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On October 28, 2025, Amazon Game Studios announced the closure of New World Aeternum. Game Servers are expected to stay online throughout 2026, but development has been halted.

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Damage is any number that is deducted from an entity's Health.

Damage Types[]

Each instance of damage has a damage type attached to it. Damage types are used in the game for resistances and weaknessess, bonuses and penalties and in a few other cases. They are grouped in three broad categories: True Damage, which is not reduced by by armor or other effects, Physical Damage, which is reduced by Physical Armor, and Elemental Damage, which is reduced by Elemental Armor.

Whenever damage is dealt, an icon representing the damage type is shown next to the damage number.

Type Category Strong Against
File:True.png True True N/A
Falling N/A
Physical (Standard) Physical N/A
Slash Angry Earth (+20%)
Thrust Corrupted (+20%)

Beasts (+20%)

Strike Ancients (+20%)

The Lost (+10%)

Siege N/A
Physical Fire (PhysFire) ?
Arcane Elemental Corrupted (+30%)
Fire Angry Earth (+30%)
Ice The Lost (+15%)
Lightning Ancients (+30%)
Nature The Lost (+30%)

Corrupted (+15%)

Void (Corruption) Ancients (+15%)

Afflictions[]

Some attacks or environments can cause harm in ways other than direct damage. These other forms of damage are called Afflictions. Characters have a Resistance score for each possible Affliction. These Resistances are determined mostly by your equipment. You can see your current Resistance scores by mousing over the bottom of your Combat Equipment screen. When you take Affliction damage, your Resistance is depleted by that amount. If you run out of Resistance, you become Afflicted. This has different effects for each type of Affliction:

• Poison: deals moderate damage over a long time, and will likely kill you if you do not rest at your <a action="GoToPage" data="Mechanics_Camping">Camp</a>. • Corruption</font>: deals massive damage over a short time, and will likely kill you before you can address it. Avoid this at all costs. • Wound</font>: greatly diminishes the rate that you regenerate <a action="GoToPage" data="Mechanics_Vitals">Stamina</a>. • Frostbite</font>: prevents you from running or dodging. • Disease</font>: quickly depletes your <a action="GoToPage" data="Mechanics_FoodDrink">Food and Drink</a> meters.

Damage Calculation[]

Received Damage Display

A floating text for damage received. Damage taken is shown in red, while the damage mitigated is the negative number shown in white. The Slash damage type is shown on the right, which, for this instance of damage, was lowered by the Absorption of an Onyx gem, as expressed by the downwards double arrow.

Damage calculation in New World has two main components:

  • Pre-Mitigation Damage, which is calculated using the offensive statistics from the damaging entity.
  • Mitigation, which is calculated using the statistics from the damaged entity.

Thus, the following formula is used for determining the final damage done (shown in red on the example on the right):

The sections below go further into details about each component used in the calculation.

Pre-Mitigation Damage is calculated off Weapon Damage, which is multiplied by coeficients according to the Skill doing the damage, the Ammo equipped (in case of Bows and Muskets), the sum of general damage modifiers (General Mods) and sum of Damage Amplifiers (DMGx).

The following tabs address each component of the final Pre-Mitigation Damage.

Weapon Damage is the first damage value shown on the top of the weapon's tooltip in game.

It's calculated by the Gear Score-Based Damage multiplied by the sum of the Level and Attributes modifiers:

Gear Score-Based Damage[]

Gear Score-Based Damage is the lower Damage entry shown on the tooltips of all weapons. It also shows the Damage Type ( Thrust, Nature, etc) next to the number.

The game calculates the initial value based on the Base Damage of the weapon type (Musket, Fire Staff, etc) and then applies a compound interest formula taking the Gear Score (GS) of the weapon into account.

Base Damage per Weapon Type[]

One Handed Hatchet Rapier Sword
63 61 64
Shields Round Shield Kite Shield Tower Shield
63 60 56
Two Handed Great Axe Spear War Hammer
82 70 84
Ranged Bow Musket
64 82
Magic Fire Staff Ice Gauntlet Life Staff Void Gauntlet
57 56 52 54

Level Modifier[]

Attributes Modifier[]

Skill multiplier is the most basic multiplier found in Weapon Mastery skills. They are displayed as percentages of the Modified Weapon Damage (see above).

Basic Attacks[]

Basic weapon attacks, such as Light Attacks, Heavy Attacks and Charged Heavy Attacks, are all treated as Skills for the sake of calculating damage. These values are shown when you hover your mouse over a weapon in the Weapon Mastery tab in game.

While most Light Attacks have a multiplier of 100% and thus is equal to the Modifier Weapon Damage value, some, like the Light Attack made by Life Staff, is instead 107%.

Chain Elemental[]

Some perks such as Chain Void applies a damage chain with a 11% Skill Multiplier to up to three closest enemies.

  • The damage is dealt after the initial damage caused by the weapon itself, as if it was a chained Skill.
  • Chain damage is unable to critically hit and is unaffected by headshots.
  • Chain damage is increased by 150 Intelligence perk.

General Modifiers is a damage multiplier that encompasses most damage modifiers. They stack additively among themselves.

Attribute Perk Modifiers[]

  • 200 Strength: +10% damage on stunned, sloweRawSienna, or rooted enemies (?)
  • 150 Dexterity: +5% thrust damage
  • 50 Intelligence: +10% damage light and heavy magic attacks
  • 150 Intelligence: +15% to elemental damage
  • 300 Intelligence: +10% damage on first hit on full Health target (?)

Weapon Mastery Modifiers[]

  • Musket: Called Shot

Other Known Modifiers[]

  • Light/Medium Equip Load: 20%/10% bonus damage

DMGx a multiplier category that encompasses different conditions that often change during the fight, such as status effects (Empower and Weaken), damage buffs, Critical Hits, Headshots, Backstabs, and so on. They stack additively among themselves

Weapon Mastery Buffs[]

  • Musket: Heightened Precision
  • Great Axe: Greed

Empower[]

  • Musket: Empowering Headshot

Weaken[]

  • ?

Critical Damage[]

When you land a critical hit, the accumulated chance resets. After that, your next hit goes back to the "Total" value (22% in this example).

Also, the accumulated chance is based on the weapon’s base value (10% for FS).

Previously, the formula would take the total value and add it to the chance for the next non-critical hit.

Example of the old formula:

  • 22% total crit chance
  • First non-crit → 44%
  • Second non-crit → 88%
  • Third non-crit → Guaranteed crit

Now, the system only adds the weapon’s base value each time, so it takes more hits to get a guaranteed crit.[1]

Additional Modifiers

  • 25 Dexterity: +5% critical hit chance
  • 250 Dexterity: +10% bonus critical hit damage on stunned, sloweRawSienna, or rooted enemies
  • Vicious perk.
  • 150 Constitution: -10% to critical damage taken (negative).
  • Resilient perk (negative).
  • Keen
  • Keen Awareness
  • Keen Speed
  • Keenly Fortified

Headshot Modifiers[]

When you hit the head of an enemy with a Musket or Bow shot, or a thrown Spear or Hatchet, you deal headshot, which is displayed in orange text. This orange text damage, however, is not consideRawSienna critical damage and does not benefit from backstab damage bonuses.

  • 200 Dexterity: +10% bonus backstab and headshot damage.
  • Vorpal perk.

Mitigation, on the other hand, is calculated off the final Armor Mitigation multiplied by the sum of Absorption modifiers, including AI faction modifiers, Rend and Fortify, plus damage absorption gems and consumables. The resulting number multiplies the incoming damage. Damage mitigated is shown on the floating text below the damage done, as a negative white text value.

The following tabs address each component of the final Mitigation multiplier.

Armor Mitigation takes into account Physical/Elemental Resistances of the damaged entity's armor and then applies the sum of Armor Penetration modifiers.

Armor Resistance[]

  • Armor is the total value displayed on your character paper doll (PHYS or ELEM).
  • AWGS is the Gear Score of the attacker's weapon.

Armor Penetration[]

Armor Penetration reduces the amount of mitigation done from armor. Each modifier is additive among themselves.

Absorption, known as ABSx in the game files, is a group of mitigation modifiers.

Absorption includes including AI faction modifiers (see Damage Types), the Rend debuff and Fortify buff, plus damage absorption from gems and consumables.

Absorption Gems[]

Absorption Consumables[]

Healing Damage[]

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