War in New World is a Player-versus-Player (PvP) component of the game that ties into Territorial Control. War is declared and waged between opposing Factions and Companies vying for control of Aeternum's various Territories. Each side has differing objectives and tasks that will lead them to success in a War campaign. This page covers information on the War mechanic, all the systems it ties into as well as tips on waging a successful campaign.

War Quick Notes:

  • War is a 50 on 50 Player-versus-Player game mode designed with Territorial Control in mind.
  • Anyone can engage in War at any level, as long as they have joined a Faction.
  • A Territory must first be thrown into conflict via an 'Influence War' before Companies can declare War against it.
  • Influence is gained by completing PvP-oriented Faction Missions within the Territory.
  • Companies that contribute the most during the Influence War will get to lead the charge as the Vanguard.
  • Victory Conditions: Attackers win by capturing all 3 Rally Points, breaching the Fort's Gates and then taking the final capture point. Defenders win by holding off the attacking army for 30 minutes.

New World War Guide

 

 

 

War is the driving aspect of Territorial Control in New World. Each player belongs to one of the three Factions: The Marauders, The Syndicate and The Covenant. These three factions are locked in a constant struggle with each vying for control of Aeternum, its Territories and resources, each with their own motives and schemes for the future of the island. Early in the game, players will be able to take on a Quest line that leads to joining one of these factions, setting them up for future endeavors.

Within Factions, players can create or join Companies, which are player-run organizations akin to guilds or clans in other games. Companies can lay claim to a Territory and its Settlement for their faction. At the game's launch, when all territories are unclaimed, claiming a territory is done by simply paying a claim fee at a Territory's Fort. Claiming a fort will give control of the entire territory to the Company and by proxy, the Faction they belong to. Once all Territories and Settlements have been claimed, however, the only way to wrest control from an opposing faction is to declare and engage in a War campaign against them.

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New World War Basics

Declaring War

In order for a Company to capture a Territory, it must first declare War against the governing company and their faction. This can only be accomplished once a territory is thrown into conflict by undermining the controlling Company's influence over the territory.

 

The Influence War & Faction Control Points

This part of the battle takes place outside the actual War. Undermining a company's influence involves taking on PvP-oriented Faction Missions and other objectives within the territory. Prospective attackers can pick up these missions from their Faction representative in the Settlement which they wish to take over. Completing these objectives raises influence in the territory for the attacking company while weakening the hold of the controlling company. However, the controlling Company can also complete similar missions in order to reinforce their hold of the territory. It is therefore important for both Faction to rally as many players as possible to take on and complete these missions to achieve their goals.

One thing Factions can do to tip the scale in their favor is to capture the Territory Control Point which is located within the Fort. This will give temporary ownership of the Fort to the Faction and will provide a 5% XP Boost and a 20% Influence Gain Boost to them while in the territory. Note that this is decidedly not the same as capturing the Fort within an actual War, as this temporary control is fickle and can easily be wrested away by dedicated players. However, gaining control of the Fort outside of War is a massive boon and makes for an excellent opportunity to engage in smaller-scale PvP.

To capture one of these Control Points, players must be Flagged for PvP, enter the Fort's Gate and then stand around the flag in the center of the Fort until it is captured while fending off defenders. A single player can capture the flag alone but it will take a total of 5 minutes. The time to capture is reduced for every additional player within the capture radius but maxes out at 2.5 minutes at 5 players. Having more than 5 players attempt to capture the point will provide no further benefit. Furthermore, there are measures in place that prevent more than 25 players per Faction from being near the Fort during the Influence War. Lastly, there is a cooling-off period of 1 hour after a War is completed before these Control Points reactivate.

In addition to the XP and Infuence Gain Boost, controlling a Fort outside of War also grants the Faction a unique buff depending on the Territory and Fort. These buffs work globally as long as the Faction controls the Fort. The following is a list of each buff per Fort:

  • First Light - Reduces fast travel weight costs from 5 Azoth per 10 weight down to 1 Azoth per 10 weight for the controlling faction.
  • Monarch's Bluffs - Reduces fast travel distance costs from 5 Azoth per 100 meters down to 1 Azoth per 100 meters for the controlling faction.
  • Windsward - Increases volume of items gained when gathering by 5% for the controlling faction.
  • Everfall - Reduces trading taxes by 5% for the controlling faction. 
  • Brightwood - Reduces housing taxes by 5% for the controlling faction.
  • Cutlass Keys - Reduces base Azoth cost of fast travel by 50% for the controlling faction.
  • Weaver's Fen - Increases coin, experience, territory standing and faction token rewards from Faction Missions by 5% for the controlling faction.
  • Restless Shore - Increases coin, experience and faction token rewards from Corrupted Breaches by 5% for the controlling faction.
  • Mourning Dale - Increases coin and experience rewards from Expeditions by 5% for the controlling faction.
  • Ebonscale Reach - Reduces refining taxes by 5% for the controlling faction.
  • Reekwater - Reduces crafting taxes by 5% for the controlling faction.

 

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If a Faction is successful in gaining enough influence in the territory, the territory is thrown into conflict and each Company's contributions during the undermining process will be tallied up. A Vanguard is chosen semi-randomly during this phase. Any company that has contributed at least 10% of the influence required to throw the territory into conflict can Declare War from the Map Screen and will be eligible to be chosen as the Vanguard. The higher the contribution, the more likely to be chosen as Vanguard. In the unlikely event that no Company is able to contribute at least 10% influence, any Company belonging to that Faction can make the War declaration.

Once a War declaration has been made, the both sides will need to gather up enough players to participate in the battle. Battles come in the form of 50 vs 50 player Sieges. All players from each Faction can sign up for the ensuing War by visiting the Town Board. Note that signing up does not guarantee a spot in the War as participant selection is up to the Vanguard, the Defending company and their leaders. Each Faction can also enlist the aid of volunteers from the third Faction. For example, if a Company from the Syndicate has declared War on a Territory owned by the Marauders but don't have enough members joining the battle, they can enlist help from players in the Covenant. Players from the third Faction who would like to volunteer for the battle must travel to the Territory where the war will be fought and sign up on the Town Boards in the Settlement or outside the Fort, choosing which side's reserves they'd like to fill.

 

Preparing For Battle

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The Vanguard

The Vanguard, for all intents and purposes, is the Company that will march into battle and lead the charge during the Siege. The Governor of the Vanguard, or by proxy, their Consuls can select participants directly from within the company if there are enough members to fill the ranks. Otherwise, they can pick from anyone within the Faction who has signed up. 

Companies that Declare War will need to pay a War fee which is used to fund the War Camp. There are 3 tiers of War Camp available, each with varying effects:

War Camp Tier Tier 1 Tier 2 Tier 3
Gate Strength Normal High Highest
Deployment Limit 6 8 10
Siege Supply Rate Normal High Highest
Cost 7,500 coins_gold_new_world_wiki_guide_25px 10,000 coins_gold_new_world_wiki_guide_25px 15,000 coins_gold_new_world_wiki_guide_25px

The Gate Strength refers to the War Camp gate's integrity or "health". Deployment Limit refers to the amount of Siege Platforms that can be deployed at any one time. Keep in mind that attacker Siege Platforms can be picked up and moved around and will not count towards the Deployment Limit if they are not on the battlefield. Siege Supply is a resource generated at the Attackers' War Camp and Defenders' Fort used to repair structures such as gates, as well as Siege Weapons.

When Declaring War, the Company's Governor or Consuls can pay the War Camp fee with their personal or company wallet. Note that if a Company is not selected as Vanguard after Declaring War, the War Camp fee is refunded in full.

The Defenders

The selection process for the Defenders' roster is largely identical. Players interested in the War can sign up on the Town Board and it is up to the defending Company's Governor and Consuls who they wish to mount the defense. The third Faction can also opt to sign up for the War in support of the Defense.

Preparation for the Defenders can be done as soon as they hold the Territory. The strength of their Fort and its facilities are determined by how much the Company has invested in upgrades with the Town Projects system. A Company's Governor and Consuls can use the Territory Menu in their Town Hall to set upgrades to the Fort as Town Projects which Company and Faction members can collectively complete. The more a Fort is upgraded, the better the chances of it surviving a siege. The following Fort Upgrades can be made through the Town Projects system:

  • Gates
  • Emplacement Points
  • Ballista
  • Burning Oil Vat
  • Explosives
  • Repeaters
  • Warhorns

Each upgrade has 3 Tiers, improving the effectiveness of the defensive structure/weapon. In the case of Gates, each upgrade improves the HP of all gates. Emplacement Point upgrades allow for the placement of more Siege Weapons.  

 

Time of Battle

The battle will take place during a 30-minute window chosen by the defending Company's Governor or their Consuls. Being able to set the time for War activities allows for better coordination of participants and facilitates fair play by removing the potential of Companies taking over territories and settlements during inconvenient hours or while the majority of the controlling company and faction are offline.

Players chosen to participate in a War will receive a notification shortly before the battle commences and they simply need to make sure they are logged in and prepared. When the time comes for battle, participating players will be teleported straight to the battlefield automatically.

 

The Siege

The battle will be waged in and around the defending Company's Fort. The attacking army will have a limited time to take the enemy's Fort and take over the Territory while the defenders attempt to thwart their siege as best as they can. Each side will have differing conditions for victory and will also have access to unique Siege Weapons which they can utilize to gain the upper hand in the skirmish.

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Attackers Side

Objective: Capture the Rally Points! Take the Fort!

The main objective for the attacking Company/Faction is to attack and breach the enemy Fort's Gates. Before the gates can be damaged and breached, however, the attackers must first capture the three Rally Points in front of the Fort. Rally Points are important areas that serve as respawn locations and access points to the Armory for the Defending Team. As long as Rally Points are held by the defenders, they can use these to get back into the thick of battle. Attackers on the other hand can initially only spawn and access the Armory from their War Camp, which is often quite a distance from the fort. After the attackers take a Rally Point, the tables turn and they will now gain an additional respawn point from which to continue their siege. Similarly, they will also gain access to the Armory from these points, further giving them an advantage in the War. Once a Rally Point has been captured, the defending company cannot retake them and the siege is pushed forward in favor of the attackers.

After all three Rally Points have been successfully captured, the attacking army can focus their attention on breaching the gates. The defending Company will be shoehorned into taking a final stand at the Gates.

Each Fort has 5 gates in total. The main gate right down the middle, two side gates on either side and two back gates at the rear of the Fort. The Gates have an integrity level which will determine how much damage it can take before being beached. This integrity level will depend on the defending Company's upgrades made via the Town Projects system. A successful breach and final capture of the Fort's central capture point will end the War with victory for the Attacking Team.

Attacker Siege Equipment

Siege Equipment add an extra layer of strategy and tactics to the equation when engaging in a War campaign. Both the attacking and defending armies will have access to an arsenal of special heavy weaponry that can help turn the tide of battle.

In the case of Attackers, they will have access to deployable Siege Platforms. These are physical items purchased from the Armory for 50 Battle Tokens each. Unlike the Defenders' Siege Weapons, Attacker Siege Platforms can be deployed almost anywhere on the battlefield outside the fort. 

How to place and use Attacker Siege Weapons?

After purchasing your Siege Platform, make sure to set it in your item quickslot for easy access. Simply head to an area with ample space and activate the item. The UI will show you an outline of the Siege Platform indicating its placement. Note that Siege Platforms take a large amount of space so make sure there are no obstructions. A red outline means the platform cannot be placed, move your character and the outline until it turns blue to place the weapon. Once set, any player can mount the Siege Platform. Firing these weapons requires Ammunition which can also be purchased from the Armory. Each Ammunition Kit will fill a Siege Weapon's reserves to full, but this varies between weapons. Lastly, Attacker Siege Platforms can be picked up after deployment and repositioned.

Cannon Platform

cannon_platform_siege_weapons_new_world_wiki_guide

The Cannon provides destructive power with a moderate rate of fire and excels in taking down structures and slow-moving targets. In a group, several cannons deploying focused fire can quickly destroy any defensive structure.

Fire Launcher Platform

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The Fire Launcher is an excellent weapon for denying enemies access to certain areas or for quickly dispersing groups of soldiers. The launcher rains flaming projectiles onto the battlefield which burst on impact, covering the ground in fire. Another effective use or the Fire Launcher is to cover the Fort's ramparts in fire, denying archers the advantage of higher grounds.

Repeater Platform

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The Repeater is an effective weapon to counter small, fast-moving targets that other weapons have difficulty with. The Repeater fires several bolts at great speed. Individually, these bolts do not deal too much damage but sustained, focused fire can be devastating to enemies caught unaware. Conversely, these weapons are not the best for destroying defensive structures due to their low damage output.

Defenders Side

Objective: Defend the Fort!

The Company/Faction in control of the Territory must defend the Fort at all costs. Allowing the Gates to be breached will render the Fort vulnerable and the central capture point exposed to enemy players. Once this final capture point is taken, the War ends in defeat for the defenders, forfeiting not only the Fort, but the entire Territory and Settlement.

The most important task for defenders is to guard the three Rally Points outside the Fort and repel the invaders. While the Defenders still hold them, Rally Points can serve as a spawn point for their team. Losing a Rally Point is a major disadvantage for the defending army as the attackers will reap the benefits, allowing them to get back into the siege much more quickly. Furthermore, Rally Points serve as access points to the Armory which the attackers can use to purchase and deploy Siege Platforms, allowing them to gain an upper hand in the battle. 

The Victory Condition for the defending team is to hold off enemy attack and prevent the capture of the Fort for 30 Minutes. A defensive victory allows the Company to retain control of the Fort and will strengthen their hold on the Territory.

Defender Siege Equipment

Siege Equipment add an extra layer of strategy and tactics to the equation when engaging in a War campaign. Both the attacking and defending armies will have access to an arsenal of special heavy weaponry that can help turn the tide of battle.

In the case of Defenders, Siege Weaponry cannot be placed by players manually during the War. Instead, they are set up by the ruling Company's Governor and Consuls beforehand via the Town Projects system. Defender Siege weapons can be placed strategically along the Fort's Walls and Ramparts on special Weapon Emplacements. Defender Siege Weapons' damage capabilities, integrity and overall combat effectiveness are determined by how much your Company has invested in the Town and Fort upgrades. A higher level Fort can not only host higher tier weapons, but also more Weapon Emplacements, allowing for more weapons to be placed.

Damaged or destroyed Siege Weapons can be repaired using Siege Supplies, the cost of which depends on the extent of damage.

Ballista

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The Ballista is the Defenders' version of the Attackers' Cannon, boasting similarly powerful shots with a moderate rate of fire. It serves the same role as an anti-structure weapon that also excels in taking out large, slow-moving targets.

Explosive Cannon

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The Explosive Cannon is an excellent crowd-control weapon that fires explosive shots which can stagger and knock enemies back. It's a great weapon for area denial and dispersing groups of enemies as the explosion has a large radius. Its main weakness is its very slow fire rate and it is not ideal for taking out fast-moving targets.

Repeater Turret

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The Defender's version of the Repeater is largely the same as the Attackers', boasting impressive rate of fire but lower damage output. The Repeater is ideal for taking out fast-moving targets and sustained bursts of focused fire.

Fire Dropper

burning_oil_vat_siege_weapons_new_world_wiki_guide

The Fire Dropper is a defensive weapon mounted on the walls and ramparts of the Fort, pouring burning oil to enemies below. What the Burning Oil Vat lacks in range, it makes up for with high damage over time effects against a large group of enemies. These weapons often function as a last ditch effort to prevent the Gates from being breached.

Horn of Resilience

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The Horn of Resilience is used to bolster allied forces, providing a powerful healing and defensive buff in the area. The horn has a lengthy cooldown but careful, strategic use can turn the tide of battle.

 

Traps

Traps are supplementary siege weapons that can be used by both Attackers and Defenders. These weapons can be placed at strategic locations to get the most benefits.

Inferno Mines

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The Inferno Mine is a proximity explosive device that when triggered, covers an area in fire, dealing heavy damage over time to all enemies caught within. The mine has a large explosion radius and is excellent at area denial, particularly in choke points and important locations such as Rally Points.

Powder Keg

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The Powder Keg is a simple but highly destructive tool that boasts the highest damage among any siege weaponry. It is highly effective at taking out structures, especially Fort Gates. However, its fuse must be lit manually and has a lengthy ignition duration before it explodes. Moreover, the Powder Keg will not detonate if destroyed, requiring players to defend it until it explodes.

 

Battle Tokens & The Armory

Battle Tokens battle_token_war_new_world_wiki_guide are a special currency used by both the Attackers and Defenders to purchase equipment and supplies at The Armory. Each participant in a War begins battle with 50 Battle Tokens and can earn more by dealing damage to opponents and their structures. Battle Tokens are not retained after the War and need to be earned with each battle.

The Armory is a supply point available to sides of the War. It stocks various items that can help turn the tide of battle. For the Attackers, the Armory can initially be accessed only at the War Camp, but it can also be accessed via the Rally Points once they've been successfully captured. The Defenders can access the Armory from their Fort and any Rally Points they still control. The following table lists all items available at the Armory:

Item Description Cost
Ammunition Kit Reloads turrets. Each kit will refill a Siege Weapon's ammo reserves to full. 30 battle_token_war_new_world_wiki_guide
Healing Elixir Restores a large portion of Health. (7% of player health + 2,400) - Each purchase provides 3 Elixirs. 20 battle_token_war_new_world_wiki_guide
Mana Elixir Restores a large portion of Mana (100%) - Each purchase provides 3 Elixirs. 20 battle_token_war_new_world_wiki_guide
Cleansing Elixir Removes and provides temporary immunity to debuffs (Poison, Disease, Bleed, Frostbite, Curse, Blight) - 5 Second Duration - Each purchase provides 3 Elixirs. 20 battle_token_war_new_world_wiki_guide
Haste Elixir Temporarily increases your sprint speed by 100% - 20 Second Duration. 20 battle_token_war_new_world_wiki_guide
Azoth Arrows Equivalent to Orichalcum Arrow, provides 1.2x Damage Modifier. Each purchase gives 30 arrows. 15 battle_token_war_new_world_wiki_guide
Azoth Bullets Equivalent to Orichalcum Cartridge, provides 1.2x Damage Modifier. Each purchase gives 30 bulles. 15 battle_token_war_new_world_wiki_guide
Inferno Trap Deployable trap that bursts into flames when enemies get near. 30 battle_token_war_new_world_wiki_guide
Powder Keg Deployable trap that deals heavy damage to structures. Effective against gates. After placing down, interact to ignite a 10-second fuse. 50 battle_token_war_new_world_wiki_guide
Cannon Platform Deployable cannon platform. Strong against structures. Exclusive to Attackers. 50 battle_token_war_new_world_wiki_guide
Fire Launcher Platform Deployable fire launcher platform. Strong against infantry. Exclusive to Attackers. 50 battle_token_war_new_world_wiki_guide
Repeater Platform Deployable repeater platform. Strong against infantry. Exclusive to Attackers. 50 battle_token_war_new_world_wiki_guide

Note that items purchased in the Armory cannot be taken outside of the War. Make sure to use your Battle Tokens and purchased items as much as possible to prevent wasting them.

 

The Aftermath

When the battle comes to its conclusion, all players will be teleported off the battlefield back to where they originally were to continue their adventure. 

If the attacking army prevails, they will now have control over the Territory and everything within it. The defeated party will have lost their Settlement and Fort, as well as all their Territorial Bonuses. These can be earned back through another War declaration but the Company would have to first regroup. After a War's conclusion, there is a cooldown period before another War can be declared against that territory. 

If the Defenders win, they will retain their Territory and Settlement, along with all their upgrades while the Attackers lose

Thus, the cycle of War continues on Aeternum.

 




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    • Anonymous

      Only one part I'm confused with. "will not be able to make use of other settlement facilities". What is actually meant by other facilities?

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