Reaper Invasion

The reapers of death assault our homes spreading their corruption and disease as they traverse our landscape, rotting Aelion to its very core. With the assistance of the rat-like Vird, they’re capable of navigating throughout this land undetected, freely springing traps as they deem fit.

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 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.


Thanatos's Avatar

Players will have access to the champion and training versions of Thanatos's avatar within the third week of the invasion. Experienced fighters will test their skills against the champion avatar of the great god of the Reapers of Death.

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 in 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 Thanatos. Now if your character has unlocked less than 6 divine specializations, you will get Avatar Trophies for defeating the invasion avatar's training version on your first 1-6 runs!

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Distortion Bosses’ Abilities

Melegh's Abilities

Invulnerability

Melegh becomes immune to attacks from characters not in their divine form.

Subjugation

Selects an opponent and separates their body and spirit. The enslaved body, controlled by the will of the Reaper, starts walking towards him obediently. If the body reaches Melegh, its spirit will be destroyed until the end of the battle, and the body will completely yield to the boss and attack its former allies. The spirit loses all its abilities and becomes the main target of the Test of Tenacity ability. Every 2 seconds, bursts of negative energy form around them. They have a range of 5 yards and deal damage to all characters in the area.

Killing the enslaved body frees the spirit and gives the boss one point of Rage. The death of the spirit takes one point of Rage away from the boss and deals damage to all Melegh’s enemies.

Ranged ability.

The cooldown depends on how quickly enslaved bodies are destroyed.

Test of Tenacity

If there are no other characters within 10 yards of the spirit, Melegh only deals damage to the spirit. The longer Melegh attacks the spirit, the greater the damage to it. If there is at least one character within 10 yards of the spirit, Melegh will deal the same damage to all characters within 10 yards of the spirit. The longer Melegh attacks several characters around the spirit, the greater the damage to them.

If the number of targets attacked at the same time changes (just the spirit or spirit and allies), the boss loses 1 point of Rage, and all Melegh’s enemies take damage.

Ranged ability.

Cooldown: 3 seconds.

Rage

As soon as Melegh has accumulated 4 points of Rage, he throws his scythe aside and starts attacking characters with a new set of abilities.

One character of the Necromancer class can pick up the scythe and, after gaining their divine form for 1 minute (or until they lower the boss’s health by 20%), start attacking the boss.

While in divine form, characters cannot change class and use special divine abilities.

Ranged ability.

The cooldown depends on how quickly enslaved bodies are destroyed.

Otherworldly Pull

A negative effect is applied to five characters for 3 seconds, after which they will be pulled towards the spirit. The effect is removed by dashing.

The ability is used at the second stage of the battle.

Used if Melegh only attacks the spirit during the Test of Tenacity stage.

Ranged ability.

Cooldown: 5 seconds.

Necrotic Aura

If a character is pulled towards the target of Otherworldly Pull, they have an aura applied to them with a radius of 10 yards. The aura knocks other characters away. The effect is removed by cleansing abilities of support classes.

The ability is used at the second stage of the battle.

Used if Melegh attacks several characters during the Test of Tenacity stage.

Ranged ability.

Cooldown: 15 seconds.

Grave Bond

Melegh selects two characters and binds them with grave energy for 10 seconds. If the energy is red in color, the characters must stay close to each other, and if blue, they should be at least 10 yards away from each other.

The ability is used at the third stage of the battle.

Ranged ability.

Cooldown: 10 seconds.

Disarmament

Melegh takes away the weapon of one of the characters and hides it in one of the burrows. The other two conceal his Vird minions.

The ability is used at the fourth stage of the battle.

Ranged ability.

Cooldown: 10 seconds.

Explosion

Melegh knocks all characters back 30 yards.

The ability is used during the Rage stage.

Ranged ability.

Cooldown: 15 seconds.

Ghostly Skull

A red ghostly skull chases each character, inflicting increased damage on impact.

The ability is used during the Rage stage.

Ranged ability.

Cooldown: 15 seconds.

Skulls of Rage

Green ghostly skulls start flying around Melegh, dealing increased damage to characters on impact.

The ability is used during the Rage stage.

Ranged ability.

Cooldown: 20 seconds.

Helpers

Virds will occasionally appear on the platform, carrying healing orbs to the boss.

The ability is used during the Rage stage.

Ranged ability.

Cooldown: 10 seconds.

Basic Attack

Deals damage to a random target and leaves a permanent negative effect on them that deals damage over time.

The ability is activated 15 minutes into the battle.

Ranged ability.

Cooldown: 2 seconds.


Imenad's Abilities

Plague Corpses

There are piles of corpses around the boss that ooze plague infection. If the character lingers too long near one, they may get infected. The infected will slowly lose health, and if they die, they cannot be revived.

The plague corpses occasionally rise and start walking towards the group. If a corpse gets close, it explodes and infects everyone around it.

Relic

The group has access to a portable item - a relic. The relic grants immunity to infection to its owner. They can also cleanse everyone around them from time to time.

Dark Ritual

Imenad condenses the darkness around him and kills all infected characters.

Earthquake

The boss creates a powerful earthquake, causing waves of fire to ripple across the platform. Those hit by it get knocked back.

Destruction of the Relic

Imenad breaks the relic into multiple pieces. It can be restored if you pick up the pieces before they disappear.

Plague Skulls

Plague skulls occasionally appear from the piles of corpses. Skull chases one of the characters and infects them if it reaches them before it disappears.

Pandemic

Wounded Imenad loses a divine spark. After that, he hides behind an impenetrable shield, and all the space around him becomes infected. The relic protects against the infection and so does the aura, which can be activated by the god that picks up the relic. During this phase, corpses are revived in great numbers.


Frenzied Carrions' Abilities

Magic Armor

The Carrion becomes immune to attacks of a character in their divine form.

Brotherly Bond

Carrions have a shared health pool.

Test of Tenacity

The Carrion attacks the enemy with basic attacks, leaving a golden mark on them every time. The next attack on the marked target inflicts increased damage, and the boss flies into a rage. If the boss hits an unmarked target, Rage will end.

Ranged ability.

Cooldown: 135 seconds.

Deadly Grip

The Carrion summons two ghostly hands. The hands snatch two characters and keep them from moving or using abilities. If the hands are not destroyed, they deal increased damage to the victims. One hand can be destroyed only by a character not in their divine form, and the other - only in divine form.

Ranged ability.

Cooldown: 135 seconds.

Curse of Death

The Carrion curses a random target, leaving a poisonous mark on them, and a few moments later deals increased damage to them, which you can avoid by using a shield from a Support class character. If the target is not protected by a shield, the boss deals damage to them and flies into a rage.

Ranged ability.

Cooldown: 135 seconds.

Ghostly Skulls

Creates ghostly skulls that move around the platform. The longer the fight, the more dangerous the skulls: during the first stage, they inflict damage, the second - inflict damage and disorient, third - inflict damage, disorient, and restore part of the Carrion’s health.

Ranged ability.

Cooldown: 45 seconds.

Basic Attack

Inflicts damage with paws.

Melee ability.

Cooldown: 5 seconds.

Kharzaar the Bone Breaker

Unstable Protection

Most of the time, the Carrion is protected by a shield that greatly reduces incoming damage. Occasionally, the shield disappears, and the boss becomes vulnerable.

Ranged ability.

Cooldown: 22 seconds.

Utgharkh the Insatiable

Suicide Squad

Occasionally, Virds with bombs appear on the platform. Unless a control ability is used on them, they will detonate the bombs and deal great damage to the characters. If they are brought under control, they will drop the bombs and start using basic attacks. The bombs can be picked up and thrown at the nearest Carrion.

Ranged ability.

Cooldown: 22 seconds.

Zurugh the Rotten Bite

Backup

Occasionally, a Vird helper is spawned on the platform. It carries a Healing Orb to the Carrion.

Ranged ability.

Cooldown: 22 seconds.


Abilities of the Tribe of Shukur

Backflip

Picks an enemy standing some distance away from the boss and leaps to them, dealing increased damage to everyone within 5 yards and leaving an effect on the target that deals low damage over time for 60 seconds.

Ranged ability.

Cooldown: 40 seconds.

Stomping

Deals damage and knocks back enemies within a cross-shaped area.

Melee ability.

Cooldown: 15 seconds.

Inconstancy

One of the bosses has a mark for 10 seconds. To remove it from the boss, you need to force them to switch targets. If the mark is not removed within the time limit, the boss flies into a rage that lasts until the end of the fight.

Melee ability.

Cooldown: 40 seconds.

Rage

The boss flies into a rage 15 minutes into the fight. Their basic attacks deals greatly increased damage.

Melee ability.

Cooldown: None.

Basic Attack

Inflicts damage with an axe or bites.

Melee ability.

Cooldown: 3 seconds.

Underground Squad

The boss summons backup. Vird minions carry healing orbs to their master.

Ranged ability.

Cooldown: 40 seconds.

Rotten Fracture

Throws an axe in the direction of the target. It splits the ground when it falls, creating a fracture that releases rot in an area with a radius of 5 yards. The rot deals damage and disorients characters for 15 seconds.

Ranged ability.

Cooldown: 10 seconds.

Temporary Protection

One of the bosses brings up a shield that lasts 10 seconds. If the shield is not removed, the boss flies into a rage that lasts until the end of the fight. Only a character in their divine form can remove the shield.

Ranged ability.

Cooldown: 80 seconds.

Shukur the Black Tooth

Possession

Picks an enemy nearby and starts chasing them for 10 seconds, dealing swinging blows in front. While the boss is possessed, they take increased damage.

Melee ability.

Cooldown: 40 seconds.


Invasions in Regions

In the first part of the invasion, the Reaper army will try to capture and flood the Lanber Forest. 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 Reapers of Death and make sure they do not spread their influence further! You will receive Credits, Knowledge of Enemies and rare current generation equipment.

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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.

  • Lending a Hand
  • Dark Ritual
  • Defense of Fortifications
  • Crash Site
  • Crashed Aircraft
  • Evacuation
  • Flagship of the Reapers of Death


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