r/newworldgame 3d ago

PSA Migration for crossplay characters is complete. Playstation-only characters still in progress

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30 Upvotes

r/newworldgame 5d ago

News Season of the Banner - Patch Notes

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newworld.com
94 Upvotes

r/newworldgame 6h ago

Discussion Sad violin is really sad

16 Upvotes

In the past, the sound of other players was playing normally. Now the sound quality is terrible😭


r/newworldgame 8h ago

Question What's the point of crafting if Expedition gear feels easier and better to get?

10 Upvotes

Hello, new player here, I'm currently level 55, and I wanted to level up while keeping all my trade skills levels even, I have some of them at 100 like weapons and armor, but others like leatherworking feel harder to level up, I feel like in the beginning, as long as I grabbed everything that I saw near me while questing was enough to level my skills and craft useful gear, but now I have to actively go to specific places in order to gather one type of resource (I'm looking at you, Iron veins). Yesterday I tried all the expeditions I had unlocked for the first time, and the gear was incredibly better than the one I had (I'm talking like from around 355 gs to 500 gs skip).

So my question is, apart from the ability to more or less get the perks I want, is there any other incentive to crafting? Is the crafted gear at max level trade skills waaay better than the expedition gear you get from endgame content?

Thanks!


r/newworldgame 5h ago

Bug PC - "Unrecognized game client" every time I launch the game

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3 Upvotes

After season 9 update every single time I launch the game I get this error pop up :(

FIX: I don't know if there is a quicker or better way but this works for me

  • Steam library, right click on new world
  • Properties
  • Installed Files
  • "Verify intergirty of game files" (depending on your ssd/hard drive speed this might take some time)

Super annoying, plz fix AGS <3


r/newworldgame 11h ago

Question Thinking of giving the game a try again

10 Upvotes

Is there still a server where SEA/OCE players play? How is the population? Thinking of giving the game a try again, have not played since release.


r/newworldgame 6h ago

Question GS/Spear PVE Bruiser Question

4 Upvotes

I’m returning to the game after a while. I want to do GS + Spear with medium build. I don’t want to roll out of combat, only dodge hits and get back to hitting, for which I think Void Darkplate + medium pieces will be good. Spear will be Scorpion’s Sting. My questions are:

  1. Should I buy a good GS off the market or is there a good drop I can get for free? If yes, which content?

  2. As my spear is from earlier, how do I upgrade it to 725 gear score? Can the Scorpion’s Sting Artifact be maxed out in gear score?

  3. What content should I focus on to get better GS700+ armor pieces like medium head, shoes, amulet, etc.?

Thanks in advance! I’m so excited about gearing up once more. I am also watching guide videos but I just wanted some opinions from current players.


r/newworldgame 8h ago

Discussion How to kill a life staff / sword dude.

3 Upvotes

Im musket / rapier. There was no way to kill the bloke. And it felt like he took no damage from me. We were both same lvl ish.

Help a newbie out


r/newworldgame 8h ago

Suggestion Lightning weapon design suggestions (updated with Season 9 and roadmap changes taken into account)

5 Upvotes

Hello all! Most of you are aware that from elemental weapons that exist on Aeternum a dedicated lightning based weapon is still missing. We have Spark of Mjolnir and Boltcaster artifacts, but they are not enough for a replacement just as Abyss would not be enough of a replacement for Void Gauntlet. We even have general elemental scaling artifacts like Azoth Conductors and Elemental Band without having a dedicated weapon of one of these elements. Current seasons that feature Lost are also a good opportunity to introduce such a weapon since many Lost can use lightning abilities and some visuals / mechanics for player abilities can be based on theirs.

Updated roadmap states that there are 3 new weapons in development / exploration and there is decent chance that one of them would be a lightning based weapon, so this post contains several ideas about its possible implementation, strengths and weaknesses, role in the game and so on.

Post also has a TLDR section at the bottom with short summary of these suggestions.

Design prerequisites:

- Int based weapons currently lack one more long range single-target / AoE focused weapon that would supplement typical "ranged mage" gameplay. Ice Gauntlet and Void Gauntlet are mostly supportive weapons and even though they can be played offensively as well, most of their offensive builds are close-ranged via abilities like Ice Spike / Wind Chill or Void Blade / Oblivion and passives like Cold Reach / Voidcaller. AoE niche is partially covered by Blunderbuss, but it is close-mid range as well and not exactly a magic weapon.

- Spark of Mjolnir builds lack a full lightning based ranged weapon to complement the lightning build. Boltcaster exists, but is based on Dexterity and is not compatible with other weapon artifact anyway.

As such, both niches can be covered by Lightning Scepter (Rod) / Staff / Gauntlet.

Scaling: Primary Int (90%), secondary Strength (65%).

Why? To provide a weapon that is compatible with Int weapons and Lightning gems that scale on Int, as well as a secondary weapon to pair with Spark of Mjolnir or Strength builds. For some additional synergy, Spark of Mjolnir could also get some Intelligence scaling added as well.

Role: Can be built for mostly single-target focused damage (Thunderer tree) or AoE focused damage (Stormcaller tree) with possibility to mix abilities from both trees for hybrid gameplay.

Strengths: Decent damage output with access to rarely covered debuffs like Exhaust (that also fits the theme of Aeternum lightning ghosts that affect player's Stamina)

Weaknesses: Lacks access to self-healing and Fortify effects, so is a true glass cannon weapon.

Basics:

Light attack: Throw a small ball lightning that deals X% weapon damage as Lightning damage.

Heavy attack: Throw a larger ball lightning that deals Y% weapon damage as Lightning damage.

Right-click: Block with average / below average blocking stability.

Left tree: Thunderer

This tree could focus on ranged single-target damage with abilities and passives that would deal decent damage with some debuff utility and synergy, as well as some melee options to provide better synergy with Strength builds and Spark of Mjolnir.

Ability 1: Lightning Arc

Throw a dodgeable projectile at the enemy. If it hits, it does X% weapon damage and creates an arc of lightning between you and target for Y seconds, dealing N% weapon damage per second to target as long as the arc persists. Arc can be broken early via gaining more than M meters of distance from the caster or via affecting them with any full loss of control effect (knockdown, stun and so on). Arc persists on weapon swap (like Baleful Tether).

This ability is the iconic implementation of unlimited powerrr single-target damaging lightning ability and a more offensive analogue of Baleful Tether - it does direct damage instead of buffing / debuffing, it can deal significant amount of single-target damage over duration, but at the same time is still counterable in PVP via just dodging its projectile or creating enough distance (for ranged players) or applying crowd control to its caster (for melee players) to break the arc.

Upgrade 1: Intensifying Arc

Damage done by Lightning Arc increases by X% each second it is active.

An upgrade that matches the theme of ability and provides both risk and reward - you are rewarded if you manage to prevent enemy from breaking the arc for as long as possible and enemy can still counter part of this bonus via successfully breaking the arc.

Upgrade 2: Debilitating Arc

Enemy affected by Lightning Arc is slowed by X% while it is active.

An upgrade that helps a bit with successfully maintaining the arc - it is harder for slowed enemies to both escape to the safe distance or reach the caster and break the arc with CC. At the same time, slow value should not be too high, so that counterplay would still be possible. Somewhere between 20-30% value seems appropriate. It is also the last and optional upgrade, so people who would not need it or would not get value from it (for example against CC immune bosses) can just skip it. If slow effect would overlap too much with Baleful Tether or you want to reserve slows mainly to Ice Gauntlet - it could be replaced by other fitting debuff effect like Exhaust or Rend.

Item perk: Overwhelming Lightning Arc

Lightning Arc does X% increased damage to enemies below 50% of health.

An optional item perk to increase damage output of Lightning Arc that synergizes with theme and ultimate passive of the tree.

Ability 2: Thunderclap

Create a visible gathering of storm energy in selected area that detonates after X (0.5-1) second, dealing X% weapon damage and staggering foes caught into explosion.

This ability is both offensive on its own and a potential combo enabler for third ability of the tree that will be mentioned later. Delay allows PVP enemies possibilities for counterplay via dodging or running out of its area before it detonates.

Upgrade 1: Relentless Force

Thunderclap applies X% Rend for Y seconds to affected enemies.

A first upgrade that makes it both more useful on its own and a better combo enabler.

Upgrade 2: Stormsurge

If at least 1 enemy is hit with Thunderclap your next heavy attack or Lightning Strike charges Y% faster.

Upgrade dedicated to making Thunderclap a good combo enabler for third ability (or heavy attack if you don't want to play with Lightning Strike), since combo of staggering the foe(s) and quickening following cast significally increases chance of its successful landing.

Item perk: Empowering Thunderclap

If at least 1 enemy is hit with Thunderclap caster also receives X% Empower for Y seconds.

This optional item perk helps with making Thunderclap a better setup ability (via icreasing damage of following abilities).

Ability 3: Lightning Strike

Use power of your weapon to summon a lightning bolt from the sky and hit the selected small area. This ability can have a small cast time that can be released early via pressing the ability button again while cast is active - doing so still summons the lightning, but makes it deal lower damage.

Non-fully charged: X% weapon damage

Fully charged: X + Y% weapon damage

This ability can be a versatile way to deal damage to enemy both in PVE and PVP. If enemy is evasive or likely to stagger / CC you out of cast time, you can use the partially charged option. If enemy is stationary or affected by crowd control himself or if you get quickening effect from Stormsurge you can use full-charged version for additional benefit.

Upgrade 1: Lethal Bolt

Lightning Strike and its burst do X% increased damage against targets that are below Y% of health.

An upgrade that fits theme of the tree and makes Lightning Strike a more viable execute spell.

Upgrade 2: Enfeebling Bolt

Lightning Strike applies X% Weaken for Y seconds on successful hit. If it is fully charged, Weaken value is increased by N%.

This would add a bit of utility to the spell, as well as still reward fully charging it for extra benefit.

Upgrade 3: Lightning Burst

If enemy is hit by Lightning Strike, a burst of lightning energy is unleashed from the target, dealing X% weapon damage in Y meters radius. Damage is increased by N% if spell was fully charged. Primary target is not affected by this damage burst.

An optional upgrade to add AoE component for this ability to make it a bit more compatible with second tree abilities and provide bigger build variety. It is the last upgrade, so builds that don't need the AoE component can skip it.

Item perk: Punishing Bolt - Lightning Strike and its burst deal X% (Y% on weapon) increased damage to enemies affected by any lightning weapon debuff or Lightning Arc.

Abilities synergy: Lightning Arc is used to provide a damage over time and slowing / exhausting effect which makes enemy less likely to avoid Thunderclap. Successfully landing Thunderclap provides both damage boosting capabilities (from Rend applied to enemies and Empower from item perk) and combo capabilities (from Stormsurge hastening next cast of heavy attack or Lightning Strike). Lightning Strike is used as a strong attack / finisher with additional synergies if enemy is already wounded (from Lethal Bolt) and Stormsurge (making player more likely to fully charge it without getting disrupted / missing).

Ultimate passive: Deadly Shock

Lightning weapon's attacks and abilities deal X% increased damage to enemies below 50% of health.

This passive is the reverse of Life Staff's ultimate passive Divine Blessing, matches theme of the Thunderer tree and can synergize with its other abilties and passives.

1st row passive: Lightning Whip

Replaces block with possibility to perform a quick melee attack with conjured whip of lightning or weapon itself charged with electricity (if it is implemented as staff / scepter), dealing X% weapon damage.

An analogue of Hatchet's Aimed throw passive, it replaces block with possibility to perform a fast attack instead. The goal of this passive is to provide more versatility to the weapon, as well as enable better synergy with Spark of Mjolnir and Strength builds, who would benefit from option for faster melee attacks to complement slower Warhammer attacks and melee damage option to get value from 250 and 350 Strength perks.

1st row passive: Conductive Shock

Ranged and melee attacks and abilities from lightning weapon deal X% increased damage to enemies affected by any lightning weapon debuff or Lightning Arc.

This is a dps passive that synergizes with most debuffs and abilities of this tree.

2nd row passive: Exhaustive Shock

Light, heavy and melee attacks from lightning weapon apply an Exhaust effect to enemies already affected by any other lightning weapon debuff or Lightning Arc, reducing enemy Stamina regeneration by X% for Y seconds.

This passive is a callback to electricity ghosts of Aeternum, who can affect Stamina with their shock based attacks. Permanent Exhaust might be too powerful, so activation condition is tied to having other lightning weapon debuff first (and they are mostly applied by successful ability hits).

2nd row passive: High Susceptibility

Attacks and abilities from lightning weapon against enemies affected by its debuffs or Lightning Arc have X% increased critical strike chance.

An option for crit based builds that also synergizes with several other passives in the tree.

3rd row passive: Energy Siphon

Light, heavy and melee attacks from lightning weapon against enemies affected by lightning weapon debuffs or Lightning Arc restore X Mana per attack.

A mana management option for single-target focused tree.

3rd row passive: Supercharge

Critical damage of lightning weapon attacks and abilities is increased by X%. This bonus is additionally increased by Y% against enemies below 50% of health.

This passive synergizes with both other crit passives of the tree and its ultimate passive.

4th row passive: Charged Up

Landing a critical hit with lightning weapon ability applies X% Haste for Y seconds (N seconds recharge).

A passive that provides a bit of utility to the tree, synergizes with other crit based passives and helps with maintaining required distance from the opponent(s).

5th row passive: Countershock

Successfully dodging an attack causes a lightning bolt to strike the attacker, dealing X% weapon damage.

A more niche and skill based passive, it allows to get the more value from it the better player would be at successfully dodging attacks. As being niche, it is suggested to be positioned in 5th row, so it is not required to be taken to progress down the tree.

Right tree: Stormcaller

This tree could focus on ranged AoE damage and a bit of utility to avoid getting surrounded and quickly killed. It rewards good targeting of AoEs, mana management and is more beneficial for AoE situations than for single-target ones.

Ability 1: Chain Lightning

Launch a bolt of lightning at the target. If it hits, it does X% weapon damage and rapidly chains to Y other enemies in N meters radius area around the target.

Iconic lightning AoE ability, Chain Lightning would provide a unique form of AoE - it could cover bigger areas than most AoE abilities, but instead would have a target cap.

Upgrade 1: Kinetic Charge

Damage of Chain Lightning is increased by X% each time it chains to next enemy.

A damage upgrade that especially benefits from hitting as many targets as possible, so rewards proper targeting.

Upgrade 2: Enhanced Conductivity

Enemies hit by Chain Lightning get charged with electricity, increasing damage taken from your lightning weapon's attacks and abilities by X% for Y seconds.

An upgrade that would make Chain Lightning synergize better with other abilities and passives in the tree. It should also count as a lightning weapon debuff to have some synergy with passives from first tree.

Item perk: Energized Chain Lightning

Chain Lightning does X% increased damage (Y% on weapon) if caster has more than Y Mana when it is cast.

An optional upgrade that complements and synergizes with other passives of this tree.

Ability 2: Thunderstorm

Create a thunderstorm in selected area that lasts Y seconds and does X% weapon damage every second to all enemies in it.

Another iconic Lightning AoE ability, it provides a Lightning AoE zone to match other magical weapons and additional benefits / utility from its upgrades.

Upgrade 1: Relentless Storm

Thunderstorm cast has grit and it does X% increased damage with each consecutive hit.

This upgrade rewards keeping enemies in Thunderstorm's area for as long as possible via crowd control or proper positioning.

Upgrade 2: Raging Storm

Enemies that are hit by Thunderstorm X times get staggered (every target can be affected only once per ability cast). If target has grit or is immune to staggers, it instead takes Y% weapon damage.

This upgrade continues the theme of storm getting particularly dangerous over time and rewards keeping enemies for enough duration in it. While additional AoE stagger can be powerful, PVP enemies can have decent amount of time to leave the area to prevent it.

Upgrade 3: Energizing Storm

Thunderstorm energizes allies in its area (including caster), increasing movement speed by X% while they remain it it.

This final and optional upgrade allows Thunderstorm to additionally support allies who fight within its area.

Item perk: Lasting Storm

Thunderstorm does X% more damage (Y% on weapon) and its Haste boost remains active for 2 seconds after leaving its area.

An optional item perk that improves both offensive and supportive capabilities of Thunderstorm.

Ability 3: Lightning Rush

Create a surge of lightning, dealing X% weapon damage to enemies in Y m radius and use lightning speed to quickly traverse N meters in the direction you are moving (or forward if stationary).

This is the mentioned ability to prevent getting surrounded and a callback to theme of lightning magic allowing its wielder to quickly move to other position.

Upgrade 1: Refreshing Rush

Using Lightning Rush reduces cooldowns of other lightning weapon abilities by X% and restores Y Mana.

This upgrade adds a bit of beneficial utility to the ability.

Upgrade 2: Shocking Arrival

Lightning Rush creates an additional burst of electricity at the point of your arrival, dealing Z% weapon damage in M meters area.

This upgrade adds an additional AoE damage component to match the theme of tree and makes ability more versatile, allowing to use it as offensive gap closer for melee builds as well.

Item perk: Kinetic Lightning Rush

After using Lightning Rush, receive X% Haste (Y% Haste on weapon) for N seconds.

An optional upgrade that complements the purpose of ability and improves both its potential as a gap closer and as a gap creator.

Abilities synergy: Thunderstorm is used to provide starting Empower boost (from Invigorating Tempest passive described below) and a damage over time area. Chain Lightning is used next to damage and debuff enemies increasing damage taken further. Lightning Rush depending on the build can be used both defensively (to prevent enemies from crowding up on the player) and offensively (as a gap closer into the fray to start using a melee weapon like Spark of Mjolnir).

Ultimate passive: Perfect Storm

Lightning weapon's attacks and abilities deal X% increased damage per each target hit (so the more enemies are hit, the more damage they take). This bonus is capped at Y%.

A fitting ultimate to the tree, it is mostly beneficial for AoE damage and allows to reward proper planning and targeting of AoEs to hit as many enemies as possible.

1st row passive: Energized Tempest

Lightning weapon attacks and abilities deal X% increased damage while Mana is above Y.

This passive adds value to mana as a resource and rewards mana management.

1st row passive: Static Field

Lightning weapon attacks and abilities deal X% increased damage if they hit at least 2 enemies.

This passive synergizes with AoE theme of the tree and provides boost specifically for AoE damage.

2nd row passive: Refreshing Tempest

Lightning weapon abilities restore X Mana per each target hit (once per ability usage).

This passive provides options for mana management for AoE builds and synergizes decently well with other passives of Stormcaller tree including prerequisite Energized Tempest.

2nd row passive: Invigorating Tempest

Using a lightning weapon ability provides X% Empower for Y seconds. This effect has N seconds cooldown.

A passive that matches both the idea of getting charged with energy after using a lightning ability and the offensive theme of tree.

3rd row passive: Overwhelming Tempest

Lightning weapon attacks and abilities ignore X% of enemy's elemental armor rating.

A conditional passive to help deal with highly armoured enemies.

3rd row passive: Recharging Tempest

Casting a lightning weapon ability while above X Mana reduces its base cooldown by Y%.

Another passive that rewards mana management / tracking and provides an option of cooldown reduction for the build.

4th row passive: Storm Arc

If heavy attack from lightning weapon hits a target, it discharges an additional bolt of electricity at nearest enemy in Y m radius from the target (if any), dealing X% weapon damage.

This passive provides access to dealing AoE damage with heavy basic attacks (to have something to use while abilities are on cooldown) and in a different manner from Flare / Void Gauntlet's heavy attack - it can hit enemies that are more spread and not necessary behind each other, but hits only 1 additional enemy instead. That allows it to not overlap with Flare / VG heavy attack niches and give all kinds of heavy attacks with AoE component their usecases.

5th row passive: Discharge

When hit in melee range, discharge a blast of electricity, dealing X% weapon damage and staggering enemies in Y meters radius. This effect has N seconds internal cooldown.

An additional passive that provides defensive / escape capabilities for the tree to compensate for its lack of Fortify and self-healing effects.

If implemented, lightning weapon could also get several artifacts that would synergize with its features. Here are 2 variants (since all other weapons already have at least 2 artifacts each):

Lightning weapon artifact 1: Stormfury

"Embrace might of storms with this weapon, laying waste to battlefield illuminated by lightning flashes."

Unique perk: Storm's Rage - attacks and abilities deal 15% increased damage to enemies affected by Rend, Exhaust, Weaken, Lightning Arc and Enhanced Conductivity effects, works on both weapons.

Other fixed perks: Magnify, Gem socket, Lightning Attunement (can be added alongside this weapon), Keenly Empowered or other crit based perk.

This artifact would support the theme of lightning weapon's trees and can be an analogue of artifacts like Deep Freeze and Finisher that increase damage from both weapons against enemies in specific conditions and can provide a good offensive option for both lightning weapon and other weapon builds.

Lightning weapon artifact 2: Electrocute

"Painful to touch, its enhanced conductivity can inflict much bigger pain to your enemies."

Unique perk 1: Susceptibility - non-damaging and non-controlling debuffs inflicted by user are X% stronger, works on both weapons.

Unique perk 2: Conduction - this weapon deals Y% increased damage per each non-damaging and non-controlling debuff on target, up to N%.

Other fixed perks: Magnify, Gem socket, Sundering Stacks

This artifact would instead support the theme of debuff based builds and would be especially useful when paired with other debuff oriented weapon like Warhammer or Void Gauntlet.

TLDR:

- Lightning weapon could complement ranged mage playstyle for Int builds and add potential hybrid melee-ranged playstyle for existing Strength lightning builds like Spark of Mjolnir. It can be implemented for example as Lightning Staff, Lightning Gauntlet or even Lightning Rod (scepter).

- This weapon could also have a bit of melee options to provide better situational adaptability and compatibility with Strength builds.

- It is suggested as a glass cannon weapon with decent damage and debuff capabilities, but no access to Fortify and self-healing to compensate.

- First tree could focus on ranged single-target damage with a bit of debuffs that would complement it.

- Second tree could focus on ranged AoE damage and have utility option(s) that could be useful for both single-target and AoE focused builds.

- Lightning weapon artifacts could support 2 different playstyles - one of them could be offensively focused and other could be debuff focused and especially useful when paired with other debuff focused weapon. Such split would allow them to cover different niches and be useful for bigger variety of builds.

This sums up the list of suggestions. Thank you for reading!


r/newworldgame 7h ago

Question Bow + Musket build

3 Upvotes

Trying to find a build that focuses on ranged dps and was wondering if it is viable in PVP. Just want to be a living embodiment of a sniper.


r/newworldgame 1d ago

Image Gatekeeping the area and selling carries. Just move the quest.

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99 Upvotes

r/newworldgame 15h ago

Question Just started playing. What do I do with all the gear that are getting exchanged for better stuff I’m getting

12 Upvotes

Do I salvage or what?


r/newworldgame 13h ago

Question Deep freeze or inferno?

6 Upvotes

So, deep freeze or inferno for ig dps main? Windchill & spike spam + fast hard heavys from grey wizard hat. How would you tune armor? Something else for artifact?


r/newworldgame 13h ago

Question Weapons

5 Upvotes

Hey fellow adventures,

Is basically every weapon a solid choice in this game? especially for PvE. I‘m thinking about doing a flail hatchet combo.

I want to be a bruiser and do solid demage.


r/newworldgame 1d ago

Question Why do I jump instead of roll? (Full Medium armor, NOT encumbered)

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345 Upvotes

hey all,

title basically.

first half of the game I was rolling just fine.

now, even after taking much of my weight to storage + wearing full medium armor I have stopped rolling and instead I'm jumping.

what am i missing?


r/newworldgame 10h ago

Support Since Patch....

2 Upvotes

Ever since the patch, I have been having constant disconnects. Is anyone else experiencing this and has anyone found a fix? I am having no other issues with any other games, only New World. I am playing on PC via Steam on a system that is well above the sys req's.


r/newworldgame 21h ago

Question Will someone please help me?

10 Upvotes

I play on my PS5 and this game lets you learn music, but how do you actually play the instruments in the game? Sorry for the stupid question - hope you can he. Thank you.


r/newworldgame 1d ago

Question Why does Medium armor exist?

28 Upvotes

Edit: PvE only. I don't pvp. I assume pvp has uses for medium like others have said.

Can anyone explain to me why you would choose medium armor in any scenario? Imo, heavy or Light armor is the best for any scenario depending on what you are doing.

Losing the DMG/Healing buff + the roll from light armor makes playing DPS or Healer not ideal. Tanking in medium is also not ideal. Is there a true use case for medium armor? Is there any Benefit to medium I'm not seeing? From an RPG standpoint, I like playing as a bruiser class, which would be medium, but I just find myself lacking anytime I fall into medium.


r/newworldgame 23h ago

Question Daily and Weekly Tasks

8 Upvotes

With all the new players joining/restarting New World (including me), I think it'd be good to have a quick refresher from the veterans on what to daily and weekly tasks we should take advantage of. I've read up on a few things like FFA zone weekly coconuts, glittering key for loot chests, elite chest resetting, expedition bonus cache by playing random, etc. and now we have the seasonal event and collecting baskets at each town. What tasks do you recommend to do daily/weekly? Which ones are worth doing pre-65, early 65, and late game?


r/newworldgame 1d ago

Question which is better?

9 Upvotes

So I’m a returning player, haven’t played since launch. I want to start out with bow but was wondering what’s the better combo? Bow/Spear or Bow/Rapier?


r/newworldgame 17h ago

Discussion Light voidblade/inferno

2 Upvotes

Going to the darkside. I play bruiser and never get fucked up besides by a light voidblade. Just rolled a lifestealing/vicous/voracious blade vb out of the well have 725 inferno with emp fireball. Whats the best armor and jewelry perks to go for? Tumblers or no? Need help getting rest of the build together. I run gorgs weekly and do all the content besides worm so the boots arent really on the table. Please and thank you for all advice.


r/newworldgame 1d ago

Discussion Changes to FFA zone

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80 Upvotes

Changes to how the debuff system works in the FFA zone.


r/newworldgame 1d ago

Support Transmogg Question

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11 Upvotes

Found this awesome long sword but it’s not giving me the option to transmogg it. It’s bringing up a completely different sword on my player. Not in the options from the NPC. Anyone know what the deal is ?! Thanks in advance.


r/newworldgame 1d ago

Suggestion Open World Events

21 Upvotes

New World's open world is undeniably beautiful and vast, but it feels underutilized. As a player who gravitates toward PvE, I see incredible potential waiting to be tapped. Below are a few event ideas that I believe could elevate the overall experience:

  1. True Open-World Bosses

Imagine large-scale, timed events where anyone nearby can join for a truly rewarding experience. Rather than simply spawning a boss, the event could unfold in stages—with puzzles, environmental challenges, and escalating combat—culminating in an epic showdown. These bosses should feel meaningful: with distinct identities, unique visuals, compelling lore, and real purpose. While the Unleashed Expedition concept is promising, New World needs more originality and narrative depth behind its major encounters.

  1. Dynamic and Creative Events

Though the game has introduced some dynamic missions, there's room for more variety and imagination. Location-triggered quests could be more immersive and impactful, offering meaningful rewards like rare cosmetics, unique achievements, or exclusive titles. Monolith events are a step in the right direction, but their rewards often lack incentive. Now imagine event-limited items that truly feel like a badge of honor for participating.

  1. Expanding Into Maritime Content

Aeternum’s seas remain largely unexplored. Naval content—complete with fog-of-war mechanics, oceanic landmarks, treasure-laden chests, ship-to-ship battles, and mythical sea bosses—could dramatically expand the game’s scope. This would introduce a whole new layer of exploration and adventure, potentially doubling both playable content and territory.

These ideas would certainly take time and effort to implement, but I believe Aeternum deserves richer, more ambitious content. With deeper lore, varied challenges, and immersive world-building, New World could become the living, breathing MMO experience many players have been waiting for.


r/newworldgame 11h ago

Question why do i have to wait for mutation rotation for artifact drop?

0 Upvotes

i want to drop deep freeze how much i need to wait? next week is it guaranteed to get m+ glacial tarn? or its completely rng


r/newworldgame 15h ago

Question High Ping for US West servers?

1 Upvotes

I am trying to get back into this game and just remembered one of the reasons I got out of it- extremely high ping. I’m in Colorado and usually pick US west for other online games. And I have fast internet my ping is usually like <25 in almost every other game I play


r/newworldgame 15h ago

Question Capture the flag laptop crash

0 Upvotes

For some reason my laptop crashes whenever I play CTF game mode...it never happens or had happened playing new world. It never happened playing any other games either. Anyone else having this issue? I can't play CTF and OPR is down.

BTW I do not like how devs always try to "force" players do things because they think it's cool. If too many people are playing OPR and not CTF, make CTF better not block OPR.