This week's mutation is endlessly Eternal.
There’s some synergy between the Corrupted expeditions and Void mutation this week, although Oppressive is going to make M2+ annoying for healers. We’ve got a selection of tanky artifacts up for offer and you can use your Void Protection in the Crassus event between runs.
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
- Mage Hunter – Enemies drain mana on being hit. M1: 10% drain, M2 & M3: 20% drain.
- Suppressor – Enemies cast a silence zone on attacking players.
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 - Healers gonna hate
This promotion is particularly hard on healers due to Mage Hunter. Something to note is that the mana drain only occurs if you hit the Mage Hunter mob, so if there are other targets to use for cooldowns etc, try to hit them instead. Suppressor is annoying for everyone, since the silence stops your abilities from working. At least this one doesn’t blow up.
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.
The Ennead
Enemy Type: Ancient and Corrupted
Weaknesses: Ancient: 30% Lightning 20% Strike 15% Void. Corrupted: 30% Arcane 20% Thrust 15% Nature
Consumables
- Topaz gem Lightning damage* | Sapphire gem Arcane damage*
- Ancient Ward potion | Corrupted Ward potion – 10% damage absorption
- Ancient Coating | Corrupted Coating – 15% bonus damage
- Ancients Combat Trophy | Corrupted Combat Trophy – 3/4/5% bonus damage x3
- Strike damage – Hammer, Void damage – Void Gauntlet | Thrust damage – Spear, Rapier, Bow, Musket, Blunderbuss
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 Wall Tower Shield
Dropped by Heru.
- Shield Wall: Gain 5% base damage reduction You cannot dodge, but have 33% more stamina. (While active or sheathed)
- Chromatic Ward: You take 25% less damage from all elemental sources.
- Sturdy: Receive 10% less Stamina damage while blocking.
- Keenly Fortified: Gain 10% Fortify for 3s on critical hit (10s cooldown).
- Cannot add Gem Setting Pin
Strategy and tips
The Ennead is a bit of a maze and there are many different ways you can go and still reach your final destination. The fastest way is to take the first left in the passageway after the first room, kill all the beetles, then hug the wall on the right, fight the two sphinx and then proceed up to the mini-boss guarding the door. This does skip a lot of mini-bosses though, so if you’re wanting to complete faction missions or collect Azoth Crystal items from M2+ then you’ll have to go the long way.
Beware the Horus Guardians, as they teleport backwards away from the fight. Try to position them so they have a wall behind them and cannot get too far away. Some of the mini-bosses have attacks that do high damage, including Shai in the first room. If you are dying to this, consider taking your Con up to 100. On top of the mutation elemental damage, many of the attacks here are Fire or Void, so if you need somewhere to put your resistance over the 50% cap, these are good choices.
After the first boss, the enemies become Corrupted instead of Ancient. In M2 and M3, you may consider rebuffing at this point or even changing weapons. After the second boss, we return to Ancient for the final section.
Main Damage Type: Fire
This giant beetle is the first boss you will face. When you first enter the arena, there is a chance Khepri will charge, so be ready for it. As well as the physical attacks, Khepri emits a Solar Blast that does Fire damage. Watch out when the beetle launches into the air, because it is going to land with a slam. This gives you plenty of time to prepare a dodge. In the early part of the fight, it will do one slam but as the fight progresses, it will do two and then three, which is harder to dodge successfully.
Periodically, a solar beam will be targeted at each player. In most cases, you should be able to just fight through this, with good heals. For M3, you may want to use one of the pillars in the room to hide behind, which will stop the beam from damaging you.
Main Damage Type: Void
The General is Corrupted, so most of the elemental attacks in this fight are Void, including the corrosion blobs on the floor. There are a couple of Fire attacks, from the Archer phase, so try to stay out of those. General Crassus takes three different forms in this fight, each with their own signature moves.
Legionnaire Phase
This is the opening form, where General Crassus uses a spear. He begins flanked by two Signifiers and some trash mobs. It’s always good to clear Signifiers first, as they have a large area of effect Rend debuff. Watch out for the Phantoms – a row of ghostly soldiers that can hit hard. If this phase takes too long, additional enemies will spawn from a plate at each end of the arena. This is too far for the tank to taunt both of them, so DPS will need to manage these mobs and kill them or bring them to the clump.
Sagittarii Phase
At about 70% health, Crassus will return to the centre of the arena and his weapon will transform into a bow. He’ll also summon 4 allies around him. The bow attacks do fire damage, so make sure you keep moving around. Adds will continue to spawn on the plates and need to be kept under control or the healer won’t be able to heal.
Signifier Phase
In the final phase, at about 40% health, Crassus transforms into a Signifier with a staff. Two cyclops are spawned at the same time. Rather than fight these, DPS should move on to the boss and allow the tank to kite the Cyclops around the arena. It’s important to kill Crassus as fast as you can to finish the fight.
Main Damage Type: Fire
So, you’ve probably already noticed that Ennead has an extra boss fight, and to top that off, the final battle is with not one but two bosses. First we fight Anpu and then Heru, but when Heru dies the first time, they both rise up and we have to fight them together. The final deaths need to be within 10 seconds of one another, or else they will both respawn. So when one gets down to 1-2 bars of health, change your target to the other one.
Anpu
The big guy is Anpu and he spawns at the back left corner of the arena. On entering, the whole team should run up and fight fairly close to the pillar he spawns near. The tank should keep him on the far side of the pillar, and the furthest player needs to keep the pillar between them and Anpu, so that when he charges the pillar blocks him.
- Fire circle – when Anpu lifts his leg, he will spin fire around himself. Step back until this is over.
- Fire charge – Anpu will charge at the furthest player. Use a pillar to block him. He will leave a trail of fire which causes a fire DoT, so it’s best to reduce this by making him hit the closest pillar rather than charging across the arena.
- Cleave – Anpu will slam the ground and cause a line of seismic damage to head toward a player.
- Bolt – Apnu will throw two fast projectiles at a ranged player. These can be dodged if you’re quick.
Heru
Once Anpu is killed the first time, Heru will spawn near the glyph at the back of the arena. At this point, players need to be prepared to move toward the four pillars in the arena, so a ranged weapon can be useful.
- Judgement of the Gods – you will get a beam on you that causes a stun – make sure you’re not standing in fire when it takes effect.
- Divine Doom – a beam of light targets each player, causing fire damage. Just move out of it.
- Sun Beam – circles of fire move around the arena, be careful not to stand in them.
- Pillars – Heru will teleport to the middle of the room and hover in the air. Each pillar will start glowing and need to be disabled via interacting with it. While there are any pillars that haven’t been disabled, a wave of damage will periodically sweep the room. There is enough time to disable a pillar before the wave, if you start as soon as its available, otherwise you will need to dodge the wave or heal through it. Group coordination is key here and it’s best to assign pillars before the fight begins.
Interesting Loot
- M3 – Sun Lord’s Set – Light armour with Grit Ward and Refreshing, upgradeable.
- M3 – The Pharaoh’s weapon set for skins – split stat Con/Weapon scaling attribute, Keen/Desperate Prayer, Weapon Ability Perk.
- Legate’s Amulet – Health, Shirking DoT Cleanse + Random perk and attribute.
- Legate’s Ring – Keen Awareness, Enfeebling + Random perk and attribute.
- Legate’s Earring – Refreshing Toast, Nimble + Random perk and attribute.
The Depths
Enemy Type: Corrupted
Weaknesses: 30% Arcane 20% Thrust 15% Nature
Consumables
- Sapphire gem Arcane damage*
- 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
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
- M3 – Expedition 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.
- Deep Amulet – Health, Shirking DoT Cleanse + Random perk and attribute.
- Deep Ring – Keen Awareness, Enfeebling + Random perk and attribute.
- Deep Earring – Empowering Toast, Nimble + Random perk and attribute.
Tempest's Heart
Enemy Type: Corrupted
Weaknesses: 30% Arcane 20% Thrust 15% Nature
Consumables
- Sapphire gem Arcane damage*
- 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
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: Magnetic Gauntlets
Dropped by Isabella.
Strategy and tips
The Tempest is a long dungeon, so players often like to run from one gate to another and fight whatever follows, when it catches up. This can be a little overwhelming for newer players, or in higher mutations. There are lots of resources to gather, and some of the mini-boss fights are quite challenging, especially Ekheke, the spriggan. DPS should clear the 2 musket enemies while the tank moves Ekheke either on or next to the stairs, to try and reduce his movement. You’ll also meet Isabella a few times. When she has her acolytes with her, make sure you kill them to reduce her power.
Main Damage Type: Void
Neishatun’s arena looks like it’s filled with fire but it actually does Void damage. Another of Aeternum’s snake-like bosses, Neishatun will slither away multiple times, leaving you with an arena full of fiery circles. Zoom your camera right out and look for a gap, because if you get caught in the fire when it pulses, you’ll get a Void DoT that can’t be cleansed until the fight is over. Trash mobs appear during this phase, and you can usually tell where a clear spot will be next by watching where they spawn.
Other moves to look for include a symbol above your head that means Neishatun is going to shoot at you – just move to the side to avoid it. An orb can also appear in the middle of the arena, which you need to destroy before it explodes and gives everyone a Void DoT. For those up close, be careful of the Tail Slam, Tail Swipe, Charge, and Charge Tail Whip, which all do Strike damage.
Main Damage Type: Void
At the end of this expedition, you can finally fight Isabella to the death – yours or hers. The shape of this boss arena is like a triangle, with 3 clearings on the corners. The space in the middle and on the edges is filled with a murky corrupted liquid that we call the spaghetti. Do not stand in the spaghetti, it does a fast DoT and will kill you quickly.
Isabella has really grown into her wings for this fight and uses them as a weapon, as well as to swoop down on players throughout the arena. If you get a symbol above your head, it means she is going to swoop you, so be ready to duck, dive, and roll. She also sends out tendrils of corruption along the ground, that cause a slow and DoT. You can avoid them by moving toward and to the side, but it’s difficult. Corruption Tinctures can help in here. Another attack is a wide slash of corruption that moves quite slowly and can be dodged forward into.
At about 40% health, she will put up a corrupted tower on one of the clearings. If you’re killing her quickly, you can just avoid this by fighting on another clearing. If it’s taking a bit longer, you can destroy the tower by pressing E. Beware of meteors – you can see if one is about to drop by a red circle outline on the ground. If the circle overlaps where you are standing, step out of the way and then resume destroying the tower.
Once Isabella is dead, you need to go to where she lands and use your Azoth Staff to make sure she stays dead. Otherwise, the fight starts over.
Interesting Loot
- M3 – Isabella’s Set – Light armour with Enchanted Ward and Void Harnessing, upgradeable.
- M3 – Befouled weapon set for skins – split stat Con/Weapon scaling attribute, Refreshing Move, Weapon Ability Perk.
- Myrkgard’s Amulet – Health, Empowered + Random perk and attribute.
- Myrkgard’s Ring – Hearty, Crippling + Random perk and attribute.
- Myrkgard’s Earring – Refreshing Toast, Healthy Toast + Random perk and attribute.