How to Entomb in The Isle Evrima (Elder System Explained)

If you searched “the isle how to entomb” expecting a Deinosuchus drowning move, here is the correction up front: in The Isle Evrima, Entomb is not a Deinosuchus attack. It is the universal Elder-system rebirth available to every playable dinosaur. When your dino reaches the end of its lifecycle, Entomb lets you deliberately end that life and respawn as a fresh juvenile of the same species while carrying your mutations forward and strengthening them. The popular “Deinosuchus ENTOMB” clips online are just that crocodilian using the standard Elder entomb — its underwater drown-grab is a completely separate ability we cover at the end.

This guide explains how the Elder system works in current Evrima (patch line 0.21.x), how to actually perform the Entomb, why you’d want to, and the important caveat that mutation gains plateau fast. If you run your own server and want full control over growth rates and mutations, our dedicated The Isle Evrima hosting plans make experimenting with the Elder loop painless.

What “Entomb” actually is

Entomb is the action that closes out the Elder lifecycle. A dinosaur that has grown all the way to 100% growth (the Adult/Elder cap) becomes Elder-qualified, which unlocks the Entomb option. Choosing it kills your current adult on purpose and immediately respawns you as a brand-new hatchling/juvenile of the same species. Crucially, your accumulated mutations carry over to the new life and are enhanced, and you can pick fresh mutations as the new juvenile grows.

The whole point of the system is to reward players who commit to the full lifecycle. Instead of starting from zero every time you spawn, Entomb lets you compound progress across generations — your second-generation dino is meaningfully stronger than your first.

How to Entomb, step by step

  1. Survive and grow to 100% growth. Growth milestones run roughly 25% / 50% / 75% (the old “adult” point) / 100% (Elder, entomb-eligible). A strong diet dramatically speeds this up — see below.
  2. Reach Elder status at 100%. Once you hit the cap and qualify as Elder, the Entomb action becomes available in your interaction options.
  3. Trigger Entomb. This deliberately ends your current adult’s life and respawns you as a fresh juvenile of the same species.
  4. Keep and strengthen mutations. Your existing mutations carry forward and get enhanced; you then make new mutation picks across the new juvenile’s lifecycle.

The action is repeatable at will, but as we’ll explain, there’s a hard limit on how much value you get from repeating it.

The Elder lifecycle: Adult, Elder, Prime Elder, Frail Elder

The Elder stage isn’t a single state — what you become at 100% depends on whether you earned Prime. Here’s how the tiers compare:

StateTriggerWhat it means
Adult~75% growthThe functional grown stage; can breed, full combat stats.
Elder100% growthEntomb-eligible. Infertile (small species excepted) and no longer gains nutrient benefits.
Prime ElderPrime + 100% growthSuperior Elder tier: higher stats, a larger unique model, and an extra mutation slot. Power peaks around 87.5% growth.
Frail ElderReached 100% without PrimeLoses stats from ~87.5% onward and grows weaker than a normal adult.

Two things are important here. First, the Elder stage is infertile (small dinos are the exception) and no longer gains nutrient benefits — so you can’t breed or out-eat your way to more growth at this point. Second, you want to be a Prime Elder, not a Frail one. Prime Elder gives you a bigger model, better stats, and that coveted fourth mutation slot. To get there, you have to earn Prime before you reach the Elder cap. We break the full process down in our dedicated guide on how to get Prime in The Isle Evrima.

Mutations: what carries over and the plateau

Entomb’s headline benefit is that your mutations survive death and get stronger. But the gains are front-loaded — this is the single most important number to understand:

Mutation enhancement plateaus AFTER the 2nd Entomb run.
Max mutations held simultaneously: 16.
Per-mutation buff ceiling (single-source, unconfirmed): up to ~3x initial value.

In other words, your first and second Entomb runs are where the strengthening happens. Past the second run there is no further strength gain, so endlessly re-entombing the same dino chasing bigger numbers is wasted effort. The “up to 3x initial value per mutation across entombs” figure comes from a single source and isn’t confirmed against patch notes — treat it as approximate.

On slot counts: a normal dino has 3 base lifecycle mutation slots (Slot 1 at Juvenile, Slot 2 at Sub-Adult around halfway, Slot 3 at Adult around 75%). Earning Prime gives you a 4th slot via Prime Elder. Bred offspring can access up to 6 slots through inheritance. And across all your Entomb generations you can hold a maximum of 16 mutations at once — after generation 4, the oldest mutations are replaced by your newest picks. For the full mutation pool and effect values, see our mutations guide.

Mutation milestoneSlots / cap
Base lifecycle slots3 (Juvenile, Sub-Adult, Adult)
With Prime Elder4 (extra slot unlocked)
Bred offspring (inheritance)Up to 6
Max held across Entombs16
Enhancement plateauAfter the 2nd Entomb

Growing fast enough to reach Elder

You can’t Entomb until you reach 100% growth, and the fastest route there is a good diet. Evrima’s nutrient system uses three Greek-letter groups, and combining them boosts your maximum growth substantially:

Nutrient comboMax growthBonus
One nutrientUp to 100%That nutrient’s 10% regen
Two nutrientsUp to 200%Both boosted +10%, relevant regen
All three (β+γ+α) — “Perfect Diet”Up to 300%+20% to each nutrient max, 15% stamina regen, all combo bonuses

The all-three “Perfect Diet” yields roughly a 50% immediate growth-rate buff — enough to cut a ~6-hour grow timer down to ~3 hours on long-growth species like Stegosaurus or Deinosuchus. To qualify, you must simultaneously hold at least 1% in all three β (Beta/proteins), γ (Gamma/lipids), and α (Alpha/carbs) bars — none can be empty at the same moment. Carnivores fill these by eating specific organs (hearts = β, intestines = γ, lungs = α). We go deep on this in the diet and nutrients guide, and you can map out exact timers with our Growth Calculator.

Should you Entomb? When it’s worth it

Entomb shines when you’ve invested a full lifecycle into a dino and want to keep that progress rather than reset to a vanilla juvenile. The ideal play looks like this:

  • Earn Prime before 100% so your Elder is a Prime Elder (bigger model, more stats, 4th mutation slot) rather than a Frail Elder.
  • Entomb at 100% to carry your mutations into a new juvenile of the same species and strengthen them.
  • Run it a second time to capture the last of the mutation enhancement — the gains stop after the 2nd Entomb.
  • After two runs, stop chasing strength. Further entombs are repeatable but give no extra mutation power.

Remember the trade-offs of the Elder stage itself: you’re infertile (small species aside) and you gain no further nutrient benefit. So if your goal is breeding a strong line, do your nesting before you hit Elder — see our nesting and breeding guide for how inherited mutations and the 6-slot offspring pool work together with Entomb.

The Deinosuchus “Entomb” myth — its real kill

Because of those viral clips, many players think Entomb is a Deinosuchus signature move. It isn’t. When a Deinosuchus “entombs” on video, it’s simply performing the same Elder rebirth every dino can do. Its actual kill mechanic is separate and works like this:

  • While water-walking the riverbed, hold Right Mouse Button to lunge, clamp onto prey, and drag it underwater to drown it.
  • You must hold RMB the entire time or the prey escapes — there is no death-roll, shake, or bury animation. The win condition is purely holding the grab until the target’s oxygen runs out.
  • Weight rule: it can only grab creatures under roughly half its own weight (about a 2x weight advantage). Heavier targets stun it instead, though the rule loosens against swimming prey.
  • It also has a secondary 360° bite (Alt + LMB) and is near-undetectable while submerged.

If you want to compare Deinosuchus to the land apexes, our best carnivores tier list ranks the full roster, and you can look up exact stats in our Dinosaur Database.

Hosting and configuring the Elder loop

On a private server you can tune growth rates and mutation rules to make the Entomb cycle faster to experiment with — handy when you’re trying to learn the timing without grinding hours per generation. Our setup walkthrough lives in the The Isle Evrima documentation, and if you want to plan migration routes and Sanctuary visits (which feed into Prime), the Gateway interactive map is the fastest way to orient yourself.

Frequently asked questions

How do you Entomb in The Isle Evrima?

Grow your dino to 100% growth to qualify as Elder, then trigger the Entomb action. It deliberately ends your current adult’s life and respawns you as a fresh juvenile of the same species, carrying your mutations forward and strengthening them.

Is Entomb a Deinosuchus move?

No. Entomb is the universal Elder rebirth available to every playable dinosaur, not a Deinosuchus ability. Deinosuchus’s actual kill is a grab-and-drown: hold Right Mouse Button to clamp prey and drag it underwater. There is no death-roll or bury move.

How many times should I Entomb?

Mutation enhancement plateaus after the 2nd Entomb run, so two runs capture all the strengthening. You can Entomb repeatedly, but there’s no extra mutation power beyond the second time.

What’s the difference between Prime Elder and Frail Elder?

A Prime Elder (Prime earned plus 100% growth) gets higher stats, a larger unique model, and an extra mutation slot, with power peaking around 87.5% growth. A Frail Elder is one that reached 100% without Prime — it loses stats from about 87.5% onward and ends up weaker than a normal adult.

Can an Elder breed or keep growing from food?

No. The Elder stage is infertile (small species are the exception) and no longer gains nutrient benefits. Do your breeding before reaching the Elder cap if you want to pass mutations to offspring.

How many mutations can I hold after entombing?

You can hold a maximum of 16 mutations simultaneously across Entomb generations. After generation 4, your oldest mutations are replaced by your newest picks. Base slots are 3, rising to 4 with Prime Elder and up to 6 on bred offspring.

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