This week's mutation is endlessly Eternal.
We’re up against the Ancients and Corrupted this week. The best synergy comes from Dynasty, with the Void mutation aligning to the native elemental damage type. And if you’re on El Dorado, you might get to play with Katy if you venture into random mutations.
From official discord:
NW_Kay 25/11/2025
“queue muts – I have 34 mins left on my tostones 😉”
Contents
Mutation
- Abyssal – 50% of all enemy damage is Void.
- Oblivion – Attacks cause Leech on hit – M1: 20% Void DoT damage for 90% enemy heal, M2 & M3: 30% Void DoT damage for 120% enemy heal.
- Paranoia – Hitting enemies with this title applies stacks of Paranoia. At 4 stacks a Void pool appears at your feet – M1 40% Void damage, M2 & M3: 70% Void damage.
- Creeping – Enemies grant Void Empower to surrounding enemies on death, increasing Void damage by 50%.
Promotion
- Vampiric – Enemies heal a percentage of damage done. M1: 20%, M2 & M3: 40%.
- Phalanx – Enemies cast a shield that blocks ranged attacks.
Curse
- Weary – Periodically applies Weary to players, slowing movement by 30% and increasing incoming damage by 20%. Can be delayed by using abilities.
- Blood Offering – Using abilities applies a stack of Offering, 4.5% max health Void damage over time, up to a max of 3 stacks. While under the effect of Offering, the player has 25% life steal.
Consumables
- Void Protection Amulet
- Amethysts in Armor/Jewelry
- Desert Sunrise
- Void Absorption Potion
- Powerful Honing Stone
- Attribute bonus food
Gearing up
- M1 – Opals in your armor is fine
- M2 – Add the Void Protection Amulet
- M3 – Swap most of your Opals for Amethyst
- Enchanted Ward – Aim for 4 or 5 pieces with this perk.
- For more detailed advice on gear, check out our Gear Guide.
Count your shots
Paranoia enemies will spike you with a Void pool for every 4 times you hit them, so count your shots and then dodge. This is one time that being in the clump can be bad for your health, if you need to stand near others – stay agile!
Kill the creepy ones last
Creeping enemies empower their friends when they die, so if you notice their title, try to keep them for last. This is particularly true if it’s a mini-boss – DPS should kill all the trash mobs while the tank holds the creepy one.
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 - To Ability or not to Ability
While Weary is (apparently) delayed by using abilities, they trigger Blood Offering. As long as you are doing damage, the life leech from Blood Offering should be enough to offset the Dot (if your Con is not too high, since it’s a percentage of max health). This curse is particularly challenging when swapping protection for a boss fight, since it still applies mutation type damage. If you’re hurting too much, consider sticking to basic light and heavy attacks rather than abilities.
Barnacles and Black Powder
Enemy Type: Lost
Weaknesses: 30% Nature 15% Ice 10% Strike
Consumables
- Lost Ward potion (Angry Earth Ward for Nereid) – 10% damage absorption
- Lost Coating (Angry Earth for Nereid) – 15% bonus damage
- Lost Combat Trophy (Angry Earth for Nereid) – 3/4/5% bonus damage x3
- Nature/Strike/Ice damage – Life Staff, War Hammer, Flail, Ice Gauntlet
- Amber gem in weapon for Nature damage*
Faction Missions: Spyglass Ridge in Cutlass Keys
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 Nereid.
- Dark Reinforced: Your armor is increased by 20%. However, its equip weight is increased by 10%, and you take 8% increase block damage.
- Empty Socket: Attach a gem to add its effect.
- [defense charm] Enchanted Ward II: 1.6-2% reduced damage taken from light and heavy attacks. [Max Stacks: 5]
- [defense charm] Physical Aversion: Receive 2.8-3.6% less damage from ranged, physical attacks. [Max Stacks: 5]
- Empty Defense Slot
Strategy and tips
This is a very pirate-y expedition, with lots of explosions and gunshots. Watch out for bombers – you can root them and run, or if you’re clever you can lead them to their friends and use them as a weapon. To beat the mutation timer, players generally tend to skip past mobs and group them up. Be aware of ghosts and try to kill them rather than skipping, since they cast spells that slow you down.Â
Main Damage Type: Fire
The Admiral is a huge pirate with interesting feet and some really big balls. The fight seems deceptively simple at first, with everyone beating on him. He throws explosives, and if you see a red circle on the floor, you’re going to take some fire damage.
At about 75% health, he jumps up onto the ship at the back of the arena so you can’t hit him. He’ll usually spawn a group of minions at the same time. The Admiral throws down kegs and cannon balls, and lines of fire appear on the floor. The kegs drop a radius of black powder which causes a Fire DoT. You can pick up the cannon balls, load them into the two cannons at the side of the arena and use them to shoot Admiral Blackpower. After three shots, he will come back to the fight.
This happens again at 50% life and about 25%, with more fire lines each time, which you can just dodge through. At the end of the fight, after you pick up your bag, Admiral Blackpowder has one last explosive surprise.
Main Damage Type: Nature
Nereid is an interesting boss. First of all, she is Angry Earth, not Lost, so you’ll want to change your wards and coatings. She also has different Weaknesses to either regular Angry Earth or Lost – 30% Ice, 20% Strike.
Her attacks do a range of physical damage types, and she uses a Lightning spear, but the most troublesome part of this fight is the wind, which does Nature damage and pushes you around. So we recommend using some Nature protection to help out if you get stuck, and just avoiding the rest.
Nereid will fight in the centre of the arena and periodically spin along the cross pattern on the floor. It’s usually safest to stand on a diagonal, but be ready to move if she comes your way. There is a predictable pattern to her movement that you can learn. When Nereid moves to the centre of the arena and raises her staff, stand back and make sure you are on the diagonal. Gusts of wind will shoot out along the lines of the cross.
It’s possible to play this fight as ranged, from the edge of the room, as long as you keep an eye out for the tornados that circle the arena. Toward the end, there is a lot of wind and lightning (it’s very very frightening), so be careful of your positioning.
Interesting Loot
- M3 – Siren’s Set – Medium armour with Health and Elemental Aversion, upgradeable.
- M3 – Admiral’s Set – Light armour with Ice Harnessing and Elemental Aversion, upgradeable.
- M3 – Pirated weapon set for skins – Acutely Empowered, Gem slot, Rogue/Keen Speed/Desperate Prayer, Weapon Ability Perk.
- Powerful Hasty Talisman – mount charm – Provides the Haste status effect when force dismounted through combat.
The Lazarus Instrumentality
Enemy Type: Ancient
Weaknesses: 30% Lightning 20% Strike 15% Void
Consumables
- Ancient Ward potion – 10% damage absorption
- Ancient Coating – 15% bonus damage
- Ancients Combat Trophy – 3/4/5% bonus damage x3
- Strike damage – War Hammer, Flail
- Topaz gem in weapon for Lightning damage
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.Â
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
- M3 – Chardis’ 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.
Dynasty Shipyard
Enemy Type: Corrupted
Weaknesses: 30% Arcane 20% Thrust 15% Nature
Consumables
- Corrupted Ward potion – 10% damage absorption
- Corrupted Coating – 15% bonus damage
- Corrupted Combat Trophy – 3/4/5% bonus damage x3
- Thrust damage – Spear, Rapier, Bow, Musket, Blunderbuss
- Sapphire gem in weapon for Arcane damage*
Faction Missions: Fortune’s Crossing in Ebonscale Reach
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: The Butcher
Dropped by Zhou Taiying.
- +38 Magnify (selectable attribute)
- Hemorrhage: Bleeds lasts 33% longer (Works on both weapons).
- Jagged Whirls: Whirling Blade inflicts bleed, dealing 10% weapon damage for 6s.
- Empowering Whirling Blade: If 2 or more enemies are within its radius while performing a Whirling Blade attack, gain 24% base damage for each nearby target (Max 5 Targets).
- Keenly Jagged: Inflicts Bleed on critical hit, dealing 10% weapon damage per second for 6s (7s cooldown).
Strategy and tips
Be careful of the pink elemental Void attacks from maidens and mages, and either block or dodge out. A ranged weapon can be useful in here. Enemy muskets are also quite annoying, so either bring the fight to them or stand out of their line of sight so they come to you.
Main Damage Type: Slash and Void
Isabella begins this fight, leaping around and running away as usual. She has a range of physical damage types, so the tank may be best off with some Onyx and a Slash protection shield, while everyone else needs to just stay out of her reach. She will also spawn three abominations, which are pretty easy to kill.
At about 75% health, Isabella will fly toward the boats and canons will shoot from the distance. The group can huddle up next to the eastern dog cage to prevent the canon fire from landing on them, then go and resume the fight. Canon fire will continue, so make sure you’re not standing in it.
Just before she gets to half health, Isabella gets tired of fighting and opens two of the cages in the room to reveal Oro and Joven, her pet tigers. There are a few strategies for this part of the fight, including allowing the tank to hold one dog while the rest fight the other, or having a DPS play an off-tank for the second dog. This can easily go wrong, however, so you may want to get the group to stand over by the west-side dog and get the tank to grab both of them. That way, AOE attacks will hit both enemies, killing them faster. The dogs do Slash damage and watch out for them jumping back and doing a Void breath attack, catching DP who had been standing safely behind.
Main Damage Type: Void
Empress Zhou’s moves are mostly telegraphed by particle effects, so once you get to know these, you can react in time to avoid them.
- Small particles rising from the floor = Dragon Breath – only hits in front, so just dodge to the side.
- Small particles on the floor radiating out from her = Corruption Wave – dodge into the wave.
- Small particles spinning in a small and wider circle around her = Dragon Circle – if you have grit, you can stand inside, otherwise block.
- Points to a player = Dragon Dive Solo – she will shoot a dragon at you, so move!
- Multiple perpendicular pink lines – Dragon Dive – Dragons will shoot out along those lines and follow players, just step to the side and avoid them.
At about 60% health, the Empress will take a break and summon two waves of trash mobs, plus two pillars. These pillars can also perform her magic spells. Kill the mobs only, then everyone should stack at the East wall of the arena. Zhou will throw 3 more pillars and we want these at this end. Do not kill the pillars. Once all pillars are thrown, everyone should run to the West end to finish the fight.Â
Interesting Loot
- M3 – Empress Zhou’s Set – Light armour with Health and Refreshing, upgradeable.
- M3 – Harbinger weapon set for skins – split stat Con/Weapon scaling attribute, Enchanted/Purifying Breeze, Weapon Ability Perk.