This week's mutation is hazardous Hellfire
First of all, I want to apologise for the late post. Narok’s doing shift work, Lish and I are running the stream in the evening after I work all day, and it just slipped my mind. I’d also like to say I really appreciate that someone noticed the post wasn’t up! Thank you Yashori for posting in the discord checking on the article and I’d also like to thank lVlcAwesome for your lovely words. It’s nice to know we’re not just writing into the void.
As for the mutations, it’s fire this week, which doesn’t really go with any of the mutated expedition’s natural elements but does match our Expeditions Unleashed world boss. So you can leave the same Fire Protection amulet on all day and be protected.
Contents
Mutation
- Ignited – 50% of all enemy damage is Fire.
- Fiery – Burn is applied on hit – M1: 4% Fire damage over time, M2 & M3: 8% Fire damage over time.
- Enflamed – Enemies with this title cast a Burn zone that deals Fire damage over time. M1: 20%, M2 & M3: 40%.
- Explosive – Enemies with this title explode on death, dealing 70% Fire damage.
Promotion
- Enraged – Each hit on an enemy generates a stack of Fury. At 20 stacks, the enemy grows 15% larger and does 50% increased damage.
- Shattering – Enemies deal additional stamina damage and apply a bleed on breaking your block. M1: 20% increased stamina damage, 5% bleed, M2 & M3: 75% increased stamina damage, 8% bleed.
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 Fire damage over time, up to a max of 3 stacks. While under the effect of Offering, the player has 25% life steal.
Consumables
- Flame Protection Amulet
- Rubies in Armor/Jewelry
- Desert Sunrise
- Fire Absorption Potion
- Honing Stone
- Attribute bonus food
Gearing up
- M1 – Opals in your armor is fine
- M2 – Add the Flame Protection Amulet
- M3 – Swap most of your Opals for Rubies
- Enchanted Ward – Aim for 4 or 5 pieces with this perk
- For more detailed advice on gear, check out our Gear Guide.
Dodge Explosions
Explosive enemies go boom! Not only does this do a big chunk of damage but it also throws you around, even off the edge of the dungeon, if you’re close. Look for the title and be ready to dodge or get out of the way.
The floor is lava
The Burn zone from Enflamed enemies can get pretty hot, so make sure you’re stacking on, and staying in, the heals. Leaving and returning to this space may cause an (unintended?) double stack of burn, so either stay with the clump or stay out of the fire.
M2 - The best defense is a good offense
It’s best to get in first and kill these guys fast. After being hit 20 times, Enraged enemies are going to get bigger and stronger. Your tank will also need to draw on more skills than right-click, with Shattering enemies around. A side-step can help avoid a hit without using precious stamina, if you have the footwork skills for it.
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.
The Lazarus Instrumentality
Enemy Type: Ancient
Weaknesses: 30% Lightning 20% Strike 15% Void
Consumables
- Ancient Ward potion – 10% damage absorption
- Ancient Coating – 15% bonus damage
- Ancients Combat Trophy – 3/4/5% bonus damage x3
- Strike damage – War Hammer, Flail
- Topaz gem in weapon for Lightning damage
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: Spark of Mjölnir
Dropped by Chardis.
- +38 Magnify (selectable attribute)
- 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.
- Refreshing Mighty Gavel: Mighty Gavel hits reduce the ability’s cooldown by 10% (Max 2 activations per impact).
- Refreshing Move: Light and Heavy attacks reduce your active weapon cooldowns by 2.5% (0.2s cooldown).
- Cannot add Gem Setting Pin
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
- M3 – Chardis’ Set – Heavy armour with Slash Conditioning and Refreshing, upgradeable.
- M3 – Bone Wrought weapon set for skins – split stat Con/Weapon scaling attribute, Keenly Fortified/Blessed, Weapon Ability Perk.
- Instrumentality’s Amulet – Health, Shirking Debilitate Cleanse + Random perk and attribute.
- Instrumentality’s Ring – Sacred, Infected + Random perk and attribute.
- Instrumentality’s Earring – Healing Heart, Refreshing + Random perk and attribute.
Savage Divide
Enemy Type: Beast
Weaknesses: 20% Thrust
Consumables
- Beast Ward potion – 10% damage absorption
- Beast Coating – 15% bonus damage
- Wildlife Combat Trophy – 3/4/5% bonus damage x3
- Thrust damage – Spear, Rapier, Bow, Musket, Blunderbuss
Artifact: Endless Thirst Earring
Dropped by Mahantaram.
- +32 Magnify (selectable attribute)
- 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 10% Empower for 8s (10s cooldown).
- Fortifying Toast: On Potion Drink: Gain 20% Fortify for 8s (10s cooldown).
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
- M3 – Primal weapon set for skins – split stat Con/Weapon scaling attribute, Keenly Empowered/Blessed, Weapon Ability Perk.
- Primal Amulet – Strength, Health, Empowered + Random perk.
- Primal Ring – Dexterity, Crippling, Hearty + Random perk.
- Primal Earring – Intelligence, Refreshing Toast, Healing Heart + Random perk.
Tempest's Heart
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*
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: Magnetic Gauntlets
Dropped by Isabella.
Strategy and tips
The Tempest is a long dungeon, so players often like to run from one gate to another and fight whatever follows, when it catches up. This can be a little overwhelming for newer players, or in higher mutations. There are lots of resources to gather, and some of the mini-boss fights are quite challenging, especially Ekheke, the spriggan. DPS should clear the 2 musket enemies while the tank moves Ekheke either on or next to the stairs, to try and reduce his movement. You’ll also meet Isabella a few times. When she has her acolytes with her, make sure you kill them to reduce her power.
Main Damage Type: Void
Neishatun’s arena looks like it’s filled with fire but it actually does Void damage. Another of Aeternum’s snake-like bosses, Neishatun will slither away multiple times, leaving you with an arena full of fiery circles. Zoom your camera right out and look for a gap, because if you get caught in the fire when it pulses, you’ll get a Void DoT that can’t be cleansed until the fight is over. Trash mobs appear during this phase, and you can usually tell where a clear spot will be next by watching where they spawn.
Other moves to look for include a symbol above your head that means Neishatun is going to shoot at you – just move to the side to avoid it. An orb can also appear in the middle of the arena, which you need to destroy before it explodes and gives everyone a Void DoT. For those up close, be careful of the Tail Slam, Tail Swipe, Charge, and Charge Tail Whip, which all do Strike damage.
Main Damage Type: Void
At the end of this expedition, you can finally fight Isabella to the death – yours or hers. The shape of this boss arena is like a triangle, with 3 clearings on the corners. The space in the middle and on the edges is filled with a murky corrupted liquid that we call the spaghetti. Do not stand in the spaghetti, it does a fast DoT and will kill you quickly.
Isabella has really grown into her wings for this fight and uses them as a weapon, as well as to swoop down on players throughout the arena. If you get a symbol above your head, it means she is going to swoop you, so be ready to duck, dive, and roll. She also sends out tendrils of corruption along the ground, that cause a slow and DoT. You can avoid them by moving toward and to the side, but it’s difficult. Corruption Tinctures can help in here. Another attack is a wide slash of corruption that moves quite slowly and can be dodged forward into.
At about 40% health, she will put up a corrupted tower on one of the clearings. If you’re killing her quickly, you can just avoid this by fighting on another clearing. If it’s taking a bit longer, you can destroy the tower by pressing E. Beware of meteors – you can see if one is about to drop by a red circle outline on the ground. If the circle overlaps where you are standing, step out of the way and then resume destroying the tower.
Once Isabella is dead, you need to go to where she lands and use your Azoth Staff to make sure she stays dead. Otherwise, the fight starts over.
Interesting Loot
- M3 – Isabella’s Set – Light armour with Enchanted Ward and Void Harnessing, upgradeable.
- M3 – Befouled weapon set for skins – split stat Con/Weapon scaling attribute, Refreshing Move, Weapon Ability Perk.
- Myrkgard’s Amulet – Health, Empowered + Random perk and attribute.
- Myrkgard’s Ring – Hearty, Crippling + Random perk and attribute.
- Myrkgard’s Earring – Refreshing Toast, Healthy Toast + Random perk and attribute.