Time: 2025-10-13 by mmojugg Game: New World Aeternum Guide Tags: New World Aeternum Season 10

As Season 10: Nighthaven dawns on New World Aeternum It's hard not to feel that familiar thrill of uncharted lands and overhauled systems waiting to be mastered. Whether you're a veteran explorer or dipping back in, this update packs mysteries in shadowy forests and gear tweaks that could redefine your builds.
If you're gearing up for Nighthaven, why not bookmark MMOJUGG for all your New World updates? And swing by our shop to grab some Gold Coins, Trophies, matrix, and more to jumpstart your adventure.
Season 10 kicks off on Monday, October 13, 2025, at 12:00 UTC— that's early morning for Pacific players (around 5:00 a.m. PT) and late afternoon for those in the UK (1:00 p.m. GMT, downtime, then live by 3:00 p.m.). Expect some server hiccups during the rollout, but the payoff is a revamped world that begs for discovery.
At the heart of it all is the new zone, Nighthaven, an ancient, isolated realm shrouded in fog and intrigue. Picture haunting woods patrolled by beastly hybrids, crumbling castles rife with political whispers, and vertical ruins that demand clever climbing. It's not just scenery; Nighthaven ties into the ongoing story "The Tear of Gaea," where you chase a lost artifact amid treacherous alliances and forgotten lore. Trust no one here—exploration off the beaten path yields the juiciest rewards, from rare resources to hidden lore drops. Pro tip: Keep your quest tracker handy, but don't let it spoil the surprises; the best loot hides in the uncharted corners.
Diving deeper, the Catacombs emerge as a standout group activity for up to three players, summonable via the Activity Finder. These procedurally generated dungeons unfold room by room, blending enemy waves, environmental hazards, and escalating bosses. Grab power-ups to amp your stats mid-run, hoard cursed treasures, and decide: push for bigger payouts or bail before a timer wipe erases your haul? One smart exit saves the group's loot, adding that tense co-op vibe.
Currencies flow freely—Sterlings from general encounters and Crowns from bosses starting the second one onward. Cash them in at the Catacombs Delver NPC near Tularest Abbey's inn for exclusive gear and upgrades. It's got a PvP flair in group finder matchmaking, perfect for those leak-teased skirmishes.
For endgame raiders, the Isle of Night raid drops as a 10-player gauntlet in a fallen kingdom overrun by spectral foes. Think Hive of Gorgons-length with three brutal bosses, fresh enemy archetypes, light puzzles, and epic set pieces. It's pinnacle difficulty, so gear up and sync those dodges—visually, it's a stunner with ethereal glows and crumbling grandeur.
Let's be real: patch notes are a sea of numbers that can glaze eyes faster than a bad grind session. But tucked in are game-changers for gearing. The level cap climbs to 70, gear score caps at 800 (PvP scaling hits 775), and a new Umbral Shard economy takes over upgrades for GS 700+ items. These shards have a 4,000 wallet cap and weekly limits to curb inflation—farm them wisely from endgame, as they're your ticket to long-haul power spikes without the old gypsum hassle.
The real fireworks? Perk Charms. Gear now sports up to four sockets for these bad boys, swapping out a gem slot for customizable mods in four flavors: Gem (damage type swaps), Defensive (survivability), Offensive (DPS amps), and Skill (weapon-specific tweaks). Craft or refine them with pinnacle mats—think enchanted wards or leeching strikes that you slot to fit your playstyle. Old perks got a stat squish to make room, nerfing baselines so charms shine brighter.
Infix perks stick around on ultra-rares, acting like mini-artifacts with unique twists. And sets? They're mix-and-match gold: Activate bonuses at 2/4 or 3/5 pieces, letting you hybrid like 2-2-2-2-2 or 4-3-3 for wild builds. Trinkets get base stat love too—amulets boost max HP by 5%, rings amp base damage 10%, earrings shave 5% cooldowns, all scaling with GS. Prioritize upgrading these for quick wins.
Attribute perks? Gone from gear to free up slots; points fold into your native pool for smoother scaling. Gear storage now saves full loadouts, including attributes—huge for swapping specs on the fly.
Every weapon dual-scales now, blending primaries like Intelligence/Dexterity for Fire Staff or Strength/Dexterity for Warhammer. Tiers run S (91%+) down to F, with mid-tier defaults around 85-90%. Healing? Pure Focus across Life Staff, Flail, and Void Gauntlet—no funny business.
Attributes got a flattening of diminishing returns, pumping each point's punch for more consistent gains. Total points dipped slightly (max around 530 with food, no artifacts), forcing tough calls—like dumping Con for raw DPS. Threshold bonuses (e.g., 300 Con grit) nerfed to spotlight raw stats; that grit perk migrated to ring infixes with damage tradeoffs. It's all about build diversity: Go glass cannon or tanky hybrid, but choices bite.
Sets drop from raids, catacombs, and PvP tracks—three from Isle of Night, three from PvP, two from catacombs (or vice versa). They're conditional powerhouses with infixes that tweak 'em further. Here's the rundown:
Enraged: Stack hits for damage ramps (up to 25 stacks at 5-piece), but over 70% HP? Drain 5% max health per half-second. Infixes like Enraged Leech (20% lifesteal low-HP) or Refresh (cooldown cuts on high stacks) suit aggressive brawlers with healer backup.
Second Wind: Exhausted? +20% close-range damage, no slow on dodge exit. Scales to 10% lifesteal and empower stacks. Infixes add crit (15% under 50% stamina) or cleanse—ideal for stamina-drainers who live on the edge.
Protector's Blessing: Heals over 50% HP build Rend stacks for damage; max triggers fortify. Below 50%? Consume for burst heals. Healer heaven.
Overcharged: Close hits stack damage/resistance but apply Rend; max 5 at full set with stamina regen. Straight power for melee packs.
Elementally Charged: Magic nukes cost 7% damage but bank charges; non-magic spends for 10% elemental burst (up to 2 per element, +resistance). Infixes tweak mana/stamina—fun for dual-wield mages.
Stifling: All abilities cooling? Silence foes 2s (self 1s), then +10% basics and 5s cooldown refunds on hits. Infixes boost absorb or evasion—assassin gold.
Tenacity: Stagger triggers 2s grit (+5% damage taken); lights apply it with lifesteal. Infixes like +10% pen or crit—melee sustain king.
Focused: +15% heals outside Sacred Ground/Beacon; hold weapon 10s for more healing/CDR. Infixes cleanse or fortify bursts—healer's dream kit.
Standalone infixes spice generics: Close Quarters (+20% ranged DPS under 10m, but +5% incoming), Chain Lightning (AOE chains but self-zap), or Revive (Life's Embrace res on downed). Weapon-specific ones like Mo' Mortar Mo' Boom (single big canister) add flavor.
Slottable perks mirror favorites (e.g., Shirking Heals, Harnessing) with II variants for endgame; fixed perks are the unswappables on gear, RNG-heavy outside named items. Stacking? Likely not, but test it live.
New heartrune Phantom Blades spins damage ticks around you—faction shop pre-upgraded, three flavors. Hearty's retired; dodge stamina caps at 100 (45-50 base by armor), with exhausted trades for Gambit Energy (damage on low stam).
Artifacts adapt: Scaling overrides (e.g., Inferno B-tier INT/STR), plus slots (Old Crown gets three gems). Nerfs hit hard—Finisher only on your bleeds, Featherweight adds stagger slow, Ankh worsens downside. Buffs shine: Blooddrinker eases penalty, Otzi doubles haste/damage to 20%, Shrapnel swaps to crits.
Balance sweeps perks for viability—no more auto-picks. Weapon masteries reworked: Life Staff Sacred Ground fortify once per ally, Fire Staff Pillar slows instead of CDR, Great Axe Charge passes through all. Great Sword/Axe/Bow/Musket get damage/crit bumps; Fire Staff PvP dips 13-15%. Warhammer base up.
Gems: Type-only conversions, Runeglass uses top-tier bases (absorption nerfed, so runeglass reigns).
Outpost Rush gets a new map; PvP adds healer balancing and neutral flag events. Wars AFK to 30 mins; expeditions like mutated ones hit level 75. Halloween boss scales dynamically. Attribute perks vanish from gear; remove timeless shards/recipes if glitched. Upgrade GS 725 artifacts with umbrals post-patch—cheap from 700-725. Nighthaven houses max payout, but zones like Everfall/Brisen Sands nerfed for wars.
Known issues: Mount store glitches, Catacombs button bugs, PvP track shows 500 Umbral Crystals (it's 400).
The pass runs 100 levels, blending progression boosters, mats, and flair. Free track hooks basics; premium (20k Marks of Fortune) unlocks exclusives, retroactive on buy.
Highlights: Free gets Coins (500-3k bursts), faction tokens (5k-15k), dyes/emotes, artifact like S10 Hatchet, skins (e.g., Strides of Misfortune boots), and chests. Premium amps with EXP boosters, pristine gems, transmogs, weapon skins (Enigma Red Hatchet, Divine Sundering Warhammer), armor (Umbral Cowl head), mounts (Foxy at 100), and attachments like Garlic Wreath. Farm via dailies/activities—premium's material hauls speed gearing.
It goes live October 13, 2025, at 12:00 UTC after about 2 hours of maintenance—check your timezone for the exact hit.
Earn Sterlings from rooms and Crowns from bosses 2+; trade at the Catacombs Delver near Tularest Abbey for gear and charms.
Yes, activate at 2/4 or 3/5—mix up to 5 from one set or hybrids like 4-3 for custom builds.
Use Umbral Shards for GS 700+; expect low costs early (e.g., 25 shards for 700-725)—hold off on matrix spends.
If you want cosmetics and boosters, yes; free covers essentials like Coins and basic skins, but premium's gems/mounts accelerate endgame.
Stay sharp, adventurer. As Nighthaven unfolds and your builds evolve, let MMOJUGG be your tactical outpost—bringing you the latest gear breakdowns, patch-tested strategies, and PvP/PvE insights to keep you ahead of the meta.
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