This week's mutation is endlessly Eternal.
It looks like the Warden’s Rise faction vendor will be popular this week, with both Great Cleavian expeditions mutated. Every mission’s a winner – especially your bonus 3 each day. Each of the expeditions has something this week: Empyrean Forge with its two artifacts, once from each boss, Glacial Tarn with the Frigid Dawn’s illegal perk combo (if slightly nerfed), and Savage Divide with a decent jewelry artifact if you don’t have it. Plus, there’s some semi-synergy with the Void mutation and the Void attacks in the boss fights.
If you don’t have Fire or Ice in your protection amulet collection, it’s a good chance to pick these up for free from Forge and Tarn, respectively. Make sure you don’t skip the mini-boss in the locked dead-end room if you want the ice amulet.
Contents
Mutation
- Abyssal – 50% of all enemy damage is Void.
- Oblivion – Attacks cause Leech on hit – M1: 20% Void DoT damage for 90% enemy heal, M2 & M3: 30% Void DoT damage for 120% enemy heal.
- Paranoia – Hitting enemies with this title applies stacks of Paranoia. At 4 stacks a Void pool appears at your feet – M1 40% Void damage, M2 & M3: 70% Void damage.
- Creeping – Enemies grant Void Empower to surrounding enemies on death, increasing Void damage by 50%.
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
- Blowback – Using abilities builds up to cause a zone of Silence that prevents the use of abilities. When it expires, the zone explodes, dealing 65% Void damage.
- Truncated – During active periods of Silence, players lose natural mana regen. Standing in the Silence zone grants 25 mana per 0.75 seconds.
Consumables
- Void Protection Amulet
- Amethysts in Armor/Jewelry
- Desert Sunrise
- Void Absorption Potion
- Powerful Honing Stone
- Attribute bonus food
Gearing up
- M1 – Opals in your armor is fine
- M2 – Add the Void Protection Amulet
- M3 – Swap most of your Opals for Amethyst
- Enchanted Ward – Aim for 4 or 5 pieces with this perk.
- For more detailed advice on gear, check out our Gear Guide.
Count your shots
Paranoia enemies will spike you with a Void pool for every 4 times you hit them, so count your shots and then dodge. This is one time that being in the clump can be bad for your health, if you need to stand near others – stay agile!
Kill the creepy ones last
Creeping enemies empower their friends when they die, so if you notice their title, try to keep them for last. This is particularly true if it’s a mini-boss – DPS should kill all the trash mobs while the tank holds the creepy one.
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 - Strategic Abilities
Silence is incredibly annoying for every class. Tanks can’t taunt, Healers can’t heal, DPS can’t debuff or optimise damage. The excellent thing about Blowback is that you can see the gauge and can set off the silence deliberately, before entering a big fight. If you can’t help setting it off in the middle of a fight, try to stack and then move the group.
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*
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: Deep Freeze
Dropped by Snorok Ice Fist.
- +38 Magnify (selectable attribute)
- Chilling End: Frozen, rooted or chilled enemies take 15% additional damage (on both weapons).
- Empty Socket: Attach a gem to add its effect.
- Vicious: +7% critical damage.
- Refreshing Move: Light and Heavy attacks reduce your active weapon cooldowns by 2.5% (0.2s cooldown).
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 – Weapon scaling attribute (except War Hammer has Dex, Fire Staff has Str, others have secondary damage stat), Vicious/Blessed, Weapon Ability Perk.
- Frigid Dawn Set – Heavy armour with Elemental Aversion and Enchanted Ward (illegal combo), upgradeable.
- Verglas Amulet – Strength, Health, Divine + Random perk.
- Verglas Ring – Dexterity, Leeching, Keen Awareness + Random perk.
- Verglas Earring – Intelligence, Refreshing Toast, Nimble + Random perk.
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
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.
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.