwood” companion?
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