New World Nighthaven: Old Perks Complete Overhaul

       by        Game: New World Aeternum Guide        Tags: New World Aeternum Season 10


As the mists of Aeternum thicken with the launch of Season 10: Nighthaven, players are diving into a refreshed endgame that's shaking up progression in clever ways. With the level cap hitting 70 and gear scores capping at 800 (scaling to 775 in PvP), this season emphasizes build diversity through new Perk Charms, set bonuses, and a "stat squash" that reins in overpowered staples. If you're plotting your next meta setup, it's worth bookmarking spots like MMOJUGG for ongoing breakdowns – and while you're at it, check out our New World Aeternum Shop for essentials like Gold Coins, Trophies, matrix, and beyond to fuel your grind without the hassle.

The patch notes detail a thoughtful balance pass, reducing many old perk values to make room for creative new options, while global tweaks, such as baked-in attribute points and universal dodge cost reductions, keep things accessible. But let's zero in on the old perks: are your trusty standbys getting gutted, or are they adapting to stay relevant? Spoiler: most survive with tweaks that reward smart play over mindless stacking. We'll break it down by gear type, highlighting nerfs, buffs, and those sneaky trade-offs that could redefine your light-attack rat or ability goblin playstyle.

Old Weapon and Shield Perks Changes

Old weapon perks form the backbone of your damage output, and Nighthaven keeps them largely intact – no mass extinction here. Plague Strikes II hangs tough, inflicting disease on heavies with the same punchy values (19.6–25% healing reduction, 9.8–12.5% outgoing heal drop for 8s). Same goes for Critical Suppression II: landing a magic light or heavy dings enemy crit chance by 2–2.5% per stack (up to 4, lasting 3s), still turning glassy DPS into soggy noodles when you chain those hits.

That said, the devs dialed back a few to curb the cheese. Attunement perks (Flame, Frost, etc.) take a 1% nerf across elemental infusions, now adding just 11–14% weapon damage on successful hits (1.5s cooldown) – a subtle trim that won't wreck fireballs but might nudge you toward hybrid setups. End II gets a similar shave: 4.7–6% ability base damage and 9.4–12% final melee light chain boost, solid for chaining but no longer an auto-slot. Lifestealing II drops 2% globally to 4.3–5.5% damage as health, hitting sustain builds like a mild fever – expect vampiric war hammers to feel a tad thirstier.

On the defensive side, shield perks like Sturdy II (7.8–10% less stamina damage while blocking) and Sure Footing II (30% faster blocking movement, 16–20% reduced push/pull) remain rock-solid. Conditioning perks (Flame, Slash, etc.) hold at 3.9–5% absorption for 5s post-hit, stacking per piece – still your go-to for elemental tanks, no changes that'd make you sweat. Overall, these feel like fine-tuning: your auto-attack gremlins won't need a full refit.

Old Armor Perks Perk Changes

Armor perks get the "stat squash" treatment, with slight nerfs to prevent god-mode layering. Most stay the same or dip modestly – think 1–2% off absorption edges – but the goal is to push experimentation over min-max monotony. Flame Conditioning II and kin absorb 3.9–5% of their type for 5s (stacking), unchanged and primed for anti-caster fronts. Shirking Fortification II still grants 7.07–9% fortify stacks on dodges (potency up per piece), rewarding evasive footwork without overhauling your kit.

A fun wrinkle: old Hearty is retired globally, baking its 100 max stamina and dodge efficiency into everyone – no more "must-have" ring chase. Existing Hearty slots morph into Gambled Energy (2.5–5% damage while stamina's low), a risky reward for aggressive dodgers who hate sitting at full green. Vital Synergy II keeps its synergy (15% stamina regen under 50% health, 15% incoming heals under 50% stamina), but the broader squash means you'll weigh it against new defensive charms like Freedom II (7.85–10% shorter CC durations). Expect squishier early fights, but these tweaks open doors for hybrid tanks that mix old reliables with fresh infixes.

Old Trinkets and Amulets Perk Changes

Trinkets bear the brunt of the balance hammer, down 5% overall in protective values – ouch for one-shot dodgers, as you'll eat that extra damage like a bad potion batch. Max health from Well-Being II shrinks to 3.93–5% on amulets, making you 2.5% squishier than Season 9's 7.5% – perfect for abyss-diving thrill-seekers who live for the edge. Protection perks (Flame, Thrust, etc.) hold at 7.85–10% less damage, but the global trim amplifies their necessity.

Bright spot: Trinketing Power buffs to 10% from 7%, a 3% jump that juices empower caps and turns single-perk nukes into graveyard-makers. Shirking Cleanse II (lose 2 DoTs/debuffs post-dodge, 6s cooldown) and Unimpeded II (30% reduced slow potency, no exhaust in 10s) stay punchy for mobile builds. New trinket bases add flavor: amulets get +5% max HP (scaled), easing the nerf sting. These changes scream "adapt or respawn" – your old tank rings might need a bench, but the power creep rewards bold swaps.

Old Rings Perk Changes

Rings evolve subtly, gaining a universal 1% damage bump across old perks like Fire Damage II (now 7.3–9% fire output). Everything else holds roughly steady, but the real juice comes from additions that force fun choices. Enchanted Totality II slaps 1.6–2% base damage on all hits – flat and fierce, stacking beautifully with light/heavy chains that dominate New World's damage pie.

Enchanted Skills II (2–2.5% ability base) and Enchanted Attacks II (2.4–3% on lights/heavies) let you double down as an auto-attacker or spell-slinger, no judgment here – just pure math that favors whichever goblin suits your vibe. Critical Infliction II shines at 5.5–7% extra crit chance vs. your DoTs (burns, bleeds), potentially shattering for fire staves where targets smolder eternally. But the stars? Cursed Enchantment II and Cursed Skill II: +7.86–10% basics but –3.93–5% abilities (or vice versa). Classic trade-off gold – blunderbuss heavies feast, while ice gauntlets or staffs go full ability monster. Mixed kits like sword-and-rapier? They'll test your soul, but that's the meta spice.

Old Earrings Perk Changes

Earrings finally explain Refreshing Move II's vanishing act – it's migrating here for synergy overload. Refreshment II cuts max cooldowns by 7.9–10%, a flat boon for ability spammers that outshines the old move-based version (0.79–1% per light, 1.6–2% per heavy, 0.2s cooldown). To match Refreshment's value, you'd need 10 light connects or 5 heavies – a tall order unless your CDs rival a forehead in size. Pair 'em for CDR nirvana, but the commitment means Refreshment edges out solo unless you're a heavy-attack fiend.

Regeneration II (0.45–0.6% health/sec) and Nimble II (9.4–12% stamina regen) tick along unchanged, while new ears get +5% flat CDR base. Old standbys like Refreshing Toast II (7.9–10% faster potions) keep potion gremlins happy. These feel like an upgrade for bursty play, but the move-rework punishes lazy chaining – time to practice those combos.

Season 10 Artifact Tweaks

Artifacts steal the show with significant pivots, ditching attributes (mostly) for slottable/fixed perks. Infernal, Abyss, and Lifetaker now scale B-tier to stats like INT/STR – no big drama. Crescent Wave triggers solely on great sword's blade passive melee heavies, dodging exploits.

Featherweight takes a survivability hit: 8% self-slow for 4s on stagger, trading flat DR for risk – PvP light builds might bail for safer options. Tumbler Feetwraps dip to 10% empower/18% fortify from 15/25, still a 3-for-1 steal but less dominant. Ankh's nerfed 10% (from prior), healing downside up to 30% – war bows might cling, but it's niche now. Finisher? Gutted for evade-rapier dungeon swarms: triggers only on your bleeds, birthing new DPS kings like serenity great swords or hatchets.

Buffs abound: Serenity's empower/fortify lasts 4s (down from 5? Wait, script says +1s – official clarifies duration tweak for balance, but it's a net gain in uptime feel). Unmoved reflects 16% void damage (1s cooldown), porcupine-style. Blooddrinker buffs: downside to 20% DR, plus lesser damage drop on diseased targets – vamp builds on steroids, especially with 5% extra via plague synergy. Quickdraw Gloves add post-invuln empower; Freya's Francisca chains 25% nearby damage for clump-nuking hatchets. Odo grants lifesteal sans shield (flail mana heaven). Plague Herald? "Nerfed" to 2% self-disease power – finally toning the rat plague.

Grace gets ability damage on haste (still niche), Otzi doubles to 20% haste/damage. These shifts scream meta flux: lock in your babies before they fly.

Quick Peek at Season 10 Pass Reward Tracks

While old perks settle, the free track dishes 100 tiers of goodies like the S10 Hatchet Artifact (Tier 11–20), 500 Coins bursts, EXP boosters, and faction tokens – perfect for perk-testing without grinding solo. Premium (20k Marks) amps it with Gypsum Orbs for upgrades, artifact skins (e.g., Enigma Red Hatchet), and transmogs like Strides of Misfortune Boots. Retroactive unlocks mean jumping in late still pays off – snag that Proficiency Booster at 91–100 for endgame polish.

FAQs on Season 10 Old Perk Changes

Q: Will my Season 9 lifesteal build still work?

A: Yes, but expect 2% less return – pair with Blooddrinker's buffs for sustain tweaks.

Q: Is Featherweight dead for PvP?

A: The self-slow trade-off hurts, but dodge-heavy kits might adapt; test vs. new Grit Ward II.

Q: How does the ring curse trade-off play out?

A: Basics up 8–10% but abilities down 4–5% (or flip) – ideal for blunderbuss autos, risky for staff abilities.

Q: Are artifact attributes gone forever?

A: Mostly yes, except Old Crown's 3-gem mutability and Attuned Pants – focus on fixed perks now.

Q: Does the trinket 5% nerf kill tankiness?

A: It amps incoming damage, but +10% Trinketing Power and global Hearty help offset for aggressive play.

Thanks for Reading

Keep an eye on MMOJUGG for the latest Aeternum shifts.

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