{"id":"hela","name":"Hela's Curse","era":"Conquest","variant":false,"intro":"Hela cast her curse, causing a purple fog to descend upon the Strange City. When the fog lifted, all that remains are endless shadows and the lingering whispers of dark magic.\nWithin the whispers lies a power that corrupts the heart. Any creature that hears the whispers will be led astray, fall into despair, and willingly submit to Hela's will, becoming her puppet. Hela seeks to replace Odin as the god whom the people worship.\nHowever, a god should bring blessings and protection to their followers, not disaster and despair. Viking warriors, Odin has sent a revelation. Answer Odin's call, venture into the Strange Horror Realm, break Hela's curse, rescue those trapped in despair, and wage a righteous battle against the forces of darkness.","map":{"width":37800,"height":37800,"renderSize":4096,"image":"/images/kvk/hela.webp","png":"/images/kvk/hela.png","svg":"/images/kvk/hela.svg"},"objectives":[{"id":1,"name":"Palace of Despair","level":8,"category":"capital","x":500,"y":500,"milestones":[{"stageId":14,"endOffsetMinutes":33120,"title":"Palace of Despair (Level 8 Castle)","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Palaces of Despair become contestable for the first time.\n2. During this period, if a Tribe successfully holds control of a Palace of Despair for {1} consecutive hours, it enters a protected state, signifying that it has been occupied for the first time.\n3. After a Palace of Despair 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 Palace of Despair, all Heavily Wounded Troops will die.\n5. Having full control of a Palace of Despair continuously grants Battalion Points, and will also add Team Points to the Tribe's Team.\n6. After the Palace of Despair 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 Palace of Despair.","requiresDeclaration":false},{"id":2,"name":"Silent Castle","level":7,"category":"sanctum","x":348.8889,"y":500,"milestones":[{"stageId":10,"endOffsetMinutes":21600,"title":"Silent Castle (Level 7 Castle)","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Silent Castles become contestable for the first time.\n2. During this period, if a Tribe successfully holds control of a Silent Castle for {1} consecutive hours, it enters a protected state, signifying that the Castle has been occupied for the first time.\n3. After a Silent Castle has been occupied for the first time, it becomes contestable every {2} hours. It enters a protected state again after a Tribe that occupies it continuously for {1} hours.\n4. When battling other Tribes for a Silent Castle, {3}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. Having full control of a Silent Castle continuously grants Battalion Points, and will also add Team Points to the Tribe's Team.\n6. Buffs provided by a Silent Castle can stack.","requiresDeclaration":false},{"id":3,"name":"Level 7 Pass","level":7,"category":"pass","x":433.713,"y":430.955,"milestones":[{"stageId":12,"endOffsetMinutes":27360,"title":"Level 7 Pass (Full Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. Defeat the Defenders within a Pass to occupy 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 Strange Horror Realm 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 7 Pass","level":7,"category":"pass","x":452.325,"y":571.6796,"milestones":[{"stageId":12,"endOffsetMinutes":27360,"title":"Level 7 Pass (Full Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. Defeat the Defenders within a Pass to occupy 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 Strange Horror Realm 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":"Silent Castle","level":7,"category":"sanctum","x":655.5556,"y":500,"milestones":[{"stageId":10,"endOffsetMinutes":21600,"title":"Silent Castle (Level 7 Castle)","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Silent Castles become contestable for the first time.\n2. During this period, if a Tribe successfully holds control of a Silent Castle for {1} consecutive hours, it enters a protected state, signifying that the Castle has been occupied for the first time.\n3. After a Silent Castle has been occupied for the first time, it becomes contestable every {2} hours. It enters a protected state again after a Tribe that occupies it continuously for {1} hours.\n4. When battling other Tribes for a Silent Castle, {3}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. Having full control of a Silent Castle continuously grants Battalion Points, and will also add Team Points to the Tribe's Team.\n6. Buffs provided by a Silent Castle can stack.","requiresDeclaration":false},{"id":6,"name":"Level 7 Pass","level":7,"category":"pass","x":564.6296,"y":432.2659,"milestones":[{"stageId":12,"endOffsetMinutes":27360,"title":"Level 7 Pass (Full Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. Defeat the Defenders within a Pass to occupy 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 Strange Horror Realm 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 7 Pass","level":7,"category":"pass","x":567.1671,"y":559.5642,"milestones":[{"stageId":12,"endOffsetMinutes":27360,"title":"Level 7 Pass (Full Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. Defeat the Defenders within a Pass to occupy 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 Strange Horror Realm 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":"Medium Checkpoint","level":7,"category":"other","x":491.9349,"y":731.8164,"milestones":[],"rules":"When the Corrupted Church or the Dead Forest opens, the Passes on both sides of the building will also open.\n1. The Passes cannot be occupied. It only provides passage for Troops.\n2. Only members of the corresponding Team can enter the contestable area at the center of the building via the Pass on their own Team's side.\n3. When the battlefield closes, the corresponding Passes will also close. Troops that are still in the building's contestable area may return to their respective City by forced recall.","requiresDeclaration":false},{"id":9,"name":"Medium Checkpoint","level":7,"category":"other","x":493.9146,"y":784.8419,"milestones":[],"rules":"When the Corrupted Church or the Dead Forest opens, the Passes on both sides of the building will also open.\n1. The Passes cannot be occupied. It only provides passage for Troops.\n2. Only members of the corresponding Team can enter the contestable area at the center of the building via the Pass on their own Team's side.\n3. When the battlefield closes, the corresponding Passes will also close. Troops that are still in the building's contestable area may return to their respective City by forced recall.","requiresDeclaration":false},{"id":10,"name":"Medium Checkpoint","level":7,"category":"other","x":556.1384,"y":776.1389,"milestones":[],"rules":"When the Corrupted Church or the Dead Forest opens, the Passes on both sides of the building will also open.\n1. The Passes cannot be occupied. It only provides passage for Troops.\n2. Only members of the corresponding Team can enter the contestable area at the center of the building via the Pass on their own Team's side.\n3. When the battlefield closes, the corresponding Passes will also close. Troops that are still in the building's contestable area may return to their respective City by forced recall.","requiresDeclaration":false},{"id":11,"name":"Medium Checkpoint","level":7,"category":"other","x":551.3172,"y":723.7185,"milestones":[],"rules":"When the Corrupted Church or the Dead Forest opens, the Passes on both sides of the building will also open.\n1. The Passes cannot be occupied. It only provides passage for Troops.\n2. Only members of the corresponding Team can enter the contestable area at the center of the building via the Pass on their own Team's side.\n3. When the battlefield closes, the corresponding Passes will also close. Troops that are still in the building's contestable area may return to their respective City by forced recall.","requiresDeclaration":false},{"id":12,"name":"Dead Forest","level":7,"category":"arena","x":523.6891,"y":759.9627,"milestones":[{"stageId":13,"endOffsetMinutes":30240,"title":"Dead Forest","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Dead Forests become contestable for the first time.\n2. Dead Forests will be contestable for {1} hours every {2} hours.\n3. Dead Forests cannot be occupied directly with Troops. A Team must drive out all Troops of other Teams to temporarily occupy a Dead Forest.\n4. After occupying the Dead Forest, Damned Destroyers or Damned Barons will refresh at regular intervals. Deploying Troops to kill Damned Destroyers will grant Experience and supply rewards. Killing Damned Barons will grant even more Experience and supply rewards.\n5. After occupying the Dead Forest, members of the occupying Team within the battlefield area will receive Hero Experience at regular intervals. At the same time, the Troops' Main and Secondary Commander Heroes will get Experience Rewards (only one Troop for each player can receive this effect at a time).\n6. When the contestable time ends, the Dead Forest will return to an unoccupied state.\n7. Chiefs can only dispatch one Troop to enter the Dead Forest at a time. \n8. Proceed with caution! The monsters at the Dead Forest are stronger than those at the Corrupted Church.","requiresDeclaration":false},{"id":13,"name":"Medium Checkpoint","level":7,"category":"other","x":476.3008,"y":173.8075,"milestones":[],"rules":"When the Corrupted Church or the Dead Forest opens, the Passes on both sides of the building will also open.\n1. The Passes cannot be occupied. It only provides passage for Troops.\n2. Only members of the corresponding Team can enter the contestable area at the center of the building via the Pass on their own Team's side.\n3. When the battlefield closes, the corresponding Passes will also close. Troops that are still in the building's contestable area may return to their respective City by forced recall.","requiresDeclaration":false},{"id":14,"name":"Medium Checkpoint","level":7,"category":"other","x":466.3625,"y":227.396,"milestones":[],"rules":"When the Corrupted Church or the Dead Forest opens, the Passes on both sides of the building will also open.\n1. The Passes cannot be occupied. It only provides passage for Troops.\n2. Only members of the corresponding Team can enter the contestable area at the center of the building via the Pass on their own Team's side.\n3. When the battlefield closes, the corresponding Passes will also close. Troops that are still in the building's contestable area may return to their respective City by forced recall.","requiresDeclaration":false},{"id":15,"name":"Medium Checkpoint","level":7,"category":"other","x":527.0553,"y":235.991,"milestones":[],"rules":"When the Corrupted Church or the Dead Forest opens, the Passes on both sides of the building will also open.\n1. The Passes cannot be occupied. It only provides passage for Troops.\n2. Only members of the corresponding Team can enter the contestable area at the center of the building via the Pass on their own Team's side.\n3. When the battlefield closes, the corresponding Passes will also close. Troops that are still in the building's contestable area may return to their respective City by forced recall.","requiresDeclaration":false},{"id":16,"name":"Medium Checkpoint","level":7,"category":"other","x":527.2481,"y":172.5284,"milestones":[],"rules":"When the Corrupted Church or the Dead Forest opens, the Passes on both sides of the building will also open.\n1. The Passes cannot be occupied. It only provides passage for Troops.\n2. Only members of the corresponding Team can enter the contestable area at the center of the building via the Pass on their own Team's side.\n3. When the battlefield closes, the corresponding Passes will also close. Troops that are still in the building's contestable area may return to their respective City by forced recall.","requiresDeclaration":false},{"id":17,"name":"Dead Forest","level":7,"category":"arena","x":500.3783,"y":206.9423,"milestones":[{"stageId":13,"endOffsetMinutes":30240,"title":"Dead Forest","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Dead Forests become contestable for the first time.\n2. Dead Forests will be contestable for {1} hours every {2} hours.\n3. Dead Forests cannot be occupied directly with Troops. A Team must drive out all Troops of other Teams to temporarily occupy a Dead Forest.\n4. After occupying the Dead Forest, Damned Destroyers or Damned Barons will refresh at regular intervals. Deploying Troops to kill Damned Destroyers will grant Experience and supply rewards. Killing Damned Barons will grant even more Experience and supply rewards.\n5. After occupying the Dead Forest, members of the occupying Team within the battlefield area will receive Hero Experience at regular intervals. At the same time, the Troops' Main and Secondary Commander Heroes will get Experience Rewards (only one Troop for each player can receive this effect at a time).\n6. When the contestable time ends, the Dead Forest will return to an unoccupied state.\n7. Chiefs can only dispatch one Troop to enter the Dead Forest at a time. \n8. Proceed with caution! The monsters at the Dead Forest are stronger than those at the Corrupted Church.","requiresDeclaration":false},{"id":18,"name":"Level 6 Pass","level":6,"category":"pass","x":393.2542,"y":713.9222,"milestones":[{"stageId":7,"endOffsetMinutes":12960,"title":"Level 6 Pass (Single Direction)","direction":"one_way"},{"stageId":18,"endOffsetMinutes":46080,"title":"Level 6 Pass (Full Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. Defeat the Defenders within a Pass to occupy 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 Strange Horror Realm 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":19,"name":"Level 6 Pass","level":6,"category":"pass","x":647.6198,"y":694.1578,"milestones":[{"stageId":7,"endOffsetMinutes":12960,"title":"Level 6 Pass (Single Direction)","direction":"one_way"},{"stageId":18,"endOffsetMinutes":46080,"title":"Level 6 Pass (Full Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. Defeat the Defenders within a Pass to occupy 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 Strange Horror Realm 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":20,"name":"Level 6 Pass","level":6,"category":"pass","x":700.0794,"y":614.0281,"milestones":[{"stageId":7,"endOffsetMinutes":12960,"title":"Level 6 Pass (Single Direction)","direction":"one_way"},{"stageId":18,"endOffsetMinutes":46080,"title":"Level 6 Pass (Full Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. Defeat the Defenders within a Pass to occupy 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 Strange Horror Realm 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":21,"name":"Level 6 Pass","level":6,"category":"pass","x":699.9995,"y":363.395,"milestones":[{"stageId":7,"endOffsetMinutes":12960,"title":"Level 6 Pass (Single Direction)","direction":"one_way"},{"stageId":18,"endOffsetMinutes":46080,"title":"Level 6 Pass (Full Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. Defeat the Defenders within a Pass to occupy 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 Strange Horror Realm 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":22,"name":"Level 6 Pass","level":6,"category":"pass","x":632.3315,"y":307.3582,"milestones":[{"stageId":7,"endOffsetMinutes":12960,"title":"Level 6 Pass (Single Direction)","direction":"one_way"},{"stageId":18,"endOffsetMinutes":46080,"title":"Level 6 Pass (Full Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. Defeat the Defenders within a Pass to occupy 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 Strange Horror Realm 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":23,"name":"Level 6 Pass","level":6,"category":"pass","x":376.4845,"y":301.8912,"milestones":[{"stageId":7,"endOffsetMinutes":12960,"title":"Level 6 Pass (Single Direction)","direction":"one_way"},{"stageId":18,"endOffsetMinutes":46080,"title":"Level 6 Pass (Full Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. Defeat the Defenders within a Pass to occupy 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 Strange Horror Realm 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":24,"name":"Level 6 Pass","level":6,"category":"pass","x":302.0176,"y":376.9654,"milestones":[{"stageId":7,"endOffsetMinutes":12960,"title":"Level 6 Pass (Single Direction)","direction":"one_way"},{"stageId":18,"endOffsetMinutes":46080,"title":"Level 6 Pass (Full Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. Defeat the Defenders within a Pass to occupy 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 Strange Horror Realm 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":25,"name":"Level 6 Pass","level":6,"category":"pass","x":319.5329,"y":646.8081,"milestones":[{"stageId":7,"endOffsetMinutes":12960,"title":"Level 6 Pass (Single Direction)","direction":"one_way"},{"stageId":18,"endOffsetMinutes":46080,"title":"Level 6 Pass (Full Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. Defeat the Defenders within a Pass to occupy 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 Strange Horror Realm 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":"Decrepit Castle","level":6,"category":"sanctum","x":402.2222,"y":628.8889,"milestones":[{"stageId":8,"endOffsetMinutes":15840,"title":"Decrepit Castle (Level 6 Castle)","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Decrepit Castles become contestable for the first time.\n2. During this period, if a Tribe successfully holds control of a Decrepit Castle for {1} consecutive hours, it enters a protected state, signifying that the Decrepit Castle has been occupied for the first time.\n3. After a Decrepit Castle has been occupied for the first time, it becomes contestable every {2} hours. It enters a protected state again after a Tribe that occupies it continuously for {1} hours.\n4. When battling other Tribes for a Decrepit Castle, {3}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. Having full control of a Decrepit Castle continuously grants Battalion Points, and will also add Team Points to the Tribe's Team.\n6. Buffs provided by a Decrepit Castle can stack.","requiresDeclaration":false},{"id":27,"name":"Decrepit Castle","level":6,"category":"sanctum","x":388.8889,"y":380,"milestones":[{"stageId":8,"endOffsetMinutes":15840,"title":"Decrepit Castle (Level 6 Castle)","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Decrepit Castles become contestable for the first time.\n2. During this period, if a Tribe successfully holds control of a Decrepit Castle for {1} consecutive hours, it enters a protected state, signifying that the Decrepit Castle has been occupied for the first time.\n3. After a Decrepit Castle has been occupied for the first time, it becomes contestable every {2} hours. It enters a protected state again after a Tribe that occupies it continuously for {1} hours.\n4. When battling other Tribes for a Decrepit Castle, {3}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. Having full control of a Decrepit Castle continuously grants Battalion Points, and will also add Team Points to the Tribe's Team.\n6. Buffs provided by a Decrepit Castle can stack.","requiresDeclaration":false},{"id":28,"name":"Decrepit Castle","level":6,"category":"sanctum","x":620,"y":615.5556,"milestones":[{"stageId":8,"endOffsetMinutes":15840,"title":"Decrepit Castle (Level 6 Castle)","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Decrepit Castles become contestable for the first time.\n2. During this period, if a Tribe successfully holds control of a Decrepit Castle for {1} consecutive hours, it enters a protected state, signifying that the Decrepit Castle has been occupied for the first time.\n3. After a Decrepit Castle has been occupied for the first time, it becomes contestable every {2} hours. It enters a protected state again after a Tribe that occupies it continuously for {1} hours.\n4. When battling other Tribes for a Decrepit Castle, {3}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. Having full control of a Decrepit Castle continuously grants Battalion Points, and will also add Team Points to the Tribe's Team.\n6. Buffs provided by a Decrepit Castle can stack.","requiresDeclaration":false},{"id":29,"name":"Decrepit Castle","level":6,"category":"sanctum","x":628.8889,"y":384.4444,"milestones":[{"stageId":8,"endOffsetMinutes":15840,"title":"Decrepit Castle (Level 6 Castle)","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Decrepit Castles become contestable for the first time.\n2. During this period, if a Tribe successfully holds control of a Decrepit Castle for {1} consecutive hours, it enters a protected state, signifying that the Decrepit Castle has been occupied for the first time.\n3. After a Decrepit Castle has been occupied for the first time, it becomes contestable every {2} hours. It enters a protected state again after a Tribe that occupies it continuously for {1} hours.\n4. When battling other Tribes for a Decrepit Castle, {3}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. Having full control of a Decrepit Castle continuously grants Battalion Points, and will also add Team Points to the Tribe's Team.\n6. Buffs provided by a Decrepit Castle can stack.","requiresDeclaration":false},{"id":30,"name":"Kingdom Fortress","level":5,"category":"fortress","x":77.7778,"y":913.3333,"milestones":[{"stageId":2,"endOffsetMinutes":2880,"title":"Kingdom Fortress","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Kingdom Fortresses become contestable for the first time.\n2. Kingdom Fortresses start in a damaged state. After the fortress guards are defeated, the Kingdom Fortress will automatically enter the repair stage (in battles with fortress guards, all Heavily Wounded Troops will be sent to the Infirmary).\n3. Kingdom Fortresses consist 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 repair stages are complete, the Tribe Leader occupying the Kingdom Fortress can set the Kingdom's Territory color. Once set, all Chiefs from the same Kingdom can use City Relocators to relocate to the Kingdom's Territory.\n5. When a Kingdom Fortress is first contestable, if a Tribe occupies it for {1} consecutive hours, it enters a protected state, signifying that the Kingdom Fortress has been occupied for the first time.\n6. After a Kingdom Fortress has been occupied for the first time, it becomes contestable every {2} hours. The Tribe occupying a Kingdom Fortress at the end of the time period gains full control of it.\n7. When battling other Tribes for a Kingdom Fortress, {3}% of Heavily Wounded Troops will be sent to the Infirmary.\n8. Having full control of a Kingdom Fortress continuously grants Battalion Points, and will also add Team Points to the Tribe's Team.","requiresDeclaration":false},{"id":31,"name":"Legion Stronghold","level":5,"category":"stronghold","x":82.2222,"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":32,"name":"Legion Stronghold","level":5,"category":"stronghold","x":184.4444,"y":917.7778,"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":33,"name":"Level 5 Pass","level":5,"category":"pass","x":163.7483,"y":761.4339,"milestones":[{"stageId":4,"endOffsetMinutes":5760,"title":"Level 5 Pass (Single Direction)","direction":"one_way"},{"stageId":21,"endOffsetMinutes":54720,"title":"Level 5 Pass (Full Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. Defeat the Defenders within a Pass to occupy 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 Strange Horror Realm Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":false},{"id":34,"name":"Level 5 Pass","level":5,"category":"pass","x":280.9845,"y":830.1351,"milestones":[{"stageId":4,"endOffsetMinutes":5760,"title":"Level 5 Pass (Single Direction)","direction":"one_way"},{"stageId":21,"endOffsetMinutes":54720,"title":"Level 5 Pass (Full Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. Defeat the Defenders within a Pass to occupy 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 Strange Horror Realm Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":false},{"id":35,"name":"Air Dock","level":5,"category":"dock","x":127.4868,"y":836.1111,"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":36,"name":"Air Dock","level":5,"category":"dock","x":196.4286,"y":861.3492,"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":37,"name":"Kingdom Fortress","level":5,"category":"fortress","x":482.2222,"y":948.8889,"milestones":[{"stageId":2,"endOffsetMinutes":2880,"title":"Kingdom Fortress","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Kingdom Fortresses become contestable for the first time.\n2. Kingdom Fortresses start in a damaged state. After the fortress guards are defeated, the Kingdom Fortress will automatically enter the repair stage (in battles with fortress guards, all Heavily Wounded Troops will be sent to the Infirmary).\n3. Kingdom Fortresses consist 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 repair stages are complete, the Tribe Leader occupying the Kingdom Fortress can set the Kingdom's Territory color. Once set, all Chiefs from the same Kingdom can use City Relocators to relocate to the Kingdom's Territory.\n5. When a Kingdom Fortress is first contestable, if a Tribe occupies it for {1} consecutive hours, it enters a protected state, signifying that the Kingdom Fortress has been occupied for the first time.\n6. After a Kingdom Fortress has been occupied for the first time, it becomes contestable every {2} hours. The Tribe occupying a Kingdom Fortress at the end of the time period gains full control of it.\n7. When battling other Tribes for a Kingdom Fortress, {3}% of Heavily Wounded Troops will be sent to the Infirmary.\n8. Having full control of a Kingdom Fortress continuously grants Battalion Points, and will also add Team Points to the Tribe's Team.","requiresDeclaration":false},{"id":38,"name":"Legion Stronghold","level":5,"category":"stronghold","x":348.8889,"y":900,"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":39,"name":"Legion Stronghold","level":5,"category":"stronghold","x":615.5556,"y":900,"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":40,"name":"Level 5 Pass","level":5,"category":"pass","x":419.077,"y":862.5045,"milestones":[{"stageId":4,"endOffsetMinutes":5760,"title":"Level 5 Pass (Single Direction)","direction":"one_way"},{"stageId":21,"endOffsetMinutes":54720,"title":"Level 5 Pass (Full Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. Defeat the Defenders within a Pass to occupy 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 Strange Horror Realm 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 5 Pass","level":5,"category":"pass","x":570.9062,"y":846.7232,"milestones":[{"stageId":4,"endOffsetMinutes":5760,"title":"Level 5 Pass (Single Direction)","direction":"one_way"},{"stageId":21,"endOffsetMinutes":54720,"title":"Level 5 Pass (Full Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. Defeat the Defenders within a Pass to occupy 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 Strange Horror Realm 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":"Air Dock","level":5,"category":"dock","x":438.9153,"y":915.4233,"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":43,"name":"Air Dock","level":5,"category":"dock","x":556.6667,"y":915.0265,"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":44,"name":"Kingdom Fortress","level":5,"category":"fortress","x":931.1111,"y":922.2222,"milestones":[{"stageId":2,"endOffsetMinutes":2880,"title":"Kingdom Fortress","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Kingdom Fortresses become contestable for the first time.\n2. Kingdom Fortresses start in a damaged state. After the fortress guards are defeated, the Kingdom Fortress will automatically enter the repair stage (in battles with fortress guards, all Heavily Wounded Troops will be sent to the Infirmary).\n3. Kingdom Fortresses consist 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 repair stages are complete, the Tribe Leader occupying the Kingdom Fortress can set the Kingdom's Territory color. Once set, all Chiefs from the same Kingdom can use City Relocators to relocate to the Kingdom's Territory.\n5. When a Kingdom Fortress is first contestable, if a Tribe occupies it for {1} consecutive hours, it enters a protected state, signifying that the Kingdom Fortress has been occupied for the first time.\n6. After a Kingdom Fortress has been occupied for the first time, it becomes contestable every {2} hours. The Tribe occupying a Kingdom Fortress at the end of the time period gains full control of it.\n7. When battling other Tribes for a Kingdom Fortress, {3}% of Heavily Wounded Troops will be sent to the Infirmary.\n8. Having full control of a Kingdom Fortress continuously grants Battalion Points, and will also add Team Points to the Tribe's Team.","requiresDeclaration":false},{"id":45,"name":"Legion Stronghold","level":5,"category":"stronghold","x":815.5556,"y":917.7778,"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":46,"name":"Legion Stronghold","level":5,"category":"stronghold","x":900,"y":802.2222,"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":47,"name":"Level 5 Pass","level":5,"category":"pass","x":775.759,"y":830.2617,"milestones":[{"stageId":4,"endOffsetMinutes":5760,"title":"Level 5 Pass (Single Direction)","direction":"one_way"},{"stageId":21,"endOffsetMinutes":54720,"title":"Level 5 Pass (Full Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. Defeat the Defenders within a Pass to occupy 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 Strange Horror Realm 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":48,"name":"Level 5 Pass","level":5,"category":"pass","x":835.0073,"y":709.2646,"milestones":[{"stageId":4,"endOffsetMinutes":5760,"title":"Level 5 Pass (Single Direction)","direction":"one_way"},{"stageId":21,"endOffsetMinutes":54720,"title":"Level 5 Pass (Full Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. Defeat the Defenders within a Pass to occupy 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 Strange Horror Realm 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":49,"name":"Air Dock","level":5,"category":"dock","x":870.2381,"y":880,"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":50,"name":"Air Dock","level":5,"category":"dock","x":887.4868,"y":753.1481,"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":51,"name":"Kingdom Fortress","level":5,"category":"fortress","x":948.8889,"y":482.2222,"milestones":[{"stageId":2,"endOffsetMinutes":2880,"title":"Kingdom Fortress","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Kingdom Fortresses become contestable for the first time.\n2. Kingdom Fortresses start in a damaged state. After the fortress guards are defeated, the Kingdom Fortress will automatically enter the repair stage (in battles with fortress guards, all Heavily Wounded Troops will be sent to the Infirmary).\n3. Kingdom Fortresses consist 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 repair stages are complete, the Tribe Leader occupying the Kingdom Fortress can set the Kingdom's Territory color. Once set, all Chiefs from the same Kingdom can use City Relocators to relocate to the Kingdom's Territory.\n5. When a Kingdom Fortress is first contestable, if a Tribe occupies it for {1} consecutive hours, it enters a protected state, signifying that the Kingdom Fortress has been occupied for the first time.\n6. After a Kingdom Fortress has been occupied for the first time, it becomes contestable every {2} hours. The Tribe occupying a Kingdom Fortress at the end of the time period gains full control of it.\n7. When battling other Tribes for a Kingdom Fortress, {3}% of Heavily Wounded Troops will be sent to the Infirmary.\n8. Having full control of a Kingdom Fortress continuously grants Battalion Points, and will also add Team Points to the Tribe's Team.","requiresDeclaration":false},{"id":52,"name":"Legion Stronghold","level":5,"category":"stronghold","x":917.7778,"y":615.5556,"milestones":[{"stageId":1,"endOffsetMinutes":1440,"title":"Legion Stronghold","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Legion Strongholds become contestable for the first time.\n2. During this period, if a Tribe successfully holds control of a Legion Stronghold for {1} consecutive hours, it enters a protected state, signifying that the Legion Stronghold has been occupied for the first time.\n3. After a Legion Stronghold has been occupied for the first time, it becomes contestable every {2} hours. The Tribe occupying a Legion Stronghold at the end of the time period gains full control of it.\n4. When battling other Tribes for a Legion Stronghold, {3}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. Having full control of a Legion Stronghold continuously grants Battalion Points, and will also increase the controlling Team's Team Points.\n6. Buffs provided by a Legion Stronghold can stack.","requiresDeclaration":false},{"id":53,"name":"Legion Stronghold","level":5,"category":"stronghold","x":917.7778,"y":384.4444,"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":54,"name":"Level 5 Pass","level":5,"category":"pass","x":847.4491,"y":554.1169,"milestones":[{"stageId":4,"endOffsetMinutes":5760,"title":"Level 5 Pass (Single Direction)","direction":"one_way"},{"stageId":21,"endOffsetMinutes":54720,"title":"Level 5 Pass (Full Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. Defeat the Defenders within a Pass to occupy 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 Strange Horror Realm 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":55,"name":"Level 5 Pass","level":5,"category":"pass","x":867.5675,"y":376.2532,"milestones":[{"stageId":4,"endOffsetMinutes":5760,"title":"Level 5 Pass (Single Direction)","direction":"one_way"},{"stageId":21,"endOffsetMinutes":54720,"title":"Level 5 Pass (Full Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. Defeat the Defenders within a Pass to occupy 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 Strange Horror Realm 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":56,"name":"Air Dock","level":5,"category":"dock","x":915.9259,"y":546.164,"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":"Air Dock","level":5,"category":"dock","x":894.6296,"y":437.2222,"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":58,"name":"Kingdom Fortress","level":5,"category":"fortress","x":926.6667,"y":100,"milestones":[{"stageId":2,"endOffsetMinutes":2880,"title":"Kingdom Fortress","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Kingdom Fortresses become contestable for the first time.\n2. Kingdom Fortresses start in a damaged state. After the fortress guards are defeated, the Kingdom Fortress will automatically enter the repair stage (in battles with fortress guards, all Heavily Wounded Troops will be sent to the Infirmary).\n3. Kingdom Fortresses consist 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 repair stages are complete, the Tribe Leader occupying the Kingdom Fortress can set the Kingdom's Territory color. Once set, all Chiefs from the same Kingdom can use City Relocators to relocate to the Kingdom's Territory.\n5. When a Kingdom Fortress is first contestable, if a Tribe occupies it for {1} consecutive hours, it enters a protected state, signifying that the Kingdom Fortress has been occupied for the first time.\n6. After a Kingdom Fortress has been occupied for the first time, it becomes contestable every {2} hours. The Tribe occupying a Kingdom Fortress at the end of the time period gains full control of it.\n7. When battling other Tribes for a Kingdom Fortress, {3}% of Heavily Wounded Troops will be sent to the Infirmary.\n8. Having full control of a Kingdom Fortress continuously grants Battalion Points, and will also add Team Points to the Tribe's Team.","requiresDeclaration":false},{"id":59,"name":"Legion Stronghold","level":5,"category":"stronghold","x":917.7778,"y":215.5556,"milestones":[{"stageId":1,"endOffsetMinutes":1440,"title":"Legion Stronghold","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Legion Strongholds become contestable for the first time.\n2. During this period, if a Tribe successfully holds control of a Legion Stronghold for {1} consecutive hours, it enters a protected state, signifying that the Legion Stronghold has been occupied for the first time.\n3. After a Legion Stronghold has been occupied for the first time, it becomes contestable every {2} hours. The Tribe occupying a Legion Stronghold at the end of the time period gains full control of it.\n4. When battling other Tribes for a Legion Stronghold, {3}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. Having full control of a Legion Stronghold continuously grants Battalion Points, and will also increase the controlling Team's Team Points.\n6. Buffs provided by a Legion Stronghold can stack.","requiresDeclaration":false},{"id":60,"name":"Legion Stronghold","level":5,"category":"stronghold","x":815.5556,"y":100,"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":61,"name":"Level 5 Pass","level":5,"category":"pass","x":833.119,"y":259.2883,"milestones":[{"stageId":4,"endOffsetMinutes":5760,"title":"Level 5 Pass (Single Direction)","direction":"one_way"},{"stageId":21,"endOffsetMinutes":54720,"title":"Level 5 Pass (Full Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. Defeat the Defenders within a Pass to occupy 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 Strange Horror Realm 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":715.2328,"y":170.9641,"milestones":[{"stageId":4,"endOffsetMinutes":5760,"title":"Level 5 Pass (Single Direction)","direction":"one_way"},{"stageId":21,"endOffsetMinutes":54720,"title":"Level 5 Pass (Full Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. Defeat the Defenders within a Pass to occupy 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 Strange Horror Realm 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":"Air Dock","level":5,"category":"dock","x":865.7672,"y":172.8307,"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":64,"name":"Air Dock","level":5,"category":"dock","x":759.8677,"y":98.0688,"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":"Kingdom Fortress","level":5,"category":"fortress","x":517.7778,"y":51.1111,"milestones":[{"stageId":2,"endOffsetMinutes":2880,"title":"Kingdom Fortress","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Kingdom Fortresses become contestable for the first time.\n2. Kingdom Fortresses start in a damaged state. After the fortress guards are defeated, the Kingdom Fortress will automatically enter the repair stage (in battles with fortress guards, all Heavily Wounded Troops will be sent to the Infirmary).\n3. Kingdom Fortresses consist 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 repair stages are complete, the Tribe Leader occupying the Kingdom Fortress can set the Kingdom's Territory color. Once set, all Chiefs from the same Kingdom can use City Relocators to relocate to the Kingdom's Territory.\n5. When a Kingdom Fortress is first contestable, if a Tribe occupies it for {1} consecutive hours, it enters a protected state, signifying that the Kingdom Fortress has been occupied for the first time.\n6. After a Kingdom Fortress has been occupied for the first time, it becomes contestable every {2} hours. The Tribe occupying a Kingdom Fortress at the end of the time period gains full control of it.\n7. When battling other Tribes for a Kingdom Fortress, {3}% of Heavily Wounded Troops will be sent to the Infirmary.\n8. Having full control of a Kingdom Fortress continuously grants Battalion Points, and will also add Team Points to the Tribe's Team.","requiresDeclaration":false},{"id":66,"name":"Legion Stronghold","level":5,"category":"stronghold","x":651.1111,"y":82.2222,"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":67,"name":"Legion Stronghold","level":5,"category":"stronghold","x":384.4444,"y":82.2222,"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":68,"name":"Level 5 Pass","level":5,"category":"pass","x":583.9296,"y":149.6557,"milestones":[{"stageId":4,"endOffsetMinutes":5760,"title":"Level 5 Pass (Single Direction)","direction":"one_way"},{"stageId":21,"endOffsetMinutes":54720,"title":"Level 5 Pass (Full Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. Defeat the Defenders within a Pass to occupy 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 Strange Horror Realm 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":69,"name":"Level 5 Pass","level":5,"category":"pass","x":421.0267,"y":156.4438,"milestones":[{"stageId":4,"endOffsetMinutes":5760,"title":"Level 5 Pass (Single Direction)","direction":"one_way"},{"stageId":21,"endOffsetMinutes":54720,"title":"Level 5 Pass (Full Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. Defeat the Defenders within a Pass to occupy 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 Strange Horror Realm 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":70,"name":"Air Dock","level":5,"category":"dock","x":579.7619,"y":94.0476,"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":71,"name":"Air Dock","level":5,"category":"dock","x":460.582,"y":96.5079,"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":72,"name":"Kingdom Fortress","level":5,"category":"fortress","x":104.4444,"y":86.6667,"milestones":[{"stageId":2,"endOffsetMinutes":2880,"title":"Kingdom Fortress","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Kingdom Fortresses become contestable for the first time.\n2. Kingdom Fortresses start in a damaged state. After the fortress guards are defeated, the Kingdom Fortress will automatically enter the repair stage (in battles with fortress guards, all Heavily Wounded Troops will be sent to the Infirmary).\n3. Kingdom Fortresses consist 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 repair stages are complete, the Tribe Leader occupying the Kingdom Fortress can set the Kingdom's Territory color. Once set, all Chiefs from the same Kingdom can use City Relocators to relocate to the Kingdom's Territory.\n5. When a Kingdom Fortress is first contestable, if a Tribe occupies it for {1} consecutive hours, it enters a protected state, signifying that the Kingdom Fortress has been occupied for the first time.\n6. After a Kingdom Fortress has been occupied for the first time, it becomes contestable every {2} hours. The Tribe occupying a Kingdom Fortress at the end of the time period gains full control of it.\n7. When battling other Tribes for a Kingdom Fortress, {3}% of Heavily Wounded Troops will be sent to the Infirmary.\n8. Having full control of a Kingdom Fortress continuously grants Battalion Points, and will also add Team Points to the Tribe's Team.","requiresDeclaration":false},{"id":73,"name":"Legion Stronghold","level":5,"category":"stronghold","x":215.5556,"y":82.2222,"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":74,"name":"Legion Stronghold","level":5,"category":"stronghold","x":117.7778,"y":206.6667,"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":75,"name":"Level 5 Pass","level":5,"category":"pass","x":292.8343,"y":165.2079,"milestones":[{"stageId":4,"endOffsetMinutes":5760,"title":"Level 5 Pass (Single Direction)","direction":"one_way"},{"stageId":21,"endOffsetMinutes":54720,"title":"Level 5 Pass (Full Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. Defeat the Defenders within a Pass to occupy 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 Strange Horror Realm 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":76,"name":"Level 5 Pass","level":5,"category":"pass","x":178.6743,"y":282.1666,"milestones":[{"stageId":4,"endOffsetMinutes":5760,"title":"Level 5 Pass (Single Direction)","direction":"one_way"},{"stageId":21,"endOffsetMinutes":54720,"title":"Level 5 Pass (Full Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. Defeat the Defenders within a Pass to occupy 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 Strange Horror Realm 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":77,"name":"Air Dock","level":5,"category":"dock","x":168.4127,"y":141.8254,"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":110.8466,"y":268.9418,"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":"Kingdom Fortress","level":5,"category":"fortress","x":51.1111,"y":482.2222,"milestones":[{"stageId":2,"endOffsetMinutes":2880,"title":"Kingdom Fortress","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Kingdom Fortresses become contestable for the first time.\n2. Kingdom Fortresses start in a damaged state. After the fortress guards are defeated, the Kingdom Fortress will automatically enter the repair stage (in battles with fortress guards, all Heavily Wounded Troops will be sent to the Infirmary).\n3. Kingdom Fortresses consist 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 repair stages are complete, the Tribe Leader occupying the Kingdom Fortress can set the Kingdom's Territory color. Once set, all Chiefs from the same Kingdom can use City Relocators to relocate to the Kingdom's Territory.\n5. When a Kingdom Fortress is first contestable, if a Tribe occupies it for {1} consecutive hours, it enters a protected state, signifying that the Kingdom Fortress has been occupied for the first time.\n6. After a Kingdom Fortress has been occupied for the first time, it becomes contestable every {2} hours. The Tribe occupying a Kingdom Fortress at the end of the time period gains full control of it.\n7. When battling other Tribes for a Kingdom Fortress, {3}% of Heavily Wounded Troops will be sent to the Infirmary.\n8. Having full control of a Kingdom Fortress continuously grants Battalion Points, and will also add Team Points to the Tribe's Team.","requiresDeclaration":false},{"id":80,"name":"Legion Stronghold","level":5,"category":"stronghold","x":51.1111,"y":366.6667,"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":81,"name":"Legion Stronghold","level":5,"category":"stronghold","x":82.2222,"y":597.7778,"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":82,"name":"Level 5 Pass","level":5,"category":"pass","x":146.0998,"y":404.9746,"milestones":[{"stageId":4,"endOffsetMinutes":5760,"title":"Level 5 Pass (Single Direction)","direction":"one_way"},{"stageId":21,"endOffsetMinutes":54720,"title":"Level 5 Pass (Full Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. Defeat the Defenders within a Pass to occupy 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 Strange Horror Realm 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":154.8889,"y":594.4772,"milestones":[{"stageId":4,"endOffsetMinutes":5760,"title":"Level 5 Pass (Single Direction)","direction":"one_way"},{"stageId":21,"endOffsetMinutes":54720,"title":"Level 5 Pass (Full Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. Defeat the Defenders within a Pass to occupy 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 Strange Horror Realm 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":"Air Dock","level":5,"category":"dock","x":92.4074,"y":403.7037,"milestones":[],"rules":"The Air Dock is an important strategic hub in Kingdom Mayhem. It's where Troops can ride Airships, soaring through the sky and shuttling about within Kingdom Mayhem:\n1. Tribes can put the Air Dock within the Tribe Territory to occupy it. The Air Dock starts in a \"closed\" state and cannot be used. It will gradually unlock over different Chronicles Stages and become usable to Chiefs of the same Team.\n2. When the Chronicles reaches Stage {0}, Chiefs can use Air Docks occupied by Tribes of the same Team. About Airship Transport:\n1. Troops can be transported by Airship from the Air Dock, flying at high speed to the destination: the departure point and the destination of the Airship Transport must both be usable Air Docks.\n2. During the flight, Troops cannot perform any actions, will not be attacked, and are not restricted by terrain obstacles.\n3. 1 Transport attempt is consumed at the destination Air Dock each time you transport Troops. When there are 0 available Transport attempts, the Air Dock cannot be used as a destination until it recovers a Transport attempt over time. (No Transport attempt is consumed at the departure point Air Dock.)","requiresDeclaration":false},{"id":85,"name":"Air Dock","level":5,"category":"dock","x":107.7778,"y":520.2116,"milestones":[],"rules":"The Air Dock is an important strategic hub in Kingdom Mayhem. It's where Troops can ride Airships, soaring through the sky and shuttling about within Kingdom Mayhem:\n1. Tribes can put the Air Dock within the Tribe Territory to occupy it. The Air Dock starts in a \"closed\" state and cannot be used. It will gradually unlock over different Chronicles Stages and become usable to Chiefs of the same Team.\n2. When the Chronicles reaches Stage {0}, Chiefs can use Air Docks occupied by Tribes of the same Team. About Airship Transport:\n1. Troops can be transported by Airship from the Air Dock, flying at high speed to the destination: the departure point and the destination of the Airship Transport must both be usable Air Docks.\n2. During the flight, Troops cannot perform any actions, will not be attacked, and are not restricted by terrain obstacles.\n3. 1 Transport attempt is consumed at the destination Air Dock each time you transport Troops. When there are 0 available Transport attempts, the Air Dock cannot be used as a destination until it recovers a Transport attempt over time. (No Transport attempt is consumed at the departure point Air Dock.)","requiresDeclaration":false},{"id":86,"name":"Plague Castle","level":5,"category":"sanctum","x":371.1111,"y":784.4444,"milestones":[{"stageId":5,"endOffsetMinutes":8640,"title":"Plague Castle (Level 5 Castle)","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Plague Castles become contestable for the first time.\n2. During this period, if a Tribe successfully holds control of a Plague Castle for {1} consecutive hours, it enters a protected state, signifying that the Plague Castle has been occupied for the first time.\n3. After a Plague Castle has been occupied for the first time, it becomes contestable every {2} hours. It enters a protected state again after a Tribe that occupies it continuously for {1} hours.\n4. When battling other Tribes for a Plague Castle, {3}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. Having full control of a Plague Castle continuously grants Battalion Points, and will also add Team Points to the Tribe's Team.\n6. Buffs provided by a Plague Castle can stack.","requiresDeclaration":false},{"id":87,"name":"Plague Castle","level":5,"category":"sanctum","x":668.8889,"y":780,"milestones":[{"stageId":5,"endOffsetMinutes":8640,"title":"Plague Castle (Level 5 Castle)","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Plague Castles become contestable for the first time.\n2. During this period, if a Tribe successfully holds control of a Plague Castle for {1} consecutive hours, it enters a protected state, signifying that the Plague Castle has been occupied for the first time.\n3. After a Plague Castle has been occupied for the first time, it becomes contestable every {2} hours. It enters a protected state again after a Tribe that occupies it continuously for {1} hours.\n4. When battling other Tribes for a Plague Castle, {3}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. Having full control of a Plague Castle continuously grants Battalion Points, and will also add Team Points to the Tribe's Team.\n6. Buffs provided by a Plague Castle can stack.","requiresDeclaration":false},{"id":88,"name":"Plague Castle","level":5,"category":"sanctum","x":780,"y":624.4444,"milestones":[{"stageId":5,"endOffsetMinutes":8640,"title":"Plague Castle (Level 5 Castle)","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Plague Castles become contestable for the first time.\n2. During this period, if a Tribe successfully holds control of a Plague Castle for {1} consecutive hours, it enters a protected state, signifying that the Plague Castle has been occupied for the first time.\n3. After a Plague Castle has been occupied for the first time, it becomes contestable every {2} hours. It enters a protected state again after a Tribe that occupies it continuously for {1} hours.\n4. When battling other Tribes for a Plague Castle, {3}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. Having full control of a Plague Castle continuously grants Battalion Points, and will also add Team Points to the Tribe's Team.\n6. Buffs provided by a Plague Castle can stack.","requiresDeclaration":false},{"id":89,"name":"Plague Castle","level":5,"category":"sanctum","x":788.8889,"y":340,"milestones":[{"stageId":5,"endOffsetMinutes":8640,"title":"Plague Castle (Level 5 Castle)","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Plague Castles become contestable for the first time.\n2. During this period, if a Tribe successfully holds control of a Plague Castle for {1} consecutive hours, it enters a protected state, signifying that the Plague Castle has been occupied for the first time.\n3. After a Plague Castle has been occupied for the first time, it becomes contestable every {2} hours. It enters a protected state again after a Tribe that occupies it continuously for {1} hours.\n4. When battling other Tribes for a Plague Castle, {3}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. Having full control of a Plague Castle continuously grants Battalion Points, and will also add Team Points to the Tribe's Team.\n6. Buffs provided by a Plague Castle can stack.","requiresDeclaration":false},{"id":90,"name":"Plague Castle","level":5,"category":"sanctum","x":642.2222,"y":228.8889,"milestones":[{"stageId":5,"endOffsetMinutes":8640,"title":"Plague Castle (Level 5 Castle)","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Plague Castles become contestable for the first time.\n2. During this period, if a Tribe successfully holds control of a Plague Castle for {1} consecutive hours, it enters a protected state, signifying that the Plague Castle has been occupied for the first time.\n3. After a Plague Castle has been occupied for the first time, it becomes contestable every {2} hours. It enters a protected state again after a Tribe that occupies it continuously for {1} hours.\n4. When battling other Tribes for a Plague Castle, {3}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. Having full control of a Plague Castle continuously grants Battalion Points, and will also add Team Points to the Tribe's Team.\n6. Buffs provided by a Plague Castle can stack.","requiresDeclaration":false},{"id":91,"name":"Plague Castle","level":5,"category":"sanctum","x":357.7778,"y":215.5556,"milestones":[{"stageId":5,"endOffsetMinutes":8640,"title":"Plague Castle (Level 5 Castle)","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Plague Castles become contestable for the first time.\n2. During this period, if a Tribe successfully holds control of a Plague Castle for {1} consecutive hours, it enters a protected state, signifying that the Plague Castle has been occupied for the first time.\n3. After a Plague Castle has been occupied for the first time, it becomes contestable every {2} hours. It enters a protected state again after a Tribe that occupies it continuously for {1} hours.\n4. When battling other Tribes for a Plague Castle, {3}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. Having full control of a Plague Castle continuously grants Battalion Points, and will also add Team Points to the Tribe's Team.\n6. Buffs provided by a Plague Castle can stack.","requiresDeclaration":false},{"id":92,"name":"Plague Castle","level":5,"category":"sanctum","x":220,"y":353.3333,"milestones":[{"stageId":5,"endOffsetMinutes":8640,"title":"Plague Castle (Level 5 Castle)","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Plague Castles become contestable for the first time.\n2. During this period, if a Tribe successfully holds control of a Plague Castle for {1} consecutive hours, it enters a protected state, signifying that the Plague Castle has been occupied for the first time.\n3. After a Plague Castle has been occupied for the first time, it becomes contestable every {2} hours. It enters a protected state again after a Tribe that occupies it continuously for {1} hours.\n4. When battling other Tribes for a Plague Castle, {3}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. Having full control of a Plague Castle continuously grants Battalion Points, and will also add Team Points to the Tribe's Team.\n6. Buffs provided by a Plague Castle can stack.","requiresDeclaration":false},{"id":93,"name":"Plague Castle","level":5,"category":"sanctum","x":220,"y":677.7778,"milestones":[{"stageId":5,"endOffsetMinutes":8640,"title":"Plague Castle (Level 5 Castle)","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Plague Castles become contestable for the first time.\n2. During this period, if a Tribe successfully holds control of a Plague Castle for {1} consecutive hours, it enters a protected state, signifying that the Plague Castle has been occupied for the first time.\n3. After a Plague Castle has been occupied for the first time, it becomes contestable every {2} hours. It enters a protected state again after a Tribe that occupies it continuously for {1} hours.\n4. When battling other Tribes for a Plague Castle, {3}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. Having full control of a Plague Castle continuously grants Battalion Points, and will also add Team Points to the Tribe's Team.\n6. Buffs provided by a Plague Castle can stack.","requiresDeclaration":false},{"id":94,"name":"Air Dock","level":5,"category":"dock","x":357.8836,"y":360.5291,"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":373.7831,"y":657.9365,"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":"Air Dock","level":5,"category":"dock","x":661.0582,"y":350.291,"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":97,"name":"Air Dock","level":5,"category":"dock","x":660.5291,"y":639.2857,"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":"Small Checkpoint","level":5,"category":"other","x":217.5813,"y":503.2838,"milestones":[],"rules":"When the Corrupted Church or the Dead Forest opens, the Passes on both sides of the building will also open.\n1. The Passes cannot be occupied. It only provides passage for Troops.\n2. Only members of the corresponding Team can enter the contestable area at the center of the building via the Pass on their own Team's side.\n3. When the battlefield closes, the corresponding Passes will also close. Troops that are still in the building's contestable area may return to their respective City by forced recall.","requiresDeclaration":false},{"id":99,"name":"Small Checkpoint","level":5,"category":"other","x":215.9979,"y":563.9315,"milestones":[],"rules":"When the Corrupted Church or the Dead Forest opens, the Passes on both sides of the building will also open.\n1. The Passes cannot be occupied. It only provides passage for Troops.\n2. Only members of the corresponding Team can enter the contestable area at the center of the building via the Pass on their own Team's side.\n3. When the battlefield closes, the corresponding Passes will also close. Troops that are still in the building's contestable area may return to their respective City by forced recall.","requiresDeclaration":false},{"id":100,"name":"Small Checkpoint","level":5,"category":"other","x":272.5226,"y":561.5604,"milestones":[],"rules":"When the Corrupted Church or the Dead Forest opens, the Passes on both sides of the building will also open.\n1. The Passes cannot be occupied. It only provides passage for Troops.\n2. Only members of the corresponding Team can enter the contestable area at the center of the building via the Pass on their own Team's side.\n3. When the battlefield closes, the corresponding Passes will also close. Troops that are still in the building's contestable area may return to their respective City by forced recall.","requiresDeclaration":false},{"id":101,"name":"Small Checkpoint","level":5,"category":"other","x":265.6444,"y":500.867,"milestones":[],"rules":"When the Corrupted Church or the Dead Forest opens, the Passes on both sides of the building will also open.\n1. The Passes cannot be occupied. It only provides passage for Troops.\n2. Only members of the corresponding Team can enter the contestable area at the center of the building via the Pass on their own Team's side.\n3. When the battlefield closes, the corresponding Passes will also close. Troops that are still in the building's contestable area may return to their respective City by forced recall.","requiresDeclaration":false},{"id":102,"name":"Corrupted Church","level":5,"category":"arena","x":246.7407,"y":535.1375,"milestones":[{"stageId":3,"endOffsetMinutes":4320,"title":"Corrupted Church","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Corrupted Churches become contestable for the first time.\n2. Corrupted Churches will be contestable for {1} hours every {2} hours.\n3. Corrupted Churches cannot be occupied directly with Troops. A Team must drive out all Troops of other Teams to temporarily occupy a Corrupted Church.\n4. After occupying the Corrupted Church, Corrupted Priests or Corrupted Knights will refresh at regular intervals. Deploying Troops to kill Corrupted Priests will grant Experience and supply rewards. Killing Corrupted Knights will grant even more Experience and supply rewards.\n5. After occupying the Corrupted Church, members of the occupying Team within the battlefield area will receive Hero Experience at regular intervals. At the same time, the Troops' Main and Secondary Commander Heroes will get Experience Rewards (only one Troop for each Chief can receive this effect at a time).\n6. When the contestable time ends, the Corrupted Church will return to an unoccupied state.\n7. Chiefs can only dispatch one Troop to enter the Corrupted Church at a time.","requiresDeclaration":false},{"id":103,"name":"War Air Dock","level":5,"category":"dock","x":213.6196,"y":495.982,"milestones":[],"rules":"The War Air Dock is accompanied by the intertwining of trialists' blood and glory. This is the time of war and the time of glory:\n1. The War Air Dock starts in a \"closed\" state and cannot be used.\n2. The War Air Dock will open {0} minutes before the corresponding battlefield area opens, and all Chiefs in the Team to whom the War Air Dock belongs can use it.\n3. The War Air Dock will close with the corresponding battlefield area. After closing, it can no longer be used as a destination for Airship Transport, but it can still be used as a departure point for Troops to leave the battlefield area.\nAbout Airship Transport:\n1. Troops can be transported by Airship from the Air Dock, flying at high speed to the destination: the departure point and the destination of the Airship Transport must both be usable Air Docks.\n2. During the flight, Troops cannot perform any actions, will not be attacked, and are not restricted by terrain obstacles.\n3. During opening hours, there is no Transport attempt limit at the War Air Dock.","requiresDeclaration":false},{"id":104,"name":"War Air Dock","level":5,"category":"dock","x":208.8016,"y":572.3968,"milestones":[],"rules":"The War Air Dock is accompanied by the intertwining of trialists' blood and glory. This is the time of war and the time of glory:\n1. The War Air Dock starts in a \"closed\" state and cannot be used.\n2. The War Air Dock will open {0} minutes before the corresponding battlefield area opens, and all Chiefs in the Team to whom the War Air Dock belongs can use it.\n3. The War Air Dock will close with the corresponding battlefield area. After closing, it can no longer be used as a destination for Airship Transport, but it can still be used as a departure point for Troops to leave the battlefield area.\nAbout Airship Transport:\n1. Troops can be transported by Airship from the Air Dock, flying at high speed to the destination: the departure point and the destination of the Airship Transport must both be usable Air Docks.\n2. During the flight, Troops cannot perform any actions, will not be attacked, and are not restricted by terrain obstacles.\n3. During opening hours, there is no Transport attempt limit at the War Air Dock.","requiresDeclaration":false},{"id":105,"name":"War Air Dock","level":5,"category":"dock","x":278.0976,"y":567.4397,"milestones":[],"rules":"The War Air Dock is accompanied by the intertwining of trialists' blood and glory. This is the time of war and the time of glory:\n1. The War Air Dock starts in a \"closed\" state and cannot be used.\n2. The War Air Dock will open {0} minutes before the corresponding battlefield area opens, and all Chiefs in the Team to whom the War Air Dock belongs can use it.\n3. The War Air Dock will close with the corresponding battlefield area. After closing, it can no longer be used as a destination for Airship Transport, but it can still be used as a departure point for Troops to leave the battlefield area.\nAbout Airship Transport:\n1. Troops can be transported by Airship from the Air Dock, flying at high speed to the destination: the departure point and the destination of the Airship Transport must both be usable Air Docks.\n2. During the flight, Troops cannot perform any actions, will not be attacked, and are not restricted by terrain obstacles.\n3. During opening hours, there is no Transport attempt limit at the War Air Dock.","requiresDeclaration":false},{"id":106,"name":"War Air Dock","level":5,"category":"dock","x":273.169,"y":493.4725,"milestones":[],"rules":"The War Air Dock is accompanied by the intertwining of trialists' blood and glory. This is the time of war and the time of glory:\n1. The War Air Dock starts in a \"closed\" state and cannot be used.\n2. The War Air Dock will open {0} minutes before the corresponding battlefield area opens, and all Chiefs in the Team to whom the War Air Dock belongs can use it.\n3. The War Air Dock will close with the corresponding battlefield area. After closing, it can no longer be used as a destination for Airship Transport, but it can still be used as a departure point for Troops to leave the battlefield area.\nAbout Airship Transport:\n1. Troops can be transported by Airship from the Air Dock, flying at high speed to the destination: the departure point and the destination of the Airship Transport must both be usable Air Docks.\n2. During the flight, Troops cannot perform any actions, will not be attacked, and are not restricted by terrain obstacles.\n3. During opening hours, there is no Transport attempt limit at the War Air Dock.","requiresDeclaration":false},{"id":107,"name":"Small Checkpoint","level":5,"category":"other","x":735.04,"y":441.0261,"milestones":[],"rules":"When the Corrupted Church or the Dead Forest opens, the Passes on both sides of the building will also open.\n1. The Passes cannot be occupied. It only provides passage for Troops.\n2. Only members of the corresponding Team can enter the contestable area at the center of the building via the Pass on their own Team's side.\n3. When the battlefield closes, the corresponding Passes will also close. Troops that are still in the building's contestable area may return to their respective City by forced recall.","requiresDeclaration":false},{"id":108,"name":"Small Checkpoint","level":5,"category":"other","x":734.5248,"y":503.0249,"milestones":[],"rules":"When the Corrupted Church or the Dead Forest opens, the Passes on both sides of the building will also open.\n1. The Passes cannot be occupied. It only provides passage for Troops.\n2. Only members of the corresponding Team can enter the contestable area at the center of the building via the Pass on their own Team's side.\n3. When the battlefield closes, the corresponding Passes will also close. Troops that are still in the building's contestable area may return to their respective City by forced recall.","requiresDeclaration":false},{"id":109,"name":"Small Checkpoint","level":5,"category":"other","x":796.5049,"y":503.6261,"milestones":[],"rules":"When the Corrupted Church or the Dead Forest opens, the Passes on both sides of the building will also open.\n1. The Passes cannot be occupied. It only provides passage for Troops.\n2. Only members of the corresponding Team can enter the contestable area at the center of the building via the Pass on their own Team's side.\n3. When the battlefield closes, the corresponding Passes will also close. Troops that are still in the building's contestable area may return to their respective City by forced recall.","requiresDeclaration":false},{"id":110,"name":"Small Checkpoint","level":5,"category":"other","x":789.6937,"y":441.4582,"milestones":[],"rules":"When the Corrupted Church or the Dead Forest opens, the Passes on both sides of the building will also open.\n1. The Passes cannot be occupied. It only provides passage for Troops.\n2. Only members of the corresponding Team can enter the contestable area at the center of the building via the Pass on their own Team's side.\n3. When the battlefield closes, the corresponding Passes will also close. Troops that are still in the building's contestable area may return to their respective City by forced recall.","requiresDeclaration":false},{"id":111,"name":"Corrupted Church","level":5,"category":"arena","x":766.4326,"y":475.3376,"milestones":[{"stageId":3,"endOffsetMinutes":4320,"title":"Corrupted Church","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Corrupted Churches become contestable for the first time.\n2. Corrupted Churches will be contestable for {1} hours every {2} hours.\n3. Corrupted Churches cannot be occupied directly with Troops. A Team must drive out all Troops of other Teams to temporarily occupy a Corrupted Church.\n4. After occupying the Corrupted Church, Corrupted Priests or Corrupted Knights will refresh at regular intervals. Deploying Troops to kill Corrupted Priests will grant Experience and supply rewards. Killing Corrupted Knights will grant even more Experience and supply rewards.\n5. After occupying the Corrupted Church, members of the occupying Team within the battlefield area will receive Hero Experience at regular intervals. At the same time, the Troops' Main and Secondary Commander Heroes will get Experience Rewards (only one Troop for each Chief can receive this effect at a time).\n6. When the contestable time ends, the Corrupted Church will return to an unoccupied state.\n7. Chiefs can only dispatch one Troop to enter the Corrupted Church at a time.","requiresDeclaration":false},{"id":112,"name":"War Air Dock","level":5,"category":"dock","x":732.7053,"y":434.4801,"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":113,"name":"War Air Dock","level":5,"category":"dock","x":729.6511,"y":507.3704,"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":114,"name":"War Air Dock","level":5,"category":"dock","x":804.3637,"y":509.1923,"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":115,"name":"War Air Dock","level":5,"category":"dock","x":794.6257,"y":437.423,"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":116,"name":"War Air Dock","level":5,"category":"dock","x":486.9518,"y":725.1828,"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":117,"name":"War Air Dock","level":5,"category":"dock","x":483.55,"y":791.5394,"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":118,"name":"War Air Dock","level":5,"category":"dock","x":563.9365,"y":784.3431,"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":119,"name":"War Air Dock","level":5,"category":"dock","x":561.2257,"y":719.0058,"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":120,"name":"War Air Dock","level":5,"category":"dock","x":472.5236,"y":165.5947,"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":121,"name":"War Air Dock","level":5,"category":"dock","x":459.1741,"y":233.7018,"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":122,"name":"War Air Dock","level":5,"category":"dock","x":533.8698,"y":243.7616,"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":123,"name":"War Air Dock","level":5,"category":"dock","x":532.6622,"y":166.3934,"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}],"stages":[{"id":1,"name":"First Encounter with the Horror Realm","durationMinutes":1440,"startOffsetMinutes":0,"endOffsetMinutes":1440,"effects":[{"title":"Legion Stronghold","description":"Legion Stronghold\nWhen this Stage ends (regardless of whether the goals were achieved), all Legion Strongholds in the Strange Horror Realm will activate immediately. You can only attack a Legion Stronghold that borders your Tribe Territory.","timing":"stage_end"}]},{"id":2,"name":"Recapture the Stronghold","durationMinutes":1440,"startOffsetMinutes":1440,"endOffsetMinutes":2880,"effects":[{"title":"Kingdom Fortress","description":"Kingdom Fortress\nWhen this Stage ends (regardless of whether the goals were achieved), all Kingdom Fortresses in the Strange Horror Realm will activate immediately. You can only attack a Kingdom Fortress that borders your Tribe Territory.","timing":"stage_end"},{"title":"Level 57 Elusive Guard","description":"Level 57 Elusive Guard\nWhen this Stage ends (regardless of whether the goals were achieved), Level 57 Elusive Guards will randomly respawn within the Strange Horror Realm.","timing":"stage_end"}]},{"id":3,"name":"Rebuild the Fortress","durationMinutes":1440,"startOffsetMinutes":2880,"endOffsetMinutes":4320,"effects":[{"title":"Corrupted Church","description":"Corrupted Church\nWhen this Stage ends (regardless of whether the goals were achieved), all Corrupted Churches in the Strange Horror Realm will activate immediately. After eliminating all troops of hostile teams in the Corrupted Church, a countdown for the temporary occupation of the Corrupted Church will be triggered automatically.","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":"Corrupted Church","durationMinutes":1440,"startOffsetMinutes":4320,"endOffsetMinutes":5760,"effects":[{"title":"Level 5 Pass (Single Direction)","description":"Level 5 Pass (Single Direction)\nWhen this Stage ends (regardless of whether the goals were achieved), all Level 5 Passes in the Strange Horror Realm will be of single direction access. During single direction access, only teams in the Passes' starting area can attack them. To attack a Pass, the Tribe must have Territory bordering the Pass. Successfully occupying a Pass will enable the Tribe to access other regions through it.","timing":"stage_end"},{"title":"Level 58 Elusive Guard","description":"Level 58 Elusive Guard\nWhen this Stage ends (regardless of whether the goals were achieved), Level 58 Elusive Guards will randomly respawn within the Strange Horror Realm.","timing":"stage_end"}]},{"id":5,"name":"Breaking Through I","durationMinutes":2880,"startOffsetMinutes":5760,"endOffsetMinutes":8640,"effects":[{"title":"Plague Castle (Level 5 Castle)","description":"Plague Castle (Level 5 Castle)\nWhen this Stage ends (regardless of whether the goals were achieved), all Plague Castles in the Strange Horror Realm will activate immediately. You can only attack a Plague Castle that borders your Tribe Territory.","timing":"stage_end"}]},{"id":6,"name":"Plague Castle","durationMinutes":1440,"startOffsetMinutes":8640,"endOffsetMinutes":10080,"effects":[{"title":"Level 22 Damned Royal Rider","description":"Level 22 Damned Royal Rider\nWhen this Stage ends (regardless of whether the goals were achieved), Level 22 Damned Royal Riders will randomly respawn within the Strange Horror Realm. Damned Royal Riders consist of {0} Level {1} units, and only Rallied Troops will be able to launch attacks against them.","timing":"stage_end"},{"title":"Level 59 Elusive Guard","description":"Level 59 Elusive Guard\nWhen this Stage ends (regardless of whether the goals were achieved), Level 59 Elusive Guards will randomly respawn within the Strange Horror Realm.","timing":"stage_end"}]},{"id":7,"name":"Purify Curse","durationMinutes":2880,"startOffsetMinutes":10080,"endOffsetMinutes":12960,"effects":[{"title":"Level 6 Pass (Single Direction)","description":"Level 6 Pass (Single Direction)\nWhen this Stage ends (regardless of whether the goals were achieved), all Level 6 Passes in the Strange Horror Realm will be of single direction access. During single direction access, only teams in the Passes' starting area can attack them. To attack a Pass, the Tribe must have Territory bordering the Pass. Successfully occupying a Pass will enable the Tribe to access other regions through it.","timing":"stage_end"}]},{"id":8,"name":"Breaking Through II","durationMinutes":2880,"startOffsetMinutes":12960,"endOffsetMinutes":15840,"effects":[{"title":"Decrepit Castle (Level 6 Castle)","description":"Decrepit Castle (Level 6 Castle)\nWhen this Stage ends (regardless of whether the goals were achieved), all Decrepit Castles in the Strange Horror Realm will activate immediately. You can only attack a Decrepit Castle that borders your Tribe Territory.","timing":"stage_end"},{"title":"Level 60 Elusive Guard","description":"Level 60 Elusive Guard\nWhen this Stage ends (regardless of whether the goals were achieved), Level 60 Elusive Guards will randomly respawn within the Strange Horror Realm.","timing":"stage_end"}]},{"id":9,"name":"Decrepit Castle","durationMinutes":2880,"startOffsetMinutes":15840,"endOffsetMinutes":18720,"effects":[{"title":"Level 23 Damned Royal Rider","description":"Level 23 Damned Royal Rider\nWhen this Stage ends (regardless of whether the goals were achieved), Level 23 Damned Royal Riders will randomly respawn within the Strange Horror Realm. Damned Royal Riders consist of {0} Level {1} units, and only Rallied Troops will be able to launch attacks against them.","timing":"stage_end"}]},{"id":10,"name":"Consolidate the Win","durationMinutes":2880,"startOffsetMinutes":18720,"endOffsetMinutes":21600,"effects":[{"title":"Silent Castle (Level 7 Castle)","description":"Silent Castle (Level 7 Castle)\nWhen this Stage ends (regardless of whether the goals were achieved), all Silent Castles in the Strange Horror Realm will activate immediately. You can only attack a Silent Castle that borders your Tribe Territory.","timing":"stage_end"},{"title":"Level 61 Elusive Guard","description":"Level 61 Elusive Guard\nWhen this Stage ends (regardless of whether the goals were achieved), Level 61 Elusive Guards will randomly respawn within the Strange Horror Realm.","timing":"stage_end"}]},{"id":11,"name":"Silent Castle","durationMinutes":2880,"startOffsetMinutes":21600,"endOffsetMinutes":24480,"effects":[]},{"id":12,"name":"Initial Phase Settlement","durationMinutes":2880,"startOffsetMinutes":24480,"endOffsetMinutes":27360,"effects":[{"title":"Level 7 Pass (Full Open)","description":"Level 7 Pass (Full Open)\nWhen this Stage ends (regardless of whether the goals were achieved), all Level 7 Passes in the Strange Horror Realm will become fully open, and Passes can be attacked by all teams. To attack a Pass, the Tribe must have Territory bordering the Pass. Successfully occupying a Pass will enable the Tribe to access other regions through it.","timing":"stage_end"},{"title":"Lifting of Palace of Despair Area Restrictions","description":"Lifting of Palace of Despair Area Restrictions\nWhen this Stage ends, the restrictions in the Palace of Despair area will be lifted, and Tribes can build Tribe Flag Towers in the Palace of Despair area, as well as relocate there.","timing":"stage_end"},{"title":"Chronicle effect 15","description":"","timing":"inspect_description"}]},{"id":13,"name":"Breaking Through III","durationMinutes":2880,"startOffsetMinutes":27360,"endOffsetMinutes":30240,"effects":[{"title":"Dead Forest","description":"Dead Forest\nWhen this Stage ends (regardless of whether the goals were achieved), all Dead Forests in the Strange Horror Realm will activate immediately. After eliminating all troops of hostile teams in the Dead Forest, a countdown for the temporary occupation of the Dead Forest will be triggered automatically.","timing":"stage_end"},{"title":"Level 24 Damned Royal Rider","description":"Level 24 Damned Royal Rider\nWhen this Stage ends (regardless of whether the goals were achieved), Level 24 Damned Royal Riders will randomly respawn within the Strange Horror Realm. Damned Royal 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 Elusive Guard","description":"Level 62 Elusive Guard\nWhen this Stage ends (regardless of whether the goals were achieved), Level 62 Elusive Guards will randomly respawn within the Strange Horror Realm.","timing":"stage_end"}]},{"id":14,"name":"Going All Out","durationMinutes":2880,"startOffsetMinutes":30240,"endOffsetMinutes":33120,"effects":[{"title":"Palace of Despair (Level 8 Castle)","description":"Palace of Despair (Level 8 Castle)\nWhen this Stage ends (regardless of whether the goals were achieved), all Palaces of Despair in the Strange Horror Realm will activate immediately. You can only attack a Palace of Despair that borders your Tribe Territory.","timing":"stage_end"}]},{"id":15,"name":"Mid-Phase Settlement","durationMinutes":4320,"startOffsetMinutes":33120,"endOffsetMinutes":37440,"effects":[{"title":"Level 63 Elusive Guard","description":"Level 63 Elusive Guard\nWhen this Stage ends (regardless of whether the goals were achieved), Level 63 Elusive Guards will randomly respawn within the Strange Horror Realm.","timing":"stage_end"}]},{"id":16,"name":"Breaking Through IV","durationMinutes":2880,"startOffsetMinutes":37440,"endOffsetMinutes":40320,"effects":[]},{"id":17,"name":"Strategic Conquest","durationMinutes":2880,"startOffsetMinutes":40320,"endOffsetMinutes":43200,"effects":[{"title":"Level 64 Elusive Guard","description":"Level 64 Elusive Guard\nWhen this Stage ends (regardless of whether the goals were achieved), Level 64 Elusive Guards will randomly respawn within the Strange Horror Realm.","timing":"stage_end"}]},{"id":18,"name":"Capturing Cities and Lands","durationMinutes":2880,"startOffsetMinutes":43200,"endOffsetMinutes":46080,"effects":[{"title":"Level 6 Pass (Full Open)","description":"Level 6 Pass (Full Open)\nWhen this Stage ends (regardless of whether the goals were achieved), all Level 6 Passes in the Strange Horror Realm 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":"Press the Advantage","durationMinutes":2880,"startOffsetMinutes":46080,"endOffsetMinutes":48960,"effects":[{"title":"Level 65 Elusive Guard","description":"Level 65 Elusive Guard\nWhen this Stage ends (regardless of whether the goals were achieved), Level 65 Elusive Guards will randomly respawn within the Strange Horror Realm.","timing":"stage_end"}]},{"id":20,"name":"Breaking Through V","durationMinutes":2880,"startOffsetMinutes":48960,"endOffsetMinutes":51840,"effects":[{"title":"Level 25 Damned Royal Rider","description":"Level 25 Damned Royal Rider\nWhen this Stage ends (regardless of whether the goals were achieved), Level 25 Damned Royal Riders will randomly respawn within the Strange Horror Realm. Damned Royal Riders consist of {0} Level {1} units, and only Rallied Troops will be able to launch attacks against them.","timing":"stage_end"}]},{"id":21,"name":"Merciless","durationMinutes":2880,"startOffsetMinutes":51840,"endOffsetMinutes":54720,"effects":[{"title":"Level 5 Pass (Full Open)","description":"Level 5 Pass (Full Open)\nWhen this Stage ends (regardless of whether the goals were achieved), all Level 5 Passes in the Strange Horror Realm 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":2880,"startOffsetMinutes":54720,"endOffsetMinutes":57600,"effects":[]}],"rules":[{"id":1,"group":"Rules","title":"Relocate","body":"Chiefs can relocate to Strange Horror Realm when their Chief Hall reaches level 24. Relocating to the Strange Horror Realm is free, but relocating out of the Strange Horror Realm will cost 1 Random Relocator."},{"id":2,"group":"Rules","title":"City Territory Description","body":"When in the Strange Horror Realm, you cannot relocate to unowned open space or invalid Tribe Territory. You can only relocate to a valid Tribe Territory. When you are 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 the enemy Team Tribe, your City will be forcibly relocated to the starting area of your Kingdom. (Fixed Relocators cannot be used in the Strange Horror Realm).\nIn the Strange Horror Realm, you cannot relocate to a Territory of another Kingdom within the same Team. However, you can relocate to a Territory of a Tribe within the same Battalion, where your City will be protected and cannot be attacked or Rallied against by other Tribes."},{"id":3,"group":"Rules","title":"Tribe Buildings","body":"Tribes can expand their Tribe Territory in the Strange Horror Realm by constructing Forts and Flag Towers. Only Tribe Flag Towers can be constructed on another Kingdom's starting area."},{"id":4,"group":"Regular Content","title":"KvK Points","body":"In the Strange Horror Realm, 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":"Elusive Guard","body":"In the Strange Horror Realm, there are many Elusive Guards that have been enchanted by [Hela's Curse]. Their levels range from 56 to 65. Defeating them will earn you points and other rewards."},{"id":6,"group":"Regular Content","title":"Damned Royal Rider","body":"In the Strange Horror Realm, there are numerous wandering Damned Royal 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 Strange Horror Realm 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 Strange Horror Realm will constantly alternate between [War Period] and [Armament Period] throughout the entire season. By choosing the appropriate Period Strategies according to each period, 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 one another, and participate in even larger battles. Share the Castle bonuses, and strive for victory.\nTribe members can relocate to Cities of Tribes in the same Battalion for protection, as they will be immune to attacks from members of other Teams there.\nMembers of the same Battalion can launch attacks on other Teams' buildings that are adjacent to Cities belong to their Battalion."},{"id":10,"group":"Special Rules","title":"Team Introduction","body":"In the Strange Horror Realm, each Kingdom will be divided into four Teams: [Inferno], [Boulder], [Torrent], and [Hollow]. The final Team that occupies the Lv 8 Castle [Palace of Despair] 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 [Hela's Curse] ends, Odin will bestow blessings, and [Hall of Valor] will initiate a 5-day Season Summoning. At the end of [Hela's Curse], the number of Season Summons each Battalion member can perform will be determined based on the level and quantity of Castles 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":"Kingdom Fortress","body":"The Kingdom Fortress is the main base for each Kingdom to represent their Expedition to Kingdom Mayhem. Occupy and construct the long-abandoned Kingdom Fortress to restore its former glory. After successfully repairing the Kingdom Fortress, Chiefs can relocate to the Territory of any Tribe within the same Kingdom. Once the Kingdom 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":"Plague Castle","body":"The Plague Castle is the center where Hela spreads plagues and diseases. The castle is filled with various plagues that constantly spread outwards, eroding the creatures that come near it.\nThe Plague Castle will be contestable every 1 days. Once occupied, all members of the Battalion will receive buffs."},{"id":22,"group":"Regular Building","title":"Decrepit Castle","body":"The Decrepit Castle is a stronghold used by Hela to speed up the aging of creatures. The spell within the castle consumes youth, causing creatures within the castle's range to rapidly age, losing their might and life force.\nThe Decrepit Castle will be contestable every 1 days. Once occupied, all members of the Battalion will receive buffs."},{"id":23,"group":"Regular Building","title":"Silent Castle","body":"The Silent Castle is the core used by Hela to spread death and despair. The castle is filled with undead and spirits, spreading the aura of death under Hela's control.\nThe Silent Castle will be contestable every 1 days. Once occupied, all members of the Battalion will receive buffs."},{"id":24,"group":"Regular Building","title":"Palace of Despair","body":"The Palace of Despair is located in the center of the Strange Horror Realm. It is the source of evil power in the realm, including demonic whispers, plagues, aging, and death.\nThe Palace of Despair will be contestable every 2 days. Once occupied, all members of the Battalion will receive buffs."},{"id":25,"group":"Regular Building","title":"Corrupted Church","body":"The Corrupted Church will be contestable every 51 hours for 1 hours. Defeat all Troops from other Teams within the Corrupted Church to temporarily occupy it. After occupying the Corrupted Church, all members of the same Team within the entire Corrupted Church area will receive the corresponding points continuously."},{"id":26,"group":"Regular Building","title":"Dead Forest","body":"The Dead Forest will be contestable every 75 hours for 1 hours. Defeat all Troops from other Teams within the Dead Forest to temporarily occupy it. After occupying the Dead Forest, all members of the same Team within the entire Dead Forest area will receive the corresponding points continuously."},{"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.\nTroops dispatched to Team Air Docks on the battlefield must be at least Tier 5."},{"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":123,"scheduledObjectives":71}}
