This week's mutation is hazardous Hellfire

The big news this week is that Amazon Games have announced the end of service for New World. The good news is we still have a year to play. Servers will officially close on January 31, 2027. The bad news is they withdrew the game from sale when the announcement was made, so unless you already have a copy, it’s not possible to experience Aeternum before the doors close. 

The Season Pass has also been extended to the end of the game, so if you need to check how many days we have left, just open that tab.

The mutations this week offer a hammer, an earring and a tank amulet, so if you don’t have these yet, make sure you go pick them up. No great synergy or anything, and a mild annoyance for ranged characters with Phalanx on M2+.

Contents

Mutation

Hellfire
  • Ignited – 50% of all enemy damage is Fire.
  • Fiery – Burn is applied on hit – M1: 4% Fire damage over time, M2 & M3: 8% Fire damage over time.
  • Enflamed – Enemies with this title cast a Burn zone that deals Fire damage over time. M1: 20%, M2 & M3: 40%.
  • Explosive – Enemies with this title explode on death, dealing 70% Fire damage.

Promotion

Indomitable
  • Vampiric – Enemies heal a percentage of damage done. M1: 20%, M2 & M3: 40%.
  • Phalanx – Enemies cast a shield that blocks ranged attacks.

Curse

Frenzied
  • Unstable – After dodging, players receive a stack of Fire damage over time dealing 1.5% max health every second for 10 seconds.
  • Overcharged – If Unstable expires with 3 active stacks, it drops a 3m zone that lasts 15 seconds and applies 10% max health Fire damage per second. Entering the zone will consume all stacks of Unstable and deal 30% max HP damage.

Consumables

Gearing up

  • M1Opals in your armor is fine
  • M2 – Add the Flame Protection Amulet
  • M3 – Swap most of your Opals for Rubies
  • Enchanted Ward – Aim for 4 or 5 pieces with this perk
  • For more detailed advice on gear, check out our Gear Guide.

Dodge Explosions

Explosive enemies go boom! Not only does this do a big chunk of damage but it also throws you around, even off the edge of the dungeon, if you’re close. Look for the title and be ready to dodge or get out of the way.

The floor is lava

The Burn zone from Enflamed enemies can get pretty hot, so make sure you’re stacking on, and staying in, the heals. Leaving and returning to this space may cause an (unintended?) double stack of burn, so either stay with the clump or stay out of the fire.

M2 - Melee and chunder

There’s a penalty for using ranged attacks once again, with Phalanx enemies putting up a deflecting shield, so make sure you have at least one melee weapon. Vampiric slows down the time to kill on mobs that have it, so slotting your Bile Bomb Heartrune can help.

M3 - Don't Poop on the Group

While fully geared and optimised groups can power through multiple Overcharged pools of pain, civilised dodgers might prefer to drop their load in a corner away from others. The other option is to use your dodges carefully and never allow the full three stacks to build up.

The Lazarus Instrumentality

Enemy Type: Ancient

Weaknesses: 30% Lightning 20% Strike 15% Void

The Depths weapons and consumables

Consumables

Faction Missions: Farharbor in Reekwater

Note: *Elemental damage gems in your weapons are simply recommendations based on the elements your enemies are weakest to. Your playstyle may suit non-elemental gems better and you are encouraged to continue using those if so.

Dropped by Chardis.

  • Mjölnir Blessing: 99% of hammer damage is converted to lightning, and you deal 20% more lightning damage with both weapons.
  • Spark: Mighty Gavel causes a lightning strike that inflicts a 30% weaken for 7s.
  • [skill charm] Crippling Mighty Gavel II: Mighty Gavel hits inflict 14-16% slow for 7s, and you deal 4.3-5% more damage against slowed targets.
  • Shock Attunement II: Successful hits deal +11% weapon damage as Lightning (1.5s cooldown) [Max Stacks: 1]
  • Empty Offense Slot

Strategy and tips

Lazarus is a dungeon of puzzles, the first being the Door Room. Mobs spawn in front of a door with three spaces for symbols above it. The first symbol is lit up, and you need to stand on its match from the circle on the floor in the middle of the room. This will open the door and release more enemies, lighting up the next symbol, and so on. When the third symbol is activated, the door closes and another door to the right opens. The symbols are best activated by someone with range, usually the healer. The key is to open them fast enough to keep the fight flowing but not so fast the team gets overwhelmed. It’s good to kill the archers before moving to the next door.

When you get to Cilla, one person should run across to talk to her while the rest fight the enemies. The next fight, Alcyon the mage, can be challenging. The Overhead Staff attack does heavy Strike damage, while all his spells do Void. Look out for him raising his staff above his head and be ready to dodge. The two archers can also be problematic in this fight, so try to clear them early. 

Be careful in the handwashing room, as using the fountain will spawn the mini-boss by the door. Make sure everyone is through before you wash your hands. Use the architecture in the room to get out of the ranged attacks line of sight to bring them to you, or just kill the archers quickly.

Main Damage Type: Arcane

Physical Phase: Cilla is a fairly straightforward fight, to begin with. While the tank holds her aggro, the DPS hit her from behind. She has a buff that increases stacks over time, making her hit harder. There are three ports in the floor, where a stone orb can emerge from. Once an orb has risen, you can interact with it to reset the stacks. This will also progress her into the next phase.

If you can withstand the damage through good tanking and healing, the game forces the next phase by reducing damage done to Cilla until the orb is pulled.

Magical Phase: In the magical phase, it is important that the team clump together. Cilla will cast a spell that makes each player leave a pool of Arcane damage at their feet. You have a few seconds to get to a clear area before she makes it explode. She also shoots out orbs that will root you in place if you touch them.

Main Damage Type: Strike and Arcane

Chardis is about the least mobile boss in the world of Aeternum. He is a giant stone automaton, who uses his detachable hands and a beam from his single eye to attempt to defeat you. When he first awakens, there will be an orb on each side of the room, trapped in a force field. You need to break the field to release the orb, which will spawn a mage over an orb port on the ground. Kill the mage and place the orb.

To fight Chardis, the whole group should stand at the edge of the arena closest to him, in a Sacred Ground. You can block or avoid most of his physical attacks. If you get a symbol over your head, it means you are going to drop a Slicer. Head to the back of the arena to drop it, then return to the fight.

After some time, Chardis will start beaming one player with his eye. This player needs to run to the orb that was placed previously, which will cause both the orb and Chardis to drop to the ground. Once down, players can do increased damage so be sure to use all your Oblivion and Rend to make the most of this advantage.

If there is no orb up, the beam will continue damaging the player it is on. With careful healing, lifesteal, etc, players can continue to fight Chardis while someone is being beamed. But where possible, the orb is always the better option. If an orb is available but not placed, everyone except the healer should work to place that orb.

Interesting Loot

  • M3Chardis’ Set – Heavy armour with Slash Conditioning and Refreshing, upgradeable.
  • M3 – Bone Wrought weapon set for skins – Acutely Empowered, Keenly Fortified/Blessed, Weapon Ability Perk.
  • Powerful Magis Mount Charm – +50% dash capacity.

Savage Divide

Enemy Type: Beast

Weaknesses: 20% Thrust

Savage Divide

Consumables

Faction Missions: Last Light in Elysian Wilds

Dropped by Mahantaram.

  • The Thirst: Healing consumables are 33% stronger, but Survival and Mana Potion cooldowns are 25% longer.
  • Empty Socket: Attach a gem to add its effect.
  • Empowering Toast: On Potion Drink: Gain 9.4-12% Empower for 8s (10s cooldown).
  • Fortifying Toast: On Potion Drink: Gain 16-20% Fortify for 8s (10s cooldown).
  • Empty Defense Slot

Strategy and tips

Even after running it a few times, it’s still easy to get lost in the Savage Divide. The pathways look very similar and there are repeated mechanics throughout. To open doors, someone will need to pick up a ball and place it on the pedestal beside the door. If they get hit, the ball will usually reset. Fun fact about Savage Divide, it has two gypsum nodes that yield a gypsum orb each – keep your eyes out for them!

As well as the standard Thrust damage weakness that Beasts have, elemental enemies in the Savage Divide are weak to their opposing element. So Ice Mammoths and Ice Hurlers have a 15% Fire weakness, Nature beasts have a 15% Lightning weakness and Lightning beasts have a 15% Nature weakness. Plants, such as the Razor Lotus, are Angry Earth rather than Beast.

Main Damage Type: Elemental

Both boss fights in Savage Divide employ all the elements, to keep you on your toes. Kurok is a large gorilla, with no weaknesses. His arena has four shrines, for the elements Fire, Ice, Lightning and Nature. When he leaps to a shrine, he will activate it, and an AoE attack of that element will periodically spawn at the shrine and move around the room. After the element has been up for a short time, the shrine becomes active and a player can interact with it to become an antidote for that damage type. They will have a small elemental disc at their feet and when they stand on the AoE attack zone, it neutralises it.

After a player has activated the antidote, Kurok will move to a different elemental shrine and start that one, requiring another player to get the antidote disc and clean up any AoE damage zones. Groups will often hold off activating the antidote to minimise the amount of different elements spawning, especially if the first shrine is Nature. While an element is not being neutralised, Kurok will build stacks of that element. At 10 stacks, he does an AoE attack, which you can dodge if you’re watching. For the last 10% of his health, he does Void damage and builds Void stacks. This is the most dangerous part of the fight and someone often goes down.

If you see a red target appear above your head during the fight, Kurok is about to throw something at you, so be ready to dodge.

Main Damage Type: Elemental

Mahantaram is a mammoth who spawns various elemental conduits while he tramples all who dare enter his cave. Like Kurok, he has no weaknesses and commands all elements. It is important that the DPS destroy the conduits as quickly as possible before returning to damage the boss. The tank can maintain aggro and move Mahantaram around the room to keep out of elemental damage zones.

If you see a red target appear above your head during the fight, Mahantaram is about to charge at you, so be ready to dodge.

Interesting Loot

The Depths

Enemy Type: Corrupted

Weaknesses: 30% Arcane 20% Thrust 15% Nature

The Depths weapons and consumables

Consumables

Faction Missions: Moonbay in Restless Shore

Note: *Elemental damage gems in your weapons are simply recommendations based on the elements your enemies are weakest to. Your playstyle may suit non-elemental gems better and you are encouraged to continue using those if so.

Artifact: Lost Stopwatch Amulet

Dropped by Commander Thorpe.

  • +32 Magnify (selectable attribute)
  • Stunny Gaze: Taunts are active. Generate 300% more threat. Stuns last 1s longer, but base damage is decreased by 10%.
  • Empty Socket: Attach a gem to add its effect.
  • Purify: When you are hit while below 50% Health, you lose all debuffs (90s cooldown. Does not trigger off persistent damage, DoT effects, or blocked attacks).
  • Health: Increase max health by 7% of the base value.

Strategy and tips

There are lots of teleports, trigger platforms and azoth staff nodes in this expedition, as well as a plethora of ranged enemies. Use the twists and turns to your advantage by getting out of their line of sight and forcing them to come to you.

Main Damage Type: Void

The Archdeacon begins the fight in the centre of his arena, although he can move around if players do. He summons Corrupted dogs and has a nasty Ground Wave spell that you’ll need to dodge. Try to keep the dogs in the clump so they get killed by the hits on the Archdeacon.

When he gets to about 50% life, he’ll become invincible and channel a red beam to the east side of the arena. While the Archdeacon is invincible, mines will periodically spawn and if they are not destroyed they will explode and apply Void damage to everyone in the room. If you learn the timing, you can dodge this explosion. Two DPS should step on the teleport pad, which will take them up to a platform where two mages spawn. After killing the mages, one DPS needs to use their Azoth Staff on the node so they can both return to the main arena. Azamela will resume his normal state.

At about 20% health, the Archdeacon starts channelling again, this time with an additional green beam to the west side. You need to split the group and clear each platform as soon as you can. If the dogs are clear, the healer can remain on the ground and heal each side, but usually they will go up with the tank and DPS on the green side. Surviving the bomb damage at this point is the hardest part, clear quickly, dodge if you can, and use potions carefully to stay alive.

Main Damage Type: Fire

Thorpe has been with us since the first sea voyage to Aeternum, so we should be familiar with his moves by now. His great sword does a large amount of Fire damage as well as Slash. Even when behind him, some of his moves swing back, so DPS need to be careful. When he charges, stay out of the firey trail.

Thorpe is pretty chatty and you can use his voice lines to tell what is going to happen next.

  • Ha! Pathetic!” = he goes off the tank and attacks one of the other group members
  • This will be the last time we meet” = he rises and becomes invincible while he casts a beam that spawns two behemoths. Don’t get hit by the beam and kill the adds while the tank holds Thorpe away.
  • Prepare to have your soul crushed” = aka The Big Sticky Finger. Thorpe points a beam across the room and slowly rotates. It’s pretty slow so easy enough to stay away from or you can duck under it.
  • Time to taste Corrupted Steel” = slams down his sword – don’t be too close.
  • I will crush you beneath my heel, ant!” = he summons a beam of fire and directs it at one player, leaving a circle of fire on the floor.

Interesting Loot

  • M3Expedition Captain’s Set – Heavy armour with Strike Conditioning and Grit Ward, upgradeable.
  • M3 – Gleaming Pitch weapon set for skins – split stat Con/Weapon scaling attribute, Keenly Empowered/Blessed, Weapon Ability Perk.

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