{"id":"alfheim","name":"Alfheim's Defense","era":"Conquest","variant":false,"intro":"The silver bells of Alfheim have fallen silent. Once, the light elves danced beneath golden leaves. Now, they cower among withered branches and rotting foliage, listening as the earth groans beneath the creeping darkness. Decay and filth spreads like a plague, twisting forests into grotesque shadows, choking rivers with filth, and warping the noble elves into frenzied abominations: dark elves.\n\nNo more do their melodies grace the wind. Only sinister howls and maddened whispers remain. The surviving light elves have sent their final plea to Midgard.\n\nViking warriors, Alfheim needs you! Step into Alfheim and cleave through the darkness with your battle axes, and purge the decay from Alfheim!","map":{"width":37800,"height":37800,"renderSize":4096,"image":"/images/kvk/alfheim.webp","png":"/images/kvk/alfheim.png","svg":"/images/kvk/alfheim.svg"},"objectives":[{"id":1,"name":"Decaywood Palace","level":8,"category":"capital","x":500,"y":500,"milestones":[{"stageId":16,"endOffsetMinutes":36000,"title":"Decaywood Palace (Level 8 Lair)","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Decaywood Palaces become contestable for the first time.\n2. During this period, if a Tribe successfully holds control of a Decaywood Palace for {1} consecutive hours, it enters a protected state, signifying that it has been occupied for the first time.\n3. After a Decaywood Palace has been occupied for the first time, it becomes contestable every {2} hours. The Tribe that occupies it continuously for {1} hours gains full control of it.\n4. When battling other Tribes for a Decaywood Palace, all Heavily Wounded Troops will die.\n5. Having full control of a Decaywood Palace continuously grants Battalion Points, and will also add Team Points to the Tribe's Team.\n6. After the Decaywood Palace becomes contestable, the four Catapult Towers around it will become contestable. After a Catapult Tower is occupied, it will deal damage once every {3} minutes to Troops not owned by you that are inside the Decaywood Palace.","requiresDeclaration":false},{"id":2,"name":"Level 8 Pass","level":8,"category":"pass","x":430.2815,"y":573.7435,"milestones":[{"stageId":15,"endOffsetMinutes":33120,"title":"Level 8 Pass (Single Direction)","direction":"one_way"},{"stageId":17,"endOffsetMinutes":43200,"title":"Level 8 Pass (Fully Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Alfheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":false},{"id":3,"name":"Level 8 Pass","level":8,"category":"pass","x":586.4784,"y":591.4949,"milestones":[{"stageId":15,"endOffsetMinutes":33120,"title":"Level 8 Pass (Single Direction)","direction":"one_way"},{"stageId":17,"endOffsetMinutes":43200,"title":"Level 8 Pass (Fully Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Alfheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":false},{"id":4,"name":"Level 8 Pass","level":8,"category":"pass","x":596.0886,"y":412.3913,"milestones":[{"stageId":15,"endOffsetMinutes":33120,"title":"Level 8 Pass (Single Direction)","direction":"one_way"},{"stageId":17,"endOffsetMinutes":43200,"title":"Level 8 Pass (Fully Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Alfheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":false},{"id":5,"name":"Level 8 Pass","level":8,"category":"pass","x":392.7416,"y":402.3109,"milestones":[{"stageId":15,"endOffsetMinutes":33120,"title":"Level 8 Pass (Single Direction)","direction":"one_way"},{"stageId":17,"endOffsetMinutes":43200,"title":"Level 8 Pass (Fully Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Alfheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":false},{"id":6,"name":"Corrupt Insect City","level":7,"category":"sanctum","x":73.3333,"y":922.2222,"milestones":[{"stageId":11,"endOffsetMinutes":24480,"title":"Corrupt Insect City (Level 7 Lair)","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Corrupt Insect Cities become contestable for the first time.\n2. During this period, if a Tribe successfully holds control of a Corrupt Insect City for {1} consecutive hours, it enters a protected state, signifying that the Corrupt Insect City has been occupied for the first time.\n3. After a Corrupt Insect City has been occupied for the first time, it becomes contestable every {2} hours. It enters a protected state again after a Tribe that occupies it continuously for {1} hours.\n4. When battling other Tribes for a Corrupt Insect City, {3}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. Having full control of a Corrupt Insect City continuously grants Battalion Points, and will also add Team Points to the Tribe's Team.\n6. Buffs provided by a Corrupt Insect City can stack.","requiresDeclaration":false},{"id":7,"name":"Level 7 Pass","level":7,"category":"pass","x":70.4299,"y":802.4015,"milestones":[{"stageId":8,"endOffsetMinutes":15840,"title":"Level 7 Pass (Single Direction)","direction":"one_way"},{"stageId":14,"endOffsetMinutes":31680,"title":"Level 7 Pass (Fully Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Alfheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":false},{"id":8,"name":"Level 7 Pass","level":7,"category":"pass","x":203.7202,"y":939.2167,"milestones":[{"stageId":8,"endOffsetMinutes":15840,"title":"Level 7 Pass (Single Direction)","direction":"one_way"},{"stageId":14,"endOffsetMinutes":31680,"title":"Level 7 Pass (Fully Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Alfheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":false},{"id":9,"name":"Corrupt Insect City","level":7,"category":"sanctum","x":917.7778,"y":917.7778,"milestones":[{"stageId":11,"endOffsetMinutes":24480,"title":"Corrupt Insect City (Level 7 Lair)","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Corrupt Insect Cities become contestable for the first time.\n2. During this period, if a Tribe successfully holds control of a Corrupt Insect City for {1} consecutive hours, it enters a protected state, signifying that the Corrupt Insect City has been occupied for the first time.\n3. After a Corrupt Insect City has been occupied for the first time, it becomes contestable every {2} hours. It enters a protected state again after a Tribe that occupies it continuously for {1} hours.\n4. When battling other Tribes for a Corrupt Insect City, {3}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. Having full control of a Corrupt Insect City continuously grants Battalion Points, and will also add Team Points to the Tribe's Team.\n6. Buffs provided by a Corrupt Insect City can stack.","requiresDeclaration":false},{"id":10,"name":"Level 7 Pass","level":7,"category":"pass","x":798.8203,"y":946.9439,"milestones":[{"stageId":8,"endOffsetMinutes":15840,"title":"Level 7 Pass (Single Direction)","direction":"one_way"},{"stageId":14,"endOffsetMinutes":31680,"title":"Level 7 Pass (Fully Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Alfheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":false},{"id":11,"name":"Level 7 Pass","level":7,"category":"pass","x":934.9297,"y":803.9108,"milestones":[{"stageId":8,"endOffsetMinutes":15840,"title":"Level 7 Pass (Single Direction)","direction":"one_way"},{"stageId":14,"endOffsetMinutes":31680,"title":"Level 7 Pass (Fully Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Alfheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":false},{"id":12,"name":"Corrupt Insect City","level":7,"category":"sanctum","x":917.7778,"y":77.7778,"milestones":[{"stageId":11,"endOffsetMinutes":24480,"title":"Corrupt Insect City (Level 7 Lair)","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Corrupt Insect Cities become contestable for the first time.\n2. During this period, if a Tribe successfully holds control of a Corrupt Insect City for {1} consecutive hours, it enters a protected state, signifying that the Corrupt Insect City has been occupied for the first time.\n3. After a Corrupt Insect City has been occupied for the first time, it becomes contestable every {2} hours. It enters a protected state again after a Tribe that occupies it continuously for {1} hours.\n4. When battling other Tribes for a Corrupt Insect City, {3}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. Having full control of a Corrupt Insect City continuously grants Battalion Points, and will also add Team Points to the Tribe's Team.\n6. Buffs provided by a Corrupt Insect City can stack.","requiresDeclaration":false},{"id":13,"name":"Level 7 Pass","level":7,"category":"pass","x":933.876,"y":202.1378,"milestones":[{"stageId":8,"endOffsetMinutes":15840,"title":"Level 7 Pass (Single Direction)","direction":"one_way"},{"stageId":14,"endOffsetMinutes":31680,"title":"Level 7 Pass (Fully Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Alfheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":false},{"id":14,"name":"Level 7 Pass","level":7,"category":"pass","x":801.156,"y":67.3855,"milestones":[{"stageId":8,"endOffsetMinutes":15840,"title":"Level 7 Pass (Single Direction)","direction":"one_way"},{"stageId":14,"endOffsetMinutes":31680,"title":"Level 7 Pass (Fully Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Alfheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":false},{"id":15,"name":"Corrupt Insect City","level":7,"category":"sanctum","x":91.1111,"y":91.1111,"milestones":[{"stageId":11,"endOffsetMinutes":24480,"title":"Corrupt Insect City (Level 7 Lair)","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Corrupt Insect Cities become contestable for the first time.\n2. During this period, if a Tribe successfully holds control of a Corrupt Insect City for {1} consecutive hours, it enters a protected state, signifying that the Corrupt Insect City has been occupied for the first time.\n3. After a Corrupt Insect City has been occupied for the first time, it becomes contestable every {2} hours. It enters a protected state again after a Tribe that occupies it continuously for {1} hours.\n4. When battling other Tribes for a Corrupt Insect City, {3}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. Having full control of a Corrupt Insect City continuously grants Battalion Points, and will also add Team Points to the Tribe's Team.\n6. Buffs provided by a Corrupt Insect City can stack.","requiresDeclaration":false},{"id":16,"name":"Level 7 Pass","level":7,"category":"pass","x":197.7175,"y":59.8136,"milestones":[{"stageId":8,"endOffsetMinutes":15840,"title":"Level 7 Pass (Single Direction)","direction":"one_way"},{"stageId":14,"endOffsetMinutes":31680,"title":"Level 7 Pass (Fully Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Alfheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":false},{"id":17,"name":"Level 7 Pass","level":7,"category":"pass","x":43.9788,"y":198.5179,"milestones":[{"stageId":8,"endOffsetMinutes":15840,"title":"Level 7 Pass (Single Direction)","direction":"one_way"},{"stageId":14,"endOffsetMinutes":31680,"title":"Level 7 Pass (Fully Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Alfheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":false},{"id":18,"name":"Medium Checkpoint","level":7,"category":"other","x":321.8865,"y":477.2752,"milestones":[],"rules":"When the Eggrot Chasm or the Nightrot Forest opens, the Passes on both sides of the building will also open.\n1. The Passes cannot be occupied. It only provides passage for Troops.\n2. Only members of the corresponding Team can enter the contestable area at the center of the building via the Pass on their own Team's side.\n3. When the battlefield closes, the corresponding Passes will also close. Troops that are still in the building's contestable area may return to their respective City by forced recall.","requiresDeclaration":false},{"id":19,"name":"Medium Checkpoint","level":7,"category":"other","x":327.1317,"y":524.9627,"milestones":[],"rules":"When the Eggrot Chasm or the Nightrot Forest opens, the Passes on both sides of the building will also open.\n1. The Passes cannot be occupied. It only provides passage for Troops.\n2. Only members of the corresponding Team can enter the contestable area at the center of the building via the Pass on their own Team's side.\n3. When the battlefield closes, the corresponding Passes will also close. Troops that are still in the building's contestable area may return to their respective City by forced recall.","requiresDeclaration":false},{"id":20,"name":"Medium Checkpoint","level":7,"category":"other","x":376.6442,"y":530.2665,"milestones":[],"rules":"When the Eggrot Chasm or the Nightrot Forest opens, the Passes on both sides of the building will also open.\n1. The Passes cannot be occupied. It only provides passage for Troops.\n2. Only members of the corresponding Team can enter the contestable area at the center of the building via the Pass on their own Team's side.\n3. When the battlefield closes, the corresponding Passes will also close. Troops that are still in the building's contestable area may return to their respective City by forced recall.","requiresDeclaration":false},{"id":21,"name":"Medium Checkpoint","level":7,"category":"other","x":369.0781,"y":477.7857,"milestones":[],"rules":"When the Eggrot Chasm or the Nightrot Forest opens, the Passes on both sides of the building will also open.\n1. The Passes cannot be occupied. It only provides passage for Troops.\n2. Only members of the corresponding Team can enter the contestable area at the center of the building via the Pass on their own Team's side.\n3. When the battlefield closes, the corresponding Passes will also close. Troops that are still in the building's contestable area may return to their respective City by forced recall.","requiresDeclaration":false},{"id":22,"name":"Nightrot Forest","level":7,"category":"arena","x":348.8889,"y":504.4444,"milestones":[{"stageId":12,"endOffsetMinutes":27360,"title":"Nightrot Forest","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Nightrot Forests become contestable for the first time.\n2. Nightrot Forests will be contestable for {1} hours every {2} hours.\n3. Nightrot Forests cannot be occupied directly with Troops. A Team must drive out all Troops belonging to enemy Teams' Chiefs to temporarily occupy a Nightrot Forest.\n4. After occupying the Nightrot Forest, Thornshade Beetles or Scaleborn Lords will appear at regular intervals. Killing Thornshade Beetles grants Experience and supply rewards. Killing Scaleborn Lords grants even more Experience and supply rewards.\n5. After occupying the Nightrot Forest, Troops of the Chiefs of the occupying Team within the battlefield area will be awarded Hero Experience at regular intervals. At the same time, the Troops' Main and Secondary Commander Heroes will get Experience Rewards (only one Troop for each player can receive this effect at a time).\n6. When the contestable time ends, the Nightrot Forest will return to an unoccupied state.\n7. Chiefs can only deploy one Troop to enter the Nightrot Forest at a time.\n8. Proceed with caution! The monsters at the Nightrot Forest are stronger than those at the Eggrot Chasm.","requiresDeclaration":false},{"id":23,"name":"Medium Checkpoint","level":7,"category":"other","x":621.7146,"y":474.6345,"milestones":[],"rules":"When the Eggrot Chasm or the Nightrot Forest opens, the Passes on both sides of the building will also open.\n1. The Passes cannot be occupied. It only provides passage for Troops.\n2. Only members of the corresponding Team can enter the contestable area at the center of the building via the Pass on their own Team's side.\n3. When the battlefield closes, the corresponding Passes will also close. Troops that are still in the building's contestable area may return to their respective City by forced recall.","requiresDeclaration":false},{"id":24,"name":"Medium Checkpoint","level":7,"category":"other","x":625.0215,"y":531.3967,"milestones":[],"rules":"When the Eggrot Chasm or the Nightrot Forest opens, the Passes on both sides of the building will also open.\n1. The Passes cannot be occupied. It only provides passage for Troops.\n2. Only members of the corresponding Team can enter the contestable area at the center of the building via the Pass on their own Team's side.\n3. When the battlefield closes, the corresponding Passes will also close. Troops that are still in the building's contestable area may return to their respective City by forced recall.","requiresDeclaration":false},{"id":25,"name":"Medium Checkpoint","level":7,"category":"other","x":681.6348,"y":526.0204,"milestones":[],"rules":"When the Eggrot Chasm or the Nightrot Forest opens, the Passes on both sides of the building will also open.\n1. The Passes cannot be occupied. It only provides passage for Troops.\n2. Only members of the corresponding Team can enter the contestable area at the center of the building via the Pass on their own Team's side.\n3. When the battlefield closes, the corresponding Passes will also close. Troops that are still in the building's contestable area may return to their respective City by forced recall.","requiresDeclaration":false},{"id":26,"name":"Medium Checkpoint","level":7,"category":"other","x":673.2642,"y":470.2858,"milestones":[],"rules":"When the Eggrot Chasm or the Nightrot Forest opens, the Passes on both sides of the building will also open.\n1. The Passes cannot be occupied. It only provides passage for Troops.\n2. Only members of the corresponding Team can enter the contestable area at the center of the building via the Pass on their own Team's side.\n3. When the battlefield closes, the corresponding Passes will also close. Troops that are still in the building's contestable area may return to their respective City by forced recall.","requiresDeclaration":false},{"id":27,"name":"Nightrot Forest","level":7,"category":"arena","x":651.1111,"y":504.4444,"milestones":[{"stageId":12,"endOffsetMinutes":27360,"title":"Nightrot Forest","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Nightrot Forests become contestable for the first time.\n2. Nightrot Forests will be contestable for {1} hours every {2} hours.\n3. Nightrot Forests cannot be occupied directly with Troops. A Team must drive out all Troops belonging to enemy Teams' Chiefs to temporarily occupy a Nightrot Forest.\n4. After occupying the Nightrot Forest, Thornshade Beetles or Scaleborn Lords will appear at regular intervals. Killing Thornshade Beetles grants Experience and supply rewards. Killing Scaleborn Lords grants even more Experience and supply rewards.\n5. After occupying the Nightrot Forest, Troops of the Chiefs of the occupying Team within the battlefield area will be awarded Hero Experience at regular intervals. At the same time, the Troops' Main and Secondary Commander Heroes will get Experience Rewards (only one Troop for each player can receive this effect at a time).\n6. When the contestable time ends, the Nightrot Forest will return to an unoccupied state.\n7. Chiefs can only deploy one Troop to enter the Nightrot Forest at a time.\n8. Proceed with caution! The monsters at the Nightrot Forest are stronger than those at the Eggrot Chasm.","requiresDeclaration":false},{"id":28,"name":"Poison Ivy Lair","level":6,"category":"sanctum","x":468.8889,"y":962.2222,"milestones":[{"stageId":9,"endOffsetMinutes":18720,"title":"Poison Ivy Lair (Level 6 Lair)","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Poison Ivy Lairs become contestable for the first time.\n2. During this period, if a Tribe successfully holds control of a Poison Ivy Lair for {1} consecutive hours, it enters a protected state, signifying that the Poison Ivy Lair has been occupied for the first time.\n3. After a Poison Ivy Lair has been occupied for the first time, it becomes contestable every {2} hours. It enters a protected state again after a Tribe that occupies it continuously for {1} hours.\n4. When battling other Tribes for a Poison Ivy Lair, {3}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. Having full control of a Poison Ivy Lair continuously grants Battalion Points, and will also add Team Points to the Tribe's Team.\n6. Buffs provided by a Lair can stack.","requiresDeclaration":false},{"id":29,"name":"Poison Ivy Lair","level":6,"category":"sanctum","x":948.8889,"y":500,"milestones":[{"stageId":9,"endOffsetMinutes":18720,"title":"Poison Ivy Lair (Level 6 Lair)","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Poison Ivy Lairs become contestable for the first time.\n2. During this period, if a Tribe successfully holds control of a Poison Ivy Lair for {1} consecutive hours, it enters a protected state, signifying that the Poison Ivy Lair has been occupied for the first time.\n3. After a Poison Ivy Lair has been occupied for the first time, it becomes contestable every {2} hours. It enters a protected state again after a Tribe that occupies it continuously for {1} hours.\n4. When battling other Tribes for a Poison Ivy Lair, {3}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. Having full control of a Poison Ivy Lair continuously grants Battalion Points, and will also add Team Points to the Tribe's Team.\n6. Buffs provided by a Lair can stack.","requiresDeclaration":false},{"id":30,"name":"Poison Ivy Lair","level":6,"category":"sanctum","x":504.4444,"y":64.4444,"milestones":[{"stageId":9,"endOffsetMinutes":18720,"title":"Poison Ivy Lair (Level 6 Lair)","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Poison Ivy Lairs become contestable for the first time.\n2. During this period, if a Tribe successfully holds control of a Poison Ivy Lair for {1} consecutive hours, it enters a protected state, signifying that the Poison Ivy Lair has been occupied for the first time.\n3. After a Poison Ivy Lair has been occupied for the first time, it becomes contestable every {2} hours. It enters a protected state again after a Tribe that occupies it continuously for {1} hours.\n4. When battling other Tribes for a Poison Ivy Lair, {3}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. Having full control of a Poison Ivy Lair continuously grants Battalion Points, and will also add Team Points to the Tribe's Team.\n6. Buffs provided by a Lair can stack.","requiresDeclaration":false},{"id":31,"name":"Poison Ivy Lair","level":6,"category":"sanctum","x":60,"y":517.7778,"milestones":[{"stageId":9,"endOffsetMinutes":18720,"title":"Poison Ivy Lair (Level 6 Lair)","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Poison Ivy Lairs become contestable for the first time.\n2. During this period, if a Tribe successfully holds control of a Poison Ivy Lair for {1} consecutive hours, it enters a protected state, signifying that the Poison Ivy Lair has been occupied for the first time.\n3. After a Poison Ivy Lair has been occupied for the first time, it becomes contestable every {2} hours. It enters a protected state again after a Tribe that occupies it continuously for {1} hours.\n4. When battling other Tribes for a Poison Ivy Lair, {3}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. Having full control of a Poison Ivy Lair continuously grants Battalion Points, and will also add Team Points to the Tribe's Team.\n6. Buffs provided by a Lair can stack.","requiresDeclaration":false},{"id":32,"name":"Level 6 Pass","level":6,"category":"pass","x":137.3688,"y":752.5509,"milestones":[{"stageId":7,"endOffsetMinutes":14400,"title":"Level 6 Pass (Single Direction)","direction":"one_way"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Alfheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":false},{"id":33,"name":"Level 6 Pass","level":6,"category":"pass","x":288.7641,"y":900.2158,"milestones":[{"stageId":7,"endOffsetMinutes":14400,"title":"Level 6 Pass (Single Direction)","direction":"one_way"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Alfheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":false},{"id":34,"name":"Level 6 Pass","level":6,"category":"pass","x":659.005,"y":927.945,"milestones":[{"stageId":7,"endOffsetMinutes":14400,"title":"Level 6 Pass (Single Direction)","direction":"one_way"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Alfheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":false},{"id":35,"name":"Level 6 Pass","level":6,"category":"pass","x":924.4844,"y":675.6141,"milestones":[{"stageId":7,"endOffsetMinutes":14400,"title":"Level 6 Pass (Single Direction)","direction":"one_way"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Alfheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":false},{"id":36,"name":"Level 6 Pass","level":6,"category":"pass","x":934.5914,"y":329.4617,"milestones":[{"stageId":7,"endOffsetMinutes":14400,"title":"Level 6 Pass (Single Direction)","direction":"one_way"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Alfheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":false},{"id":37,"name":"Level 6 Pass","level":6,"category":"pass","x":688.5882,"y":109.4474,"milestones":[{"stageId":7,"endOffsetMinutes":14400,"title":"Level 6 Pass (Single Direction)","direction":"one_way"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Alfheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":false},{"id":38,"name":"Level 6 Pass","level":6,"category":"pass","x":330.4088,"y":85.3787,"milestones":[{"stageId":7,"endOffsetMinutes":14400,"title":"Level 6 Pass (Single Direction)","direction":"one_way"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Alfheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":false},{"id":39,"name":"Level 6 Pass","level":6,"category":"pass","x":84.2203,"y":261.3718,"milestones":[{"stageId":7,"endOffsetMinutes":14400,"title":"Level 6 Pass (Single Direction)","direction":"one_way"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Alfheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":false},{"id":40,"name":"Team Fortress","level":5,"category":"fortress","x":273.3333,"y":744.4444,"milestones":[{"stageId":2,"endOffsetMinutes":2880,"title":"Team Fortress","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Team Fortresses become contestable for the first time.\n2. Team Fortresses start in a damaged state. After the Defenders are defeated, the Team Fortress will automatically enter the repair stage (in battles with fortress Defenders, all Heavily Wounded Troops will be sent to the Infirmary).\n3. Repair of Team Fortresses consists of two stages, each with different objectives. Upon completion, you will receive buffs rewards and substantial supply rewards (buff effects only apply in Kingdom Mayhem).\n4. When both stages of repair are complete, the Tribe Leader occupying the Team Fortress can set the Team's Territory color. Once set, all Chiefs from the same Kingdom can use City Relocators to relocate to the Team's Territory.\n5. When a Team Fortress is first contestable, if a Tribe occupies it for {1} consecutive hours, it enters a protected state, signifying that the Team Fortress has been occupied for the first time.\n6. After a Team Fortress has been occupied for the first time, it becomes contestable every {2} hours. The Tribe occupying a Team Fortress at the end of the time period gains full control of it.\n7. When battling other Tribes for a Team Fortress, {3}% of Heavily Wounded Troops will be sent to the Infirmary.\n8. Having full control of a Team Fortress continuously grants Battalion Points, and will also increase the controlling Team's Team Points.","requiresDeclaration":false},{"id":41,"name":"Legion Stronghold","level":5,"category":"stronghold","x":197.7778,"y":691.1111,"milestones":[{"stageId":1,"endOffsetMinutes":1440,"title":"Legion Stronghold","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Legion Strongholds become contestable for the first time.\n2. During this period, if a Tribe successfully holds control of a Legion Stronghold for {1} consecutive hours, it enters a protected state, signifying that the Legion Stronghold has been occupied for the first time.\n3. After a Legion Stronghold has been occupied for the first time, it becomes contestable every {2} hours. The Tribe occupying a Legion Stronghold at the end of the time period gains full control of it.\n4. When battling other Tribes for a Legion Stronghold, {3}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. Having full control of a Legion Stronghold continuously grants Battalion Points, and will also increase the controlling Team's Team Points.\n6. Buffs provided by a Legion Stronghold can stack.","requiresDeclaration":false},{"id":42,"name":"Legion Stronghold","level":5,"category":"stronghold","x":317.7778,"y":815.5556,"milestones":[{"stageId":1,"endOffsetMinutes":1440,"title":"Legion Stronghold","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Legion Strongholds become contestable for the first time.\n2. During this period, if a Tribe successfully holds control of a Legion Stronghold for {1} consecutive hours, it enters a protected state, signifying that the Legion Stronghold has been occupied for the first time.\n3. After a Legion Stronghold has been occupied for the first time, it becomes contestable every {2} hours. The Tribe occupying a Legion Stronghold at the end of the time period gains full control of it.\n4. When battling other Tribes for a Legion Stronghold, {3}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. Having full control of a Legion Stronghold continuously grants Battalion Points, and will also increase the controlling Team's Team Points.\n6. Buffs provided by a Legion Stronghold can stack.","requiresDeclaration":false},{"id":43,"name":"Level 5 Pass","level":5,"category":"pass","x":185.9626,"y":603.3197,"milestones":[{"stageId":4,"endOffsetMinutes":7200,"title":"Level 5 Pass (Single Direction)","direction":"one_way"},{"stageId":18,"endOffsetMinutes":47520,"title":"Level 5 Pass (Fully Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Alfheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":false},{"id":44,"name":"Level 5 Pass","level":5,"category":"pass","x":404.3318,"y":792.219,"milestones":[{"stageId":4,"endOffsetMinutes":7200,"title":"Level 5 Pass (Single Direction)","direction":"one_way"},{"stageId":18,"endOffsetMinutes":47520,"title":"Level 5 Pass (Fully Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Alfheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":false},{"id":45,"name":"Air Dock","level":5,"category":"dock","x":218.1997,"y":735.0614,"milestones":[],"rules":"The Air Dock is an important strategic hub in Kingdom Mayhem. It's where Troops can ride Airships, soaring through the sky and shuttling about within Kingdom Mayhem:\n1. Tribes can put the Air Dock within the Tribe Territory to occupy it. The Air Dock starts in a \"closed\" state and cannot be used. It will gradually unlock over different Chronicles Stages and become usable to Chiefs of the same Team.\n2. When the Chronicles reaches Stage {0}, Chiefs can use Air Docks occupied by Tribes of the same Team. About Airship Transport:\n1. Troops can be transported by Airship from the Air Dock, flying at high speed to the destination: the departure point and the destination of the Airship Transport must both be usable Air Docks.\n2. During the flight, Troops cannot perform any actions, will not be attacked, and are not restricted by terrain obstacles.\n3. 1 Transport attempt is consumed at the destination Air Dock each time you transport Troops. When there are 0 available Transport attempts, the Air Dock cannot be used as a destination until it recovers a Transport attempt over time. (No Transport attempt is consumed at the departure point Air Dock.)","requiresDeclaration":false},{"id":46,"name":"Air Dock","level":5,"category":"dock","x":283.0032,"y":785.9997,"milestones":[],"rules":"The Air Dock is an important strategic hub in Kingdom Mayhem. It's where Troops can ride Airships, soaring through the sky and shuttling about within Kingdom Mayhem:\n1. Tribes can put the Air Dock within the Tribe Territory to occupy it. The Air Dock starts in a \"closed\" state and cannot be used. It will gradually unlock over different Chronicles Stages and become usable to Chiefs of the same Team.\n2. When the Chronicles reaches Stage {0}, Chiefs can use Air Docks occupied by Tribes of the same Team. About Airship Transport:\n1. Troops can be transported by Airship from the Air Dock, flying at high speed to the destination: the departure point and the destination of the Airship Transport must both be usable Air Docks.\n2. During the flight, Troops cannot perform any actions, will not be attacked, and are not restricted by terrain obstacles.\n3. 1 Transport attempt is consumed at the destination Air Dock each time you transport Troops. When there are 0 available Transport attempts, the Air Dock cannot be used as a destination until it recovers a Transport attempt over time. (No Transport attempt is consumed at the departure point Air Dock.)","requiresDeclaration":false},{"id":47,"name":"Team Fortress","level":5,"category":"fortress","x":762.2222,"y":771.1111,"milestones":[{"stageId":2,"endOffsetMinutes":2880,"title":"Team Fortress","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Team Fortresses become contestable for the first time.\n2. Team Fortresses start in a damaged state. After the Defenders are defeated, the Team Fortress will automatically enter the repair stage (in battles with fortress Defenders, all Heavily Wounded Troops will be sent to the Infirmary).\n3. Repair of Team Fortresses consists of two stages, each with different objectives. Upon completion, you will receive buffs rewards and substantial supply rewards (buff effects only apply in Kingdom Mayhem).\n4. When both stages of repair are complete, the Tribe Leader occupying the Team Fortress can set the Team's Territory color. Once set, all Chiefs from the same Kingdom can use City Relocators to relocate to the Team's Territory.\n5. When a Team Fortress is first contestable, if a Tribe occupies it for {1} consecutive hours, it enters a protected state, signifying that the Team Fortress has been occupied for the first time.\n6. After a Team Fortress has been occupied for the first time, it becomes contestable every {2} hours. The Tribe occupying a Team Fortress at the end of the time period gains full control of it.\n7. When battling other Tribes for a Team Fortress, {3}% of Heavily Wounded Troops will be sent to the Infirmary.\n8. Having full control of a Team Fortress continuously grants Battalion Points, and will also increase the controlling Team's Team Points.","requiresDeclaration":false},{"id":48,"name":"Legion Stronghold","level":5,"category":"stronghold","x":673.3333,"y":815.5556,"milestones":[{"stageId":1,"endOffsetMinutes":1440,"title":"Legion Stronghold","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Legion Strongholds become contestable for the first time.\n2. During this period, if a Tribe successfully holds control of a Legion Stronghold for {1} consecutive hours, it enters a protected state, signifying that the Legion Stronghold has been occupied for the first time.\n3. After a Legion Stronghold has been occupied for the first time, it becomes contestable every {2} hours. The Tribe occupying a Legion Stronghold at the end of the time period gains full control of it.\n4. When battling other Tribes for a Legion Stronghold, {3}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. Having full control of a Legion Stronghold continuously grants Battalion Points, and will also increase the controlling Team's Team Points.\n6. Buffs provided by a Legion Stronghold can stack.","requiresDeclaration":false},{"id":49,"name":"Legion Stronghold","level":5,"category":"stronghold","x":820,"y":700,"milestones":[{"stageId":1,"endOffsetMinutes":1440,"title":"Legion Stronghold","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Legion Strongholds become contestable for the first time.\n2. During this period, if a Tribe successfully holds control of a Legion Stronghold for {1} consecutive hours, it enters a protected state, signifying that the Legion Stronghold has been occupied for the first time.\n3. After a Legion Stronghold has been occupied for the first time, it becomes contestable every {2} hours. The Tribe occupying a Legion Stronghold at the end of the time period gains full control of it.\n4. When battling other Tribes for a Legion Stronghold, {3}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. Having full control of a Legion Stronghold continuously grants Battalion Points, and will also increase the controlling Team's Team Points.\n6. Buffs provided by a Legion Stronghold can stack.","requiresDeclaration":false},{"id":50,"name":"Level 5 Pass","level":5,"category":"pass","x":570.7114,"y":798.5448,"milestones":[{"stageId":4,"endOffsetMinutes":7200,"title":"Level 5 Pass (Single Direction)","direction":"one_way"},{"stageId":18,"endOffsetMinutes":47520,"title":"Level 5 Pass (Fully Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Alfheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":false},{"id":51,"name":"Level 5 Pass","level":5,"category":"pass","x":798.4248,"y":602.4901,"milestones":[{"stageId":4,"endOffsetMinutes":7200,"title":"Level 5 Pass (Single Direction)","direction":"one_way"},{"stageId":18,"endOffsetMinutes":47520,"title":"Level 5 Pass (Fully Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Alfheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":false},{"id":52,"name":"Air Dock","level":5,"category":"dock","x":725.7627,"y":810.5704,"milestones":[],"rules":"The Air Dock is an important strategic hub in Kingdom Mayhem. It's where Troops can ride Airships, soaring through the sky and shuttling about within Kingdom Mayhem:\n1. Tribes can put the Air Dock within the Tribe Territory to occupy it. The Air Dock starts in a \"closed\" state and cannot be used. It will gradually unlock over different Chronicles Stages and become usable to Chiefs of the same Team.\n2. When the Chronicles reaches Stage {0}, Chiefs can use Air Docks occupied by Tribes of the same Team. About Airship Transport:\n1. Troops can be transported by Airship from the Air Dock, flying at high speed to the destination: the departure point and the destination of the Airship Transport must both be usable Air Docks.\n2. During the flight, Troops cannot perform any actions, will not be attacked, and are not restricted by terrain obstacles.\n3. 1 Transport attempt is consumed at the destination Air Dock each time you transport Troops. When there are 0 available Transport attempts, the Air Dock cannot be used as a destination until it recovers a Transport attempt over time. (No Transport attempt is consumed at the departure point Air Dock.)","requiresDeclaration":false},{"id":53,"name":"Air Dock","level":5,"category":"dock","x":771.833,"y":727.7492,"milestones":[],"rules":"The Air Dock is an important strategic hub in Kingdom Mayhem. It's where Troops can ride Airships, soaring through the sky and shuttling about within Kingdom Mayhem:\n1. Tribes can put the Air Dock within the Tribe Territory to occupy it. The Air Dock starts in a \"closed\" state and cannot be used. It will gradually unlock over different Chronicles Stages and become usable to Chiefs of the same Team.\n2. When the Chronicles reaches Stage {0}, Chiefs can use Air Docks occupied by Tribes of the same Team. About Airship Transport:\n1. Troops can be transported by Airship from the Air Dock, flying at high speed to the destination: the departure point and the destination of the Airship Transport must both be usable Air Docks.\n2. During the flight, Troops cannot perform any actions, will not be attacked, and are not restricted by terrain obstacles.\n3. 1 Transport attempt is consumed at the destination Air Dock each time you transport Troops. When there are 0 available Transport attempts, the Air Dock cannot be used as a destination until it recovers a Transport attempt over time. (No Transport attempt is consumed at the departure point Air Dock.)","requiresDeclaration":false},{"id":54,"name":"Team Fortress","level":5,"category":"fortress","x":753.3333,"y":251.1111,"milestones":[{"stageId":2,"endOffsetMinutes":2880,"title":"Team Fortress","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Team Fortresses become contestable for the first time.\n2. Team Fortresses start in a damaged state. After the Defenders are defeated, the Team Fortress will automatically enter the repair stage (in battles with fortress Defenders, all Heavily Wounded Troops will be sent to the Infirmary).\n3. Repair of Team Fortresses consists of two stages, each with different objectives. Upon completion, you will receive buffs rewards and substantial supply rewards (buff effects only apply in Kingdom Mayhem).\n4. When both stages of repair are complete, the Tribe Leader occupying the Team Fortress can set the Team's Territory color. Once set, all Chiefs from the same Kingdom can use City Relocators to relocate to the Team's Territory.\n5. When a Team Fortress is first contestable, if a Tribe occupies it for {1} consecutive hours, it enters a protected state, signifying that the Team Fortress has been occupied for the first time.\n6. After a Team Fortress has been occupied for the first time, it becomes contestable every {2} hours. The Tribe occupying a Team Fortress at the end of the time period gains full control of it.\n7. When battling other Tribes for a Team Fortress, {3}% of Heavily Wounded Troops will be sent to the Infirmary.\n8. Having full control of a Team Fortress continuously grants Battalion Points, and will also increase the controlling Team's Team Points.","requiresDeclaration":false},{"id":55,"name":"Legion Stronghold","level":5,"category":"stronghold","x":820,"y":300,"milestones":[{"stageId":1,"endOffsetMinutes":1440,"title":"Legion Stronghold","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Legion Strongholds become contestable for the first time.\n2. During this period, if a Tribe successfully holds control of a Legion Stronghold for {1} consecutive hours, it enters a protected state, signifying that the Legion Stronghold has been occupied for the first time.\n3. After a Legion Stronghold has been occupied for the first time, it becomes contestable every {2} hours. The Tribe occupying a Legion Stronghold at the end of the time period gains full control of it.\n4. When battling other Tribes for a Legion Stronghold, {3}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. Having full control of a Legion Stronghold continuously grants Battalion Points, and will also increase the controlling Team's Team Points.\n6. Buffs provided by a Legion Stronghold can stack.","requiresDeclaration":false},{"id":56,"name":"Legion Stronghold","level":5,"category":"stronghold","x":686.6667,"y":197.7778,"milestones":[{"stageId":1,"endOffsetMinutes":1440,"title":"Legion Stronghold","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Legion Strongholds become contestable for the first time.\n2. During this period, if a Tribe successfully holds control of a Legion Stronghold for {1} consecutive hours, it enters a protected state, signifying that the Legion Stronghold has been occupied for the first time.\n3. After a Legion Stronghold has been occupied for the first time, it becomes contestable every {2} hours. The Tribe occupying a Legion Stronghold at the end of the time period gains full control of it.\n4. When battling other Tribes for a Legion Stronghold, {3}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. Having full control of a Legion Stronghold continuously grants Battalion Points, and will also increase the controlling Team's Team Points.\n6. Buffs provided by a Legion Stronghold can stack.","requiresDeclaration":false},{"id":57,"name":"Level 5 Pass","level":5,"category":"pass","x":797.9624,"y":399.8743,"milestones":[{"stageId":4,"endOffsetMinutes":7200,"title":"Level 5 Pass (Single Direction)","direction":"one_way"},{"stageId":18,"endOffsetMinutes":47520,"title":"Level 5 Pass (Fully Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Alfheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":false},{"id":58,"name":"Level 5 Pass","level":5,"category":"pass","x":577.2462,"y":195.7331,"milestones":[{"stageId":4,"endOffsetMinutes":7200,"title":"Level 5 Pass (Single Direction)","direction":"one_way"},{"stageId":18,"endOffsetMinutes":47520,"title":"Level 5 Pass (Fully Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Alfheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":false},{"id":59,"name":"Air Dock","level":5,"category":"dock","x":796.5577,"y":256.9482,"milestones":[],"rules":"The Air Dock is an important strategic hub in Kingdom Mayhem. It's where Troops can ride Airships, soaring through the sky and shuttling about within Kingdom Mayhem:\n1. Tribes can put the Air Dock within the Tribe Territory to occupy it. The Air Dock starts in a \"closed\" state and cannot be used. It will gradually unlock over different Chronicles Stages and become usable to Chiefs of the same Team.\n2. When the Chronicles reaches Stage {0}, Chiefs can use Air Docks occupied by Tribes of the same Team. About Airship Transport:\n1. Troops can be transported by Airship from the Air Dock, flying at high speed to the destination: the departure point and the destination of the Airship Transport must both be usable Air Docks.\n2. During the flight, Troops cannot perform any actions, will not be attacked, and are not restricted by terrain obstacles.\n3. 1 Transport attempt is consumed at the destination Air Dock each time you transport Troops. When there are 0 available Transport attempts, the Air Dock cannot be used as a destination until it recovers a Transport attempt over time. (No Transport attempt is consumed at the departure point Air Dock.)","requiresDeclaration":false},{"id":60,"name":"Air Dock","level":5,"category":"dock","x":705.2235,"y":232.7569,"milestones":[],"rules":"The Air Dock is an important strategic hub in Kingdom Mayhem. It's where Troops can ride Airships, soaring through the sky and shuttling about within Kingdom Mayhem:\n1. Tribes can put the Air Dock within the Tribe Territory to occupy it. The Air Dock starts in a \"closed\" state and cannot be used. It will gradually unlock over different Chronicles Stages and become usable to Chiefs of the same Team.\n2. When the Chronicles reaches Stage {0}, Chiefs can use Air Docks occupied by Tribes of the same Team. About Airship Transport:\n1. Troops can be transported by Airship from the Air Dock, flying at high speed to the destination: the departure point and the destination of the Airship Transport must both be usable Air Docks.\n2. During the flight, Troops cannot perform any actions, will not be attacked, and are not restricted by terrain obstacles.\n3. 1 Transport attempt is consumed at the destination Air Dock each time you transport Troops. When there are 0 available Transport attempts, the Air Dock cannot be used as a destination until it recovers a Transport attempt over time. (No Transport attempt is consumed at the departure point Air Dock.)","requiresDeclaration":false},{"id":61,"name":"Team Fortress","level":5,"category":"fortress","x":251.1111,"y":237.7778,"milestones":[{"stageId":2,"endOffsetMinutes":2880,"title":"Team Fortress","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Team Fortresses become contestable for the first time.\n2. Team Fortresses start in a damaged state. After the Defenders are defeated, the Team Fortress will automatically enter the repair stage (in battles with fortress Defenders, all Heavily Wounded Troops will be sent to the Infirmary).\n3. Repair of Team Fortresses consists of two stages, each with different objectives. Upon completion, you will receive buffs rewards and substantial supply rewards (buff effects only apply in Kingdom Mayhem).\n4. When both stages of repair are complete, the Tribe Leader occupying the Team Fortress can set the Team's Territory color. Once set, all Chiefs from the same Kingdom can use City Relocators to relocate to the Team's Territory.\n5. When a Team Fortress is first contestable, if a Tribe occupies it for {1} consecutive hours, it enters a protected state, signifying that the Team Fortress has been occupied for the first time.\n6. After a Team Fortress has been occupied for the first time, it becomes contestable every {2} hours. The Tribe occupying a Team Fortress at the end of the time period gains full control of it.\n7. When battling other Tribes for a Team Fortress, {3}% of Heavily Wounded Troops will be sent to the Infirmary.\n8. Having full control of a Team Fortress continuously grants Battalion Points, and will also increase the controlling Team's Team Points.","requiresDeclaration":false},{"id":62,"name":"Legion Stronghold","level":5,"category":"stronghold","x":331.1111,"y":184.4444,"milestones":[{"stageId":1,"endOffsetMinutes":1440,"title":"Legion Stronghold","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Legion Strongholds become contestable for the first time.\n2. During this period, if a Tribe successfully holds control of a Legion Stronghold for {1} consecutive hours, it enters a protected state, signifying that the Legion Stronghold has been occupied for the first time.\n3. After a Legion Stronghold has been occupied for the first time, it becomes contestable every {2} hours. The Tribe occupying a Legion Stronghold at the end of the time period gains full control of it.\n4. When battling other Tribes for a Legion Stronghold, {3}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. Having full control of a Legion Stronghold continuously grants Battalion Points, and will also increase the controlling Team's Team Points.\n6. Buffs provided by a Legion Stronghold can stack.","requiresDeclaration":false},{"id":63,"name":"Legion Stronghold","level":5,"category":"stronghold","x":180,"y":282.2222,"milestones":[{"stageId":1,"endOffsetMinutes":1440,"title":"Legion Stronghold","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Legion Strongholds become contestable for the first time.\n2. During this period, if a Tribe successfully holds control of a Legion Stronghold for {1} consecutive hours, it enters a protected state, signifying that the Legion Stronghold has been occupied for the first time.\n3. After a Legion Stronghold has been occupied for the first time, it becomes contestable every {2} hours. The Tribe occupying a Legion Stronghold at the end of the time period gains full control of it.\n4. When battling other Tribes for a Legion Stronghold, {3}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. Having full control of a Legion Stronghold continuously grants Battalion Points, and will also increase the controlling Team's Team Points.\n6. Buffs provided by a Legion Stronghold can stack.","requiresDeclaration":false},{"id":64,"name":"Level 5 Pass","level":5,"category":"pass","x":418.5212,"y":207.2158,"milestones":[{"stageId":4,"endOffsetMinutes":7200,"title":"Level 5 Pass (Single Direction)","direction":"one_way"},{"stageId":18,"endOffsetMinutes":47520,"title":"Level 5 Pass (Fully Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Alfheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":false},{"id":65,"name":"Level 5 Pass","level":5,"category":"pass","x":192.0294,"y":384.3598,"milestones":[{"stageId":4,"endOffsetMinutes":7200,"title":"Level 5 Pass (Single Direction)","direction":"one_way"},{"stageId":18,"endOffsetMinutes":47520,"title":"Level 5 Pass (Fully Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Alfheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":false},{"id":66,"name":"Air Dock","level":5,"category":"dock","x":300.4942,"y":225.4138,"milestones":[],"rules":"The Air Dock is an important strategic hub in Kingdom Mayhem. It's where Troops can ride Airships, soaring through the sky and shuttling about within Kingdom Mayhem:\n1. Tribes can put the Air Dock within the Tribe Territory to occupy it. The Air Dock starts in a \"closed\" state and cannot be used. It will gradually unlock over different Chronicles Stages and become usable to Chiefs of the same Team.\n2. When the Chronicles reaches Stage {0}, Chiefs can use Air Docks occupied by Tribes of the same Team. About Airship Transport:\n1. Troops can be transported by Airship from the Air Dock, flying at high speed to the destination: the departure point and the destination of the Airship Transport must both be usable Air Docks.\n2. During the flight, Troops cannot perform any actions, will not be attacked, and are not restricted by terrain obstacles.\n3. 1 Transport attempt is consumed at the destination Air Dock each time you transport Troops. When there are 0 available Transport attempts, the Air Dock cannot be used as a destination until it recovers a Transport attempt over time. (No Transport attempt is consumed at the departure point Air Dock.)","requiresDeclaration":false},{"id":67,"name":"Air Dock","level":5,"category":"dock","x":221.31,"y":274.5892,"milestones":[],"rules":"The Air Dock is an important strategic hub in Kingdom Mayhem. It's where Troops can ride Airships, soaring through the sky and shuttling about within Kingdom Mayhem:\n1. Tribes can put the Air Dock within the Tribe Territory to occupy it. The Air Dock starts in a \"closed\" state and cannot be used. It will gradually unlock over different Chronicles Stages and become usable to Chiefs of the same Team.\n2. When the Chronicles reaches Stage {0}, Chiefs can use Air Docks occupied by Tribes of the same Team. About Airship Transport:\n1. Troops can be transported by Airship from the Air Dock, flying at high speed to the destination: the departure point and the destination of the Airship Transport must both be usable Air Docks.\n2. During the flight, Troops cannot perform any actions, will not be attacked, and are not restricted by terrain obstacles.\n3. 1 Transport attempt is consumed at the destination Air Dock each time you transport Troops. When there are 0 available Transport attempts, the Air Dock cannot be used as a destination until it recovers a Transport attempt over time. (No Transport attempt is consumed at the departure point Air Dock.)","requiresDeclaration":false},{"id":68,"name":"Poison Insect Lair","level":5,"category":"sanctum","x":495.5556,"y":762.2222,"milestones":[{"stageId":5,"endOffsetMinutes":10080,"title":"Poison Insect Lair (Level 5 Lair)","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Poison Insect Lairs become contestable for the first time.\n2. During this period, if a Tribe successfully holds control of a Poison Insect Lair for {1} consecutive hours, it enters a protected state, signifying that the Poison Insect Lair has been occupied for the first time.\n3. After a Poison Insect Lair has been occupied for the first time, it becomes contestable every {2} hours. It enters a protected state again after a Tribe that occupies it continuously for {1} hours.\n4. When battling other Tribes for a Poison Insect Lair, {3}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. Having full control of a Poison Insect Lair continuously grants Battalion Points, and will also add Team Points to the Tribe's Team.\n6. Buffs provided by a Lair can stack.","requiresDeclaration":false},{"id":69,"name":"Poison Insect Lair","level":5,"category":"sanctum","x":797.7778,"y":504.4444,"milestones":[{"stageId":5,"endOffsetMinutes":10080,"title":"Poison Insect Lair (Level 5 Lair)","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Poison Insect Lairs become contestable for the first time.\n2. During this period, if a Tribe successfully holds control of a Poison Insect Lair for {1} consecutive hours, it enters a protected state, signifying that the Poison Insect Lair has been occupied for the first time.\n3. After a Poison Insect Lair has been occupied for the first time, it becomes contestable every {2} hours. It enters a protected state again after a Tribe that occupies it continuously for {1} hours.\n4. When battling other Tribes for a Poison Insect Lair, {3}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. Having full control of a Poison Insect Lair continuously grants Battalion Points, and will also add Team Points to the Tribe's Team.\n6. Buffs provided by a Lair can stack.","requiresDeclaration":false},{"id":70,"name":"Poison Insect Lair","level":5,"category":"sanctum","x":500,"y":233.3333,"milestones":[{"stageId":5,"endOffsetMinutes":10080,"title":"Poison Insect Lair (Level 5 Lair)","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Poison Insect Lairs become contestable for the first time.\n2. During this period, if a Tribe successfully holds control of a Poison Insect Lair for {1} consecutive hours, it enters a protected state, signifying that the Poison Insect Lair has been occupied for the first time.\n3. After a Poison Insect Lair has been occupied for the first time, it becomes contestable every {2} hours. It enters a protected state again after a Tribe that occupies it continuously for {1} hours.\n4. When battling other Tribes for a Poison Insect Lair, {3}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. Having full control of a Poison Insect Lair continuously grants Battalion Points, and will also add Team Points to the Tribe's Team.\n6. Buffs provided by a Lair can stack.","requiresDeclaration":false},{"id":71,"name":"Poison Insect Lair","level":5,"category":"sanctum","x":206.6667,"y":495.5556,"milestones":[{"stageId":5,"endOffsetMinutes":10080,"title":"Poison Insect Lair (Level 5 Lair)","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Poison Insect Lairs become contestable for the first time.\n2. During this period, if a Tribe successfully holds control of a Poison Insect Lair for {1} consecutive hours, it enters a protected state, signifying that the Poison Insect Lair has been occupied for the first time.\n3. After a Poison Insect Lair has been occupied for the first time, it becomes contestable every {2} hours. It enters a protected state again after a Tribe that occupies it continuously for {1} hours.\n4. When battling other Tribes for a Poison Insect Lair, {3}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. Having full control of a Poison Insect Lair continuously grants Battalion Points, and will also add Team Points to the Tribe's Team.\n6. Buffs provided by a Lair can stack.","requiresDeclaration":false},{"id":72,"name":"Air Dock","level":5,"category":"dock","x":256.7484,"y":945.1849,"milestones":[],"rules":"The Air Dock is an important strategic hub in Kingdom Mayhem. It's where Troops can ride Airships, soaring through the sky and shuttling about within Kingdom Mayhem:\n1. Tribes can put the Air Dock within the Tribe Territory to occupy it. The Air Dock starts in a \"closed\" state and cannot be used. It will gradually unlock over different Chronicles Stages and become usable to Chiefs of the same Team.\n2. When the Chronicles reaches Stage {0}, Chiefs can use Air Docks occupied by Tribes of the same Team. About Airship Transport:\n1. Troops can be transported by Airship from the Air Dock, flying at high speed to the destination: the departure point and the destination of the Airship Transport must both be usable Air Docks.\n2. During the flight, Troops cannot perform any actions, will not be attacked, and are not restricted by terrain obstacles.\n3. 1 Transport attempt is consumed at the destination Air Dock each time you transport Troops. When there are 0 available Transport attempts, the Air Dock cannot be used as a destination until it recovers a Transport attempt over time. (No Transport attempt is consumed at the departure point Air Dock.)","requiresDeclaration":false},{"id":73,"name":"Air Dock","level":5,"category":"dock","x":365.9421,"y":964.2201,"milestones":[],"rules":"The Air Dock is an important strategic hub in Kingdom Mayhem. It's where Troops can ride Airships, soaring through the sky and shuttling about within Kingdom Mayhem:\n1. Tribes can put the Air Dock within the Tribe Territory to occupy it. The Air Dock starts in a \"closed\" state and cannot be used. It will gradually unlock over different Chronicles Stages and become usable to Chiefs of the same Team.\n2. When the Chronicles reaches Stage {0}, Chiefs can use Air Docks occupied by Tribes of the same Team. About Airship Transport:\n1. Troops can be transported by Airship from the Air Dock, flying at high speed to the destination: the departure point and the destination of the Airship Transport must both be usable Air Docks.\n2. During the flight, Troops cannot perform any actions, will not be attacked, and are not restricted by terrain obstacles.\n3. 1 Transport attempt is consumed at the destination Air Dock each time you transport Troops. When there are 0 available Transport attempts, the Air Dock cannot be used as a destination until it recovers a Transport attempt over time. (No Transport attempt is consumed at the departure point Air Dock.)","requiresDeclaration":false},{"id":74,"name":"Air Dock","level":5,"category":"dock","x":606.9977,"y":971.7251,"milestones":[],"rules":"The Air Dock is an important strategic hub in Kingdom Mayhem. It's where Troops can ride Airships, soaring through the sky and shuttling about within Kingdom Mayhem:\n1. Tribes can put the Air Dock within the Tribe Territory to occupy it. The Air Dock starts in a \"closed\" state and cannot be used. It will gradually unlock over different Chronicles Stages and become usable to Chiefs of the same Team.\n2. When the Chronicles reaches Stage {0}, Chiefs can use Air Docks occupied by Tribes of the same Team. About Airship Transport:\n1. Troops can be transported by Airship from the Air Dock, flying at high speed to the destination: the departure point and the destination of the Airship Transport must both be usable Air Docks.\n2. During the flight, Troops cannot perform any actions, will not be attacked, and are not restricted by terrain obstacles.\n3. 1 Transport attempt is consumed at the destination Air Dock each time you transport Troops. When there are 0 available Transport attempts, the Air Dock cannot be used as a destination until it recovers a Transport attempt over time. (No Transport attempt is consumed at the departure point Air Dock.)","requiresDeclaration":false},{"id":75,"name":"Air Dock","level":5,"category":"dock","x":746.3365,"y":934.5505,"milestones":[],"rules":"The Air Dock is an important strategic hub in Kingdom Mayhem. It's where Troops can ride Airships, soaring through the sky and shuttling about within Kingdom Mayhem:\n1. Tribes can put the Air Dock within the Tribe Territory to occupy it. The Air Dock starts in a \"closed\" state and cannot be used. It will gradually unlock over different Chronicles Stages and become usable to Chiefs of the same Team.\n2. When the Chronicles reaches Stage {0}, Chiefs can use Air Docks occupied by Tribes of the same Team. About Airship Transport:\n1. Troops can be transported by Airship from the Air Dock, flying at high speed to the destination: the departure point and the destination of the Airship Transport must both be usable Air Docks.\n2. During the flight, Troops cannot perform any actions, will not be attacked, and are not restricted by terrain obstacles.\n3. 1 Transport attempt is consumed at the destination Air Dock each time you transport Troops. When there are 0 available Transport attempts, the Air Dock cannot be used as a destination until it recovers a Transport attempt over time. (No Transport attempt is consumed at the departure point Air Dock.)","requiresDeclaration":false},{"id":76,"name":"Air Dock","level":5,"category":"dock","x":968.3628,"y":769.1765,"milestones":[],"rules":"The Air Dock is an important strategic hub in Kingdom Mayhem. It's where Troops can ride Airships, soaring through the sky and shuttling about within Kingdom Mayhem:\n1. Tribes can put the Air Dock within the Tribe Territory to occupy it. The Air Dock starts in a \"closed\" state and cannot be used. It will gradually unlock over different Chronicles Stages and become usable to Chiefs of the same Team.\n2. When the Chronicles reaches Stage {0}, Chiefs can use Air Docks occupied by Tribes of the same Team. About Airship Transport:\n1. Troops can be transported by Airship from the Air Dock, flying at high speed to the destination: the departure point and the destination of the Airship Transport must both be usable Air Docks.\n2. During the flight, Troops cannot perform any actions, will not be attacked, and are not restricted by terrain obstacles.\n3. 1 Transport attempt is consumed at the destination Air Dock each time you transport Troops. When there are 0 available Transport attempts, the Air Dock cannot be used as a destination until it recovers a Transport attempt over time. (No Transport attempt is consumed at the departure point Air Dock.)","requiresDeclaration":false},{"id":77,"name":"Air Dock","level":5,"category":"dock","x":949.8431,"y":615.5304,"milestones":[],"rules":"The Air Dock is an important strategic hub in Kingdom Mayhem. It's where Troops can ride Airships, soaring through the sky and shuttling about within Kingdom Mayhem:\n1. Tribes can put the Air Dock within the Tribe Territory to occupy it. The Air Dock starts in a \"closed\" state and cannot be used. It will gradually unlock over different Chronicles Stages and become usable to Chiefs of the same Team.\n2. When the Chronicles reaches Stage {0}, Chiefs can use Air Docks occupied by Tribes of the same Team. About Airship Transport:\n1. Troops can be transported by Airship from the Air Dock, flying at high speed to the destination: the departure point and the destination of the Airship Transport must both be usable Air Docks.\n2. During the flight, Troops cannot perform any actions, will not be attacked, and are not restricted by terrain obstacles.\n3. 1 Transport attempt is consumed at the destination Air Dock each time you transport Troops. When there are 0 available Transport attempts, the Air Dock cannot be used as a destination until it recovers a Transport attempt over time. (No Transport attempt is consumed at the departure point Air Dock.)","requiresDeclaration":false},{"id":78,"name":"Air Dock","level":5,"category":"dock","x":959.9156,"y":392.1624,"milestones":[],"rules":"The Air Dock is an important strategic hub in Kingdom Mayhem. It's where Troops can ride Airships, soaring through the sky and shuttling about within Kingdom Mayhem:\n1. Tribes can put the Air Dock within the Tribe Territory to occupy it. The Air Dock starts in a \"closed\" state and cannot be used. It will gradually unlock over different Chronicles Stages and become usable to Chiefs of the same Team.\n2. When the Chronicles reaches Stage {0}, Chiefs can use Air Docks occupied by Tribes of the same Team. About Airship Transport:\n1. Troops can be transported by Airship from the Air Dock, flying at high speed to the destination: the departure point and the destination of the Airship Transport must both be usable Air Docks.\n2. During the flight, Troops cannot perform any actions, will not be attacked, and are not restricted by terrain obstacles.\n3. 1 Transport attempt is consumed at the destination Air Dock each time you transport Troops. When there are 0 available Transport attempts, the Air Dock cannot be used as a destination until it recovers a Transport attempt over time. (No Transport attempt is consumed at the departure point Air Dock.)","requiresDeclaration":false},{"id":79,"name":"Air Dock","level":5,"category":"dock","x":972.891,"y":232.9561,"milestones":[],"rules":"The Air Dock is an important strategic hub in Kingdom Mayhem. It's where Troops can ride Airships, soaring through the sky and shuttling about within Kingdom Mayhem:\n1. Tribes can put the Air Dock within the Tribe Territory to occupy it. The Air Dock starts in a \"closed\" state and cannot be used. It will gradually unlock over different Chronicles Stages and become usable to Chiefs of the same Team.\n2. When the Chronicles reaches Stage {0}, Chiefs can use Air Docks occupied by Tribes of the same Team. About Airship Transport:\n1. Troops can be transported by Airship from the Air Dock, flying at high speed to the destination: the departure point and the destination of the Airship Transport must both be usable Air Docks.\n2. During the flight, Troops cannot perform any actions, will not be attacked, and are not restricted by terrain obstacles.\n3. 1 Transport attempt is consumed at the destination Air Dock each time you transport Troops. When there are 0 available Transport attempts, the Air Dock cannot be used as a destination until it recovers a Transport attempt over time. (No Transport attempt is consumed at the departure point Air Dock.)","requiresDeclaration":false},{"id":80,"name":"Air Dock","level":5,"category":"dock","x":730.0389,"y":54.4887,"milestones":[],"rules":"The Air Dock is an important strategic hub in Kingdom Mayhem. It's where Troops can ride Airships, soaring through the sky and shuttling about within Kingdom Mayhem:\n1. Tribes can put the Air Dock within the Tribe Territory to occupy it. The Air Dock starts in a \"closed\" state and cannot be used. It will gradually unlock over different Chronicles Stages and become usable to Chiefs of the same Team.\n2. When the Chronicles reaches Stage {0}, Chiefs can use Air Docks occupied by Tribes of the same Team. About Airship Transport:\n1. Troops can be transported by Airship from the Air Dock, flying at high speed to the destination: the departure point and the destination of the Airship Transport must both be usable Air Docks.\n2. During the flight, Troops cannot perform any actions, will not be attacked, and are not restricted by terrain obstacles.\n3. 1 Transport attempt is consumed at the destination Air Dock each time you transport Troops. When there are 0 available Transport attempts, the Air Dock cannot be used as a destination until it recovers a Transport attempt over time. (No Transport attempt is consumed at the departure point Air Dock.)","requiresDeclaration":false},{"id":81,"name":"Air Dock","level":5,"category":"dock","x":610.6669,"y":33.5965,"milestones":[],"rules":"The Air Dock is an important strategic hub in Kingdom Mayhem. It's where Troops can ride Airships, soaring through the sky and shuttling about within Kingdom Mayhem:\n1. Tribes can put the Air Dock within the Tribe Territory to occupy it. The Air Dock starts in a \"closed\" state and cannot be used. It will gradually unlock over different Chronicles Stages and become usable to Chiefs of the same Team.\n2. When the Chronicles reaches Stage {0}, Chiefs can use Air Docks occupied by Tribes of the same Team. About Airship Transport:\n1. Troops can be transported by Airship from the Air Dock, flying at high speed to the destination: the departure point and the destination of the Airship Transport must both be usable Air Docks.\n2. During the flight, Troops cannot perform any actions, will not be attacked, and are not restricted by terrain obstacles.\n3. 1 Transport attempt is consumed at the destination Air Dock each time you transport Troops. When there are 0 available Transport attempts, the Air Dock cannot be used as a destination until it recovers a Transport attempt over time. (No Transport attempt is consumed at the departure point Air Dock.)","requiresDeclaration":false},{"id":82,"name":"Air Dock","level":5,"category":"dock","x":393.1156,"y":38.2061,"milestones":[],"rules":"The Air Dock is an important strategic hub in Kingdom Mayhem. It's where Troops can ride Airships, soaring through the sky and shuttling about within Kingdom Mayhem:\n1. Tribes can put the Air Dock within the Tribe Territory to occupy it. The Air Dock starts in a \"closed\" state and cannot be used. It will gradually unlock over different Chronicles Stages and become usable to Chiefs of the same Team.\n2. When the Chronicles reaches Stage {0}, Chiefs can use Air Docks occupied by Tribes of the same Team. About Airship Transport:\n1. Troops can be transported by Airship from the Air Dock, flying at high speed to the destination: the departure point and the destination of the Airship Transport must both be usable Air Docks.\n2. During the flight, Troops cannot perform any actions, will not be attacked, and are not restricted by terrain obstacles.\n3. 1 Transport attempt is consumed at the destination Air Dock each time you transport Troops. When there are 0 available Transport attempts, the Air Dock cannot be used as a destination until it recovers a Transport attempt over time. (No Transport attempt is consumed at the departure point Air Dock.)","requiresDeclaration":false},{"id":83,"name":"Air Dock","level":5,"category":"dock","x":265.895,"y":38.5019,"milestones":[],"rules":"The Air Dock is an important strategic hub in Kingdom Mayhem. It's where Troops can ride Airships, soaring through the sky and shuttling about within Kingdom Mayhem:\n1. Tribes can put the Air Dock within the Tribe Territory to occupy it. The Air Dock starts in a \"closed\" state and cannot be used. It will gradually unlock over different Chronicles Stages and become usable to Chiefs of the same Team.\n2. When the Chronicles reaches Stage {0}, Chiefs can use Air Docks occupied by Tribes of the same Team. About Airship Transport:\n1. Troops can be transported by Airship from the Air Dock, flying at high speed to the destination: the departure point and the destination of the Airship Transport must both be usable Air Docks.\n2. During the flight, Troops cannot perform any actions, will not be attacked, and are not restricted by terrain obstacles.\n3. 1 Transport attempt is consumed at the destination Air Dock each time you transport Troops. When there are 0 available Transport attempts, the Air Dock cannot be used as a destination until it recovers a Transport attempt over time. (No Transport attempt is consumed at the departure point Air Dock.)","requiresDeclaration":false},{"id":84,"name":"Air Dock","level":5,"category":"dock","x":30.5762,"y":249.8228,"milestones":[],"rules":"The Air Dock is an important strategic hub in Kingdom Mayhem. It's where Troops can ride Airships, soaring through the sky and shuttling about within Kingdom Mayhem:\n1. Tribes can put the Air Dock within the Tribe Territory to occupy it. The Air Dock starts in a \"closed\" state and cannot be used. It will gradually unlock over different Chronicles Stages and become usable to Chiefs of the same Team.\n2. When the Chronicles reaches Stage {0}, Chiefs can use Air Docks occupied by Tribes of the same Team. About Airship Transport:\n1. Troops can be transported by Airship from the Air Dock, flying at high speed to the destination: the departure point and the destination of the Airship Transport must both be usable Air Docks.\n2. During the flight, Troops cannot perform any actions, will not be attacked, and are not restricted by terrain obstacles.\n3. 1 Transport attempt is consumed at the destination Air Dock each time you transport Troops. When there are 0 available Transport attempts, the Air Dock cannot be used as a destination until it recovers a Transport attempt over time. (No Transport attempt is consumed at the departure point Air Dock.)","requiresDeclaration":false},{"id":85,"name":"Air Dock","level":5,"category":"dock","x":55.4019,"y":397.0172,"milestones":[],"rules":"The Air Dock is an important strategic hub in Kingdom Mayhem. It's where Troops can ride Airships, soaring through the sky and shuttling about within Kingdom Mayhem:\n1. Tribes can put the Air Dock within the Tribe Territory to occupy it. The Air Dock starts in a \"closed\" state and cannot be used. It will gradually unlock over different Chronicles Stages and become usable to Chiefs of the same Team.\n2. When the Chronicles reaches Stage {0}, Chiefs can use Air Docks occupied by Tribes of the same Team. About Airship Transport:\n1. Troops can be transported by Airship from the Air Dock, flying at high speed to the destination: the departure point and the destination of the Airship Transport must both be usable Air Docks.\n2. During the flight, Troops cannot perform any actions, will not be attacked, and are not restricted by terrain obstacles.\n3. 1 Transport attempt is consumed at the destination Air Dock each time you transport Troops. When there are 0 available Transport attempts, the Air Dock cannot be used as a destination until it recovers a Transport attempt over time. (No Transport attempt is consumed at the departure point Air Dock.)","requiresDeclaration":false},{"id":86,"name":"Air Dock","level":5,"category":"dock","x":52.0693,"y":643.8529,"milestones":[],"rules":"The Air Dock is an important strategic hub in Kingdom Mayhem. It's where Troops can ride Airships, soaring through the sky and shuttling about within Kingdom Mayhem:\n1. Tribes can put the Air Dock within the Tribe Territory to occupy it. The Air Dock starts in a \"closed\" state and cannot be used. It will gradually unlock over different Chronicles Stages and become usable to Chiefs of the same Team.\n2. When the Chronicles reaches Stage {0}, Chiefs can use Air Docks occupied by Tribes of the same Team. About Airship Transport:\n1. Troops can be transported by Airship from the Air Dock, flying at high speed to the destination: the departure point and the destination of the Airship Transport must both be usable Air Docks.\n2. During the flight, Troops cannot perform any actions, will not be attacked, and are not restricted by terrain obstacles.\n3. 1 Transport attempt is consumed at the destination Air Dock each time you transport Troops. When there are 0 available Transport attempts, the Air Dock cannot be used as a destination until it recovers a Transport attempt over time. (No Transport attempt is consumed at the departure point Air Dock.)","requiresDeclaration":false},{"id":87,"name":"Air Dock","level":5,"category":"dock","x":37.7471,"y":757.4214,"milestones":[],"rules":"The Air Dock is an important strategic hub in Kingdom Mayhem. It's where Troops can ride Airships, soaring through the sky and shuttling about within Kingdom Mayhem:\n1. Tribes can put the Air Dock within the Tribe Territory to occupy it. The Air Dock starts in a \"closed\" state and cannot be used. It will gradually unlock over different Chronicles Stages and become usable to Chiefs of the same Team.\n2. When the Chronicles reaches Stage {0}, Chiefs can use Air Docks occupied by Tribes of the same Team. About Airship Transport:\n1. Troops can be transported by Airship from the Air Dock, flying at high speed to the destination: the departure point and the destination of the Airship Transport must both be usable Air Docks.\n2. During the flight, Troops cannot perform any actions, will not be attacked, and are not restricted by terrain obstacles.\n3. 1 Transport attempt is consumed at the destination Air Dock each time you transport Troops. When there are 0 available Transport attempts, the Air Dock cannot be used as a destination until it recovers a Transport attempt over time. (No Transport attempt is consumed at the departure point Air Dock.)","requiresDeclaration":false},{"id":88,"name":"Air Dock","level":5,"category":"dock","x":368.5936,"y":629.9077,"milestones":[],"rules":"The Air Dock is an important strategic hub in Kingdom Mayhem. It's where Troops can ride Airships, soaring through the sky and shuttling about within Kingdom Mayhem:\n1. Tribes can put the Air Dock within the Tribe Territory to occupy it. The Air Dock starts in a \"closed\" state and cannot be used. It will gradually unlock over different Chronicles Stages and become usable to Chiefs of the same Team.\n2. When the Chronicles reaches Stage {0}, Chiefs can use Air Docks occupied by Tribes of the same Team. About Airship Transport:\n1. Troops can be transported by Airship from the Air Dock, flying at high speed to the destination: the departure point and the destination of the Airship Transport must both be usable Air Docks.\n2. During the flight, Troops cannot perform any actions, will not be attacked, and are not restricted by terrain obstacles.\n3. 1 Transport attempt is consumed at the destination Air Dock each time you transport Troops. When there are 0 available Transport attempts, the Air Dock cannot be used as a destination until it recovers a Transport attempt over time. (No Transport attempt is consumed at the departure point Air Dock.)","requiresDeclaration":false},{"id":89,"name":"Air Dock","level":5,"category":"dock","x":627.4701,"y":639.4635,"milestones":[],"rules":"The Air Dock is an important strategic hub in Kingdom Mayhem. It's where Troops can ride Airships, soaring through the sky and shuttling about within Kingdom Mayhem:\n1. Tribes can put the Air Dock within the Tribe Territory to occupy it. The Air Dock starts in a \"closed\" state and cannot be used. It will gradually unlock over different Chronicles Stages and become usable to Chiefs of the same Team.\n2. When the Chronicles reaches Stage {0}, Chiefs can use Air Docks occupied by Tribes of the same Team. About Airship Transport:\n1. Troops can be transported by Airship from the Air Dock, flying at high speed to the destination: the departure point and the destination of the Airship Transport must both be usable Air Docks.\n2. During the flight, Troops cannot perform any actions, will not be attacked, and are not restricted by terrain obstacles.\n3. 1 Transport attempt is consumed at the destination Air Dock each time you transport Troops. When there are 0 available Transport attempts, the Air Dock cannot be used as a destination until it recovers a Transport attempt over time. (No Transport attempt is consumed at the departure point Air Dock.)","requiresDeclaration":false},{"id":90,"name":"Air Dock","level":5,"category":"dock","x":638.5333,"y":372.3494,"milestones":[],"rules":"The Air Dock is an important strategic hub in Kingdom Mayhem. It's where Troops can ride Airships, soaring through the sky and shuttling about within Kingdom Mayhem:\n1. Tribes can put the Air Dock within the Tribe Territory to occupy it. The Air Dock starts in a \"closed\" state and cannot be used. It will gradually unlock over different Chronicles Stages and become usable to Chiefs of the same Team.\n2. When the Chronicles reaches Stage {0}, Chiefs can use Air Docks occupied by Tribes of the same Team. About Airship Transport:\n1. Troops can be transported by Airship from the Air Dock, flying at high speed to the destination: the departure point and the destination of the Airship Transport must both be usable Air Docks.\n2. During the flight, Troops cannot perform any actions, will not be attacked, and are not restricted by terrain obstacles.\n3. 1 Transport attempt is consumed at the destination Air Dock each time you transport Troops. When there are 0 available Transport attempts, the Air Dock cannot be used as a destination until it recovers a Transport attempt over time. (No Transport attempt is consumed at the departure point Air Dock.)","requiresDeclaration":false},{"id":91,"name":"Air Dock","level":5,"category":"dock","x":351.1005,"y":370.1688,"milestones":[],"rules":"The Air Dock is an important strategic hub in Kingdom Mayhem. It's where Troops can ride Airships, soaring through the sky and shuttling about within Kingdom Mayhem:\n1. Tribes can put the Air Dock within the Tribe Territory to occupy it. The Air Dock starts in a \"closed\" state and cannot be used. It will gradually unlock over different Chronicles Stages and become usable to Chiefs of the same Team.\n2. When the Chronicles reaches Stage {0}, Chiefs can use Air Docks occupied by Tribes of the same Team. About Airship Transport:\n1. Troops can be transported by Airship from the Air Dock, flying at high speed to the destination: the departure point and the destination of the Airship Transport must both be usable Air Docks.\n2. During the flight, Troops cannot perform any actions, will not be attacked, and are not restricted by terrain obstacles.\n3. 1 Transport attempt is consumed at the destination Air Dock each time you transport Troops. When there are 0 available Transport attempts, the Air Dock cannot be used as a destination until it recovers a Transport attempt over time. (No Transport attempt is consumed at the departure point Air Dock.)","requiresDeclaration":false},{"id":92,"name":"War Air Dock","level":5,"category":"dock","x":309.7254,"y":469.5918,"milestones":[],"rules":"The War Air Dock is accompanied by the intertwining of trialists' blood and glory. This is the time of war and the time of glory:\n1. The War Air Dock starts in a \"closed\" state and cannot be used.\n2. The War Air Dock will open {0} minutes before the corresponding battlefield area opens, and all Chiefs in the Team to whom the War Air Dock belongs can use it.\n3. The War Air Dock will close with the corresponding battlefield area. After closing, it can no longer be used as a destination for Airship Transport, but it can still be used as a departure point for Troops to leave the battlefield area.\nAbout Airship Transport:\n1. Troops can be transported by Airship from the Air Dock, flying at high speed to the destination: the departure point and the destination of the Airship Transport must both be usable Air Docks.\n2. During the flight, Troops cannot perform any actions, will not be attacked, and are not restricted by terrain obstacles.\n3. During opening hours, there is no Transport attempt limit at the War Air Dock.","requiresDeclaration":false},{"id":93,"name":"War Air Dock","level":5,"category":"dock","x":319.836,"y":535.8789,"milestones":[],"rules":"The War Air Dock is accompanied by the intertwining of trialists' blood and glory. This is the time of war and the time of glory:\n1. The War Air Dock starts in a \"closed\" state and cannot be used.\n2. The War Air Dock will open {0} minutes before the corresponding battlefield area opens, and all Chiefs in the Team to whom the War Air Dock belongs can use it.\n3. The War Air Dock will close with the corresponding battlefield area. After closing, it can no longer be used as a destination for Airship Transport, but it can still be used as a departure point for Troops to leave the battlefield area.\nAbout Airship Transport:\n1. Troops can be transported by Airship from the Air Dock, flying at high speed to the destination: the departure point and the destination of the Airship Transport must both be usable Air Docks.\n2. During the flight, Troops cannot perform any actions, will not be attacked, and are not restricted by terrain obstacles.\n3. During opening hours, there is no Transport attempt limit at the War Air Dock.","requiresDeclaration":false},{"id":94,"name":"War Air Dock","level":5,"category":"dock","x":385.9344,"y":540.154,"milestones":[],"rules":"The War Air Dock is accompanied by the intertwining of trialists' blood and glory. This is the time of war and the time of glory:\n1. The War Air Dock starts in a \"closed\" state and cannot be used.\n2. The War Air Dock will open {0} minutes before the corresponding battlefield area opens, and all Chiefs in the Team to whom the War Air Dock belongs can use it.\n3. The War Air Dock will close with the corresponding battlefield area. After closing, it can no longer be used as a destination for Airship Transport, but it can still be used as a departure point for Troops to leave the battlefield area.\nAbout Airship Transport:\n1. Troops can be transported by Airship from the Air Dock, flying at high speed to the destination: the departure point and the destination of the Airship Transport must both be usable Air Docks.\n2. During the flight, Troops cannot perform any actions, will not be attacked, and are not restricted by terrain obstacles.\n3. During opening hours, there is no Transport attempt limit at the War Air Dock.","requiresDeclaration":false},{"id":95,"name":"War Air Dock","level":5,"category":"dock","x":379.0042,"y":466.3235,"milestones":[],"rules":"The War Air Dock is accompanied by the intertwining of trialists' blood and glory. This is the time of war and the time of glory:\n1. The War Air Dock starts in a \"closed\" state and cannot be used.\n2. The War Air Dock will open {0} minutes before the corresponding battlefield area opens, and all Chiefs in the Team to whom the War Air Dock belongs can use it.\n3. The War Air Dock will close with the corresponding battlefield area. After closing, it can no longer be used as a destination for Airship Transport, but it can still be used as a departure point for Troops to leave the battlefield area.\nAbout Airship Transport:\n1. Troops can be transported by Airship from the Air Dock, flying at high speed to the destination: the departure point and the destination of the Airship Transport must both be usable Air Docks.\n2. During the flight, Troops cannot perform any actions, will not be attacked, and are not restricted by terrain obstacles.\n3. During opening hours, there is no Transport attempt limit at the War Air Dock.","requiresDeclaration":false},{"id":96,"name":"War Air Dock","level":5,"category":"dock","x":466.6889,"y":619.4529,"milestones":[],"rules":"The War Air Dock is accompanied by the intertwining of trialists' blood and glory. This is the time of war and the time of glory:\n1. The War Air Dock starts in a \"closed\" state and cannot be used.\n2. The War Air Dock will open {0} minutes before the corresponding battlefield area opens, and all Chiefs in the Team to whom the War Air Dock belongs can use it.\n3. The War Air Dock will close with the corresponding battlefield area. After closing, it can no longer be used as a destination for Airship Transport, but it can still be used as a departure point for Troops to leave the battlefield area.\nAbout Airship Transport:\n1. Troops can be transported by Airship from the Air Dock, flying at high speed to the destination: the departure point and the destination of the Airship Transport must both be usable Air Docks.\n2. During the flight, Troops cannot perform any actions, will not be attacked, and are not restricted by terrain obstacles.\n3. During opening hours, there is no Transport attempt limit at the War Air Dock.","requiresDeclaration":false},{"id":97,"name":"War Air Dock","level":5,"category":"dock","x":466.4434,"y":689.6667,"milestones":[],"rules":"The War Air Dock is accompanied by the intertwining of trialists' blood and glory. This is the time of war and the time of glory:\n1. The War Air Dock starts in a \"closed\" state and cannot be used.\n2. The War Air Dock will open {0} minutes before the corresponding battlefield area opens, and all Chiefs in the Team to whom the War Air Dock belongs can use it.\n3. The War Air Dock will close with the corresponding battlefield area. After closing, it can no longer be used as a destination for Airship Transport, but it can still be used as a departure point for Troops to leave the battlefield area.\nAbout Airship Transport:\n1. Troops can be transported by Airship from the Air Dock, flying at high speed to the destination: the departure point and the destination of the Airship Transport must both be usable Air Docks.\n2. During the flight, Troops cannot perform any actions, will not be attacked, and are not restricted by terrain obstacles.\n3. During opening hours, there is no Transport attempt limit at the War Air Dock.","requiresDeclaration":false},{"id":98,"name":"War Air Dock","level":5,"category":"dock","x":537.3492,"y":690.29,"milestones":[],"rules":"The War Air Dock is accompanied by the intertwining of trialists' blood and glory. This is the time of war and the time of glory:\n1. The War Air Dock starts in a \"closed\" state and cannot be used.\n2. The War Air Dock will open {0} minutes before the corresponding battlefield area opens, and all Chiefs in the Team to whom the War Air Dock belongs can use it.\n3. The War Air Dock will close with the corresponding battlefield area. After closing, it can no longer be used as a destination for Airship Transport, but it can still be used as a departure point for Troops to leave the battlefield area.\nAbout Airship Transport:\n1. Troops can be transported by Airship from the Air Dock, flying at high speed to the destination: the departure point and the destination of the Airship Transport must both be usable Air Docks.\n2. During the flight, Troops cannot perform any actions, will not be attacked, and are not restricted by terrain obstacles.\n3. During opening hours, there is no Transport attempt limit at the War Air Dock.","requiresDeclaration":false},{"id":99,"name":"War Air Dock","level":5,"category":"dock","x":545.7933,"y":623.1354,"milestones":[],"rules":"The War Air Dock is accompanied by the intertwining of trialists' blood and glory. This is the time of war and the time of glory:\n1. The War Air Dock starts in a \"closed\" state and cannot be used.\n2. The War Air Dock will open {0} minutes before the corresponding battlefield area opens, and all Chiefs in the Team to whom the War Air Dock belongs can use it.\n3. The War Air Dock will close with the corresponding battlefield area. After closing, it can no longer be used as a destination for Airship Transport, but it can still be used as a departure point for Troops to leave the battlefield area.\nAbout Airship Transport:\n1. Troops can be transported by Airship from the Air Dock, flying at high speed to the destination: the departure point and the destination of the Airship Transport must both be usable Air Docks.\n2. During the flight, Troops cannot perform any actions, will not be attacked, and are not restricted by terrain obstacles.\n3. During opening hours, there is no Transport attempt limit at the War Air Dock.","requiresDeclaration":false},{"id":100,"name":"War Air Dock","level":5,"category":"dock","x":612.5502,"y":465.0855,"milestones":[],"rules":"The War Air Dock is accompanied by the intertwining of trialists' blood and glory. This is the time of war and the time of glory:\n1. The War Air Dock starts in a \"closed\" state and cannot be used.\n2. The War Air Dock will open {0} minutes before the corresponding battlefield area opens, and all Chiefs in the Team to whom the War Air Dock belongs can use it.\n3. The War Air Dock will close with the corresponding battlefield area. After closing, it can no longer be used as a destination for Airship Transport, but it can still be used as a departure point for Troops to leave the battlefield area.\nAbout Airship Transport:\n1. Troops can be transported by Airship from the Air Dock, flying at high speed to the destination: the departure point and the destination of the Airship Transport must both be usable Air Docks.\n2. During the flight, Troops cannot perform any actions, will not be attacked, and are not restricted by terrain obstacles.\n3. During opening hours, there is no Transport attempt limit at the War Air Dock.","requiresDeclaration":false},{"id":101,"name":"War Air Dock","level":5,"category":"dock","x":615.9632,"y":540.8976,"milestones":[],"rules":"The War Air Dock is accompanied by the intertwining of trialists' blood and glory. This is the time of war and the time of glory:\n1. The War Air Dock starts in a \"closed\" state and cannot be used.\n2. The War Air Dock will open {0} minutes before the corresponding battlefield area opens, and all Chiefs in the Team to whom the War Air Dock belongs can use it.\n3. The War Air Dock will close with the corresponding battlefield area. After closing, it can no longer be used as a destination for Airship Transport, but it can still be used as a departure point for Troops to leave the battlefield area.\nAbout Airship Transport:\n1. Troops can be transported by Airship from the Air Dock, flying at high speed to the destination: the departure point and the destination of the Airship Transport must both be usable Air Docks.\n2. During the flight, Troops cannot perform any actions, will not be attacked, and are not restricted by terrain obstacles.\n3. During opening hours, there is no Transport attempt limit at the War Air Dock.","requiresDeclaration":false},{"id":102,"name":"War Air Dock","level":5,"category":"dock","x":693.3476,"y":536.264,"milestones":[],"rules":"The War Air Dock is accompanied by the intertwining of trialists' blood and glory. This is the time of war and the time of glory:\n1. The War Air Dock starts in a \"closed\" state and cannot be used.\n2. The War Air Dock will open {0} minutes before the corresponding battlefield area opens, and all Chiefs in the Team to whom the War Air Dock belongs can use it.\n3. The War Air Dock will close with the corresponding battlefield area. After closing, it can no longer be used as a destination for Airship Transport, but it can still be used as a departure point for Troops to leave the battlefield area.\nAbout Airship Transport:\n1. Troops can be transported by Airship from the Air Dock, flying at high speed to the destination: the departure point and the destination of the Airship Transport must both be usable Air Docks.\n2. During the flight, Troops cannot perform any actions, will not be attacked, and are not restricted by terrain obstacles.\n3. During opening hours, there is no Transport attempt limit at the War Air Dock.","requiresDeclaration":false},{"id":103,"name":"War Air Dock","level":5,"category":"dock","x":679.4291,"y":459.9566,"milestones":[],"rules":"The War Air Dock is accompanied by the intertwining of trialists' blood and glory. This is the time of war and the time of glory:\n1. The War Air Dock starts in a \"closed\" state and cannot be used.\n2. The War Air Dock will open {0} minutes before the corresponding battlefield area opens, and all Chiefs in the Team to whom the War Air Dock belongs can use it.\n3. The War Air Dock will close with the corresponding battlefield area. After closing, it can no longer be used as a destination for Airship Transport, but it can still be used as a departure point for Troops to leave the battlefield area.\nAbout Airship Transport:\n1. Troops can be transported by Airship from the Air Dock, flying at high speed to the destination: the departure point and the destination of the Airship Transport must both be usable Air Docks.\n2. During the flight, Troops cannot perform any actions, will not be attacked, and are not restricted by terrain obstacles.\n3. During opening hours, there is no Transport attempt limit at the War Air Dock.","requiresDeclaration":false},{"id":104,"name":"War Air Dock","level":5,"category":"dock","x":461.4973,"y":317.8683,"milestones":[],"rules":"The War Air Dock is accompanied by the intertwining of trialists' blood and glory. This is the time of war and the time of glory:\n1. The War Air Dock starts in a \"closed\" state and cannot be used.\n2. The War Air Dock will open {0} minutes before the corresponding battlefield area opens, and all Chiefs in the Team to whom the War Air Dock belongs can use it.\n3. The War Air Dock will close with the corresponding battlefield area. After closing, it can no longer be used as a destination for Airship Transport, but it can still be used as a departure point for Troops to leave the battlefield area.\nAbout Airship Transport:\n1. Troops can be transported by Airship from the Air Dock, flying at high speed to the destination: the departure point and the destination of the Airship Transport must both be usable Air Docks.\n2. During the flight, Troops cannot perform any actions, will not be attacked, and are not restricted by terrain obstacles.\n3. During opening hours, there is no Transport attempt limit at the War Air Dock.","requiresDeclaration":false},{"id":105,"name":"War Air Dock","level":5,"category":"dock","x":463.7992,"y":382.8188,"milestones":[],"rules":"The War Air Dock is accompanied by the intertwining of trialists' blood and glory. This is the time of war and the time of glory:\n1. The War Air Dock starts in a \"closed\" state and cannot be used.\n2. The War Air Dock will open {0} minutes before the corresponding battlefield area opens, and all Chiefs in the Team to whom the War Air Dock belongs can use it.\n3. The War Air Dock will close with the corresponding battlefield area. After closing, it can no longer be used as a destination for Airship Transport, but it can still be used as a departure point for Troops to leave the battlefield area.\nAbout Airship Transport:\n1. Troops can be transported by Airship from the Air Dock, flying at high speed to the destination: the departure point and the destination of the Airship Transport must both be usable Air Docks.\n2. During the flight, Troops cannot perform any actions, will not be attacked, and are not restricted by terrain obstacles.\n3. During opening hours, there is no Transport attempt limit at the War Air Dock.","requiresDeclaration":false},{"id":106,"name":"War Air Dock","level":5,"category":"dock","x":546.8598,"y":377.2518,"milestones":[],"rules":"The War Air Dock is accompanied by the intertwining of trialists' blood and glory. This is the time of war and the time of glory:\n1. The War Air Dock starts in a \"closed\" state and cannot be used.\n2. The War Air Dock will open {0} minutes before the corresponding battlefield area opens, and all Chiefs in the Team to whom the War Air Dock belongs can use it.\n3. The War Air Dock will close with the corresponding battlefield area. After closing, it can no longer be used as a destination for Airship Transport, but it can still be used as a departure point for Troops to leave the battlefield area.\nAbout Airship Transport:\n1. Troops can be transported by Airship from the Air Dock, flying at high speed to the destination: the departure point and the destination of the Airship Transport must both be usable Air Docks.\n2. During the flight, Troops cannot perform any actions, will not be attacked, and are not restricted by terrain obstacles.\n3. During opening hours, there is no Transport attempt limit at the War Air Dock.","requiresDeclaration":false},{"id":107,"name":"War Air Dock","level":5,"category":"dock","x":539.3761,"y":316.4003,"milestones":[],"rules":"The War Air Dock is accompanied by the intertwining of trialists' blood and glory. This is the time of war and the time of glory:\n1. The War Air Dock starts in a \"closed\" state and cannot be used.\n2. The War Air Dock will open {0} minutes before the corresponding battlefield area opens, and all Chiefs in the Team to whom the War Air Dock belongs can use it.\n3. The War Air Dock will close with the corresponding battlefield area. After closing, it can no longer be used as a destination for Airship Transport, but it can still be used as a departure point for Troops to leave the battlefield area.\nAbout Airship Transport:\n1. Troops can be transported by Airship from the Air Dock, flying at high speed to the destination: the departure point and the destination of the Airship Transport must both be usable Air Docks.\n2. During the flight, Troops cannot perform any actions, will not be attacked, and are not restricted by terrain obstacles.\n3. During opening hours, there is no Transport attempt limit at the War Air Dock.","requiresDeclaration":false},{"id":108,"name":"Small Checkpoint","level":5,"category":"other","x":477.1021,"y":627.7106,"milestones":[],"rules":"When the Eggrot Chasm or the Nightrot Forest opens, the Passes on both sides of the building will also open.\n1. The Passes cannot be occupied. It only provides passage for Troops.\n2. Only members of the corresponding Team can enter the contestable area at the center of the building via the Pass on their own Team's side.\n3. When the battlefield closes, the corresponding Passes will also close. Troops that are still in the building's contestable area may return to their respective City by forced recall.","requiresDeclaration":false},{"id":109,"name":"Small Checkpoint","level":5,"category":"other","x":476.7539,"y":682.8762,"milestones":[],"rules":"When the Eggrot Chasm or the Nightrot Forest opens, the Passes on both sides of the building will also open.\n1. The Passes cannot be occupied. It only provides passage for Troops.\n2. Only members of the corresponding Team can enter the contestable area at the center of the building via the Pass on their own Team's side.\n3. When the battlefield closes, the corresponding Passes will also close. Troops that are still in the building's contestable area may return to their respective City by forced recall.","requiresDeclaration":false},{"id":110,"name":"Small Checkpoint","level":5,"category":"other","x":528.0504,"y":680.7649,"milestones":[],"rules":"When the Eggrot Chasm or the Nightrot Forest opens, the Passes on both sides of the building will also open.\n1. The Passes cannot be occupied. It only provides passage for Troops.\n2. Only members of the corresponding Team can enter the contestable area at the center of the building via the Pass on their own Team's side.\n3. When the battlefield closes, the corresponding Passes will also close. Troops that are still in the building's contestable area may return to their respective City by forced recall.","requiresDeclaration":false},{"id":111,"name":"Small Checkpoint","level":5,"category":"other","x":534.3868,"y":631.3893,"milestones":[],"rules":"When the Eggrot Chasm or the Nightrot Forest opens, the Passes on both sides of the building will also open.\n1. The Passes cannot be occupied. It only provides passage for Troops.\n2. Only members of the corresponding Team can enter the contestable area at the center of the building via the Pass on their own Team's side.\n3. When the battlefield closes, the corresponding Passes will also close. Troops that are still in the building's contestable area may return to their respective City by forced recall.","requiresDeclaration":false},{"id":112,"name":"Eggrot Chasm","level":5,"category":"arena","x":504.4444,"y":655.5556,"milestones":[{"stageId":3,"endOffsetMinutes":4320,"title":"Eggrot Chasm","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Eggrot Chasms become contestable for the first time.\n2. Eggrot Chasms will be contestable for {1} hours every {2} hours.\n3. Eggrot Chasms cannot be occupied directly with Troops. A Team must drive out all Troops of other Teams to temporarily occupy a Eggrot Chasm.\n4. After occupying the Eggrot Chasm, Corrupted Heralds or Plague Reavers will refresh at regular intervals. Deploying Troops to kill Corrupted Herald will grant Experience and supply rewards. Killing Plague Reavers will grant even more Experience and supply rewards.\n5. After occupying the Eggrot Chasm, members of the occupying Team within the battlefield area will receive Hero Experience at regular intervals. At the same time, the Troops' Main and Secondary Commander Heroes will get Experience Rewards (only one Troop for each Chief can receive this effect at a time).\n6. When the contestable time ends, the Eggrot Chasm will return to an unoccupied state.\n7. Chiefs can only dispatch one Troop to enter the Eggrot Chasm at a time.","requiresDeclaration":false},{"id":113,"name":"Small Checkpoint","level":5,"category":"other","x":470.0094,"y":326.3318,"milestones":[],"rules":"When the Eggrot Chasm or the Nightrot Forest opens, the Passes on both sides of the building will also open.\n1. The Passes cannot be occupied. It only provides passage for Troops.\n2. Only members of the corresponding Team can enter the contestable area at the center of the building via the Pass on their own Team's side.\n3. When the battlefield closes, the corresponding Passes will also close. Troops that are still in the building's contestable area may return to their respective City by forced recall.","requiresDeclaration":false},{"id":114,"name":"Small Checkpoint","level":5,"category":"other","x":473.3778,"y":375.1558,"milestones":[],"rules":"When the Eggrot Chasm or the Nightrot Forest opens, the Passes on both sides of the building will also open.\n1. The Passes cannot be occupied. It only provides passage for Troops.\n2. Only members of the corresponding Team can enter the contestable area at the center of the building via the Pass on their own Team's side.\n3. When the battlefield closes, the corresponding Passes will also close. Troops that are still in the building's contestable area may return to their respective City by forced recall.","requiresDeclaration":false},{"id":115,"name":"Small Checkpoint","level":5,"category":"other","x":534.4004,"y":368.9482,"milestones":[],"rules":"When the Eggrot Chasm or the Nightrot Forest opens, the Passes on both sides of the building will also open.\n1. The Passes cannot be occupied. It only provides passage for Troops.\n2. Only members of the corresponding Team can enter the contestable area at the center of the building via the Pass on their own Team's side.\n3. When the battlefield closes, the corresponding Passes will also close. Troops that are still in the building's contestable area may return to their respective City by forced recall.","requiresDeclaration":false},{"id":116,"name":"Small Checkpoint","level":5,"category":"other","x":529.5816,"y":325.3706,"milestones":[],"rules":"When the Eggrot Chasm or the Nightrot Forest opens, the Passes on both sides of the building will also open.\n1. The Passes cannot be occupied. It only provides passage for Troops.\n2. Only members of the corresponding Team can enter the contestable area at the center of the building via the Pass on their own Team's side.\n3. When the battlefield closes, the corresponding Passes will also close. Troops that are still in the building's contestable area may return to their respective City by forced recall.","requiresDeclaration":false},{"id":117,"name":"Eggrot Chasm","level":5,"category":"arena","x":500,"y":348.8889,"milestones":[{"stageId":3,"endOffsetMinutes":4320,"title":"Eggrot Chasm","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Eggrot Chasms become contestable for the first time.\n2. Eggrot Chasms will be contestable for {1} hours every {2} hours.\n3. Eggrot Chasms cannot be occupied directly with Troops. A Team must drive out all Troops of other Teams to temporarily occupy a Eggrot Chasm.\n4. After occupying the Eggrot Chasm, Corrupted Heralds or Plague Reavers will refresh at regular intervals. Deploying Troops to kill Corrupted Herald will grant Experience and supply rewards. Killing Plague Reavers will grant even more Experience and supply rewards.\n5. After occupying the Eggrot Chasm, members of the occupying Team within the battlefield area will receive Hero Experience at regular intervals. At the same time, the Troops' Main and Secondary Commander Heroes will get Experience Rewards (only one Troop for each Chief can receive this effect at a time).\n6. When the contestable time ends, the Eggrot Chasm will return to an unoccupied state.\n7. Chiefs can only dispatch one Troop to enter the Eggrot Chasm at a time.","requiresDeclaration":false},{"id":118,"name":"Level 4 Pass","level":4,"category":"pass","x":306.9547,"y":672.0242,"milestones":[{"stageId":13,"endOffsetMinutes":28800,"title":"Level 4 Pass (Single Direction)","direction":"one_way"},{"stageId":20,"endOffsetMinutes":54720,"title":"Level 4 Pass (Fully Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Alfheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":false},{"id":119,"name":"Level 4 Pass","level":4,"category":"pass","x":673.8068,"y":681.7337,"milestones":[{"stageId":13,"endOffsetMinutes":28800,"title":"Level 4 Pass (Single Direction)","direction":"one_way"},{"stageId":20,"endOffsetMinutes":54720,"title":"Level 4 Pass (Fully Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Alfheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":false},{"id":120,"name":"Level 4 Pass","level":4,"category":"pass","x":679.5549,"y":325.2867,"milestones":[{"stageId":13,"endOffsetMinutes":28800,"title":"Level 4 Pass (Single Direction)","direction":"one_way"},{"stageId":20,"endOffsetMinutes":54720,"title":"Level 4 Pass (Fully Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Alfheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":false},{"id":121,"name":"Level 4 Pass","level":4,"category":"pass","x":310.53,"y":333.3522,"milestones":[{"stageId":13,"endOffsetMinutes":28800,"title":"Level 4 Pass (Single Direction)","direction":"one_way"},{"stageId":20,"endOffsetMinutes":54720,"title":"Level 4 Pass (Fully Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Alfheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":false}],"stages":[{"id":1,"name":"Elves' Downfall","durationMinutes":1440,"startOffsetMinutes":0,"endOffsetMinutes":1440,"effects":[{"title":"Legion Stronghold","description":"Legion Stronghold\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Legion Strongholds in Alfheim will activate immediately. Your Tribe Territory must border a Legion Stronghold to attack it.","timing":"stage_end"}]},{"id":2,"name":"Recapture the Stronghold","durationMinutes":1440,"startOffsetMinutes":1440,"endOffsetMinutes":2880,"effects":[{"title":"Team Fortress","description":"Team Fortress\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Team Fortresses in Alfheim will activate immediately. Your Tribe Territory must border a Team Fortress to attack it.","timing":"stage_end"},{"title":"Level 57 Bloodblade General","description":"Level 57 Bloodblade General\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 57 Bloodblade General will randomly refresh within Alfheim.","timing":"stage_end"}]},{"id":3,"name":"Rebuild the Fortress","durationMinutes":1440,"startOffsetMinutes":2880,"endOffsetMinutes":4320,"effects":[{"title":"Eggrot Chasm","description":"Eggrot Chasm\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Eggrot Chasms in Alfheim will become accessible. Once you defeat all Troops from enemy Teams in the Eggrot Chasm, the countdown for temporarily occupying the Eggrot Chasm will begin.","timing":"stage_end"},{"title":"Air Dock (Team usable)","description":"Air Dock (Team usable)\nWhen this Stage ends (regardless of whether the goals were achieved), Troops can use Air Docks occupied by Tribes from the same Team to Quick Travel.","timing":"stage_end"},{"title":"Chronicle effect 23","description":"","timing":"inspect_description"}]},{"id":4,"name":"Eggrot Chasm","durationMinutes":2880,"startOffsetMinutes":4320,"endOffsetMinutes":7200,"effects":[{"title":"Level 5 Pass (Single Direction)","description":"Level 5 Pass (Single Direction)\nWhen this Stage ends (regardless of whether the goals were achieved), all Level 5 Passes in Alfheim will be of single direction access. During single direction access, only teams in the Passes' starting area can attack them. To attack a Pass, the Tribe must have Territory bordering the Pass. Successfully occupying a Pass will enable the Tribe to access other regions through it.","timing":"stage_end"},{"title":"Level 58 Bloodblade General","description":"Level 58 Bloodblade General\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 58 Bloodblade General will randomly refresh within Alfheim.","timing":"stage_end"},{"title":"Shadow Siege I","description":"Shadow Siege I\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), the [Shadow Siege I] Tribe event will start. R4 and above members of the Tribe can place the Dark Core. Prepare to defend ourselves against the assault of the dark elves!","timing":"stage_end"}]},{"id":5,"name":"Breaking Through I","durationMinutes":2880,"startOffsetMinutes":7200,"endOffsetMinutes":10080,"effects":[{"title":"Poison Insect Lair (Level 5 Lair)","description":"Poison Insect Lair (Level 5 Lair)\nWhen this Stage ends (regardless of whether the goals were achieved), all Poison Insect Lairs in Alfheim will activate immediately. You can only attack a Poison Insect Lair that borders your Tribe Territory.","timing":"stage_end"}]},{"id":6,"name":"Poison Insect Lair","durationMinutes":2880,"startOffsetMinutes":10080,"endOffsetMinutes":12960,"effects":[{"title":"Level 22 Bloodaxe Fiend","description":"Level 22 Bloodaxe Fiend\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 22 Bloodaxe Fiends will randomly refresh within Alfheim. Only Rallied Troops will be able to launch attacks against Bloodaxe Fiends.","timing":"stage_end"},{"title":"Level 59 Bloodblade General","description":"Level 59 Bloodblade General\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 59 Bloodblade General will randomly refresh within Alfheim.","timing":"stage_end"}]},{"id":7,"name":"Purify Filth","durationMinutes":1440,"startOffsetMinutes":12960,"endOffsetMinutes":14400,"effects":[{"title":"Level 6 Pass (Single Direction)","description":"Level 6 Pass (Single Direction)\nWhen this Stage ends (regardless of whether the goals were achieved), all Level 6 Passes in Alfheim will be of single direction access. During single direction access, only teams in the Passes' starting area can attack them. To attack a Pass, the Tribe must have Territory bordering the Pass. Successfully occupying a Pass will enable the Tribe to access other regions through it.","timing":"stage_end"}]},{"id":8,"name":"Breaking Through II","durationMinutes":1440,"startOffsetMinutes":14400,"endOffsetMinutes":15840,"effects":[{"title":"Level 7 Pass (Single Direction)","description":"Level 7 Pass (Single Direction)\nWhen this Stage ends (regardless of whether the goals were achieved), all Level 7 Passes in Alfheim will be of single direction access. During single direction access, only teams in the Passes' starting area can attack them. To attack a Pass, the Tribe must have Territory bordering the Pass. Successfully occupying a Pass will enable the Tribe to access other regions through it.","timing":"stage_end"},{"title":"Level 60 Bloodblade General","description":"Level 60 Bloodblade General\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 60 Bloodblade General will randomly refresh within Alfheim.","timing":"stage_end"},{"title":"Shadow Siege II","description":"Shadow Siege II\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), the [Shadow Siege II] Tribe event will start. R4 and above members of the Tribe can place the Dark Core. Prepare to defend ourselves against the assault of the dark elves!","timing":"stage_end"}]},{"id":9,"name":"Breaking Through III","durationMinutes":2880,"startOffsetMinutes":15840,"endOffsetMinutes":18720,"effects":[{"title":"Poison Ivy Lair (Level 6 Lair)","description":"Poison Ivy Lair (Level 6 Lair)\nWhen this Stage ends (regardless of whether the goals were achieved), all Poison Ivy Lairs in Alfheim will activate immediately. You can only attack a Poison Ivy Lair that borders your Tribe Territory.","timing":"stage_end"}]},{"id":10,"name":"Poison Ivy Lair","durationMinutes":2880,"startOffsetMinutes":18720,"endOffsetMinutes":21600,"effects":[{"title":"Level 23 Bloodaxe Fiend","description":"Level 23 Bloodaxe Fiend\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 23 Bloodaxe Fiends will randomly refresh within Alfheim. Only Rallied Troops will be able to launch attacks against Bloodaxe Fiends.","timing":"stage_end"},{"title":"Level 61 Bloodblade General","description":"Level 61 Bloodblade General\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 61 Bloodblade General will randomly refresh within Alfheim.","timing":"stage_end"}]},{"id":11,"name":"Initial Phase Settlement","durationMinutes":2880,"startOffsetMinutes":21600,"endOffsetMinutes":24480,"effects":[{"title":"Corrupt Insect City (Level 7 Lair)","description":"Corrupt Insect City (Level 7 Lair)\nWhen this Stage ends (regardless of whether the goals were achieved), all Corrupt Insect Cities in Alfheim will activate immediately. You can only attack a Corrupt Insect City that borders your Tribe Territory.","timing":"stage_end"}]},{"id":12,"name":"Corrupt Insect City","durationMinutes":2880,"startOffsetMinutes":24480,"endOffsetMinutes":27360,"effects":[{"title":"Nightrot Forest","description":"Nightrot Forest\nWhen this Stage ends (regardless of whether the goals were achieved), all Nightrot Forests in Alfheim will activate immediately. Once you defeat all Troops from enemy Team members within the Nightrot Forest, the countdown to temporarily occupy the Nightrot Forest will begin.","timing":"stage_end"},{"title":"Shadow Siege III","description":"Shadow Siege III\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), the [Shadow Siege III] Tribe event will start. R4 and above members of the Tribe can place the Dark Core. Prepare to defend ourselves against the assault of the dark elves!","timing":"stage_end"}]},{"id":13,"name":"Nightrot Forest","durationMinutes":1440,"startOffsetMinutes":27360,"endOffsetMinutes":28800,"effects":[{"title":"Level 4 Pass (Single Direction)","description":"Level 4 Pass (Single Direction)\nWhen this Stage ends (regardless of whether the goals were achieved), all Level 4 Passes in Alfheim will be of single direction access. During single direction access, only teams in the Passes' starting area can attack them. To attack a Pass, the Tribe must have Territory bordering the Pass. Successfully occupying a Pass will enable the Tribe to access other regions through it.","timing":"stage_end"},{"title":"Level 62 Bloodblade General","description":"Level 62 Bloodblade General\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 62 Bloodblade General will randomly refresh within Alfheim.","timing":"stage_end"}]},{"id":14,"name":"Breaking Through IV","durationMinutes":2880,"startOffsetMinutes":28800,"endOffsetMinutes":31680,"effects":[{"title":"Level 7 Pass (Fully Open)","description":"Level 7 Pass (Fully Open)\nWhen this Stage ends (regardless of whether the goals were achieved), all Level 7 Passes in Alfheim will become fully open, and Passes can be attacked by all Teams. To attack a Pass, the Tribe must have Territory bordering the Pass. Successfully occupying a Pass will enable the Tribe to access other regions through it.","timing":"stage_end"},{"title":"Level 24 Bloodaxe Fiend","description":"Level 24 Bloodaxe Fiend\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 23 Bloodaxe Fiends will randomly refresh within Alfheim. Only Rallied Troops will be able to launch attacks against Bloodaxe Fiends.","timing":"stage_end"}]},{"id":15,"name":"Strategic Conquest","durationMinutes":1440,"startOffsetMinutes":31680,"endOffsetMinutes":33120,"effects":[{"title":"Level 8 Pass (Single Direction)","description":"Level 8 Pass (Single Direction)\nWhen this Stage ends (regardless of whether the goals were achieved), all Level 8 Passes in Alfheim will be of single direction access. During single direction access, only teams in the Passes' starting area can attack them. To attack a Pass, the Tribe must have Territory bordering the Pass. Successfully occupying a Pass will enable the Tribe to access other regions through it.","timing":"stage_end"},{"title":"Lifting of Decaywood Palace Area Restrictions","description":"Lifting of Decaywood Palace Area Restrictions\nWhen this Stage ends, the restrictions in the Decaywood Palace area will be lifted, and Tribes can build Tribe Flag Towers in the Decaywood Palace area, as well as relocate there.","timing":"stage_end"}]},{"id":16,"name":"Capturing Cities and Lands","durationMinutes":2880,"startOffsetMinutes":33120,"endOffsetMinutes":36000,"effects":[{"title":"Decaywood Palace (Level 8 Lair)","description":"Decaywood Palace (Level 8 Lair)\nWhen this Stage ends (regardless of whether the goals were achieved), the Decaywood Palace located at the center of Alfheim will activate immediately. You can only attack the Decaywood Palace that borders your Tribe Territory.","timing":"stage_end"},{"title":"Level 63 Bloodblade General","description":"Level 63 Bloodblade General\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 63 Bloodblade General will randomly refresh within Alfheim.","timing":"stage_end"},{"title":"Shadow Siege IV","description":"Shadow Siege IV\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), the [Shadow Siege IV] Tribe event will start. R4 and above members of the Tribe can place the Dark Core. Prepare to defend ourselves against the assault of the dark elves!","timing":"stage_end"}]},{"id":17,"name":"Mid-Phase Settlement","durationMinutes":7200,"startOffsetMinutes":36000,"endOffsetMinutes":43200,"effects":[{"title":"Level 8 Pass (Fully Open)","description":"Level 8 Pass (Fully Open)\nWhen this Stage ends (regardless of whether the goals were achieved), all Level 8 Passes in Alfheim will become fully open, and Passes can be attacked by all Teams. To attack a Pass, the Tribe must have Territory bordering the Pass. Successfully occupying a Pass will enable the Tribe to access other regions through it.","timing":"stage_end"},{"title":"Level 25 Bloodaxe Fiend","description":"Level 25 Bloodaxe Fiend\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 24 Bloodaxe Fiends will randomly refresh within Alfheim. Only Rallied Troops will be able to launch attacks against Bloodaxe Fiends.","timing":"stage_end"}]},{"id":18,"name":"Pursuit of Victory","durationMinutes":4320,"startOffsetMinutes":43200,"endOffsetMinutes":47520,"effects":[{"title":"Level 5 Pass (Fully Open)","description":"Level 5 Pass (Fully Open)\nWhen this Stage ends (regardless of whether the goals were achieved), all Level 5 Passes in Alfheim will become fully open, and Passes can be attacked by all Teams. To attack a Pass, the Tribe must have Territory bordering the Pass. Successfully occupying a Pass will enable the Tribe to access other regions through it.","timing":"stage_end"},{"title":"Level 64 Bloodblade General","description":"Level 64 Bloodblade General\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 64 Bloodblade General will randomly refresh within Alfheim.","timing":"stage_end"},{"title":"Shadow Siege V","description":"Shadow Siege V\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), the [Shadow Siege V] Tribe event will start. R4 and above members of the Tribe can place the Dark Core. Prepare to defend ourselves against the assault of the dark elves!","timing":"stage_end"}]},{"id":19,"name":"Eliminate Decay","durationMinutes":4320,"startOffsetMinutes":47520,"endOffsetMinutes":51840,"effects":[{"title":"Level 65 Bloodblade General","description":"Level 65 Bloodblade General\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 65 Bloodblade General will randomly refresh within Alfheim.","timing":"stage_end"}]},{"id":20,"name":"Eliminate Filth","durationMinutes":2880,"startOffsetMinutes":51840,"endOffsetMinutes":54720,"effects":[{"title":"Level 4 Pass (Fully Open)","description":"Level 4 Pass (Fully Open)\nWhen this Stage ends (regardless of whether the goals were achieved), all Level 4 Passes in Alfheim will become fully open, and Passes can be attacked by all Teams. To attack a Pass, the Tribe must have Territory bordering the Pass. Successfully occupying a Pass will enable the Tribe to access other regions through it.","timing":"stage_end"}]},{"id":21,"name":"Final Settlement","durationMinutes":2880,"startOffsetMinutes":54720,"endOffsetMinutes":57600,"effects":[]}],"rules":[{"id":1,"group":"Rules","title":"Relocate","body":"Chiefs can Relocate their City to Alfheim when their Chief Hall reaches level 24. Relocating to Alfheim is free, but relocating out of Alfheim will cost 1 Random Relocator."},{"id":2,"group":"Rules","title":"City Territory Description","body":"When in Alfheim, you cannot relocate to unowned open space or invalid Tribe Territory. You can only relocate to valid Tribe Territory. When located in your own valid Tribe Territory, your City will be protected and cannot be attacked or Rallied against by other Tribes. If the ownership of the Territory where your City is located changes to enemy Team Tribe ownership, your City will be forcibly relocated to the starting area of your Kingdom. (Fixed Relocator cannot be used in Alfheim)."},{"id":3,"group":"Rules","title":"Tribe Buildings","body":"Tribes can expand their Tribe Territory in Alfheim by constructing Forts and Tribe Flag Towers. Only Tribe Flag Towers can be constructed on another Kingdom's starting area."},{"id":4,"group":"Regular Content","title":"KvK Points","body":"In Alfheim, you can earn points through various actions. Points are divided into Personal Points, Battalion Points, and Team Points. Points will affect the distribution of ranking rewards on the corresponding rankings list, and determine the stage rewards you can claim in Achievements."},{"id":5,"group":"Regular Content","title":"Bloodblade General","body":"In Alfheim, there are numerous Bloodblade Generals, with levels ranging from 56 to 65. Defeating them will earn you points and other rewards."},{"id":6,"group":"Regular Content","title":"Bloodaxe Fiend","body":"In Alfheim, there are numerous wandering Bloodaxe Fiends, with levels ranging from 21 to 25. Only by initiating a Rally attack can they be defeated, and defeating them will yield a large amount of rewards."},{"id":7,"group":"Regular Content","title":"Resource Points","body":"Alfheim is rich in resources, and the Resource Point levels here are a lot better compared to the original Kingdom."},{"id":8,"group":"Special Rules","title":"Divine Awakening","body":"Chiefs can choose to Awaken one of the three Divinities (Heimdall's Divinity, Tyr's Divinity, or Freya’s Divinity).\nHeimdall's Divinity will grant advantages to rally attacks and garrison defense.\nTyr's Divinity will grant advantages to battles on the map.\nFreya’s Divinity will grant advantages to gathering, and can also provide buffs to all Chiefs in a Team."},{"id":9,"group":"Special Rules","title":"Battalion Introduction","body":"Form a tight Battalion with Tribes from the same Team, Reinforcing and Rallying with one another, and participate in even larger battles. Share the Lair bonuses, and strive for victory.\nTribe members can relocate to Cities of Tribes in the same Battalion for protection, as they will be immune to attacks from members of other Teams there.\nMembers of the same Battalion can launch attacks on other Teams' buildings that are adjacent to Cities belong to their Battalion."},{"id":10,"group":"Special Rules","title":"Team Introduction","body":"In Alfheim, each Kingdom will be divided into four Teams: [Flare], [Granite], [Tide], and [Forest]. The Team that occupies the Lv 8 Lair [Decaywood Palace] will win."},{"id":11,"group":"Special Rules","title":"Team Settlement","body":"Teams will be allocated different Season Team Rewards based on the results of the season. This includes precious rewards such as the season's draw chances."},{"id":12,"group":"Special Rules","title":"Team Relationship","body":"Players from the same Team will be displayed in a special color on the map."},{"id":13,"group":"Special Rules","title":"Season Summon","body":"After Alfheim's Defense ends, Odin will bestow blessings, and [Hall of Valor] will initiate a 5-day Season Summoning. At the end of Alfheim's Defense, the number of Season Summons each Battalion member can perform will be determined based on the level and quantity of Lairs occupied by the Battalion. During the Season Summoning, there is a chance to obtain legendary Heroes, legendary Mounts, and limited legendary skills."},{"id":14,"group":"Special Rules","title":"War Merit","body":"In Kingdom Mayhem, killing enemy Troops from opposing Teams earns War Merits. Different Troop tiers correspond to different amounts of War Merits. War Merits can be exchanged for uncommon items and War Materials in both the [War Merit Shop] and [Supply Shop]. (Only killing Troops Tier 5 and above will earn War Merits.)"},{"id":15,"group":"Special Rules","title":"Supply Shop","body":"In Kingdom Mayhem, when Chiefs of the same Kingdom gather a certain amount of resources, the Supply Shop will automatically be replenished with a corresponding ratio of resources. Chiefs can exchange War Merit for various basic resources in the Supply Shop. The Supply Shop has no storage limit, and the more resources the same Kingdom gathers in Kingdom Mayhem, the more resources the Supply Shop has for exchange. When Kingdom Mayhem ends, all remaining unredeemed resources in the Supply Shop will be offered to the gods. Please make your exchanges in time, Chief."},{"id":16,"group":"Special Rules","title":"Campaign Totem","body":"In Kingdom Mayhem, the gods bestow blessings upon every brave Viking Chief who fights in battle. Chiefs can construct Campaign Totems within their Territories and obtain blessings from the gods by consuming [Campaign Points]. These blessings only take effect within Kingdom Mayhem, and at the end of the season, the Campaign Totems will disappear."},{"id":17,"group":"Special Rules","title":"Healing Potions","body":"In Kingdom Mayhem, all Chiefs will receive a certain amount of Healing Potions at regular intervals. Chiefs can use the Infirmary to heal heavily wounded Troops, who will recover immediately without consuming any resources. Every 2 Healing Potions can heal 1% of heavily wounded Troops. There is a storage limit for Healing Potions, so Chiefs should plan their usage wisely."},{"id":18,"group":"Regular Building","title":"Team Fortress","body":"The Team Fortress is the main base for each Team to represent their Expedition to Kingdom Mayhem. Occupy and construct the long-abandoned Team Fortress to restore its former glory. After successfully repairing the Team Fortress, Chiefs can relocate to the Territory of any Tribe within the same Team. Once the Team Fortress is first occupied, it will be contestable every 2 days."},{"id":19,"group":"Regular Building","title":"Legion Stronghold","body":"Legion Strongholds are the foundation for the Vikings to continue their advance, and they hold significant strategic importance. After a Legion Stronghold is occupied for the first time, it will be open for contention every 1 days."},{"id":20,"group":"Regular Building","title":"Passes","body":"The Pass is the only route to other areas. After defeating the Defenders and occupying the Pass, you can set up Tribe Flag Towers in adjacent areas."},{"id":21,"group":"Regular Building","title":"Poison Insect Lair","body":"Poison Insect Lairs are woven from twisted roots and decaying insect eggs, harboring a corrupting power. They gradually erode the surrounding vitality, symbolizing darkness and depravity.\nPoison Insect Lairs are contestable every 1 days, and once occupied, all members of the Battalion can gain buffs."},{"id":22,"group":"Regular Building","title":"Poison Ivy Lair","body":"Every vine in a Poison Ivy Lairs conceals deadly venom, ready to drag intruders into an abyss of darkness. This is not only a stronghold of the dark elves, but also a deadly domain filled with decay and toxic power.\nPoison Ivy Lairs are contestable every 1 days, and once occupied, all members of the Battalion can gain buffs."},{"id":23,"group":"Regular Building","title":"Corrupt Insect City","body":"Corrupt Insect Cities are full of piles of rotting corpses and decaying insect eggs. Stepping into this place means walking toward decay and doom, with seemingly no escape, only infinite despair.\nCorrupt Insect Cities are contestable every 1 days, and once occupied, all members of the Battalion can gain buffs."},{"id":24,"group":"Regular Building","title":"Decaywood Palace","body":"Decaywood Palace, located at the heart of Alfheim, is the source of decay and filth. Legends warn that any intruder who dares to enter will be consumed by eternal darkness, transforming into a skeletal relic of decay. \nThe Decaywood Palace is contestable every 2 days, and once occupied, all members of the Battalion can gain buffs."},{"id":25,"group":"Regular Building","title":"Eggrot Chasm","body":"The Eggrot Chasm will be contestable every 51 hours for 1 hours. Defeat all Troops from other Teams within the Eggrot Chasm to temporarily occupy it. After occupying the Eggrot Chasm, all members of the same Team within the entire Eggrot Chasm area will receive the corresponding points continuously."},{"id":26,"group":"Regular Building","title":"Nightrot Forest","body":"The Nightrot Forest will be contestable every 75 hours for 1 hours. Defeat all Troops from other Teams within the Nightrot Forest to temporarily occupy it. After occupying the Nightrot Forest, all members of the same Team within the entire Nightrot Forest area will receive the corresponding points continuously."},{"id":27,"group":"Regular Building","title":"Manor Description","body":"In Kingdom Mayhem, when the Manor is in Tribe Territory, Tribe members can attack the Manor Leader. The first defeat of the Manor Leader will grant generous rewards, and Tribe members can individually challenge the Manor Guards. After a successful challenge, the Manor will belong to the Chief, who will automatically receive Campaign Points at regular intervals. These Campaign Points can be used to research corresponding Campaign Tech at the Campaign Totem to receive blessings from the gods."},{"id":28,"group":"Regular Building","title":"Air Dock","body":"After laying down Tribe buildings and including an Air Dock among them, you can occupy the corresponding Air Dock. Through the Air Dock, you can launch troops quickly over the air to other Air Docks under your control."},{"id":29,"group":"Map Preview","title":"Map Preview","body":""},{"id":30,"group":"Season Restrictions","title":"List of available Heroes","body":""},{"id":31,"group":"Season Restrictions","title":"List of available skills","body":""}],"coverage":{"mappedObjectives":121,"scheduledObjectives":61}}
