Abomination
| Abomination | |
|---|---|
| A swamp stump that stands up on four roots and swings a tree at you. | |
| Biome | Swamp |
| Alignment | Aggressive |
| Faction | Undead |
| Health | 800 |
| Damage | |
| Weak To | Fire |
| Resistant To | Pierce, Blunt |
| Immune To | Frost, Poison, Spirit |
| Stagger | 33% |
| Tameable | No |
| Trophy | Abomination trophy |
| Spawn ID | spawn Abomination
|
What looks like a waterlogged stump among the reeds is very often an Abomination. It is a tower of dead branches balanced on four thick roots, and it lies dormant in the Swamp until something walks within reach. Then it unfolds to twice a player's height and starts swinging. Most players meet their first one by accident, and that meeting usually ends with a single heavy blow from a creature they never saw move.
Behaviour
Left alone, it sits perfectly still, hunched into the shape of a rotting stump. The only tells are the faint green haze rising off it and the fact that the stump is standing in open water among the reeds. Its senses reach further than the idle pose suggests, so it often rises before you have spotted it. Once awake it lumbers rather than sprints, but it never loses interest, never calls for help and never flees. It has three attacks. The Swing sweeps a root through an arc eleven metres wide, and it is the attack that catches players who think they are safely out of reach. The Slam drives a limb into the ground for a four metre shock. At point blank range it throws its whole body down in a Ground slam that covers even more ground. All three deal heavy chop and pickaxe damage on top of the blunt, so trees, fences, carts and half a longhouse break apart while it is trying to hit you. It hunts alone and wades through water without slowing down. Its stagger threshold is high, so you will not easily knock it out of its rhythm.
Where to Find It
Abominations spawn only in the Swamp, anywhere across the biome rather than at a set structure. They favour the flooded ground where reeds break the surface, which is exactly where a real stump would look at home. Only one can be active in an area at a time, and the game waits over an hour of real time before it allows another. That makes them rare compared with the Draugr and Blobs you run into constantly. Time of day and weather change nothing, so they do not hide by day or roam by night. They never spawn inside Sunken Crypts, and no boss kill or raid event unlocks them, so one can ruin your first careful trip into the Swamp just as easily as your tenth. They never spawn with stars, so every one you meet has the same eight hundred health.
| Stars | Spawn Location | Max at Once | Spawn Rate |
|---|---|---|---|
| - | Spawns anywhere in the Swamp. | 1 | Rare |
Strengths and Weaknesses
Bring an edge and bring fire. Slash weapons such as axes, swords and knives cut it down far faster than anything blunt. Ordinary arrows are close to wasted on it, with one exception: Fire Arrows hit the one thing it really suffers from. Because it sits still until provoked, you get a free opening. Sneak up from the low side of the stump and open with a sneak attack for the backstab multiplier before a single limb moves. After that the fight comes down to reach, and the counter to its long swing feels backwards: walk in and stand right against its body. From there both the Swing and the Slam pass over and around you, and only the close Ground slam can still land. A Banded Shield or better parries any of its attacks and leaves it wide open for several seconds. A player in bronze gear who parries cleanly can take one down, and with iron gear and a good axe it becomes routine. If a fire geyser is burning nearby, lead it over the vent and let the fire do half the work for you. Never fight one in deep water with your boat behind you, because the chop damage on every attack will smash a Karve to splinters.
- It takes extra damage from Fire.
- It shrugs off Blunt.
- It is barely troubled by Pierce.
- It ignores Frost, Poison and Spirit.
Drops
Root is the reason to farm them: nothing else in the game drops it, and a full Root Set of armour takes fourteen kills.
| Name | Image | Base | 1 Star | 2 Star |
|---|---|---|---|---|
| Abomination trophy | 50% | - | - | |
| Guck | 3-4 | - | - | |
| Root | 5 | - | - |
Notes
- Before it wakes, an Abomination looks like a tree stump. It usually lies in open water, sometimes among reeds, and the green gas of the Swamp rising from it gives it away.
- Few spots match its spawn rules, so Abominations keep turning up in the same places. Once one is killed, no new one spawns in that area for about 66 minutes.
- It can wake up before it has actually spotted anyone, because its wake-up range is longer than its detection range.
- When one dies in deep water, its Guck sinks and may be lost, but the Root and any trophy float.
- Its Root drop unlocks the Root Set. Crafting and fully upgrading the whole set takes 66 Root, and at 5 Root per kill that means 14 Abominations.
- It looks like a stump, but the forsaken power of The Elder does not count it as a tree, so the power gives no bonus against it.
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