New World Release date revealed!

Today, New World officially announced its new release date - August 31st 2021!  Along with the confirmed release date, New World states that they will continue to test in Alpha and expand the test to new EU servers on March 30th 2021.  They also confirmed the next closed Beta Test date, July 20th 2021 stating that "if you pre-ordered New World, you'll have access to the Closed Beta Test."  The team continued to confirm they are hard at work on "compelling end game features we believe are important to include at launch."  They go on to state that they did not feel that these would be ready by the original May 2021 timeframe they had initially announced, which is why they delayed the official date til August. 

Speaking of compelling features, New World released new features that will be added to the game before launch including a new zone, EBONSCALE REACH, a new PVE feature called Expeditions, and an all New PVP game mode, Outpost Rush. 

Expeditions are a five player instanced adventure that will allow you to explore more of the lore of Aeternum and will "challenge your group, requiring skill and coordination to achieve victory."

Outpost Rush is a 20 v 20 battle set in a river basin filled with Ancient technologies.  It is a zone control based game mode that forces players to control strongholds and resources to win!

For more on todays info drop, check out the official New World post here! New World Development Update - News | New World

January Update - Honing the Craft

The January alpha update is out, with major changes to gathering and crafting, as well as more changes to combat and a new weapon: the Rapier.


While in Alpha Testing, we have been making changes to the gathering and crafting system—essential parts of surviving in Aeternum. This month’s update reflects the full realization of our vision for gathering and crafting in New World. Below are the highlights of these changes. In this article, we’re going to talk about our priorities, what we’ve changed recently, and what’s changed with the patch.

We want crafting and gathering to feel like a meaningful part of life in Aeternum from the moment you land on the beach all the way into our end game. We have three key pillars that drive our vision:

Whether you are crafting food and weapons to help in your adventures or you fancy yourself a savvy merchant looking to make your fortune in the player-driven markets of Aeternum, we want the act of gathering and crafting to be fun and valuable for brand-new and veteran players alike.

Aeternum is a huge island with materials that range from the mystical to the mundane. We want our players to have many different choices as possible while creating items and consumables and those choices should matter.

A person who picks up a frying pan for the first time won’t have the knowledge or skills to make a meal worthy of a Governor, unlike the chef who has 20 years' experience under their belt. We want players to have results that demonstrate their commitment and time invested in their skills.

Note: In-game UI is in the process of localization during testing.

We’ve slowly introduced changes to gathering and crafting since November, all leading up to this January update. With this release, the gathering and crafting system you may have experienced during Preview has been overhauled completely.
  • Crafting station appearance. We want settlements to show their progression as they grow and develop. In November, we added visual improvements to the crafting stations when they are upgraded.

  • Improved inventory organization. Based on player feedback, the inventory and storage screens have improved organization so that you can find your items quicker.

  • Addition of resources and materials. To improve the outcomes of your crafted items, we have increased the amount of items available to use in the crafting system. Items with levels associated with them, such as crafting reagents, are now found in level-appropriate areas, making gathering more predictable.

  • Granular unlocks for the Tracking & Skinning and the Logging trade skills. A previous version of the Tracking and Skinning skill didn’t feel like it had much meaning until players were somewhere around midgame. We wanted to make an update to that so that players had consistent feedback on where they were in that skill in relation to their character level and other crafting and gathering abilities, so we added more differentiation to how creatures are “unlocked” via the Tracking and Skinning skill. Logging, which had a similar challenge, has been changed in the same way—leveling up Logging will now unlock your ability to collect more types of wood.

  • Containers now only hold items that can’t be harvested from the world. Gone are the days of finding corn and carrots in lootable containers. If it is something that can found within the world, it will not be found in containers, so containers will be more reliably valuable.

  • Materials and resources now display their rarity. One of the changes that goes hand-in-hand with something we talked about earlier in this post, the addition of new material tiers, is that there are many resources and materials in the world now—some of which are harder to find than others. Item rarity is now displayed on each item’s tooltip, making it easier to tell when you’ve made an extra-valuable find.

  • Categorical ingredients can be used in recipes. In certain recipes, you’ll now see that you can use categorical ingredients rather than specific ones. For example, a cooking recipe may call for “a vegetable” rather than specifically “carrots,” allowing the player to use any ingredient classified as a vegetable, carrot or otherwise—which opens up the options you have as you’re crafting those recipes.

  • There are more recipes than ever before. To go along with all of the new materials and resources, there has been a dramatic increase in the number of recipes you can now craft. From the addition of named weapons and armor pieces to a massive selection of foods, there are now far more choices for players who want to craft items. Along with adding depth to the system overall, this should help crafting find its place in endgame play.

  • You have new ways to make things. Some items you can craft have very specific recipes, while others are flexible with what materials and resources you can use in them. For example, when crafting a steel sword you can choose to use a higher tier or rarity of wood or leather components than the recipe calls for. There are even special resources like animal horns and Fae Iron that can be used in place of other resources if you find them. Using these higher tier or rarity resources will affect the power of the item that is made.

  • Trade skill progression has changed. We mentioned earlier that the Logging and Tracking & Skinning skill unlocks had been updated; in this release, all of the trade skills’ progression has been refined to cap out at 200, which will bring consistency across the different crafting and gathering trees.

We want crafting to be an interesting and engaging part of the New World experience that remains valuable to players all the way through our end game. Data from the Alpha test as well as the feedback from the testers themselves will be studied closely and tuning will be done to the systems to better realize our vision for crafting within New World. As development continues, we’ll keep you updated on our social channels and website with future updates. [Source]

Patch Notes

Greetings, adventurers!
Welcome to a new month of updates for the New World Alpha! This month brings a lot of changes to our crafting system, aimed at giving it immersive depth and meaningful impact on gameplay. Whether you’re gathering items as you run around the world slaying Corrupted or you’re the merchant-master of Brightwood, these changes will make the world of Aeternum feel more rewarding and user-friendly.

We introduced a new melee weapon that excels at quick piercing attacks. The rapier's attacks scale off of a character's Dexterity score. Adventurers will be able to progress two mastery trees:
  • The Blood weapon mastery tree focuses on applying stacks of the bleed status effect to enemies and then “popping” those stacks for big damage with Flourish and Finish.
  • The Grace weapon mastery tree focuses on evasion, counterattacking, and talented blade work with the rapier.

The Rapier will have 2 crafted weapon perks specific to it in addition to the perks that are broadly applicable to other weapons.


You can go on an epic quest for the legendary rapier, Frozen Lament
  • Level 60 adventurers can speak to Ranger Herath in Mountainrise Outpost, Shattered Mountain, to begin this quest. 
  • Recover the components needed to create the Frozen Lament, and then deliver them to Ranger Madaki in Mountainhome.

We’ve made major changes to increase the number of items players can craft and added additional functionality to the crafting system. The main goal for these changes is to keep crafting and gathering relevant through end game, while adding more depth, a new interface, and more interesting choices in the crafting system.

Note: In-game UI is in the process of localization during testing.

  • Added named items that can be crafted for most trade skills. These items start at tier 2 and go up to tier 5 with the goal of making crafting even more relevant in the end-game.
  • Introduced a variety of rare resources and ingredients that will be required to craft named items. Some of these rare ingredients can also be used in procedural crafting to gain gear score bonuses.
  • Introduced categorical ingredients that allow players to use different types of ingredients rather than a specific one. This will make it easier to craft various items (currently used for Repair Kits, certain cooking recipes, and procedural crafting).
  • Overhauled the procedural crafting system to give players more control and flexibility over custom crafting:
    • Players can now invest different levels of azoth while crafting. The more azoth you invest, the more bonuses you have a chance to add to your resulting craft.
    • Players can now use higher or lower tier materials within the same type (e.g. different tiers of wood when crafting a sword) to increase or decrease the gear score outcome.
    • Procedural crafting can also result in named items if the result is statistically identical to a named item in the game
  • Added new ways to unlock recipes:
    • Artifact recipes will allow players to craft a single item of that recipe.
    • Recipe schematics will allow players to permanently unlock a recipe.
  • All trade skills now cap at 200 to unify gathering, refining, and crafting progression.

  • We’ve introduced over 100 new named weapons and 50 new named armor pieces. These items all have unique names, stats, and backstories. We will continue to build out these gear rewards and assign them to game activities and named characters.
  • Updated repair mechanics: Now when an item reaches 0 durability, it will have significantly reduced performance (half gear score, no perks), but it will still be usable and no longer automatically un-equips.
  • Introduced a new Repair Kit item with 4 tiers. Repair Kits will repair any item of a corresponding tier.
  • Added a Repair Kit recipe to many crafting trade skills. This is a great way for crafters to package and sell extra repair parts.

  • There are now two types of food: buff food and recovery food.
  • Recovery food will provide quick HP recovery that is intended for out-of-combat HP recovery, plus a long term slow HP recovery buff.
  • Buff food will provide a gameplay buff and the long-term slow health recovery, but not the immediate recovery.
  • Added food items that will buff a variety of attribute combinations
  • Buffs from foods now persist through death, so you no longer need to re-apply your food buffs each time you die (other buffs are still purged on death, though).
  • Removed warding foods (this functionality will be replaced with potions in a future update).
  • Crafting and refining bonus foods unlock starting at tier 3 (gathering foods at tier 1).

We’re continuing to build on the system to make elite and champion enemies more challenging and change up their gameplay. All named enemies above level 15 now utilize the Elite Enemy System. Each Elite enemy will have 1-3 affixes applied, which change their attacks and characteristics, depending on their difficulty and level.
We've scaled up the visual model of various enemy families and enemies within those families to offer more visual diversity to enemies. Larger enemies will also have larger hitboxes.

  • Adjusted the enemy AI of Drowned Sailors, Withered, Regurgitators, Corrupted Swordsman and Corrupted Spearman to also use the combat system updates introduced in the December update. We will continue to roll out these updates to all enemies.
    • Differentiated enemy light attacks and heavy attacks. Heavy attacks have Grit, longer tells, and cause staggers and significant damage; light attacks do low damage, have quicker cast times, and don’t cause a stagger.
    • Adjusted how enemies select their attacks, adding cooldowns to heavy attacks to mimic the cooldown timers on player’s abilities.
  • Increased the difficulty of AI when players fight enemies well above their level.
    • Enemies get more armor and damage the higher their level is versus the player. Armor buffs begin at 3 levels over the player and damage buffs begin at 5 levels.
    • Enemies 6 levels higher (or more) than the player will outright kill the player instead of placing players in death’s door.
    • Enemies 6 levels higher (or more) than the player have an increased perception range of +10 meters.
    • Enemies 10 levels higher (or more) than the player do not get staggered by the player.

  • Reduced the number of weapons a player can equip from 3 to 2. Note: Your second weapon slot still unlocks at level 5, as before.
  • Players can now move during ranged attack animations.
  • Adjusted ranged attack cancels to ensure they offer as much flexibility as the melee attack updates in the December update.
  • Updated Grit breaking to make it more apparent to players.
    • Having Grit broken now triggers a visual reaction.
    • Added a new Grit-break sound effect to better highlight when a player’s Grit is broken.
  • Updated combat networking in a continuing effort to improve how combat functions:
    • Adjusted hit detection logic to add a brief delay before attack hits are confirmed to better detect hits versus blocks/dodges.

  • Removed Grit from heavy attack startup.

  • Rain of Arrows: Significantly reduced the amount of time the attacker is locked into attack animation.

  • Reduced the startup frames on light attacks.

  • Reduced the startup frames on light attacks.

  • Visual variety has been added to specific settlements. Now all settlements have a unique layout.
  • Crafting stations now visually upgrade with each new tier, making it easier for players to visually distinguish the level of each settlement's various stations.

  • The starting experience through to the acquisition of Corruption’s Bane has had many tweaks and alterations for progression flow.
  • All existing quests have had their dialogue updated to improve NPC characterization and enhance quest directives.
  • Many zones have restructured their quests for narrative flow and replaced generic looting with new interactable objects.

We've updated how group XP functions to make it easier to play in a group:
  • As long as a group (as a whole) does 15% damage to a creature, everyone in the group gets XP and a chance at loot.
  • Group members will have to satisfy requirements to get credit; performing actions such as damage, heal, block in the last 2 minutes, and being within a certain distance of the killed creature. Note: Ranged characters fear not—we picked a distance well outside the range of normal attacks.
  • Adjusted the amount of XP that is granted when an enemy is killed by a group. Previously everyone got full XP, now the amount will be adjusted based on the number of groups and number of players within those groups. This change was made with the idea that monsters are easier to defeat while playing with a group.
  • Adjusted certain values in preparation for an upcoming larger feature that will reward both company members and everyone in the faction that owns a territory with some cool new benefits
    • Reduced tax savings for company members in a territory they own to 30%
    • Reduced housing price savings for company members in a territory they own to 20%
    • Reduced gathering bonus for company members in a territory they own to 10%


December Alpha Update: Forge & Fury

The New World Alpha just got their monthly update and the patch notes have been released publicly, so that even if you are not currently testing the game, you can follow along with the development progress. The highlights: the Great Axe has been added as a new (or returning) weapon, along with the Tower Shield and the long-awaited PvP duel feature.

The team at AGS also published a blog post detailing some of these changes and the reasons behind them. Skip to the bottom for the full patch notes!

The land of Aeternum is a wild, mystical place with a never-ending tide of dangerous inhabitants. From vicious wildlife to undead pirates, massive monsters, or even your fellow adventurers, there’s almost always a reason to keep your weapon at the ready.

Since play testers first arrived in New World, we’ve taken in a massive amount of feedback on our combat system. In an Alpha update released today, we made changes to combat that we’d like to talk about, and we’d like to share our larger vision moving forward. You can read the patch notes or keep reading for a high-level view of the player feedback we’ve received and our plans for addressing it.

At the highest level, we have three design pillars for combat in New World:


We want to emphasize positioning, timing, and aiming in a fast and fluid combat setting that allows player skill to shine on the battlefield.

Attacks from both players and enemies should have a level of commitment and weight to them. Meaty attacks should have appropriate responses from characters which encourages active defense strategies in encounters.

We want to encourage creativity within the system to find the build that is right for you and your particular playstyle. Our goal is to design and tune the system to reward a wide range of builds and strategies.

Player feedback is an important piece to helping us realize our vision for combat. While feedback varies based on perspective and preference, there are some major trends and themes to what we’ve been hearing from players. Below are some of the biggest points of feedback we have received as well as the steps we have either taken or will be taking to address them. 

  • Stunlock from light attack spam against either players or AI combatants isn’t fun. Back in October, we added a “free dodge roll” after being hit multiple times by enemies to combat attack spam stunlock. With today’s update, we’re further expanding on that by removing the ability for basic attacks, both heavy and light, to interrupt a combatant. In addition, we’re “chaining” attacks by allowing players to string 2-3 light attacks (depending on which weapon you’re using) together before the chain restarts after a short pause, which will add a bit more of a natural rhythm to basic combat.

  • Players want to use their abilities more (aka “Goodbye, Global Cooldown”). The topic of ability use and cooldowns is a source of passionate discussion among players because it defines so much of the feel of moment-to-moment gameplay. In our October Alpha update, we changed cooldowns to be separate for each individual weapon, rather than being shared across weapons. To go along with that, we also slightly sped up weapon switching. While we continue to monitor how this is affecting combat and iterate as needed. The feedback from our current Alpha Testers has been generally positive.

  • Weapon, block, and skill hit detection needed improvements. In an active, action-based combat system, the accuracy of hit detection is a huge deal and is one of the most difficult issues to address on a grand scale. We are constantly looking into improvements for hit detection and synchronization; some of those will be implemented in the near future, and we’ll keep striving to improve in this area.

  • Weapon balancing is crucial.While the Hatchet was far and away the worst offender during the Preview event, weapon balancing is always going to be at the forefront of mind when making changes to combat. As you may have seen in our previous updates, we have been making changes to the balance of weapons and skills, and we will continue to do so in the future. 

  • AI was able to interrupt players too frequently. While we want PvE encounters to feel challenging and have real threat. Too many enemies were too good at interrupting players, which could lead to combat feeling less fluid. In October, we introduced a cooldown reset if a skill gets interrupted and in the future we plan to implement more changes to the AI system as a whole to address the root of this issue.

  • Healing other players is surprisingly hard. In our November Alpha release, we introduced targeted healing to make the Life Staff easier to use when playing in a group. We are further improving the user experience for healing in today’s release, with even more tuning planned in the future.

  • Body blocking makes ranged damage inconsistent in group play. We want positioning and spacing to matter for combat. We currently don’t allow players to shoot through each other. However, we’ve recently introduced a dynamic scaling function for enemies. Elite and other high-profile targets are now easier to hit at range even when engaged in melee combat with other players.

  • Ability input needs to allow players to react to changing combat conditions. In action-based combat, being adaptable in an ever-changing situation is key, and some of the feedback we received suggested that our skill queueing system, as it existed previously, needed adjustment. As you fight, you are inputting actions. Those inputs are sorted into a queue (or buffer) that “remembers” what skill you want to start using next—in this way, you can queue one attack slightly before the previous one ends, which results in a more fluid feeling to combat. Today’s update includes a clean-up of input buffers, which should make ability use more consistent and allow players to better react to new developments on the field of battle. We’ll continue monitoring the situation and see what other changes may be necessary as time goes on.

We will continue to refine combat by adding a larger variety of weapons, fine-tuning abilities and skills, making adjustments to existing systems, and adding new systems to push the envelope even further. Be sure to check out the December Alpha release notes for a detailed breakdown of today’s changes. As we continue development, we’ll keep you updated on our social channels and website with future updates.

Patch Notes

Greetings, Adventurers!
The land of Aeternum is a dangerous place and combat is key to survival in this wild and treacherous land. The December Alpha Release, Forge and Fury, focuses on improving the combat experience within New World (you can also read about our vision for combat in our new blog post). We’ve tuned core combat systems, added a new weapon and type of shield, and introduced the oft-requested PvP duel system.

The Great Axe is a new two-handed melee weapon that excels at large, sweeping attacks. While training with the Great Axe, adventurers will be able to progress two mastery trees: 
  • The Marauder weapon mastery tree focuses on high damage and multi-hit abilities to hack and slash your way through your foes.
  • The Reaper weapon mastery tree focuses on crowd control and escape prevention. These skills will help you control the flow of the battle while your allies dispatch those who have have caught in your grasp.

The Great Axe will have 2 crafted weapon perks specific to it in addition to the perks that are broadly applicable to other weapons.

You can also go on an epic quest for the legendary Great Axe, The Reformation
  • Level 60 adventurers can speak to Ranger Herb in Edengrove to begin this quest. 
  • Recover the components needed to create this powerhouse and then deliver them to Ranger Madaki in Mountainhome.


We want to give players a fun, consequence-free way to practice PvP combat and interact with each other:
  • Duels can be initiated by any player over level 10, regardless of faction or PvP flag status.
  • Duels cannot be initiated in settlements or during Wars or Invasions.
  • Players can initiate a duel by hovering over another player’s name in chat or a social menu and clicking “Invite To Duel,” or by entering “/duel [playername]” in chat.
  • Outside interference will end a duel.
  • You can duel solo or in groups of up to 5 players per side.


Unleash your inner legionary with the the new Tower Shield. The biggest and most powerful shield in New World to date, the Tower Shield can tank all but the greatest of blows from your enemies.

Players can gather components to craft the legendary Tower Shield Rook’s Defense
  • Level 60 adventurers can speak to Ranger Wardell in Edengrove to begin this quest.

We’ve updated the way shields work for both armor and equipment calculations to. 
  • Shields now add to your armor in addition to block chance.
    • Note: Shield armor bonus is only applied when the shield is unsheathed and being wielded.
  • Shields now always contribute to your total equipment weight.

We made some large changes to address combat feedback from the Preview event. For more details on the feedback and why these changes were made, we suggest checking out our article about our vision for combat in New World.
  • Removed interrupts from light and heavy attacks for all weapons.
  • Light attacks now have chains, or strings of attacks that culminate in an ending attack, after which there will be a slight delay before the chain begins again.
    • For all weapons except for the Hatchet, light attacks chain together twice. Hatchets chain 3 light attacks together before resetting the chain.
  • The recovery time after being hit with a light or heavy attack has been reduced.
  • Adjusted input buffers so delayed actions happen much less often.
    • “Input buffers” are an invisible system that allows players to start inputting their next action before their current action has completed - as an example, if you press Q to use a ability right after using the Right Mouse Button to do a light attack, your Q ability may execute a short while after you pushed the button for it, because your character was still completing their previous action. The input buffer allows small windows of time where a next move can be queued to keep combat moving and feeling fluid. Today’s update made the time window for each input buffer shorter so that you’re less likely to wind up committing to a queued action that is no longer relevant due to changing battle conditions.
  • Reduced the amount of stamina damage that light attacks do versus blocking and Grit attacks.
  • Reduced the recovery time after certain abilities.
  • Players can now consistently cancel out of light and heavy attacks to begin abilities sooner - immediately after the attack’s active frames.
  • Players can now cancel out of light and heavy attacks to dodge sooner - a few frames after the attack’s active frames have completed.
  • Players can now cancel out of certain abilities sooner.
  • Players can now cancel out of dodges sooner.
  • Can now cancel out of attacks to begin blocking sooner.
  • Removed the locked animation frames from blocking to allow for more free-flowing combat.

  • We have adjusted a number of abilities in attempt to give each a primary focus. The goal is for each ability to have a clear purpose, such as sheer damage, applying a status effect or crowd control, damaging an enemy’s Grit, etc.

  • Updated backstabs and critical hit indicators to match the visual look of headshot indicators for more visual consistency.
  • Added sound effects to help signal when critical hits happen.

  • Added a visual effect to highlight that players can self-cast using CTRL + the ability hotkey.
  • Added new visual effects to highlight which player is currently being targeted.
  • Added options to the Gameplay Settings menu to allow players to customize their healing experience. Specifically, these settings allow players to refine their settings for how healing spells are targeted and how the camera behaves while targeting another player for healing.

  • Spreadshot damage reduced 15% and cooldown increased to 22 seconds.
  • Rapid Shot cooldown increased to 20 seconds.
  • Evasion Shot cooldown decreased to 15 seconds.
  • Penetrating Shot cooldown decreased to 18 seconds.

  • Added 2 new Shield-specific perks. These are applicable to all types of shield.

Most of the UI team’s recent work has been on projects intended for future releases, but there are two areas seeing substantial updates in this release:
  • We overhauled the presentation of tooltips. Our goal was to make them more compact, while making the categorization of information more clear and legible at a glance. We also show a few more combat stats, and we have taken a tuning pass at making tooltips more responsive.

  • We are continuing to add updates to the UI in key places like the NPC Dialog screen and Settings, but there are also small changes to various UI components across the game. We are striving to make interactive components more eye-catching and legible at-a-glance.

  • Adjusted the leveling curve from levels 1 through 10 to better match the pace of quests.
  • Rested experience so that it now starts accumulating after 12 hours (increased from 8 hours) and accrues at 2% per hour (decreased from 2.5%).
  • Reduced XP from PvP Missions by 10%.

In this patch, we made a set of item changes to pave the way for future crafting system changes. We’ve added in new gathering milestones, resources, and crafting reagents. In a future update we’ll talk more about how these item changes fit into the overall crafting vision.‘

Tanking & Healing in New World

Along with the recent Reekwater update, the New World team also released more information about tanking and healing in New World. While in Aeternum your character will now be able to generate threat in multiple ways in order to pull aggro. Healing abilities in the game are now target abilities vs simply casting them on the ground and trying to hit your targets. 

The changes made to introduce the threat system (tanking) are as follows:

  • Introduced a new threat system where a single threat value is calculated per player. Higher threat greatly increases the chance to be selected as the enemy's target.
  • Created logic for how threat is calculated. Currently damage and threat perks are the main determined, but expect specific attacks to add / remove threat in the future.
  • 16 new perks added to the game, 7 of which will be tied to threat generation.
  • Healing and blocking now generate threat.
  • The Sword Mastery tree has been updated to make two abilities generate threat. (Players can expect updates to other mastery trees later.)

The changes made to healing are as follows:

  • When Healing Pulse or Divine Embrace are activated, the friendly player closest to the caster’s reticle will be locked on. Pressing Left Mouse Button will cast the heal ability on the target. Target lock will disable after cast is complete.
  • Target lock can be switched to other friendly players using Mouse Wheel Up and Down or by moving the mouse in the direction of the next friendly player.
  • Target lock can be switched to manual targeting by pressing Middle Mouse Button/Wheel. Lock can also canceled by canceling Heal ability.
  • Users can also self-cast healing spells by holding CTRL and pressing the ability key.

Note: In a future build the New World team will further refine targeted healing and modify the HUD to easily identify healing targets in and out of groups.