Pantheon Wars are the main competitive event for every Pantheon. These battles take place once a week, allowing each Pantheon wishing to participate to prepare and gather forces.
Any Pantheon that has completed the Sanctuary building can apply to join the battle.
Pantheons fight for control over special territories — Temples. Pantheons will either defend their territories and/or try and seize other territories.
Up to 100 players from a Pantheon can take part, some of which will take part in PvP activity and the rest - in PvE activity. Pantheons with less than 100 members online can enter the war but will have to split their power among the PvP and PvE segments. Pantheons will automatically forfeit battles if members do not attend. Up to 50 Immortals will fight against other Immortals in PvP while up to 50 other Immortals will have to challenge creatures in PvE! All battles in the Pantheon War (PvP & PvE) take place simultaneously, rendering Immortals incapable of joining both fights simultaneously. No more than 50 players can take part in either of the activities. Only players who have received access to their Divine Form can participate in the battles and have the matching Tactical Sense at their disposal.
Four Pantheon War PvP activities, regardless of whether the Pantheon is defending or attacking, take place in three locations - three key temple points:
PvE activity takes place in one of the two locations that are in the territory of the temple. The location depends on whether a Pantheon is defending or attacking. 5 PvE fights take place at the same time with up to 10 players in each fight. The result of the PvE fight determines the reward the Pantheon will receive at the end of the battle.
PvE and PvP battles takes place at the same time, so the same hero cannot take part in both.
You do not have to have a full team to take part in any of the battles: you can send a smaller number of players to PvP fights and/or not take part in all PvE battles, if the Pantheon does not have enough players that can take part in the Aelion Games.
Before battles begin, a Pantheon’s right to fight for a territory is determined. For that, a special auction is held.
Auction
Through a system of bids, a Pantheon acquires the right to fight for a certain territory. A bid is made for the selected temple (on the condition that the temple is in a league that the Pantheon has the right to lay claim to). If this bid is not outbid by another Pantheon, at the end of the auction the Pantheon that made the bid becomes the contender for the selected position.
Bidding
All Pantheons with access to the Wars can take part in the bidding.
Auctions take place on the 25th day of the season once the Qualification stage is over, which will always be a Saturday, from 19:00 to 21:00 (CET).
Pantheon Commanders can only place one bid on a specific Celestial Temple and may not place additional bids on other temples. Once the bid is made, it cannot be cancelled. If a rival Pantheon outbids you, thereby snatching your right to participate, you may then bid on that Temple again or on any other one before the auction expires.
Bids are made in credits.
Bids cannot be cancelled and Pantheons cannot make more than one bid at a time.
A tax of 7% of the bid is levied per bid. All bids that have been outbid will be returned to the Pantheon account, minus the tax.
Battle Times
There are three possible battle times. Once bidding has ended, the Owner - Contender pair will be determined at one of these:
The same Pantheon can be an owner in one position and a contender in another at the same time. This means that some Pantheons might have two battles in one week. These battles are always held at different times.
Final Vote
If a Pantheon scores a victory when attacking a temple, voting among the raid participants beings.
Capture. With this option, the winning Pantheon occupies the territory of the defeated Pantheon.
Plunder. With this option, the winning Pantheon does not seize the temple, but it does obtain half of the defeated Pantheon’s reward for owning the territory (the defeated Pantheon loses that half).
Burn. With this option, the winning Pantheon deprives the defeated Pantheon of the temple, but the temple itself remains empty.
If voting has not been completed, or the winning Pantheon has not made a choice, Plunder is automatically selected.
Types of Adventures
The PvE part of the tournament is broken up into 2 types of adventures: defending your own temple and attacking an enemy temple. The adventures take place on 2 different maps.
Number of Participants
A group of up to 10 players can take part in an adventure on each map. The maximum number of PvE maps that Pantheon members can visit in a day is 5.
Duration of Adventures
Both adventures (attack and defense) are divided into 4 time slots of 15 minutes each. If a group fails, they can try and complete the last slot again.
Tasks
The primary task of the defenders is to protect the Magical Condenser from the waves of enemy templars.
The aim of the attackers is to get the Magical Condenser to the Relic inside the temple.
Victory/Defeat Terms
Defense: the team wins in the time slot, if after 15 minutes all players remain alive, the condenser has not been destroyed and the enemy templars are dead. The team loses if all its members are dead or the condenser has been destroyed.
Attack: the team wins if the condenser has been taken to the relic and installed. The team loses if all its members are dead or the condenser has been destroyed.
Difficulty Levels
At the start of each time slot, you can select the difficulty level of the adventure in a conversation with Captain Severius. The higher the difficulty level, the better the reward.
For defense, the difficulty level is reflected in the number of enemy templars attacking the condenser (the more there are the more difficult it is). For attack, the level depends on the vulnerability of the condenser to damage from external threats (the more vulnerable it is the more difficult it is).
Progress in Adventures
The more condensers are delivered and defended, the bigger the rewards for the Pantheon when the tournament is over. The rewards increase not only after successful completion of a time slot, but also when changing stages within it.
Ending Adventures
The Requesting Evacuation reply option in conversation with Captain Severius ends the adventure and issues a reward appropriate to the progress in the last attempt.
Additional Conditions on Maps
The resurrect facility with the Resurrect button is blocked during the Get to the Door stages.
After successful completion of certain stages, the difficult level increases (enemy health and the damage they inflict increases).
From the start, each defended or seized temple has Tactical Sense requirements. The higher the rating of the temple, the higher the requirements.
Defense Features.
The main objective of the defenders is to keep the Magical Condenser in the Relic in one piece. Defenders must remember that the Relic is a legacy of the past that is not fully understood. When it is activated it creates a field that inflicts damage, so you should not remain next to it for long.
In addition, the map has 3 Shield Generators, which also protect the condenser from enemy attacks. This makes them primary targets for enemies. To earn a greater reward for completing the adventure, you need to save the generators. If they are destroyed it will not affect your success completing the adventure, but it will reduce the final reward.
Generators sometimes get overheated and need to be cooled down with special flasks located in nearby crates. In other crates you can find a device for long-term disorientation and inflicting damage to the enemy.
A Reinforcement Summoning Terminal is located before the Relic. During the time slot, defenders can summon several pieces of equipment to help them (Siege Tanks, Golems and Pegasuses) and order them to move to an area where help is most needed. To summon them, you need to use the new skills that appear on the screen if you are near the terminal.
Once positioned, the Siege Tanks will immediately start shooting at the enemy position. Each tank can be sent after a group of friendly templars. The composition of the summoned group is best selected for specific enemies. Some will be more effective against rookies, some - against enemy Golems.
Friendly Golems and Pegasuses are positioned at the front. Golems detain enemies at the approaches to Shield Generators, and Pegasuses efficiently deal with enemies, throwing them into the abyss.
Attack Features
The main aim of the attackers is to get the condenser to the relic through the temple labyrinth.
There is a fork three times during the allotted time. The first time is at the very start, where they meet Captain Severius, the second and third times are during the fight with the gatekeepers (temple defenders).
The fork offers the chance to take one of 4 paths. Players do not have to agree with the suggested choice and they can select a different path. There is one chance to choose at each fork.
Yellow Door: leads to a corridor with Golem sentries protected by energy shields. Each of these Golems blocks the condenser from moving forward and should be destroyed.
To do this, the group needs to send two scouts to the right and left rooms. It would be difficult to defeat all the enemies there alone, so you need to use cunning and assistance - terminals, providing temporary invisibility and allowing you to figure out who has the shield generator. Destroying the generator will lead to the destruction of the Golem and free the route to the condenser.
While a scout is in battle, he cannot use invisibility.
Scouts must be quick in their searches, because temple owners know the enemy is approaching and send out their soldiers to seize the condenser.
Blue Door: takes you to the balcony of the temple, where representatives of the wild fauna of Aelion have settled — Skates and Tobi. On the route to the condenser, golem sentries will also be activated. But without the protection of the temple owners, they are vulnerable to attack by the attacking side. Nevertheless, best not to take it too easy! Golem sentries by the entrance send stone waves, which can inflict strong damage if they reach players and the condenser.
Red Door: opens the route to the temple basements. Attackers need to be careful - the basements are mined. If a character or the condenser crosses the edge of a mine - they will activate it. Whoever is standing on an activated mine cannot move or use skills, otherwise the mine will explode and inflict increased damage. The damage is stronger the more mines the character has already stepped on. Tactics will have to be considered and, perhaps, some attackers will have to sacrifice their own health to clear the way for the condenser.
While the condenser is moving, the group is attacked from all sides along the basement by homing Oculat Miners. They have immunity to damage and live for a limited time, at the end of which they explode inflicting damage to all enemies in a 10 yard radius. Oculats must be kept from reaching the group and the condenser by using control skills.
Green Door: Leads to a dilapidated room, where a relic and several shield generators were recently located. It still contains a small group of enemy templars with equipment remains.
Attackers need to be careful as they move through the room, they must kill enemies and try and avoid falling down. If you see an enemy golem, try and stop them with an ice flask, as they have a lot of health and their damage is too high to protect the entire group and condenser with shields.
As they progress through the temple, attackers meet 3 gatekeepers protecting the temple.
The First Gatekeeper has the following set of skills:
The Second Gatekeeper consists of three golems, each of which has the following set of skills:
The Third Gatekeeper has the following set of skills:
Final Champion
At the end of the 4 time slots when either attacking or defending, the toughest players will face the final champion - three enemy templars in divine form, using class abilities:
Divine Form
Defense: in this adventure one divine form is issued at the very start of the battle, which lasts until the end of the battle.
Attack: as the group progresses inside the temple they face stronger templars. The attackers can use 3 divine sparks to fight them in total. Once the sparks limit has been exhausted, they will stop appearing. The divine form obtained from the sparks is only active for a limited time. The stronger troops do not appear in the gatekeeper killing stages.
Game mode: Capture the Points.
Maximum team size: 15 players.
Number of points required for victory: 8000.
Beacons
Golems
Game mode: Two-phase Flag Capture.
Maximum team size: 10 players.
Number of keys required for victory: 3.
To win one side needs to obtain access to the gates, which they can use to block the entrance to the enemy. Like the golems on the bridge, the gates are part of the defense system. They work in conjunction with keys and a converter.
3 keys open the gates. The Pantheon that receives the most keys and uses them to open the gates, wins.
Crystals
You need to take 3 crystals to the converter to receive a key. The progress made by the converter is displayed on the interface.
Every crystal taken to the converter brings the Pantheon closer to victory, but the main objective is to get the key to the gates.
Key
Game mode: King of the Hill
Maximum team size: 15 players.
Amount of energy required for victory: 1500 units
Victory in the Temple Tower requires you to capture and hold the Relic for some time, fighting off the enemy. The Relic is well defended by a very powerful cannon. Despite the significance of the Relic, which is necessary for victory, the main battle will be the attempt to take control over the cannon.
Relic and Resurrection Spot
Cannon
Game Mode: Control Points with Team Rotation
Maximum team size: 15 + 15 players.
Amount of energy required for victory: 12000 units.
The battle in the central part of the temple is the culmination of the entire Pantheon War. It will determine who is worthy of controlling the temple, and who must yield!
Subgroups and Entrance
Floors and Points
The number of points per second changes in the following way (if the central point is captured):
Number of points | Number of players at the points | ||||
0 | 1 | 2 | 3 | 4 | |
1 | 1 point | 2 points | 3 points | - | - |
2 | 2 points | 3 points | 4 points | 5 points | 6 points |
Number of points | Number of players at the points | ||||
0 | 1 | 2 | 3 | 4 | |
1 | 2 points | 4 points | 6 points | - | - |
2 | 4 points | 6 points | 8 points | 10 points | 12 points |
Divine Form
Divine Fatigue
Rage