This article was originally published on MmoGah.
In order to help you be better prepared for the arrival of New World, MmoGah would like to share with you some important things you need to know along with a couple of valuable tips. Let's get into it.
This is the core of the game. But before we dive into questing, I want to give you the most important tip of the game: spawn dying.
For example, you've taken a handful of quests that are a few kilometers outside of town, and you completed them, and now you need to spend the next 15 minutes walking back to town. Instead, you can press the escape game menu to respawn, then your character will die, and it will give you the option to spawn back at the nearest settlement, where you can hand in your quests.
Of course, there is a consequence for this, and that is gear durability damage. But in the early stages of the game, you'll be changing gear so often, so it isn't worth worrying about, and the time you'll save by respawning can easily surpass this negative.
But that little tip aside, questing itself can be broadly broken down into four parts: Main Storyline Quests, Side Quests, Faction Missions, and Town Projects.
Main Storyline Quests
The Main Storyline Quests will only be available at set level milestones and can give some great XP rates. It certainly won't be enough to carry you through these different milestones, and you're never going to be getting to level 60 that way. So you need to be supplementing your leveling with Side Quests.
When you first spawn in New World, you're going to end up in one of the four regions: First Light, Windsward, Monarch's Bluffs, or Everfall. Each region is fine for the starting quests. You will do all the quests on the beach, and you'll come at about level 10 on the other side. But once you get stuck into some of the region Side Quests, unless you're running in a group, you may find some of them a little bit difficult in Everfall or Monarch's because these are higher-level regions with mobs at 25, 26, 27. So instead, I'd recommend you fall back to First Light or Windsward. Tackle some of the Side Quests there until you get to a slightly higher level. In reality, you're going to be doing almost all the Side Quests in the four starting regions, so there's no loss to falling back to doing this.
Once you reach level 25 around, you're going to be looking to move on to the next region, and that is Brightwood, which leaves us with Town Projects and Faction Missions. I basically run on the principle with Town Projects that I always accept all the basic stuff, like killing ten rabbits, hunting five turkeys, which can easily be done anywhere in New World. It's easy to run along and throw a random ax at a rabbit as you run by. You just slowly complete these quests. They aren't going to give you huge mats XP. But if it doesn't really cost you anything in terms of extra time, they are sure worth accepting and completing as you run through the game.
Faction Missions will be found at your specific faction representative depending on if you join Marauders, Syndicate, or Covenant. But broadly speaking, I only tend to pick these missions up if they are sort of along my route.
The XP gain is just simply not good enough for me to go out of my way to get these. Obviously, if you take a PvP mission, it will require you to be flagged for the duration of that mission, so you could be engaged by another player.
But you also get the benefit of getting faction currency that you can spend in the faction store for some cool gear. And you never know if you're good at PvP. You might actually pick up a kill on another player, and if that player had been PvP flagged for a reasonably decent period of time, you'd be getting a good amount of XP from securing that kill as well.
For every quest you do, item you craft, or monster you vanquish, you'll be gaining a small amount of Territory Standing. Every time you level up, you will get the option to pick among a variety of rewards. Unless it's my main Hub Town, I would always be tempted to pick the XP gain and the standing gain, but more importantly than that, when you go up a Territory Standing level, you'll be gaining a boatload of experience. It might only start at around 700, but it gets far higher as you get to the higher Territory Standing levels. For that reason, I tend to focus any crafting or refining or anything like that on one town. This enables me to increase one area's Territory Standing level over and above the others and gain those higher EXP amounts. I'm not using it for the Territory Standing level. I'm using it to gain experience and level mechanics whilst I pick experience gain and standing gain for most regions. For my Hub Town, I'd be picking storage and gathering speed.
There are a large plethora of different weapons in the world to pick from, and since the game has a classless system, you can pretty easily swap and pick between them. I'm personally planning to run hatchet and grey tax on my loadout, but there are a large number of workable combinations. The weapons themselves can be found or crafted in a variety of different rarity levels, with higher rarity levels resulting in a larger amount of extra modifiers such as fire damage or increased durability. These rarity levels can be found at any weapon tier. However, you will need to meet certain level requirements to use different tiers. So, for example, tier 2 is level 1 to 19, tier 3 is 22 to 39, tier 4 is 40 to 59, and then you need to be max level 50 to equip tier 5 gear.
This equipment can then be equipped on slots in your loadout. And you can run with two different weapons equipped on your character as well as five separate armor pieces - helmet, chest, gloves, trousers, and boots. You can mix and match armor types and weights. For example, you can wear a heavy helmet and light boots. However, all of this affects your armor encumberment weight, which has three different stages - light, medium, and heavy.
Each stage has its benefit and effects.
Light armor gets a large and rapid dodge roll plus a 20 percent damage bonus.
In the medium armor state, your dodge becomes more of a hop, and you only get a 10 percent damage buff, but you also get a 10 percent longer crowd control buff.
Finally, in the heavy armor state, your dodge becomes more of a slow sidestep. You get 15 percent increased block stability and 20 percent longer crowd control, but you no longer get any damage buff. So it does all slightly depend on what style of play you want to go for. A Tank will obviously want to be heavy armor for the extra shield and block stability, but the DPS might be looking to be more light on medium armor.
You're also going to be able to equip three ancillary slots for Earrings Amulet, and a Ring, all of which can be used to buffer your attributes.
You could also equip three bag slots, which will greatly increase your carrying weight before you become over-encumbered, which is very easy to do. You can choose town storage if you get a little bit too giddy with the gathering side of things. This is like your warehouse, where you can dump all of your spare or unused crafting materials and items. But remember that each town has its own storage shed. The stuff that you deposited in Windsward would be only available from the Windsward storage shed.
The game currently has 11 weapons to pick from. These are Sword, Rapier, Hatchet, Spear, Great Axe, War Hammer, Bow, Musket, Fire Staff, Life Staff, and Ice Gauntlet.
Each of them is going to have two options to pick from on the weapon mastery tree, and it's going to be possible to earn a total of 20 mascot points per weapon. So you're required to pick basically one of the two mastery trees or a hybrid of two. You're never going to be able to have both of them because you can never get more than 20 weapon mastery points. But remember, plan out what weapons you want to use and how you want the weapon to work for you. I also discovered that you could reset your attribute points. It's free initially, and then it costs New World Coins after that.
There will be many different types of players here once New World kicks off. Some of you will be here for PvP; some will be here for group activities on the PvE side of things, or you are more likely to be crafting-orientated. If you are interested in crafting, you need to get that initial grind to at least level 30 or 40 out of the way. Not only does this give you access to star metal harvesting tools at level 35, which is going to make your gathering so much quicker, but it also allows you to get high enough level to gather rarer resource sites without getting sort of overwhelmed and killed by the local monsters. And this is not to say that you can't start working on a few of your skills along the way. I think this is particularly true for some of the gathering skills. Currently, New World has Logging, Mining, Harvesting, and Skinning as gathering skills.
And I would probably personally store some resources. You can use them to start leveling up some of your endgame crafting skills, Weaponsmithing, Armoring, Engineering, Jewelcrafting, Arcana, Cooking, or Furnishing. But remember that leveling up these higher-tier crafting skills does take longer in effect, so you need to get a bit of an idea of which skill you want to specialize in, particularly if you're going to be playing with the guild during the game. And of course, if you just want a really chill game where you don't really care about efficiency at all, then that's fine. Just go for it. But if you're aiming to kind of level up with any degree of speed, then do not get too caught up grinding these crafting skills right from the off because they can be done so much quicker once you've got a few levels under your belt.
The above content is what I think the most important and useful points about New World. I hope these can help you get a good and detailed understanding of the game before it starts. If you want to learn about other aspects, you can check Evo Loz Gaming's video. Most of the content in this article also comes from his videos.