Mechanoid Invasion

Integrator's scouts and stormtroopers are dropped on the planet's surface to create a convenient landing area for the main forces. Join Templars to prevent the mindless machines from striking our peaceful cities! Mechanoids' main objective is to capture and enslave Aelion's citizens and supply faith to their great god.


Where can I get equipment?

New difficulty levels will become available according to schedule. You can view it in the game, in the current invasion interface.

The invasion will gradually gain momentum. With the arrival of new bosses, new distortions and adventure difficulty levels will be unlocked, and players will get access to improved equipment.

In group adventures (except Hespilon Temple), you can receive rare and epic equipment. In distortions and squad adventures, 1 epic item per day is guaranteed. After that, both rare and epic items may drop. Adventure cards usually contain information about the kind of equipment you can get in there.

Another place where you can get equipment is invasion adventures. When you defeat a special troop, you will receive a chest that may contain rare, epic, and even mythical items of the relevant generation (if the character's rank is equal to or higher than the special troop's rank). The item type depends on the stage of the invasion. The chest can contain only the equipment pieces that are currently available in adventures. Bosses in invasion adventures may drop these chests as well.


Integrator's Avatar

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Players will have access to the champion and training versions of Integrator within the third week of the invasion. Experienced fighters will pit their skills against the champion avatar of the great god of the Mechanoids.

For victory, they will receive:

  • 1-6 trophies for developing halls in the Temple of Deeds and 2 trophies for the Aspects of Magic and Vengeance.
  • 1 Avatar’s Artifact if the character has received less than 4 Avatar’s Artifacts;
  • Cognition (once every 3 days);
  • Legendary jewelry.


Beginners will face the training version of the enemy’s avatar. The adventure is adapted for groups of 5 characters. Its purpose is to prepare young gods for the battle against the Integrator. If your character has unlocked less than 6 divine specializations, you will get up to six Avatar Trophies for defeating the invasion avatar's training version on your first runs (one for each run)!


DISTORTION BOSSES' ABILITIES

Secret Oculat Double

Holographic Copies

Creates several holographic copies of itself. The Oculat and its copies activate a shield and attack the enemy with Basic Attack. The copies exist until you remove the Oculat's shield or the shields of three copies. If the Oculat has been found at the first attempt, a Spark is spawned on the platform that grants divine form to one of the players till the next time Holographic Copies are used.

Ranged ability.

Cooldown: 75 seconds.

Recharging

The Oculat creates one or several copies of itself. Summoned copies restore the Oculat's health for 40 seconds.

Ranged ability.

Cooldown: 90 seconds.

Aimseeker

The Oculat creates a copy of itself. The copy activates an alienation zone around itself, brings up a shield and starts chasing one of the immortals. If an immortal steps into the alienation zone, they will become its main target for as long as this copy is alive. The copy disappears if its shield is destroyed.

Ranged ability.

Cooldown: 60 seconds.

Cooperation

The Oculat moves into the center of the platform, launches several energy beams aimed in different directions and starts to revolve on its axis. The immortals hit by the beams take increased damage. At the same time, the Oculat summons one or two copies of itself. One copy slows down all enemies of the Oculat. The other one catches random immortals into energy traps.

Ranged ability.

Cooldown: 60 seconds.

Blind

Scans targets in front of it in a 7 yard radius. After that, it blinds the targets, reducing incoming damage.

Ranged ability.

Cooldown: 20 seconds.


Scouting Squad's Miner

Living Radar

A Divine Spark appears on the platform, hidden from the immortals' eyes. One of the immortals gains the Living Radar ability which helps them locate it. At the same time, a special summoned Oculat is searching for the spark. If the immortal finds the spark first, they can activate their divine form until the next spark is spawned. If the Oculat finds it first, it will pass it to the Scissor Saboteur, increasing its damage output 3 times and creating a shield around it for 150 seconds.

Ranged ability.

Cooldown: 60 seconds.

Dangerous Zone

Scissor places 9 bombs around the platform. They exist for 10 seconds, then explode, dealing increased damage in a rectangular area around them. The bombs not protected by a shield can be destroyed before they explode.
Some of the bombs are protected by an impenetrable shield.

Ranged ability.

Cooldown: 60 seconds.

Stasis Fields

20 seconds before the bombs appear, stasis fields are activated in their place. A bomb that appears in the stasis field will be protected from attacks. Stasis fields can be disabled before the bombs pop up.
Ranged ability.

Cooldown: 60 seconds.

Castling

The Scissor pulls the enemies that are far away and knocks back those close to it, dealing increased damage in a 10 yard radius afterwards.

Ranged ability.

Cooldown: 30 seconds.

Random Victim

The Scissor immobilizes the enemy that is farthest away, making them immune to shields. Several seconds after the victim has been caught, it deals damage in a 2.5 yard radius in their direction. The damage is dealt to only one target in the area of effect. If there are several targets in the area, the Scissor picks the closest one.

Ranged ability.

Cooldown: 30 seconds.

Minefield

From time to time, mines will appear on the platform, hidden from the immortals' eyes. They can be seen and pointed out to allies only by the character in their divine form. The mines inflict increased damage in a 10 yard radius when stepped on.
Ranged ability.

Cooldown: 10 seconds.


Scouting Squad's Tactician

Portal

There is a portal in the center of the platform at all times. Crossing its borders will teleport the immortal to a parallel dimension that they can escape from by defeating the Mechanoid. The longer the fight, the bigger the portal grows.

Portal Fragments

There are fragments scattered around the portal. Each fragment has an aura which knocks the immortal into the portal.

Magnetism of Another Dimension

Occasionally a projection of the Mechanoid appears in the portal which pulls one of the immortals to it. The victim can be freed by destroying the projection. The freed character gains the divine form for 2 minutes or until Energy Instability ends.

Ranged ability.

Cooldown: 90 seconds.

Energy Instability

The Secutor activates the portal. In its active phase, the portal and the fragments around it begin to collapse, changing the gravity on the platform and launching energy waves that inflict increased damage. The portal can be stabilized by a character in their divine form if they destruct the unstable fragments.

Ranged ability.

Cooldown: 120 seconds.

Aimed Fire

Places a mark under the target and shoots it in 2 seconds, inflicting damage in a 1.5 yard radius. The attack is repeated 4 times.

Ranged ability.

Cooldown: 30 seconds.

Teleport

Places several marks around the selected target with a radius of 7 yards, and 3 seconds later teleports all other targets in the mark to another spot.

Ranged ability.

Cooldown: 30 seconds.

Chain Reaction

The Secutor marks a random target or several targets depending on the stage of the battle. The mark exists for a limited time. Once the effect ends, the mark causes an electric discharge in a 20 yard radius. The attack inflicts increased damage and bounces from target to target.

Ranged ability.

Cooldown: 30 seconds.

Alienation Zone

When the fight starts, an alienation zone appears around each of the characters. Any other character that enters the zone will be knocked back several yards.
Melee ability.
Cooldown: None.


Mechanoid Squad Curator

Disintegration

The Rethiarius breaks into a large number of small components. Three of them contain particles of divine sparks which can be picked up once the component is destroyed. The boss remains in that state for a certain period of time then becomes whole again. If the character manages to pick up all spark particles, they activate their divine form, and the Rethiarius returns to its basic form.

Alpha Shield

The Rethiarius surrounds itself with a shield and starts summoning Oculats. The shield can be removed by sending a signal from one or several consoles placed around the platform. Signals from different consoles travel at different speeds. For the shield to be destroyed, the Rethiarius should receive a certain number of signals nearly at the same time. The shield must be destroyed within a limited time. If the characters fail to do that in time, the Rethiarius deals fatal damage to them.

Ranged ability.

Cooldown: up to 150 seconds.

Instability

The Rethiarius surrounds itself with an impenetrable shield, and energy blobs start to fly around it. Some of the blobs move towards the champion to restore part of its health. The remaining blobs chase the characters. If such a blob hits a character, it will deal fatal damage to them. If it hits the champion, it will activate the shield removal phase. To remove the shield completely, all chasing blobs must hit the champion within a short period of time. The shield must be destroyed within a limited time which changes depending on the stage of the battle. If the characters fail to do that in time, the Rethiarius deals fatal damage to them.

Ranged ability.

Cooldown: up to 150 seconds.

Lock Code

The Rethiarius surrounds itself with a shield and marks two random players. The players should take positions at a certain distance from the Rethiarius and each other to remove the shield. The lower the boss’s health, the more pairs are marked and must remove the shield. While the shield is active, the boss summons Secutor Interceptors that chase the marked players. The shield must be destroyed within a limited time which changes depending on the stage of the battle. If the characters fail to do that in time, the Rethiarius deals fatal damage to them.

Ranged ability.

Cooldown: up to 150 seconds.

Frontal Lightning Attack

The Rethiarius attacks all characters in a wide cone in front of it with lightning, leaving a small safe area behind it. During the same stage, the champion picks one of the enemies and defends itself against them using a small shield.

Ranged ability.

Cooldown: 15 seconds.

Rear Lightning Attack

The Rethiarius attacks all characters in a wide cone behind it with lightning for 15 seconds, leaving a small safe area in front of it. During the same stage, the champion picks one of the enemies and defends itself against them using a small shield.

Ranged ability.

Cooldown: 15 seconds.


Invasions in Regions

In the first part of the invasion, the Mechanoids army will try to capture Usuni Valley. The invaders will deploy a large force to overcome any resistance and set their plan in motion. The Templars will try and contain the threat, but they will need your help. Protect mortals, attack the Mechanoids, and make sure they do not spread their influence further! You will receive Credits, Knowledge of Enemies, and rare equipment of the current generation.

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Invasion Adventure Opening Schedule

Special adventures become available to immortals during invasions. They differ depending on the invading army, giving young gods a chance to test their skills in new conditions and unique combat situations. These adventures are also very picturesque and atmospheric. You can get epic equipment of the previous generation in these invasion adventures.

  • Screening Field Generator
  • Lending a Hand
  • Defense of Fortifications
  • Crash Site
  • Crashed Aircraft
  • Evacuation
  • Mechanoid Flagship


Fight and kill enemies without mercy. Show them they are not welcome here!