New World Aeternum Nighthaven Gearing and Perk Charms Guide

The New World Aeternum Season 10 Update, Nighthaven, features a major gearing and progression overhaul. A key part of this change is the removal of Attributes from Gear along with the introduction of a new system called Perk Charms. Perk Charms offer players more control of the perks they put on their gear and makes it easier to change perks as metas shift. Along with this is a new easy way to upgrade the gearscore of your gear via a new currency, Umbral Crystals.

This guide details all of the key systems of the gearing and progression and how these systems interact with each other. Hopefully it will help you better understand how gearing works in New World Aeternum.

Gearing Overhaul Summary

Instead of having an attribute perk and 1-3 other Fixed Perks, perks will roll on gear a bit differently now. Attribute perks have been removed from the game. There will still be Fixed Perks (revamped) along with four different Perk Charm slots which will roll at random with some rulesets. Most generic gear in the game will now have a mix of up to two Fixed Perks and up to three Perk Charm Slots.

Additionally, there are new Set Bonus Gear pieces and Infix Gear pieces that drop from select content only. These Gear pieces have their own pool of bonuses and unique perks. Set Bonus Gear and Infixes drop from:

  • PvP Rewards Track
  • Catacombs – Procedural Dungeon
  • Isle of Night Raid

All of these different types of gear will be upgradeable with Umbral Crystals. Umbral Crystals are a currency that enables you to upgrade any piece of gear at 700 gear score or above, to up to 800 gearscore. Umbral Crystals will be obtainable from a variety of content.

All gearing systems that existed in the game prior to Nighthaven such as Gypsum Kiln, Doubloons and Gorgonite Inductors etc. will still be in the game.

New World Aeternum Nighthaven

Perk Charms

Perk Charms basically allow you to change perks on gear with Perk Sockets (empty Perk Slots) as you see fit. The goal of the Perk Charm system is to give players more flexibility with their builds.

There are four different types of Perk Charms:

  • Gems
  • Offensive Charms
  • Defensive Charms
  • Skill Charms (Weapon Mastery)

You can only put the specific Perk Charm types in specific slots eg. Offensive Charms can only go in Offensive Slots. Perk Slots work the same as Gems in that you can replace Perk Charms but you will destroy the previous Perk Charm when you do.

Where do Perk Charms come from?

The primary way to get Perk Charms is to craft them. However, they can rarely drop from a variety of content. Perk Charms are crafted using both new materials and existing materials.

Perk Charms are crafted at an Outfitting Station and require select Tradeskills and both pre-Nighthaven materials and a variety of new Materials. Chromatic Seals can be obtained from the Faction Store vendor and cost 20,000 Faction Tokens & 2,000 Gold. New materials are all gatherable from Nighthaven.

Perk CharmTradeskillPre-Nighthaven Materials
OffensiveArcanaChromatic Seal
Spinweave Cloth
DefensiveArmoringChromatic Seal
Runic Voidstone
SkillJewelcraftingChromatic Seal
Runewood Planks

There are two different types of recipes for each Perk Charm type, High Cost and Low Cost. The High Cost Recipes allow you to craft Perk Charms at a lower Tradeskill Level (100) but cost more materials. Low Cost Recipes allow to craft Perk Charms with less materials but require a higher Tradeskill Level (205).

  • High Cost – Tradeskill Level 100
  • Lost Cost – Tradeskill Level 205

If you your Tradeskills are 205+, there is zero reason to craft the High Cost Perk Charms ONLY craft the Low Cost Perk Charms. There is NO difference in the Perk Charm ie. percentages in descriptions are the same between Low Cost and High Cost Recipes. See screenshots below to compare.

New World Aeternum Season 10 Nighthaven Perk Charm Crafting Low Cost Recipe 205 Armoring Tradeskill
Perk Charm Low Cost Recipe, 205 Tradeskill.
New World Aeternum Season 10 Nighthaven Perk Charm Crafting High Cost Recipe 100 Armoring Tradeskill
Perk Charm High Cost Recipe, 100 Tradeskill.
Crafting Perk Slot Gear

Gear with Perk Slots can be crafted at the appropriate Crafting Station and require 205 Tradeskill. All Perk Slot Gear crafts are 730 Gear Score. You cannot use food, trophies or crafting gear to increase the gearscore of these crafts. Crafted Perk Slot Gear will always have three Perk Sockets and two Fixed Perks. You can lock in one Fixed Perk only.

Materials needed to craft Perk Slot Gear includes various Tier V materials, one Armour, Weapon or Jewellery Matrix and other unique materials in select cases.

Gear TypeCrafting StationTradeskillUnique Materials
Light ArmourOutfittingArmoring 205Armor Matrix
Medium ArmourOutfittingArmoring 205Armor Matrix
Heavy/Plate ArmourForgeArmoring 205Armor Matrix
JewelleryOutfittingJewelcrafting 205Jewelry Matrix
Setting, Chain, Band, Hook
Magical WeaponsArcane RepositoryArcana 205Weapon Matrix
Essences
Ranged WeaponsWorkshopEngineering 205Weapon Matrix
Melee Weapons & ShieldsForgeWeaponsmithing & Engineering 205Weapon Matrix
New World Aeternum Season 10 Nighthaven Perk Charm Slot Gear Craft Magical Weapon
New World Aeternum Season 10 Nighthaven Perk Charm Slot Gear Craft Light Armour
How to add Perk Charms to your Gear?

Click on the gear piece you want to add a Perk Charm to then select ‘Attach Charms’. A menu will appear allowing you to attack perk Charms to their relevant Socket.

New World Aeternum Nighthaven Attack Perk Charm Gear
New World Aeternum Nighthaven Perk Charm Menu
Perk Charms Menu.

How Do Perk Slots and Fixed Perks Roll on Gear Pieces (Rulesets)?

  • New gear drops from various sources can have up to three Sockets and up to two Fixed Perks.
  • M3 Mutated Expeditions will drop 4 Socket gear with one Fixed Perk.
    • All four Sockets are random, meaning you could get four of the same Socket type.
  • Rulesets for all Gear
    • Sometimes gear will roll multiple of same Perk Slot type.
    • You can only get one Gem slot.
    • On rare occasions Perk Slots may be populated with a Perk Charm already instead of an empty Slot (that can be replaced).
New World Aeternum Nighthaven 3 Slot Armour Piece
Example of Crafted Perk Slot Gear.
New World Aeternum Nighthaven 4 Slot M3 Gear Piece
Example of M3 Gear Drop.

Slottable Perk Charms Lists

Defensive Slot
  • Freedom II – Reduce the base duration of Slow, Stun, and Root by 7.85-10%.
  • Vigor II – Reduce the base duration of Burn, Bleed, and Poison by 7.85-10%.
  • Invigorated II – Reduce the base duration of Weaken, Disease, Exhaust, and Rend by 7.85-10%.
  • Hasted Vigor II – Potency of incoming damage over time effects reduced by 7.1-9% per armor piece with this perk, and taking a hit while inflicted with a DoT will grant 7.1-9% haste for 5s
  • Physical Aversion II – Receive 2.83-3.6% less damage from ranged, physical attacks.
  • Elemental Aversion II – Receive 2.36-3% less damage from ranged, elemental attacks.
  • Shirking Heals II – PvP Only: Dodging an attack heals 157-200 Health and 0.95-1.2% of your max Health (Each armor piece with this perk adds a stack. Max 1 trigger every 7s).
  • Fortified II – Fortify you apply lasts 7.85-10% longer. (Stacks)
  • Sacred II – +5.1-6.5% outgoing healing efficiency.
  • Divine II – +4.32-5.5% Health from non-consumable or lifesteal healing sources. (Stacks)
  • Alchemist Reprieve II – Improves the healing from potions by 5.5-7%. (Stacks)
  • Anointed Lifesteal II – 5.5-7% increased healing from lifesteals. (Stacks)
  • Grit Ward II – -1.7-2.2% damage taken while under the effects of grit.
  • Enchanted Ward II – -1.6-2% damage taken from light and heavy attacks.
  • Potent Vivacity II – Increase the potency of all Energized status effects on you by 12-15%.
  • Potent Energy II – Decrease the potency of all Exhaust status effects on you by 12-15%.
  • Purifying Toast II – When you drink a survival potion, lose 1 debuff.
  • Keenly Fortified II – Gain 15-19% Fortify for 5s on critical hit (7s cooldown)
  • Wellness II – Increase max health by 1.57-2%.
Offensive Slot
  • Flame Harnessing II – +2-2.5% fire damage.
  • Ice Harnessing II – +2-2.5% ice damage.
  • Lightning Harnessing II – +2-2.5% lightning damage.
  • Void Harnessing II – +2-2.5% void damage.
  • Nature Harnessing II – +2-2.5% nature damage.
  • Arcane Harnessing II – +2-2.5% arcane damage.
  • Slash Harnessing II – +2-2.5% slash damage.
  • Strike Harnessing II – +2-2.5% strike damage.
  • Thrust Harnessing II – +2-2.5% thrust damage.
  • Enchanted II – Light and Heavy attacks deal +1.8-2.3% damage.
  • Skilled Enchantment II – Abilities deal +1.2-1.5% damage.
  • Vicious II – +2.3-3% critical damage
  • Keen II – +3.2-4% critical chance
  • Vorpal II – +3.2-4% headshot damage
  • Rogue II – +2.8-3.6% more backstab damage
  • Penetrating Backstab II – PvP Only: Backstabs penetrate 6.3-8% of a player’s armor.
  • Penetrating Headshot II – PvP Only: Headshots penetrate 5.5-7% of a player’s armor.
  • Poisoning II – Poison you apply lasts 11.8-15% longer
  • Blood Letting II – Bleed you apply lasts 11.8-15% longer
  • Burning II – Burning you apply lasts 11.8-15% longer
  • Crippling II – Slow you apply lasts 11.8-15% longer
  • Enfeebling II – Weaken you apply lasts 11.8-15% longer
  • Infected II – Disease you apply lasts 11.8-15% longer
  • Empowered II – Empower lasts 9.4-12% longer on you
  • Alacrity II – Haste lasts 9.4-12% longer on you
  • Leeching II – You gain 3.15-4% of your damage as health.
  • Keenly Jagged II – Inflict Bleed on critical hit, dealing 7.1-9% weapon damage per second for 6s (cooldown 7s)
  • Keenly Empowered II – Gain 10-13% Empower for 5s on critical hit (7s cooldown)

Skill (Weapon Mastery) Slot

Blunderbuss
  • Exhaustive Net Shot II – Net Shot inflicts Exhaust, reducing the target’s Stamina regeneration by 20-40% for 4s.
  • Leeching Shrapnel Blast II – Heal for 18-36% of the damage dealt by Azoth Shrapnel Blast.
  • Venturing Claw Shot II – When Claw Shot connects to a target at least 8m away, gain a 20-40% Empower for 3s or until next hit.
  • Plagued Splitting Grenade II – Splitting Grenade hits inflict Disease, reducing healing efficiency on targets by 12-24% and outgoing healing by 6-12% for 8s.
  • Resupplying Mortar Charge II – Mortar Charge kills reload 1 additional canister (Max 1 reload per shot. Will not trigger after final shot). Hits from Mortar Charge grant a stack of 4-8% Empower for 6s (Max 3 Stacks).
  • Crippling Blast Shot II – Targets hit by Blast Shot are Slowed, reducing movement speed by 18-36% for 5s.
Bow
  • Enfeebling Poison Shot II – Poison Shot hits apply Weaken, reducing the target’s damage by 13-26% for 8s.
  • Energizing Evade Shot II – Hitting a target with Evade Shot grants 9-18 Stamina and increases stamina regen rate by 12-24% for 4s.
  • Lasting Rain of Arrows II – Slow and Bleed last 17-34% longer and Rain of Arrows deals 9-18% more damage to targets 15m or further away.
  • Penetrating Rapid Shot II – +18-36% armor penetration of all Rapid Shot attacks.
  • Shattering Penetrating Shot II – Penetrating shot deals 17-34% increased stamina damage to blocking targets and deals 15-30% increased damage to targets with active Grit.
  • Empowering Explosive Arrow II – Explosive Arrow hits grant Empower, increasing damage by 20-40% for 4s or until the next hit.
Fire Staff
  • Crippling Pillar of Fire II – Pillar of Fire inflicts slow on targets hits, reducing their move speed by 10-20% for 4s.
  • Empowering Meteor Shower II – When Meteor Shower hits, gain 1.5-3% Empower for 5s (Max 10 stacks).
  • Empowering Fireball II – Fireball impact deals +7-14% damage, and an additional 9-18% to targets above 50% Health.
  • Empowering Incinerate II – Incinerate applies a stack of 8-16% Fortify for 6s for each target hit (Max 3 stacks).
  • Accelerating Flamethrower II – Using flamethrower against a target with 4 stacks of smolder grants Haste, increasing movement speed by 15% for 2s. Burn from Flamethrower lasts 8-16% longer.
  • Fortifying Burnout II – Burnout deals +13-26% damage to targets with Burn.
Flail
  • Burdening Smite II – Smite penetrates 1-16% of the target’s armor. PvP Only: Smite hits against players extend their active cooldowns by 10-20%.
  • Mending Vortex II – Every 2 hits with Vortex will heal you for 18-36% of the base weapon damage.
    • (has slayer script functionality)
  • Powerful Eruption II – Eruption hits deal 8-16% increased damage per stack of Impairment on the target.
  • Accelerating Barrage II – After hitting a target with Barrage’s main attack, gain 12-24% haste for 6s.
  • Thwarting Trip II – If Trip’s first attack hits a target with active grit, the attack deals 30-60% more base damage.
  • Crowded Bludgeon II – If 2 or more targets are hit with warding bludgeon, even if the hits are blocked, gain 10-20% Empower for 6s.
Great Axe
  • Refreshing Charge II – Charge can now pass through allies and enemies when sprinting forward, and will deal 14-28% increased base damage of the furthest damage threshold range.
  • Crippling Reap II – Targets hit by Reap are inflicted with 15-30%% slow for 5s.
  • Mending Execute II – Heal for 25-50% of the damage dealt by Execute (Max 1 trigger per ability use)
  • Fortifying Whirlwind II – Whirlwind hits grant Fortify, increasing armor by 10-20% and Slash damage by 5-10% for 2s (Max 5 stacks).
  • Enfeebling Maelstrom II – Targets hit by Maelstrom’s No Reprieve are Weakened, reducing their attack damage by 13-26% for 8s.
  • Insatiable Gravity Well II – Heal for 25-50% of the damage dealt by Gravity Well (Limit 1 target). On hit, cast another 3m radius burst around you that deals 50% weapon damage.
Great Sword
  • Relentless Freedom II – Activating Relentless Rush removes Root and Slow. Increase Relentless Rush’s critical hit chance by 10-20%.
  • Leeching Crosscut II – Each hit of Crosscut gains 6-12%/11-22%/18-36% lifesteal respectively (Max 1 trigger per slash)
  • Skyward Nullification II – Hitting an enemy with Skyward Slash removes one of their buffs. Reduce remaining buffs by 20-40% (Only affects non-consumable buffs).
  • Energizing Counter II – When Calamity Counter is activated, immediately gain 25-50 Stamina. And each hit of Counter will grant a stack of 5-10% Energized for 3s (Max 3 stacks)
  • Steadfast Purification II – Each attack of Steadfast Strike reduces your debuff durations by 30-60% (Max 1 reduction per attack).
  • Crippling Rupture II – Slow enemies struck with Roaring Rupture by 18-36% for 5s.
Hatchet
  • Crippling Feral Rush II – When Feral Rush hits, cause a 20-40% slow for 3s and deal 12-24% more damage.
  • Keen Berserk II – Gain +8-16% critical chance and +8-16% more crit damage while berserk is active.
  • Compounding Torrent II – Raging Torrent deals 3-6% increased base damage per successful attack against a target. (Stacks 4 times)
  • Empowering Rending Throw II – Ranged Hatchet attacks deal +20-40% damage against Rending Throw targets.
  • Prolonged Distancing Throw II – Hitting a target while Social Distancing’s Quick Power Haste is active, will extend the duration of slows on the target by 7-14%, and increase base damage of attacks by 3.5-7%.
  • Exhausting Infected Throw II – Direct hits with Infected Throw causes Exhaustion, reducing target’s Stamina regeneration by 25-50% for 7s.
Ice Gauntlet
  • Unbroken Windchill II – Wind Chill deals +20-40% damage. If Wind Chill hits the same target 6 times in a row they become rooted for 1s.
  • Unending Storm II – Ice Storm deals +7-14% damage. Frost effects remains on enemies for 2s after exiting Ice Storm.
  • Empowered Spike II – Ice Spikes deal +12-24% more damage to rooted foes and +8-16% more damage to slowed enemies.
  • Deadly Shower II – While the Ice Shower’s Frigid Showers upgrade is active, Frostbite deals 8% weapon damage per second to affected enemies. All Ice Gauntlet hits deal 8-16% increased damage to targets inflicted with this frostbite damage effect.
  • Pylon Burst II – Ice Pylon deals +7-14% more damage and triggers a burst dealing 50% weapon damage to to enemies within a 3m radius every 2s.
  • Healing Tomb II – Heal for 15-30% of your base Health after Entomb ends.
Life Staff
  • Unstoppable Divine Embrace II – When Divine Embrace heals an ally above 70% Health, that ally gains Grit for 1.5s and gains 8-16% increased stamina regen rate for 3s.
  • Fortifying Sacred Ground II – When Sacred Ground heals an ally for the first time, they gain Fortify, increasing armor by 8-16% for 5s.
  • Purity Of Light II – When Splash of Light removes a debuff from an ally, they are healed for 8-16% weapon damage every second for 3s.
  • Mending Protection II – +19-18% outgoing healing power for 7s if Orb of Protection heals an ally below 50% Health.
  • Accelerating Light’s Embrace II – Allies healed with Light’s Embrace gain Haste, increasing their movement speed by 10-20% for 5s.
  • Keen Beacon II – When Beacon heals a player for the first time, they gain 6-12% critical hit damage for 5s.
Musket
  • Crippling Powder Burn II – Targets hit with Powder Burn are Slowed by 10-20% for 8s.
  • Plagued Power Shot II – Power Shot hits inflict 8-16% disease for 8s, and hitting a inflicted with this disease will increase the base damage dealt by 5-10%.
  • Empowering Shooter’s Stance II – Hitting a target while in Shooter’s Stance grants a stack of Empower, increasing damage by 7-14% for 10s. Effect is removed when stance is exited (Max 4 stacks).
  • Stopping Powered II – Deal 10-20% more damage to targets inflicted by Stopping Power’s Slow and Exhaust debuffs.
  • Accelerating Traps II – +8-16% movement speed for 5s after deploying a trap. Traps now apply Bleed for 10-20% weapon damage for 3s.
  • Mending Sticky Bombs II – Every hit of Sticky Bomb heals you for 15-30% of the damage dealt
Rapier
  • Keen Tondo II – +10-20% critical chance against targets affected by Tondo’s Bleed. If this perk is on a weapon, Tondo also inflicts 20% weaken for 6s.
  • Deadly Flourish II – Flourish deals +35-70% more base damage. And will cause your next attack to have 100% crit chance.
  • Leeching Flurry II – Heal for 20-40% of the damage dealt by Flurry. Gain 15-30% damage reduction for 4s on Flurry use.
  • Sundering Riposte II – Riposte inflicts Rend, reducing armor on the target by 15-30% for 8s.
  • Omnidirectional Evade II – +7-14% damage for 2s or until the next hit after using Evade. Adagio upgrade is applied when evading in any direction.
  • Rouge Fleche II – Hitting a target in the back with Fleche deals 20-40% increased base damage.
Spear
  • Bleeding Sweep II – Sweep’s Coup De Grace now applies Bleed for 9-18% of weapon damage for 4s.
  • Sundering Javelin II – Javelin inflicts Rend to targets above 50% Health, reducing the target’s armor by 17-34% for 7s.
  • Leeching Cyclone II – Cyclone hits heal you for 13-26% of weapon damage (Max 3 targets).
  • Compounding Perforate II – Perforate hits deals 6-12% increased base damage per successful attack against a target. (Stacks 2 times)
  • Enfeebling Skewer II – Skewer hits apply Weaken, reducing the target’s damage by 16-32% for 8s.
  • Keen Vault Kick II – Vault Kick increases critical hit chance by 16-32% for 7s.
Sword and Shield
  • Contagious Upheaval II – Upheaval hits transfers 2 active debuffs from yourself to the target and deals +7-14% damage.
  • Compounding Whirling Blade II – Whirling Blade hits deals 4-8% increased base damage per successful hit against a target. (Stacks 6 times)
  • Empowering Leaping Strike II – All Sword attacks deal +13-26% damage to targets Slowed by Leaping Strike’s Cowardly Punishment upgrade.
  • Diminishing Shield Bash II – Reduce non-consumable buff durations on enemies hit by Shield Bash by 22-44%.
  • Fortifying Shield Rush II – After hitting a target with Shield Rush, gain Fortify, increasing armor by 15-30% for 6s.
  • Accelerated Resolve II – After triggering Defender’s Resolve, increase movement speed by 8-16% and incoming healing by 11-22% for 5s.
Void Gauntlet
  • Voracious Blade II – While below 50% Health, Void Blade Light attacks grant 8-16% lifesteal and Void blade Heavy attacks grant 13-26% lifesteal.
  • Nullifying Oblivion II – When activated, Oblivion removes limited duration buffs from targets within its radius and increases the cooldown of limited duration debuffs on targets by 15-30%.
  • Putrefying Scream II – Petrifying Scream inflicts Disease on hit, reducing the target’s incoming healing by 20-40% and outgoing healing by 10-20% for 8s.
  • Diminishing Orb II – Orb of Decay reduces the base duration of the target’s non-consumable buffs by 20-40% on hit.
  • Crippling Tether II – Baleful Tether inflicts Slow on hit, reducing the target’s movement speed by 17-34% for 5s. If this perk is on a weapon, Baleful Tether will inflict Disintegrate on application.
  • Sundering Essence II – Essence Rupture will now inflict Rend, reducing armor on the target by 8-16% for 5s.
War Hammer
  • Empowering Armor Breaker II – If Armor Breaker breaks a block, the next attack within 5s deals +20-40% damage.
  • Crippling Mighty Gavel II – Mighty Gavel hits inflict 8-16% slow for 7s, and you always deal 2.5-5% more damage against slowed targets.
  • Penetrating Wrecking Ball II – Wrecking Ball penetrates 18-36% of the target’s armor.
  • Sundering Shockwave II – Shockwave inflicts Rend, reducing the target’s armor by 8-16% for 8s.
  • Leeching Clear Out II – Heal for 15-30% of the damage dealt by Clear Out.
  • Sundering Destiny II – Path Of Destiny inflicts Rend, reducing the target’s armor by 10-20% for 6s.
New World Aeternum Nighthaven

Fixed Perks List

Each list is it’s own perk bucket. This means you can not get two different perks from the same list. Eg. You can not get Frost Conditioning and Slash Conditioning (from the Armour/Shield Perk Bucket) on the same gear piece.

Weapons/Shields
  • Plagued Crits II – Critical strikes against targets inflict Disease for 6s, reducing healing effectiveness on the target by 19.6-25% and outgoing healing by 9.8-12.5%.
  • Plagued Strikes II – Heavy attacks against targets inflict Disease for 8s, reducing healing effectiveness on the target by 19.6-25% and outgoing healing by 9.8-12.5%.
  • Thwarting Counter II – Deal 12-15% additional damage against targets with active grit.
  • Thwarting Strikes II – Deal 5.1-6.5% additional damage while you have active grit.
  • Trenchant Strikes II – Heavy attacks deal 12-15% additional damage.
  • Trenchant Crits II – Heavy attacks deal 16-20% additional Crit damage.
  • Trenchant Rend II – Heavy attacks apply rend for 7s, reducing target’s absorption by 16-20%. (7s cooldown)
  • Trenchant Recovery II – Heavy attacks heals the player for 16-20% of the damage dealt.
  • Shirking Flames II – If a hit is avoided by dodging, Your next hit within 10s will deal an additional 24-30% weapon damage as Fire.
  • Shirking Nature II – If a hit is avoided by dodging, Your next hit within 10s will deal an additional 24-30% weapon damage as Nature.
  • Shirking Frost II – If a hit is avoided by dodging, Your next hit within 10s will deal an additional 24-30% weapon damage as Ice.
  • Shirking Shock II – If a hit is avoided by dodging, Your next hit within 10s will deal an additional 24-30% weapon damage as Lightning.
  • Shirking Abyss II – If a hit is avoided by dodging, Your next hit within 10s will deal an additional 24-30% weapon damage as Void.
  • Shirking Arcane II – If a hit is avoided by dodging, Your next hit within 10s will deal an additional 24-30% weapon damage as Arcane.
  • Flame Attunement II – Successful hits deal an additional 11-14% weapon damage as Fire. (Cooldown 1.5s)
  • Frost Attunement II – Successful hits deal an additional 11-14% weapon damage as Ice. (Cooldown 1.5s)
  • Lightning Attunement II – Successful hits deal an additional 11-14% weapon damage as Lightning. (Cooldown 1.5s)
  • Arboreal Attunement II – Successful hits deal an additional 11-14% weapon damage as Nature. (Cooldown 1.5s)
  • Abyssal Attunement II – Successful hits deal an additional 11-14% weapon damage as Void. (Cooldown 1.5s)
  • Arcane Attunement II – Successful hits deal an additional 11-14% weapon damage as Arcane. (Cooldown 1.5s)
  • Distained Infliction II – Potency of outgoing damage over time effects increased by 11.8-15%, and hitting a target with an active DoT will extend the duration of the applied DoTs by 3.9-5% (1s Cooldown)
  • Penetrating Empowered II – PvP Only: Critical hits against empowered players will have 8-10% armor penetration and reduce the duration of empowers on them by 5.5-7%. (1s reduction cooldown)
  • Desperate Empower II – +9.4-12% damage and 5.5-7% haste while exhausted.
  • Sundering Stacks II – Once every 0.5s, attack inflicts a stack of 3.2-4% Rend, each stack lasting 6s. (Max 5 stacks)
  • Fractured Rend II – PvP Only: When block breaking a player, inflict rend, reducing armor by 14-18% for 6s.
  • Purifying Crits II – PvP Only: Critical hits remove 1 buff from the target (Cooldown 3s)
  • Exhausted Exploitation II – PvP Only: Hits against Exhausted targets inflict Slow, reducing movement speed by 12-15% for 4 seconds. Backstabs against exhausted targets reduce stamina regen by 10-13% for 4s.
  • Alacritous Punishment II – PvP Only: Deal 13%-16% additional damage to players with Haste.
  • Savior II – Healing is increased by 12%-15% when you heal a target below 50% health.
  • Purifying Breeze II – Heal for 16-20% weapon damage every time you remove a debuff from an ally.
  • Desperate Prayer II – When you are below 50% mana your healing is increased by 12%-15%.
  • Resurgence II – Kills and group kills grant stacks of blessed, increasing outgoing healing by 0.8-1% per stack for 20s. (Personal kills grant 2 stacks, group AI kills grant 1 stack. Max 15 stacks)
  • Critical Suppression II – Hitting a target with an attack from a magic weapon light or heavy attack will reduce their critical hit chance by 2-2.5% for 3s (Stacks 4 times)
  • End II – +4.7-6% ability base damage and +9.4-12% base damage increase to the final attack in a melee light attack chain.
  • Sturdy II – You take 7.8-10% less stamina damage while blocking
  • Sure Footing II – You move 30% faster while blocking, and push and pull distances are reduced by 16-20%. (Has slayer script functionality)
  • Hatred II – You generate 196-250% more threat and deal 5.5-7% more base damage to taunted foes.
  • Lifestealing II – You gain 4.3-5.5% of your damage as health.
  • Keen Speed II – On Crit 12-15% Haste for 3s (cooldown 3s)
  • Mortal Aggression II – Hits grant 1.22-2% lifesteal. Gain 6.2-10% of your Max Health, gain 6.2-10 stamina, and gain 7.3-12% fortify and 6.2-10% empower for 8s on kill. (2s cooldown)
    • Can also be on armor, highest values only obtainable on weapons
  • Sturdy Fortification II – PvP Only: Blocking player attacks adds a stack of 6.28-8% Fortify to you for 7s for each blocked hit (Max 3 stacks).
  • Healing Defense II – On block heal for 2%-2.5% Base Health (5s cooldown)
  • Shielded Retaliation II – On block gain a 12-15% empower for 4s.
  • Shield Aggression II – +3.14-4% base damage.
  • Refreshing Defense II – Gain 3.14-4% cooldown reduction.
  • Shield Defense II – 3.14-4% damage reduction.
Armour/Shield
  • Flame Conditioning II – +3.9-5% Fire Damage Absorption for 5s after taking Fire damage (Each item with this perk stacks)
  • Frost Conditioning II – +3.9-5% Ice Damage Absorption for 5s after taking Ice damage (Each item with this perk stacks)
  • Shock Conditioning II – +3.9-5% Lightning Damage Absorption for 5s after taking Lightning damage (Each item with this perk stacks)
  • Arboreal Conditioning II – +3.9-5% Nature Damage Absorption for 5s after taking Nature damage (Each item with this perk stacks)
  • Abyssal Conditioning II – +3.9-5% Void Damage Absorption for 5s after taking Void damage (Each item with this perk stacks)
  • Arcane Conditioning II – +3.9-5% Arcane Damage Absorption for 5s after taking Arcane damage (Each item with this perk stacks)
  • Slash Conditioning II – +3.9-5% Slash Damage Absorption for 5s after taking Slash damage (Each item with this perk stacks)
  • Thrust Conditioning II – +3.9-5% Thrust Damage Absorption for 5s after taking Thrust damage (Each item with this perk stacks)
  • Strike Conditioning II – +3.9-5% Strike Damage Absorption for 5s after taking Strike damage (Each item with this perk stacks)
Armour
  • Shirking Fortification II – If a hit is avoided by dodging, gain a stack of fortify, increasing damage absorption by 7.07-9% for 6s. Each piece of armor with this perk increases the potency of the effect.
  • Thorny Reflection II – PvP Only: Taking a critical hit will reflect nature damage back at the target equal to 6.3-8% of your weapon damage, and reduce the attacker’s crit chance by 7.9-10% for 3s. (1s Cooldown)
  • Critical Retribution II – PvP Only: Gain 7.9-10% critical chance for 7s when taking a critical hit (10s cooldown).
  • Sturdy Energy II – When blocking a hit while below 30% Stamina, gain 20-25% Stamina regeneration for 5s (10s Cooldown. Effect is removed if player becomes Exhausted)
  • Vital Synergy II – While health is below 50%, gain 15% Stamina regen rate, while stamina is below 50%, incoming healing is increased by 15%. (Has Slayer Script functionality)
  • Empowering Breaker II – When an attack is blocked, gain a stack of empower, increasing damage by 3.5%-4.5% for 5s (5 stacks Max)
  • Shirking Energy II – If a hit is avoided by dodging while in a light or medium equip load, gain 13-16 stamina (6s cooldown)
  • Hardcore Parkour II – Gain 12-15% haste for 5s after triggering a traversal action.
  • Breaker Bypass II – When an attack is blocked, gain a stack of 3.4-4% stamina damage increase for 4s. (Max 10 Stacks)
  • Purifying Switch II – Hitting a target with an ability within 5s of swapping weapons will cleanse 1 debuff (6s cooldown)
  • Prolonged Favor II – Increase the duration of limited duration buffs on self by 7.9-10%
  • Quick Revive II – Gain Grit while reviving, and reduce the time required to revive downed players or be revived while down by 31.4-40%.
  • Lifestealer’s Draught II – All hits gain 12-15% lifesteal and the power of lifesteals is increased by 12-15% as long as you have not used a survival potion in the last 13s.
  • Sacrificial Empowerment II – Increase base damage by 1.2-1.5% but armor is decreased by 0.79-1% (stacks per armor piece this perk is slotted in)
  • Freeing Aggression II – Hitting a target will reduce the duration of active Crowd Control status effects on self by 3.95% (1s Cooldown)
  • Terminal Vengeance II – Gain 3.93-5% increased base damage for every 25% of your max health you are missing.
Trinkets – Amulets/Shields
  • Flame Protection II – You take less 7.85-10% less Fire damage.
  • Frozen Protection II – You take less 7.85-10% less Ice damage.
  • Nature Protection II – You take less 7.85-10% less Nature damage.
  • Void Protection II – You take less 7.85-10% less Void damage.
  • Thrust Protection II – You take less 7.85-10% less Thrust damage.
  • Slash Protection II – You take less 7.85-10% less Slash damage.
  • Arcane Protection II – You take less 7.85-10% less Arcane damage.
  • Lightning Protection II – You take less 7.85-10% less Lightning damage.
  • Strike Protection II – You take less 7.85-10% less Strike damage.
Trinkets – Amulets
  • Well-Being II – Increase max health by 3.93-5%
  • Stamina Recovery II – When you are hit while below 50% Health, gain 31.4-40 stamina (60s cooldown.)
  • Purify II – When you are hit while below 50% Health, lose all debuff (90s cooldown.)
  • Fortified recovery II – When you are hit while below 50% Health, gain 7s of 24-30% fortify (90s cooldown.)
  • Shirking Cleanse II – After dodging an attack in a light or medium equip load, lose 2 DoT/Debilitate debuffs. (6s cooldown)
  • Shirking Empower II – PvP Only: After successfully dodging an attack, obtain a stack of Empower, increasing damage dealt by 7.9-10% per stack for 7s. (Max 3 Stacks)
  • Stop Drop and Roll II – Dodging will reduce the current duration of all Burn damage over time effects on you by 20%
  • Unimpeded II – Potency of slows on you are reduced by 30% as long as you have not been exhausted within the last 10s
  • Enchanted Resilience II – PvP Only: Reduce attacker’s basic attack damage dealt to you by 7.86-10%, but increase attacker’s ability damage dealt to you by 3.93-5%.
  • Skilled Resilience II – PvP Only: Reduce attacker’s ability damage dealt to you by 3.93-5%, but increase attacker’s basic attack damage dealt to you by 7.86-10%.
Trinkets – Rings
  • Fire Damage II – +6.3-8% fire damage.
  • Ice Damage II – +6.3-8% ice damage.
  • Lightning Damage II – +6.3-8% lightning damage.
  • Void Damage II – +6.3-8% void damage.
  • Nature Damage II – +6.3-8% nature damage.
  • Arcane Damage II – +6.3-8% arcane damage.
  • Slash Damage II – +6.3-8% slash damage.
  • Strike Damage II – +6.3-8% strike damage.
  • Thrust Damage II – +6.3-8% thrust damage.
  • Healing Breeze II – When applying a healing effect to a target, Heal the target for 12-15% weapon damage for 6s. (10s cooldown per target, potency of heal reduced by 35% if applied to self)
  • Purifying Mend II – When you remove a debuff from an ally heal for 16-20% weapon damage
  • Purifying Heart II – On Heartrune: Lose all debuffs.
  • Mortal Empowerment II – PvP Only: Player kills grant a stacking 2% damage bonus that lasts 2m until death or game mode transition (Max 10 stacks. Cannot be cleansed. Does not trigger off persistent damage or DoT effects)
  • Invigorated Punishment II – PvP Only: Abilities hits deal 1-1.3% bonus damage per buff on a player (Max 10 Buffs)
  • Cursed Enchantment II – Increase basic attack damage dealt by 7.86-10%, but decrease ability damage dealt by 3.93-10%.
  • Cursed Skill II – Increase ability damage dealt by 3.93-10%, but decrease basic attack damage dealt by 7.86-10%.
  • Keen Switch II – On weapon swap, increase crit chance by 7.07-9% for 3s or until the next hit. (3s cooldown)
  • Enchanted Totality II – All hits deal 1.6-2.0% increased base damage.
  • Enchanted Skills II – Ability hits deal 2-2.5% increased base damage.
  • Enchanted Attacks II – Light and heavy attack hits deal 2.4-3% increased base damage.
  • Critical Infliction II – Gain 5.5-7% increased crit chance against targets with your damage over time effects active.
  • Purging Infliction II – Hitting a target inflicted by one of your damage over time effects will reduce the duration of DoTs on self by 3.9-5% (1s cooldown).
  • Mortal Strike II – Killing a target will cause your next ability hit within 20s to deal 17-22% more damage. (2s cooldown)
  • Rouge Alacrity II – Backstabbing a target with an active haste will remove 1 of their hastes and grant you 12% haste for 4s. (that haste is dispelled if you receive a critical hit)
  • Unscathed Empowerment II – Melee light attacks grant 1 stack and melee heavy attacks grant 2 stacks of 5% empower for 8s (Max 6 stacks), for every hit you deal without taking damage, taking a hit will remove the empower and increase that instance of damage by 12-15%
Trinkets – Earrings
  • Refreshment II – Reduces max cooldowns by 7.9%-10%
  • Refreshing Move II – Light attacks reduce cooldown by 0.79-1% and Heavy attacks reduce cooldowns by 1.6-2% (0.2s Cooldown)
  • Refreshing Recovery II – When your health drops below 50% all your active abilities cooldowns are reset. (60s cooldown.)
  • Regeneration II – +0.45-0.6% Health every second
  • Nimble II – +9.4-12% stamina regeneration rate
  • Despised II – You generate 196-250% more threat and deal 5.5-7% more base damage to taunted foes.
  • Refreshing Toast II – Potions cooldown 7.9-10% faster
  • Empowering Toast II – On Potion Drink: Gain 9.4-12% Empower for 8s (8s cooldown)
  • Fortifying Toast II – On Potion Drink: Gain 16-20% Fortify for 8s (8s cooldown)
  • Healing Heart II – On Heartrune: Heal for 7.1-9% your max health every second for 3s
  • Beloved II – You generate 35.35-40% less threat (Max reduction of 99% from all sources), and deal 7.07-10% more damage to taunted foes.
New World Aeternum Nighthaven

Set Bonus Gear and Infixes

Set Bonuses are basically groups of gear that provide additional bonuses depending on how many pieces of that set (group) you wear. For example, there could be a bonus at three pieces worn and another bonus at five pieces worn (see Enrage Set below). There are no restrictions on gear type for Set Bonuses, they can be on any Weapons, Armour or Jewellery Piece. You can also mix and match different sets eg. wear 2 pieces from one set and three pieces from another set. They will have some Fixed Perks and Charm Sockets.

Infixes are strong perks (that used to be exclusive to Artifacts) that are found on Set Bonus Gear or on normal gear that drops from select content. Infixes are exclusive to specific gear pieces, meaning that specific Infixes will only roll on specific gear pieces. You can not get an Infix perk and a Skill Perk Charm Socket on the same item.

Set Bonuses and Infix Gear will drop initially from the following content:

  • Isle of Night Raid – three different sets
  • Catacombs – multiple sets
  • PvP Rewards Track – multiple sets

Set Bonuses and Gear with Infixes can not be crafted.

New World Aeternum Season 10 Nighthaven Set Bonus with Infix
Example of Set Bonus with Infix.
New World Aeternum Season 10 Nighthaven Infix on non Set Bonus Gear
Example of Infix on Non Set Bonus Gear.
Set Bonuses and Infix List

Specific Infixes come with specific Set Bonuses or from the same location as Set Bonuses. Not all Set Bonuses have corresponding Infixes. Individual Set Bonus Infixes can only roll on ONE specific gear type only.

Isle of Night Set Bonuses and Infixes may also drop from the Hive of the Gorgon Raid.

Enraged Set – Isle of Night
  • Set Bonuses
    • 1 Equipped – Hitting a target within 13m grants self stacks of Enrage, increasing outgoing damage by 1% and increase attacker base damage by 0.5% per stack. (Max 10 stacks).
      • NOTE: Some slower weapon can generate rage at 2 perk hit due to slower attack rate.
    • 3 Equipped – Increases max Enrage stacks to 15, Heavy attacks generate an additional stack of Enrage. While Enraged and above 70% health, lose 5% of your max HP every half second.
    • 5 Equipped – Increases max Enrage stacks to 25, and increase the duration of Enrage by 50%. While Enraged, all attacks deal an additional 8% damage while below 70% health.
  • Infixes
    • Enraged Leech [Ring] – While Enraged, All attacks gain 20% lifesteal while below 70% health.
    • Trenchant Enrage [Gloves] – While Enraged, Heavy attacks now consume 3 stacks to deal 20% more damage.
    • Enraged Hunt [Pants] – When exiting a dodge with more than 20 stamina and Enraged, consume 4 stacks to trigger a 3.5m radius AOE that will pull in nearby enemies.
    • Enraged Refresh [Helmet] – Hitting a target with a light or heavy attack while at or above 15 stacks of Enrage will consumes 3 stacks to reduce the cooldown of all active weapon abilities by 5%. (1s cooldown)
    • Enraged Acceleration [Shoes] – While at or above 15 stacks of Enrage, gain 8% Haste.
Second Wind Set – Isle of Night
  • Set Bonuses
    • 2 Equipped – While exhausted, you do 20% more base damage against enemies within 5m. Hitting an enemy within 5m will remove the slow from becoming exhausted by dodging.
    • 4 Equipped – While exhausted, attacks that hit enemies within 5m have 10% life steal and grant 3% empower stacks that last for 5s when exiting the exhausted state. (Max 5 stacks)
  • Infixes
    • Relentless Second Wind [Ring] – While exhausted, gain uninterruptible.
    • Enervated Accuracy [Gloves] – While under 50% stamina, gain 15% crit chance.
    • Cleansing Second Wind [Pants] – Cleanse slows and roots on yourself if you become exhausted by dodging.
    • Speedy Recovery [Shoes] – Gain a 10% haste for 4s after exiting the exhausted state.
Protector’s Blessing Set – Isle of Night
  • Set Bonuses
    • 2 Equipped – When applying a heal to a target above 50% health, gain a stack of a Protector’s Blessing (cooldown 2s, 5 stacks max). While at max stacks, you are inflicted with 7% Rend, and healing an ally that has more than 50% health will add 15% fortify for 5s (10s cooldown).
    • 4 Equipped – Gain 3% base damage bonus per stack. While at max stacks (5), if you heal a target that is below 50% health, the stacks are consumed and they heal for 10% weapon damage every second for 5s.
Overcharged Set – Catacombs
  • Set Bonuses
    • 3 Equipped – Hitting an enemy within 5m or killing an enemy grants an overcharge stack. (5s cooldown) Each stack increase your base damage by 5% and affliction resistance by 10%. You are also inflicted with 4% rend per stack. Getting hit removes all stacks. (Max 3 stacks)
    • 5 Equipped – Max overcharge stacks increased to 5. Overcharge stacks now also increase stamina regen rate by 5%.
Elementally Charged Set – Catacombs
  • Set Bonuses
    • 2 Equipped – Magical weapon abilities do 7% less base damage but they store a charge of that weapon’s element for 20s. Activating an ability of a non-magical weapon will consume the charge and add 10% base damage of that element to that weapon’s attacks for 10s (3s Cooldown).
    • 4 Equipped – You can now store up to 2 charges of each element. while at 2 charges, gain 10% resistance to damage of that element.
  • Infixes
    • Elemental Hunger [Chest] – While you have no elemental charges, you take 5% less elemental damage.
    • Elemental Mana Battery [Helmet] – For each stored elemental charge, gain 20% mana regen rate.
    • Elementally Energized [Pants] – When consuming an elemental charge by using a non-magic weapon ability, gain 20% stamina regen rate for 10s.
    • Elemental Rush [Shoes] – When consuming an elemental charge by using a non-magic weapon ability, gain 10% haste for 5s. This also consumes 30 stamina.
Stifling Set – PvP Rewards Track
  • Set Bonuses
    • 2 Equipped – Hitting an enemy with an attack while all of your active weapon abilities are on cooldown silences your target for 2 seconds and yourself for 1 seconds, can occur only once per 5 seconds.
    • 4 Equipped – While silenced do 10% more base damage with basic attacks and hitting a target will reduce ability cooldowns by 5s.
  • Infixes
    • Stifling Resolve [Amulet] – Gain 10% damage absorb while silenced.
    • Stifling Danger [Gloves] – Damage is increased 5% when hitting a silenced target.
    • Stifling Evasion [Pants] – Exiting a dodge while silenced will trigger an AOE that damages nearby targets.
    • Stifling Energy [Shoes] – Gain 50% increased stamina regen rate while silenced.
Tenacity Set – PvP Rewards Track
  • Set Bonuses
    • 2 Equipped – Get Grit for 2s after getting staggered. However take 5% more damage while grit is active.
    • 4 Equipped – Successful light attacks apply Grit for 3s, 6s cooldown. While grit is active gain 5% lifesteal.
  • Infixes
    • Tenacity Penetration [Ring] – Armor penetration is increased 10% when hitting a targets with Grit.
    • Tenacity Critical [Gloves] – Critical chance is increased 10% while Grit is active.
    • Tenacity Rebound [Chest] – Enemies receive 5% damage when they hit you with a melee attack while Grit is active.
    • Tenacity Recovery [Shoes] – Incoming heals increased 10% while Grit is active.
Focused Set – Isle of Night
  • Set Bonuses
    • 2 Equipped – 15% increased healing on targets outside of Sacred Ground or Beacon.
    • 4 Equipped – Healing increased 15% and cooldown reduced 5% on heal after holding a weapon for 10 seconds.
  • Infixes
    • Focused Cleanse [Life Staff] – Self Casting Light’s Embrace will cleanse player and make them immune to debuff for 2s. Requires 300 Focus. 15s cooldown.
    • Focused Determination [Gloves] – Immune to crowd control debuffs for 1s, 3s with 300 focus, after a healing cast is interrupted. 10s cooldown.
    • Focused Fortify [Chest] – Healing targets under 50% health with burst heals will receive a 100% Fortify for 5s. 15s cooldown.
    • Focused Speed [Pants] – Healing a target outside of Sacred Ground or Beacon grants 10% haste for 4s. 8s cooldown.
Standalone Infixes

These Infixes are not associated with a Set Bonus but still drop from select content. Each Infix can only roll on select Gear Piece/s.

Raid Drop = Hive of Gorgon, *This Infix is on Aconite Artifact. No other items in game have this Infix according to NWDB.

Standalone Infixes List
Infix Perk NameDescriptionGear SlotContent
Critical StormOnce every 0.5s, when you crit a target, gain a stack of storm charge on self, lasting 10s, at 6 storm charges, hitting a target with an ability will consume all of the charges and trigger a bolt of lightning, dealing an additional 100% damage.Hatchet, Spear, SwordPvP Reward Track & Isle of Night
Thwarting StunWhenever you hit a target with active grit or uninterruptible, deal 5% increased base damage and gain a stack of Thwart. Melee heavy attacks while at 10 stacks consume all stacks and inflict a 1s Stun on the target. (10s cooldown on stun application)War Hammer, Hatchet, Great AxePvP Reward Track & Isle of Night
UnstoppableGain GRIT on melee heavy attacks and during the melee light attack start ups. However take 5% increased base damage from enemy attacks while Grit is active.RingRaid Drop
Alternating EnchantmentLight and heavy attacks with ranged weapons within 10m deal 20% more damage, but you also receive 5% increased attacker base damage.Sword, GreatswordPvP Reward Track & Isle of Night
Close QuartersLight and heavy attacks with ranged weapons within 10m deal 20% more damage, but you also receive 5% increased attacker base damage.Bow, Musket, BlunderbussPvP Reward Track & Isle of Night
Chain LightningOnce every 10s, damaging enemies with a magic weapon ability will cast a Chain Lighting that hits up to 5 unique targets and deals 50% of your weapon damage. However, when triggered you take 30% lightning damage.Fire Staff, Life Staff, Ice Gauntlet, Void GauntletRaid Drop
Empowering HealHealing an ally gives you a stackable buff that increases your damage dealt by 1% for 10s. Max 20 stacks.FlailPvP Reward Track & Isle of Night
Adrenaline BurstWhen your health drops below 50%, your critical chance is increased by 18%.All WeaponsRaid Drop
Shredding BackstabsBackstabs penetrate 40% of your target’s armor but your critical hits deal 20% less damage.RapierPvP Reward Track & Isle of Night
Mo’ Mortar Mo’ BoomMortar charge now only fires one canister. It fires immediately and bill bounce before exploding if it does not hit an enemy. When this canister explodes it deals 130% weapon damage in a 5m area.BlunderbussPvP Reward Track & Isle of Night
Exterted SpinWhirlwind no longer needs to hit targets to continue spins, and can spin up to 12 times. When the spins end, it consumes all of your stamina and you become exhausted.Great AxePvP Reward Track & Isle of Night
ReviveCasting Life’s Embrace on a downed player will revive them. Requires 300 Focus. 45s cooldownLife StaffPvP Reward Track & Isle of Night
Poison Affinity*Deal 15% more damage to poisoned enemies.Gloves??
Cleansing BlockBlocking an attack removes 1 debuff. (3s cooldown)Kite Shield, Tower Shield, Round ShieldRaid Drop

Artifacts

A few changes have been made to Artifacts. Artifacts will have a Infix Perk (unique), two fixed Perks and two Perk Charm Sockets. Socket type will depend on if weapon is more offensive or defensive. Fixed Perks have been converted to new versions, you will still have to do the Artifact’s Quest to unlock the two Fixed Perks and Infix Perk.

Artifacts still drop at 700 GS but can be upgraded up to 800 GS with Umbral Crystals.

New World Aeternum Season 10 Nighthaven Contagious Plague Bow Artifact

Upgrading your Gear – Umbral Crystals

All gear (Weapons, Armour and Jewellery) at 700 GS or higher, including Artifacts, can be upgraded to up to 800 Gear Score using Umbral Crystals. This includes pre-Season 10 gear. There is weekly cap is 4,000 Umbral Crystals.

New World Aeternum Season 10 Nighthaven Umbral Crystals Tooltip
Umbral Crystals Tooltip
How to Upgrade Gear Score with Umbral Crystals

The gear score of an item can be upgraded by right clicking on the item and selecting Upgrade. From their you can choose how high you want to upgrade your gear. The highest you can upgrade your gear is 800 Gear Score. The cost of upgrading increases on an exponential ramp.

New World Aeternum Nighthaven Upgrading Gear with Umbrals Menu UI
New World Aeternum Nighthaven Upgrading Gear with Umbrals UI
Where to get Umbral Crystals

Umbral Crystals can be obtained from a variety of PvE and PvP content including:

PvE

  • Elite Chests
  • Catacombs
  • Mutations
  • Raids

PvP

  • PvP Rewards Track
  • Outpost Rush
  • Capture the Flag
  • 3v3 Arenas

Thank you for reading this guide! I hope it helps you understanding gearing in Nighthaven better.


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