This week's mutation is inescapably Icebound.
We’re going back to our roots this week with all the Ancient expeditions in play. There is some nice synergy with Glacial Tarn and the Ice mutation, so that’s probably a good one to pick if you want to build up some M3 skills.
My promotion theory is disproven this week by the way, just a coincidence that we keep getting the same ones.
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
- 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
- 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 Ice damage over time, up to a max of 3 stacks. While under the effect of Offering, the player has 25% life steal.
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 - 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 - 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.
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.
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 Ennead
Enemy Type: Ancient and Corrupted
Weaknesses: Ancient: 30% Lightning 20% Strike 15% Void. Corrupted: 30% Arcane 20% Thrust 15% Nature
Consumables
- Ancient Ward potion | Corrupted Ward potion – 10% damage absorption
- Ancient Coating | Corrupted Coating – 15% bonus damage
- Ancients Combat Trophy | Corrupted Combat Trophy – 3/4/5% bonus damage x3
- Strike damage – Hammer, Void damage – Void Gauntlet | Thrust damage – Spear, Rapier, Bow, Musket, Blunderbuss
- Topaz gem in weapon for Lightning damage* | Sapphire gem Arcane damage*
Faction Missions: New Corsica Town, Wikala Al-Wahaha, and Taberna Mercatus in Brimstone Sands
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 Heru.
- Shield Wall: Shield Wall: Gain 5% base damage reduction You cannot dodge and stamina regen rate is reduced by 10%, but have 33% more stamina. (While active or sheathed)
- Chromatic Ward: You take 13% less damage from all elemental sources, and have +10% elemental armor.
- Sturdy II: Receive 7.9-10% less Stamina damage while blocking. [Max Stacks: Unlimited]
- Keenly Fortified II: Gain 15% Fortify for 5s on critical hit (7s cooldown). [Max Stacks: 1]
- Empty Defense Slot
Strategy and tips
The Ennead is a bit of a maze and there are many different ways you can go and still reach your final destination. The fastest way is to take the first left in the passageway after the first room, kill all the beetles, then hug the wall on the right, fight the two sphinx and then proceed up to the mini-boss guarding the door. This does skip a lot of mini-bosses though, so if you’re wanting to complete faction missions or collect Azoth Crystal items from M2+ then you’ll have to go the long way.
Beware the Horus Guardians, as they teleport backwards away from the fight. Try to position them so they have a wall behind them and cannot get too far away. Some of the mini-bosses have attacks that do high damage, including Shai in the first room. If you are dying to this, consider taking your Con up to 100. On top of the mutation elemental damage, many of the attacks here are Fire or Void, so if you need somewhere to put your resistance over the 50% cap, these are good choices.
After the first boss, the enemies become Corrupted instead of Ancient. In M2 and M3, you may consider rebuffing at this point or even changing weapons. After the second boss, we return to Ancient for the final section.
Main Damage Type: Fire
This giant beetle is the first boss you will face. When you first enter the arena, there is a chance Khepri will charge, so be ready for it. As well as the physical attacks, Khepri emits a Solar Blast that does Fire damage. Watch out when the beetle launches into the air, because it is going to land with a slam. This gives you plenty of time to prepare a dodge. In the early part of the fight, it will do one slam but as the fight progresses, it will do two and then three, which is harder to dodge successfully.
Periodically, a solar beam will be targeted at each player. In most cases, you should be able to just fight through this, with good heals. For M3, you may want to use one of the pillars in the room to hide behind, which will stop the beam from damaging you.
Main Damage Type: Void
The General is Corrupted, so most of the elemental attacks in this fight are Void, including the corrosion blobs on the floor. There are a couple of Fire attacks, from the Archer phase, so try to stay out of those. General Crassus takes three different forms in this fight, each with their own signature moves.
Legionnaire Phase
This is the opening form, where General Crassus uses a spear. He begins flanked by two Signifiers and some trash mobs. It’s always good to clear Signifiers first, as they have a large area of effect Rend debuff. Watch out for the Phantoms – a row of ghostly soldiers that can hit hard. If this phase takes too long, additional enemies will spawn from a plate at each end of the arena. This is too far for the tank to taunt both of them, so DPS will need to manage these mobs and kill them or bring them to the clump.
Sagittarii Phase
At about 70% health, Crassus will return to the centre of the arena and his weapon will transform into a bow. He’ll also summon 4 allies around him. The bow attacks do fire damage, so make sure you keep moving around. Adds will continue to spawn on the plates and need to be kept under control or the healer won’t be able to heal.
Signifier Phase
In the final phase, at about 40% health, Crassus transforms into a Signifier with a staff. Two cyclops are spawned at the same time. Rather than fight these, DPS should move on to the boss and allow the tank to kite the Cyclops around the arena. It’s important to kill Crassus as fast as you can to finish the fight.
Main Damage Type: Fire
So, you’ve probably already noticed that Ennead has an extra boss fight, and to top that off, the final battle is with not one but two bosses. First we fight Anpu and then Heru, but when Heru dies the first time, they both rise up and we have to fight them together. The final deaths need to be within 10 seconds of one another, or else they will both respawn. So when one gets down to 1-2 bars of health, change your target to the other one.
Anpu
The big guy is Anpu and he spawns at the back left corner of the arena. On entering, the whole team should run up and fight fairly close to the pillar he spawns near. The tank should keep him on the far side of the pillar, and the furthest player needs to keep the pillar between them and Anpu, so that when he charges the pillar blocks him.
- Fire circle – when Anpu lifts his leg, he will spin fire around himself. Step back until this is over.
- Fire charge – Anpu will charge at the furthest player. Use a pillar to block him. He will leave a trail of fire which causes a fire DoT, so it’s best to reduce this by making him hit the closest pillar rather than charging across the arena.
- Cleave – Anpu will slam the ground and cause a line of seismic damage to head toward a player.
- Bolt – Apnu will throw two fast projectiles at a ranged player. These can be dodged if you’re quick.
Heru
Once Anpu is killed the first time, Heru will spawn near the glyph at the back of the arena. At this point, players need to be prepared to move toward the four pillars in the arena, so a ranged weapon can be useful.
- Judgement of the Gods – you will get a beam on you that causes a stun – make sure you’re not standing in fire when it takes effect.
- Divine Doom – a beam of light targets each player, causing fire damage. Just move out of it.
- Sun Beam – circles of fire move around the arena, be careful not to stand in them.
- Pillars – Heru will teleport to the middle of the room and hover in the air. Each pillar will start glowing and need to be disabled via interacting with it. While there are any pillars that haven’t been disabled, a wave of damage will periodically sweep the room. There is enough time to disable a pillar before the wave, if you start as soon as its available, otherwise you will need to dodge the wave or heal through it. Group coordination is key here and it’s best to assign pillars before the fight begins.
Interesting Loot
- M3 – Sun Lord’s Set – Light armour with Grit Ward and Refreshing, upgradeable.
- M3 – The Pharaoh’s weapon set for skins – Acutely Empowered, Gem Slot, Keen/Desperate Prayer, Weapon Ability Perk, Random Perk.
- Powerful Solum Mount Charm – +14% dash speed when off-road