{"id":"fenrir","name":"Fenrir's Judgment","era":"Conquest","variant":false,"intro":"Darkness and death hide beneath the rolling clouds, as Hela's conspiracy to consume the world gradually unfolds. The demon wolf Fenrir, the devourer of gods, has answered her summons and is attempting to break free from the chains of its fate. Fenrir's howl has awakened the response of its offspring; Hati, who seeks to consume the sun and extinguish its light, and Skoll, who seeks to consume the moon and steal its radiance.\nIt's time, brave Viking warriors, to take up your weapons and rush to the Judgment Hall, to suppress Fenrir and keep Midgard safe.","map":{"width":37800,"height":37800,"renderSize":4096,"image":"/images/kvk/fenrir.webp","png":"/images/kvk/fenrir.png","svg":"/images/kvk/fenrir.svg"},"objectives":[{"id":1,"name":"Fenrir's Purgatory","level":8,"category":"capital","x":500,"y":500,"milestones":[{"stageId":15,"endOffsetMinutes":31680,"title":"Fenrir's Purgatory (Lv 8 Sacrificial Stone)","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Fenrir's Purgatories become contestable for the first time.\n2. During this period, if a Tribe successfully holds control of a Fenrir's Purgatory for {1} consecutive hours, it enters a protected state, signifying that it has been occupied for the first time.\n3. After a Fenrir's Purgatory 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 Fenrir's Purgatory, all Heavily Wounded Troops will die.\n5. Having full control of a Fenrir's Purgatory continuously grants Battalion Points, and will also increase the controlling Team's Team Points.\n6. After the Fenrir's Purgatory 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 Fenrir's Purgatory.","requiresDeclaration":false},{"id":2,"name":"Level 8 Pass","level":8,"category":"pass","x":131.7497,"y":395.6992,"milestones":[{"stageId":19,"endOffsetMinutes":48960,"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 Judgment Hall 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":121.5919,"y":594.8424,"milestones":[{"stageId":19,"endOffsetMinutes":48960,"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 Judgment Hall 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":394.3514,"y":893.1109,"milestones":[{"stageId":19,"endOffsetMinutes":48960,"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 Judgment Hall 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":615.9362,"y":893.0254,"milestones":[{"stageId":19,"endOffsetMinutes":48960,"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 Judgment Hall 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":"Level 8 Pass","level":8,"category":"pass","x":890.762,"y":630.9257,"milestones":[{"stageId":19,"endOffsetMinutes":48960,"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 Judgment Hall 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":7,"name":"Level 8 Pass","level":8,"category":"pass","x":886.0254,"y":429.9049,"milestones":[{"stageId":19,"endOffsetMinutes":48960,"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 Judgment Hall 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 8 Pass","level":8,"category":"pass","x":634.8358,"y":122.1497,"milestones":[{"stageId":19,"endOffsetMinutes":48960,"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 Judgment Hall 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":"Level 8 Pass","level":8,"category":"pass","x":407.0503,"y":109.0286,"milestones":[{"stageId":19,"endOffsetMinutes":48960,"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 Judgment Hall 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":10,"name":"Level 8 Pass","level":8,"category":"pass","x":196.1209,"y":511.044,"milestones":[{"stageId":19,"endOffsetMinutes":48960,"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 Judgment Hall 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 8 Pass","level":8,"category":"pass","x":505.5763,"y":790.0011,"milestones":[{"stageId":19,"endOffsetMinutes":48960,"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 Judgment Hall 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":"Level 8 Pass","level":8,"category":"pass","x":801.2932,"y":539.1031,"milestones":[{"stageId":19,"endOffsetMinutes":48960,"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 Judgment Hall 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":13,"name":"Level 8 Pass","level":8,"category":"pass","x":522.4511,"y":191.5052,"milestones":[{"stageId":19,"endOffsetMinutes":48960,"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 Judgment Hall 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":"Medium Checkpoint","level":7,"category":"other","x":91.4354,"y":478.8473,"milestones":[],"rules":"When the Lunar Eclipse Sacrificial Stone or Solar Eclipse Sacrificial Stone 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":15,"name":"Medium Checkpoint","level":7,"category":"other","x":90.7894,"y":538.2373,"milestones":[],"rules":"When the Lunar Eclipse Sacrificial Stone or Solar Eclipse Sacrificial Stone 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":16,"name":"Medium Checkpoint","level":7,"category":"other","x":146.9804,"y":537.5391,"milestones":[],"rules":"When the Lunar Eclipse Sacrificial Stone or Solar Eclipse Sacrificial Stone 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":17,"name":"Medium Checkpoint","level":7,"category":"other","x":140.0521,"y":475.4071,"milestones":[],"rules":"When the Lunar Eclipse Sacrificial Stone or Solar Eclipse Sacrificial Stone 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":18,"name":"Solar Eclipse Sacrificial Stone","level":7,"category":"arena","x":117.7778,"y":508.8889,"milestones":[{"stageId":13,"endOffsetMinutes":24480,"title":"Solar Eclipse Sacrificial Stone","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Solar Eclipse Sacrificial Stones become contestable for the first time.\n2. Solar Eclipse Sacrificial Stones will be contestable for {1} hours every {2} hours.\n3. Solar Eclipse Sacrificial Stones cannot be occupied directly with Troops. A Team must drive out all Troops belonging to enemy Teams' Chiefs to temporarily occupy a Solar Eclipse Sacrificial Stone.\n4. After occupying the Solar Eclipse Sacrificial Stone, Flame Wolves or Flame Demon Wolves will appear at regular intervals. Killing Flame Wolves grants Experience and supply rewards. Killing Flame Demon Wolves grants even more Experience and supply rewards.\n5. After occupying the Solar Eclipse Sacrificial Stone, Troops belonging to Chiefs 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 player can receive this effect at a time).\n6. When the contestable time ends, the Solar Eclipse Sacrificial Stone will return to an unoccupied state.\n7. Chiefs can only deploy one Troop to enter the Solar Eclipse Sacrificial Stone at a time. 8. Proceed with caution as the monsters at the Solar Eclipse Sacrificial Stone are stronger than those at the Lunar Eclipse Sacrificial Stone.","requiresDeclaration":false},{"id":19,"name":"Medium Checkpoint","level":7,"category":"other","x":859.5653,"y":498.5606,"milestones":[],"rules":"When the Lunar Eclipse Sacrificial Stone or Solar Eclipse Sacrificial Stone 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":858.8323,"y":560.5365,"milestones":[],"rules":"When the Lunar Eclipse Sacrificial Stone or Solar Eclipse Sacrificial Stone 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":920.8275,"y":560.9693,"milestones":[],"rules":"When the Lunar Eclipse Sacrificial Stone or Solar Eclipse Sacrificial Stone 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":"Medium Checkpoint","level":7,"category":"other","x":914.2127,"y":498.232,"milestones":[],"rules":"When the Lunar Eclipse Sacrificial Stone or Solar Eclipse Sacrificial Stone 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":23,"name":"Solar Eclipse Sacrificial Stone","level":7,"category":"arena","x":891.1111,"y":531.1111,"milestones":[{"stageId":13,"endOffsetMinutes":24480,"title":"Solar Eclipse Sacrificial Stone","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Solar Eclipse Sacrificial Stones become contestable for the first time.\n2. Solar Eclipse Sacrificial Stones will be contestable for {1} hours every {2} hours.\n3. Solar Eclipse Sacrificial Stones cannot be occupied directly with Troops. A Team must drive out all Troops belonging to enemy Teams' Chiefs to temporarily occupy a Solar Eclipse Sacrificial Stone.\n4. After occupying the Solar Eclipse Sacrificial Stone, Flame Wolves or Flame Demon Wolves will appear at regular intervals. Killing Flame Wolves grants Experience and supply rewards. Killing Flame Demon Wolves grants even more Experience and supply rewards.\n5. After occupying the Solar Eclipse Sacrificial Stone, Troops belonging to Chiefs 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 player can receive this effect at a time).\n6. When the contestable time ends, the Solar Eclipse Sacrificial Stone will return to an unoccupied state.\n7. Chiefs can only deploy one Troop to enter the Solar Eclipse Sacrificial Stone at a time. 8. Proceed with caution as the monsters at the Solar Eclipse Sacrificial Stone are stronger than those at the Lunar Eclipse Sacrificial Stone.","requiresDeclaration":false},{"id":24,"name":"Wolf Guardian Sacrificial Stone","level":7,"category":"sanctum","x":482.2222,"y":277.7778,"milestones":[{"stageId":10,"endOffsetMinutes":18720,"title":"Wolf Guardian Sacrificial Stone (Lv 7 Sacrificial Stone)","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Sacrificial Stones become contestable for the first time.\n2. During this period, if a Tribe successfully holds control of a Wolf Guardian Sacrificial Stone for {1} consecutive hours, it enters a protected state, signifying that it has been occupied for the first time.\n3. After a Wolf Guardian Sacrificial Stone 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 Wolf Guardian Sacrificial Stone, {3}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. Having full control of a Wolf Guardian Sacrificial Stone continuously grants Battalion Points, and will also increase the controlling Team's Team Points.\n6. Buffs provided by a Sacrificial Stone can stack.","requiresDeclaration":false},{"id":25,"name":"Level 7 Pass","level":7,"category":"pass","x":492.1635,"y":370.7476,"milestones":[{"stageId":14,"endOffsetMinutes":28800,"title":"Level 7 Pass (Single Direction) ","direction":"one_way"},{"stageId":16,"endOffsetMinutes":34560,"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 Judgment Hall 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":26,"name":"Level 7 Pass","level":7,"category":"pass","x":365.3214,"y":482.2623,"milestones":[{"stageId":14,"endOffsetMinutes":28800,"title":"Level 7 Pass (Single Direction) ","direction":"one_way"},{"stageId":16,"endOffsetMinutes":34560,"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 Judgment Hall 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":27,"name":"Wolf Guardian Sacrificial Stone","level":7,"category":"sanctum","x":495.5556,"y":677.7778,"milestones":[{"stageId":10,"endOffsetMinutes":18720,"title":"Wolf Guardian Sacrificial Stone (Lv 7 Sacrificial Stone)","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Sacrificial Stones become contestable for the first time.\n2. During this period, if a Tribe successfully holds control of a Wolf Guardian Sacrificial Stone for {1} consecutive hours, it enters a protected state, signifying that it has been occupied for the first time.\n3. After a Wolf Guardian Sacrificial Stone 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 Wolf Guardian Sacrificial Stone, {3}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. Having full control of a Wolf Guardian Sacrificial Stone continuously grants Battalion Points, and will also increase the controlling Team's Team Points.\n6. Buffs provided by a Sacrificial Stone can stack.","requiresDeclaration":false},{"id":28,"name":"Level 7 Pass","level":7,"category":"pass","x":508.6701,"y":616.6775,"milestones":[{"stageId":14,"endOffsetMinutes":28800,"title":"Level 7 Pass (Single Direction) ","direction":"one_way"},{"stageId":16,"endOffsetMinutes":34560,"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 Judgment Hall 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":29,"name":"Level 7 Pass","level":7,"category":"pass","x":625.3539,"y":485.3257,"milestones":[{"stageId":14,"endOffsetMinutes":28800,"title":"Level 7 Pass (Single Direction) ","direction":"one_way"},{"stageId":16,"endOffsetMinutes":34560,"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 Judgment Hall 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":30,"name":"Shadowy Sacrificial Stone","level":6,"category":"sanctum","x":264.4444,"y":157.7778,"milestones":[{"stageId":7,"endOffsetMinutes":12960,"title":"Shadowy Sacrificial Stone (Lv 6 Sacrificial Stone)","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Shadowy Sacrificial Stones become contestable for the first time.\n2. During this period, if a Tribe successfully holds control of a Shadowy Sacrificial Stone for {1} consecutive hours, it enters a protected state, signifying that it has been occupied for the first time.\n3. After a Shadowy Sacrificial Stone 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 Shadowy Sacrificial Stone, {3}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. Having full control of a Shadowy Sacrificial Stone continuously grants Battalion Points, and will also increase the controlling Team's Team Points.\n6. Buffs provided by a Sacrificial Stone can stack.","requiresDeclaration":false},{"id":31,"name":"Shadowy Sacrificial Stone","level":6,"category":"sanctum","x":171.1111,"y":251.1111,"milestones":[{"stageId":7,"endOffsetMinutes":12960,"title":"Shadowy Sacrificial Stone (Lv 6 Sacrificial Stone)","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Shadowy Sacrificial Stones become contestable for the first time.\n2. During this period, if a Tribe successfully holds control of a Shadowy Sacrificial Stone for {1} consecutive hours, it enters a protected state, signifying that it has been occupied for the first time.\n3. After a Shadowy Sacrificial Stone 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 Shadowy Sacrificial Stone, {3}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. Having full control of a Shadowy Sacrificial Stone continuously grants Battalion Points, and will also increase the controlling Team's Team Points.\n6. Buffs provided by a Sacrificial Stone can stack.","requiresDeclaration":false},{"id":32,"name":"Level 6 Pass","level":6,"category":"pass","x":381.0815,"y":221.9643,"milestones":[{"stageId":9,"endOffsetMinutes":17280,"title":"Level 6 Pass (Single Direction) ","direction":"one_way"},{"stageId":18,"endOffsetMinutes":46080,"title":"Level 6 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 Judgment Hall 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":258.225,"y":342.1384,"milestones":[{"stageId":9,"endOffsetMinutes":17280,"title":"Level 6 Pass (Single Direction) ","direction":"one_way"},{"stageId":18,"endOffsetMinutes":46080,"title":"Level 6 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 Judgment Hall 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":"Shadowy Sacrificial Stone","level":6,"category":"sanctum","x":188.8889,"y":726.6667,"milestones":[{"stageId":7,"endOffsetMinutes":12960,"title":"Shadowy Sacrificial Stone (Lv 6 Sacrificial Stone)","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Shadowy Sacrificial Stones become contestable for the first time.\n2. During this period, if a Tribe successfully holds control of a Shadowy Sacrificial Stone for {1} consecutive hours, it enters a protected state, signifying that it has been occupied for the first time.\n3. After a Shadowy Sacrificial Stone 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 Shadowy Sacrificial Stone, {3}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. Having full control of a Shadowy Sacrificial Stone continuously grants Battalion Points, and will also increase the controlling Team's Team Points.\n6. Buffs provided by a Sacrificial Stone can stack.","requiresDeclaration":false},{"id":35,"name":"Shadowy Sacrificial Stone","level":6,"category":"sanctum","x":308.8889,"y":820,"milestones":[{"stageId":7,"endOffsetMinutes":12960,"title":"Shadowy Sacrificial Stone (Lv 6 Sacrificial Stone)","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Shadowy Sacrificial Stones become contestable for the first time.\n2. During this period, if a Tribe successfully holds control of a Shadowy Sacrificial Stone for {1} consecutive hours, it enters a protected state, signifying that it has been occupied for the first time.\n3. After a Shadowy Sacrificial Stone 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 Shadowy Sacrificial Stone, {3}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. Having full control of a Shadowy Sacrificial Stone continuously grants Battalion Points, and will also increase the controlling Team's Team Points.\n6. Buffs provided by a Sacrificial Stone can stack.","requiresDeclaration":false},{"id":36,"name":"Level 6 Pass","level":6,"category":"pass","x":233.0006,"y":608.8236,"milestones":[{"stageId":9,"endOffsetMinutes":17280,"title":"Level 6 Pass (Single Direction) ","direction":"one_way"},{"stageId":18,"endOffsetMinutes":46080,"title":"Level 6 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 Judgment Hall 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":378.8067,"y":737.709,"milestones":[{"stageId":9,"endOffsetMinutes":17280,"title":"Level 6 Pass (Single Direction) ","direction":"one_way"},{"stageId":18,"endOffsetMinutes":46080,"title":"Level 6 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 Judgment Hall 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":"Shadowy Sacrificial Stone","level":6,"category":"sanctum","x":717.7778,"y":802.2222,"milestones":[{"stageId":7,"endOffsetMinutes":12960,"title":"Shadowy Sacrificial Stone (Lv 6 Sacrificial Stone)","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Shadowy Sacrificial Stones become contestable for the first time.\n2. During this period, if a Tribe successfully holds control of a Shadowy Sacrificial Stone for {1} consecutive hours, it enters a protected state, signifying that it has been occupied for the first time.\n3. After a Shadowy Sacrificial Stone 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 Shadowy Sacrificial Stone, {3}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. Having full control of a Shadowy Sacrificial Stone continuously grants Battalion Points, and will also increase the controlling Team's Team Points.\n6. Buffs provided by a Sacrificial Stone can stack.","requiresDeclaration":false},{"id":39,"name":"Shadowy Sacrificial Stone","level":6,"category":"sanctum","x":793.3333,"y":722.2222,"milestones":[{"stageId":7,"endOffsetMinutes":12960,"title":"Shadowy Sacrificial Stone (Lv 6 Sacrificial Stone)","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Shadowy Sacrificial Stones become contestable for the first time.\n2. During this period, if a Tribe successfully holds control of a Shadowy Sacrificial Stone for {1} consecutive hours, it enters a protected state, signifying that it has been occupied for the first time.\n3. After a Shadowy Sacrificial Stone 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 Shadowy Sacrificial Stone, {3}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. Having full control of a Shadowy Sacrificial Stone continuously grants Battalion Points, and will also increase the controlling Team's Team Points.\n6. Buffs provided by a Sacrificial Stone can stack.","requiresDeclaration":false},{"id":40,"name":"Level 6 Pass","level":6,"category":"pass","x":631.4981,"y":718.3419,"milestones":[{"stageId":9,"endOffsetMinutes":17280,"title":"Level 6 Pass (Single Direction) ","direction":"one_way"},{"stageId":18,"endOffsetMinutes":46080,"title":"Level 6 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 Judgment Hall 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":41,"name":"Level 6 Pass","level":6,"category":"pass","x":733.5611,"y":612.1159,"milestones":[{"stageId":9,"endOffsetMinutes":17280,"title":"Level 6 Pass (Single Direction) ","direction":"one_way"},{"stageId":18,"endOffsetMinutes":46080,"title":"Level 6 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 Judgment Hall 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":42,"name":"Shadowy Sacrificial Stone","level":6,"category":"sanctum","x":824.4444,"y":282.2222,"milestones":[{"stageId":7,"endOffsetMinutes":12960,"title":"Shadowy Sacrificial Stone (Lv 6 Sacrificial Stone)","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Shadowy Sacrificial Stones become contestable for the first time.\n2. During this period, if a Tribe successfully holds control of a Shadowy Sacrificial Stone for {1} consecutive hours, it enters a protected state, signifying that it has been occupied for the first time.\n3. After a Shadowy Sacrificial Stone 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 Shadowy Sacrificial Stone, {3}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. Having full control of a Shadowy Sacrificial Stone continuously grants Battalion Points, and will also increase the controlling Team's Team Points.\n6. Buffs provided by a Sacrificial Stone can stack.","requiresDeclaration":false},{"id":43,"name":"Shadowy Sacrificial Stone","level":6,"category":"sanctum","x":744.4444,"y":171.1111,"milestones":[{"stageId":7,"endOffsetMinutes":12960,"title":"Shadowy Sacrificial Stone (Lv 6 Sacrificial Stone)","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Shadowy Sacrificial Stones become contestable for the first time.\n2. During this period, if a Tribe successfully holds control of a Shadowy Sacrificial Stone for {1} consecutive hours, it enters a protected state, signifying that it has been occupied for the first time.\n3. After a Shadowy Sacrificial Stone 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 Shadowy Sacrificial Stone, {3}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. Having full control of a Shadowy Sacrificial Stone continuously grants Battalion Points, and will also increase the controlling Team's Team Points.\n6. Buffs provided by a Sacrificial Stone can stack.","requiresDeclaration":false},{"id":44,"name":"Level 6 Pass","level":6,"category":"pass","x":775.3535,"y":397.8232,"milestones":[{"stageId":9,"endOffsetMinutes":17280,"title":"Level 6 Pass (Single Direction) ","direction":"one_way"},{"stageId":18,"endOffsetMinutes":46080,"title":"Level 6 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 Judgment Hall 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":"Level 6 Pass","level":6,"category":"pass","x":605.4645,"y":252.2555,"milestones":[{"stageId":9,"endOffsetMinutes":17280,"title":"Level 6 Pass (Single Direction) ","direction":"one_way"},{"stageId":18,"endOffsetMinutes":46080,"title":"Level 6 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 Judgment Hall 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":46,"name":"Team Fortress","level":5,"category":"fortress","x":68.8889,"y":55.5556,"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 Team 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":47,"name":"Legion Stronghold","level":5,"category":"stronghold","x":211.1111,"y":37.7778,"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":48,"name":"Legion Stronghold","level":5,"category":"stronghold","x":51.1111,"y":202.2222,"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":49,"name":"Level 5 Pass","level":5,"category":"pass","x":277.6025,"y":90.1146,"milestones":[{"stageId":6,"endOffsetMinutes":11520,"title":"Level 5 Pass (Single Direction) ","direction":"one_way"},{"stageId":21,"endOffsetMinutes":53280,"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 Judgment Hall 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":50,"name":"Level 5 Pass","level":5,"category":"pass","x":184.8607,"y":111.7789,"milestones":[{"stageId":6,"endOffsetMinutes":11520,"title":"Level 5 Pass (Single Direction) ","direction":"one_way"},{"stageId":21,"endOffsetMinutes":53280,"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 Judgment Hall 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":121.4862,"y":190.1009,"milestones":[{"stageId":6,"endOffsetMinutes":11520,"title":"Level 5 Pass (Single Direction) ","direction":"one_way"},{"stageId":21,"endOffsetMinutes":53280,"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 Judgment Hall 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":"Level 5 Pass","level":5,"category":"pass","x":95.8296,"y":295.9884,"milestones":[{"stageId":6,"endOffsetMinutes":11520,"title":"Level 5 Pass (Single Direction) ","direction":"one_way"},{"stageId":21,"endOffsetMinutes":53280,"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 Judgment Hall 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":53,"name":"Air Dock","level":5,"category":"dock","x":280.718,"y":59.3507,"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":"Air Dock","level":5,"category":"dock","x":178.0656,"y":83.4653,"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":55,"name":"Air Dock","level":5,"category":"dock","x":57.6326,"y":169.9991,"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":56,"name":"Air Dock","level":5,"category":"dock","x":64.4663,"y":332.9016,"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":57,"name":"Team Fortress","level":5,"category":"fortress","x":68.8889,"y":908.8889,"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 Team 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":58,"name":"Legion Stronghold","level":5,"category":"stronghold","x":55.5556,"y":748.8889,"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":59,"name":"Legion Stronghold","level":5,"category":"stronghold","x":197.7778,"y":957.7778,"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":60,"name":"Level 5 Pass","level":5,"category":"pass","x":108.681,"y":704.6224,"milestones":[{"stageId":6,"endOffsetMinutes":11520,"title":"Level 5 Pass (Single Direction) ","direction":"one_way"},{"stageId":21,"endOffsetMinutes":53280,"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 Judgment Hall 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":61,"name":"Level 5 Pass","level":5,"category":"pass","x":111.5318,"y":801.2086,"milestones":[{"stageId":6,"endOffsetMinutes":11520,"title":"Level 5 Pass (Single Direction) ","direction":"one_way"},{"stageId":21,"endOffsetMinutes":53280,"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 Judgment Hall 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":62,"name":"Level 5 Pass","level":5,"category":"pass","x":184.1604,"y":862.1676,"milestones":[{"stageId":6,"endOffsetMinutes":11520,"title":"Level 5 Pass (Single Direction) ","direction":"one_way"},{"stageId":21,"endOffsetMinutes":53280,"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 Judgment Hall 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":63,"name":"Level 5 Pass","level":5,"category":"pass","x":270.5518,"y":901.0802,"milestones":[{"stageId":6,"endOffsetMinutes":11520,"title":"Level 5 Pass (Single Direction) ","direction":"one_way"},{"stageId":21,"endOffsetMinutes":53280,"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 Judgment Hall 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":64,"name":"Air Dock","level":5,"category":"dock","x":50.3056,"y":689.0995,"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":65,"name":"Air Dock","level":5,"category":"dock","x":82.452,"y":809.632,"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":66,"name":"Air Dock","level":5,"category":"dock","x":171.4849,"y":892.015,"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":309.3736,"y":955.5632,"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":"Team Fortress","level":5,"category":"fortress","x":908.8889,"y":917.7778,"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 Team 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":69,"name":"Legion Stronghold","level":5,"category":"stronghold","x":797.7778,"y":944.4444,"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":70,"name":"Legion Stronghold","level":5,"category":"stronghold","x":948.8889,"y":784.4444,"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":71,"name":"Level 5 Pass","level":5,"category":"pass","x":733.7148,"y":878.4574,"milestones":[{"stageId":6,"endOffsetMinutes":11520,"title":"Level 5 Pass (Single Direction) ","direction":"one_way"},{"stageId":21,"endOffsetMinutes":53280,"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 Judgment Hall 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":72,"name":"Level 5 Pass","level":5,"category":"pass","x":800.8232,"y":845.1368,"milestones":[{"stageId":6,"endOffsetMinutes":11520,"title":"Level 5 Pass (Single Direction) ","direction":"one_way"},{"stageId":21,"endOffsetMinutes":53280,"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 Judgment Hall 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":73,"name":"Level 5 Pass","level":5,"category":"pass","x":869.0763,"y":809.339,"milestones":[{"stageId":6,"endOffsetMinutes":11520,"title":"Level 5 Pass (Single Direction) ","direction":"one_way"},{"stageId":21,"endOffsetMinutes":53280,"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 Judgment Hall 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":74,"name":"Level 5 Pass","level":5,"category":"pass","x":882.0922,"y":734.1359,"milestones":[{"stageId":6,"endOffsetMinutes":11520,"title":"Level 5 Pass (Single Direction) ","direction":"one_way"},{"stageId":21,"endOffsetMinutes":53280,"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 Judgment Hall 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":75,"name":"Air Dock","level":5,"category":"dock","x":744.2128,"y":955.2243,"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":840.9837,"y":869.674,"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":922.6546,"y":821.0041,"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":963.3199,"y":742.9153,"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":"Team Fortress","level":5,"category":"fortress","x":944.4444,"y":95.5556,"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 Team 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":80,"name":"Legion Stronghold","level":5,"category":"stronghold","x":957.7778,"y":251.1111,"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":81,"name":"Legion Stronghold","level":5,"category":"stronghold","x":815.5556,"y":46.6667,"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":82,"name":"Level 5 Pass","level":5,"category":"pass","x":890.5978,"y":294.4612,"milestones":[{"stageId":6,"endOffsetMinutes":11520,"title":"Level 5 Pass (Single Direction) ","direction":"one_way"},{"stageId":21,"endOffsetMinutes":53280,"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 Judgment Hall 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":83,"name":"Level 5 Pass","level":5,"category":"pass","x":892.6041,"y":205.0222,"milestones":[{"stageId":6,"endOffsetMinutes":11520,"title":"Level 5 Pass (Single Direction) ","direction":"one_way"},{"stageId":21,"endOffsetMinutes":53280,"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 Judgment Hall 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":84,"name":"Level 5 Pass","level":5,"category":"pass","x":815.1338,"y":147.4106,"milestones":[{"stageId":6,"endOffsetMinutes":11520,"title":"Level 5 Pass (Single Direction) ","direction":"one_way"},{"stageId":21,"endOffsetMinutes":53280,"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 Judgment Hall 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":85,"name":"Level 5 Pass","level":5,"category":"pass","x":749.3075,"y":90.7282,"milestones":[{"stageId":6,"endOffsetMinutes":11520,"title":"Level 5 Pass (Single Direction) ","direction":"one_way"},{"stageId":21,"endOffsetMinutes":53280,"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 Judgment Hall 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":86,"name":"Air Dock","level":5,"category":"dock","x":924.3601,"y":345.757,"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":949.9039,"y":179.6285,"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":827.2656,"y":116.6675,"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":718.7008,"y":73.3869,"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":"Howling Sacrificial Stone","level":5,"category":"sanctum","x":28.8889,"y":500,"milestones":[{"stageId":5,"endOffsetMinutes":7200,"title":"Howling Sacrificial Stone (Lv 5 Sacrificial Stone)","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Howling Sacrificial Stones become contestable for the first time.\n2. During this period, if a Tribe successfully holds control of a Howling Sacrificial Stone for {1} consecutive hours, it enters a protected state, signifying that it has been occupied for the first time.\n3. After a Howling Sacrificial Stone 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 Howling Sacrificial Stone, {3}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. Having full control of a Howling Sacrificial Stone continuously grants Battalion Points, and will also increase the controlling Team's Team Points.\n6. Buffs provided by a Sacrificial Stone can stack.","requiresDeclaration":false},{"id":91,"name":"Air Dock","level":5,"category":"dock","x":45.5307,"y":399.6815,"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":"Air Dock","level":5,"category":"dock","x":34.8019,"y":564.09,"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":93,"name":"Howling Sacrificial Stone","level":5,"category":"sanctum","x":508.8889,"y":975.5556,"milestones":[{"stageId":5,"endOffsetMinutes":7200,"title":"Howling Sacrificial Stone (Lv 5 Sacrificial Stone)","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Howling Sacrificial Stones become contestable for the first time.\n2. During this period, if a Tribe successfully holds control of a Howling Sacrificial Stone for {1} consecutive hours, it enters a protected state, signifying that it has been occupied for the first time.\n3. After a Howling Sacrificial Stone 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 Howling Sacrificial Stone, {3}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. Having full control of a Howling Sacrificial Stone continuously grants Battalion Points, and will also increase the controlling Team's Team Points.\n6. Buffs provided by a Sacrificial Stone can stack.","requiresDeclaration":false},{"id":94,"name":"Air Dock","level":5,"category":"dock","x":411.0373,"y":956.5917,"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":95,"name":"Air Dock","level":5,"category":"dock","x":590.6733,"y":963.1648,"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":96,"name":"Howling Sacrificial Stone","level":5,"category":"sanctum","x":975.5556,"y":535.5556,"milestones":[{"stageId":5,"endOffsetMinutes":7200,"title":"Howling Sacrificial Stone (Lv 5 Sacrificial Stone)","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Howling Sacrificial Stones become contestable for the first time.\n2. During this period, if a Tribe successfully holds control of a Howling Sacrificial Stone for {1} consecutive hours, it enters a protected state, signifying that it has been occupied for the first time.\n3. After a Howling Sacrificial Stone 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 Howling Sacrificial Stone, {3}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. Having full control of a Howling Sacrificial Stone continuously grants Battalion Points, and will also increase the controlling Team's Team Points.\n6. Buffs provided by a Sacrificial Stone can stack.","requiresDeclaration":false},{"id":97,"name":"Air Dock","level":5,"category":"dock","x":965.4716,"y":627.237,"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":98,"name":"Air Dock","level":5,"category":"dock","x":941.2274,"y":437.6029,"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":99,"name":"Howling Sacrificial Stone","level":5,"category":"sanctum","x":531.1111,"y":20,"milestones":[{"stageId":5,"endOffsetMinutes":7200,"title":"Howling Sacrificial Stone (Lv 5 Sacrificial Stone)","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Howling Sacrificial Stones become contestable for the first time.\n2. During this period, if a Tribe successfully holds control of a Howling Sacrificial Stone for {1} consecutive hours, it enters a protected state, signifying that it has been occupied for the first time.\n3. After a Howling Sacrificial Stone 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 Howling Sacrificial Stone, {3}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. Having full control of a Howling Sacrificial Stone continuously grants Battalion Points, and will also increase the controlling Team's Team Points.\n6. Buffs provided by a Sacrificial Stone can stack.","requiresDeclaration":false},{"id":100,"name":"Air Dock","level":5,"category":"dock","x":603.2612,"y":43.4227,"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":101,"name":"Air Dock","level":5,"category":"dock","x":441.1177,"y":31.6159,"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":102,"name":"Air Dock","level":5,"category":"dock","x":195.063,"y":175.3779,"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":103,"name":"Air Dock","level":5,"category":"dock","x":314.9329,"y":205.2519,"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":104,"name":"Air Dock","level":5,"category":"dock","x":194.5603,"y":313.7532,"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":105,"name":"Air Dock","level":5,"category":"dock","x":184.9463,"y":801.6187,"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":106,"name":"Air Dock","level":5,"category":"dock","x":201.9417,"y":648.9263,"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":107,"name":"Air Dock","level":5,"category":"dock","x":350.07,"y":789.4839,"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":108,"name":"Air Dock","level":5,"category":"dock","x":798.7603,"y":774.6801,"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":109,"name":"Air Dock","level":5,"category":"dock","x":615.1812,"y":765.6525,"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":110,"name":"Air Dock","level":5,"category":"dock","x":773.1979,"y":650.0632,"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":111,"name":"Air Dock","level":5,"category":"dock","x":831.5059,"y":200.9416,"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":112,"name":"Air Dock","level":5,"category":"dock","x":805.3735,"y":341.3221,"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":113,"name":"Air Dock","level":5,"category":"dock","x":654.7452,"y":244.4704,"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":114,"name":"Small Checkpoint","level":5,"category":"other","x":472.619,"y":853.4463,"milestones":[],"rules":"When the Lunar Eclipse Sacrificial Stone or Solar Eclipse Sacrificial Stone 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":474.5817,"y":907.2759,"milestones":[],"rules":"When the Lunar Eclipse Sacrificial Stone or Solar Eclipse Sacrificial Stone 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":536.8238,"y":899.3788,"milestones":[],"rules":"When the Lunar Eclipse Sacrificial Stone or Solar Eclipse Sacrificial Stone 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":"Small Checkpoint","level":5,"category":"other","x":531.7844,"y":845.2929,"milestones":[],"rules":"When the Lunar Eclipse Sacrificial Stone or Solar Eclipse Sacrificial Stone 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":118,"name":"Lunar Eclipse Sacrificial Stone","level":5,"category":"arena","x":504.4444,"y":877.7778,"milestones":[{"stageId":3,"endOffsetMinutes":4320,"title":"Lunar Eclipse Sacrificial Stone","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Lunar Eclipse Sacrificial Stones become contestable for the first time.\n2. Lunar Eclipse Sacrificial Stones will be contestable for {1} hours every {2} hours.\n3. Lunar Eclipse Sacrificial Stones cannot be occupied directly with Troops. A Team must drive out all Troops belonging to enemy Teams' Chiefs to temporarily occupy a Lunar Eclipse Sacrificial Stone.\n4. After occupying the Lunar Eclipse Sacrificial Stone, Ice Wolves or Ice Demon Wolves will appear at regular intervals. Killing Ice Wolves grants Experience and supply rewards. Killing Ice Demon Wolves grants even more Experience and supply rewards.\n5. After occupying the Lunar Eclipse Sacrificial Stone, 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 Chief can receive this effect at a time).\n6. When the contestable time ends, the Lunar Eclipse Sacrificial Stone will return to an unoccupied state.\n7. Chiefs can only deploy one Troop to enter the Lunar Eclipse Sacrificial Stone at a time.","requiresDeclaration":false},{"id":119,"name":"Small Checkpoint","level":5,"category":"other","x":506.8079,"y":82.1515,"milestones":[],"rules":"When the Lunar Eclipse Sacrificial Stone or Solar Eclipse Sacrificial Stone 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":120,"name":"Small Checkpoint","level":5,"category":"other","x":496.2643,"y":134.2699,"milestones":[],"rules":"When the Lunar Eclipse Sacrificial Stone or Solar Eclipse Sacrificial Stone 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":121,"name":"Small Checkpoint","level":5,"category":"other","x":556.808,"y":143.8069,"milestones":[],"rules":"When the Lunar Eclipse Sacrificial Stone or Solar Eclipse Sacrificial Stone 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":122,"name":"Small Checkpoint","level":5,"category":"other","x":557.273,"y":81.1791,"milestones":[],"rules":"When the Lunar Eclipse Sacrificial Stone or Solar Eclipse Sacrificial Stone 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":123,"name":"Lunar Eclipse Sacrificial Stone","level":5,"category":"arena","x":531.1111,"y":108.8889,"milestones":[{"stageId":3,"endOffsetMinutes":4320,"title":"Lunar Eclipse Sacrificial Stone","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Lunar Eclipse Sacrificial Stones become contestable for the first time.\n2. Lunar Eclipse Sacrificial Stones will be contestable for {1} hours every {2} hours.\n3. Lunar Eclipse Sacrificial Stones cannot be occupied directly with Troops. A Team must drive out all Troops belonging to enemy Teams' Chiefs to temporarily occupy a Lunar Eclipse Sacrificial Stone.\n4. After occupying the Lunar Eclipse Sacrificial Stone, Ice Wolves or Ice Demon Wolves will appear at regular intervals. Killing Ice Wolves grants Experience and supply rewards. Killing Ice Demon Wolves grants even more Experience and supply rewards.\n5. After occupying the Lunar Eclipse Sacrificial Stone, 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 Chief can receive this effect at a time).\n6. When the contestable time ends, the Lunar Eclipse Sacrificial Stone will return to an unoccupied state.\n7. Chiefs can only deploy one Troop to enter the Lunar Eclipse Sacrificial Stone at a time.","requiresDeclaration":false},{"id":124,"name":"Air Dock","level":5,"category":"dock","x":487.99,"y":329.8828,"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":125,"name":"Air Dock","level":5,"category":"dock","x":511.3534,"y":653.5514,"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":126,"name":"Air Dock","level":5,"category":"dock","x":583.8081,"y":456.2207,"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":127,"name":"Air Dock","level":5,"category":"dock","x":415.9553,"y":511.8984,"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":128,"name":"War Air Dock","level":5,"category":"dock","x":85.3997,"y":470.6882,"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":129,"name":"War Air Dock","level":5,"category":"dock","x":84.0209,"y":545.0045,"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":130,"name":"War Air Dock","level":5,"category":"dock","x":152.9127,"y":544.6571,"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":131,"name":"War Air Dock","level":5,"category":"dock","x":146.3548,"y":469.3884,"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":132,"name":"War Air Dock","level":5,"category":"dock","x":461.5859,"y":849.9936,"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":133,"name":"War Air Dock","level":5,"category":"dock","x":468.5674,"y":913.8434,"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":134,"name":"War Air Dock","level":5,"category":"dock","x":544.9541,"y":906.1278,"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":135,"name":"War Air Dock","level":5,"category":"dock","x":540.1569,"y":838.8342,"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":136,"name":"War Air Dock","level":5,"category":"dock","x":853.5246,"y":491.3278,"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":137,"name":"War Air Dock","level":5,"category":"dock","x":852.649,"y":566.1543,"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":138,"name":"War Air Dock","level":5,"category":"dock","x":927.3516,"y":565.6918,"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":139,"name":"War Air Dock","level":5,"category":"dock","x":921.3029,"y":492.0106,"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":140,"name":"War Air Dock","level":5,"category":"dock","x":502.2648,"y":73.9437,"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":141,"name":"War Air Dock","level":5,"category":"dock","x":488.7621,"y":142.8831,"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":142,"name":"War Air Dock","level":5,"category":"dock","x":562.2655,"y":152.5092,"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":143,"name":"War Air Dock","level":5,"category":"dock","x":565.7278,"y":75.4381,"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":144,"name":"Level 4 Pass","level":4,"category":"pass","x":353.3794,"y":19.5357,"milestones":[{"stageId":4,"endOffsetMinutes":5760,"title":"Level 4 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 Judgment Hall 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":145,"name":"Level 4 Pass","level":4,"category":"pass","x":370.7572,"y":45.7042,"milestones":[{"stageId":4,"endOffsetMinutes":5760,"title":"Level 4 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 Judgment Hall 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":146,"name":"Level 4 Pass","level":4,"category":"pass","x":24.6925,"y":346.0381,"milestones":[{"stageId":4,"endOffsetMinutes":5760,"title":"Level 4 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 Judgment Hall 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":147,"name":"Level 4 Pass","level":4,"category":"pass","x":64.7631,"y":359.6907,"milestones":[{"stageId":4,"endOffsetMinutes":5760,"title":"Level 4 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 Judgment Hall 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":148,"name":"Level 4 Pass","level":4,"category":"pass","x":23.2154,"y":654.7398,"milestones":[{"stageId":4,"endOffsetMinutes":5760,"title":"Level 4 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 Judgment Hall 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":149,"name":"Level 4 Pass","level":4,"category":"pass","x":69.9276,"y":642.0798,"milestones":[{"stageId":4,"endOffsetMinutes":5760,"title":"Level 4 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 Judgment Hall 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":150,"name":"Level 4 Pass","level":4,"category":"pass","x":344.725,"y":983.5162,"milestones":[{"stageId":4,"endOffsetMinutes":5760,"title":"Level 4 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 Judgment Hall 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":151,"name":"Level 4 Pass","level":4,"category":"pass","x":356.3051,"y":953.1221,"milestones":[{"stageId":4,"endOffsetMinutes":5760,"title":"Level 4 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 Judgment Hall 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":152,"name":"Level 4 Pass","level":4,"category":"pass","x":665.7284,"y":945.4717,"milestones":[{"stageId":4,"endOffsetMinutes":5760,"title":"Level 4 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 Judgment Hall 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":153,"name":"Level 4 Pass","level":4,"category":"pass","x":685.4133,"y":980.5235,"milestones":[{"stageId":4,"endOffsetMinutes":5760,"title":"Level 4 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 Judgment Hall 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":154,"name":"Level 4 Pass","level":4,"category":"pass","x":925.6574,"y":689.088,"milestones":[{"stageId":4,"endOffsetMinutes":5760,"title":"Level 4 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 Judgment Hall 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":155,"name":"Level 4 Pass","level":4,"category":"pass","x":973.7586,"y":703.9607,"milestones":[{"stageId":4,"endOffsetMinutes":5760,"title":"Level 4 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 Judgment Hall 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":156,"name":"Level 4 Pass","level":4,"category":"pass","x":970.7536,"y":366.8193,"milestones":[{"stageId":4,"endOffsetMinutes":5760,"title":"Level 4 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 Judgment Hall 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":157,"name":"Level 4 Pass","level":4,"category":"pass","x":931.6815,"y":380.8716,"milestones":[{"stageId":4,"endOffsetMinutes":5760,"title":"Level 4 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 Judgment Hall 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":158,"name":"Level 4 Pass","level":4,"category":"pass","x":690.9887,"y":25.8976,"milestones":[{"stageId":4,"endOffsetMinutes":5760,"title":"Level 4 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 Judgment Hall 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":159,"name":"Level 4 Pass","level":4,"category":"pass","x":678.571,"y":69.9569,"milestones":[{"stageId":4,"endOffsetMinutes":5760,"title":"Level 4 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 Judgment Hall 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":"Embers of War","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 Judgment Hall will activate immediately. Your Tribe Territory must border a Legion Stronghold to attack it.","timing":"stage_end"}]},{"id":2,"name":"Turbulent Times","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 Judgment Hall will activate immediately. Your Tribe Territory must border a Team Fortress to attack it.","timing":"stage_end"},{"title":"Level 57 Bone Priest","description":"Level 57 Bone Priest\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 57 Bone Priests will randomly refresh within the Judgment Hall.","timing":"stage_end"}]},{"id":3,"name":"Team Glory","durationMinutes":1440,"startOffsetMinutes":2880,"endOffsetMinutes":4320,"effects":[{"title":"Lunar Eclipse Sacrificial Stone","description":"Lunar Eclipse Sacrificial Stone\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Lunar Eclipse Sacrificial Stones in Judgment Hall will activate immediately. Defeat all Troops from other Teams at the Lunar Eclipse Sacrificial Stone to automatically trigger the temporary occupation timer.","timing":"stage_end"},{"title":"Chronicle effect 23","description":"","timing":"inspect_description"},{"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"}]},{"id":4,"name":"Perilous Battle I","durationMinutes":1440,"startOffsetMinutes":4320,"endOffsetMinutes":5760,"effects":[{"title":"Level 4 Pass (Single Direction) ","description":"Level 4 Pass (Single Direction) \nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Level 4 Passes in Judgment Hall will become 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 Bone Priest","description":"Level 58 Bone Priest\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 58 Bone Priests will randomly refresh within the Judgment Hall.","timing":"stage_end"}]},{"id":5,"name":"Breaking Through I","durationMinutes":1440,"startOffsetMinutes":5760,"endOffsetMinutes":7200,"effects":[{"title":"Howling Sacrificial Stone (Lv 5 Sacrificial Stone)","description":"Howling Sacrificial Stone (Lv 5 Sacrificial Stone)\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Howling Sacrificial Stones in Judgment Hall will activate immediately. Your Tribe Territory must border a Howling Sacrificial Stone to attack it.","timing":"stage_end"}]},{"id":6,"name":"Howling Sacrificial Stone","durationMinutes":4320,"startOffsetMinutes":7200,"endOffsetMinutes":11520,"effects":[{"title":"Level 5 Pass (Single Direction) ","description":"Level 5 Pass (Single Direction) \nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Level 5 Passes in Judgment Hall will become 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 59 Bone Priest","description":"Level 59 Bone Priest\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 59 Bone Priests will randomly refresh within the Judgment Hall.","timing":"stage_end"}]},{"id":7,"name":"Breaking Through II","durationMinutes":1440,"startOffsetMinutes":11520,"endOffsetMinutes":12960,"effects":[{"title":"Shadowy Sacrificial Stone (Lv 6 Sacrificial Stone)","description":"Shadowy Sacrificial Stone (Lv 6 Sacrificial Stone)\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Shadowy Sacrificial Stones in Judgment Hall will activate immediately. Your Tribe Territory must border a Shadowy Sacrificial Stone to attack it.","timing":"stage_end"}]},{"id":8,"name":"Shadowy Sacrificial Stone","durationMinutes":1440,"startOffsetMinutes":12960,"endOffsetMinutes":14400,"effects":[{"title":"Level 22 Underworld Rider","description":"Level 22 Underworld Rider\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 22 Underworld Rider will randomly refresh within the Judgment Hall. Underworld Riders consist of {0} Level {1} units and only Rallied Troops will be able to launch attacks against them.","timing":"stage_end"},{"title":"Level 60 Bone Priest","description":"Level 60 Bone Priest\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 60 Bone Priests will randomly refresh within the Judgment Hall.","timing":"stage_end"}]},{"id":9,"name":"Rival Confrontation I","durationMinutes":2880,"startOffsetMinutes":14400,"endOffsetMinutes":17280,"effects":[{"title":"Level 6 Pass (Single Direction) ","description":"Level 6 Pass (Single Direction) \nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Level 6 Passes in Judgment Hall will become 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":10,"name":"Breaking Through III","durationMinutes":1440,"startOffsetMinutes":17280,"endOffsetMinutes":18720,"effects":[{"title":"Wolf Guardian Sacrificial Stone (Lv 7 Sacrificial Stone)","description":"Wolf Guardian Sacrificial Stone (Lv 7 Sacrificial Stone)\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Wolf Guardian Sacrificial Stones in Judgment Hall will activate immediately. Your Tribe Territory must border a Wolf Guardian Sacrificial Stone to attack it.","timing":"stage_end"},{"title":"Level 61 Bone Priest","description":"Level 61 Bone Priest\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 61 Bone Priests will randomly refresh within the Judgment Hall.","timing":"stage_end"}]},{"id":11,"name":"Wolf Guardian Sacrificial Stone","durationMinutes":1440,"startOffsetMinutes":18720,"endOffsetMinutes":20160,"effects":[]},{"id":12,"name":"Initial Phase Settlement","durationMinutes":2880,"startOffsetMinutes":20160,"endOffsetMinutes":23040,"effects":[{"title":"Level 23 Underworld Rider","description":"Level 23 Underworld Rider\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 23 Underworld Rider will randomly refresh within the Judgment Hall. Underworld Riders consist of {0} Level {1} units and only Rallied Troops will be able to launch attacks against them.","timing":"stage_end"},{"title":"Level 62 Bone Priest","description":"Level 62 Bone Priest\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 62 Bone Priests will randomly refresh within the Judgment Hall.","timing":"stage_end"}]},{"id":13,"name":"Rival Confrontation II","durationMinutes":1440,"startOffsetMinutes":23040,"endOffsetMinutes":24480,"effects":[{"title":"Solar Eclipse Sacrificial Stone","description":"Solar Eclipse Sacrificial Stone\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Solar Eclipse Sacrificial Stones in Judgment Hall will activate immediately. Defeat all Troops from other Teams at the Solar Eclipse Sacrificial Stone to automatically trigger the temporary occupation timer.","timing":"stage_end"}]},{"id":14,"name":"Perilous Battle II","durationMinutes":4320,"startOffsetMinutes":24480,"endOffsetMinutes":28800,"effects":[{"title":"Level 7 Pass (Single Direction) ","description":"Level 7 Pass (Single Direction) \nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Level 7 Passes in Judgment Hall will become 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":"Purgatory area restrictions lifted","description":"Purgatory area restrictions lifted\nWhen this Stage of the Chronicles ends, restrictions on Fenrir's Purgatory area will be lifted. Each Tribe can build their Tribe Flag Tower within the Fenrir's Purgatory area, and relocate there.","timing":"stage_end"},{"title":"Level 63 Bone Priest","description":"Level 63 Bone Priest\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 63 Bone Priests will randomly refresh within the Judgment Hall.","timing":"stage_end"}]},{"id":15,"name":"Breaking Through IV","durationMinutes":2880,"startOffsetMinutes":28800,"endOffsetMinutes":31680,"effects":[{"title":"Fenrir's Purgatory (Lv 8 Sacrificial Stone)","description":"Fenrir's Purgatory (Lv 8 Sacrificial Stone)\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), Fenrir's Purgatory at the center of Judgment Hall will activate immediately. Your Tribe Territory must border Fenrir's Purgatory to attack it.","timing":"stage_end"}]},{"id":16,"name":"Mid-Phase Settlement","durationMinutes":2880,"startOffsetMinutes":31680,"endOffsetMinutes":34560,"effects":[{"title":"Level 7 Pass (Fully Open) ","description":"Level 7 Pass (Fully Open) \nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Level 7 Passes in Judgment Hall 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":17,"name":"Strategic Conquest","durationMinutes":5760,"startOffsetMinutes":34560,"endOffsetMinutes":40320,"effects":[{"title":"Level 24 Underworld Rider","description":"Level 24 Underworld Rider\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 24 Underworld Rider will randomly refresh within the Judgment Hall. Underworld Riders consist of {0} Level {1} units and only Rallied Troops will be able to launch attacks against them.","timing":"stage_end"},{"title":"Level 64 Bone Priest","description":"Level 64 Bone Priest\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 64 Bone Priests will randomly refresh within the Judgment Hall.","timing":"stage_end"}]},{"id":18,"name":"Rival Confrontation III","durationMinutes":5760,"startOffsetMinutes":40320,"endOffsetMinutes":46080,"effects":[{"title":"Level 6 Pass (Fully Open) ","description":"Level 6 Pass (Fully Open) \nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Level 6 Passes in Judgment Hall 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":19,"name":"Capturing Cities and Lands","durationMinutes":2880,"startOffsetMinutes":46080,"endOffsetMinutes":48960,"effects":[{"title":"Level 8 Pass (Fully Open) ","description":"Level 8 Pass (Fully Open) \nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Level 8 Passes in Judgment Hall 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":20,"name":"Infiltration","durationMinutes":2880,"startOffsetMinutes":48960,"endOffsetMinutes":51840,"effects":[{"title":"Level 25 Underworld Rider","description":"Level 25 Underworld Rider\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 25 Underworld Rider will randomly refresh within the Judgment Hall. Underworld Riders consist of {0} Level {1} units and only Rallied Troops will be able to launch attacks against them.","timing":"stage_end"},{"title":"Level 65 Bone Priest","description":"Level 65 Bone Priest\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 65 Bone Priests will randomly refresh within the Judgment Hall.","timing":"stage_end"}]},{"id":21,"name":"Rival Confrontation IV","durationMinutes":1440,"startOffsetMinutes":51840,"endOffsetMinutes":53280,"effects":[{"title":"Level 5 Pass (Fully Open) ","description":"Level 5 Pass (Fully Open) \nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Level 5 Passes in Judgment Hall 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":22,"name":"Final Settlement","durationMinutes":4320,"startOffsetMinutes":53280,"endOffsetMinutes":57600,"effects":[]}],"rules":[{"id":1,"group":"Rules","title":"Relocate","body":"When the Chief Hall reaches Lv 24, you can relocate to the Lyngvi Judgment Court. Relocating to the Judgment Court does not require any items, but relocating out of the Judgment Court will consume 1 Random Relocator."},{"id":2,"group":"Rules","title":"City Territory Description","body":"When in the Judgment Hall, 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 Team. (Fixed Relocator cannot be used in the Judgment Hall)."},{"id":3,"group":"Rules","title":"Tribe Buildings","body":"In the Judgment Hall, Tribes can expand their Tribe Territory by building Forts and Tribe Flag Towers. In the starting areas of other Kingdoms, only Tribe Flag Towers can be built."},{"id":4,"group":"Regular Content","title":"KvK Points","body":"In the Judgment Hall, you can earn points through various actions. Points are divided into Member Credit, 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":"Bone Priest","body":"In the Judgment Hall, there are numerous Bone Priests, with levels ranging from 56 to 65. Defeating them will earn you points and other rewards."},{"id":6,"group":"Regular Content","title":"Underworld Rider","body":"In the Judgment Hall, there are numerous Underworld Riders, 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":"The Judgment Hall 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":"Changing Times","body":"The Judgment Hall is facing extreme times, and the entire season will be constantly changing between [Strife Period] and [Rest Period]. By choosing the appropriate timing and strategy, you can greatly enhance your campaign."},{"id":9,"group":"Special Rules","title":"Battalion Introduction","body":"Form a tight Battalion with Tribes from the same Team, Reinforcing and Rallying with on another, and participate in even larger battles. Share the bonuses of the Sacrificial Stones, and strive for victory."},{"id":10,"group":"Special Rules","title":"Team Introduction","body":"In Fenrir's Judgment, each Kingdom will be divided into four Teams: [Flare], [Granite], [Tide], and [Forest]. The Team that occupies the Lv 8 Sacrificial Stone [Fenrir's Judgment] 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 Fenrir's Judgment ends, the gods will bestow blessings, and [Hall of Valor] will initiate a 5-day Season Summoning. At the end of Fenrir's Judgment, the number of Season Summons each Battalion member can perform will be determined based on the level and quantity of Sacrificial Stones 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 Merit. Different Troop tiers correspond to different amounts of War Merit. War Merit can be exchanged for uncommon items and War Materials in both the [War Merit Shop] and [Supply Shop]. (Only killing Troops Tier 4 and above will earn War Merit.)"},{"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 Kingdom to represent their Team's 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":"Howling Sacrificial Stone","body":"The Howling Sacrificial Stone has carvings of Fenrir and is composed of stones with dark power. It is said that the Queen of the Underworld, Hela, used the Howling Sacrificial Stone to help Fenrir gather its offspring in order to capture the Lyngvi Judgment Hall.\nThe Howling Sacrificial Stone is contestable every 1 days. After occupying it, all members of the Battalion can gain buff effects."},{"id":22,"group":"Regular Building","title":"Shadowy Sacrificial Stone","body":"The crystal pillar of the Shadowy Sacrificial Stone contains an incantation of the Queen of the Underworld, Hela. It is said that when wild wolves undergo a sacrificial ritual at the Shadowy Sacrificial Stone, they transform into ferocious Shadow Wolves and attack the Vikings.\nThe Shadowy Sacrificial Stone is contestable every 1 days. After occupying it, all members of the Battalion can gain buff effects."},{"id":23,"group":"Regular Building","title":"Wolf Guardian Sacrificial Stone","body":"The Spiritual Sacrificial Stone is protected by a powerful darkness. It is said that the spirit of Fenrir roams within it, and any monsters that have seen its spirit are transformed into evil monsters.\nThe Spiritual Sacrificial Stone is contestable every 2 days. After occupying it, all members of the Battalion can gain buff effects."},{"id":24,"group":"Regular Building","title":"Fenrir's Purgatory","body":"Fenrir's Purgatory is located in the center of the Judgment Hall. It used to be bright and warm, but after the invasion of dark forces, it has become gloomy and terrifying, with eerie runes and horrifying claw marks everywhere.\nFenrir's Purgatory is contestable every 3 days. After occupying it, all members of the Battalion can gain buff effects."},{"id":25,"group":"Regular Building","title":"Lunar Eclipse Sacrificial Stone","body":"The Lunar Eclipse Sacrificial Stone is contestable every 51 hours for 1 hours. After driving away enemy Team Chief's Troops from the Lunar Eclipse Sacrificial Stone area, the Sacrificial Stone can be temporarily occupied. After occupying the Lunar Eclipse Sacrificial Stone, all members of the same Team within the area will continue to receive corresponding points."},{"id":26,"group":"Regular Building","title":"Solar Eclipse Sacrificial Stone","body":"The Solar Eclipse Sacrificial Stone is contestable every 75 hours for 1 hours. After driving away enemy Team Chief's Troops from the Solar Eclipse Sacrificial Stone area, the Sacrificial Stone can be temporarily occupied. After occupying the Solar Eclipse Sacrificial Stone, all members of the same Team within the area will continue to receive corresponding points."},{"id":27,"group":"Regular Building","title":"Manor","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":159,"scheduledObjectives":87}}
