With Season 10: Nighthaven, explore a realm hidden from Aeternum for generations.
Uncover the fate of the Tear of Gaea, navigate treacherous alliances, and face threats born from darkness itself. Between a mysterious new zone, evolving endgame systems, and a 10-player raid, this season reshapes how you journey and endure. The Nighthaven update will release on Monday, October 13 and will be free for all New World: Aeternum owners. New World: Aeternum - Season 10: Nighthaven downtime will begin at 5:00 a.m. PT (12:00 p.m. UTC) on October 13 and last approximately 2 hours.
New Zone: Nighthaven
An ancient land rich with history, Nighthaven was largely cut off from the rest of Aeternum for lifetimes under the direction of its powerful king. Those few who did visit the haunting woods and mighty castles tell stories of mysterious figures, tall and lithe, engaged both in the politics of the court and in the dark hallways of the land’s many ruins. These inhabitants can be both charming and welcoming, or vicious and fearsome, depending on how they view those that they interact with. They rule at the behest of their king, carving out pieces of the land that they oversee on his behalf.
There are also stories of monstrous creatures that seem to exhibit the qualities of both man and beast. Although they have largely been known to stalk the dark forests and hills of Nighthaven, they have recently become bolder, becoming a more ever-present threat.
Nighthaven is a land shrouded in mystery, where the dark holds sway over the light. Power lies deep in the catacombs and ruins of this land for those who are bold and brave enough to venture there. Discover the secrets hidden in the shadows of these ancient halls, and use them to confront the threats endangering not only the people of Nighthaven, but the whole of Aeternum as well.
To get the most out of Nighthaven, you’ll need to do a little more exploration than in previous zones. Your journey will take you through uncharted underworld catacombs and complex castles and vertical structures. The quest tracker won’t always tell you exactly where to go or what to do, and the best rewards will only come to those who explore.
New Story: The Tear of Gaea
After the events of Elysian Wilds, Morgaine left with the Tear of Gaea to sequester it somewhere safe, away from ambitious intent. However, it seems that her journey was met with ill fortune, and the Tear has gone missing. She is once more turning to the Soulwarden in an attempt to recover the Tear and keep the world safe from whatever nefarious intent may be planned for it!
Travel within the newly discovered land of Nighthaven, and engage the enigmatic and mysterious figures that call it home as you search for the divine artifact. Search through ageless ruins and the facades of opulence as you work to uncover the truth of what is happening in this isolated and reclusive land. But be wary, as trust is a commodity in short supply throughout Nighthaven.
New Game Mode: Catacombs
Catacombs is a new game mode in which up to three players explore the depths of a procedurally generated dungeon, battling a wide variety of enemies and bosses, gaining unique mode-specific powerups, collecting cursed resources and currency, and racing to successfully exit and cleanse their treasures before time runs out.
While the difficulty of Catacombs is moderate at the start of a session, the challenge (and reward) is increased significantly each time a boss is defeated. To counter this, players are able to acquire in-mode power-ups that enhance their stats and abilities. With each boss defeated, players must decide between pushing further into the Catacombs for even greater rewards or safely making their exit before time run out. Failure to make a safe exit results in loss of the vast majority of the treasures collected, but only one player needs to safely exit to avoid this.
The procedurally generated nature of the mode makes every run different. Each session presents the players with a uniquely generated Catacomb constructed from a tile based algorithm. The layout of the Catacomb is revealed room by room as players explore. Enemies, encounters, bosses, and hazards are different in every run. Each time you delve into the Catacombs, you’ll need to explore and chart the map, and decide how to spend your limited time. Will you press forward, or backtrack to get more powerups before advancing? And will you have enough time to extract with your spoils?
In a successful Catacombs run you’ll earn two new currencies, Sterlings and Crowns. Sterlings are earned all over the dungeon, but Crowns only come from bosses (only the second one and beyond). To trade these currencies for Catacombs-specific rewards, you’ll need to bring them to the Catacombs Delver near the Inn in Nighthaven’s settlement, Tularest Abbey.
You can access Catacombs from the Activity Finder.
New Raid: Isle of Night
Isle of Night is a new 10-person end game raid. The raid is set in a once magnificent kingdom whose inhabitants have now fallen Lost. Similar in length and format to Hive of Gorgons, this raid features three new bosses and multiple new enemy types, light puzzles, and set piece encounters. This raid will be some of the hardest content in the Season 10, demanding players gear-up and coordinate to succeed.
Overhauled Endgame Progression
Nighthaven brings with it numerous game-wide changes to systems, progression, gearing, and rewards. Our goal with these changes is to form a connective tissue that motivates a variety of play in endgame activities, and enables players to customize their loadouts in ways they never could before to discover unique and powerful combinations of equipment.
Level Cap to 70, Gear Score Max To 800
Along with a level cap increase, gear score is raising from 725 to 800. PvP modes that currently scale gear to 700 will now scale to 775.
New Gear Modding System - “Perk Charms”
Instead of one customizable gem socket, gear can now have up to four empty sockets, into which players can install new perk modifiers called "charms." Charm sockets and charms themselves have 4 types: Gem, Defensive, Offensive, and Skill. The new charms can be picked up fully refined, but more commonly will need to be crafted with rare materials which drop from endgame content.
Set Bonuses
We are introducing set bonuses for the first time. These ultra rare sets of gear will be earned from pinnacle endgame content: Isle of Night Raid, Catacombs, and the PvP Track. We want to encourage players to mix and match these sets to achieve their desired build type, so they aren’t all-or-nothing.
Set bonuses come in two types: some bonuses activate at two equipped pieces and then get better at four equipped pieces (2/4), and some only activate at three pieces and then get better at five pieces (3/5). This means there are seven possible combinations of set bonus configurations: 2,2,2,2,2; 4,4,2; 5,5; 5,3,2; 4,3,3; 4,2,2,2,2; and 3,3,2,2. It’s up to you to decide the best combination of effects that best suits your unique playstyle.
Umbrals
To round out the long-term chase, we've ushered in a new generation of Umbral Shards. This means that all gear in the new paradigm stays viable and upgradable with umbrals rather than the clunky system at the gypsum kiln. Any gear with GS of at least 700 can be upgraded with umbrals. The system now works slightly differently than umbrals in the past, as it is now a currency with a wallet cap of 4,000 and a weekly rate limit to earn. This will keep umbral's value from deteriorating over time, which was a problem we saw with the previous version of this system.
Infix Perks
There will still be unique gear pieces with powerful and rare perks called "infixes." These will function similarly to how the unique perk on artifacts work.
Attribute Changes
There are no longer any perks that increase attributes. We felt these perks didn’t really result in a meaningful choice between two good alternatives, so we’ve decided to reclaim that slot for more interesting perks. All of the attribute points that used to come from these perks have been instead added into the native attribute point pool granted by normal leveling—and to make sure this is easier to manage, we’ve made Gear Set Storage loadouts now also save your current attribute loadout. The attribute perks on existing gear have been replaced with other perks of relatively low power, since players will keep the power the attribute perks used to yield.
Perk Design
We’ve done a complete sweep through our collection of perks and made some structural changes. Our goal is to make perk selection conditional and thoughtful, and to eliminate "must have" perks that simply raise the critical combat numbers like damage, stamina, and cooldown reduction without some kind of meaningful drawback. On that note, the hearty perk has been retired and we’ve reduced the cost of dodges, effectively giving the hearty perk functionality without the perk.
New OPR Map: The Tower Of Calomel
The Tower rises above the mists, a gothic fortress fusing ancient magic and engineering brilliance atop a mountain peak. Battle across three vertical layers of dark grandeur, from the commanding castle heights to the corrupted depths below. Jump pads and strategic pathways create constant warfare, while three capture points drive the action. Underground passages hide valuable mines and fearsome arenas, providing tactical options and game-changing resources. In this 20v20 battlefield, victory belongs to those who can master both the heights and depths of combat. As always, we have taken feedback and bug reports from the S9 preview event and made many improvements to the map thanks to your early playthroughs. Thanks again to our players for being so eager to play our new content early and report issues!
Customizable HUD
You now have full control over your gameplay HUD elements. Reposition, scale, even rotate any individual element on the HUD to your taste. Works for PC players and console players.
CTF Neutral Flag Event
Duration: October 24 - October 27
Join us for a weekend event featuring a game mode rules change for Capture the Flag!
During this period, a neutral flag will spawn in the center of the map a few minutes into the match.
Once the neutral flag is in play, it can be taken by either team and returned to their base to score points.
Flag point values will also differ during this event with team flag captures scoring more points than neutral flag captures.
Please participate and let us know what you think!
PvP Healer Role Balancing
Healer role balancing has been added to PvP mode matchmaking for Arenas, CTF, and OPR! Previously we formed matches based on a minimum and maximum number of healers per team, which could lead to longer queue times and could still result in lopsided matches. With role balancing, we now compare the difference in healers per team and can form matches either with no healers at all or a guaranteed healer on each team (in the case of Arenas), or in the case of OPR and CTF, we will allow for a minimum of one healer per team with a max allowed difference of one healer between teams. These are the values we'll start with, but we'll be monitoring matches and may make changes based on what we are seeing in queue times and win rates.















