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:

  • Bridge to the Temple - Point capture, 15 vs 15. To win and gain access to the Temple, you need to capture and keep the strategically important bridge. It will be one of the footholds for the upcoming final attack on the Temple.
  • Temple Gates - Flag capture, 10 vs 10. To win, one side needs to obtain access to the gates, which they can use to block the entrance for the enemy. Like the golems on the bridge, the gates are part of the protection system. They work in conjunction with keys and a converter.
  • Temple Tower - King of the Hill - 15 vs 15. Victory in the Temple Tower requires you to capture and hold the Relic for some time while 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 power over the cannon.
  • Central Part of the Temple - Control Points with team rotation – 15 vs 15 The battle in the central part of the Temple is the culmination of the entire Pantheon War. It will determine who is worthy of owning the temple, and who must yield!

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.


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.


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.

  • To enter the Silver League, the minimum bid is 800,000 Credits
  • To enter the Gold League, the minimum bid is 3,000,000 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:

  • On Sunday at 20:30 (CET)
  • On Monday at 20:30 (CET)
  • On Tuesday at 20:30 (CET)

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.


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:

  • Basic Attack. Inflicts damage to one target.
  • Discharge. Inflicts damage on all targets in a front facing cone in a 10 yard radius.
  • Reinforcements. Summons one of three groups of golem sentries to battle. When they die, the first group restores some health to the gatekeeper, if they are near him. When they die, each golem in the second group strengthens the outgoing damage of the rest. One of the golems from the third group is defective and when he dies he inflicts strong damage to its own allies.
  • Reflection. The Gatekeeper adopts a defensive stance and reflects each portion of damage to one of the players. The damage is fixed and does not depend on the amount of damage received.

The Second Gatekeeper consists of three golems, each of which has the following set of skills:

  • Basic Attack. Inflicts damage to one target.
  • Annihilation Protocol 1. If gatekeepers are within a 20 yard radius of each other, their outgoing damage triples.
  • Annihilation Protocol 2. After the death of a gatekeeper, the outgoing damage of the remaining gatekeepers increases.
  • Energy Vortex. The gatekeeper flies up, activating an Energy Vortex within a 10 yard radius, and chases the target, inflicting damage.
  • Energy Distortion. The gatekeeper activates a reactor inside himself and marks an area with a 5 yard radius, inflicting damage over time.
  • Urgent Repairs. Upon reaching a certain health threshold, the gatekeeper requests help with repairs. The gatekeepers that remain alive rush to help him. While they are protected by a shield, they carry out the repair and restore the friendly target’s health.

The Third Gatekeeper has the following set of skills:

  • Basic Attack. Inflicts damage to one target.
  • Impulse Selects a target and inflicts damage on all enemies within a 5 yard radius of it.
  • Disarmament Selects target weapon and activates the Impulse skill. The Impulse that follows Disarmament inflicts damage on all enemies around the target and on the target itself.
  • Static Electricity. At specified health thresholds, it places a permanent effect on a random target, which inflicts periodic damage. Another player from the group can take on this effect with the help of context action near the victim.
  • Electric Charges. The Gatekeeper accumulates Electric Charges and launches them at all enemies around him. When this ability is used, a protective field appears around two random characters, enabling them to avoid damage. The field can protect no more than 3 characters, including the carrier.

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:

  • God Ajax: Starfury, Blessing of the Sun, Supernova, Wrath of the Sun.
  • God Hades: Swinging Chains, Twilight Scourge, Twilight Shackles, Backstab, Smoke Grenade.
  • God Throsius: Snowball, Whiteout, Jagged Ice.

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.


Bridge to the Temple

Game mode: Capture the Points.

Maximum team size: 15 players.

Number of points required for victory: 8000.


  • To win and gain access to the temple, you need to capture and hold the strategically important bridge. It will be one of the footholds for the upcoming final attack on the temple.
  • The bridge is divided into 3 sectors, inside of which there are strategically important heights. Our scouts place a beacon on each of them.
  • Beacon names: Cube, Ball, Pyramid.
  • Visual view of Cube Beacon:

  • One player spends 30 seconds capturing a beacon.
  • The more players there are, the quicker the capture occurs.
  • If there are 8 players around the beacon, the capture time drops to 15 seconds.
  • One captured beacon yields 2 points per second.
  • Two beacons yield 3 points per second.
  • Three beacons provide 6 points per second.


  • Golems appear four times per battle.
  • Players must destroy golems to receive an Energy Core.
  • If the core is taken to the corresponding beacon, the team will get 500 points.
  • Note, golems and their energy cores are linked to a certain beacon.
  • That beacon is selected randomly when the golem appears.
  • The link to the beacon is displayed by a special marker over the golem/core:

  • Points are only given if the corresponding core is taken to its beacon. Otherwise, nothing will happen and the core will remain with the player carrying it.
  • The beacon must be captured by the side carrying the core. For example, if the core is held by a player in team 1, and the beacon is captured by team 2, points will not be issued for the core. Team 1 needs to capture the beacon first and then they can bring the core to it and get the points.

Temple Gates

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.


  • Crystal ore is required to create the keys.
  • There are two types of crystal - blue and red.
  • The blue crystals come from a field near the resurrection spot of one of the teams, and the red crystals are near the resurrection spot of their enemies.
  • To make the keys you need the crystal ore located near your enemy. For example, you might need to steal red crystals, take them to the converter and protect your blue crystals from retaliatory attacks.

  • You need 5 seconds to pick up a crystal. Any damage received interrupts this action.
  • Crystals cannot be picked up while under an invulnerability effect, when invisible or using other similar effects.
  • It is almost impossible to pick up a crystal if there is even one enemy nearby.
  • When a game character is holding a crystal it will not inflict any restrictions, but it will break if invulnerability, invisibility or other similar abilities are used. It will also break when the character carrying it dies.
  • The player with the crystal will be marked with the corresponding color (blue for their own, red for those of the enemy) and this can be seen from a large distance, enabling their movement to be tracked and counter measures planned.

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.


  • After 3 crystals have been taken to the converter, it will switch on and produce a key.
  • This process takes 30 seconds, during which you cannot add new crystals to it.
  • After 30 seconds, a key appears and the converter resets.

  • The key is unstable and only exists for 5 minutes (including the time it takes to make it).
  • If it is not taken to the gates in that time, it is destroyed and you have to start again.

Temple Tower

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

  • Each team begins the fight at their resurrection points, located at the sides of the Relic, opposite the cannon.
  • Relic capture takes 30 seconds.
  • The more players there are within the capture radius, the quicker it will be.
  • Every enemy player within the capture radius, neutralizes the contribution of each attacker.
  • After it has been captured, the Relic yields 1 point per second. The resurrection spot of the owner team is moved to a spot behind the cannon.
  • Thus, whoever owns the Relic resurrects much closer to the cannon than the enemy, but further away from the Relic itself.


  • The Cannon shoots once every 3 seconds.
  • Explosion radius is 20 yards.
  • Average damage is over half the target’s health. Damage is not reduced by shields or other effects. Thus, the cannon is almost guaranteed to kill the enemy in 2 hits, with the exception of cases when the target manages to restore health some way in-between shots.
  • Cannon damage does not depend on shooting or class stats.
  • The cannon has a shooting angle that enables it to cover the entire area around the Relic, but it does not cover the approach to the cannon.
  • The effectiveness of the cannon enables the defending side to not need almost any fighters near the Relic itself, so it can use all its forces to defend the cannon.
  • You cannot sit into the cannon instantly, you will need 5 seconds.
  • Sitting into the cannon can be interrupted by incoming damage.
  • The character who sits in the cannon is protected from incoming damage by a shield. The durability of the shield does not depend on the class of the character, but it does depend on their general level of development. So an Archer with 150 000 Prestige will get a stronger shield than a Knight with 60 000 Prestige.
  • The character sitting in the cannon can be knocked off by incoming damage, but only if the shield is destroyed first.

Central Part of the Temple (final battle)

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

  • Each Pantheon group is divided into 6 subgroups.
  • Each subgroup can have a maximum of 5 players.
  • No more than 3 subgroups can take part in the battle simultaneously.
  • The other 3 subgroups wait in reserve for their turn to join the battle.
  • An additional interface is used to reach the central part of the temple and distribute the subgroups. You can reach the interface by selecting the Central Part of the Temple map among the Pantheon Wars adventures.
  • Top 3 subgroups - principle, bottom 3 - replacement.
  • Depending on the decision of the raid leader (or their own), a player can choose what group to sign up to.
  • After clicking the Join button, the character is immediately taken to the central part of the temple.
  • The first group to join a subgroup becomes its commander (they will be marked with an asterisk on the interface).
  • The subgroup commander has access to a special action “Get replacements” action (Shift + Q). It takes 5 seconds. After that the entire group leaves, enabling another subgroup to take over.
  • The subgroup that is replaced cannot return to battle until after 5 minutes.
  • If 5 minutes have passed and there are less than 3 subgroups in battle, the commander of the subgroup will get the Return to Battle context action (Space bar).

Floors and Points

  • The central part of the temple is divided into two floors.
  • On the top floor there are team resurrection spots and Ball and Cube control points.
  • The Ball point is nearer the resurrection spot of the first team, and the Cube is next to the resurrection spot of the second team. Thus, each team has their own and a “foreign” point.
  • The speed of capture changes depending on the number of players near the point. The more capturers there are the quicker it is. Every defender proportionally reduces capture speed.
  • Teams receive 1 point per second for possessing each point.
  • There are two ways to speed up receipt of points:
  • Every character standing at the captured point generates +1 point. A maximum of 2 game characters are counted.
  • Captured central point (located on the lower floor) multiplies all points earned by 2.

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 per second (if the central point has been captured):
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

  • The central point can only be captured by a player in the divine form.
  • Only a player in the divine form can block the capture of the central point.
  • The central point does not yield any points itself.
  • The central point is the most valuable because it multiplies points received from other points.
  • The value of the central point also has the opposite effect. Because it is on the bottom floor, it is easy to reach, but much harder to get back up. This creates an ideal opportunity for deceptive moves and cunning tactics.

Divine Form

  • A randomly selected raid participant, except those that are dead, assumes the divine form.
  • This happens for the first time at the very start of the battle.
  • After the death of a player in the divine form, they can only be replaced after 2 minutes.
  • A character who already assumed the divine form during the current match will not do so again until all the other raid participants have had a go.

Divine Fatigue

  • The presence of an enemy in the divine form has a negative impact on the battle qualities of each player.
  • A character within a 40 yard radius of an enemy in their divine form accumulates Fatigue.
  • Fatigue reduces all damage dealt.
  • There is only one way to remove Fatigue - call in a replacement group.
  • Fatigue is displayed in the group interface by colored indicators, located at the end of the health bars.

  • Green indicator: everything is well, damage has not been reduced or is negligibly reduced.
  • Yellow: damage is slightly reduced, but not significantly. Battle can be continued.
  • Red: damage is significantly reduced. Time to get a replacement.
  • Burgundy: the player is inflicting almost no damage and is virtually useless in the attack. Urgent replacement required!


  • If the opponent is way ahead in points, raid participants fly into a Rage.
  • Rage is displayed in the interface as follows:

  • Rage increases every time the enemy raid passes a new threshold.
  • There are 5 such thresholds: 2000, 4000, 6000, 8000 и 10000 points.
  • If our raid has 874 points, and the enemy has 2001, Rage increases by 1.
  • If our raid has 2000 points, and the enemy has 3489, Rage drops by 1.
  • If our raid has 2489 points, and the enemy has 8451, this results in 3 levels of Rage.
  • Each Rage level means +10% of outgoing damage and -5% of incoming damage.
User Agent Device Category: Desktop