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Conquest Mutators

From the Loka Loka Wiki
Revision as of 14:32, 21 August 2026 by Kaph (talk | contribs) (Normalize curly/smart quotes to straight quotes (Fandom-import artifact))

On 3/1/23, at the start of the March Conquest Cycle of 2023, Conquest Mutators were added. The update introduced modifiers to fights to make them more interesting and require extra battle-to-battle strategy. The update released with about 40 mutators planned, each categorized into three groups: ones which lightly affected gameplay, ones with medium effects, and ones with huge effects that completely revamped how their battles played out. Other groups of mutators were also employed, such as Chaos Mutators. Below are all of the current mutators in their respective categories. Any mutators which are removed will be crossed out, but still visible on the list.

All Conquest Mutators

Light Mechanic Change Mutators
  • Great Wall of Conquest: Walls appear cutting the battlefield in half randomly during the fight. Randomly picks between cutting battlefield on x or z axis. The wall is impassible (bedrock to sky limit)
  • Robin Hood: Bows do double damage (not crossbows)
  • Anonymity: Player nametags are hidden and everybody has the same skin.
  • Corruption: A random quarter of the battlefield becomes corrupted dealing damage to anyone who enters. Changes every so often
  • Snow Storm: Randomly a 20-second countdown starts, and everyone has to take shelter before it hits 0 or you take major damage and are slowed.
  • Stuck in the Mud: A huge patch (or patches) of mud in the middle of the battlefield. If you step in it you are trapped in the area and cannot leave for 15 seconds. While inside the mud area, you have slow II & pearl block.
  • Spectral: Spectral module effect applies to both sides.
  • Vicious Attack: All golems have Vicious Attack.
  • Debilitating Aura: All golems have Debilitating Aura.
  • Zoomies: Everyone has speed II and cannot be slowed by modules or debuffs.
  • Crystal Healing: End crystals now reapply Speed and Strength Buff durations as well as heal players, instead of damaging them.
  • Better Together: If you have 4 or more teammates within 15 blocks of you gain regeneration II and resistance I. (or no knockback)
  • Lone Wolf: If you have no teammate within 30 blocks, you gain Strength III
  • The Great Equalizer: Every hit is a critical hit.
  • Spider's Web: Spiders spawn on tiles and randomly place cobwebs behind them.
  • Pearl Blocked: Nobody can pearl or use chorus fruit.
  • Pointless Currency: Everyone who dies drops an Opyc.
  • Seeping Corruption: Water in the tile becomes corrupted. (Only on water tiles)
  • Blood Mine: A landmine is placed wherever a player dies.
  • Handicap: Every time you get a kill you lose 1 max heart (down to 3 min). For every death you gain 1 max hearts (up to 20 max)
  • Shulkerless: You cannot place Shulkers in the BZ, but now on death you drop all potions in your inventory.
  • Free Fight: Pots/AI's,etc are refunded throughout the fight just like any regular Rivina fight.
  • Where's Your Head At: If a player is beheaded (increased behead chance?) a powerful zombie with their head spawns in their place (no head is dropped) Zombie fights for one of the teams (the one who got kill?).
  • Bola Bonanza: Webbed Bolas apply slow II (db effect) and bleed for duration of pearl cooldown.
  • Creep: Players who die drop permanent sculk (3r radius ish) which gives you darkness when you stand on it.
Medium Mechanic Change Mutators
  • Air Support: Arrow shots (with a cooldown) from elytras explode on contact with blocks and players and do high damage (basically VotA's explosive arrow ).
  • Empowered Modules: All modules are empowered.
  • Underdog: If you have fewer lamps than the enemy, your modules become empowered and your golems become Buffed.
  • Small Army: Fight is capped to 25 players per side.
Large Mechanic Change Mutators
  • Soul Link: 2 teammates share a health pool (40hp/20 hearts). If one dies they both do. On warp, those warping in get linked to a new player. Your teammate has spectral to just you.
  • Capture the Flag: Get charges by killing your own golems and then run to the enemy lamps to overload. While a flag carrier (have a charge), you do not take knockback, have Slow I, and cannot pearl. Charges last longer as a result.
  • Mineman Charged: Players who die give charges. There is one (maybe more) neutral Golem in the middle of the battle zone as a backup for getting charges.
  • Assassinate: Upon warping in, you have a randomly assigned Enemy Target (displayed on scoreboard, and spectral'd only to you). If you kill them a charge is auto-applied to a random enemy lamp.
  • The Cursed Witch: Each team has a powerful Witch they have to defend which spawns at the other two cardinal directions to structures. If you kill the enemy Witch you lock down enemy modules for 4 mins. (mob respawns once buff wears off)
  • Offense is the best Defense: 2 capturable points at the other two cardinal directions to structures that have a neutral state too. If you control 1 you get empowered modules, if you control both your structure is invulnerable to damage.
  • Piggy Banks: Pigs roam around the battlefield and drop 1 coin on death (unstable soulbound bag). If you die you drop your coins. In the middle of the BZ is a deposit point for coins. While standing near the point, you will periodically deposit coins (so you can be interrupted by fighting, etc). Once your side has enough coins deposited, friendly Illagers spawn around the enemy structure to help you attack it.
  • Siege Weapons: Three capture points on map. Two at the other two cardinal directions to structures and one in the middle. If you control one of the cardinal direction points it will target the enemy structure but will only deal damage if you control the middle point. Damage will slowly reduce a lamps health at random.
  • The Dark Dimension: There is a Portal in middle of BZ that leads to a dark (instanced) version of the fight. Within either instance of the fight, the buildings/golems are identical but the players in them are unique. You must choose which reality to fight or defend in!
  • Tower Defense: There are 2 capturable points at the other two cardinal directions to structures. Each has a TnT tower that act like 4 TnT modules in one. If your side captures it, it will fire at the enemy. (might do variations of this with laser, slowness lingering, etc)
Chaos Mutators
  • TnT Tag: At the start of the fight, someone is randomly chosen and TnT is put on their head with an accompanying timer. If they melee hit another played, it is passed to them when the timer runs out; whoever has it at that time blows up, killing them and damaging those around them. A new TnT then spawns on someone.
  • Lightning Storm: A spot on the battlefield is targeted with lightning and players have 10 seconds to stand close to it. When it strikes, all players within a small radius are randomly smitten, which either deals large damage (8 hearts) or empowers them (fully heal, gain 5 absorption hearts, strength 2, speed 2, regeneration 1).
  • GOAT: Goats spawn all over the battlefield and try to aggressively charge at and knockback players.
  • Landfill: Randomly, gravel will fall from the sky onto random areas in the tile, piling up into mounds.
  • Bouncy Battlefield: Jump pads randomly spawn around the battle zone.

Conquest Mutator Functions

  • Conquest Mutators re-roll every Wednesday, but all mutators disappear on the last Wednesday before the end of the conquest cycle.
  • There are no mutators on Rivina or Balak.
  • A Mutator will be rolled for a neutral territory if it becomes captured.
  • Some mutators are continent or biome specific.
  • These mutators are visible on the Loka map with a purple flag, you can hover over them to see what mutator is currently on that tile.