This week's mutation is organically Overgrown.
Mutations have been scaled to require level 70 before you can enter, so I suspect we’ll see a lot of engagement in the new zone and less inside the mutations, at least to start with. Loot has been beefed up too, so it’s more worth doing your mutations than ever. Huge news, players who were previously locked out of mutations due to not having the Rise of the Angry Earth expansion have been given access to the full game now, for free! So we’ll have more players to enjoy the full glory of Aeternum with us 🙂
Please note: the Interesting Loot section of the expedition templates has not been updated yet – there’s just so much to do right now! Hopefully before next 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
- Mage Hunter – Enemies drain mana on being hit. M1: 10% drain, M2 & M3: 20% drain.
- Suppressor – Enemies cast a silence zone on attacking players.
Curse
- Unstable – After dodging, players receive a stack of Nature damage over time dealing 1.5% max health every second for 10 seconds.
- Overcharged – If Unstable expires with 3 active stacks, it drops a 3m zone that lasts 15 seconds and applies 10% max health Nature damage per second. Entering the zone will consume all stacks of Unstable and deal 30% max HP damage.
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 - Healers gonna hate
This promotion is particularly hard on healers due to Mage Hunter. Something to note is that the mana drain only occurs if you hit the Mage Hunter mob, so if there are other targets to use for cooldowns etc, try to hit them instead. Suppressor is annoying for everyone, since the silence stops your abilities from working. At least this one doesn’t blow up.
M3 - Don't Poop on the Group
While fully geared and optimised groups can power through multiple Overcharged pools of pain, civilised dodgers might prefer to drop their load in a corner away from others. The other option is to use your dodges carefully and never allow the full three stacks to build up.
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.
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*
Faction Missions: Alazar’s Recall in Shattered Mountain
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.
Empyrean Forge
Enemy Type: Human
Weaknesses: 15% Slash
Consumables
- Human Ward potion – 10% damage absorption
- Human Coating – 15% bonus damage
- Human Combat Trophy – 3/4/5% bonus damage x3
- Slash damage – Sword, Greatsword, Hatchet, Great Axe
Faction Missions: Warden’s Rise in Great Cleave
Artifact: Dorgort's Blade Rapier
Dropped by Ifrit.
- +38 Magnify (selectable attribute)
- Lava Tip: Heavy melee attacks on both weapons cause 10% burning for 6s (Max 3 stacks).
- Empty Socket: Attach a gem to add its effect.
- Trenchant Strikes: Heavy melee attacks deal +23% damage.
- Refreshing Move: Light and Heavy attacks reduce your active weapon cooldowns by 2.5% (0.2s cooldown).
Artifact: Inferno Fire Staff
Dropped by Commander Marius.
- +38 Magnify (selectable attribute)
- Inner Power: If your strength attribute is higher, replace your base weapon scaling with strength. +15% damage when you hit a target within 15m.
- Empty Socket: Attach a gem to add its effect.
- Keenly Empowered: Gain 10% Empower for 5s on critical hit (10s cooldown).
- Vicious: +7% critical damage.
- Cannot add Gem Setting Pin
Strategy and tips
The main thing you should know about the Empyrean Forge is that you need to have your music turned on. The soundtrack for this expedition is so perfectly tuned to the environment that it would be a crime to miss it. The Forge is also the first expedition to drop two artifacts, one from each boss.
As you might guess from the name, Empyrean Forge is full of Fire damage, so it might be worth slotting your extra resistances in Fire. As well as the human Varangians, there are a few Lost enemies, but not enough to justify changing up consumables. Common pitfalls include falling in lava and getting crushed by giant pistons, so watch your step.
There is a puzzle to solve in the first section of the expedition and near the end. If you only stand on the trigger plate once, the code will be the same for both versions of the puzzle. This means you can make the second puzzle room much easier. Take the upper path and preload the sequence except for the last turn. Then send someone down to stand on the plate, and do the final rotation. This will stop the ghost spawns and make the Blunderbuss Mini Boss fight much easier.
Main Damage Type: Fire
Ifrit was originally going to be Lost but was then changed to Human due to feedback from the player community. He has unique weaknesses – 30% Arcane and 20% Ice so a weapon with a Sapphire in it, or an Ice Gauntlet may be helpful here.
The first time you fight Ifrit the myriad fire attacks feel chaotic but once you get to know them, the mechanics of this fight are predictable and easy to manage. Ifrit does not move from the centre of the arena, except to bend forward and bop someone if they get aggro from a distance.
Positioning is important in this fight, and no-one should be at the far edges of the room, so they don’t get caught in the Flamethrower. The tank should stand to one side of Ifrit, allowing the party to see the SE wall so they know when Fire Discs are emerging.
- Fire Discs: multiple discs of fire shoot out from the SE end of the arena. You can dodge these or even lie down beneath them if you’re nimble.
- Fire Balls: a large yellow sigil will appear on the floor at your feet indicating the imminent arrival of a fireball from the sky so that you can move out of the way. The impact will leave a crater of lava that does fire damage if you stand in it.
- Slam: a cross of fire will appear on the floor beneath Ifrit, indicating that he is about to slam four ways. Just stand on the diagonal to avoid it.
- Flamethrower: Fire walk with me. Ifrit will extend 2 beams of flame that extend to the edges of the room, in front and behind and then rotate anti-clockwise. You need to follow the flamethrower’s rotation to avoid being hit by it. The further away from the centre you are, the faster you have to run, so it’s important to be closer to the middle of the arena. This will be repeated and then followed by a double flamethrower, with 4 beams extending in a cross. By this time, the floor will most likely be covered in lava pools. While you should avoid as much fire as you can, if you have the choice between the flamethrower and a lava pool, walk in lava.
Main Damage Type: Fire
This is another trial by fire and you should swap into a Flame Protection amulet before stepping into the arena. First of all, make sure you touch the respawn crystal just outside the door, as this fight can go south quite easily and you don’t want to have to do the long run of shame.
The arena is quite small and has three raised platforms, with short corridors extending from the main central space at the lower level. You will need to keep moving but remain aware of the different spaces and how you can use them to your advantage. The fight goes more smoothly if you have a tank who will maintain a position instead of chasing Marius around, but either way, everyone needs to keep on their toes during this fight.
- Bungie Boss: periodically, Marius will spin away from the tank toward a DPS and then spin back. This is a dance move and not loss of aggro, so there is no need to freak out. Just dodge, whether you are the target or not, as he will spit firey sparks during the spin that cause a Fire DoT.
- Execute: Marius will do a large melee smack down with his Greataxe. You can’t block this but you can just step to the side and avoid it. Melee DPS need to be careful of their positioning.
- Volcanos: (or Pimples, as we call them) – Eruptions of fire will emerge from the floor throughout the arena, particularly under the feet of players. Move to avoid a nasty Fire DoT.
- Floor is Lava: Marius will go to the centre of the room the first time this happens, and raise his flaming axe slowly into the air. The lower section of the floor will fill with lava, leaving only the three platforms as safe zones. With enough fire resistance, this is not too much of a problem.
- Magmaballs: At around 50% health, Marius will start dropping his large, hot balls. This will start on the SE platform (to the right of the entrance) and continue to each platform in an anti-clockwise rotation. A large fire ring will appear on the floor to show you a ball is about to drop, then it will roll to the opposite wall. Each corner of the short corridors, just outside the ball drop radius, is a safe zone where the balls cannot hit you. At about 25% health, 2 balls will drop at once, so be very careful about where you are standing.
Interesting Loot
- M3 – Fire Lord’s Set – Heavy armour with Fire Harnessing and Enchanted Ward, upgradeable.
- M3 – Molten weapon set for skins – split stat Con/Weapon scaling attribute, Desperate Empower/Savior, Weapon Ability Perk.
- Molten Amulet – Health, Alacrity + Random perk and attribute.
- Molten Ring – Sacred, Refreshing + Random perk and attribute.
- Molten Earring – Refreshing Toast, Purifying Toast + Random perk and attribute.