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
Tent Voucher
Gold Ring
Clockwork Hen
Lucky Bone Shard
Abe's Bone Finder
Hobb's Canary
Hobb's Bow
Net Arrow
Mose's Claim Stake
Thaddeus's Signal Book
Pruitt's Tonic
Wanted: Dusty Pete
Letter for the Cattle Place
Letter for Ezra Pike
Letter for the Survey Party
Letter for the Postmaster
Letter for Miss Hettie
Lucky Mouthpiece
Norm's Page (Ulf)
Norm's Page (Halvard)
Norm's Page (Sid)
Norm's Page (Greta)
Ansel's Letter
Brindle Strongbox
Order of the Birds
Music Box
Manor Key
Note for My Brother
Tuning Hammer
Torn Notice
Deed to the Lucky Strike
Fergus's Roulette Wheel
Wagon Wheel
Corky's Sail
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 playthrough | NG+ | NG+2 | NG+3 | |
|---|---|---|---|---|
| Level cap | 55 | 104 | 153 | 202 |
| Shop prices (no level) | ×1.0 | ×5.9 | ×10.8 | ×15.7 |
| Harbour Meadows | 1–6 | 50–55 | 99–104 | 148–153 |
| Wraith Isle | 10–16 | 59–65 | 108–114 | 157–163 |
| The Hollow March | 18–24 | 67–73 | 116–122 | 165–171 |
| The Ashen Waste | 24–30 | 73–79 | 122–128 | 171–177 |
| The Sundown Barrens | 30–36 | 79–85 | 128–134 | 177–183 |
| Hoarfrost Reach | 36–42 | 85–91 | 134–140 | 183–189 |
| Emberfall Caldera | 42–48 | 91–97 | 140–146 | 189–195 |
| The Burnt Server Farm | 48–52 | 97–101 | 146–150 | 195–199 |
The gods
A god's level climbs with the rest, and its health with its level: the same fight, far bigger numbers. Solo health:
| Crypt | God | First playthrough | NG+ | NG+2 |
|---|---|---|---|---|
| 2 | Billy Boom | Lv 12 11,534 | Lv 61 2,390,262 | Lv 110 495,352,112 |
| 3 | Diggy | Lv 19 22,828 | Lv 68 4,730,801 | Lv 117 980,399,706 |
| 4 | Dr. Turret | Lv 24 41,541 | Lv 73 8,608,945 | Lv 122 1,784,096,819 |
| 5 | El'Moustiko | Lv 27 59,301 | Lv 76 12,289,323 | Lv 125 2,546,809,535 |
| 6 | Sir Catercoaster | Lv 33 84,417 | Lv 82 17,494,408 | Lv 131 3,625,498,728 |
| 7 | The Judgeball | Lv 38 202,056 | Lv 87 41,873,677 | Lv 136 8,677,799,222 |
| 8 | Duke Nuker | Lv 41 280,090 | Lv 90 58,045,118 | Lv 139 12,029,129,485 |
| 9 | Gang of Elites | Lv 43 208,926 | Lv 92 43,297,884 | Lv 141 8,972,948,700 |
| 10 | Beetle Royale | Lv 45 432,909 | Lv 94 89,715,022 | Lv 143 18,592,323,584 |
| 11 | Uncle Jim | Lv 49 669,108 | Lv 98 138,664,292 | Lv 147 28,736,451,519 |
| 12 | Iris | 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.