How to Survive

Finish the story and a portal opens for each player: step through for New Game+. The same world wakes up again at the first spawn, one cycle on, with every level in it 49 higher. The starter meadows' level 1–6 camps are 50–55 in NG+.

The portal waits past the end of Hymn to Freedom, after the credits. The host stepping through starts it for everyone, and the game saves a backup first ("Before New Game+").

What you keep

  • Your bag
  • Your clothes
  • Your looks
  • Your gold
  • Your level and XP
  • Your skills (or your points back to spend again)
  • Your emotes
  • Your fish collection
  • Every recipe you learned
  • Your shell finds
  • Your clam-skipping record
  • Your derby record
  • Your tents and their stashes, stations and boats
  • Your homesteads, their chests and trophies

At the portal you can take your spent skill points back to spend again; bonus points from summit cairns stay yours either way. Your level cap rises with the cycle: 55 on a first playthrough, 104 in NG+, 153 in NG+2.

What starts over

Every quest, crypt, siege, outpost and treasure isle, and the shops' days. Quest items leave every bag, tent stash and homestead chest, so no one skips a step with a paper from last time: 34 of them, and the Ballade's pages. Tools and rewards a quest hands over for good (the axe, the pickaxe, the camera, a spell card) stay.

The quest items taken

How the world climbs

Every content level is 49 higher a cycle: regions, crypts, gods, shrines, fish, fixed camps and shop rows. What things are stays the same: a starter camp is still Grunts, drop tables, loot tiers and lure tiers read the first playthrough's level, and crafting bands move up but cost the same materials. What they're worth grows: enemy gold grows with the real level, and shop prices for anything without a level (lures, materials, scrolls, clothes) grow to match.

First playthroughNG+NG+2NG+3
Level cap55104153202
Shop prices (no level)×1.0×5.9×10.8×15.7
Harbour Meadows1–650–5599–104148–153
Wraith Isle10–1659–65108–114157–163
The Hollow March18–2467–73116–122165–171
The Ashen Waste24–3073–79122–128171–177
The Sundown Barrens30–3679–85128–134177–183
Hoarfrost Reach36–4285–91134–140183–189
Emberfall Caldera42–4891–97140–146189–195
The Burnt Server Farm48–5297–101146–150195–199

The gods

A god's level climbs with the rest, and its health with its level: the same fight, far bigger numbers. Solo health:

CryptGodFirst playthroughNG+NG+2
2Billy Boom Lv 12
11,534
Lv 61
2,390,262
Lv 110
495,352,112
3Diggy Lv 19
22,828
Lv 68
4,730,801
Lv 117
980,399,706
4Dr. Turret Lv 24
41,541
Lv 73
8,608,945
Lv 122
1,784,096,819
5El'Moustiko Lv 27
59,301
Lv 76
12,289,323
Lv 125
2,546,809,535
6Sir Catercoaster Lv 33
84,417
Lv 82
17,494,408
Lv 131
3,625,498,728
7The Judgeball Lv 38
202,056
Lv 87
41,873,677
Lv 136
8,677,799,222
8Duke Nuker Lv 41
280,090
Lv 90
58,045,118
Lv 139
12,029,129,485
9Gang of Elites Lv 43
208,926
Lv 92
43,297,884
Lv 141
8,972,948,700
10Beetle Royale Lv 45
432,909
Lv 94
89,715,022
Lv 143
18,592,323,584
11Uncle Jim Lv 49
669,108
Lv 98
138,664,292
Lv 147
28,736,451,519
12Iris Lv 54
2,162,080
Lv 103
448,064,200
Lv 152
92,855,738,386

Your weapons climb too: anything you find or craft comes at the new levels, and a weapon hits at no more than 2 levels above yours.