This week's mutation is organically Overgrown.
This week sees a buzz of excitement in social channels, around the imminent announcement of Season 10 details. Katy has pretty much confirmed that we will get some news early tomorrow morning Delos time, around 3am. While we bite our fingernails waiting, why not indulge in some mutations? There’s a nice bit of synergy with Genesis and the Nature mutation, so I imagine we’ll see groups going for quick runs there. Blooddrinker is up for grabs with Starstone mutated again, which is definitely worth picking up if you don’t have it yet. We’ve also got a couple of quick weapons – the Butcher longsword from Dynasty and the throwing hatchet Freya from Genesis, so plenty on offer all round. No need for abandons this week!
Contents
Mutation
- 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
- Vampiric – Enemies heal a percentage of damage done. M1: 20%, M2 & M3: 40%.
- Phalanx – Enemies cast a shield that blocks ranged attacks.
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 Nature damage over time, up to a max of 3 stacks. While under the effect of Offering, the player has 25% life steal.
Consumables
- Nature Protection Amulet
- Ambers in Armor/Jewelry
- Desert Sunrise
- Nature Absorption Potion
- Powerful Honing Stone
- Attribute bonus food
Gearing up
- M1 – Opals 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 - 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 - 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.
Dynasty Shipyard
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: Fortune’s Crossing in Ebonscale Reach
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 Butcher
Dropped by Zhou Taiying.
- +38 Magnify (selectable attribute)
- Hemorrhage: Bleeds lasts 33% longer (Works on both weapons).
- Jagged Whirls: Whirling Blade inflicts bleed, dealing 10% weapon damage for 6s.
- Empowering Whirling Blade: If 2 or more enemies are within its radius while performing a Whirling Blade attack, gain 24% base damage for each nearby target (Max 5 Targets).
- Keenly Jagged: Inflicts Bleed on critical hit, dealing 10% weapon damage per second for 6s (7s cooldown).
Strategy and tips
Be careful of the pink elemental Void attacks from maidens and mages, and either block or dodge out. A ranged weapon can be useful in here. Enemy muskets are also quite annoying, so either bring the fight to them or stand out of their line of sight so they come to you.
Main Damage Type: Slash and Void
Isabella begins this fight, leaping around and running away as usual. She has a range of physical damage types, so the tank may be best off with some Onyx and a Slash protection shield, while everyone else needs to just stay out of her reach. She will also spawn three abominations, which are pretty easy to kill.
At about 75% health, Isabella will fly toward the boats and canons will shoot from the distance. The group can huddle up next to the eastern dog cage to prevent the canon fire from landing on them, then go and resume the fight. Canon fire will continue, so make sure you’re not standing in it.
Just before she gets to half health, Isabella gets tired of fighting and opens two of the cages in the room to reveal Oro and Joven, her pet tigers. There are a few strategies for this part of the fight, including allowing the tank to hold one dog while the rest fight the other, or having a DPS play an off-tank for the second dog. This can easily go wrong, however, so you may want to get the group to stand over by the west-side dog and get the tank to grab both of them. That way, AOE attacks will hit both enemies, killing them faster. The dogs do Slash damage and watch out for them jumping back and doing a Void breath attack, catching DP who had been standing safely behind.
Main Damage Type: Void
Empress Zhou’s moves are mostly telegraphed by particle effects, so once you get to know these, you can react in time to avoid them.
- Small particles rising from the floor = Dragon Breath – only hits in front, so just dodge to the side.
- Small particles on the floor radiating out from her = Corruption Wave – dodge into the wave.
- Small particles spinning in a small and wider circle around her = Dragon Circle – if you have grit, you can stand inside, otherwise block.
- Points to a player = Dragon Dive Solo – she will shoot a dragon at you, so move!
- Multiple perpendicular pink lines – Dragon Dive – Dragons will shoot out along those lines and follow players, just step to the side and avoid them.
At about 60% health, the Empress will take a break and summon two waves of trash mobs, plus two pillars. These pillars can also perform her magic spells. Kill the mobs only, then everyone should stack at the East wall of the arena. Zhou will throw 3 more pillars and we want these at this end. Do not kill the pillars. Once all pillars are thrown, everyone should run to the West end to finish the fight.
Interesting Loot
- M3 – Empress Zhou’s Set – Light armour with Health and Refreshing, upgradeable.
- M3 – Harbinger weapon set for skins – split stat Con/Weapon scaling attribute, Enchanted/Purifying Breeze, Weapon Ability Perk.
- Shipyard’s Amulet – Health, Fortified + Random perk and attribute.
- Shipyard’s Ring – Hearty, Blood Letting + Random perk and attribute.
- Dynasty’s Earring – Refreshing Toast, Regenerating + Random perk and attribute.
Garden of Genesis
Enemy Type: Angry Earth
Weaknesses: 30% Fire 20% Slash
Consumables
- Angry Earth Ward potion – 10% damage absorption
- Angry Earth Coating – 15% bonus damage
- Angry Earth Combat Trophy – 3/4/5% bonus damage x3
- Slash/Fire damage – Hatchet, Axe, Great/Sword, Fire Staff
- Ruby gem in weapon for Fire damage*
Faction Missions: Caliburne in Edengrove
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: Freya's Francisca Hatchet
Dropped by The Blighted Greenskeeper.
- +38 Magnify (selectable attribute)
- Thrown Mastery: Thrown Axe projectiles reduce all axe skill cooldowns by 25% (5s cooldown).
- Empty Socket: Attach a gem to add its effect.
- Empowering Rending Throw: Ranged Hatchet attacks deal +40% damage against Rending Throw targets.
- Refreshing Move: Light and Heavy attacks reduce your active weapon cooldowns by 2.5% (0.2s cooldown).
Strategy and tips
This Garden is full of snares and Blight, so this is one time you might choose to use Powerful Incense over Desert Sunrise. Genesis is the shortest expedition and lots of players are used to speed-running it, so expect to have to keep up with your group. There’s a lot of skipping, and the boss in the secret room is rarely killed. Right at the start, you will need to collect some Concentrated Blight to unlock the first door. You can find this down the first staircase to the left, just be careful of the patrolling archer.
Main Damage Type: Strike
This fight is the most difficult in the expedition. There are two main methods of killing him, “All In” and “4 and 1“.
The Caretaker spawns in a large boggy room, all alone. He’ll jump around a bit and will slap out a long tendril at the furthest player, so be careful if you’re playing range. When you get his health down to about 70%, he’ll move to the centre of the room and start putting up a wall of thorns. This is where the group has to decide whether to stay inside the wall with him, or to go outside and deal with the adds that spawn.
All In
The All In method is a DPS check. Everyone enters the ring with the Caretaker and does as much damage as they can. A Genesis Cap mushroom will spawn – you need to destroy the first one to avoid a wipe. The person who kills the Genesis Cap will receive an Empower buff. After, he’ll start diving under the floor and emerging periodically to attack. You can just avoid the lunge by watching and moving. After 7 lunges, the Caretaker will stand up and you can fight him again. Sometimes the walls will go down and let in the adds at this point, so you have to kill him very quickly. If the group can’t kill him fast enough and ends up dying to the adds, you may need to try the 4 and 1 method.
4 and 1
This method involves sending one player (usually the tank) inside the thorn wall, while the rest remain outside. The tank needs to play defensively and also destroy the Genesis Cap mushroom when it spawns. Outside the wall, there will be three lots of adds spawn, the first one on the side near the entrance. A point will light up, indicating where the spawn is going to occur. The outside group need to kill each spawn of adds as quickly as they can, then move clockwise around the wall to fight the next group. After a period of time, the walls will come down, allowing the tank to help with any remaining enemies. The Caretaker will go into the wall phase again, this time everyone should go in and do the All In method as outlined above.
Main Damage Type: Nature and Strike
The Greenskeeper is a snake-like boss, with poison to boot. The main attacks are Strike damage, but you should be able to avoid those. The AOE poison and ranged attacks are Nature damage and it’s more likely you might be hit by these. This is a relatively easy fight, as long as you know what to expect.
- Poison Pools – if you see a stream of poison headed your way, run to the edge of the arena. A large pool of poison is about to appear at your feet, so you need to get it as far from the group as you can. Also try to avoid dropping it on boulders if possible.
- Scream – if you’re playing ranged, the Greenskeeper may send out a scream wave at you. This can be dodged.
- Projectile – she also throws three quick projectiles, which can also be dodged
- Boulder – an outline of a circle will appear on the floor at the feet of a player, just before a boulder drops. You can easily move out of the way in time if you see it. These boulders are used later, so it’s important there is room around the back. Make sure you’re not fighting at the edge of the arena, especially if you are ranged.
- Burrow – the Greenskeeper will tunnel under the ground and come up under a player. If you get hit, it does a large amount of Strike damage. It will keep tunnelling to the furthest player, so to shorten this section, the group can stand together in a Sacred Ground and block.
- The Floor is Poison – later in the fight, the floor will be covered in a wavy poison. If there is no boulder between you and the Greenskeeper, you’ll be instantly killed. Everyone should hide behind a boulder, unless you have Defy Death, in which case you can live through it.
Interesting Loot
- M3 – Blighted Growth’s Set – Light armour with Nature Harnessing and Shirking Fortification, upgradeable.
- M3 – Mossbourne weapon set for skins – split stat Con/Weapon scaling attribute, Mortal Power/Blessed, Weapon Ability Perk.
- Garden’s Amulet – Health, Fortified + Random perk and attribute.
- Garden’s Ring – Keen Awareness, Hearty + Random perk and attribute.
- Garden’s Earring – Healthy Toast, Nimble + Random perk and attribute.
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.
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 – split stat Con/Weapon scaling attribute, Keenly Jagged/Blessed, Weapon Ability Perk.
- Starstone Amulet – Health, Fortified Recovery + Random perk and attribute.
- Starstone Ring – Fire Damage, Refreshing + Random perk and attribute.
- Starstone Earring – Despised, Nimble + Random perk and attribute.