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Fight Turkulon for the Drumstick of Death

Greetings, Adventurers!

Dinner has never been so dangerous. Satisfy your hunger for carnage when Turkulon returns from November 20 through December 3. Hunt down the Feathered Avenger of Death and his "fowl army" to earn unique, event-specific items, including the Grand Gobbler War Hammer, Turkulon’s Juicy Calves Boots Skin, and Massive Turkey Legs. The new Drumstick of Death Flail Skin is also waiting to be served.

[h2]Rewards[/h2]
Regular turkeys and Turkulon reward players with different loot. Use the Turkulon’s Claw Skinning Knife to "finish your food" for even more rewards. Each regular turkey has a 20% chance of dropping one.

Some items marked below have daily limits. These reset at 5 a.m. local time. For example, if a player grabs three Turkey’s Treasures at 4:58 a.m., they’ll be able to earn another at 5:01 a.m.

[h3]Regular Turkey Loot[/h3]
Regular turkeys can be found scattered across the map. Players will likely spend more time skinning than fighting them.

Diamond Gypsum (20% Drop Chance)
  • Limit: 6 per day

Turkey’s Treasure (33% Drop Chance)
  • Limit: 3 per day
  • Contains coin

Turkulon’s Claw Skinning Knife (20% Drop Chance)
  • Limit: One per event
  • Provides extra loot (Poultry, Poultry Thigh, Poultry Breast) when skinning turkeys, both during and after the event.

[h3]Turkulon’s Claw Skinning Knife Rewards from Regular Turkeys[/h3]

Skin regular turkeys with the event-specific Turkulon's Claw Skinning Knife for additional loot:

Infused Turkey Coating (15% Drop Chance)
  • Limit: 5 per day
  • Major damage boost against Turkulon.
  • Minor damage boost against other beasts.
  • This item will no longer be available after the event.

Infused Turkey Ward Potion (15% Drop Chance)
  • Limit: 5 per day
  • Major damage absorption from Turkulon’s attacks.
  • Minor damage absorption from other beasts.
  • This item will no longer be available after the event.

Turkey Luck Potion (15% Drop Chance)
  • Limit: 5 per day
  • Increases the chance of receiving each Turkulon drop by 5% for 5 minutes.
  • This item will no longer be available after the event.

Diamond Gypsum (20% Drop Chance)
  • Limit: 6 per day

[h3]Turkulon Drops[/h3]

Turkulon can be found in specific locations throughout Everfall, Brightwood, Mourningdale, Restless Shore, Windsward, Monarch’s Bluffs, and Cutlass Keys. Team up with your friends, Faction, and fellow Adventurers to take down this level 66 open-world boss for the following rewards. (Note that players must deal a minimum amount of damage to receive rewards.)

Players are guaranteed to receive all of the rewards after killing Turkulon 16 times. For instance, if someone has yet to receive the Feast-O-Plenty Food Trophy after 15 kills, then Turkulon will drop it on his next death.

The Drumstick of Death Flail Skin (9% Drop Chance)
  • Limit: One per event

The Grand Gobbler War Hammer Skin (20% Drop Chance)
  • As deadly as it is delicious.
  • Limit: One per event

Massive Turkey Leg (100% Drop Chance)
  • Used to craft special Roasted Monstrous Turkey Dinner.
  • Temporarily increases Constitution and Luck.
  • Slowly recovers health.
  • Potency scales depending on player level.
  • Limit: 5 per day

Feast-O-Plenty Food Trophy (7% Drop Chance)
  • Increases duration of all Food effects when placed in your house.
  • Limit: One per event

Turkuless, Disgruntled Fowl Pet (12% Drop Chance)
  • Makes "gobble-gobble" sounds while it sits in your house.
  • Limit: One per event

Turkulon Egg Seat (9% Drop Chance)
  • Limit: One per week

Turkulon’s Juicy Calves Boots Skin (11% Drop Chance)
  • Limit: One per event


Thank you for your continued feedback and support! We’ll see you in Aeternum.

Hippo Burley


If the isle of Aeternum is known for anything, it is mysteries.

Indeed, the island itself is the grandest mystery of all – located somewhere in the Atlantic Ocean, protected by the ever-churning Stormwall. While people from seemingly all ages and regions find their way here eventually, so too do many of the animals native to each corner of the Earth. At this point in time, it is highly likely that adventurers have encountered most of them. But there are rumors of another, more hidden creature.

To whit, and of late, a certain Dr. Aenwyn has been raising much ado throughout the settlements (even as far north as the outposts of Shattered Mountain) about a “Grate Discovery To Rival All Known Discoverys”. Her atrocious spelling aside, the volume of her voice does make this pronouncement intriguing.

A new animal? Here, on Aeternum? And yet, located exactly where…?


Everywhere, she claims! She has supposedly seen not one hippopotamus, but rather myriad hippopotamuses of every shape and size roaming freely the island. The descriptions do make the mind boggle, question her sanity, and – dare we say – pique an interest most profoundly. Even saying the word feels a kind of magic after listening to one of her presentations. Hippopotamus. Hippopotamus! How utterly fascinating they must be! Within those five syllables is contained a bizarre and majestic world that may, perhaps, outshine what strange things have already been chronicled in Aeternum.

Yet where there is new knowledge, there will surely be skepticism. Bystanders were quoted as having said, after leaving her talk in a huff when she refused to answer even basic questions from the audience:

“That just sounds like a bear!”

And: “We need proof!”


As well as: “Is she actually even a doctor, does she have a valid certificate, and is it from an accredited institution at all?”

Undeterred by dwindling listeners, including the occasional growing mob, Dr. Aenwyn continues onwards. You may spy her out in the fields of Everfall, down in the muck of Reekwater, or squatting atop a dune in Brimstone Sands with the most curiously pensive expression imaginable. She squints. She wonders.

Is that an uncatalogued, as-yet undiscovered breed of hippopotamus over yonder?

Off she dashes, pursuing her dream again with a passion that – if it cannot truly be understood – can certainly be appreciated. This will surely be a lifelong quest for the good doctor, but the mystery of hippos on Aeternum may never truly be solved in even our eternal lifetimes.


[h2]The 'Hippo' Mount[/h2]
Wow, a real hippo! I can bearly believe we found one in just under 1,000 days. Continue your adventurers across Aeternum with your very own Hippo Burley mount, available now through the in-game Store.

We had to ask ourselves how to take this fun idea and blend it into the style and look of New World: Aeternum, where as of yet, hippos do not exist. That kernel led us to have a little extra fun with this mount. If you decide to get it, I hope it will bring a smile to your face (as it does for us) when you're running around on a giant bear in a hippo costume.


[h3]Concept and Creation[/h3]
We were looking to hit something entertaining and ridiculous with the hippo bear design. We explored a few different stylized options before trying a couple costumed ideas, as we wanted to push the comedy and turn this item into something players would really get a kick out of putting on their mount. In the end we settled on a costume made of stuffed, baggy cloth stitched together, that would sit awkwardly on the bear but not obscure it.


Where will your search for hippos take you next? Thanks for your support and we’ll see you in Aeternum.

Amazon nerfs New World Aeternum's XP rewards in its new PvP zone

Less than a month after it launched, Amazon Games has nerfed the XP rewards of New World Aeternum's new PvP zone, The Cursed Mists. The area arrived as part of the MMO's recent revamp, and it presents players with an extraction-like gameplay loop with unique loot and XP available for playing. Amazon says the zone was giving players "more PvP experience than intended," with the rewards now brought back down.


Read the rest of the story...


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New World: Aeternum Update 1.1.2


Greetings, Adventurers!

New World: Aeternum Update 1.1.2 downtime will begin at 11:00PM PT (7:00AM UTC) on November 5 and last approximately 2 hours. Baalphazu has been banished back to the darkness, marking the end of Nightveil Hallow. This update also includes rendering changes as well as fixes to some quests. Check out the full release notes, including other notable fixes, below.

[h3]World Experience[/h3]
  • Fixed an issue that caused players to receive more PvP Experience than intended in the Cursed Mists zone.
  • Fixed an issue that prevented progress in the Syndicate: Trial of the Scrivener quest and Faction rank advancement.
  • Fixed an issue that caused several repeatable Expedition quests to not contribute to the "Repeat Offender" Season Journey task.
  • Fixed an issue that caused players to phase into certain objects when accessing menus while vaulting.

[h3]Rendering[/h3]
  • PC DX12 Beta Client:
  • Added FSR native resolution TAA (Temporal Anti-Aliasing) only mode
  • Added FSR sharpness control
  • Improved the stability of our DX12 renderer
  • FSR - Console/PC DX12:
  • Improved visual quality of the FSR upscale
  • Fixed rendering artifacts that could occur during FSR upscaling
  • Fixed an issue in which emissive materials were not properly rendering, causing an unintended blue glow on several weapons.
  • Fixed an issue in which some weapon effects would appear overly blown-out, especially in heavy combat scenarios.
  • Fixed Depth-of-Field shimmering in certain lighting conditions (most notable during in-game cinematics).

[h3]Notable Fixes[/h3]
  • Identified and fixed a rare crash that could occur if a player's client has a corrupted install which causes certain texture files to be invalid. In these cases we will instead render a basic white texture, allowing players to proceed into the game. Players who see this white texture should validate their installation files afterwards to try to correct any prior installation issues.
  • Fixed an issue that prevented players on PC from progressing if they had Old Wounds ready for turn in before the release of New World: Aeternum.
  • Fixed an issue that caused the 3v3 Arena end of match UI to not display properly.
  • Fixed an issue that prevented nameplates from appearing.

Thanks for your support! We’ll see you in Aeternum.

Nightveil Hallow: Audio Deep Dive


Greetings, Adventurers!

From voiceovers (VO) to sound design, discover how the Audio Team designed Nightveil Hallow. Once you’ve learned more about the voice and sound effects behind Baalphazu, confront the Marquis of Terror in-game for event-specific rewards before Nightveil Hallow ends on November 5.

[h2]Voiceovers[/h2]
[h3]Salvatore[/h3]
Casting Baalphazu and Salvatore was rather unusual compared to how we typically handle that process. Starting with Salvatore, they wanted to have this voice pay homage to some of the great actors from the golden age of horror films like Vincent Price, Bela Lugosi, Boris Karloff, and Lon Chaney. This became a rather challenging request to find just the right voice.


After reviewing dozens of reels from voice actors, I was chatting with one of our wonderful directors. They shared a general joy and excitement for the character, suggested some folks, and then later that day sent me an email out of the blue. Attached was a recording of an excerpt from The Raven by Edgar Allen Poe. Much to our delight, and from the initial confusion of “yes, that’s a perfect voice," to "if only we could find an actor to do something similar,” we had cast our Salvatore.

We were sitting on pins and needles, nervous but excited during the first recording session. As soon as it started, the entire crew was grinning from ear to ear. A few of us couldn’t help but chime in during breaks and pauses to sing our praises about how he sounded just like one of those golden age actors.

[h3]Baalphazu[/h3]
We knew from a design perspective that Baalphazu was going to be really intense and vocally very straining. So, we wanted to make sure whoever we cast for the role could handle screeches, screams, growls and more.


The voice behind Baalphazu is Molly Scarpine, an incredibly talented metal vocalist who just so happens to specialize in extreme creature vocals. Molly was recommended to us initially by our Director Maddie Stratton as a “hey, check out this vocalist and her band. They’re really cool.” After hearing Molly’s music, we knew we had to get her in for something awesome. Then this boss came around, handed to me as a lovely gift.

Molly was such a wonderful person to record with and gave us a plethora of variations for each line. I just have this vivid memory of Molly shrugging and calling out that she’s doing great after being asked how she’s feeling, and then going in for the next take. Easily one of the coolest sessions I’ve ever had the pleasure of attending.

[h3]Baalphazu Voice Design[/h3]
Holiday content is always a lot of fun to work on, and I think Halloween might be my favorite. The dark and scary nature of the holiday opens up a huge amount of possibilities for sound design. You can push the envelope into weird and creative territories to enrich the experience.

Starting with great source material makes the remainder of the process an absolute joy. The unique vocal tonalities that Molly can achieve, in addition to the raw emotion that comes through in the recording, gave Baalphazu their own unique voice, even before the VO design.


We knew the voice needed to evoke terror, and strike fear into the hearts of all who inhabit the island. With that in mind, I started by splitting the voice into three separate channels for unique processing. The first layer was meant to provide clarity in the spoken line. I used very light pitch and delay processing to give it a bit of a larger than life feel, but was careful about going too far and making the lines unintelligible. This gave the voice an eerie, demonic doubling effect.

The next two layers were where I wanted to take advantage of the strange nature of Halloween and push it into something weird, horrifying, and unique. I was inspired by a sound we all know and hate, nails on a chalkboard. I found that you can get similar, but unique results from sliding a shower ring across a metal rod. I took these unsettling sounds and used an envelope follower, which mirrored the amplitude of the VO lines, to bring that texture into the voice.

The final layer was where I went nuts. I threw everything and the kitchen sink at it to see what would happen. The result ended up being a low-pitched layer with some aggressive modulation. I used a slight reversal effect along with a formant filter hooked up to an LFO to give a constant tonal shift that somewhat mimics a human voice. These three layers, along with the strong VO performance, gave Baalphazu an identity of their own.


[h2]Baalphazu Sound Effects[/h2]
After working with Molly’s vocals, the Audio Team had the opportunity to go into their own creative space and finish off the character’s sound scape with the sound effects (SFX).

[h3]Violin[/h3]
I started with something familiar to me, the violin. The amount of emotion and expressivity you can communicate through the violin is something I haven’t experienced with anything else. But… it’s also capable of producing some of the nastiest, most unsettling screeches and scrapes to ever pierce your ears.

This was the starting point for Baalphazu’s base ability, the Wing Stab. The ability to control pitch and that nasty timbre allowed me to give the lead-up and execution of the attack the motion they needed. These recordings, along with the creaky, wooden branch foley for the wings and a splash of fire, gave this attack its voice.

[h3]Chickering Piano[/h3]
Continuing my experimentation with musical instruments, I reached for a 1920s Chickering piano as source material for the Reap ability. During this attack, the ground is lit with a green flame, then Baalphazu pulls their challengers in close and summons rings of fire that damage all who are near. The piano is used in the lead-up to the pull, giving the players a tell that something is on the horizon.

[h3]Spoons and Strings[/h3]
I rubbed a spoon across the bare piano strings in all different directions and found that the upward direction gave a great sense of tension and anticipation. The metal spoon scraping against the metal of the piano strings provided that discomforting signature that worked so well for this character. The piano mixed with elements of fire, thunder, chains, and the souls of the Netherworld beneath, convey the sheer terror that Baalphazu encapsulates.


I had an amazing time working on all of the different aspects of Baalphazu. Each one introduced an opportunity to try something new, push the creative envelope, and come up with a unique sonic signature that fit with the character. The combination of deliberate casting, incredible performance, and the ability to explore new ideas created an environment for the team to flourish. These, along with a massive group effort from all the developers came together to create this great new experience.

Thanks for your support!

We’ll see you in the shadows of Aeternum.