New World January Update Brings Endgame Mutators, Faster Leveling, And More

New World’s lat­est update has brought a rather long list of adjust­ments to Ama­zon’s MMO game, New World. This includes changes to New World’s endgame, most notably in the form of the Expe­di­tion Mutators.

These Mutat­ed Expe­di­tion Orbs, which can be craft­ed or pur­chased from fac­tion ven­dors, can give play­ers more chal­leng­ing ver­sions of Expe­di­tions with dif­fer­ent mod­i­fiers each week. Of course, pow­er­ful rewards will be wait­ing for those who take on these chal­leng­ing Expe­di­tions. Play­ers will be scored on their per­for­mance, with the num­ber of kills, wipes, and com­ple­tion time fac­tor­ing into what kinds of rewards will be received.

The new Umbral Shard upgrade sys­tem goes hand-in-hand with the Expe­di­tion Muta­tors. By gain­ing Umbral Shards from Mutat­ed Expe­di­tions, play­ers can raise the new gear score of the equip­ment up to 625. Play­ers can also get Umbral Shards from open­ing Gyp­sum casts or craft­ing 600 gear score items, as long as that play­er has reached 600 Exper­tise in that item slot.

Although the endgame was the focus in the lat­est New World update, it also includ­ed plen­ty of small­er adjust­ments that should improve the game. Costs to craft tun­ing orbs for Expe­di­tions has been reduced, and play­ers can now pur­chase orbs for cer­tain Expe­di­tions once a day (or once a week in some cas­es) direct­ly from fac­tion vendors.

Play­ers who are still grind­ing their way to max lev­el will be hap­py to know that Ama­zon has sped up the lev­el­ing process. The speed at which users gain lev­els from 23–45 has been increased by 20%. Ama­zon said that mid-game lev­el­ing “was tak­ing a bit long and did not match pac­ing of the con­tent.” Fast trav­el costs are being dras­ti­cal­ly reduced and new fast trav­el shines have also been added, mak­ing trav­el between var­i­ous Expe­di­tions eas­i­er. Tax rates for hous­es are also going down.

You can find the full patch notes below.

New World January Update Patch Notes


We are intro­duc­ing a new end-game fea­ture: Expe­di­tion Muta­tors! Muta­tors change the famil­iar by aug­ment­ing “Nor­mal” and “Named” Ene­mies found with­in expe­di­tions, chang­ing the way encoun­ters play out and what strate­gies play­ers should con­sid­er before bat­tle. And as com­bat changes, so do the rewards! New bespoke gear and resources can be found, pro­vid­ing addi­tion­al means to increase your pow­er level.

This sys­tem is intend­ed to rotate through a unique com­bi­na­tion of Expe­di­tions and Muta­tions each week, with 10 dif­fi­cul­ty lev­els per Expe­di­tion Muta­tion. Play­ers will be chal­lenged to climb the lad­der, with the aim of even­tu­al­ly reach­ing the max difficulty.

Please be advised that “Rec­om­mend­ed Gear Score’” lev­els for a Mutat­ed Expe­di­tion is impor­tant, as it direct­ly fac­tors into ene­my scal­ing — and by con­se­quence, your chances of suc­cess. Please note: This com­bat scal­ing is indi­vid­ual per play­er and sep­a­rate from the base dif­fi­cul­ty increas­es in health and damage.

  • Play­ers will require a codex for open­ing a Mutat­ed ver­sion of the expe­di­tion. On com­ple­tion of a Reg­u­lar Dif­fi­cul­ty Expe­di­tion, play­ers will receive the Codex for that Expe­di­tion and a one time reward of a Mutat­ed Expe­di­tion Tun­ing Orb.
    • Note:
    • Play­ers that are invit­ed to a group that already has a codex and orb will be reward­ed with both items upon completion.
      • The Mutat­ed Expe­di­tion Tun­ing Orb will not be reward­ed on addi­tion­al playthroughs of Reg­u­lar Dif­fi­cul­ty Expeditions.
  • Upon approach­ing and inter­act­ing with the Expe­di­tion Menu, play­ers will be able to see the type of muta­tor avail­able, the muta­tion lev­el, Gear Score rec­om­mend­ed to advance, and last­ly if they meet qual­i­fi­ca­tions for entry.
    • Muta­tor Orbs are uni­ver­sal. Play­ers can craft 1 per week and will be able to pur­chase addi­tion­al orbs in the Fac­tion Shop.
  • Scor­ing & Advancement
    • Score is per­for­mance based, tak­en from a com­bi­na­tion of cat­e­gories. Score is also a shared val­ue for group members.
    • The fol­low­ing cat­e­gories count towards the group’s over­all score value:
      • Time: The bet­ter the time, the bet­ter the score. Cal­cu­lat­ed at the end of a run.
      • AI Kills: A tar­get val­ue for killing a pre­de­ter­mined amount of ene­mies with­in the expedition.
      • Take­downs: A tar­get val­ue for killing “Named Ene­mies” with­in the expedition.
      • Team Wipes: Each team wipe dur­ing a boss fight reduces the score by a sig­nif­i­cant amount.
      • Respawns: Each respawn reduces the score by a mod­er­ate amount.
    • There are also Bonus Mul­ti­pli­ers for run effi­cien­cy, min­i­mal respawning/wiping, speed, and tak­ing down all tar­gets. These are cal­cu­lat­ed at the end of the Expe­di­tion run. The score ranks are Bronze, Sil­ver, and Gold.
    • Advance­ment through each Muta­tor dif­fi­cul­ty lev­el requires reach­ing a pre­des­ig­nat­ed lev­el of pro­fi­cien­cy with­in the high­est achieved lev­el. High­er scores mean advance­ment to high­er dif­fi­cul­ties, which in turn lead to big­ger rewards.
  • Muta­tion Effects
    • Ele­men­tal
      • Ele­men­tal muta­tions infuse ene­mies in the Expe­di­tion with a spe­cif­ic ele­men­tal dam­age type, increas­ing their resis­tance to that dam­age type, con­vert­ing a large por­tion of their dam­age to that type, and giv­ing them pow­er­ful ele­men­tal-based abilities.
      • Hell­fire: Hell­fire infus­es ene­mies with fire, allow­ing them to burn play­ers who oppose them.
      • Eter­nal: Eter­nal infus­es ene­mies with void, grant­i­ng them them abil­i­ties that debuff play­ers or buff their void-infused allies.
    • Pro­mo­tions
      • Pro­mo­tion muta­tions grant crea­tures in the Expe­di­tion pow­er­ful new abilities.
      • Sav­age: Sav­age AI apply heal­ing reduc­tion and cast dam­ag­ing beams around themselves.
      • Indomitable: Indomitable crea­tures per­sist through dam­age with life-steal­ing abil­i­ties and are able to sum­mon a pha­lanx, block­ing all incom­ing play­er projectiles.
    • Curs­es
      • Curse muta­tions apply dan­ger­ous effects to play­ers, forc­ing them to work togeth­er to over­come the curse’s pow­er. At the high­est dif­fi­cul­ties, Curs­es become Empow­ered, cre­at­ing addi­tion­al tac­ti­cal challenges.
      • Des­ic­cat­ed: Des­ic­cat­ed play­ers will occa­sion­al­ly com­bust with ele­men­tal ener­gy. When the curse is empow­ered, play­ers will need to cleanse them­selves by approach­ing the com­bust­ing player.
      • Cen­sored: Cen­sored play­ers will find their abil­i­ties turn­ing against them. After play­ers in the group have used a cer­tain num­ber of acti­vat­ed abil­i­ties, explo­sive silence zones will appear on all play­ers. When the curse is empow­ered, play­ers will lose nat­ur­al mana regen­er­a­tion and must enter the silence zones to regen­er­ate their mana.


  • Play­ers can upgrade indi­vid­ual gear pieces from GS 590 to GS 625, by spend­ing Umbral Shards. Note we reduced this require­ment from GS 600 to GS 590 based on PTR feed­back and the desire to require Leg­endary items to engage in the Umbral System.
  • The abil­i­ty to upgrade items of any type is unlocked when play­ers hit 600 Exper­tise for that item type.
  • Play­ers can acquire Umbral Shards via three methods:
    • Expe­di­tion Muta­tors are the most effi­cient way to earn Shards. The high­er the dif­fi­cul­ty lev­el and the high­er the Score Rank achieved the the more Shards a play­er will earn.
    • Open­ing Gyp­sum Casts, once the exper­tise of that type has reached at least 600 Expertise.
    • Craft­ing 600 GS items, once the exper­tise of that type has reached at least 600 Expertise.
  • Upgrad­ing any item via Umbral Shards binds the item to player.
  • Play­ers raise their Exper­tise from 590 to 600 through the cur­rent means; Gyp­sum Casts and ran­dom open world bumps.
  • Exper­tise is increased from 600 to 625 via the Umbral System.
  • Exper­tise Gear Scaling
    • Any item that is pur­chased from the trad­ing post or acquired through P2P after the Jan­u­ary patch will have its effec­tive gear score scaled down to the mid point of play­ers Exper­tise and the items gear score if their Exper­tise is low­er than the item’s gear score.


  • When­ev­er you craft a GS 600 item, if your Exper­tise for that item type is under 600 it will trig­ger an Exper­tise bump. This will be anoth­er great way for crafters to get their exper­tise to 600 (in addi­tion to the already released Emer­ald Gyp­sum from Trade Skill Apti­tude Reward containers).
  • If you get an Exper­tise bump from ran­dom drop in the open world, the loot tick­er will now show which item gave you the Exper­tise bump.
  • If you get an Exper­tise bump from open­ing a reward cache, the open­ing sequence will high­light which item gave you the bump.
  • You can now craft the Topaz Gyp­sum Attune­ment Potion at any Arcana Sta­tion as well as any T5 Camp.
  • Increased the odds of get­ting Topaz Gyp­sum when killing ene­mies and attuned.
  • We addressed an issue where Gyp­sum casts were only pro­vid­ing +1 bonus­es when open­ing above gear score 585 for an item. Now, upgrades from Gyp­sum Casts from 585 to 600 should be at least +2 except when exper­tise is 599.
  • To allow play­ers more access to use Gyp­sum more freely as they acquire it we’ve removed the craft­ing cooldowns on Gyp­sum Orbs.



  • With the release of Expe­di­tion Muta­tors, we’ve made some bal­ance changes and updates to exist­ing content.
  • We’ve made expe­di­tions more entic­ing by updat­ing rewards and drop-rates, bring­ing them in-line with oth­er end-game activities:
    • Drop rates for “Named Ene­mies” in expe­di­tions have been sig­nif­i­cant­ly increased.
    • T5 gear have been added to Dynasty Ship­yard loot-tables when play­ing in the mutat­ed expedition.
  • We’ve adjust­ed cer­tain ene­mies counts:
    • Lazarus Instru­men­tal­i­ty: Reduced the num­ber of ene­mies when seal­ing the Ancient Azoth Por­tals in the Ostium.
  • Expe­di­tion Tun­ing Orbs
    • Expe­di­tion Tun­ing Orbs for Amrine Exca­va­tion, Star­stone Bar­rows, The Depths, and Dynasty Ship­yard can be pur­chased from the Fac­tion Shop once a day. Expe­di­tion Tun­ing Orbs for Gar­den of Gen­e­sis and Lazarus Instru­men­tal­i­ty can be pur­chased once a week.
    • To increase access to craft­ing Expe­di­tion Tun­ing Orbs we made the fol­low­ing mate­ri­als able to be trad­able which were pre­vi­ous­ly bound to players:
      • Blight Seeds
      • Cor­rupt­ed Lode­stones, Crys­tals, Frag­ments, Shards, and Slivers
      • Chis­els
  • We’ve made sig­nif­i­cant reduc­tions to craft­ing costs for Expe­di­tion Keys. Glob­al Key Craft­ing Changes:
    • Reduced Starmet­al Chis­el coin cost to 150 down from 200.
    • Reduced Orichal­cum Chis­el coin cost to 200 down from 400.
    • Reduced Asmodeum Chis­el coin cost to 250 down from 500.
    • Eter­nal Heart: Reduced all ele­men­tal mote costs to craft. Now costs 10 of each mote down from 30.
    • Ele­men­tal Heart: Reduced all ele­men­tal mote costs to craft. Now costs 10 of each mote down from 30.
    • Undy­ing Heart: Reduced all ele­men­tal quin­tes­sence costs to craft. Now costs 2 of each quin­tes­sence down from 6.
    • Dynasty Tun­ing Orb: Reduced the amount of Cor­rupt­ed Crys­tal required to craft. Now costs 1 down from 2.
    • Dynasty Tun­ing Orb: Reduced the amount of Obsid­i­an Void­stone required to craft. Now costs 8 down from 10.
    • Lazarus Tun­ing Orb: Reduced the amount of Cor­rupt­ed Lode­stone required to craft. Now costs 1 down from 3.
    • Gen­e­sis Tun­ing Orb: Reduced the amount of Cor­rupt­ed Lode­stone required to craft. Now costs 1 down from 2.
  • Mutat­ed Tun­ing Orb changes from PTR:
    • Reduced the amount of Rune­stone required to craft. Now costs 5 down from 10.
    • Reduced the amount of Pow­er­ful Gem­stone Dust required to craft. Now costs 5 down from 10.
    • Reduced the amount of Chis­els required to 1 down from 2.
  • We’ve heard your frus­tra­tions with the cost of Fast Trav­el, and this release includes an update that dra­mat­i­cal­ly reduces the dis­tance fac­tor in the amount of Azoth required for each trip. Accord­ing­ly, the Fac­tion Con­trol Point bonus asso­ci­at­ed with Fast Trav­el now reduces the dis­tance fac­tor to zero.
  • New Fast Trav­el shrines have been unearthed!
    • Exca­vat­ed Shrine added at the Amrine Excavation
    • Star­stone Shrine added to the North East wall of the Shat­tered Obelisk Complex
    • Shire­sad Shrine added just out­side the entrance to The Depths.
    • Gen­e­sis Shrine added in front of the Gar­den of Gen­e­sis entrance
    • Melpomene’s Shrine added below the Siren’s Amphitheatre
    • Lazarus Shrine added next to the entrance to the Lazarus Instrumentality

Open World

  • Fixed an issue with the fol­low­ing Elite Strong­holds not con­sis­tent­ly apply­ing the appro­pri­ate afflic­tion to play­ers that enter visu­al­ly afflict­ed areas:
    • Man­gled Heights
    • Ambusti Inferior/Superior
    • Myk­gard
    • Malev­o­lence
  • Siren’s Stand: Revised chest place­ments of sev­er­al Elite Chests to be clos­er to their asso­ci­at­ed named enemy.
  • Man­gled Heights: Slight­ly moved one Elite Chest at Man­gled Pox Gate.
  • Fixed incon­sis­tent spelling for the play­er fac­ing name of Eridanus.
  • Fixed an issue with Windsward Patrol Fac­tion Mis­sions dis­play­ing incor­rect values.
  • Added a fix to pre­vent dupli­cate objec­tives from being giv­en to players.
  • Yetis con­vert­ed from Elite Boss to Elites after the Win­ter Con­ver­gence event.
  • Added ene­mies to an aban­doned camp site in Rest­less Shore.
  • Increased spawn times to lev­el 35+ POIs to account for longer time to kill enemies.
  • Fixed an issue found in PTR where a tree flies into sky after being chopped down.
  • Fixed an issue where the Dis­ci­ple of Dis­or­der only spawned once in Myrkgard.
  • Decreased some load times.
  • Fixed an issue where a fence was not ren­der­ing for all play­ers in Weaver’s Fen.
  • Removed a small patch of invis­i­ble water in Ever­fall, North of Ori­on, that can slow play­er move­ment or cause the play­er to drown.
  • Fixed an issue with an elite chest clip­ping through an Orchi­cal­cum vein mak­ing it dif­fi­cult to loot in Myrkgard.
  • Var­i­ous fix­es to gather­ables and veg­e­ta­tion below or inside world collision.
  • Var­i­ous fix­es to holes in world collision.




  • Bears
    • Increased the hit vol­umes for Bipedal bears so that play­ers can more con­sis­tent­ly dam­age them.
  • Skele­tons
    • Reduced the amount of health that Skele­tons will revive with from 70% to 40%.
  • Vil­lagers
    • Reduced the amount of heal­ing that is grant­ed from Vil­lager potions from 35% to 20%.
    • Increased the cooldown on the Potions.
  • Varangian Knights
    • The Varangian Knights cel­e­brat­ed the Win­ter Con­ver­gence by lay­ing down their weapons and paint­ing them to match the col­or of their armor.
  • Ten­drils (Cor­rupt­ed and Angry Earth)
    • Reduced dam­age of Sweep attack by 40%, reduced fre­quen­cy of this attack, but increased reac­tion to a knockdown.
    • Reduced dam­age of Stab attack by 50% and removed stag­ger reaction.
    • Reduced dam­age of Thrash attack by 40%.
    • Reduced dam­age of Pro­jec­tile attack by 50% and removed stag­ger reaction.
  • Swamp Beast Are­na Boss
    • Fixed an issue pre­vent­ing the Swamp Beast from prop­er­ly con­sum­ing minions.


  • Gar­den of Genesis
    • Fixed an issue pre­vent­ing ene­mies from despawn­ing after fail­ing to defend the sapling.
    • Allu­vi­um Marl — Removed the unin­tend­ed abil­i­ty for min­ions to apply a debuff against Allu­vi­um Marl on their death.
    • Blight­ed Greenskeep­er — Reworked the VFX on the Blight­ed Greenskeep­er to be more visible.



  • Weapon Perks
    • Flame Attune­ment — Attacks deal an addi­tion­al 15% weapon dam­age as Fire. (Cooldown 2s)
    • Frost Attune­ment — Attacks deal an addi­tion­al 15% weapon dam­age as Ice. (Cooldown 2s)
    • Arbo­re­al Attune­ment — Attacks deal an addi­tion­al 15% weapon dam­age as Nature. (Cooldown 2s)
    • Abyssal Attune­ment — Attacks deal an addi­tion­al 15% weapon dam­age as Void. (Cooldown 2s)
  • Armor Perks
    • Flame Con­di­tion­ing — After being hit with Fire dam­age, gain 4% Fire absorp­tion for 5 sec­onds. Each piece of armor with this perk increas­es the poten­cy of the effect.
    • Frost Con­di­tion­ing — After being hit with Ice dam­age, gain 4% Ice absorp­tion for 5 sec­onds. Each piece of armor with this perk increas­es the poten­cy of the effect.
    • Arbo­re­al Con­di­tion­ing — After being hit with Nature dam­age, gain 4% Nature absorp­tion for 5 sec­onds. Each piece of armor with this perk increas­es the poten­cy of the effect.
    • Abyssal Con­di­tion­ing — After being hit with Void dam­age, gain 4% Void absorp­tion for 5 sec­onds. Each piece of armor with this perk increas­es the poten­cy of the effect.


  • We adjust­ed the way armor mit­i­ga­tion is cal­cu­lat­ed to use ene­mies gear score val­ue instead of your aver­age gear score.
  • To adjust for the dif­fer­ence in armor mit­i­ga­tion, we increased the dam­age low lev­el play­ers do to high­er lev­el play­ers and reduced the dam­age the high­er lev­el play­ers due to low­er lev­el players.


  • Increased the Azoth cost of Brute tokens from 500 Azoth to 750 Azoth.
  • Sum­mon­ing Stones are now dropped on death.
  • Sum­mon­ing Stones now have a rar­i­ty asso­ci­at­ed with them. Epic for Bear and Wraith Tokens, and Leg­endary for Brute Tokens. This should make it clear to play­ers when they are dropped by oth­er players.
  • Out­post Rush Alpha Wolf will no longer sum­mon minions.
  • Out­post Rush gather­ables no longer have weight.
  • Baroness Hain’s Ice Mines now slow the play­er by 30% for 3s instead of stag­ger­ing the player.
  • Water can no longer be gath­ered in Out­post Rush.
  • Added two addi­tion­al gate points on the sides of each team’s spawn.
  • Increased the cooldown on the Out­post Rush Brute’s Cor­rupt­ed Ball.
  • Out­post Rush Brutes will now be much less like­ly to use their Cor­rupt­ed Ball spell when play­ers are inside of the fort.


  • Fixed an issue that allowed Mus­ket and Bow light attacks to be acti­vat­ed underwater.
  • Fixed an issue that blocked Bow from enter­ing aim down sights if swap­ping to Bow while in Mus­ket Sniper Zoom.
  • Updat­ed the Rapi­er Ton­do Abil­i­ty and the Bow Barbed Arrows Rain of Arrows upgrade tooltips to state the dam­age per sec­ond instead of over­all dam­age for the dam­age over time effects.
  • Fixed issue where play­er move­ment speed was some­times increased while plac­ing a camp.
  • Fixed tooltip for the fine cor­rupt­ed sig­il incor­rect­ly stat­ing light­ning dam­age instead of strike damage.
  • Removed text that flies out when trig­ger­ing Quick Shower.
  • Fixed exploit where play­ers could com­bine mul­ti­ple ammo return ben­e­fits and refund ammo using attacks that hit mul­ti­ple times per use. Added a cooldown to ammo refunds so that it can not trig­ger more than once every 2 sec­onds per ability/perk/attribute bonus.
  • Fixed issue where if shift was being held while aim­ing down sights with a bow or mus­ket, or if a play­er used any nav­i­ga­tion action, the ani­ma­tions would stutter.
  • Fixed issues with play­er becom­ing stuck after inter­act­ing with NPCs.
  • Fixed issue that would cause you to can­cel out of Poi­son Shot or Pen­e­trat­ing shot if you were hold­ing RMB while acti­vat­ing the ability.
  • Fixed issue where var­i­ous sta­tus effect removals were result­ing in the buff apply­ing indefinitely.
  • Fixed issue where the Bow Con­cus­sion ulti­mate was apply­ing to all attacks and not just headshots.
  • Fixed issue where Mend­ing Pro­tec­tion wasn’t func­tion­ing prop­er­ly. To fix the issue the fol­low­ing changes were made:
    • Updat­ed Mend­ing Pro­tec­tion be able to be re-applied by any Orb Of Pro­tec­tion heal, even the recov­ery form Pro­tec­tor’s Blessing.
    • To com­pen­sate for that the dura­tion has been short­ened and the effect of it has been reduced. Pre­vi­ous­ly it was 5%-40% for 5s that only applied as the abil­i­ty was ini­tial­ly used, now it is 5%-25% for 3s. That dura­tion can be refreshed with each tick of recov­ery and addi­tion­al appli­ca­tions of Orb of protection.
  • Fixed issue where the great axe Reap abil­i­ty was not deal­ing dam­age when both The Col­lec­tor Mod­i­fi­er and the Grav­i­ty Pas­sive were unlocked.
  • Fixed issue that was preva­lent in the PTR where the void gauntlet’s cooldown reduc­tion was being trig­gered by DoT ticks.
  • Fixed bug that did not allow Ancient Bear Paw to be used in crafting.
  • Fixed an issue caus­ing desyncs when using shield bash while moving.
  • Fixed a desync issue that would occur when hom­ing through Ice Show­er ability.
  • Fixed an issue caus­ing desyncs on Reap when ful­ly upgrad­ed with the Blood Lust Passive.
  • Fixed an issue where the dam­age ticks from bleed­ing sweep on the Spear were trig­ger­ing cooldown reduction.
  • Fixed an issue with the Void Gaunt­let that caused Bale­ful Teth­er’s sta­tus effect to be nul­li­fied by crouch­ing or going prone.



As a make good for the play­ers impact­ed by the serv­er clock issues expe­ri­enced last year, we reduced hous­ing tax costs for all play­ers by 90% based on the tax % set by com­pa­nies that owned the ter­ri­to­ries. We com­mu­ni­cat­ed along­side that change we would revert those tax­es back in a future update. In the time the tax break has been active, it has brought to light an imbal­ance in wealth dis­par­i­ty which was pun­ish­ing for home own­ers, and we have decid­ed to tight­en the hous­ing tax band. We will con­tin­ue to exam­ine play­er recep­tion and data around this issue. We are adjust­ing them to be more fair for home own­ers and com­pa­nies. We are focused on eval­u­at­ing and con­tin­u­al­ly tun­ing the over­all wealth dis­tri­b­u­tion and impact of the ter­ri­to­ry tax sys­tem. In this patch we have:

  • Revert­ed the make good 90% hous­ing tax reduction.
  • Updat­ed hous­ing tax min­i­mum band to 2.5% down from 5%.
  • Updat­ed hous­ing tax max­i­mum band to 10% down from 20%.
  • Updat­ing default hous­ing tax to 5% down from 10%.


With the intro­duc­tion of trade skill apti­tude we imbal­anced the gain of Azoth Vials which made them too plen­ti­ful, and the excess of these items for some play­ers was caus­ing dam­age to the over­all val­ue of Azoth Vials as a reward. Since these can be trad­ed we want to make sure they stay rare and spe­cial. We will con­tin­ue to watch play­er sen­ti­ment and data here to see if fur­ther adjust­ments are needed.

  • Removed Azoth Vials from T1 Apti­tude gath­er­ing chests.
  • Reduced Azoth Vials from T2 Apti­tude gath­er­ing chests to 1–2 down from 2–3.
  • Reduced Azoth Vials from T3 Apti­tude gath­er­ing chests to 1–3 down from 3–5.
  • Reduced Azoth Vials from T1 Apti­tude craft­ing & refin­ing chests to 0–1 down from 2–3.
  • Reduced Azoth Vials from T2 Apti­tude craft­ing & refin­ing chests to 1–2 down from 2–3.
  • Reduced Azoth Vials from T3 Apti­tude craft­ing & refin­ing chests to 2–3 down from 3–5.


  • Fixed a bug where play­ers under lev­el 60 were able to get gyp­sum from dark­ness events. Play­ers must be lev­el 60 now to start earn­ing gyp­sum from those events.
  • The Sur­geon, Pit Lord Dae­hi, Baines, and Mordi­ci The Mor­ti­cian pre­vi­ous­ly did not drop bat­tle tro­phy mate­ri­als. This has been fixed!


  • Fixed an issue where Time­less Shards were not being con­sumed while crafting.
  • Fixed an issue caus­ing the Mak­er’s Mark Hatch­et to incor­rect­ly dis­play as leg­endary with an extra perk in the craft­ing menu.
  • Updat­ed art for Ener­giz­ing Light Ration and Ener­giz­ing Trav­el Ration to bet­ter rep­re­sent the ingre­di­ents used to cre­ate them.
  • Fixed “Black­ened Mand­je Mand­je with Corn Suc­co­tash” recipe that requires a Lava Barb. The recipe title now ref­er­ences the cor­rect fish.
  • Fixed a bug that was pre­vent­ing play­ers from craft­ing GS 600 arcana items using Win­ter Patterns.
  • Fixed an issue that pre­vent­ed the use of Onyx when craft­ing ear­rings using Time­less Shard.


  • To stim­u­late the post-hol­i­day econ­o­my, we’ve added a lim­it­ed-time rare drop called “Bag of Juniper Berries” which gives play­ers coin and Juniper berries. It has the poten­tial to reward between 50–150 coin per acqui­si­tion and you can only find 3 per day.
  • Fixed an issue where Rothoard Alli­ga­tors were drop­ping an exces­sive amount of rawhide.
  • Fixed an issue where cer­tain 600 gear score named items were increas­ing your Expertise.
  • Fixed an issue where the Lazarus Bow had less dex­ter­i­ty than oth­er bows at its tier and gear score. It now has an equiv­a­lent amount of dexterity.
  • Fixed an issue where the ear­ring “Ped­al” could not be repaired.
  • Fixed an issue caus­ing Egwene’s Cloak to stretch with cer­tain animations.
  • Fixed an issue caus­ing the Dynasty Ship­yard Muta­tor ring to dis­play an incor­rect name and descrip­tion. It now dis­plays the prop­er name and description.
  • Fixed an issue pre­vent­ing play­ers from sock­et­ing gems into Muta­tor Accessories.
  • Fixed an issue pre­vent­ing play­ers from sock­et­ing gems into Old Ring, Old Ear­ring, and Old Amulet.


  • Sped up lev­el­ing for the mid game lev­els of 23 — 45 by 20%. We saw that mid game lev­el­ing was tak­ing a bit long and did not match pac­ing of the con­tent we had.


  • Mate­ri­als used to craft Expe­di­tion Keys: Chis­els, and Cor­rupt­ed Frag­ments, Shards, Crys­tals, and Lode­stones are now tradeable.
  • Expe­di­tion Muta­tor Tun­ing Orbs can be craft­ed once per week and also have been added to the Fac­tion Shops and can be pur­chased there once per week.
  • To keep par­i­ty with Expe­di­tion Muta­tor Tun­ing Orbs, nor­mal Expe­di­tion Tun­ing Orbs for Dynasty Ship­yard, Gar­den of Gen­e­sis, and the Lazarus Instru­men­tal­i­ty have been added to Fac­tion Shops and can each be pur­chased once per week.
  • To reduce the cost of all items in inven­to­ry tak­ing dura­bil­i­ty dam­age on death, we made a change so that only Bound items take dura­bil­i­ty dam­age on death.
  • We fixed an issue that was caus­ing play­ers to lose progress when switch­ing back to a Fac­tion they pre­vi­ous­ly had been a part of. Now, when play­ers switch back to a Fac­tion they will retain their Fac­tion Rank Rep­u­ta­tion as well as the bal­ance of their Fac­tion Tokens. Unfor­tu­nate­ly, we can not restore play­ers to their pre­vi­ous state for play­ers who switched back to a Fac­tion they were are a part of pri­or to this update.


  • Game Entry Nav­i­ga­tion Assis­tance added to the game.
    • This sys­tem will help visu­al­ly impaired play­ers enter the world of Aeter­num, through voice nar­ra­tion of some of crit­i­cal steps need­ed to cre­ate a char­ac­ter and get to the start­ing beach
  • Removed abil­i­ty to give gold to indi­vid­u­als out­side of the play­er-to-play­er trad­ing system.
  • Added a new load­ing screen tooltip to help explain how the strong against / weak against mechan­ics work.
  • Play­ers must now play the game for a min­i­mum of 2 hours and have owned the game for a min­i­mum of 72 hours before they can use chat. This should help elim­i­nate some more of those pesky gold sellers.


  • Décor Packs now dis­play num­ber of fur­ni­ture items includ­ed in pack.
  • Store items can now simul­ta­ne­ous­ly dis­play that they are on sale and that they are avail­able for a lim­it­ed time.
  • Cur­ren­cy sym­bols now cor­rect­ly dis­play in all regions.


  • Fixed an issue that caused the Trad­ing Post’s “Sort by Time” func­tion to func­tion incorrectly.
  • Inven­to­ry should no longer scroll back to the top after clos­ing the sell win­dow (whether you sell or can­cel) on the Trad­ing Post.


  • Fixed an issue where group chat could break after exit­ing a house.
  • Fixed an issue where com­pa­nies who own more than one ter­ri­to­ry were not get­ting merge reim­burse­ments. Com­pa­nies are now com­pen­sat­ed depend­ing on the num­ber of ter­ri­to­ries they own (rather than a flat amount).
  • Fixed an issue where Out­post Rush reward screen would only showed one reward even if mul­ti­ple were awarded.
  • Fixed an issue that some­times caused Cor­rupt­ed Breach icons to not appear on the map.
  • Fixed a bug that caused the Ter­ri­to­ry Stand­ing Upgrade UI to stay on screen if a play­er starts a trade while its visible.
  • Fixed an issue that some­times caused items to not appear repaired after a play­er repairs all.
  • Fixed a bug that some­times caused the incor­rect items to trade when trad­ing from a split stack.
  • Adjust­ed Void Gaunt­let icons to match the gauntlets mod­el color.
  • Fixed a num­ber text over­lap­ping issues in the UI.
  • Fixed an issue with sort­ing by time on the Trad­ing Post.
  • Fixed an issue caus­ing some Time­less Shard icons to dis­play the incor­rect weight.
  • Fixed a bug where Eter­nal Pool Are­na boss music could be heard right out­side of the Eter­nal Pool Arena.
  • Fixed a bug where sounds were not always play­ing at Navarro’s Kitchen.
  • Adjust­ed the way mis­sion tooltips dock (they now dock to the side of the tiles), to make it eas­i­er to read detailed info on missions.
  • Added a sound for when play­ers cap­ture points dur­ing an Out­post Rush.
  • Fixed a bug where play­ers could not always hear Snap the Wolf when accept­ing the Snap’s Bless­ing quest.
  • Fixed serv­er crash that like­ly stemmed from ter­ri­to­ries aban­doned by their governors.
  • Fixed a dis­crep­an­cy between serv­er, client, and sys­tem clock tim­ing in war dec­la­ra­tion screen.
  • Fixed an issue where the map was report­ing that there was an Upcom­ing Inva­sion when there was actu­al­ly an Upcom­ing War.
I am a Platinum lover and an ex- Cod-aholic. I've been playing games since I was 5 years old and I refuse to quit, despite my mother's attempts to get me to. God of War and its successors are my all time favorite games.

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