This week's mutation is organically Overgrown.

Have you noticed that every time we get a Nature mutation, it’s all green? That’s because there is no randomness to the Promotion any more, each mutation gets the same promotion. Which is annoying, because the Slicers in the Savage promotion will never have synergy with a Void mutation again!

This week is twice as savage with two Ancient expeditions and two jewelry artifacts. Have at it, friends.

Contents

Mutation

Overgrown
  • Arboreal – 50% of all enemy damage is Nature.
  • Bramble – Attacks cause damage on hit – M1: 20% Nature damage, M2 & M3: 40% Nature damage.
  • Compost – Enemies with this title drop a healing circle on death, healing enemies for 3% per second.
  • Toxic – Enemies with this title drop a poison spawn that deals Nature damage over time and seeks out the furthest player to cast root on them. M1: 20% Nature DoT, M2 & M3: 40% Nature DoT.

Promotion

Savage
  • Festering – Enemies apply a stacking Disease on being hit. M2: 2.5% reduced healing per stack, M3: 5% reduced healing per stack.
  • Slicer – Enemies cast slicing beams that do 30% Void damage.

Curse

Desiccated
  • Combustible – Selects the player with the lowest percent health and surrounds them with a Nature aura. When the aura expires, nearby players receive Nature damage of 50% max health.
  • Shrivelled – All players except the one with the Nature aura get a Shrivelled Weaken debuff, reducing damage and healing by 50%. Stepping into the [ELEMENT] aura cleanses the debuff.

Consumables

Gearing up

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

Get out of the Compost

If a Compost mob drops while you are still fighting, the tank should reposition to get the mobs out of the compost healing circle. You can also use the Bile Bomb Heartrune, Plagued Strikes, or other disease to reduce the effectiveness of the healing. 

Don't get caught

Toxic poison spawn will chase down the furthest player, so if you’re outside the clump playing range, keep moving. You can easily outmanoeuvre the little fella but watch out if you get caught as it’ll hold you down and DoT you to death. Perks like Relentless Freedom, Berserking Purge, or the 300 Dex milestone perk can help you escape if you get stuck.

M2 - Void and Disease

We all know Slicers are annoying, even more so when you’re fully gemmed up for a different type of elemental damage. Between these and the Festering disease, your healer might need a little help keeping you alive, so make sure you bring plenty of health potions.

M3 - Dip and Nae Nae

Desiccated is the easiest to manage of all the curses. If you get the Nature aura around you, be sure to dip all your teammates to remove their Shrivelled debuff. Then quickly move (or “Nae Nae”) away, so you don’t spike them with the chain Nature.

Starstone Barrows

Enemy Type: Ancient and Lost

Weaknesses: Ancient: 30% Lightning 20% Strike 15% Void. Lost: 30% Nature 15% Ice 10% Strike

Starstone Barrows consumables and Weapons - strike/void/ice. Topaz, Ancient/Lost Ward/Coating. Honing Stone, Stat Food, Topaz potion

Consumables

Faction Missions: Oxboro or faction base in Everfall

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: Blooddrinker Ring

Dropped by Greundgul the Regent.

  • Ghoul’s Harmony: +25% lifesteal and all healing from lifesteal is increased by 5%. However, you deal -20% base damage, unless the target is diseased, then damage is only reduced by 15%.
  • Empty Socket: Attach a gem to add its effect.
  • [offense charm] Leeching II: Heal for 3.2-4% of the damage you deal (Does not trigger off persistent damage or DoT effects). [Max Stacks: 5]
  • Keen Switch II: On weapon swap, increase crit chance by 7.1-9% for 3s or until the next hit (3s cooldown) [Max Stacks: 1]
  • Empty Offense Slot

Strategy and tips

While it has the same name, this is not the Starstone Barrows you entered on your journey growing up in Aeternum so many levels ago. There is a break in the walls of the dungeon and you’ll find yourself in Amrine, fighting Lost, for a period of time. This is a fun dungeon full of nostalgia, twists and tricks. Be careful of the purple beams as they will kill you outright should you wander into one.

When you emerge from the Lost tunnels and return to fighting Ancients, the first reliquary can be used to let the group through both sets of beams to continue fighting, while the torchbearer goes up the stairs to turn the power off. This saves everyone from standing around just waiting.

Remember to carry extra consumables so you can swap wards and coatings in higher level mutations, it can mean the difference between life and death.

Main Damage Type: Strike

Simon Grey has grown up too and is level 70 in mutated expeditions. His attacks are scaled up accordingly and his Overhead Slam can outright kill a low con, under-geared DPS. Apart from that, this is a fairly straightforward fight.

  • Overhead Slam: Simon raises both hands over his head and slams down, causing AoE Strike damage. Look for the movement and be ready to dodge.
  • Minions: Simon will spawn 3 lost enemies. If you don’t kill them in time, he will suck them in for a life leech.
  • Vomit: Simon’s vomit is pretty toxic and will cause a slow as well as reduce incoming healing.

Main Damage Type: Slash

Greundgul is an Ancient construct with a very large sword. Be careful of the backswing when fighting behind her. She’s quite mobile and will push the group around the arena. Make sure you have someone with a ranged attack to stop her when she gets to the jumping phase.

  • Throw Bone: Greundgul throws a bone at the furthest player, that spawns skeletal minions. These are only a mild annoyance unless the fight takes long enough to create too many of them. This can be minimised by the group clumping close to the boss, so the bone and adds get destroyed by everyone’s attacks.
  • Jumping Phase: After the first time Greundgul’s health reaches almost zero, she will reassemble herself in the centre of the arena and then leap at a random player, sending out a shockwave of damage with each jump. To control where she jumps, the group should all stack on one player. If you can hit her in the eye as she lands, she’ll stop jumping. The jumping phase repeats periodically until she finally dies.

Interesting Loot

  • M3Simon Grey’s Set – Medium armour with Arcane Harnessing and Health, upgradeable.
  • M3 – Stormbound weapon set for skins – Acutely Empowered, Gem slot, Keenly Jagged/Blessed, Weapon Ability Perk.

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

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