This week's mutation is inescapably Icebound.
It’s a chilly week and the mutation is perfect for our M3 enjoyers to spend in Glacial Tarn. Also a good chance for newer characters to pick up Depp Freeze. In other news, we can have five houses now so should be able to do more damage against enemies, if we decorate with trophies.
Contents
Mutation
- Frozen – 50% of all enemy damage is Ice.
- Rime – Attacks cause a slow on hit – M1: Heavy and Special attacks, M2 & M3: All attacks.
- Glacial – Enemies with this title drop an ice crystal that slows and roots players.
- Shiver – Enemies with this title inflict Biting Cold on players who are not near them
Promotion
- Vampiric – Enemies heal a percentage of damage done. M1: 20%, M2 & M3: 40%.
- Phalanx – Enemies cast a shield that blocks ranged attacks.
Curse
- Combustible – Selects the player with the lowest percent health and surrounds them with a Ice aura. When the aura expires, nearby players receive Ice damage of 50% max health.
- Shrivelled – All players except the one with the Ice aura get a Shrivelled Weaken debuff, reducing damage and healing by 50%. Stepping into the Ice aura cleanses the debuff.
Consumables
- Frozen Protection Amulet
- Aquamarines in Armor/Jewelry
- Desert Sunrise
- Honing Stone
- Attribute Bonus Food
Gearing up
- M1 – Opals in your armor is fine
- M2 – Add the Frozen Protection Amulet
- M3 – Swap most of your Opals for Aquamarines
- Enchanted Ward – Aim for 4 or 5 pieces with this perk
- For more detailed advice on gear, check out our Gear Guide.
Avoid Ice Crystals
Glacial enemies will drop an ice crystal on death, that can root you in place. You have a couple of seconds to move out of the crystal’s radius before it snares you, so be aware of the glacial tag and ready to move. The crystals can be destroyed, but this takes extra time. Perks like Relentless Freedom, Berserking Purge, or the 300 Dex milestone perk can help get you out of a tight spot.
Huddle up in the cold
Shiver enemies will hurt anyone outside their frosty radius, so working as a close melee group works best with these. If your group is having trouble with enemy AOE damage or the backswing on their attacks, the healer can place a Sacred Ground for ranged players to stand in.
Combat slows with speed
To make up for the slows applied by Rime, you can use speedy perks to get the group running faster. Speed of Light, the final Beacon upgrade, is one option, or the Quick Shower upgrade on Ice Gauntlet’s Ice Shower gives a short speed boost. You can also apply your own personal hastes if you are using a weapon that has them.
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 - Dip and Nae Nae
Desiccated is the easiest to manage of all the curses. If you get the Ice 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 Ice].
Starstone Barrows
Enemy Type: Ancient and Lost
Weaknesses: Ancient: 30% Lightning 20% Strike 15% Void. Lost: 30% Nature 15% Ice 10% Strike
Consumables
- Ancient Ward potion | Lost Ward potion – 10% damage absorption
- Ancient Coating | Lost Coating – 15% bonus damage
- Ancients Combat Trophy | Lost Combat Trophy – 3/4/5% bonus damage x3
- Strike damage – Hammer, Void damage – Void Gauntlet | Nature/Strike/Ice damage – Life Staff, War Hammer, Flail, Ice Gauntlet
- Topaz gem in weapon for Lightning damage* | Amber gem Nature damage*
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
- M3 – Simon 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 Depths
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: Moonbay in Restless Shore
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.
Glacial Tarn
Enemy Type: Ancient and Human
Weaknesses: Ancient: 30% Lightning, 20% Strike, 15% Void. Human: 15% Slash
Note: there are multiple unique weaknesses in this expedition, see below for more details.
Consumables
- Ancient Ward potion | Human Ward potion – 10% damage absorption
- Ancient Coating | Human Coating – 15% bonus damage
- Ancients Combat Trophy | Human Combat Trophy – 3/4/5% bonus damage x3
- Strike damage – Hammer, Void damage – Void Gauntlet | Slash damage – Sword, Greatsword, Hatchet, Great Axe
- Topaz gem in weapon for Lightning damage*
Faction Missions: Warden’s Rise in Great Cleav
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 Snorok Ice Fist.
- Chilling End: Frozen, rooted or chilled enemies take 15% additional damage (on both weapons).
- Empty Socket: Attach a gem to add its effect.
- [offense charm] Vicious: +2.4% critical damage.
- Sundering Stacks II: Once every 0.5s, attack inflicts a stack of 3.2% Rend, each stack lasting 6s. (Max 5 stacks)
- Empty Offense Slot
Strategy and tips
Partner to the Empyrean Forge, Glacial Tarn is the icy portion of the underground Great Cleave. You will see fire pits along your journey, which provide you with a buff that melts through ice-forged enemies. As long as one person with the buff has attacked the enemy, everyone will be able to do normal damage. If no one has the buff, your attacks become weak and the enemies take a long time to die. Sometimes the group needs to decide whether to go back for a buff or whether to run forward to the next one.
The puzzle rooms in the second half of the expedition require some coordination. Each door requires someone on the previous plate in order to unlock it. There are ice-forged enemies here and a sheet of ice that cleanses the fire buff, so again you’ll have to choose whether to fight or run. If you do run and jump down, make sure you step out of the archer’s line of sight.
Not only does Glacial Tarn have two enemy types, a number of the mobs have different weaknesses than normal Ancients and Humans do.
- 30% Fire, 30% Lightning, 15% Strike – Ancient Sanctifier, Ancient Elemental Archer
- 30% Nature, 15% Ice, 10% Strike – Protector of the Ancient Spring
Main Damage Type: Ice/Strike
Snorok is categorised as an Ancient Guardian but has his own specific weaknesses – 20% Lightning, 15% Thrust, 15% Fire.
This Ice Troll throws plenty of temper tantrums, smashing the ground and bringing down stalactites on unsuspecting heads. Ranged weapons can be useful here, due to the slow and hypothermia effects from his large blizzard spell, although if you can stand the cold, melee will kill him more quickly. DPS should probably use a Frozen protection amulet in here, while the tank would be best off with Strike protection. While all his moves are predictable, it’s still easy to just miss one mechanic and get wiped out with one hit, so play carefully.
- Frost Breath – Snorok will emit a cone of icy breath about half the arena’s length. Be aware that this will follow you as you move out of it, so you might need an extra dodge.
- Charge – If a blue symbol appears above your head, get ready to move. Snorok will make a quick charge across the room and being hit generally results in death. He’ll usually do two in a row, not always to the same person.
- Personal Pound – Stalactites will drop in the melee vicinity of the boss, doing strike damage.
- Stalactite Storm – Snorok will rage and stalactites will drop everywhere in the arena. You have some warning of the drop zone by a circle appearing on the ground just prior to the drop. These do high amounts of ice damage, so do your best to avoid being hit.
- Blizzard – Snorok summons a large aura of cold, that almost fills the arena. If you are playing ranged, look for the edge of the storm and stand outside it.
Main Damage Type: Slash/Ice
This is an interesting boss fight, because it includes multiple enemies. Our task is to defeat Ser Loth, but he is supported by the giant Ice Entity in the centre of the area and the four Spellcasters who bring it to life. Ser Loth does mostly slash damage with his giant sword, while the Ice Entity does Strike and Ice. The arena consists of four island platforms joined by bridges, that form a ring around the giant Ice Entity. It is possible to fall off, so watch your footing.
The four spellcasters spawn periodically, initially with a protective aura. When this aura drops, they can be attacked, and killing all four mages puts the Ice Entity to sleep temporarily. When this expedition was first released, there were many bugs, and if you killed the mages at the wrong time it could prevent the fight from being completed. So, many groups simply ignore the mages and dodge the Entity attacks.
- Ice Javelin – a blue symbol will appear above the head of the player Ser Loth is throwing the ice javelin toward, warning you to dodge. Anyone else in the line of fire will be hit.
- Ice Wave – same as the Ice Javelin but a wider wave.
- Frost Breath – The Ice Entity will breathe on an island, making it slippery and spikey and causing damage – you need to get off the island!
- Ice Bomb – The Ice Entity will throw a bomb onto one island – you need to destroy it before it explodes.
- Break Bridges – a red symbol will appear above all bridges just before the Ice Entity breaks them. If you are on a bridge, you will fall and be out of the fight. After a period of time, bridges can be rebuilt by interacting at the edge of the island.
- Weak Spots – three greenish discs will appear on the Ice Entity. While these are up, Ser Loth will resist most of your damage. Ranged attacks need to destroy the weak spots.
Interesting Loot
- M3 – Verglas weapon set for skins – Acutely Empowered, Gem slot, Vicious/Blessed, Weapon Ability Perk/Mortal Fortification, Random perk.
- Frigid Dawn Set – Heavy armour with Elemental Aversion and Enchanted Ward (illegal combo), upgradeable.
- Powerful Empowered Talisman – mount charm – Provides the Empowered status effect when force dismounted through combat.