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New World Dungeon Mutation System Guide (1.3 Patch) - Rewards, Difficulty Levels, Rotations, Scoring, Umbral Shard & More

1/10/2022 5:16:52 PM

The January patch or the 1.3 patch of New World includes the dungeon mutation expedition which is incredibly exciting, but many of you would be confused about how the mutations work exactly in the New World. Well, this is a full guide about how to get into, how to complete, and what the rewards are from the dungeon mutations, also features how the related umbral shard system works for gear score. 


What are Dungeon Mutations in New World 1.3 Patch?

They are modifiers to monsters that will increase their strength and as explained. On a weekly rotation, there is going to be a random dungeon selected and that dungeon will have random mutated factors which will increase the strength of the monsters and give them extra bonuses like they will explode or they will leave AOE puddles on the ground that you have to kite around, they have curses, different mechanics or something that limit the way you can use your abilities. Basically, dungeon mutations are going to add fixes and hindrances to make the dungeons more difficult and there's going to be a scaling reward all the way up to a level 10 factor, so it's going to increase in difficulty and give you better rewards. There are all kinds of goodies coming up for that they talked about, increasing the of your items, which means we might see something going above 600 gear score. And there are also unique appearances on these items for the hard level difficulties of the mutators which are going to really help you stand out from the crowd.


New World Dungeons Mutation System Guide

Now follow us to check out how does the Dungeons Mutation System work in New World by explaining mutated dungeon difficulty tiers, rewards, scoring, new perks & gems, rotation, and Umbral Shard System!

Related Read: New World January 1.3 Patch Preparation Tips - How to Prepare For Mutations & Umbral Shard Systems


1. How to Get Into Mutated Dungeons? 

You need a Mutated Expwnsition Turning Orb and there are two ways to get these:

Method 1 - Much like the regular dungeon tuning orbs is to craft them at the stone cutting table. You can craft one per week, they have a cooldown of seven days. They are seem going to be pretty expensive, the mats are listed on the blow here but they are not cheap:

  • 1x Corrupted Lodestone

  • 1x Asmodeum Chisel

  • 10x Runestone

  • 5x Energy Core

  • 10x Powerful Gemstone Dust

Method 2 - Buy Mutated Expwnsition Turning Orb from the faction vendor and it costs a fair amount of New World gold as well as 10 000 faction tokens, so that's not that cheap either because it does seem10k faction tokens is probably going to be quicker or easier to get than doing that one reset every week.


2. How Mutation Works in New World?

Once you have your mutated dungeon tuning orb, you go to whatever expedition is mutated for that week.  Expeditions will get mutated for a period of seven days and they will cycle through. At the moment in 1.3 PTR, it looks like the three expeditions that are going to be mutated: Garden of Genesis, Lazarus Instrumentality, and Dynasty Shipyard. 

Go to the entrance of the expedition, and the menu there will explain to you or will show the mutated expedition menu. Presently in the void mutation, we have the following changes to mobs in Level One of Mutated Dungeons:

Creeping: On death, enemies cast a spell granting other enemies in the area Void Empower.

Oblivion I: Enemies apply Leech on hit, dealing Void damage and healing the enemy over time.

Void Resist I: Enemies have Void absorption

Abyssal: Enemies deal a percentage of all damage as Void Damage

Paranoid I: Enemies apply building stacks of Paranoia upon being hit. At 4 stacks, deals Void Damage.

This is the mutated tier 1, as you go up the mutation tiers, the oblivion void resists and paranoid all go up from tier 1 (perks) to tier 2, which means that they're more powerful in addition to having power and curses.


3. Dungeon Mutation Rewards & Difficulty Tiers 

To be able to zone into the first mutated level you need what's called the level one codex for that expedition, and you get that from doing the regular expedition. So for instance on the PTR at the moment, the first mutated expedition is the dynasty shipyards we had to do a regular run of dynasty shipyards to get codex level one and mutation one.

Rewards

To do level one you only have the mutations and there are three items that can be unlocked including:

  • Hollow Weapon Shard (Uncommon)

  • Hallow Armor Shard  (Uncommon)

  • Shipyard's Amulet (Epic)

As well as the original five things that could drop from dynasty but upgraded to be a 500 gear score and the maximum amount of umbral shards you can get if you do everything perfectly do (such as get all the multipliers or a great score). 

You always have a chance to get the same expedition rewards, but from level one where there are 3 difficulty items in addition, to level 10 where there are 30 difficulty items which are a huge amount more, and these are obviously going to drop at your relevant expertise level.

The higher up in dungeon mutation levels that you go, the more rewards that you get, also the better you perform the more rewards that you get.

Difficulty Tiers

There are 10 difficulty levels of mutated dungeons, if you score silver, then you will unlock the next difficulty:

Difficulty Tier 1-2 (Normal)

It seems like for the first two they're exactly the same, we don't know whether they get any more difficult in terms of how hard the mobs hit or anything so far, but the mutations and everything else stay the same.

Difficulty Tier 3-5 (Intermediate)

When you go to three, then it gets promoted, so now that oblivion void resists and paranoid are all tier two perks on the enemy mobs which means they are obviously going to be more harmful, and then some mobs have been promoted. So enemies heal a greater percentage of their damage done from vampiric which is the oblivion perk that comes out there, as well as they cast phalanx which is a shield that blocks player projectiles. Tier 3 and tier 4 are the same, but vampiric goes to Tier 2. 

Difficulty Tier 6-8 (Hard)

From Tier 6 to Tier 8, we add curse which is a blowback void where when players use an ability, that's players, not enemies this time, it depletes a global affliction, so it'll be across everybody not just player specific. It'll be your whole party when that bar is depleted then on every party member is going to be a zone that silences them, and after a short period of time, it will explode dealing void damage. So you'll need to make sure that when you run the bar out everyone moves out of those locations to avoid taking the damage. Tier 7 and 8 are the same, however, we imagine that things get more difficult in terms of how hard the bosses are hitting. 

Difficulty Tier 9-10

From tier 9 and 10, they don't add any more mutation types, however, there is a second player curse called truncated. When the silent zones are active whether you're in them or not, everyone loses their natural mana regeneration and you get a large amount more by standing in a silent zone. So we think the thing will be you're not going to regenerate mana if you're outside the silent zones during that time, but if you go into them, you won't be able to cast spells but you get a heap of mana back. So it's going to be this balancing game about trying to have enough mana to be doing damage outside the science zones and going back in stocking your manner up, then coming back out. 

We think that these mutated difficulties are going to be ridiculously hard and a very small percentage of the player base will be able to complete them.


5. Mutation Rotation

The dungeons cycle each week at the moment on the 1.3 OTR, Dynasty Shipyards and the mutation is the void mutation, so presumably, next time it comes back around to dynasty, it'll be these that expedition with the fire mutation- Fire and void are currently the two elements that are in the rotation in the patch notes. In the patch notes, the new perks for both weapon and armor also mention - ice and nature buffs on weapons and protection on armor, so presumably they will be the next two elements that are being added to the game.  When you enter a mutated dungeon, it uses one mutated turning orb, it doesn't also use a dungeon tuning orb. 


6. Playing the Mutation Expedition

Mutations change every mob in the expedition - all the trash, all the named mini-bosses, and all the actual bosses, all have extra abilities depending on what tier you're at. If you forget what the mutations do in the expedition at any time if you press M, there's a little icon on the right-hand side of your map, you can hover over that and it'll tell you exactly what mutations are doing or how they're affecting the mobs in your expedition at any time. Presently in the first one is creeping, so when mobs die they cast a spell that grants others void in power, which means that they do more damage. They have oblivion one which means that they apply a leech on hit, and that deals void damage to the person that they hit as well as heals them over time. They have void resist, they take less damage from void damage, a percentage of all the damage that they deal is dealt as void damage and they apply a building thing called paranoia when they're hit and at four stacks that deals void damage, and it seems to be in an AOE area. 


7. Dungeon Mutation Scoring System

Basically, you get a base score for killing everything - you get some score for killing regular mobs, names, bosses, and finishing the dungeon. If you hover over, you'll see the list of things that give a multiplier now that doesn't mean if you complete this you get the points, if you don't get the points, if you complete it you get the multiplier. So if you finish the dungeon in under 40 minutes, you get times two multiplier on your score; if you kill enough trash such as mini-bosses at times four, you get at times stack for more scores. However, if your full team wipe, you lose one of those multipliers; if too many people in your group die, you lose another one of those multipliers; and it's not as if when you've lost the multiplier your score that's the effect that it has on your score. The more people die, the more score is reduced from your end total, which means the multiplier to affect your end score has gone. If you want to increase from dungeon mutation level 1 to dungeon mutation level 2, then you need to get a score such as 20 000.


8. New Perks & Gems in Dungeon Mutation System

Gem swapping is going to become a thing if it's a void weak in the rotation, then you are going to want to have all gems which are reducing the void damage that you take, as well as if you can eventually get the new armor attributes which are elemental conditioning. So for instance flame conditioning which after being hit with fire damage, you get four percent fire absorption for five seconds. Each piece of armor with this perk increases the potency of this effect, so that means that you would read if each armor piece had four percent on it. But what that perk means is that they get more potent as you stack them up, so instead of having eight, it might have 10-12, and the more you stack up the more potent it's going to get. You get the craft mods to make that resistance gear from rewards when you finish a mutated dungeon, so as you do more mutated dungeons, you'll be able to craft more specific gear. With that conditioning, we're really going to want to stack as well as specific gems for each week to be able to cop all the damage.


9. Umbral Shard System - Complete Mutation Expedition To Get The 625 Gear Score Item

As you go up in dungeon mutation levels, there's a greater option of items that can drop, it's not just that one thing is going to drop at a higher gear score for you, there is a greater array on the loot table. 

What is Umbral Shard and How Does It Your Gear Score To 625?

  • Umbral shards are used on any 600 (has to be at least 600) gear score item, you just right click the gear and upgrade, then apply a number of umbral shards to increase the gear score of that specific piece of gear. 

  • By the end to get from 624 to 625 is going to require an absolute load of shards. You can only apply umbral shards to gear that is 600 or higher, if your expertise in that slot is 600 and you make a level 600 item go to level 606, then your expertise will also bump up to 606. 

  • However, if you have a level 600 item that you bought from the trading post and your expertise is level 590, you apply umbral shards to the trading post piece of gear, its gear score will go up but the expertise of that slot will stay exactly the same. So you have to get from 590 if you're already maxed the regular way up to 600 by gypsum or random drops from expeditions or corrupted portals; then when you get to 600, you will stop being able to upgrade in that regular way - you can't apply gypsum to go from 600 to 602, what you do is you apply umbral shards to go to increase in that regard. 

  • Our strong advice would be to use your umbrella shards on items in slots that are already at 600 expertise, so you're getting both the gear score bump and the expertise bump at the same time.

How To Get Umbral Shards Through Mutations?

You can get umbral shards at the end of the expedition and only at the end if you successfully complete it, and it is a direct reflection of the difficulty level of the mutation as well as your overall score when you get to the end. So if you do a 10 with a really good score, you'll get heaps; if you do a one with a really good score, you'll get obviously a lot less than 10; but you'll get heaps more than if you do a one with a really bad score, it scales up on both of those sliding scales.  

If you manage to perfect a level 10 mutated expedition, then you'll get a maximum of 6 000 umbral shards, so it does scale up quite quickly and it seems to be going up by more than a thousand percent from 40 to 600 from Tier 1 to 10.


Hopefully, that has explained the dungeon mutation system to you a bit more clearly than the patch notes did. So if you want to prepare some cheap New World gold for the 1.3 patch, don't forget to shop some from AOEAH.COM, our best prices and service will help you save time and money!

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