TRANSCENDENCE

Run Preparation

Note:

This guide does not provide any guidance for the 2nd Transcendence hidden goal, which is a highly intriguing and complex individual goal.

How to reach the area

  • The proper entrance to Transcendence is located at the portal room in between Level 2 and L3 of Titan's Keep (Room ID: 38281). Custom exit: transcend

  • Players can open a temporary rift portal between the Transcendence entrance and Titan's Keep entrance by giving a Flaming Sun Gem to the Titan Engineer at Transcendence's entrance, so that players can easily enter the area. The rift lasts 20 minutes (enter rift)

  • Navigators can create a beacon of homecoming to easily return to the area

  • Area Portal (Reward for the 2nd hidden goal)

How to start the goal

  • Players who wish to start the goal should listen to the captain at the entrance and "say yes"

  • To ensure the goal is completed at the end of the run, you will need to ensure you are present at the entrance when the epic is started by the run leader, else the task/goal will not complete

Items required to start the epic

  • Metallic Coin (Terra, L1, Imp)

  • Engraved Talisman (Terra, L2, Ogre Magus)

  • Shadowy Amulet (Terra, L3, Daeva)

  • Glowing Orb (Terra, L4, Demon Prince)

  • Sigil of Might (Titan, L3, Uthr)

  • Sigil of Magic (Titan, L3, Aelyn)

  • Sigil of Stealth (Titan, L3, Zarconis)

  • Relic of the Old One (Transcendence, Abyss, Old One)

  • Soliloquy of Annihilation (Transcendence, Abyss, Purger)

At the start of the run, you are more than welcome to provide one or more of these items to the run leader. This should not be the responsibility of the run leader to obtain the items to start the epic. In most runs, the leader will take a team into the Void's Abyss to collect the Relic and Soliloquy prior to the start of the run. Players who enter the abyss to assist with the item farming should equip the Transcendent Aegis to prevent heavy damage from mprogs (available from the Transcendence shop, post goal completion)

Leader: To start the epic, "say ready". You should do a "nofollow" at this point.

Runners: For those who need to complete the goal, they must be present in the room when the leader starts the epic

Part 1: Ragnarok Defense

Objective

  • Charge up the tower in the middle to 100% with the Shimmering Conduits on the ground by having players drain their HP/MN/MV

  • Defend against (and kill) mobs that will constantly spawn and attempt to derail the charging

Situation

Layout

  • The first section (which is also the pup-zone) is an endless 9x9 grid

  • Center room, also the entrance, will house the construct to be charged and will also have 5 Shimmering Conduits on the ground

  • Outermost ring of the 9x9 grid, also known as the Void's Abyss, has exits that may be confusing and will require you to constantly watch the mapper or mini-map to determine your actual location

Tower Charging

  • Once the epic starts, there will be 5 Shimmering Conduits on the ground that will allow the charging of the conduits

  • The more conduits, the faster the charging - the number of conduits should be matched by the number of players in the center to optimize the charge speed

  • Mobs that manage to reach the center will attempt to steal the conduits and slow down the charging (specifically Seraphim Scouts and Executioners)

  • When no conduits are left, the charging will stop

Mobs

  • Angel Warriors

    • Easy to kill when against solo players

    • HP will scale exponentially with the number of players in the room

    • Best solo-ed

  • Executioners

    • Deals heavy damage

    • Will steal conduits

    • HP will scale exponentially with the number of players in the room

    • Best taken with 2-3 players

  • Colossal Cherubs

    • Huge base HP

    • HP will scale with players

    • Also frequently casts sanctuary and shields/re-shields

  • Seraphim Scouts

    • Sneaky bastards that move fast towards the center to steal the conduit

    • Should be webbed to max or slothed to prevent them from moving and retreating (they dissolve constantly as well)

    • You can cast reveal to remove their sneak, so that you can see the directions of their movement/retreats

    • Once they steal the conduit, they will transform into Arch Angels when they escape and reach the 4 corners of the map

  • Arch Angels

    • Transformed from Seraphim Scouts which have successfully stolen the conduits and escaped

    • Located at the 4 corners of the map (4n4e, 4n4w, 4s4w, 4s4e)

    • Bandits should assassinate these to quickly retrieve the conduit in order to avoid heavy damage

  • Ancient Darkness + Tendrils

    • 3 of these groups of mobs will move in a clockwise direction around the third ring (Frayed Space) of the arena

    • Avoid these as much as you can or certain death awaits due to their stun locks

Nexus

  • There is a nexus that moves around that map that provides a full restore when you type "channel"

  • This is shown as a (!) on the mini map

  • Nexus will randomly teleport around the map every few restores provided

Strategy

  • Always maintain a group of 5 players in the center to keep the construct charging - these players should seek out the nexus for restores once they are almost drained

  • Everyone else should be constantly engaging angel warriors as far out from center as possible. Angel warriors typically die within 2 rounds when solo-ed

  • Seraphim scouts must be engaged and webbed when sighted, and called out on grouptalk to ensure these are taken out asap e.g. "scout 2s"

  • When players successfully loot conduits that have been stolen (Scouts, Arch Angels, Executioners), they should be promptly dropped back in the center room

  • You can give 250,000 gold to the Titan Engineer who can locate where the missing conduits are

  • Avoid the ancient darkness that moves in a clockwise direction in the third ring. These are denoted by a grey :: on the mini map

  • Refrain from having more than 5 players in any room at any point - the mobs' exponential HP scaling makes it very tough for a large group in a room to clear mobs

  • Once the construct is fully charged, all players in the area will be transferred to the center

Leader: "say ready" to move the group to the next part of the epic, once all players are present in the room. All players will get a full restore.

Section Bonus

  • Ancient Darkness is invulnerable until all the tendrils in the room are cleared

  • Ancient Darkness will respawn 1 tendril each time it moves a room; it cannot be webbed nor slothed

  • The optimal strategy is to have a team of 3-4 take on each Darkness and call out once the tendrils are mostly cleared (it's ok to have 1 left given they will keep moving, so just keep it cleared as much as possible)

  • When tendrils are all cleared, the team should start to kill the Darkness. Ideally, there should be 3 bandits who can assassinate them once they are vulnerable

  • If the 3 Ancient Darknesses are killed at around the same time, a bonus weapon "Raging Chaos" will be issued to a random player from Part 2 onwards

  • "Raging Chaos" will kill tendrils (in Parts 2 and 4) in 1 hit, and double the combined bonus damage from Void Blades and God Slayers against a mob

Part 2: Into the Void

Objective

  • Kill between 2-5 Void Guardians in the maze at the same time (with ~20s of each other)

Situation

Special Items

  • At the start of the round, approximately one third of the group will be issued Void Blades - these will deal bonus damage to mobs and also kill otherwise immune creeping voids that spawn in the maze

  • If the Part 1 Bonus was completed, a "Raging Chaos" will also be randomly assigned to one player

Layout

  • Players will be transported into a huge 11 x 11 maze (121 rooms) with randomized layouts/exits each run (Titan's Durthar-style)

  • A "Nexus of Power" lights up the area when a player enters into the room with it, enabling hunt to work in the maze and lights up the "map" in the special room

  • Players may "transcend" at any point to access a special room above the maze with a locked rift, even during combat. A Dark Key from Titan's Keep is needed to unlock the rift. In this rift room, players can type "map" to have an overview of the maze and can easily exit the maze into fixed locations on the map but requires the nexus to be lit

Mobs

  • 2-5 Void Guardians will spawn in the maze depending on the number of players

    • Up to 22 players: 2 Void Guardians

    • 23 to 30 players: 3 Void Guardians

    • 31 to 39 players: 4 Void Guardians

    • 40 to 50 players: 5 Void Guardians

  • Each Void Guardian will spawn between 0 to 8 Void Troopers when the Void Guardian with the highest HP at any point in time hits the 80%, 60%, 40% and 20% HP intervals (similar to Titan's Orzbuk mechanism)

  • Void Guardians will may also have a chance of teleporting at its own 80%, 60%, 40% and 20% HP marks (similar to Titan's Durthar)

  • Void Troopers will deal heavy damage and should be blinded

  • Void Guardians will teleport players randomly via a series of warning messages. The final message is "You sense a rift beginning to open behind you!". Flee before you get teleported

  • Players who AFK and do not move for extended periods will be transported to a huge hidden boss Vzaquth for immediate execution

  • Creeping Voids will spawn randomly across the map that will aggro players and inhibit movement. They are immune unless you have a Void Blade or Raging Chaos

Strategy

  • 1 player should be assigned to chase the Nexus across the map to ensure hunt is enabled for players and to light up the special "map"

  • Players issued with Void Blades should dual wield their blades so that they may deal more damage to troopers/guardians, as well as clear any creeping voids in the maze

  • Creeping Voids should be cleared by Void Bladers or tamed by Divas/Rangers, as they pass through them

  • The entire group should be evenly split up across the Void Guardians to ensure that the guardians are evenly taken down - the optimal strategy is to have all guardians' HP lowered at the same rate concurrently

  • When guardians teleport, or when you get teleported, you can use the special Transcend rooms to quickly move back to a guardian

  • When Void Troopers spawn, they should be tamed or blinded (via blindness or fire breath spells), to prevent them from overrunning players. Troopers should be cleared after being blinded/tamed

  • When Void Guardians reach a critical 10% HP, players should flee off them. We will typically cast sanctuary on Void Guardians with 10% HP to denote they are not to be engaged further

  • Leader will typically request for reports of individual Guardian's HP

  • When all Void Guardians have all reached low HP, the leader, or anyone with the right awareness, can call for blast, following which players should start blasting guardians to death. If there are troopers remaining when blast is called, they should be ignored and you should continue to focus blast on the target Void Guardian

  • After your Void Guardian is killed, you should quickly "transcend" and seek out the nearest possible Void Guardian to further assist with the blast

  • If a Void Guardian is killed out-of-sync, they will respawn shortly after with full HP. Leader may call for a full restart, depending on the situation

  • When all Void Guardians are killed together successfully, all players in the area will be transferred back to the entrance

"Transcend" Rift Room

  • When you "transcend" (even in combat), and unlock the rift room with the Dark Key, you will reach this room called "Above It All"

  • You can type "map", and if the nexus is lit, you will be able to see the below map

  • >!< denotes an un-engaged Void Guardian

  • Red * denotes an engaged Void Guardian

  • Grey * represents Creeping Voids

  • Dark blue * represents Players

  • From this room, you will be able to move in four directions (N, S, E, W) and where you will exit into is fixed - these are denoted in the map below. If you look closely, there are 4 rooms N-ish, E-ish, S-ish, and W-ish, that are marked with ^ v < >, and these are the fixed rooms that you will exit into respectively

  • There is an enhanced version of this map, whereby names of players are actually shown, if you kill the Oracle during Part 2 and have the Oracle's Eye in your inventory

Part 3 Preparation

  • At this point in time, prior to the start of part 3, the group will be split into various teams, and the split will depend on whether the lurker was successfully killed in this part (see Section Bonus below)

  • Organization of the group as follows:

    • 1 player to Control

    • 1 player to Pylon

    • 1 group of Void Bladers, following the assigned Blade team leader (not required if lurker is killed, and bladers will simply join the lane teams)

    • 3 lane teams consisting of remaining players, with slightly more players in teams A and C, with players in each team following the assigned team leader (you'll have more players than playing without the shroud)

Leader: Once the group is organized in preparation for Part 3, "say ready" to move the group to the next part of the epic once all players are present in the room. All players will get a full restore.

Section Bonus

  • There is a "Lurker of the Deep" mob that roams around the maze, and is only visible to a player with Oracle's "Eye of Warning" spell on

  • When in the same room as the lurker (with Eye of Warning), you will see the message "Your acute senses detect a presence in the room."

  • Quickly engage and "kill lurker" as it moves very quickly. It also deals relatively heavy damage, so smaller players may struggle to solo kill it

  • If the lurker is successfully killed, a bonus equipment "Shroud of the Void" will be issued to a random player from Part 3 onwards

  • When equipped with "Shroud of the Void", a player will be able to move around the siege lanes in Part 3 unhindered, and use the slay command to deal 500,000 damage to mobs, with a 45 second cooldown e.g. "slay <mob>"

Part 3: Divinity's Siege

Objective

  • Kill your way through the hallway and take down the Gate at the end

Situation

Special Items

  • At the start of the round, a random player (usually a primary cleric) will be given a Restorative Crystal. The player will hold the crystal and type "heal <player>" for a 25,000 HP heal, with a 10 seconds cooldown

  • If the lurker was successfully killed in Part 2, a random player will also be issued with "Shroud of the Void"

Unique roles

  • Control

    • There will be a player assigned to the control room that allows him to see the entire overview of the siege, as well as call in damage support and healing (see control mechanics for details)

  • Pylon

    • There will be a player assigned to the pylon. The player will be able to "fire pylon" and deal huge damage to all mobs 1n of the pylon, with a 45 seconds cooldown. The pylon may be pushed around, and can deal heavy damage to the gate. If the pylon is damaged by mobs, it will need to be pushed back to B0 for repair (fairly long) before coming active again

  • Blade Squad (conditional)

    • Only required when the Shroud is not obtained i.e. Lurker not killed in Part 2

    • All players holding the Void Blade will be part of a Blade Squad led by one player. They will be tasked to clear the special mobs called out by the Controller before the reach the Lane teams.

    • Bladers can move through the rooms unhindered (without aggro), and will not take any flank damage when out of line (as they usually are). However, bladers will be aggroed by mobs once they engage any mob in the room

  • Shroud (conditional)

    • Only possible when the Lurker is killed in Part 2

    • Clear Special mobs via the slay command that deals 500,000 damage to a mob, subject to a 45-second cooldown, or manually kill Vanquishers

    • Can move through rooms unhindered, and will not be aggroed even when engaging a mob in the room

Layout

  • There will be 3 lanes of 10 rooms, namely Lanes A, B and C, from left to right. Rooms are numbered from 0 to 9 from south to north

  • Every room from rooms 1-9 will have at least 4 mobs (3 destroyers + 1 guardian) - these are static and do not move but take a while to clear

  • You can move across lanes at 0, 4, 7 and 9

Mobs

  • Warrior Angel

    • These are constantly summoned in waves and move south from 9

    • They are relatively easy to kill but comes in large numbers and deal heavy damage

  • Angelic Destroyer + Angelic Guardian

    • Static mob in each room, does not respawn

    • Frequently shields and sancts

    • Guardians have more HP

  • Archangel Commander (Special Mob)

    • Once summoned, will always remain at Room 9 and does not move

    • Summons additional waves of warrior angels

    • Deals heavy damage

  • Angelic Vanquisher (Special Mob)

    • Low HP, easy to kill, spawns in a triplet

    • They move south from 9, and deal heavy range damage from the north

  • Seraph (Special Mob)

    • Heals entire room of angels 1s of the Seraph

    • Will slowly move south from 9

  • Angelic Enchanter (Special Mob)

    • Spell ups entire room of angels 1s of the Enchanter

    • Will slowly move south from 9

  • Angelic Eliminator (Special Mob)

    • Non-aggro mob that seeks to destroy the pylon

    • Will slowly move south from 9

  • Angelic Immolator (Special Mob)

    • Deals heavy damage to players in room

    • Will slowly move south from 9

Strategy

  • One player with the know-how will be assigned the control room to call advance, call special mobs, heal, and deal mprog damage to mobs as needed. He will be the "commander" of this part

  • One player will be assigned to fire the pylon. Generally, the pylon will simply follow lane B to provide artillery support, which means that Lane B can afford to have less players. It is important that the pylon be kept away from the mobs who will attempt to attack and damage it, by staying 1s from the action. This player, if sufficiently proficient, can also support Lane B attacking while straddling pylon duties. Advanced pyloneers can also change lanes at the junctions to optimize pylon downtime/damage

  • One player will be given a "Restorative Crystal". He/she should constantly be keeping his lane members healed every 10s, and where needed, move to other lanes to heal others as well, especially at the junctions

  • Once the section begins, the Lane Leaders should immediately move their team to Room 1 (1n), and start engaging the mobs. Last player to follow the lane leader will be targeted by the aggros in the room, so rescue the player quickly. Split tanking is important while clearing the lanes. Spellcasters should dispel the mobs

  • Lane Leaders will move the entire team as per directions from the Controller, all the way until Room 9

  • Shroud-holder, if present, should clear any special mobs called out by the controller by using the slay command. For vanquishers, normal kill will be sufficient as they are very easy to kill. As the shroud-holder does not get aggro-ed at all, he/she should help to clear mobs where possible, especially the wounded ones from Acid, in between the slay downtime

  • Advanced players with the Void Blade may also roam around the map to help take down vanquishers, or other wounded rooms (from Acid). However, this should not come at the expense of compromising lane squad integrity (that's why advanced players only)

  • Blade Squad, needed if there is no shroud, should also be focused on clearing any special mobs called out by the controller, led by the blade squad leader. However, given that the blade squad will get aggro-ed by the entire room upon engagement, they will find it a lot harder to clear these mobs. Bladers should rescue the leader whenever the leader engages a special mob, as the entire room will then aggro the leader. Recommendation is to wait till the special mobs get closer to the lane action (and have it take acid damage along the way), before engaging them. In the meantime, they can always help with the lane combat. Likewise, where situation permits, they can also help to clear rooms of wounded mobs from Acid, to speed up the section

  • When an Archangel Commander is summoned, the shroud holder or the blade squad should quickly eliminate the commander, in order to prevent the lane from being overrun by the additional angel warriors that it can summon. For a blade squad, they will likely require lightning assistance from the controller to kill the commander

  • Once the lanes reach the gates, have players in A and C also help to pound the gate at B9, while leaving a few behind to take care of newly popped warrior angels

  • When the pylon is in B8 to fire on the gate, he should make sure B9 is clear of any angels i.e. only gate left, before firing. When the pylon hits only the gate, it deals massive 1.5m damage per hit, and cools down every 3 seconds, instead of 45

Leader: When is gate is breached and the group is assembled, "enter breach" and "say ready" to move on to the next part. You should also do a "nofollow" at this point.

Control Mechanics

Control Overview (Click for image)


  • You can type "map" in the control room to get an overview of the siege.

  • There are four different functions you can use in the control

    • Acid

      • Syntax: say acid <room number> e.g. "say acid b4"

      • It will deal 5000 per second to all mobs in the room, plus adjacent rooms to the North, South, East and West

      • When used in the junctions e.g. B4 and B7, you can hit 5 rooms with a single acid

      • Cannot be mixed with water, else the effects will be cancelled

      • Has a 30 second cooldown

    • Water

      • Syntax: say water <room number> e.g. "say water c6"

      • It will heal all players in the target room only, for 5000 HP per second

      • Cannot be mixed with acid, else the effects will be cancelled

      • Has a 10 second cooldown

    • Lightning

      • Syntax: say lightning <room number> e.g. "say lightning a9"

      • It will deal a huge amount of damage to all mobs in the room, in a single nuke

      • Has a 30 second cooldown

    • Freeze

      • Syntax: say freeze <lane> e.g. "say freeze A"

      • It will freeze all mobs from moving or attacking in the entire lane

      • Has a 30 second cooldown

    • Siege Golem

      • Syntax: say siege A B C (where A + B + C = 9) e.g. "say siege 4 1 4"

      • Rebalances the siege golems spawn balancing in the lanes

      • A + B + C must be equal to 9

    • Observe

      • Syntax: say observe <room number> e.g. "say observe a5"

      • Allows you to see the all players and mobs, who's fighting who, as well as their HP%

  • General recommendations that you may wish to follow if you are the controller:

    • You will need to constantly spam "map"

    • Call out lanes to advance in-sync when they have cleared their rooms in a line

    • Acid is your best friend - alternate Acid between B4 and B7 from the start to dish out healing damage over time to mobs, as well as any warriors passing through them. This will allow the rooms to be easily cleared

    • Heal (water) as and when required

    • Once the Special Mobs, denote by "Others", appear in the map, you should quickly observe the room, and call out the special mob in the room, so that the bladers or shroud holder can quickly eliminate it

Section Bonus

  • A player can locate the mob "Av and Ar" in the Frayed Space and kill it while Part 3 is ongoing. The mob, upon death, will provide 2 passphrases to enter the Armory at C9

  • One of the passphrases will transport the player into the Armory which contains a locked vault. Open it with a "Dark Key" from Titan's Keep to obtain a set of secret plans

  • Give the plans to the Titan Engineer at B0 - doing so will unlock the Aegis Vitalis that acts as a formidable shield against Aion in Part 4. Note that this step must be done before the gates are breached, else the Titan Engineer will have disappeared

Part 4: Aion's End

Objective

Kill Aion

Situation

Layout

  • 7x7 boss arena, with a rampart on the outer ring above the arena

  • Aion, the final boss, will be in the center of the Arena

  • 2 pylons are located on the southern ramparts, to be fired towards Aion

  • 4 nexus are located on the 4 corners of the ramparts, that is able to heal players quickly when in the same room

Special Item

  • An "Aegis Vitalis" will be randomly issued to a player if the plans were successfully handed to the Titan Engineer in Part 3

    • Provides 1 million HP worth of tankiness to the player wearing

    • Able to "resurrect" a player who died at Aion once, and transport him back to Aion from the morgue, fully spelled up, fully restored

Aion Mechanics

  • Invulnerability - Requires both pylons to be fired at the same time at him to remove the invulnerability, uninterrupted

  • Inversion - Heals 3x the damage dealt to him, or take damage equal to 3x of heals done on him (similiar to Terra's Vortath). Lasts 40 seconds

  • Chaotic Energies - Marks out 4 rooms with a timed bomb, including the center. One of the directions (N, S, E or W) will be safe to retreat into

  • Fireballs - sends fireballs hurtling across the entire arena and deal heavy damage to the room when landed

  • Image Rift - opens a rift where an Image of Aion must be killed. If killed, Aion takes approximately double damage for a period of time. If not killed, Aion takes approximately half damage for a period of time

  • Summon Mobs - Gladiators, Archangels, Wisps of Time, Angels Troopers - these should all be cleared

  • Targeted Player actions:

    • Sphere of Energy - targets a homing sphere at a random player that instant kills a player and damages the room for 15k damage if it manages to catch the player. Flee and run far away

    • Malediction frenzy - flee!

    • Death spell - flee!

    • Iron Maiden - flee!

  • Mini Games that must be attempted by all players individually

    • Rat Maze - similar to Icefall 1 with easier paths, but with significantly less time (see below)

    • Angelfire - similar to classic Frogger, dodging waves of fire from two directions (see below)

    • Meteors - move to a safe room in the arena (see below)

    • Runes - Locate one safe room in a maze before all the runes blow up

Strategy

  • One player should be assigned to fire both pylons at pylon. The pylons should be pushed to the mid-south and SE corner of the rampart. From the SE corner, they can stack "fire nw;run 3w;fire n;run 3e" to ensure both pylons are pretty much fired at the same time. They should not fire at the Aion during inversion

  • Aion should be reversed

  • One player should use the "swarm of flies" on him, so that he takes 50% more damage from all players (item from Transcend2 goal)

  • The player with the "Aegis Vitalis" should be tanking Aion as much as possible. The Aegis Vitalis can absorb most of Aion's melee damage, but does not prevent deaths from his mechanics/mprogs. If the player needs to flee, they should quickly return to Aion when possible and continue to tank by rescuing. "Resurrect" as necessary

  • The 4 nexus at the corners of the ramparts must be kept clear from Angel Troopers, else the pylons will not be able to fire

  • Creeping voids similar to those in Part 2 will spawn on ramparts - Divas/Rangers can tame them, or have Void Bladers clear them, so that they do not disrupt the pylon firing

  • Archangels that are summoned should be assassinated by Bandits, or slayed by Shroud holder (where available), or killed by a few players, in descending order of preference. Assassinate is preferred here because a Shroud-slay is unable to insta-kill the Archangel (1m HP)

  • Gladiators should be slayed by Shroud holder (where available), assassinated by Bandits, or killed by a few players, in descending order of preference

  • Wisps and Angel Troopers should be cleared as much as possible, as they become serious nuisances once they move into Aion's room

  • Survive the below mini-games as much as possible, though a lot of practice is needed to get through them

Meteors

  • You are the # denoted on the map, and you will need to move to a nearest empty (safe) room, in this case, go 2w, within 3 seconds

  • When moving towards a safe room, you may occasionally encounter !!! which you will need to avoid, and move around it, else you will take 50k damage

  • In Meteors, it is safe to move through the XXX rooms (note the difference in behavior with Rat Maze)

  • You will need to do this 6-7 times before the mini-game is over

Angelfire

  • Waves of fire will come from two directions (N, S, E or W)

  • In the example above, the waves are coming from west-to-east (>>>) and south-to-north (^^^)

  • The above overview will keep pulse updating every 2s, which will see the waves moving. The mechanic here is similar to "Frogger"

  • You will need to ensure you move into safe rooms every pulse, and not run into or get hit by the fires

Rat Maze

  • You are the # denoted on the map, and your task is to move to the (*) along the clear path, within a few seconds

  • Stepping into the rooms with XXX will result in heavy damage taken, or likely death. Note the difference in behavior with Meteors

  • Not reaching the (*) in time will also result in heavy damage taken ~ 50k

  • In the event you take a wrong path, or don't make it in time, after taking damage you will be transported to the safe spot at the end of the path - and you should refrain from moving again, else it's certain death

Once Aion is dead, all players should return to the center of the arena.

Leader: "enter rift", then wait for the mprog to end, then "say ready".

Runners: "say ready", or "nod kasiln" to complete the epic and receive your credits, or separately proceed from this point to continue with the Transcend2 goal.

Rewards

  • Similar to Icefall, you will receive credits for completing each run

  • The number of credits you receive each run will diminish, but will reset back every week (for 2022, that would happen on Sunday 00:00 EST)

    • 25 > 15 > 8 > 4 > 2 > 1

  • You can use credits to buy rank equipment, chaos cubes (RnG boxes) and other goodies available in the shop at the entrance