> For the complete documentation index, see [llms.txt](https://eldenro.gitbook.io/wiki/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://eldenro.gitbook.io/wiki/multiplayer/invasions.md).

# Invasions

*A hostile presence has entered your world.*

**Invasions** are EldenRO's hostile multiplayer encounters. An **Invader** uses the invasion item to find an eligible **Host** on the same map and enter that player's world.

The Host may fight alone or receive help from the party members present when the invasion begins.

{% hint style="warning" %}
The Invader's objective is always the Host.

Defeating a party defender does not complete the invasion.
{% endhint %}

***

## System Summary

| Property               | Current Rule               |
| ---------------------- | -------------------------- |
| **Matchmaking**        | Same map                   |
| **Invader Party**      | Must be solo               |
| **Host Party**         | May defend the Host        |
| **Arrival Distance**   | Approximately 12–20 cells  |
| **Standard Cooldown**  | 30 seconds                 |
| **Disconnect Penalty** | 120 seconds                |
| **Main Objective**     | Defeat the Host or Invader |

***

## Requirements

### Invader

The Invader must:

* Be alive.
* Not belong to a party.
* Not already be inside an invasion.
* Have no active Invader cooldown.
* Be on a map that accepts invasions.
* Have at least one eligible Host on the same map.

### Host

A potential Host must:

* Be connected and alive.
* Remain on the same map during matchmaking.
* Not already participate in another invasion.
* Have no active Host cooldown.

When no eligible player is found, the Invader receives:

> `No host answered your sign.`

***

## Restricted Maps

The current script rejects:

* Town maps.
* WoE or GvG maps.
* GvG castles.
* GvG dungeons.

The system may also reject activities whose multiplayer rules are incompatible with invasions.

The message is:

> `This realm does not accept invasions.`

***

## Starting an Invasion

1. Use the invasion item.
2. The system searches the current map.
3. An eligible Host is selected.
4. Both players receive a warning.
5. The Host and Invader are revalidated.
6. The Host's current party is registered.
7. The Invader's original position is saved.
8. The Invader enters the Host's world.

The Invader appears approximately **12–20 cells** from the Host on a walkable cell that is not occupied by an NPC.

When no suitable distant cell is found, a closer fallback position is used.

***

## Combat Rules

| Participant        | Can Attack                          |
| ------------------ | ----------------------------------- |
| **Invader**        | Host and registered party defenders |
| **Host**           | Invader and monsters                |
| **Party Defender** | Invader and monsters                |
| **Monsters**       | Host side, but not the Invader      |

During an invasion:

* Monsters do not target the Invader.
* The Invader cannot attack monsters.
* The Host and defenders continue receiving normal monster aggression.
* Existing monsters are not removed or reset.
* Temporary PvP targeting is enabled only for registered participants.

{% hint style="info" %}
The Invader can use terrain and monster pressure, but cannot directly damage or remove those monsters.
{% endhint %}

***

## Host Party

When the invasion begins, the Host's current party is captured as a defender snapshot.

Registered defenders may:

* Attack the Invader.
* Heal or support the Host.
* Use crowd control and defensive positioning.
* Continue fighting nearby monsters.

A player who joins the party after the invasion begins is not automatically part of the original snapshot.

A solo Host does not receive an automatic Helper.

***

## Visual Identification

During the encounter:

* The Invader receives a recurring red aura.
* The Host side receives a separate visual effect.
* The Invader receives a temporary invasion name.
* Participants receive the required PvP cursor and targeting state.

All temporary effects are removed when the invasion ends.

***

## NPCs, Portals and Map Changes

Normal NPC interactions, warps and unrelated map transitions may be restricted during an invasion.

Changing maps can:

* End the invasion.
* Be rejected.
* Remove a party defender from the session.
* Return the Invader to the original world.

Only selected boss-instance entrances are authorized as a controlled escape.

When the main Host enters an authorized boss instance:

1. The invasion ends.
2. The Invader returns to the original world.
3. Every participant returns to normal state.
4. The Host continues into the instance.

Party defenders and the Invader cannot trigger this escape for the Host.

***

## Victory and Defeat

### Host Victory

The Host wins when the Invader dies.

> `The invader has been repelled.`

### Invader Victory

The Invader wins when the Host dies.

> `The host has fallen... Your invasion is fulfilled.`

The death of a party defender does not end the invasion while the Host remains alive.

### Current Rewards

| Result               | Current Reward        |
| -------------------- | --------------------- |
| Host defeats Invader | Item ID 501 ×1        |
| Invader defeats Host | Item ID 502 ×1        |
| Defeated player      | No consolation reward |

Rewards are configuration values and may change during balancing updates.

***

## Disconnecting

Disconnecting does not cancel the result.

| Player Who Disconnects | Winner  |
| ---------------------- | ------- |
| Invader                | Host    |
| Host                   | Invader |

The disconnected player receives a **120-second** role cooldown.

The connected opponent receives the normal victory result and reward.

***

## Invader Return

Before the invasion begins, the system records the Invader's:

* Original map.
* Original X coordinate.
* Original Y coordinate.

When the invasion ends, the Invader returns to that position.

When the original destination is no longer valid, the current save point is used as a fallback.

The cleanup also removes the aura, temporary name, PvP state and invasion registry.

***

## Quick Guide

### Invader

1. Leave the current party.
2. Use the invasion item on an eligible map.
3. Wait for a Host to answer.
4. Enter the Host's world.
5. Focus on defeating the Host.
6. Avoid unrelated portals and map changes.

### Host

1. Regroup after receiving the warning.
2. Protect the Host as the primary objective.
3. Continue managing nearby monsters.
4. Defeat the Invader or reach an authorized boss entrance.
5. Avoid disconnecting.

{% hint style="success" %}
The Host controls the world and may have allies.

The Invader controls the pressure and needs only one target.
{% endhint %}

***

## Related Guides

<table data-view="cards"><thead><tr><th></th><th></th><th data-hidden data-card-target data-type="content-ref"></th></tr></thead><tbody><tr><td><strong>Player Summoning</strong></td><td>Learn how cooperative Host and Helper sessions work.</td><td></td></tr><tr><td><strong>Death and Player Tombs</strong></td><td>Review death penalties during open-world encounters.</td><td></td></tr><tr><td><strong>Respawn System</strong></td><td>Understand where players return after defeat.</td><td></td></tr></tbody></table>


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