How To Upgrade Your Camp In New World.Already known for its lack of travel options. But one approach to compensate for the absence of rides. Ships, or flying machines is to construct a Camp and utilise it as a character’s spawn location. Camps in the New World are also handy for resting, crafting, and cooking. What a player do in a Camp they establish, however, determined by the degree of camp they can build.
So much of the levelling in New World happens without the help of a trainer or a quest chain. Whether it’s for weapons, armour, or crafting skills. When it comes to Camp improvements, though, this is not the case. Other crafting or harvesting skill levels have tasks linked with them, but they aren’t essential to progress.
Fortunately, most of the tasks to enhance the Camp PvE and can accomplished alone. In Aeternum, the protocol for upgrading a Camp not only contingent on completing particular objectives. But it must also unlocked before a character can begin.
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The Camp Skill’s Unlocking
New players must complete a mission assigned by an NPC in the neighbouring hamlet. And depending on which of the four starting regions they stranded on. They may one of four different persons. The mission is available in some form in all four locations: First Light, Everfall, Monarch’s Bluffs, and Windsward.
This NPC is easy to locate. They’re in the heart of town, call themselves “Survivalists,” and act like Jeremiah Johnson with a nasty attitude. Harvesting some form of resource, most likely meat or basic travel supplies. Or killing problem animals for the good of the colony will be part of their objective. They’ll grant the character the opportunity to establish a simple Tier One Camp after they finished.
The Camp is being upgraded.
As the character travels and visits different communities, this process repeated. Each settlement in the New World has a level. Which corresponds to a character’s level and the sort of Camp they can construct.
Quests in the early towns, which encompass levels 1 to 15, can advance the player’s Camp skill to Tier I. Following this point, it’s a specific NPC in a specific town rather than one conveniently situated in each city of the same level. So players will frequently have to travel to get there, which is the point.
- Tier 2: When you reach level 15, go to the Monarch Bluffs settlement and talk to Bercine Thorton. Who will give you the task “Friends in Fashion. ” She also gives the player a huge chunk of gold and a boost in territory standing.
- Tier 3: To accept this task, “Animal Instincts,” from Tosch in Cutlass Keys. The character must be at least level 25. Only a few nasty alligators and slinking wildcats need to dispatched. In exchange, you’ll get some useful Azoth, gold, territory status, and the opportunity to construct a Tier III Camp.
- Tier 4: The quest “Lupine Observations” is only available to characters that have reached level 41. They must travel to Restless Shore and speak with Survivalist Rilette Wilson. Who will tell them about the terrifying Fangsnap. And how he must slain in order for the player to learn how to construct a Tier IV Camp.
- Tier 5: is the highest level. Few players make it to Edengrove. But those who do can talk to resident Survivalist Derick Wardell for the next and final Camp upgrade objective if they achieve level 50 and trek to the settlement. In order to complete Fading Lights, players must battle ten Ancient Guardians in the neighbouring Pavo ruins.
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What’s the advantage of upgrading?
Camps can used as spawn locations after death and to accomplish some rudimentary crafting even at the lowest level. Thus depending on the type of game you’re playing, you may not need to upgrade. However, for characters that spend more time traveling, taking part in PvP activity in isolated areas. Or prefer to remain outside settlements to gather resources, upgrading a Camp is worth the time.
A character with an enhanced Camp may produce more complex equipment. Weapons, and food without having to travel to town and use a Workshop or Kitchen. That means more time to focus on the important things, such as hunting, killing, and gathering.