War Never Really Dies Down: Aftermath Season has Begun!
The trumpets call down from the mountains, across the plains, through the trees and into every ear in Atlas -- peace has come. The Celestials and the Rebels that rose against them have found common ground and calm, bloodless diplomacy allows warriors to rest while the elders carve up Atlas amongst themselves. The silence allows rest of Atlas' citizens to take stock of the new world order, and of course the rebuilding begins
With the freedom of travel, and the intermingling of peoples becoming safe again, stories flit across lips throughout the land. Heroes are made. Betrayals are made known. Villains are denounced.
For every soldier returning home, man or dragon, tales of their time in the conflict follow them. Tzumat, Ikkumma, Jaalkan, and Kinnarix - their names are tomes, their presence in the simmering world is palpable. Now you can fly these legends of the Celestial Rift in the Aftermath!
Aftermath Rift Season Updates
Branch + Prize Updates
The Aftermath season follows the same basic structure as Celestial Rift. The major branches will contain 6 season keys each, while the Mission Boost branch will contain 1 season key. The Festive Dragon branch will be a shorter branch with 3 season keys. 20 total keys are required to unlock your choice of either Mythic Dragon. Mythic Dragon branches will be available at no Sigil cost and all of the Dragon's evolution stones can be claimed for free once the branch is unlocked. All major Dragon branches will have an upcoming Tier evolution stone available to evolve them to the highest current in-game Tier.
- This Season, the Legendary Dragon branches will require 37.5k Sigils to complete each line.
- The Base Boost, Dragon Rider, and Tower branches will require at 37.0k total Sigils to complete.
- The Resurrection Dragon branch will require 37.5k total Sigils to complete and contain 6 Season Keys
- The Festive Dragon branch will require 18.5k total Sigils to complete and will also contain 3 season keys.
- There will be a Mini Tower Branch in Wave 1 that will require 15k Sigils to complete, and will also hold 2 Season Keys.
Similar to previous Seasons, players will have a choice-based prize where Gold Chests are typically found in a branch. Just like Dragon Rider crafting shards, players will now have a choice of what resources to collect from certain prizes in Seasonal branches. The choices will allow players to claim either Gold Chests or a static amount of items that can be found in Gold Chests, such as Elemental Embers, Inner Fires, and Timers. If a Seasonal prize would originally distribute multiple Gold Chests, the equivalent value of that resource will reflect the quantity of Gold Chests in the alternative choice.
For example, a player comes upon a prize in a Seasonal line that originally offered Gold Chests to claim. Now, this player has the choice to claim the Gold Chests or instead claim Elemental Embers or Inner Fires. The prize will be an either/or structure, so once the chosen prize is claimed, it cannot be traded or changed.
Branches and Boosts
Limited Time Branches will make a return in the Aftermath Season! These branches will focus on a variety of resources and at least one branch will appear throughout the season for one week at a time. After the week duration has expired, the branch will disappear and prizes in them cannot be claimed further, so be sure to claim them while they're available!
Limited branches themselves will be much shorter and cost fewer Sigils than their Legendary branch counterparts, and they will feature a multitude of items to help you on your War Dragons journey! More information about these branches will be announced as they become available.
Ever Burning
Unceasing pain grants unending power.
In any great conflict, there are those that take advantage of the chaos, pain, and suffering. Ikkumma is an agent of wanton destruction and feeds on misery.
Ikkumma stalked the misty forested mountains of the Sacred Ridge during the Celestial conflict. Armies on all sides knew what would happen if they became lost in the labyrinthine passes, or took the wrong turn through the thick mists. Ikkumma would parrot the calls of men to lead entire squads away from their camps and lead them to a kindling circle, setting the soldiers on fire once they realized what had happened.
Perhaps the most horrifying stories are accounts of Ikkumma wandering around the edges of battlefields, torturing those that lay wounded in wait for rescue, burning them from foot to head slowly while those immobilized around them were forced to breathe in the smell of burning flesh.
Legendary Fire Invoker
Spells
INVOKE: INFERNO - Passive | Yellow Damages towers in target area for (1500)% of dragon's modified attack power.
INCINERATING BOLTS - Active | Red | 1 Rage | 4s cooldown | .25s Duration Instantly shoot a fiery projectile that destroys one target.
PERSEVERE - Active | Blue | 1 Rage | 3s Duration Dragon gains a shield that absorbs all damage and mage tower supershots. When shield expires, rage marks are applied to all nearby towers that restore (0.5) rage when affected towers are destroyed.
SMOKE FORM - Active | White | 1 Rage | 0 seconds cooldown Dragon cloaks for (4) seconds. Upon uncloaking, dragon damages nearby towers for (0)% of its modified HP and gains (350)% increased breath damage for (2) seconds.
Runes
Design Intent
Ikkumma is a hard-to-kill Invoker that excels at evading or blocking damage.Ikkumma’s empowered attack is Invoke: Inferno which heavily damages a single tower. Like other single-target empowered invokes, this spell should easily take out one tower anywhere near Ikkumma’s level.
Ikkumma’s durability comes from its dual defensive spells, Smoke Form and Persevere.
Smoke Form is a long-duration cloak spell that increases Ikkumma’s breath damage when it expires.
Persevere is a shield that blocks all damage and mage super shots. Because Persevere is blocked by blue mage towers, you’ll want to take those out when Smoke Form ends, then quickly activate Persevere’s shield.
Ikkuma’s final spell is a red offensive blast called Incinerating Bolt. Incinerating Bolt launches a swift blast of fire at a random nearby tower, completely obliterating it.
Ikkumma’s dual defensive spells can get it through some very challenging bases, but the dragon lacks healing ability, making recovering from mistakes challenging. Ikkumma flourishes with careful rage management and can fight through some very powerful bases when flown well.
Portrait: Jee The Horror
The Ninth Guardian
Duty once undertaken is unshakeable
The Celestial War engulfed the entirety of Atlas despite several regions, peoples, and dragons that took no side and instead hewed towards neutrality.
Tzumat is the legendary guardian of the Ninth Pass, a strategically important land route that runs through the Spinal Peaks and into the resource-rich lands below. Tzumat’s citadel is home to a highly trained and capable warrior sect that are actually pacifists. Their sole use of power is protecting the souls that seek refuge behind their walls, the sect’s continued way of life, and of course - the Ninth Pass itself.
Tzumat and his sect were dragged against their collective will into the Celestial War when both sides tried to claim control of the pass. Tzumat mounted an impenetrable defense, at great cost to the Celestials and the Rebellion. Finally, all sides relented and resorted to benign diplomacy.
The Ninth Pass is one of the few places during the Celestial War where peace could be found, if one could get there.
Legendary Earth Warrior
Spells
ARMOR OF STONE - Toggle | White | .2 Rage/s Toggle to gain a shield that blocks 80% of incoming damage and increases breath damage by 150%. Drains rage while active.
ROCK BARRIER - Active | Blue | 1 Rage | 8 seconds cooldown This spell places an array of (2) boulders in front of the dragon. Any projectile that would have hit the dragon will instead be absorbed (100)% by a shard which will then shatter. The ability ends when no shards remain. While the ability is active, damage from beam-based attacks is also reduced by (50)%.
AVALANCHE BREATH - Active | White | 0 Rage | 4 seconds cooldown Dragon gains (75)% increased damage and deals (20)% of maximum HP to itself as damage over 3 seconds. Dragon heals for (12)% of maximum HP per tower destroyed while buff is active. Rage regeneration is increased by 100%.
BOULDER DROP - Active | White | 1 Rage | 2 seconds cooldown Dragon damages towers in the target area for (20)% of its modified HP and freezes them for (3) seconds.
Runes
Design Intent
Tzumat is a sturdy, defensive warrior that can endure a tremendous amount of damage.Tzumat is loaded with defensive options. The dragon’s go-to defensive spell is a toggled shield called Armor of Stone. While Armor of Stone is active it drains a small amount of rage. Absent other effects, Tzumat’s passive rage generation can usually keep up with the shield’s cost. Armor of Stone blocks eighty percent of incoming damage and increases Tzumat’s breath damage.
Rock Barrier is a blue spell that calls two boulders together in front of the dragon to block attacks. This additional layer of defense provides an answer to long-range towers. Rock Barrier’s utility means that it’s often correct to prioritize disabling or destroying any blue mage towers near the dragon.
Boulder Drop is a long-range medium area spell that damages and disables any towers that it hits. The key to getting the most out of this dragon is making sure that Boulder Drop disables the correct towers.
Avalanche Breath is Tzumat’s other offensive tool. This spell greatly increases the dragon’s breath damage for a short amount of time. While Avalanche Breath is active, destroying towers heals Tzumat for a moderate amount of health.
Portrait: Mol Morta
The Lord of Battle
If battle must be joined, then it must be won.
Kinnarix was a frontline leader and tactician who fought against Xul’s rebellion. Flying through battles with its famous glowing armor, Kinnarix became one of the most recognizable figures during the Celestial Rift. In artistic depictions of the battles, a magenta streak crashing into a chaos of ink blots is often used to represent the battle charge of Kinnarix.
As the conflict dragged on and it became clear that a quick, clean victory was out of the question, Kinnarix grew frustrated at the costly stalemate between the many factions.
Kinnarix’s formerly measured and practical battle tactics turned brutal. With every assault, Kinnarix’s goal was to cause enough destruction as to force his enemies to surrender immediately. But Kinnarix wasn’t the only stubborn warrior on the battlefield.
Kinnarix’s brutality is her legacy and she works hard to turn a blind eye to dragons flinching when they’re in her presence.
Mythic Dark Sorcerer
Spells
FRONTLINE SACRIFICE - Passive | Yellow Passively summons a Warrior dragon that has (500)% of dragons HP as health and (1.8)% of dragon's HP as attack damage. Increases rage by 75%. Absorbs (50)% of damage received.
OPENING SALVO - Active | White | 1 Rage | 5 seconds cooldown Damages towers in a small target area for (100) times the dragon's attack power.
BARRAGE - Active | White | 1 Rage Damages target tower for (20)% of dragon's modified HP. Effect bounces to another random nearby tower, dealing triple damage.
OVERLORD’S ASSAULT - Active | Blue | 1 Rage Alternates between (BULWARK) and (OVERLORD'S ASSAULT).
BULWARK - Active | Blue | 1 Rage | 2 seconds cooldown Dragon gains an invincible shield for (3) seconds. When shield expires, healing marks are applied to all nearby towers that each restore (14)% of the dragon's modified HP if a marked tower is destroyed.
OVERLORD’S ASSAULT - Active | White | 1 Rage | 2 seconds cooldown Dragon flies slower, dodges all non-beam attacks, and damages towers for (7)% of its modified HP each second for (3) seconds.
Runes
Design Intent
Kinnarix is a frontline sorcerer that brawls its way through bases using a variety of offensive spells and two defensive options.Kinnarix is a battle leader and is always accompanied by a passive summons. This warrior dragon blazes the way for Kinnarix and boosts the dragon’s rage generation.
A dual set of defensive spells allow Kinnarix to survive the front lines. Bulwark, an invulnerable shield provides the dragon’s first line of defense. Bulwark lasts for a few seconds and when it expires leaves marks on nearby towers that heal the dragon when the tower is destroyed.
Bulwark alternates with Overlord’s Assault, a powerful spell that damages nearby towers, causes all projectiles to miss, and slows the dragon’s flight speed while active.
Protected by those spells, Kinnarix devastates bases with it’s other two spells, Opening Salvo and Barrage.
Opening Salvo is a single target nuke that destroys a tower. Use this spell to start picking apart an island’s defensive towers.
Barrage is a lightning spell with one extra bounce. This second bounce does significantly increased damage and destroys the unlucky tower.
The Partisan
The Celestials must answer for their lack of vigilance.
Jaalkan was a champion of good that lived in the far north and joined Xul’s rebellion against the Celestials with pure intent. Jaalkan posited that the continued suffering of men and beasts in Atlas were a direct result of the stagnation of the Celestial Rule. Their slow response to Withermoon’s horrors and their similar slow reaction to the existential threat of the great Eclipse moved Jaalkan to side with Xul, similarly jaded with the status quo.
The great respect Jaalkan commands caused his allegiance to the rebellion motivated other factions to join Xul’s crusade.
Now fighting as a partisan mostly on its own, Jaalkan still believes that freedom and justice must triumph.
Mythic Ice Hunter
Spells
PRISON OF XUL - Active | White | 1 Rage Dragon damages towers in the target area for (12)% of its modified HP and freezes them for (4) seconds.
COUNTERSTRIKE - Active | White | 1 Rage | 2.5 second cooldown Dragon cloaks for (1) seconds. Upon uncloaking, dragon damages nearby towers for (0)% of its modified HP and gains (200)% increased breath damage for (2.5) seconds. Restores ammo.
CALL OF JUSTICE - Active | Red | 1 Rage Alternates between (CALL OF JUSTICE) and (CALL OF FREEDOM).
CALL OF FREEDOM - Active | White | 1 Rage | 1 seconds cooldown Damages towers in small target area for (100) times the dragon’s attack power. Heals 15% of modified HP and gains 0.5 rage on cast.
CALL OF JUSTICE - Active | Red | 1 Rage | 3 seconds cooldown Damages towers in small target area for (100) times the dragon’s attack power. Heals 20% of modified HP and gains 0.5 rage on cast.
UNFAILING SPIRIT - Passive | Yellow Dragon has increased breath damage and increased rage generation. (Damage increase is 100% over base hunter damage; rage increase is .21 rage per second instead of the normal .15 for most hunters)
Runes
Design Intent
Jaalkan is a versatile hunter that rewards quick decisions and accurate spell use. Jaalkan’s passive provides a constant bonus to attack damage and gives the dragon significantly more rage generation than most hunters.Jaalkan’s offense comes from a combination of three spells, two of which alternate their castings with each other.
The first, Prison of Xul, calls back to the instigator of the rebellion against the celestials and freezes targets that it hits for several seconds, allowing Jaalkan to lock down troublesome towers while blasting away at the main thread.
Jaalkan’s Call of Justice spell alternates between a white single target damage spell, Call of Freedom, and the base spell, Call of Justice, a red single target damage spell. Both spells deal enough damage to destroy a tower and provide a small amount of healing. However, the red Call provides more and comes with a longer cooldown. Getting the most out of the red call spell considerably increases Jaalkan’s damage output and survivability.
Like many hunters, Jaalkan relies on a cloak to evade damage. Jaalkan’s Counterstrike spell is a rapid-use variant of cloak that replenishes ammo and offers a significant increase in damage to Jaalkan’s attacks. This bonus adds to the dragon’s passive damage increase when it is active.
Tactician Supreme
Craft Elements: Earth, Wind, Ice
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