{"id":"jormungand","name":"Jormungand's Calamity","era":"Conquest","variant":false,"intro":"Legendary says that when Ragnarok descends, the World Serpent will churn the seas into towering waves, drowning Midgard. Now, Jormungand lies coiled among the mountains of Jotunheim, drawing upon the fading essence of Ymir, fulfilling the prophecy of Ragnarok.\n\nViking warriors, the darkness churns, and the Nine Worlds tremble. Jormungand proclaims itself the end of all worlds. Then let it learn this: courage united can shatter even prophecy. Raise your weapons, face the World Serpent, and let the Nine Worlds witness Midgard's defiance!","map":{"width":37800,"height":37800,"renderSize":4096,"image":"/images/kvk/jormungand.webp","png":"/images/kvk/jormungand.png","svg":"/images/kvk/jormungand.svg"},"objectives":[{"id":1,"name":"World Serpent","level":10,"category":"capital","x":500,"y":500,"milestones":[{"stageId":20,"endOffsetMinutes":38880,"title":"World Serpent (Level 10 Ruin)","direction":"unspecified"}],"rules":"1. After the Chronicles reach Stage {0}, the World Serpent will be open for contention for the first time.\n2. After the World Serpent is first opened, any Tribe that defeats the Defender and destroys all of the World Serpent's Durability will put the World Serpent into a protected state, allowing it to be occupied for the first time.\n3. After the World Serpent is first occupied, it will open for contention once every {1} hours. When the World Serpent's Durability reaches zero, the Tribe that delivers the final blow can fully occupy it.\n4. In battles against other Tribes to contend for the World Serpent, all Heavily Wounded Troops will die directly.\n5. Fully occupying the World Serpent continuously generates Battalion Points, while also increasing Kingdom Points for the affiliated Kingdom.","requiresDeclaration":true},{"id":2,"name":"Level 10 Pass","level":10,"category":"pass","x":33.3333,"y":268.8889,"milestones":[{"stageId":21,"endOffsetMinutes":43200,"title":"Level 10 Pass (Fully Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Jotunheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":true},{"id":3,"name":"Level 10 Pass","level":10,"category":"pass","x":291.1111,"y":948.8889,"milestones":[{"stageId":21,"endOffsetMinutes":43200,"title":"Level 10 Pass (Fully Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Jotunheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":true},{"id":4,"name":"Level 10 Pass","level":10,"category":"pass","x":966.6667,"y":740,"milestones":[{"stageId":21,"endOffsetMinutes":43200,"title":"Level 10 Pass (Fully Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Jotunheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":true},{"id":5,"name":"Level 10 Pass","level":10,"category":"pass","x":731.1111,"y":37.7778,"milestones":[{"stageId":21,"endOffsetMinutes":43200,"title":"Level 10 Pass (Fully Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Jotunheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":true},{"id":6,"name":"Level 10 Pass","level":10,"category":"pass","x":637.7778,"y":500,"milestones":[{"stageId":21,"endOffsetMinutes":43200,"title":"Level 10 Pass (Fully Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Jotunheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":true},{"id":7,"name":"Level 10 Pass","level":10,"category":"pass","x":366.6667,"y":504.4444,"milestones":[{"stageId":21,"endOffsetMinutes":43200,"title":"Level 10 Pass (Fully Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Jotunheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":true},{"id":8,"name":"Level 10 Pass","level":10,"category":"pass","x":246.6667,"y":37.7778,"milestones":[{"stageId":21,"endOffsetMinutes":43200,"title":"Level 10 Pass (Fully Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Jotunheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":true},{"id":9,"name":"Level 10 Pass","level":10,"category":"pass","x":33.3333,"y":780,"milestones":[{"stageId":21,"endOffsetMinutes":43200,"title":"Level 10 Pass (Fully Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Jotunheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":true},{"id":10,"name":"Level 10 Pass","level":10,"category":"pass","x":731.1111,"y":966.6667,"milestones":[{"stageId":21,"endOffsetMinutes":43200,"title":"Level 10 Pass (Fully Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Jotunheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":true},{"id":11,"name":"Level 10 Pass","level":10,"category":"pass","x":971.1111,"y":255.5556,"milestones":[{"stageId":21,"endOffsetMinutes":43200,"title":"Level 10 Pass (Fully Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Jotunheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":true},{"id":12,"name":"Level 9 Strategic Town","level":9,"category":"town","x":468.8889,"y":473.3333,"milestones":[{"stageId":19,"endOffsetMinutes":37440,"title":"Level 9 Towns Contestable","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Level 9 Towns become contestable for the first time.\n2. You can attack a Town once your Tribe Territory borders it.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 9 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 9 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":13,"name":"Level 9 Strategic Town","level":9,"category":"town","x":468.8889,"y":526.6667,"milestones":[{"stageId":19,"endOffsetMinutes":37440,"title":"Level 9 Towns Contestable","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Level 9 Towns become contestable for the first time.\n2. You can attack a Town once your Tribe Territory borders it.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 9 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 9 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":14,"name":"Level 9 Strategic Town","level":9,"category":"town","x":530.2043,"y":526.391,"milestones":[{"stageId":19,"endOffsetMinutes":37440,"title":"Level 9 Towns Contestable","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Level 9 Towns become contestable for the first time.\n2. You can attack a Town once your Tribe Territory borders it.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 9 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 9 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":15,"name":"Level 9 Strategic Town","level":9,"category":"town","x":531.1111,"y":473.3333,"milestones":[{"stageId":19,"endOffsetMinutes":37440,"title":"Level 9 Towns Contestable","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Level 9 Towns become contestable for the first time.\n2. You can attack a Town once your Tribe Territory borders it.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 9 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 9 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":16,"name":"Level 9 Pass","level":9,"category":"pass","x":424.4444,"y":477.7778,"milestones":[{"stageId":18,"endOffsetMinutes":36000,"title":"Level 9 Pass (Single Direction)","direction":"one_way"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Jotunheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":true},{"id":17,"name":"Level 9 Pass","level":9,"category":"pass","x":451.1111,"y":420,"milestones":[{"stageId":18,"endOffsetMinutes":36000,"title":"Level 9 Pass (Single Direction)","direction":"one_way"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Jotunheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":true},{"id":18,"name":"Level 9 Pass","level":9,"category":"pass","x":531.1111,"y":415.5556,"milestones":[{"stageId":18,"endOffsetMinutes":36000,"title":"Level 9 Pass (Single Direction)","direction":"one_way"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Jotunheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":true},{"id":19,"name":"Level 9 Pass","level":9,"category":"pass","x":575.5556,"y":460,"milestones":[{"stageId":18,"endOffsetMinutes":36000,"title":"Level 9 Pass (Single Direction)","direction":"one_way"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Jotunheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":true},{"id":20,"name":"Level 9 Pass","level":9,"category":"pass","x":575.5556,"y":540,"milestones":[{"stageId":18,"endOffsetMinutes":36000,"title":"Level 9 Pass (Single Direction)","direction":"one_way"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Jotunheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":true},{"id":21,"name":"Level 9 Pass","level":9,"category":"pass","x":544.4444,"y":575.5556,"milestones":[{"stageId":18,"endOffsetMinutes":36000,"title":"Level 9 Pass (Single Direction)","direction":"one_way"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Jotunheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":true},{"id":22,"name":"Level 9 Pass","level":9,"category":"pass","x":468.8889,"y":575.5556,"milestones":[{"stageId":18,"endOffsetMinutes":36000,"title":"Level 9 Pass (Single Direction)","direction":"one_way"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Jotunheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":true},{"id":23,"name":"Level 9 Pass","level":9,"category":"pass","x":428.8889,"y":535.5556,"milestones":[{"stageId":18,"endOffsetMinutes":36000,"title":"Level 9 Pass (Single Direction)","direction":"one_way"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Jotunheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":true},{"id":24,"name":"Serpent Palace","level":9,"category":"sanctum","x":482.2222,"y":353.3333,"milestones":[{"stageId":15,"endOffsetMinutes":30240,"title":"Serpent Palace (Level 9 Ruin)","direction":"unspecified"}],"rules":"1. When Chronicles reach Stage {0}, Serpent Palaces become contestable for the first time.\n2. After the Serpent Palace opens for the first time, once any Tribe defeats the Defenders and destroys all of the Serpent Palace's Durability, the Serpent Palace enters a protected state, which counts as the first occupation.\n3. After a Serpent Palace has been occupied for the first time, it becomes contestable every {1} hours. When the Serpent Palace's Durability reaches zero, the Tribe that delivers the final blow will fully occupy it.\n4. When battling other Tribes for a Serpent Palace, {2}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. Having full control of a Serpent Palace continuously grants Battalion Points, and will also increase Kingdom Points.\n6. Buffs provided by Ruins can stack.","requiresDeclaration":true},{"id":25,"name":"Serpent Palace","level":9,"category":"sanctum","x":517.7778,"y":637.7778,"milestones":[{"stageId":15,"endOffsetMinutes":30240,"title":"Serpent Palace (Level 9 Ruin)","direction":"unspecified"}],"rules":"1. When Chronicles reach Stage {0}, Serpent Palaces become contestable for the first time.\n2. After the Serpent Palace opens for the first time, once any Tribe defeats the Defenders and destroys all of the Serpent Palace's Durability, the Serpent Palace enters a protected state, which counts as the first occupation.\n3. After a Serpent Palace has been occupied for the first time, it becomes contestable every {1} hours. When the Serpent Palace's Durability reaches zero, the Tribe that delivers the final blow will fully occupy it.\n4. When battling other Tribes for a Serpent Palace, {2}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. Having full control of a Serpent Palace continuously grants Battalion Points, and will also increase Kingdom Points.\n6. Buffs provided by Ruins can stack.","requiresDeclaration":true},{"id":26,"name":"Serpent Spirit Temple","level":8,"category":"sanctum","x":37.7778,"y":33.3333,"milestones":[{"stageId":9,"endOffsetMinutes":18720,"title":"Serpent Spirit Temple (Level 8 Ruin)","direction":"unspecified"}],"rules":"1. When Chronicles reach Stage {0}, Serpent Spirit Temples become contestable for the first time.\n2. After the Serpent Spirit Temple opens for the first time, once any Tribe defeats the Defenders and destroys all of the Serpent Spirit Temple's Durability, the Serpent Spirit Temple enters a protected state, which counts as the first occupation.\n3. After a Serpent Spirit Temple has been occupied for the first time, it becomes contestable every {1} hours. When the Serpent Spirit Temple's Durability reaches zero, the Tribe that delivers the final blow will fully occupy it.\n4. When battling other Tribes for a Serpent Spirit Temple, {2}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. Having full control of a Serpent Spirit Temple continuously grants Battalion Points, and will also increase Kingdom Points.\n6. Buffs provided by Ruins can stack.","requiresDeclaration":true},{"id":27,"name":"Serpent Spirit Temple","level":8,"category":"sanctum","x":51.1111,"y":966.6667,"milestones":[{"stageId":9,"endOffsetMinutes":18720,"title":"Serpent Spirit Temple (Level 8 Ruin)","direction":"unspecified"}],"rules":"1. When Chronicles reach Stage {0}, Serpent Spirit Temples become contestable for the first time.\n2. After the Serpent Spirit Temple opens for the first time, once any Tribe defeats the Defenders and destroys all of the Serpent Spirit Temple's Durability, the Serpent Spirit Temple enters a protected state, which counts as the first occupation.\n3. After a Serpent Spirit Temple has been occupied for the first time, it becomes contestable every {1} hours. When the Serpent Spirit Temple's Durability reaches zero, the Tribe that delivers the final blow will fully occupy it.\n4. When battling other Tribes for a Serpent Spirit Temple, {2}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. Having full control of a Serpent Spirit Temple continuously grants Battalion Points, and will also increase Kingdom Points.\n6. Buffs provided by Ruins can stack.","requiresDeclaration":true},{"id":28,"name":"Serpent Spirit Temple","level":8,"category":"sanctum","x":962.2222,"y":957.7778,"milestones":[{"stageId":9,"endOffsetMinutes":18720,"title":"Serpent Spirit Temple (Level 8 Ruin)","direction":"unspecified"}],"rules":"1. When Chronicles reach Stage {0}, Serpent Spirit Temples become contestable for the first time.\n2. After the Serpent Spirit Temple opens for the first time, once any Tribe defeats the Defenders and destroys all of the Serpent Spirit Temple's Durability, the Serpent Spirit Temple enters a protected state, which counts as the first occupation.\n3. After a Serpent Spirit Temple has been occupied for the first time, it becomes contestable every {1} hours. When the Serpent Spirit Temple's Durability reaches zero, the Tribe that delivers the final blow will fully occupy it.\n4. When battling other Tribes for a Serpent Spirit Temple, {2}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. Having full control of a Serpent Spirit Temple continuously grants Battalion Points, and will also increase Kingdom Points.\n6. Buffs provided by Ruins can stack.","requiresDeclaration":true},{"id":29,"name":"Serpent Spirit Temple","level":8,"category":"sanctum","x":966.6667,"y":33.3333,"milestones":[{"stageId":9,"endOffsetMinutes":18720,"title":"Serpent Spirit Temple (Level 8 Ruin)","direction":"unspecified"}],"rules":"1. When Chronicles reach Stage {0}, Serpent Spirit Temples become contestable for the first time.\n2. After the Serpent Spirit Temple opens for the first time, once any Tribe defeats the Defenders and destroys all of the Serpent Spirit Temple's Durability, the Serpent Spirit Temple enters a protected state, which counts as the first occupation.\n3. After a Serpent Spirit Temple has been occupied for the first time, it becomes contestable every {1} hours. When the Serpent Spirit Temple's Durability reaches zero, the Tribe that delivers the final blow will fully occupy it.\n4. When battling other Tribes for a Serpent Spirit Temple, {2}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. Having full control of a Serpent Spirit Temple continuously grants Battalion Points, and will also increase Kingdom Points.\n6. Buffs provided by Ruins can stack.","requiresDeclaration":true},{"id":30,"name":"Level 8 Strategic Town","level":8,"category":"town","x":362.2222,"y":433.3333,"milestones":[{"stageId":14,"endOffsetMinutes":28800,"title":"Level 8 Towns Contestable","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Level 8 Towns become contestable for the first time.\n2. You can attack a Town once your Tribe Territory borders it.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 8 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 8 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":31,"name":"Level 8 Strategic Town","level":8,"category":"town","x":402.2222,"y":366.6667,"milestones":[{"stageId":14,"endOffsetMinutes":28800,"title":"Level 8 Towns Contestable","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Level 8 Towns become contestable for the first time.\n2. You can attack a Town once your Tribe Territory borders it.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 8 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 8 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":32,"name":"Level 8 Strategic Town","level":8,"category":"town","x":571.1111,"y":362.2222,"milestones":[{"stageId":14,"endOffsetMinutes":28800,"title":"Level 8 Towns Contestable","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Level 8 Towns become contestable for the first time.\n2. You can attack a Town once your Tribe Territory borders it.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 8 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 8 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":33,"name":"Level 8 Strategic Town","level":8,"category":"town","x":628.8889,"y":420,"milestones":[{"stageId":14,"endOffsetMinutes":28800,"title":"Level 8 Towns Contestable","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Level 8 Towns become contestable for the first time.\n2. You can attack a Town once your Tribe Territory borders it.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 8 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 8 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":34,"name":"Level 8 Pass","level":8,"category":"pass","x":326.6667,"y":357.7778,"milestones":[{"stageId":13,"endOffsetMinutes":27360,"title":"Level 8 Pass (Single Direction)","direction":"one_way"},{"stageId":22,"endOffsetMinutes":48960,"title":"Level 8 Pass (Fully Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Jotunheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":true},{"id":35,"name":"Level 8 Pass","level":8,"category":"pass","x":344.4444,"y":313.3333,"milestones":[{"stageId":13,"endOffsetMinutes":27360,"title":"Level 8 Pass (Single Direction)","direction":"one_way"},{"stageId":22,"endOffsetMinutes":48960,"title":"Level 8 Pass (Fully Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Jotunheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":true},{"id":36,"name":"Level 8 Pass","level":8,"category":"pass","x":637.7778,"y":317.7778,"milestones":[{"stageId":13,"endOffsetMinutes":27360,"title":"Level 8 Pass (Single Direction)","direction":"one_way"},{"stageId":22,"endOffsetMinutes":48960,"title":"Level 8 Pass (Fully Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Jotunheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":true},{"id":37,"name":"Level 8 Pass","level":8,"category":"pass","x":673.3333,"y":344.4444,"milestones":[{"stageId":13,"endOffsetMinutes":27360,"title":"Level 8 Pass (Single Direction)","direction":"one_way"},{"stageId":22,"endOffsetMinutes":48960,"title":"Level 8 Pass (Fully Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Jotunheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":true},{"id":38,"name":"Level 8 Town","level":8,"category":"town","x":366.6667,"y":580,"milestones":[{"stageId":14,"endOffsetMinutes":28800,"title":"Level 8 Towns Contestable","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Level 8 Towns become contestable for the first time.\n2. You can attack a Town once your Tribe Territory borders it.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 8 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 8 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":39,"name":"Level 8 Town","level":8,"category":"town","x":428.8889,"y":633.3333,"milestones":[{"stageId":14,"endOffsetMinutes":28800,"title":"Level 8 Towns Contestable","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Level 8 Towns become contestable for the first time.\n2. You can attack a Town once your Tribe Territory borders it.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 8 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 8 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":40,"name":"Level 8 Town","level":8,"category":"town","x":593.3333,"y":628.8889,"milestones":[{"stageId":14,"endOffsetMinutes":28800,"title":"Level 8 Towns Contestable","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Level 8 Towns become contestable for the first time.\n2. You can attack a Town once your Tribe Territory borders it.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 8 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 8 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":41,"name":"Level 8 Town","level":8,"category":"town","x":637.7778,"y":571.1111,"milestones":[{"stageId":14,"endOffsetMinutes":28800,"title":"Level 8 Towns Contestable","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Level 8 Towns become contestable for the first time.\n2. You can attack a Town once your Tribe Territory borders it.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 8 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 8 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":42,"name":"Level 8 Pass","level":8,"category":"pass","x":322.2222,"y":646.6667,"milestones":[{"stageId":13,"endOffsetMinutes":27360,"title":"Level 8 Pass (Single Direction)","direction":"one_way"},{"stageId":22,"endOffsetMinutes":48960,"title":"Level 8 Pass (Fully Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Jotunheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":true},{"id":43,"name":"Level 8 Pass","level":8,"category":"pass","x":362.2222,"y":686.6667,"milestones":[{"stageId":13,"endOffsetMinutes":27360,"title":"Level 8 Pass (Single Direction)","direction":"one_way"},{"stageId":22,"endOffsetMinutes":48960,"title":"Level 8 Pass (Fully Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Jotunheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":true},{"id":44,"name":"Level 8 Pass","level":8,"category":"pass","x":660,"y":677.7778,"milestones":[{"stageId":13,"endOffsetMinutes":27360,"title":"Level 8 Pass (Single Direction)","direction":"one_way"},{"stageId":22,"endOffsetMinutes":48960,"title":"Level 8 Pass (Fully Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Jotunheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":true},{"id":45,"name":"Level 8 Pass","level":8,"category":"pass","x":686.6667,"y":637.7778,"milestones":[{"stageId":13,"endOffsetMinutes":27360,"title":"Level 8 Pass (Single Direction)","direction":"one_way"},{"stageId":22,"endOffsetMinutes":48960,"title":"Level 8 Pass (Fully Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Jotunheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":true},{"id":46,"name":"Level 7 Strategic Town","level":7,"category":"town","x":437.7778,"y":273.3333,"milestones":[{"stageId":12,"endOffsetMinutes":24480,"title":"Level 7 Towns Contestable","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Level 7 Towns become contestable for the first time.\n2. You can attack a Town once your Tribe Territory borders it.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 7 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 7 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":47,"name":"Level 7 Strategic Town","level":7,"category":"town","x":331.1111,"y":277.7778,"milestones":[{"stageId":12,"endOffsetMinutes":24480,"title":"Level 7 Towns Contestable","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Level 7 Towns become contestable for the first time.\n2. You can attack a Town once your Tribe Territory borders it.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 7 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 7 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":48,"name":"Level 7 Pass","level":7,"category":"pass","x":437.7778,"y":237.7778,"milestones":[{"stageId":11,"endOffsetMinutes":23040,"title":"Level 7 Pass (Single Direction)","direction":"one_way"},{"stageId":23,"endOffsetMinutes":53280,"title":"Level 7 Pass (Fully Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Jotunheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":true},{"id":49,"name":"Level 7 Strategic Town","level":7,"category":"town","x":277.7778,"y":344.4444,"milestones":[{"stageId":12,"endOffsetMinutes":24480,"title":"Level 7 Towns Contestable","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Level 7 Towns become contestable for the first time.\n2. You can attack a Town once your Tribe Territory borders it.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 7 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 7 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":50,"name":"Level 7 Strategic Town","level":7,"category":"town","x":291.1111,"y":455.5556,"milestones":[{"stageId":12,"endOffsetMinutes":24480,"title":"Level 7 Towns Contestable","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Level 7 Towns become contestable for the first time.\n2. You can attack a Town once your Tribe Territory borders it.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 7 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 7 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":51,"name":"Level 7 Pass","level":7,"category":"pass","x":255.5556,"y":460,"milestones":[{"stageId":11,"endOffsetMinutes":23040,"title":"Level 7 Pass (Single Direction)","direction":"one_way"},{"stageId":23,"endOffsetMinutes":53280,"title":"Level 7 Pass (Fully Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Jotunheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":true},{"id":52,"name":"Level 7 Strategic Town","level":7,"category":"town","x":277.7778,"y":553.3333,"milestones":[{"stageId":12,"endOffsetMinutes":24480,"title":"Level 7 Towns Contestable","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Level 7 Towns become contestable for the first time.\n2. You can attack a Town once your Tribe Territory borders it.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 7 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 7 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":53,"name":"Level 7 Strategic Town","level":7,"category":"town","x":282.2222,"y":664.4444,"milestones":[{"stageId":12,"endOffsetMinutes":24480,"title":"Level 7 Towns Contestable","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Level 7 Towns become contestable for the first time.\n2. You can attack a Town once your Tribe Territory borders it.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 7 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 7 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":54,"name":"Level 7 Pass","level":7,"category":"pass","x":242.2222,"y":575.5556,"milestones":[{"stageId":11,"endOffsetMinutes":23040,"title":"Level 7 Pass (Single Direction)","direction":"one_way"},{"stageId":23,"endOffsetMinutes":53280,"title":"Level 7 Pass (Fully Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Jotunheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":true},{"id":55,"name":"Level 7 Strategic Town","level":7,"category":"town","x":371.1111,"y":726.6667,"milestones":[{"stageId":12,"endOffsetMinutes":24480,"title":"Level 7 Towns Contestable","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Level 7 Towns become contestable for the first time.\n2. You can attack a Town once your Tribe Territory borders it.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 7 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 7 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":56,"name":"Level 7 Strategic Town","level":7,"category":"town","x":473.3333,"y":713.3333,"milestones":[{"stageId":12,"endOffsetMinutes":24480,"title":"Level 7 Towns Contestable","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Level 7 Towns become contestable for the first time.\n2. You can attack a Town once your Tribe Territory borders it.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 7 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 7 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":57,"name":"Level 7 Pass","level":7,"category":"pass","x":460,"y":748.8889,"milestones":[{"stageId":11,"endOffsetMinutes":23040,"title":"Level 7 Pass (Single Direction)","direction":"one_way"},{"stageId":23,"endOffsetMinutes":53280,"title":"Level 7 Pass (Fully Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Jotunheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":true},{"id":58,"name":"Level 7 Strategic Town","level":7,"category":"town","x":557.7778,"y":713.3333,"milestones":[{"stageId":12,"endOffsetMinutes":24480,"title":"Level 7 Towns Contestable","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Level 7 Towns become contestable for the first time.\n2. You can attack a Town once your Tribe Territory borders it.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 7 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 7 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":59,"name":"Level 7 Strategic Town","level":7,"category":"town","x":673.3333,"y":713.3333,"milestones":[{"stageId":12,"endOffsetMinutes":24480,"title":"Level 7 Towns Contestable","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Level 7 Towns become contestable for the first time.\n2. You can attack a Town once your Tribe Territory borders it.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 7 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 7 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":60,"name":"Level 7 Pass","level":7,"category":"pass","x":580,"y":748.8889,"milestones":[{"stageId":11,"endOffsetMinutes":23040,"title":"Level 7 Pass (Single Direction)","direction":"one_way"},{"stageId":23,"endOffsetMinutes":53280,"title":"Level 7 Pass (Fully Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Jotunheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":true},{"id":61,"name":"Level 7 Strategic Town","level":7,"category":"town","x":726.6667,"y":646.6667,"milestones":[{"stageId":12,"endOffsetMinutes":24480,"title":"Level 7 Towns Contestable","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Level 7 Towns become contestable for the first time.\n2. You can attack a Town once your Tribe Territory borders it.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 7 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 7 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":62,"name":"Level 7 Strategic Town","level":7,"category":"town","x":713.3333,"y":535.5556,"milestones":[{"stageId":12,"endOffsetMinutes":24480,"title":"Level 7 Towns Contestable","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Level 7 Towns become contestable for the first time.\n2. You can attack a Town once your Tribe Territory borders it.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 7 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 7 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":63,"name":"Level 7 Pass","level":7,"category":"pass","x":753.3333,"y":553.3333,"milestones":[{"stageId":11,"endOffsetMinutes":23040,"title":"Level 7 Pass (Single Direction)","direction":"one_way"},{"stageId":23,"endOffsetMinutes":53280,"title":"Level 7 Pass (Fully Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Jotunheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":true},{"id":64,"name":"Level 7 Strategic Town","level":7,"category":"town","x":708.8889,"y":451.1111,"milestones":[{"stageId":12,"endOffsetMinutes":24480,"title":"Level 7 Towns Contestable","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Level 7 Towns become contestable for the first time.\n2. You can attack a Town once your Tribe Territory borders it.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 7 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 7 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":65,"name":"Level 7 Strategic Town","level":7,"category":"town","x":717.7778,"y":348.8889,"milestones":[{"stageId":12,"endOffsetMinutes":24480,"title":"Level 7 Towns Contestable","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Level 7 Towns become contestable for the first time.\n2. You can attack a Town once your Tribe Territory borders it.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 7 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 7 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":66,"name":"Level 7 Pass","level":7,"category":"pass","x":744.4444,"y":446.6667,"milestones":[{"stageId":11,"endOffsetMinutes":23040,"title":"Level 7 Pass (Single Direction)","direction":"one_way"},{"stageId":23,"endOffsetMinutes":53280,"title":"Level 7 Pass (Fully Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Jotunheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":true},{"id":67,"name":"Level 7 Strategic Town","level":7,"category":"town","x":633.3333,"y":286.6667,"milestones":[{"stageId":12,"endOffsetMinutes":24480,"title":"Level 7 Towns Contestable","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Level 7 Towns become contestable for the first time.\n2. You can attack a Town once your Tribe Territory borders it.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 7 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 7 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":68,"name":"Level 7 Strategic Town","level":7,"category":"town","x":526.6667,"y":273.3333,"milestones":[{"stageId":12,"endOffsetMinutes":24480,"title":"Level 7 Towns Contestable","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Level 7 Towns become contestable for the first time.\n2. You can attack a Town once your Tribe Territory borders it.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 7 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 7 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":69,"name":"Level 7 Pass","level":7,"category":"pass","x":531.1111,"y":237.7778,"milestones":[{"stageId":11,"endOffsetMinutes":23040,"title":"Level 7 Pass (Single Direction)","direction":"one_way"},{"stageId":23,"endOffsetMinutes":53280,"title":"Level 7 Pass (Fully Open)","direction":"full"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Jotunheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":true},{"id":70,"name":"Medium Checkpoint","level":7,"category":"other","x":133.3598,"y":846.0317,"milestones":[],"rules":"When the Serpent Altar or the Serpent Scale Den 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":71,"name":"Serpent Scale Den","level":7,"category":"arena","x":157.7778,"y":868.8889,"milestones":[{"stageId":17,"endOffsetMinutes":34560,"title":"Serpent Scale Den","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Serpent Scale Dens become contestable for the first time.\n2. Serpent Scale Dens will be contestable for {1} hours every {2} hours.\n3. Serpent Scale Dens cannot be occupied directly with Troops. A Team must drive out all Troops of other Teams to temporarily occupy a Serpent Scale Den.\n4. After occupying the Serpent Scale Dens, Chillbone Wolves or Ice Demon Bulls will refresh at regular intervals. Deploying Troops to kill Chillbone Wolves will grant Experience and point rewards. Killing Ice Demon Bulls will grant even more Experience and point rewards.\n5. After occupying the Serpent Scale Den, members' Troops 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 Serpent Scale Den will return to an unoccupied state.\n7. Chiefs can only dispatch one Troop to enter the Serpent Scale Den combat area at a time.\n8. The monsters in the Serpent Scale Dens are far more powerful than those at the Serpent Altars. Proceed with caution.","requiresDeclaration":false},{"id":72,"name":"Medium Checkpoint","level":7,"category":"other","x":174.6561,"y":886.5873,"milestones":[],"rules":"When the Serpent Altar or the Serpent Scale Den 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":73,"name":"Medium Checkpoint","level":7,"category":"other","x":825.0529,"y":114.2063,"milestones":[],"rules":"When the Serpent Altar or the Serpent Scale Den 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":74,"name":"Serpent Scale Den","level":7,"category":"arena","x":851.1111,"y":135.5556,"milestones":[{"stageId":17,"endOffsetMinutes":34560,"title":"Serpent Scale Den","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Serpent Scale Dens become contestable for the first time.\n2. Serpent Scale Dens will be contestable for {1} hours every {2} hours.\n3. Serpent Scale Dens cannot be occupied directly with Troops. A Team must drive out all Troops of other Teams to temporarily occupy a Serpent Scale Den.\n4. After occupying the Serpent Scale Dens, Chillbone Wolves or Ice Demon Bulls will refresh at regular intervals. Deploying Troops to kill Chillbone Wolves will grant Experience and point rewards. Killing Ice Demon Bulls will grant even more Experience and point rewards.\n5. After occupying the Serpent Scale Den, members' Troops 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 Serpent Scale Den will return to an unoccupied state.\n7. Chiefs can only dispatch one Troop to enter the Serpent Scale Den combat area at a time.\n8. The monsters in the Serpent Scale Dens are far more powerful than those at the Serpent Altars. Proceed with caution.","requiresDeclaration":false},{"id":75,"name":"Medium Checkpoint","level":7,"category":"other","x":865.3968,"y":155.7407,"milestones":[],"rules":"When the Serpent Altar or the Serpent Scale Den 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":76,"name":"Serpent Egg Temple","level":7,"category":"sanctum","x":28.8889,"y":517.7778,"milestones":[{"stageId":6,"endOffsetMinutes":10080,"title":"Serpent Egg Temple (Level 7 Ruin)","direction":"unspecified"}],"rules":"1. When Chronicles reach Stage {0}, Serpent Egg Temples become contestable for the first time.\n2. After the Serpent Egg Temple opens for the first time, once any Tribe defeats the Defenders and destroys all of the Serpent Egg Temple's Durability, the Serpent Egg Temple enters a protected state, which counts as the first occupation.\n3. After a Serpent Egg Temple has been occupied for the first time, it becomes contestable every {1} hours. When the Serpent Egg Temple's Durability reaches zero, the Tribe that delivers the final blow will fully occupy it.\n4. When battling other Tribes for a Serpent Egg Temple, {2}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. Having full control of a Serpent Egg Temple continuously grants Battalion Points, and will also increase Kingdom Points.\n6. Buffs provided by Ruins can stack.","requiresDeclaration":true},{"id":77,"name":"Serpent Egg Temple","level":7,"category":"sanctum","x":513.3333,"y":971.1111,"milestones":[{"stageId":6,"endOffsetMinutes":10080,"title":"Serpent Egg Temple (Level 7 Ruin)","direction":"unspecified"}],"rules":"1. When Chronicles reach Stage {0}, Serpent Egg Temples become contestable for the first time.\n2. After the Serpent Egg Temple opens for the first time, once any Tribe defeats the Defenders and destroys all of the Serpent Egg Temple's Durability, the Serpent Egg Temple enters a protected state, which counts as the first occupation.\n3. After a Serpent Egg Temple has been occupied for the first time, it becomes contestable every {1} hours. When the Serpent Egg Temple's Durability reaches zero, the Tribe that delivers the final blow will fully occupy it.\n4. When battling other Tribes for a Serpent Egg Temple, {2}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. Having full control of a Serpent Egg Temple continuously grants Battalion Points, and will also increase Kingdom Points.\n6. Buffs provided by Ruins can stack.","requiresDeclaration":true},{"id":78,"name":"Serpent Egg Temple","level":7,"category":"sanctum","x":971.1111,"y":491.1111,"milestones":[{"stageId":6,"endOffsetMinutes":10080,"title":"Serpent Egg Temple (Level 7 Ruin)","direction":"unspecified"}],"rules":"1. When Chronicles reach Stage {0}, Serpent Egg Temples become contestable for the first time.\n2. After the Serpent Egg Temple opens for the first time, once any Tribe defeats the Defenders and destroys all of the Serpent Egg Temple's Durability, the Serpent Egg Temple enters a protected state, which counts as the first occupation.\n3. After a Serpent Egg Temple has been occupied for the first time, it becomes contestable every {1} hours. When the Serpent Egg Temple's Durability reaches zero, the Tribe that delivers the final blow will fully occupy it.\n4. When battling other Tribes for a Serpent Egg Temple, {2}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. Having full control of a Serpent Egg Temple continuously grants Battalion Points, and will also increase Kingdom Points.\n6. Buffs provided by Ruins can stack.","requiresDeclaration":true},{"id":79,"name":"Serpent Egg Temple","level":7,"category":"sanctum","x":482.2222,"y":28.8889,"milestones":[{"stageId":6,"endOffsetMinutes":10080,"title":"Serpent Egg Temple (Level 7 Ruin)","direction":"unspecified"}],"rules":"1. When Chronicles reach Stage {0}, Serpent Egg Temples become contestable for the first time.\n2. After the Serpent Egg Temple opens for the first time, once any Tribe defeats the Defenders and destroys all of the Serpent Egg Temple's Durability, the Serpent Egg Temple enters a protected state, which counts as the first occupation.\n3. After a Serpent Egg Temple has been occupied for the first time, it becomes contestable every {1} hours. When the Serpent Egg Temple's Durability reaches zero, the Tribe that delivers the final blow will fully occupy it.\n4. When battling other Tribes for a Serpent Egg Temple, {2}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. Having full control of a Serpent Egg Temple continuously grants Battalion Points, and will also increase Kingdom Points.\n6. Buffs provided by Ruins can stack.","requiresDeclaration":true},{"id":80,"name":"Level 6 Town","level":6,"category":"town","x":64.4444,"y":77.7778,"milestones":[{"stageId":8,"endOffsetMinutes":15840,"title":"Level 6 Towns Contestable","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Level 6 Towns become contestable for the first time.\n2. You can attack a Town once your Tribe Territory borders it.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 6 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 6 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":81,"name":"Level 6 Town","level":6,"category":"town","x":100,"y":935.5556,"milestones":[{"stageId":8,"endOffsetMinutes":15840,"title":"Level 6 Towns Contestable","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Level 6 Towns become contestable for the first time.\n2. You can attack a Town once your Tribe Territory borders it.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 6 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 6 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":82,"name":"Level 6 Town","level":6,"category":"town","x":922.2222,"y":926.6667,"milestones":[{"stageId":8,"endOffsetMinutes":15840,"title":"Level 6 Towns Contestable","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Level 6 Towns become contestable for the first time.\n2. You can attack a Town once your Tribe Territory borders it.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 6 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 6 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":83,"name":"Level 6 Town","level":6,"category":"town","x":926.6667,"y":68.8889,"milestones":[{"stageId":8,"endOffsetMinutes":15840,"title":"Level 6 Towns Contestable","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Level 6 Towns become contestable for the first time.\n2. You can attack a Town once your Tribe Territory borders it.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 6 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 6 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":84,"name":"Level 6 Pass","level":6,"category":"pass","x":224.4444,"y":100,"milestones":[{"stageId":7,"endOffsetMinutes":14400,"title":"Level 6 Pass (Single Direction)","direction":"one_way"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Jotunheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":true},{"id":85,"name":"Level 6 Pass","level":6,"category":"pass","x":108.8889,"y":260,"milestones":[{"stageId":7,"endOffsetMinutes":14400,"title":"Level 6 Pass (Single Direction)","direction":"one_way"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Jotunheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":true},{"id":86,"name":"Level 6 Pass","level":6,"category":"pass","x":117.7778,"y":775.5556,"milestones":[{"stageId":7,"endOffsetMinutes":14400,"title":"Level 6 Pass (Single Direction)","direction":"one_way"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Jotunheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":true},{"id":87,"name":"Level 6 Pass","level":6,"category":"pass","x":268.8889,"y":873.3333,"milestones":[{"stageId":7,"endOffsetMinutes":14400,"title":"Level 6 Pass (Single Direction)","direction":"one_way"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Jotunheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":true},{"id":88,"name":"Level 6 Pass","level":6,"category":"pass","x":757.7778,"y":886.6667,"milestones":[{"stageId":7,"endOffsetMinutes":14400,"title":"Level 6 Pass (Single Direction)","direction":"one_way"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Jotunheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":true},{"id":89,"name":"Level 6 Pass","level":6,"category":"pass","x":895.5556,"y":744.4444,"milestones":[{"stageId":7,"endOffsetMinutes":14400,"title":"Level 6 Pass (Single Direction)","direction":"one_way"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Jotunheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":true},{"id":90,"name":"Level 6 Pass","level":6,"category":"pass","x":891.1111,"y":246.6667,"milestones":[{"stageId":7,"endOffsetMinutes":14400,"title":"Level 6 Pass (Single Direction)","direction":"one_way"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Jotunheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":true},{"id":91,"name":"Level 6 Pass","level":6,"category":"pass","x":748.8889,"y":104.4444,"milestones":[{"stageId":7,"endOffsetMinutes":14400,"title":"Level 6 Pass (Single Direction)","direction":"one_way"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Jotunheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":true},{"id":92,"name":"Air Dock","level":5,"category":"dock","x":433.5585,"y":131.9323,"milestones":[],"rules":"The Air Dock is an important strategic hub in Kingdom Mayhem. It's where Troops can ride Airships, soaring through the sky and shuttling about within Kingdom Mayhem:\n1. Tribes can put the Air Dock within the Tribe Territory to occupy it. The Air Dock starts in a \"closed\" state and cannot be used. It will gradually unlock over different Chronicles Stages and become usable to Chiefs of the same Team.\n2. When the Chronicles reaches Stage {0}, Chiefs can use Air Docks occupied by Tribes of the same Team. About Airship Transport:\n1. Troops can be transported by Airship from the Air Dock, flying at high speed to the destination: the departure point and the destination of the Airship Transport must both be usable Air Docks.\n2. During the flight, Troops cannot perform any actions, will not be attacked, and are not restricted by terrain obstacles.\n3. 1 Transport attempt is consumed at the destination Air Dock each time you transport Troops. When there are 0 available Transport attempts, the Air Dock cannot be used as a destination until it recovers a Transport attempt over time. (No Transport attempt is consumed at the departure point Air Dock.)","requiresDeclaration":false},{"id":93,"name":"Air Dock","level":5,"category":"dock","x":259.7637,"y":204.7334,"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":94,"name":"Kingdom Fortress","level":5,"category":"fortress","x":326.6667,"y":175.5556,"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 becomes contestable for the first time, if a Tribe defeats the defenders and fully destroys its Durability, it will trigger a protected state, signifying the Fortress' first occupation.\n6. After the first occupation, the Kingdom Fortress becomes contestable every {1} hours. When the Fortress Durability reaches zero, the Tribe that deals the final blow gains full control.\n7. In battles against other Tribes for a Kingdom Fortress, {2}% of Heavily Wounded Troops will be sent to the Infirmary.\n8. Maintaining full control of a Kingdom Fortress grants continuous Battalion Points and contributes Kingdom Points to the Tribe's Kingdom.","requiresDeclaration":true},{"id":95,"name":"Legion Stronghold","level":5,"category":"stronghold","x":380,"y":184.4444,"milestones":[{"stageId":1,"endOffsetMinutes":1440,"title":"Legion Stronghold","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Legion Strongholds become contestable for the first time.\n2. During this period, if a Tribe defeats the Defenders and destroys the Legion Stronghold's Durability completely, 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 {1} 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, {2}% 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":true},{"id":96,"name":"Legion Stronghold","level":5,"category":"stronghold","x":268.8889,"y":180,"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 defeats the Defenders and destroys the Legion Stronghold's Durability completely, 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 {1} 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, {2}% 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":true},{"id":97,"name":"Air Dock","level":5,"category":"dock","x":228.1897,"y":298.1196,"milestones":[],"rules":"The Air Dock is an important strategic hub in Kingdom Mayhem. It's where Troops can ride Airships, soaring through the sky and shuttling about within Kingdom Mayhem:\n1. Tribes can put the Air Dock within the Tribe Territory to occupy it. The Air Dock starts in a \"closed\" state and cannot be used. It will gradually unlock over different Chronicles Stages and become usable to Chiefs of the same Team.\n2. When the Chronicles reaches Stage {0}, Chiefs can use Air Docks occupied by Tribes of the same Team. About Airship Transport:\n1. Troops can be transported by Airship from the Air Dock, flying at high speed to the destination: the departure point and the destination of the Airship Transport must both be usable Air Docks.\n2. During the flight, Troops cannot perform any actions, will not be attacked, and are not restricted by terrain obstacles.\n3. 1 Transport attempt is consumed at the destination Air Dock each time you transport Troops. When there are 0 available Transport attempts, the Air Dock cannot be used as a destination until it recovers a Transport attempt over time. (No Transport attempt is consumed at the departure point Air Dock.)","requiresDeclaration":false},{"id":98,"name":"Air Dock","level":5,"category":"dock","x":160.3684,"y":474.8558,"milestones":[],"rules":"The Air Dock is an important strategic hub in Kingdom Mayhem. It's where Troops can ride Airships, soaring through the sky and shuttling about within Kingdom Mayhem:\n1. Tribes can put the Air Dock within the Tribe Territory to occupy it. The Air Dock starts in a \"closed\" state and cannot be used. It will gradually unlock over different Chronicles Stages and become usable to Chiefs of the same Team.\n2. When the Chronicles reaches Stage {0}, Chiefs can use Air Docks occupied by Tribes of the same Team. About Airship Transport:\n1. Troops can be transported by Airship from the Air Dock, flying at high speed to the destination: the departure point and the destination of the Airship Transport must both be usable Air Docks.\n2. During the flight, Troops cannot perform any actions, will not be attacked, and are not restricted by terrain obstacles.\n3. 1 Transport attempt is consumed at the destination Air Dock each time you transport Troops. When there are 0 available Transport attempts, the Air Dock cannot be used as a destination until it recovers a Transport attempt over time. (No Transport attempt is consumed at the departure point Air Dock.)","requiresDeclaration":false},{"id":99,"name":"Kingdom Fortress","level":5,"category":"fortress","x":180,"y":353.3333,"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 becomes contestable for the first time, if a Tribe defeats the defenders and fully destroys its Durability, it will trigger a protected state, signifying the Fortress' first occupation.\n6. After the first occupation, the Kingdom Fortress becomes contestable every {1} hours. When the Fortress Durability reaches zero, the Tribe that deals the final blow gains full control.\n7. In battles against other Tribes for a Kingdom Fortress, {2}% of Heavily Wounded Troops will be sent to the Infirmary.\n8. Maintaining full control of a Kingdom Fortress grants continuous Battalion Points and contributes Kingdom Points to the Tribe's Kingdom.","requiresDeclaration":true},{"id":100,"name":"Legion Stronghold","level":5,"category":"stronghold","x":184.4444,"y":420,"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 defeats the Defenders and destroys the Legion Stronghold's Durability completely, 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 {1} 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, {2}% 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":true},{"id":101,"name":"Legion Stronghold","level":5,"category":"stronghold","x":197.7778,"y":295.5556,"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 defeats the Defenders and destroys the Legion Stronghold's Durability completely, 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 {1} 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, {2}% 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":true},{"id":102,"name":"Air Dock","level":5,"category":"dock","x":141.5077,"y":633.79,"milestones":[],"rules":"The Air Dock is an important strategic hub in Kingdom Mayhem. It's where Troops can ride Airships, soaring through the sky and shuttling about within Kingdom Mayhem:\n1. Tribes can put the Air Dock within the Tribe Territory to occupy it. The Air Dock starts in a \"closed\" state and cannot be used. It will gradually unlock over different Chronicles Stages and become usable to Chiefs of the same Team.\n2. When the Chronicles reaches Stage {0}, Chiefs can use Air Docks occupied by Tribes of the same Team. About Airship Transport:\n1. Troops can be transported by Airship from the Air Dock, flying at high speed to the destination: the departure point and the destination of the Airship Transport must both be usable Air Docks.\n2. During the flight, Troops cannot perform any actions, will not be attacked, and are not restricted by terrain obstacles.\n3. 1 Transport attempt is consumed at the destination Air Dock each time you transport Troops. When there are 0 available Transport attempts, the Air Dock cannot be used as a destination until it recovers a Transport attempt over time. (No Transport attempt is consumed at the departure point Air Dock.)","requiresDeclaration":false},{"id":103,"name":"Air Dock","level":5,"category":"dock","x":228.7241,"y":727.6574,"milestones":[],"rules":"The Air Dock is an important strategic hub in Kingdom Mayhem. It's where Troops can ride Airships, soaring through the sky and shuttling about within Kingdom Mayhem:\n1. Tribes can put the Air Dock within the Tribe Territory to occupy it. The Air Dock starts in a \"closed\" state and cannot be used. It will gradually unlock over different Chronicles Stages and become usable to Chiefs of the same Team.\n2. When the Chronicles reaches Stage {0}, Chiefs can use Air Docks occupied by Tribes of the same Team. About Airship Transport:\n1. Troops can be transported by Airship from the Air Dock, flying at high speed to the destination: the departure point and the destination of the Airship Transport must both be usable Air Docks.\n2. During the flight, Troops cannot perform any actions, will not be attacked, and are not restricted by terrain obstacles.\n3. 1 Transport attempt is consumed at the destination Air Dock each time you transport Troops. When there are 0 available Transport attempts, the Air Dock cannot be used as a destination until it recovers a Transport attempt over time. (No Transport attempt is consumed at the departure point Air Dock.)","requiresDeclaration":false},{"id":104,"name":"Kingdom Fortress","level":5,"category":"fortress","x":166.6667,"y":673.3333,"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 becomes contestable for the first time, if a Tribe defeats the defenders and fully destroys its Durability, it will trigger a protected state, signifying the Fortress' first occupation.\n6. After the first occupation, the Kingdom Fortress becomes contestable every {1} hours. When the Fortress Durability reaches zero, the Tribe that deals the final blow gains full control.\n7. In battles against other Tribes for a Kingdom Fortress, {2}% of Heavily Wounded Troops will be sent to the Infirmary.\n8. Maintaining full control of a Kingdom Fortress grants continuous Battalion Points and contributes Kingdom Points to the Tribe's Kingdom.","requiresDeclaration":true},{"id":105,"name":"Legion Stronghold","level":5,"category":"stronghold","x":188.8889,"y":731.1111,"milestones":[{"stageId":1,"endOffsetMinutes":1440,"title":"Legion Stronghold","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Legion Strongholds become contestable for the first time.\n2. During this period, if a Tribe defeats the Defenders and destroys the Legion Stronghold's Durability completely, 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 {1} 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, {2}% 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":true},{"id":106,"name":"Legion Stronghold","level":5,"category":"stronghold","x":171.1111,"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 defeats the Defenders and destroys the Legion Stronghold's Durability completely, 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 {1} 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, {2}% 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":true},{"id":107,"name":"Air Dock","level":5,"category":"dock","x":298.9524,"y":774.7143,"milestones":[],"rules":"The Air Dock is an important strategic hub in Kingdom Mayhem. It's where Troops can ride Airships, soaring through the sky and shuttling about within Kingdom Mayhem:\n1. Tribes can put the Air Dock within the Tribe Territory to occupy it. The Air Dock starts in a \"closed\" state and cannot be used. It will gradually unlock over different Chronicles Stages and become usable to Chiefs of the same Team.\n2. When the Chronicles reaches Stage {0}, Chiefs can use Air Docks occupied by Tribes of the same Team. About Airship Transport:\n1. Troops can be transported by Airship from the Air Dock, flying at high speed to the destination: the departure point and the destination of the Airship Transport must both be usable Air Docks.\n2. During the flight, Troops cannot perform any actions, will not be attacked, and are not restricted by terrain obstacles.\n3. 1 Transport attempt is consumed at the destination Air Dock each time you transport Troops. When there are 0 available Transport attempts, the Air Dock cannot be used as a destination until it recovers a Transport attempt over time. (No Transport attempt is consumed at the departure point Air Dock.)","requiresDeclaration":false},{"id":108,"name":"Air Dock","level":5,"category":"dock","x":462.9211,"y":852.3129,"milestones":[],"rules":"The Air Dock is an important strategic hub in Kingdom Mayhem. It's where Troops can ride Airships, soaring through the sky and shuttling about within Kingdom Mayhem:\n1. Tribes can put the Air Dock within the Tribe Territory to occupy it. The Air Dock starts in a \"closed\" state and cannot be used. It will gradually unlock over different Chronicles Stages and become usable to Chiefs of the same Team.\n2. When the Chronicles reaches Stage {0}, Chiefs can use Air Docks occupied by Tribes of the same Team. About Airship Transport:\n1. Troops can be transported by Airship from the Air Dock, flying at high speed to the destination: the departure point and the destination of the Airship Transport must both be usable Air Docks.\n2. During the flight, Troops cannot perform any actions, will not be attacked, and are not restricted by terrain obstacles.\n3. 1 Transport attempt is consumed at the destination Air Dock each time you transport Troops. When there are 0 available Transport attempts, the Air Dock cannot be used as a destination until it recovers a Transport attempt over time. (No Transport attempt is consumed at the departure point Air Dock.)","requiresDeclaration":false},{"id":109,"name":"Kingdom Fortress","level":5,"category":"fortress","x":380,"y":815.5556,"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 becomes contestable for the first time, if a Tribe defeats the defenders and fully destroys its Durability, it will trigger a protected state, signifying the Fortress' first occupation.\n6. After the first occupation, the Kingdom Fortress becomes contestable every {1} hours. When the Fortress Durability reaches zero, the Tribe that deals the final blow gains full control.\n7. In battles against other Tribes for a Kingdom Fortress, {2}% of Heavily Wounded Troops will be sent to the Infirmary.\n8. Maintaining full control of a Kingdom Fortress grants continuous Battalion Points and contributes Kingdom Points to the Tribe's Kingdom.","requiresDeclaration":true},{"id":110,"name":"Legion Stronghold","level":5,"category":"stronghold","x":442.2222,"y":824.4444,"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 defeats the Defenders and destroys the Legion Stronghold's Durability completely, 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 {1} 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, {2}% 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":true},{"id":111,"name":"Legion Stronghold","level":5,"category":"stronghold","x":317.7778,"y":806.6667,"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 defeats the Defenders and destroys the Legion Stronghold's Durability completely, 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 {1} 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, {2}% 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":true},{"id":112,"name":"Air Dock","level":5,"category":"dock","x":620.8016,"y":802.0399,"milestones":[],"rules":"The Air Dock is an important strategic hub in Kingdom Mayhem. It's where Troops can ride Airships, soaring through the sky and shuttling about within Kingdom Mayhem:\n1. Tribes can put the Air Dock within the Tribe Territory to occupy it. The Air Dock starts in a \"closed\" state and cannot be used. It will gradually unlock over different Chronicles Stages and become usable to Chiefs of the same Team.\n2. When the Chronicles reaches Stage {0}, Chiefs can use Air Docks occupied by Tribes of the same Team. About Airship Transport:\n1. Troops can be transported by Airship from the Air Dock, flying at high speed to the destination: the departure point and the destination of the Airship Transport must both be usable Air Docks.\n2. During the flight, Troops cannot perform any actions, will not be attacked, and are not restricted by terrain obstacles.\n3. 1 Transport attempt is consumed at the destination Air Dock each time you transport Troops. When there are 0 available Transport attempts, the Air Dock cannot be used as a destination until it recovers a Transport attempt over time. (No Transport attempt is consumed at the departure point Air Dock.)","requiresDeclaration":false},{"id":113,"name":"Air Dock","level":5,"category":"dock","x":732.1101,"y":851.5537,"milestones":[],"rules":"The Air Dock is an important strategic hub in Kingdom Mayhem. It's where Troops can ride Airships, soaring through the sky and shuttling about within Kingdom Mayhem:\n1. Tribes can put the Air Dock within the Tribe Territory to occupy it. The Air Dock starts in a \"closed\" state and cannot be used. It will gradually unlock over different Chronicles Stages and become usable to Chiefs of the same Team.\n2. When the Chronicles reaches Stage {0}, Chiefs can use Air Docks occupied by Tribes of the same Team. About Airship Transport:\n1. Troops can be transported by Airship from the Air Dock, flying at high speed to the destination: the departure point and the destination of the Airship Transport must both be usable Air Docks.\n2. During the flight, Troops cannot perform any actions, will not be attacked, and are not restricted by terrain obstacles.\n3. 1 Transport attempt is consumed at the destination Air Dock each time you transport Troops. When there are 0 available Transport attempts, the Air Dock cannot be used as a destination until it recovers a Transport attempt over time. (No Transport attempt is consumed at the departure point Air Dock.)","requiresDeclaration":false},{"id":114,"name":"Kingdom Fortress","level":5,"category":"fortress","x":673.3333,"y":820,"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 becomes contestable for the first time, if a Tribe defeats the defenders and fully destroys its Durability, it will trigger a protected state, signifying the Fortress' first occupation.\n6. After the first occupation, the Kingdom Fortress becomes contestable every {1} hours. When the Fortress Durability reaches zero, the Tribe that deals the final blow gains full control.\n7. In battles against other Tribes for a Kingdom Fortress, {2}% of Heavily Wounded Troops will be sent to the Infirmary.\n8. Maintaining full control of a Kingdom Fortress grants continuous Battalion Points and contributes Kingdom Points to the Tribe's Kingdom.","requiresDeclaration":true},{"id":115,"name":"Legion Stronghold","level":5,"category":"stronghold","x":722.2222,"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 defeats the Defenders and destroys the Legion Stronghold's Durability completely, 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 {1} 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, {2}% 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":true},{"id":116,"name":"Legion Stronghold","level":5,"category":"stronghold","x":615.5556,"y":824.4444,"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 defeats the Defenders and destroys the Legion Stronghold's Durability completely, 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 {1} 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, {2}% 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":true},{"id":117,"name":"Air Dock","level":5,"category":"dock","x":838.7719,"y":550.8839,"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":118,"name":"Air Dock","level":5,"category":"dock","x":824.7795,"y":708.5,"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":119,"name":"Kingdom Fortress","level":5,"category":"fortress","x":833.3333,"y":646.6667,"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 becomes contestable for the first time, if a Tribe defeats the defenders and fully destroys its Durability, it will trigger a protected state, signifying the Fortress' first occupation.\n6. After the first occupation, the Kingdom Fortress becomes contestable every {1} hours. When the Fortress Durability reaches zero, the Tribe that deals the final blow gains full control.\n7. In battles against other Tribes for a Kingdom Fortress, {2}% of Heavily Wounded Troops will be sent to the Infirmary.\n8. Maintaining full control of a Kingdom Fortress grants continuous Battalion Points and contributes Kingdom Points to the Tribe's Kingdom.","requiresDeclaration":true},{"id":120,"name":"Legion Stronghold","level":5,"category":"stronghold","x":855.5556,"y":695.5556,"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 defeats the Defenders and destroys the Legion Stronghold's Durability completely, 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 {1} 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, {2}% 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":true},{"id":121,"name":"Legion Stronghold","level":5,"category":"stronghold","x":815.5556,"y":588.8889,"milestones":[{"stageId":1,"endOffsetMinutes":1440,"title":"Legion Stronghold","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Legion Strongholds become contestable for the first time.\n2. During this period, if a Tribe defeats the Defenders and destroys the Legion Stronghold's Durability completely, 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 {1} 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, {2}% 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":true},{"id":122,"name":"Air Dock","level":5,"category":"dock","x":842.2222,"y":277.7778,"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":123,"name":"Air Dock","level":5,"category":"dock","x":836.3801,"y":402.8103,"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":124,"name":"Kingdom Fortress","level":5,"category":"fortress","x":820,"y":340,"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 becomes contestable for the first time, if a Tribe defeats the defenders and fully destroys its Durability, it will trigger a protected state, signifying the Fortress' first occupation.\n6. After the first occupation, the Kingdom Fortress becomes contestable every {1} hours. When the Fortress Durability reaches zero, the Tribe that deals the final blow gains full control.\n7. In battles against other Tribes for a Kingdom Fortress, {2}% of Heavily Wounded Troops will be sent to the Infirmary.\n8. Maintaining full control of a Kingdom Fortress grants continuous Battalion Points and contributes Kingdom Points to the Tribe's Kingdom.","requiresDeclaration":true},{"id":125,"name":"Legion Stronghold","level":5,"category":"stronghold","x":797.7778,"y":273.3333,"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 defeats the Defenders and destroys the Legion Stronghold's Durability completely, 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 {1} 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, {2}% 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":true},{"id":126,"name":"Legion Stronghold","level":5,"category":"stronghold","x":811.1111,"y":393.3333,"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 defeats the Defenders and destroys the Legion Stronghold's Durability completely, 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 {1} 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, {2}% 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":true},{"id":127,"name":"Air Dock","level":5,"category":"dock","x":566.9717,"y":195.2278,"milestones":[],"rules":"The Air Dock is an important strategic hub in Kingdom Mayhem. It's where Troops can ride Airships, soaring through the sky and shuttling about within Kingdom Mayhem:\n1. Tribes can put the Air Dock within the Tribe Territory to occupy it. The Air Dock starts in a \"closed\" state and cannot be used. It will gradually unlock over different Chronicles Stages and become usable to Chiefs of the same Team.\n2. When the Chronicles reaches Stage {0}, Chiefs can use Air Docks occupied by Tribes of the same Team. About Airship Transport:\n1. Troops can be transported by Airship from the Air Dock, flying at high speed to the destination: the departure point and the destination of the Airship Transport must both be usable Air Docks.\n2. During the flight, Troops cannot perform any actions, will not be attacked, and are not restricted by terrain obstacles.\n3. 1 Transport attempt is consumed at the destination Air Dock each time you transport Troops. When there are 0 available Transport attempts, the Air Dock cannot be used as a destination until it recovers a Transport attempt over time. (No Transport attempt is consumed at the departure point Air Dock.)","requiresDeclaration":false},{"id":128,"name":"Air Dock","level":5,"category":"dock","x":735.5556,"y":171.1111,"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":129,"name":"Kingdom Fortress","level":5,"category":"fortress","x":651.1111,"y":180,"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 becomes contestable for the first time, if a Tribe defeats the defenders and fully destroys its Durability, it will trigger a protected state, signifying the Fortress' first occupation.\n6. After the first occupation, the Kingdom Fortress becomes contestable every {1} hours. When the Fortress Durability reaches zero, the Tribe that deals the final blow gains full control.\n7. In battles against other Tribes for a Kingdom Fortress, {2}% of Heavily Wounded Troops will be sent to the Infirmary.\n8. Maintaining full control of a Kingdom Fortress grants continuous Battalion Points and contributes Kingdom Points to the Tribe's Kingdom.","requiresDeclaration":true},{"id":130,"name":"Legion Stronghold","level":5,"category":"stronghold","x":717.7778,"y":202.2222,"milestones":[{"stageId":1,"endOffsetMinutes":1440,"title":"Legion Stronghold","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Legion Strongholds become contestable for the first time.\n2. During this period, if a Tribe defeats the Defenders and destroys the Legion Stronghold's Durability completely, 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 {1} 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, {2}% 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":true},{"id":131,"name":"Legion Stronghold","level":5,"category":"stronghold","x":593.3333,"y":175.5556,"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 defeats the Defenders and destroys the Legion Stronghold's Durability completely, 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 {1} 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, {2}% 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":true},{"id":132,"name":"Level 5 Pass","level":5,"category":"pass","x":91.1111,"y":428.8889,"milestones":[{"stageId":4,"endOffsetMinutes":5760,"title":"Level 5 Pass (Single Direction)","direction":"one_way"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Jotunheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":true},{"id":133,"name":"Level 5 Pass","level":5,"category":"pass","x":91.1111,"y":602.2222,"milestones":[{"stageId":4,"endOffsetMinutes":5760,"title":"Level 5 Pass (Single Direction)","direction":"one_way"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Jotunheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":true},{"id":134,"name":"Level 5 Pass","level":5,"category":"pass","x":428.8889,"y":908.8889,"milestones":[{"stageId":4,"endOffsetMinutes":5760,"title":"Level 5 Pass (Single Direction)","direction":"one_way"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Jotunheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":true},{"id":135,"name":"Level 5 Pass","level":5,"category":"pass","x":611.1111,"y":900,"milestones":[{"stageId":4,"endOffsetMinutes":5760,"title":"Level 5 Pass (Single Direction)","direction":"one_way"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Jotunheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":true},{"id":136,"name":"Level 5 Pass","level":5,"category":"pass","x":900,"y":571.1111,"milestones":[{"stageId":4,"endOffsetMinutes":5760,"title":"Level 5 Pass (Single Direction)","direction":"one_way"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Jotunheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":true},{"id":137,"name":"Level 5 Pass","level":5,"category":"pass","x":904.4444,"y":406.6667,"milestones":[{"stageId":4,"endOffsetMinutes":5760,"title":"Level 5 Pass (Single Direction)","direction":"one_way"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Jotunheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":true},{"id":138,"name":"Level 5 Pass","level":5,"category":"pass","x":584.4444,"y":100,"milestones":[{"stageId":4,"endOffsetMinutes":5760,"title":"Level 5 Pass (Single Direction)","direction":"one_way"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Jotunheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":true},{"id":139,"name":"Level 5 Pass","level":5,"category":"pass","x":384.4444,"y":100,"milestones":[{"stageId":4,"endOffsetMinutes":5760,"title":"Level 5 Pass (Single Direction)","direction":"one_way"}],"rules":"1. Passes become contestable after Chronicles reaches Stage {0}.\n2. To occupy a Pass, defeat the Defenders within it.\n3. Passes are either in a protected, single direction access, or full access state.\n4. During single direction access, Tribes from other Teams can't attack the Pass.\n5. Only Tribes from the same Team can attack the Pass if their Tribe Territory borders the Pass.\n6. When the Jotunheim Chronicles reaches a certain stage, the Pass will enter the full access state, allowing all Tribes adjacent to the Pass to attack it.","requiresDeclaration":true},{"id":140,"name":"Air Dock","level":5,"category":"dock","x":358.1458,"y":288.7866,"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":141,"name":"Air Dock","level":5,"category":"dock","x":300,"y":380,"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":142,"name":"Air Dock","level":5,"category":"dock","x":268.8889,"y":637.7778,"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":143,"name":"Air Dock","level":5,"category":"dock","x":397.7778,"y":717.7778,"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":144,"name":"Air Dock","level":5,"category":"dock","x":656.4668,"y":697.7824,"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":145,"name":"Air Dock","level":5,"category":"dock","x":717.7778,"y":624.4444,"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":146,"name":"Air Dock","level":5,"category":"dock","x":708.8889,"y":366.6667,"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":147,"name":"Air Dock","level":5,"category":"dock","x":606.6667,"y":291.1111,"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":148,"name":"Small Checkpoint","level":5,"category":"other","x":107.6455,"y":126.3757,"milestones":[],"rules":"When the Serpent Altar or the Serpent Scale Den 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":149,"name":"War Air Dock","level":5,"category":"dock","x":99.6519,"y":113.4434,"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":150,"name":"Serpent Altar","level":5,"category":"arena","x":131.1111,"y":144.4444,"milestones":[{"stageId":3,"endOffsetMinutes":4320,"title":"Serpent Altar","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Serpent Altars become contestable for the first time.\n2. Serpent Altars will be contestable for {1} hours every {2} hours.\n3. Serpent Altars cannot be occupied directly with Troops. A Team must drive out all Troops belonging to enemy Teams' Chiefs to temporarily occupy a Serpent Altar.\n4. After occupying the Serpent Altar, Frostthorn Apostles or Icethorn Executioners will appear at regular intervals. Killing Frostthorn Apostles grants Experience and supply rewards. Killing Icethorn Executioners grants even more Experience and supply rewards.\n5. After occupying the Serpent Altar, Chiefs of the occupying Team within the battlefield area will be awarded Hero Experience at regular intervals. At the same time, the Troops' Main and Secondary Commander Heroes will get Experience Rewards (only one Troop for each Chief can receive this effect at a time).\n6. When the contestable time ends, the Serpent Altar will return to an unoccupied state.\n7. Chiefs can only deploy one Troop to enter the Serpent Altar combat area at a time.","requiresDeclaration":false},{"id":151,"name":"Small Checkpoint","level":5,"category":"other","x":148.4392,"y":169.5503,"milestones":[],"rules":"When the Serpent Altar or the Serpent Scale Den 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":152,"name":"War Air Dock","level":5,"category":"dock","x":161.4595,"y":182.2785,"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":153,"name":"Small Checkpoint","level":5,"category":"other","x":842.672,"y":826.5344,"milestones":[],"rules":"When the Serpent Altar or the Serpent Scale Den 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":154,"name":"War Air Dock","level":5,"category":"dock","x":833.1322,"y":816.0169,"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":155,"name":"Serpent Altar","level":5,"category":"arena","x":864.4444,"y":851.1111,"milestones":[{"stageId":3,"endOffsetMinutes":4320,"title":"Serpent Altar","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Serpent Altars become contestable for the first time.\n2. Serpent Altars will be contestable for {1} hours every {2} hours.\n3. Serpent Altars cannot be occupied directly with Troops. A Team must drive out all Troops belonging to enemy Teams' Chiefs to temporarily occupy a Serpent Altar.\n4. After occupying the Serpent Altar, Frostthorn Apostles or Icethorn Executioners will appear at regular intervals. Killing Frostthorn Apostles grants Experience and supply rewards. Killing Icethorn Executioners grants even more Experience and supply rewards.\n5. After occupying the Serpent Altar, Chiefs of the occupying Team within the battlefield area will be awarded Hero Experience at regular intervals. At the same time, the Troops' Main and Secondary Commander Heroes will get Experience Rewards (only one Troop for each Chief can receive this effect at a time).\n6. When the contestable time ends, the Serpent Altar will return to an unoccupied state.\n7. Chiefs can only deploy one Troop to enter the Serpent Altar combat area at a time.","requiresDeclaration":false},{"id":156,"name":"Small Checkpoint","level":5,"category":"other","x":879.4974,"y":867.619,"milestones":[],"rules":"When the Serpent Altar or the Serpent Scale Den 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":157,"name":"War Air Dock","level":5,"category":"dock","x":891.6992,"y":880.6659,"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":158,"name":"War Air Dock","level":5,"category":"dock","x":121.0897,"y":833.236,"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":159,"name":"War Air Dock","level":5,"category":"dock","x":189.4079,"y":899.1836,"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":160,"name":"War Air Dock","level":5,"category":"dock","x":812.7039,"y":103.4212,"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":161,"name":"War Air Dock","level":5,"category":"dock","x":875.5154,"y":168.2831,"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":162,"name":"Blockade Tower","level":5,"category":"tower","x":20,"y":468.8889,"milestones":[],"rules":"1. After the Tribe's active City Territory borders the Blockade Tower's territory, Tribe members can dispatch Troops to the Blockade Tower to occupy it. Defeating the defending forces within and entering the building will grant ownership of the Blockade Tower.\n2. You can relocate within the Blockade Tower's territory but cannot construct Tribe buildings there.\n3. The Blockade Tower must border the Tribe's active territory to take effect.","requiresDeclaration":false},{"id":163,"name":"Blockade Tower","level":5,"category":"tower","x":33.3333,"y":468.8889,"milestones":[],"rules":"1. After the Tribe's active City Territory borders the Blockade Tower's territory, Tribe members can dispatch Troops to the Blockade Tower to occupy it. Defeating the defending forces within and entering the building will grant ownership of the Blockade Tower.\n2. You can relocate within the Blockade Tower's territory but cannot construct Tribe buildings there.\n3. The Blockade Tower must border the Tribe's active territory to take effect.","requiresDeclaration":false},{"id":164,"name":"Blockade Tower","level":5,"category":"tower","x":20,"y":562.2222,"milestones":[],"rules":"1. After the Tribe's active City Territory borders the Blockade Tower's territory, Tribe members can dispatch Troops to the Blockade Tower to occupy it. Defeating the defending forces within and entering the building will grant ownership of the Blockade Tower.\n2. You can relocate within the Blockade Tower's territory but cannot construct Tribe buildings there.\n3. The Blockade Tower must border the Tribe's active territory to take effect.","requiresDeclaration":false},{"id":165,"name":"Blockade Tower","level":5,"category":"tower","x":33.3333,"y":562.2222,"milestones":[],"rules":"1. After the Tribe's active City Territory borders the Blockade Tower's territory, Tribe members can dispatch Troops to the Blockade Tower to occupy it. Defeating the defending forces within and entering the building will grant ownership of the Blockade Tower.\n2. You can relocate within the Blockade Tower's territory but cannot construct Tribe buildings there.\n3. The Blockade Tower must border the Tribe's active territory to take effect.","requiresDeclaration":false},{"id":166,"name":"Blockade Tower","level":5,"category":"tower","x":464.4444,"y":966.6667,"milestones":[],"rules":"1. After the Tribe's active City Territory borders the Blockade Tower's territory, Tribe members can dispatch Troops to the Blockade Tower to occupy it. Defeating the defending forces within and entering the building will grant ownership of the Blockade Tower.\n2. You can relocate within the Blockade Tower's territory but cannot construct Tribe buildings there.\n3. The Blockade Tower must border the Tribe's active territory to take effect.","requiresDeclaration":false},{"id":167,"name":"Blockade Tower","level":5,"category":"tower","x":464.4444,"y":980,"milestones":[],"rules":"1. After the Tribe's active City Territory borders the Blockade Tower's territory, Tribe members can dispatch Troops to the Blockade Tower to occupy it. Defeating the defending forces within and entering the building will grant ownership of the Blockade Tower.\n2. You can relocate within the Blockade Tower's territory but cannot construct Tribe buildings there.\n3. The Blockade Tower must border the Tribe's active territory to take effect.","requiresDeclaration":false},{"id":168,"name":"Blockade Tower","level":5,"category":"tower","x":562.2222,"y":966.6667,"milestones":[],"rules":"1. After the Tribe's active City Territory borders the Blockade Tower's territory, Tribe members can dispatch Troops to the Blockade Tower to occupy it. Defeating the defending forces within and entering the building will grant ownership of the Blockade Tower.\n2. You can relocate within the Blockade Tower's territory but cannot construct Tribe buildings there.\n3. The Blockade Tower must border the Tribe's active territory to take effect.","requiresDeclaration":false},{"id":169,"name":"Blockade Tower","level":5,"category":"tower","x":562.2222,"y":980,"milestones":[],"rules":"1. After the Tribe's active City Territory borders the Blockade Tower's territory, Tribe members can dispatch Troops to the Blockade Tower to occupy it. Defeating the defending forces within and entering the building will grant ownership of the Blockade Tower.\n2. You can relocate within the Blockade Tower's territory but cannot construct Tribe buildings there.\n3. The Blockade Tower must border the Tribe's active territory to take effect.","requiresDeclaration":false},{"id":170,"name":"Blockade Tower","level":5,"category":"tower","x":971.1111,"y":446.6667,"milestones":[],"rules":"1. After the Tribe's active City Territory borders the Blockade Tower's territory, Tribe members can dispatch Troops to the Blockade Tower to occupy it. Defeating the defending forces within and entering the building will grant ownership of the Blockade Tower.\n2. You can relocate within the Blockade Tower's territory but cannot construct Tribe buildings there.\n3. The Blockade Tower must border the Tribe's active territory to take effect.","requiresDeclaration":false},{"id":171,"name":"Blockade Tower","level":5,"category":"tower","x":984.4444,"y":446.6667,"milestones":[],"rules":"1. After the Tribe's active City Territory borders the Blockade Tower's territory, Tribe members can dispatch Troops to the Blockade Tower to occupy it. Defeating the defending forces within and entering the building will grant ownership of the Blockade Tower.\n2. You can relocate within the Blockade Tower's territory but cannot construct Tribe buildings there.\n3. The Blockade Tower must border the Tribe's active territory to take effect.","requiresDeclaration":false},{"id":172,"name":"Blockade Tower","level":5,"category":"tower","x":971.1111,"y":535.5556,"milestones":[],"rules":"1. After the Tribe's active City Territory borders the Blockade Tower's territory, Tribe members can dispatch Troops to the Blockade Tower to occupy it. Defeating the defending forces within and entering the building will grant ownership of the Blockade Tower.\n2. You can relocate within the Blockade Tower's territory but cannot construct Tribe buildings there.\n3. The Blockade Tower must border the Tribe's active territory to take effect.","requiresDeclaration":false},{"id":173,"name":"Blockade Tower","level":5,"category":"tower","x":984.4444,"y":535.5556,"milestones":[],"rules":"1. After the Tribe's active City Territory borders the Blockade Tower's territory, Tribe members can dispatch Troops to the Blockade Tower to occupy it. Defeating the defending forces within and entering the building will grant ownership of the Blockade Tower.\n2. You can relocate within the Blockade Tower's territory but cannot construct Tribe buildings there.\n3. The Blockade Tower must border the Tribe's active territory to take effect.","requiresDeclaration":false},{"id":174,"name":"Blockade Tower","level":5,"category":"tower","x":437.7778,"y":20,"milestones":[],"rules":"1. After the Tribe's active City Territory borders the Blockade Tower's territory, Tribe members can dispatch Troops to the Blockade Tower to occupy it. Defeating the defending forces within and entering the building will grant ownership of the Blockade Tower.\n2. You can relocate within the Blockade Tower's territory but cannot construct Tribe buildings there.\n3. The Blockade Tower must border the Tribe's active territory to take effect.","requiresDeclaration":false},{"id":175,"name":"Blockade Tower","level":5,"category":"tower","x":437.7778,"y":33.3333,"milestones":[],"rules":"1. After the Tribe's active City Territory borders the Blockade Tower's territory, Tribe members can dispatch Troops to the Blockade Tower to occupy it. Defeating the defending forces within and entering the building will grant ownership of the Blockade Tower.\n2. You can relocate within the Blockade Tower's territory but cannot construct Tribe buildings there.\n3. The Blockade Tower must border the Tribe's active territory to take effect.","requiresDeclaration":false},{"id":176,"name":"Blockade Tower","level":5,"category":"tower","x":526.6667,"y":20,"milestones":[],"rules":"1. After the Tribe's active City Territory borders the Blockade Tower's territory, Tribe members can dispatch Troops to the Blockade Tower to occupy it. Defeating the defending forces within and entering the building will grant ownership of the Blockade Tower.\n2. You can relocate within the Blockade Tower's territory but cannot construct Tribe buildings there.\n3. The Blockade Tower must border the Tribe's active territory to take effect.","requiresDeclaration":false},{"id":177,"name":"Blockade Tower","level":5,"category":"tower","x":526.6667,"y":33.3333,"milestones":[],"rules":"1. After the Tribe's active City Territory borders the Blockade Tower's territory, Tribe members can dispatch Troops to the Blockade Tower to occupy it. Defeating the defending forces within and entering the building will grant ownership of the Blockade Tower.\n2. You can relocate within the Blockade Tower's territory but cannot construct Tribe buildings there.\n3. The Blockade Tower must border the Tribe's active territory to take effect.","requiresDeclaration":false},{"id":178,"name":"Blockade Tower","level":5,"category":"tower","x":175.5556,"y":46.6667,"milestones":[],"rules":"1. After the Tribe's active City Territory borders the Blockade Tower's territory, Tribe members can dispatch Troops to the Blockade Tower to occupy it. Defeating the defending forces within and entering the building will grant ownership of the Blockade Tower.\n2. You can relocate within the Blockade Tower's territory but cannot construct Tribe buildings there.\n3. The Blockade Tower must border the Tribe's active territory to take effect.","requiresDeclaration":false},{"id":179,"name":"Blockade Tower","level":5,"category":"tower","x":180,"y":60,"milestones":[],"rules":"1. After the Tribe's active City Territory borders the Blockade Tower's territory, Tribe members can dispatch Troops to the Blockade Tower to occupy it. Defeating the defending forces within and entering the building will grant ownership of the Blockade Tower.\n2. You can relocate within the Blockade Tower's territory but cannot construct Tribe buildings there.\n3. The Blockade Tower must border the Tribe's active territory to take effect.","requiresDeclaration":false},{"id":180,"name":"Level 5 Town","level":5,"category":"town","x":126.6667,"y":46.6667,"milestones":[],"rules":"1. When Chronicles reaches Stage {0}, Level 5 Towns become contestable for the first time.\n2. You can attack a Town once your Tribe Territory borders it.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 5 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 5 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":181,"name":"Level 5 Town","level":5,"category":"town","x":28.8889,"y":144.4444,"milestones":[],"rules":"1. When Chronicles reaches Stage {0}, Level 5 Towns become contestable for the first time.\n2. You can attack a Town once your Tribe Territory borders it.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 5 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 5 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":182,"name":"Blockade Tower","level":5,"category":"tower","x":46.6667,"y":206.6667,"milestones":[],"rules":"1. After the Tribe's active City Territory borders the Blockade Tower's territory, Tribe members can dispatch Troops to the Blockade Tower to occupy it. Defeating the defending forces within and entering the building will grant ownership of the Blockade Tower.\n2. You can relocate within the Blockade Tower's territory but cannot construct Tribe buildings there.\n3. The Blockade Tower must border the Tribe's active territory to take effect.","requiresDeclaration":false},{"id":183,"name":"Blockade Tower","level":5,"category":"tower","x":60,"y":206.6667,"milestones":[],"rules":"1. After the Tribe's active City Territory borders the Blockade Tower's territory, Tribe members can dispatch Troops to the Blockade Tower to occupy it. Defeating the defending forces within and entering the building will grant ownership of the Blockade Tower.\n2. You can relocate within the Blockade Tower's territory but cannot construct Tribe buildings there.\n3. The Blockade Tower must border the Tribe's active territory to take effect.","requiresDeclaration":false},{"id":184,"name":"Blockade Tower","level":5,"category":"tower","x":46.6667,"y":842.2222,"milestones":[],"rules":"1. After the Tribe's active City Territory borders the Blockade Tower's territory, Tribe members can dispatch Troops to the Blockade Tower to occupy it. Defeating the defending forces within and entering the building will grant ownership of the Blockade Tower.\n2. You can relocate within the Blockade Tower's territory but cannot construct Tribe buildings there.\n3. The Blockade Tower must border the Tribe's active territory to take effect.","requiresDeclaration":false},{"id":185,"name":"Blockade Tower","level":5,"category":"tower","x":60,"y":833.3333,"milestones":[],"rules":"1. After the Tribe's active City Territory borders the Blockade Tower's territory, Tribe members can dispatch Troops to the Blockade Tower to occupy it. Defeating the defending forces within and entering the building will grant ownership of the Blockade Tower.\n2. You can relocate within the Blockade Tower's territory but cannot construct Tribe buildings there.\n3. The Blockade Tower must border the Tribe's active territory to take effect.","requiresDeclaration":false},{"id":186,"name":"Level 5 Town","level":5,"category":"town","x":46.6667,"y":882.2222,"milestones":[],"rules":"1. When Chronicles reaches Stage {0}, Level 5 Towns become contestable for the first time.\n2. You can attack a Town once your Tribe Territory borders it.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 5 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 5 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":187,"name":"Level 5 Town","level":5,"category":"town","x":175.5556,"y":966.6667,"milestones":[],"rules":"1. When Chronicles reaches Stage {0}, Level 5 Towns become contestable for the first time.\n2. You can attack a Town once your Tribe Territory borders it.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 5 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 5 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":188,"name":"Blockade Tower","level":5,"category":"tower","x":224.4444,"y":944.4444,"milestones":[],"rules":"1. After the Tribe's active City Territory borders the Blockade Tower's territory, Tribe members can dispatch Troops to the Blockade Tower to occupy it. Defeating the defending forces within and entering the building will grant ownership of the Blockade Tower.\n2. You can relocate within the Blockade Tower's territory but cannot construct Tribe buildings there.\n3. The Blockade Tower must border the Tribe's active territory to take effect.","requiresDeclaration":false},{"id":189,"name":"Blockade Tower","level":5,"category":"tower","x":237.7778,"y":953.3333,"milestones":[],"rules":"1. After the Tribe's active City Territory borders the Blockade Tower's territory, Tribe members can dispatch Troops to the Blockade Tower to occupy it. Defeating the defending forces within and entering the building will grant ownership of the Blockade Tower.\n2. You can relocate within the Blockade Tower's territory but cannot construct Tribe buildings there.\n3. The Blockade Tower must border the Tribe's active territory to take effect.","requiresDeclaration":false},{"id":190,"name":"Blockade Tower","level":5,"category":"tower","x":793.3333,"y":957.7778,"milestones":[],"rules":"1. After the Tribe's active City Territory borders the Blockade Tower's territory, Tribe members can dispatch Troops to the Blockade Tower to occupy it. Defeating the defending forces within and entering the building will grant ownership of the Blockade Tower.\n2. You can relocate within the Blockade Tower's territory but cannot construct Tribe buildings there.\n3. The Blockade Tower must border the Tribe's active territory to take effect.","requiresDeclaration":false},{"id":191,"name":"Blockade Tower","level":5,"category":"tower","x":788.8889,"y":971.1111,"milestones":[],"rules":"1. After the Tribe's active City Territory borders the Blockade Tower's territory, Tribe members can dispatch Troops to the Blockade Tower to occupy it. Defeating the defending forces within and entering the building will grant ownership of the Blockade Tower.\n2. You can relocate within the Blockade Tower's territory but cannot construct Tribe buildings there.\n3. The Blockade Tower must border the Tribe's active territory to take effect.","requiresDeclaration":false},{"id":192,"name":"Level 5 Town","level":5,"category":"town","x":846.6667,"y":948.8889,"milestones":[],"rules":"1. When Chronicles reaches Stage {0}, Level 5 Towns become contestable for the first time.\n2. You can attack a Town once your Tribe Territory borders it.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 5 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 5 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":193,"name":"Level 5 Town","level":5,"category":"town","x":957.7778,"y":860,"milestones":[],"rules":"1. When Chronicles reaches Stage {0}, Level 5 Towns become contestable for the first time.\n2. You can attack a Town once your Tribe Territory borders it.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 5 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 5 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":194,"name":"Blockade Tower","level":5,"category":"tower","x":944.4444,"y":797.7778,"milestones":[],"rules":"1. After the Tribe's active City Territory borders the Blockade Tower's territory, Tribe members can dispatch Troops to the Blockade Tower to occupy it. Defeating the defending forces within and entering the building will grant ownership of the Blockade Tower.\n2. You can relocate within the Blockade Tower's territory but cannot construct Tribe buildings there.\n3. The Blockade Tower must border the Tribe's active territory to take effect.","requiresDeclaration":false},{"id":195,"name":"Blockade Tower","level":5,"category":"tower","x":957.7778,"y":806.6667,"milestones":[],"rules":"1. After the Tribe's active City Territory borders the Blockade Tower's territory, Tribe members can dispatch Troops to the Blockade Tower to occupy it. Defeating the defending forces within and entering the building will grant ownership of the Blockade Tower.\n2. You can relocate within the Blockade Tower's territory but cannot construct Tribe buildings there.\n3. The Blockade Tower must border the Tribe's active territory to take effect.","requiresDeclaration":false},{"id":196,"name":"Blockade Tower","level":5,"category":"tower","x":957.7778,"y":193.3333,"milestones":[],"rules":"1. After the Tribe's active City Territory borders the Blockade Tower's territory, Tribe members can dispatch Troops to the Blockade Tower to occupy it. Defeating the defending forces within and entering the building will grant ownership of the Blockade Tower.\n2. You can relocate within the Blockade Tower's territory but cannot construct Tribe buildings there.\n3. The Blockade Tower must border the Tribe's active territory to take effect.","requiresDeclaration":false},{"id":197,"name":"Blockade Tower","level":5,"category":"tower","x":944.4444,"y":197.7778,"milestones":[],"rules":"1. After the Tribe's active City Territory borders the Blockade Tower's territory, Tribe members can dispatch Troops to the Blockade Tower to occupy it. Defeating the defending forces within and entering the building will grant ownership of the Blockade Tower.\n2. You can relocate within the Blockade Tower's territory but cannot construct Tribe buildings there.\n3. The Blockade Tower must border the Tribe's active territory to take effect.","requiresDeclaration":false},{"id":198,"name":"Level 5 Town","level":5,"category":"town","x":944.4444,"y":135.5556,"milestones":[],"rules":"1. When Chronicles reaches Stage {0}, Level 5 Towns become contestable for the first time.\n2. You can attack a Town once your Tribe Territory borders it.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 5 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 5 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":199,"name":"Level 5 Town","level":5,"category":"town","x":864.4444,"y":46.6667,"milestones":[],"rules":"1. When Chronicles reaches Stage {0}, Level 5 Towns become contestable for the first time.\n2. You can attack a Town once your Tribe Territory borders it.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 5 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 5 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":200,"name":"Blockade Tower","level":5,"category":"tower","x":797.7778,"y":37.7778,"milestones":[],"rules":"1. After the Tribe's active City Territory borders the Blockade Tower's territory, Tribe members can dispatch Troops to the Blockade Tower to occupy it. Defeating the defending forces within and entering the building will grant ownership of the Blockade Tower.\n2. You can relocate within the Blockade Tower's territory but cannot construct Tribe buildings there.\n3. The Blockade Tower must border the Tribe's active territory to take effect.","requiresDeclaration":false},{"id":201,"name":"Blockade Tower","level":5,"category":"tower","x":788.8889,"y":51.1111,"milestones":[],"rules":"1. After the Tribe's active City Territory borders the Blockade Tower's territory, Tribe members can dispatch Troops to the Blockade Tower to occupy it. Defeating the defending forces within and entering the building will grant ownership of the Blockade Tower.\n2. You can relocate within the Blockade Tower's territory but cannot construct Tribe buildings there.\n3. The Blockade Tower must border the Tribe's active territory to take effect.","requiresDeclaration":false},{"id":202,"name":"Blockade Tower","level":5,"category":"tower","x":451.1111,"y":348.8889,"milestones":[],"rules":"1. After the Tribe's active City Territory borders the Blockade Tower's territory, Tribe members can dispatch Troops to the Blockade Tower to occupy it. Defeating the defending forces within and entering the building will grant ownership of the Blockade Tower.\n2. You can relocate within the Blockade Tower's territory but cannot construct Tribe buildings there.\n3. The Blockade Tower must border the Tribe's active territory to take effect.","requiresDeclaration":false},{"id":203,"name":"Blockade Tower","level":5,"category":"tower","x":451.1111,"y":362.2222,"milestones":[],"rules":"1. After the Tribe's active City Territory borders the Blockade Tower's territory, Tribe members can dispatch Troops to the Blockade Tower to occupy it. Defeating the defending forces within and entering the building will grant ownership of the Blockade Tower.\n2. You can relocate within the Blockade Tower's territory but cannot construct Tribe buildings there.\n3. The Blockade Tower must border the Tribe's active territory to take effect.","requiresDeclaration":false},{"id":204,"name":"Blockade Tower","level":5,"category":"tower","x":513.3333,"y":348.8889,"milestones":[],"rules":"1. After the Tribe's active City Territory borders the Blockade Tower's territory, Tribe members can dispatch Troops to the Blockade Tower to occupy it. Defeating the defending forces within and entering the building will grant ownership of the Blockade Tower.\n2. You can relocate within the Blockade Tower's territory but cannot construct Tribe buildings there.\n3. The Blockade Tower must border the Tribe's active territory to take effect.","requiresDeclaration":false},{"id":205,"name":"Blockade Tower","level":5,"category":"tower","x":513.3333,"y":362.2222,"milestones":[],"rules":"1. After the Tribe's active City Territory borders the Blockade Tower's territory, Tribe members can dispatch Troops to the Blockade Tower to occupy it. Defeating the defending forces within and entering the building will grant ownership of the Blockade Tower.\n2. You can relocate within the Blockade Tower's territory but cannot construct Tribe buildings there.\n3. The Blockade Tower must border the Tribe's active territory to take effect.","requiresDeclaration":false},{"id":206,"name":"Blockade Tower","level":5,"category":"tower","x":486.6667,"y":633.3333,"milestones":[],"rules":"1. After the Tribe's active City Territory borders the Blockade Tower's territory, Tribe members can dispatch Troops to the Blockade Tower to occupy it. Defeating the defending forces within and entering the building will grant ownership of the Blockade Tower.\n2. You can relocate within the Blockade Tower's territory but cannot construct Tribe buildings there.\n3. The Blockade Tower must border the Tribe's active territory to take effect.","requiresDeclaration":false},{"id":207,"name":"Blockade Tower","level":5,"category":"tower","x":486.6667,"y":646.6667,"milestones":[],"rules":"1. After the Tribe's active City Territory borders the Blockade Tower's territory, Tribe members can dispatch Troops to the Blockade Tower to occupy it. Defeating the defending forces within and entering the building will grant ownership of the Blockade Tower.\n2. You can relocate within the Blockade Tower's territory but cannot construct Tribe buildings there.\n3. The Blockade Tower must border the Tribe's active territory to take effect.","requiresDeclaration":false},{"id":208,"name":"Blockade Tower","level":5,"category":"tower","x":548.8889,"y":633.3333,"milestones":[],"rules":"1. After the Tribe's active City Territory borders the Blockade Tower's territory, Tribe members can dispatch Troops to the Blockade Tower to occupy it. Defeating the defending forces within and entering the building will grant ownership of the Blockade Tower.\n2. You can relocate within the Blockade Tower's territory but cannot construct Tribe buildings there.\n3. The Blockade Tower must border the Tribe's active territory to take effect.","requiresDeclaration":false},{"id":209,"name":"Blockade Tower","level":5,"category":"tower","x":548.8889,"y":646.6667,"milestones":[],"rules":"1. After the Tribe's active City Territory borders the Blockade Tower's territory, Tribe members can dispatch Troops to the Blockade Tower to occupy it. Defeating the defending forces within and entering the building will grant ownership of the Blockade Tower.\n2. You can relocate within the Blockade Tower's territory but cannot construct Tribe buildings there.\n3. The Blockade Tower must border the Tribe's active territory to take effect.","requiresDeclaration":false},{"id":210,"name":"Level 4 Town","level":4,"category":"town","x":91.1111,"y":522.2222,"milestones":[{"stageId":5,"endOffsetMinutes":7200,"title":"Level 4 Towns Contestable","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Level 4 Towns become contestable for the first time.\n2. You can attack a Town once your Tribe Territory borders it.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 4 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 4 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":211,"name":"Level 4 Town","level":4,"category":"town","x":517.7778,"y":904.4444,"milestones":[{"stageId":5,"endOffsetMinutes":7200,"title":"Level 4 Towns Contestable","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Level 4 Towns become contestable for the first time.\n2. You can attack a Town once your Tribe Territory borders it.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 4 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 4 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":212,"name":"Level 4 Town","level":4,"category":"town","x":904.4444,"y":486.6667,"milestones":[{"stageId":5,"endOffsetMinutes":7200,"title":"Level 4 Towns Contestable","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Level 4 Towns become contestable for the first time.\n2. You can attack a Town once your Tribe Territory borders it.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 4 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 4 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":213,"name":"Level 4 Town","level":4,"category":"town","x":482.2222,"y":86.6667,"milestones":[{"stageId":5,"endOffsetMinutes":7200,"title":"Level 4 Towns Contestable","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Level 4 Towns become contestable for the first time.\n2. You can attack a Town once your Tribe Territory borders it.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 4 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 4 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":214,"name":"Level 4 Town","level":4,"category":"town","x":193.3333,"y":42.2222,"milestones":[{"stageId":5,"endOffsetMinutes":7200,"title":"Level 4 Towns Contestable","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Level 4 Towns become contestable for the first time.\n2. You can attack a Town once your Tribe Territory borders it.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 4 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 4 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":215,"name":"Level 4 Town","level":4,"category":"town","x":51.1111,"y":224.4444,"milestones":[{"stageId":5,"endOffsetMinutes":7200,"title":"Level 4 Towns Contestable","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Level 4 Towns become contestable for the first time.\n2. You can attack a Town once your Tribe Territory borders it.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 4 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 4 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":216,"name":"Level 4 Town","level":4,"category":"town","x":42.2222,"y":824.4444,"milestones":[{"stageId":5,"endOffsetMinutes":7200,"title":"Level 4 Towns Contestable","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Level 4 Towns become contestable for the first time.\n2. You can attack a Town once your Tribe Territory borders it.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 4 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 4 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":217,"name":"Level 4 Town","level":4,"category":"town","x":242.2222,"y":935.5556,"milestones":[{"stageId":5,"endOffsetMinutes":7200,"title":"Level 4 Towns Contestable","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Level 4 Towns become contestable for the first time.\n2. You can attack a Town once your Tribe Territory borders it.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 4 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 4 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":218,"name":"Level 4 Town","level":4,"category":"town","x":775.5556,"y":953.3333,"milestones":[{"stageId":5,"endOffsetMinutes":7200,"title":"Level 4 Towns Contestable","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Level 4 Towns become contestable for the first time.\n2. You can attack a Town once your Tribe Territory borders it.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 4 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 4 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":219,"name":"Level 4 Town","level":4,"category":"town","x":962.2222,"y":788.8889,"milestones":[{"stageId":5,"endOffsetMinutes":7200,"title":"Level 4 Towns Contestable","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Level 4 Towns become contestable for the first time.\n2. You can attack a Town once your Tribe Territory borders it.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 4 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 4 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":220,"name":"Level 4 Town","level":4,"category":"town","x":962.2222,"y":211.1111,"milestones":[{"stageId":5,"endOffsetMinutes":7200,"title":"Level 4 Towns Contestable","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Level 4 Towns become contestable for the first time.\n2. You can attack a Town once your Tribe Territory borders it.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 4 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 4 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":221,"name":"Level 4 Town","level":4,"category":"town","x":780,"y":33.3333,"milestones":[{"stageId":5,"endOffsetMinutes":7200,"title":"Level 4 Towns Contestable","direction":"unspecified"}],"rules":"1. When Chronicles reaches Stage {0}, Level 4 Towns become contestable for the first time.\n2. You can attack a Town once your Tribe Territory borders it.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 4 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 4 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":222,"name":"Level 3 Town","level":3,"category":"town","x":24.4444,"y":420,"milestones":[],"rules":"1. When Chronicles reaches Stage {0}, Level 3 Towns become contestable for the first time.\n2. You can attack a Town once your Tribe Territory borders it.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 3 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 3 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":223,"name":"Level 3 Town","level":3,"category":"town","x":24.4444,"y":606.6667,"milestones":[],"rules":"1. When Chronicles reaches Stage {0}, Level 3 Towns become contestable for the first time.\n2. You can attack a Town once your Tribe Territory borders it.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 3 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 3 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":224,"name":"Level 3 Town","level":3,"category":"town","x":420,"y":975.5556,"milestones":[],"rules":"1. When Chronicles reaches Stage {0}, Level 3 Towns become contestable for the first time.\n2. You can attack a Town once your Tribe Territory borders it.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 3 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 3 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":225,"name":"Level 3 Town","level":3,"category":"town","x":602.2222,"y":975.5556,"milestones":[],"rules":"1. When Chronicles reaches Stage {0}, Level 3 Towns become contestable for the first time.\n2. You can attack a Town once your Tribe Territory borders it.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 3 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 3 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":226,"name":"Level 3 Town","level":3,"category":"town","x":971.1111,"y":402.2222,"milestones":[],"rules":"1. When Chronicles reaches Stage {0}, Level 3 Towns become contestable for the first time.\n2. You can attack a Town once your Tribe Territory borders it.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 3 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 3 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":227,"name":"Level 3 Town","level":3,"category":"town","x":975.5556,"y":584.4444,"milestones":[],"rules":"1. When Chronicles reaches Stage {0}, Level 3 Towns become contestable for the first time.\n2. You can attack a Town once your Tribe Territory borders it.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 3 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 3 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":228,"name":"Level 3 Town","level":3,"category":"town","x":388.8889,"y":28.8889,"milestones":[],"rules":"1. When Chronicles reaches Stage {0}, Level 3 Towns become contestable for the first time.\n2. You can attack a Town once your Tribe Territory borders it.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 3 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 3 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":229,"name":"Level 3 Town","level":3,"category":"town","x":571.1111,"y":24.4444,"milestones":[],"rules":"1. When Chronicles reaches Stage {0}, Level 3 Towns become contestable for the first time.\n2. You can attack a Town once your Tribe Territory borders it.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 3 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 3 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":230,"name":"Level 2 Town","level":2,"category":"town","x":397.7778,"y":131.1111,"milestones":[],"rules":"1. When Chronicles reaches Stage {0}, Level 2 Towns become contestable for the first time.\n2. You can attack a Town once your Tribe Territory borders it.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 2 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 2 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":231,"name":"Level 2 Town","level":2,"category":"town","x":233.3333,"y":326.6667,"milestones":[],"rules":"1. When Chronicles reaches Stage {0}, Level 2 Towns become contestable for the first time.\n2. You can attack a Town once your Tribe Territory borders it.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 2 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 2 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":232,"name":"Level 2 Town","level":2,"category":"town","x":233.3333,"y":695.5556,"milestones":[],"rules":"1. When Chronicles reaches Stage {0}, Level 2 Towns become contestable for the first time.\n2. You can attack a Town once your Tribe Territory borders it.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 2 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 2 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":233,"name":"Level 2 Town","level":2,"category":"town","x":331.1111,"y":753.3333,"milestones":[],"rules":"1. When Chronicles reaches Stage {0}, Level 2 Towns become contestable for the first time.\n2. You can attack a Town once your Tribe Territory borders it.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 2 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 2 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":234,"name":"Level 2 Town","level":2,"category":"town","x":700,"y":753.3333,"milestones":[],"rules":"1. When Chronicles reaches Stage {0}, Level 2 Towns become contestable for the first time.\n2. You can attack a Town once your Tribe Territory borders it.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 2 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 2 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":235,"name":"Level 2 Town","level":2,"category":"town","x":771.1111,"y":682.2222,"milestones":[],"rules":"1. When Chronicles reaches Stage {0}, Level 2 Towns become contestable for the first time.\n2. You can attack a Town once your Tribe Territory borders it.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 2 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 2 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":236,"name":"Level 2 Town","level":2,"category":"town","x":771.1111,"y":326.6667,"milestones":[],"rules":"1. When Chronicles reaches Stage {0}, Level 2 Towns become contestable for the first time.\n2. You can attack a Town once your Tribe Territory borders it.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 2 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 2 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":237,"name":"Level 2 Town","level":2,"category":"town","x":655.5556,"y":242.2222,"milestones":[],"rules":"1. When Chronicles reaches Stage {0}, Level 2 Towns become contestable for the first time.\n2. You can attack a Town once your Tribe Territory borders it.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 2 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 2 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":238,"name":"Level 2 Town","level":2,"category":"town","x":51.1111,"y":344.4444,"milestones":[],"rules":"1. When Chronicles reaches Stage {0}, Level 2 Towns become contestable for the first time.\n2. You can attack a Town once your Tribe Territory borders it.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 2 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 2 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":239,"name":"Level 2 Town","level":2,"category":"town","x":37.7778,"y":686.6667,"milestones":[],"rules":"1. When Chronicles reaches Stage {0}, Level 2 Towns become contestable for the first time.\n2. You can attack a Town once your Tribe Territory borders it.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 2 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 2 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":240,"name":"Level 2 Town","level":2,"category":"town","x":371.1111,"y":944.4444,"milestones":[],"rules":"1. When Chronicles reaches Stage {0}, Level 2 Towns become contestable for the first time.\n2. You can attack a Town once your Tribe Territory borders it.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 2 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 2 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":241,"name":"Level 2 Town","level":2,"category":"town","x":646.6667,"y":944.4444,"milestones":[],"rules":"1. When Chronicles reaches Stage {0}, Level 2 Towns become contestable for the first time.\n2. You can attack a Town once your Tribe Territory borders it.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 2 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 2 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":242,"name":"Level 2 Town","level":2,"category":"town","x":953.3333,"y":335.5556,"milestones":[],"rules":"1. When Chronicles reaches Stage {0}, Level 2 Towns become contestable for the first time.\n2. You can attack a Town once your Tribe Territory borders it.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 2 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 2 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":243,"name":"Level 2 Town","level":2,"category":"town","x":957.7778,"y":646.6667,"milestones":[],"rules":"1. When Chronicles reaches Stage {0}, Level 2 Towns become contestable for the first time.\n2. You can attack a Town once your Tribe Territory borders it.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 2 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 2 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":244,"name":"Level 2 Town","level":2,"category":"town","x":326.6667,"y":37.7778,"milestones":[],"rules":"1. When Chronicles reaches Stage {0}, Level 2 Towns become contestable for the first time.\n2. You can attack a Town once your Tribe Territory borders it.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 2 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 2 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":245,"name":"Level 2 Town","level":2,"category":"town","x":651.1111,"y":46.6667,"milestones":[],"rules":"1. When Chronicles reaches Stage {0}, Level 2 Towns become contestable for the first time.\n2. You can attack a Town once your Tribe Territory borders it.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 2 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 2 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":246,"name":"Elite Arena","level":2,"category":"arena","x":384.4444,"y":273.3333,"milestones":[],"rules":"The Arena is where Jotun Gladiators are stationed. Bring the Arena within the Tribe Territory to occupy the Arena. During the Jotun Warzone event, the Tribe Jarl can summon Jotun Gladiators at occupied Arenas. Complete Jotun Gladiator challenges to unlock the Tribe Jotun.","requiresDeclaration":false},{"id":247,"name":"Elite Arena","level":2,"category":"arena","x":282.2222,"y":406.6667,"milestones":[],"rules":"The Arena is where Jotun Gladiators are stationed. Bring the Arena within the Tribe Territory to occupy the Arena. During the Jotun Warzone event, the Tribe Jarl can summon Jotun Gladiators at occupied Arenas. Complete Jotun Gladiator challenges to unlock the Tribe Jotun.","requiresDeclaration":false},{"id":248,"name":"Elite Arena","level":2,"category":"arena","x":264.4444,"y":611.1111,"milestones":[],"rules":"The Arena is where Jotun Gladiators are stationed. Bring the Arena within the Tribe Territory to occupy the Arena. During the Jotun Warzone event, the Tribe Jarl can summon Jotun Gladiators at occupied Arenas. Complete Jotun Gladiator challenges to unlock the Tribe Jotun.","requiresDeclaration":false},{"id":249,"name":"Elite Arena","level":2,"category":"arena","x":411.1111,"y":700,"milestones":[],"rules":"The Arena is where Jotun Gladiators are stationed. Bring the Arena within the Tribe Territory to occupy the Arena. During the Jotun Warzone event, the Tribe Jarl can summon Jotun Gladiators at occupied Arenas. Complete Jotun Gladiator challenges to unlock the Tribe Jotun.","requiresDeclaration":false},{"id":250,"name":"Elite Arena","level":2,"category":"arena","x":615.5556,"y":708.8889,"milestones":[],"rules":"The Arena is where Jotun Gladiators are stationed. Bring the Arena within the Tribe Territory to occupy the Arena. During the Jotun Warzone event, the Tribe Jarl can summon Jotun Gladiators at occupied Arenas. Complete Jotun Gladiator challenges to unlock the Tribe Jotun.","requiresDeclaration":false},{"id":251,"name":"Elite Arena","level":2,"category":"arena","x":731.1111,"y":588.8889,"milestones":[],"rules":"The Arena is where Jotun Gladiators are stationed. Bring the Arena within the Tribe Territory to occupy the Arena. During the Jotun Warzone event, the Tribe Jarl can summon Jotun Gladiators at occupied Arenas. Complete Jotun Gladiator challenges to unlock the Tribe Jotun.","requiresDeclaration":false},{"id":252,"name":"Elite Arena","level":2,"category":"arena","x":735.5556,"y":397.7778,"milestones":[],"rules":"The Arena is where Jotun Gladiators are stationed. Bring the Arena within the Tribe Territory to occupy the Arena. During the Jotun Warzone event, the Tribe Jarl can summon Jotun Gladiators at occupied Arenas. Complete Jotun Gladiator challenges to unlock the Tribe Jotun.","requiresDeclaration":false},{"id":253,"name":"Elite Arena","level":2,"category":"arena","x":580,"y":282.2222,"milestones":[],"rules":"The Arena is where Jotun Gladiators are stationed. Bring the Arena within the Tribe Territory to occupy the Arena. During the Jotun Warzone event, the Tribe Jarl can summon Jotun Gladiators at occupied Arenas. Complete Jotun Gladiator challenges to unlock the Tribe Jotun.","requiresDeclaration":false},{"id":254,"name":"Level 1 Town","level":1,"category":"town","x":220,"y":131.1111,"milestones":[],"rules":"1. When Chronicles reaches Stage {0}, Level 1 Towns become contestable for the first time.\n2. Tribes can directly attack Level 1 Towns; your Tribe Territory does not need to border them.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 1 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 1 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":255,"name":"Level 1 Town","level":1,"category":"town","x":433.3333,"y":206.6667,"milestones":[],"rules":"1. When Chronicles reaches Stage {0}, Level 1 Towns become contestable for the first time.\n2. Tribes can directly attack Level 1 Towns; your Tribe Territory does not need to border them.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 1 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 1 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":256,"name":"Level 1 Town","level":1,"category":"town","x":308.8889,"y":242.2222,"milestones":[],"rules":"1. When Chronicles reaches Stage {0}, Level 1 Towns become contestable for the first time.\n2. Tribes can directly attack Level 1 Towns; your Tribe Territory does not need to border them.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 1 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 1 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":257,"name":"Common Arena","level":1,"category":"arena","x":344.4444,"y":153.3333,"milestones":[],"rules":"The Arena is where Jotun Gladiators are stationed. Bring the Arena within the Tribe Territory to occupy the Arena. During the Jotun Warzone event, the Tribe Jarl can summon Jotun Gladiators at occupied Arenas. Complete Jotun Gladiator challenges to unlock the Tribe Jotun.","requiresDeclaration":false},{"id":258,"name":"Level 1 Town","level":1,"category":"town","x":140,"y":264.4444,"milestones":[],"rules":"1. When Chronicles reaches Stage {0}, Level 1 Towns become contestable for the first time.\n2. Tribes can directly attack Level 1 Towns; your Tribe Territory does not need to border them.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 1 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 1 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":259,"name":"Level 1 Town","level":1,"category":"town","x":122.2222,"y":433.3333,"milestones":[],"rules":"1. When Chronicles reaches Stage {0}, Level 1 Towns become contestable for the first time.\n2. Tribes can directly attack Level 1 Towns; your Tribe Territory does not need to border them.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 1 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 1 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":260,"name":"Level 1 Town","level":1,"category":"town","x":224.4444,"y":460,"milestones":[],"rules":"1. When Chronicles reaches Stage {0}, Level 1 Towns become contestable for the first time.\n2. Tribes can directly attack Level 1 Towns; your Tribe Territory does not need to border them.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 1 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 1 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":261,"name":"Common Arena","level":1,"category":"arena","x":162.2222,"y":384.4444,"milestones":[],"rules":"The Arena is where Jotun Gladiators are stationed. Bring the Arena within the Tribe Territory to occupy the Arena. During the Jotun Warzone event, the Tribe Jarl can summon Jotun Gladiators at occupied Arenas. Complete Jotun Gladiator challenges to unlock the Tribe Jotun.","requiresDeclaration":false},{"id":262,"name":"Level 1 Town","level":1,"category":"town","x":122.2222,"y":593.3333,"milestones":[],"rules":"1. When Chronicles reaches Stage {0}, Level 1 Towns become contestable for the first time.\n2. Tribes can directly attack Level 1 Towns; your Tribe Territory does not need to border them.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 1 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 1 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":263,"name":"Level 1 Town","level":1,"category":"town","x":211.1111,"y":566.6667,"milestones":[],"rules":"1. When Chronicles reaches Stage {0}, Level 1 Towns become contestable for the first time.\n2. Tribes can directly attack Level 1 Towns; your Tribe Territory does not need to border them.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 1 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 1 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":264,"name":"Level 1 Town","level":1,"category":"town","x":148.8889,"y":771.1111,"milestones":[],"rules":"1. When Chronicles reaches Stage {0}, Level 1 Towns become contestable for the first time.\n2. Tribes can directly attack Level 1 Towns; your Tribe Territory does not need to border them.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 1 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 1 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":265,"name":"Common Arena","level":1,"category":"arena","x":153.3333,"y":713.3333,"milestones":[],"rules":"The Arena is where Jotun Gladiators are stationed. Bring the Arena within the Tribe Territory to occupy the Arena. During the Jotun Warzone event, the Tribe Jarl can summon Jotun Gladiators at occupied Arenas. Complete Jotun Gladiator challenges to unlock the Tribe Jotun.","requiresDeclaration":false},{"id":266,"name":"Level 1 Town","level":1,"category":"town","x":277.7778,"y":842.2222,"milestones":[],"rules":"1. When Chronicles reaches Stage {0}, Level 1 Towns become contestable for the first time.\n2. Tribes can directly attack Level 1 Towns; your Tribe Territory does not need to border them.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 1 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 1 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":267,"name":"Level 1 Town","level":1,"category":"town","x":468.8889,"y":780,"milestones":[],"rules":"1. When Chronicles reaches Stage {0}, Level 1 Towns become contestable for the first time.\n2. Tribes can directly attack Level 1 Towns; your Tribe Territory does not need to border them.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 1 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 1 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":268,"name":"Level 1 Town","level":1,"category":"town","x":437.7778,"y":877.7778,"milestones":[],"rules":"1. When Chronicles reaches Stage {0}, Level 1 Towns become contestable for the first time.\n2. Tribes can directly attack Level 1 Towns; your Tribe Territory does not need to border them.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 1 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 1 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":269,"name":"Common Arena","level":1,"category":"arena","x":366.6667,"y":842.2222,"milestones":[],"rules":"The Arena is where Jotun Gladiators are stationed. Bring the Arena within the Tribe Territory to occupy the Arena. During the Jotun Warzone event, the Tribe Jarl can summon Jotun Gladiators at occupied Arenas. Complete Jotun Gladiator challenges to unlock the Tribe Jotun.","requiresDeclaration":false},{"id":270,"name":"Level 1 Town","level":1,"category":"town","x":766.6667,"y":855.5556,"milestones":[],"rules":"1. When Chronicles reaches Stage {0}, Level 1 Towns become contestable for the first time.\n2. Tribes can directly attack Level 1 Towns; your Tribe Territory does not need to border them.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 1 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 1 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":271,"name":"Level 1 Town","level":1,"category":"town","x":580,"y":780,"milestones":[],"rules":"1. When Chronicles reaches Stage {0}, Level 1 Towns become contestable for the first time.\n2. Tribes can directly attack Level 1 Towns; your Tribe Territory does not need to border them.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 1 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 1 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":272,"name":"Level 1 Town","level":1,"category":"town","x":602.2222,"y":868.8889,"milestones":[],"rules":"1. When Chronicles reaches Stage {0}, Level 1 Towns become contestable for the first time.\n2. Tribes can directly attack Level 1 Towns; your Tribe Territory does not need to border them.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 1 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 1 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":273,"name":"Common Arena","level":1,"category":"arena","x":686.6667,"y":842.2222,"milestones":[],"rules":"The Arena is where Jotun Gladiators are stationed. Bring the Arena within the Tribe Territory to occupy the Arena. During the Jotun Warzone event, the Tribe Jarl can summon Jotun Gladiators at occupied Arenas. Complete Jotun Gladiator challenges to unlock the Tribe Jotun.","requiresDeclaration":false},{"id":274,"name":"Level 1 Town","level":1,"category":"town","x":784.4444,"y":540,"milestones":[],"rules":"1. When Chronicles reaches Stage {0}, Level 1 Towns become contestable for the first time.\n2. Tribes can directly attack Level 1 Towns; your Tribe Territory does not need to border them.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 1 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 1 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":275,"name":"Level 1 Town","level":1,"category":"town","x":868.8889,"y":562.2222,"milestones":[],"rules":"1. When Chronicles reaches Stage {0}, Level 1 Towns become contestable for the first time.\n2. Tribes can directly attack Level 1 Towns; your Tribe Territory does not need to border them.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 1 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 1 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":276,"name":"Level 1 Town","level":1,"category":"town","x":864.4444,"y":748.8889,"milestones":[],"rules":"1. When Chronicles reaches Stage {0}, Level 1 Towns become contestable for the first time.\n2. Tribes can directly attack Level 1 Towns; your Tribe Territory does not need to border them.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 1 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 1 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":277,"name":"Common Arena","level":1,"category":"arena","x":860,"y":611.1111,"milestones":[],"rules":"The Arena is where Jotun Gladiators are stationed. Bring the Arena within the Tribe Territory to occupy the Arena. During the Jotun Warzone event, the Tribe Jarl can summon Jotun Gladiators at occupied Arenas. Complete Jotun Gladiator challenges to unlock the Tribe Jotun.","requiresDeclaration":false},{"id":278,"name":"Level 1 Town","level":1,"category":"town","x":775.5556,"y":446.6667,"milestones":[],"rules":"1. When Chronicles reaches Stage {0}, Level 1 Towns become contestable for the first time.\n2. Tribes can directly attack Level 1 Towns; your Tribe Territory does not need to border them.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 1 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 1 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":279,"name":"Level 1 Town","level":1,"category":"town","x":860,"y":237.7778,"milestones":[],"rules":"1. When Chronicles reaches Stage {0}, Level 1 Towns become contestable for the first time.\n2. Tribes can directly attack Level 1 Towns; your Tribe Territory does not need to border them.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 1 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 1 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":280,"name":"Level 1 Town","level":1,"category":"town","x":873.3333,"y":415.5556,"milestones":[],"rules":"1. When Chronicles reaches Stage {0}, Level 1 Towns become contestable for the first time.\n2. Tribes can directly attack Level 1 Towns; your Tribe Territory does not need to border them.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 1 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 1 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":281,"name":"Common Arena","level":1,"category":"arena","x":842.2222,"y":326.6667,"milestones":[],"rules":"The Arena is where Jotun Gladiators are stationed. Bring the Arena within the Tribe Territory to occupy the Arena. During the Jotun Warzone event, the Tribe Jarl can summon Jotun Gladiators at occupied Arenas. Complete Jotun Gladiator challenges to unlock the Tribe Jotun.","requiresDeclaration":false},{"id":282,"name":"Level 1 Town","level":1,"category":"town","x":535.5556,"y":206.6667,"milestones":[],"rules":"1. When Chronicles reaches Stage {0}, Level 1 Towns become contestable for the first time.\n2. Tribes can directly attack Level 1 Towns; your Tribe Territory does not need to border them.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 1 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 1 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":283,"name":"Level 1 Town","level":1,"category":"town","x":566.6667,"y":131.1111,"milestones":[],"rules":"1. When Chronicles reaches Stage {0}, Level 1 Towns become contestable for the first time.\n2. Tribes can directly attack Level 1 Towns; your Tribe Territory does not need to border them.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 1 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 1 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":284,"name":"Level 1 Town","level":1,"category":"town","x":762.2222,"y":135.5556,"milestones":[],"rules":"1. When Chronicles reaches Stage {0}, Level 1 Towns become contestable for the first time.\n2. Tribes can directly attack Level 1 Towns; your Tribe Territory does not need to border them.\n3. Successfully eliminate the defending forces and fully destroy Wall Durability to occupy the Town.\n4. When battling other Tribes for a Level 1 Town, {1}% of Heavily Wounded Troops will be sent to the Infirmary.\n5. There is a maximum limit to the number of Level 1 Towns a Tribe can occupy.","requiresDeclaration":true},{"id":285,"name":"Common Arena","level":1,"category":"arena","x":686.6667,"y":180,"milestones":[],"rules":"The Arena is where Jotun Gladiators are stationed. Bring the Arena within the Tribe Territory to occupy the Arena. During the Jotun Warzone event, the Tribe Jarl can summon Jotun Gladiators at occupied Arenas. Complete Jotun Gladiator challenges to unlock the Tribe Jotun.","requiresDeclaration":false}],"stages":[{"id":1,"name":"The Oath Begins","durationMinutes":1440,"startOffsetMinutes":0,"endOffsetMinutes":1440,"effects":[{"title":"Legion Stronghold","description":"Legion Stronghold\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Legion Strongholds in Jotunheim will activate immediately. Your Tribe Territory must border a Legion Stronghold to attack it.","timing":"stage_end"},{"title":"Common Arena Available","description":"Common Arena Available\nWhen this Stage of the Chronicles ends (regardless of if the goals were achieved), all Common Arenas within Jotunheim will become accessible. Once they are part of your Tribe Territory, challenges can be initiated at the Common Arenas during the [Jotun Warzone] event.","timing":"stage_end"}]},{"id":2,"name":"Stand Firm","durationMinutes":1440,"startOffsetMinutes":1440,"endOffsetMinutes":2880,"effects":[{"title":"Kingdom Fortress","description":"Kingdom Fortress\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Kingdom Fortresses in Jotunheim will activate immediately. Your Tribe Territory must border a Kingdom Fortress to attack it.","timing":"stage_end"},{"title":"Level 57 Serpentine Berserker","description":"Level 57 Serpentine Berserker\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 57 Serpentine Berserkers will randomly refresh within Jotunheim.","timing":"stage_end"}]},{"id":3,"name":"Kingdom's Glory","durationMinutes":1440,"startOffsetMinutes":2880,"endOffsetMinutes":4320,"effects":[{"title":"Serpent Altar","description":"Serpent Altar\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Serpent Altars in Jotunheim will activate immediately. Defeat all Troops from other Teams at the Serpent Altar to automatically trigger the temporary occupation timer.","timing":"stage_end"},{"title":"Air Dock (Team usable)","description":"Air Dock (Team usable)\nWhen this Stage ends (regardless of whether the goals were achieved), Troops can use Air Docks occupied by Tribes from the same Team to Quick Travel.","timing":"stage_end"},{"title":"Chronicle effect 23","description":"","timing":"inspect_description"},{"title":"Battalion open to join","description":"Battalion open to join\nAfter this stage ends (regardless of whether the goal is achieved), the join/quit function for the Battalion will become available. Tribes under the same team can then join or quit the corresponding Battalion.","timing":"stage_end"}]},{"id":4,"name":"Frost Battlefield I","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 Jotunheim 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 Serpentine Berserker","description":"Level 58 Serpentine Berserker\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 58 Serpentine Berserkers will randomly refresh within Jotunheim.","timing":"stage_end"},{"title":"Glacial Incursion I","description":"Glacial Incursion I\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), R4 and above members of the Tribe can start the [Glacial Incursion I] Tribe event. Prepare to defend ourselves against the assault of the Glacial Legion!","timing":"stage_end"}]},{"id":5,"name":"Breakthrough I","durationMinutes":1440,"startOffsetMinutes":5760,"endOffsetMinutes":7200,"effects":[{"title":"Level 4 Towns Contestable","description":"Level 4 Towns Contestable\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Level 4 Towns within Jotunheim will become accessible. Your Tribe Territory must border a Level 4 Town to attack it.","timing":"stage_end"},{"title":"Level 22 Frost-Ridge Troll","description":"Level 22 Frost-Ridge Troll\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 22 Frost-Ridge Trolls will randomly refresh within Jotunheim. Frost-Ridge Trolls consist of {0} Level {1} units, and only Rallied Troops will be able to launch attacks against them.","timing":"stage_end"}]},{"id":6,"name":"Capture Town I","durationMinutes":2880,"startOffsetMinutes":7200,"endOffsetMinutes":10080,"effects":[{"title":"Serpent Egg Temple (Level 7 Ruin)","description":"Serpent Egg Temple (Level 7 Ruin)\nWhen this Stage ends (regardless of whether the goals were achieved), all Serpent Egg Temples in Jotunheim will activate immediately. You can only attack a Serpent Egg Temple that borders your Tribe Territory.","timing":"stage_end"},{"title":"Level 59 Serpentine Berserker","description":"Level 59 Serpentine Berserker\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 59 Serpentine Berserkers will randomly refresh within Jotunheim.","timing":"stage_end"}]},{"id":7,"name":"Serpent Egg Temple","durationMinutes":4320,"startOffsetMinutes":10080,"endOffsetMinutes":14400,"effects":[{"title":"Level 6 Pass (Single Direction)","description":"Level 6 Pass (Single Direction)\nWhen this Stage ends (regardless of whether the goals were achieved), all Level 6 Passes in Jotunheim will be of single direction access. During single direction access, only teams in the Passes' starting area can attack them. To attack a Pass, the Tribe must have Territory bordering the Pass. Successfully occupying a Pass will enable the Tribe to access other regions through it.","timing":"stage_end"},{"title":"Level 60 Serpentine Berserker","description":"Level 60 Serpentine Berserker\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 60 Serpentine Berserkers will randomly refresh within Jotunheim.","timing":"stage_end"},{"title":"Level 23 Frost-Ridge Troll","description":"Level 23 Frost-Ridge Troll\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 23 Frost-Ridge Trolls will randomly refresh within Jotunheim. Frost-Ridge Trolls consist of {0} Level {1} units, and only Rallied Troops will be able to launch attacks against them.","timing":"stage_end"}]},{"id":8,"name":"Breakthrough II","durationMinutes":1440,"startOffsetMinutes":14400,"endOffsetMinutes":15840,"effects":[{"title":"Level 6 Towns Contestable","description":"Level 6 Towns Contestable\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Level 6 Towns within Jotunheim will become accessible. Your Tribe Territory must border a Level 6 Town to attack it.","timing":"stage_end"},{"title":"Glacial Incursion II","description":"Glacial Incursion II\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), R4 and above members of the Tribe can start the [Glacial Incursion II] Tribe event. Prepare to defend ourselves against the assault of the Glacial Legion!","timing":"stage_end"}]},{"id":9,"name":"Capture Stronghold II","durationMinutes":2880,"startOffsetMinutes":15840,"endOffsetMinutes":18720,"effects":[{"title":"Serpent Spirit Temple (Level 8 Ruin)","description":"Serpent Spirit Temple (Level 8 Ruin)\nWhen this Stage ends (regardless of whether the goals were achieved), all Serpent Spirit Temples in Jotunheim will activate immediately. You can only attack a Serpent Spirit Temple that borders your Tribe Territory.","timing":"stage_end"},{"title":"Level 61 Serpentine Berserker","description":"Level 61 Serpentine Berserker\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 61 Serpentine Berserkers will randomly refresh within Jotunheim.","timing":"stage_end"}]},{"id":10,"name":"Serpent Spirit Temple","durationMinutes":2880,"startOffsetMinutes":18720,"endOffsetMinutes":21600,"effects":[]},{"id":11,"name":"Initial Phase Settlement","durationMinutes":1440,"startOffsetMinutes":21600,"endOffsetMinutes":23040,"effects":[{"title":"Level 7 Pass (Single Direction)","description":"Level 7 Pass (Single Direction)\nWhen this Stage ends (regardless of whether the goals were achieved), all Level 7 Passes in Jotunheim 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 24 Frost-Ridge Troll","description":"Level 24 Frost-Ridge Troll\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 24 Frost-Ridge Trolls will randomly refresh within Jotunheim. Frost-Ridge Trolls consist of {0} Level {1} units, and only Rallied Troops will be able to launch attacks against them.","timing":"stage_end"},{"title":"Level 62 Serpentine Berserker","description":"Level 62 Serpentine Berserker\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 62 Serpentine Berserkers will randomly refresh within Jotunheim.","timing":"stage_end"},{"title":"Elite Arena Available","description":"Elite Arena Available\nWhen this Stage of the Chronicles ends (regardless of if the goals were achieved), all Elite Arenas within Jotunheim will become accessible. Once they are part of your Tribe Territory, challenges can be initiated at the Elite Arenas during the [Jotun Warzone] event.","timing":"stage_end"}]},{"id":12,"name":"Breakthrough II","durationMinutes":1440,"startOffsetMinutes":23040,"endOffsetMinutes":24480,"effects":[{"title":"Level 7 Towns Contestable","description":"Level 7 Towns Contestable\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Level 7 Towns within Jotunheim will become accessible. Your Tribe Territory must border a Level 7 Town to attack it.","timing":"stage_end"}]},{"id":13,"name":"Collective Action I","durationMinutes":2880,"startOffsetMinutes":24480,"endOffsetMinutes":27360,"effects":[{"title":"Level 8 Pass (Single Direction)","description":"Level 8 Pass (Single Direction)\nWhen this Stage ends (regardless of whether the goals were achieved), all Level 8 Passes in Jotunheim 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":"Glacial Incursion III","description":"Glacial Incursion III\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), R4 and above members of the Tribe can start the [Glacial Incursion III] Tribe event. Prepare to defend ourselves against the assault of the Glacial Legion!","timing":"stage_end"}]},{"id":14,"name":"Breakthrough III","durationMinutes":1440,"startOffsetMinutes":27360,"endOffsetMinutes":28800,"effects":[{"title":"Level 8 Towns Contestable","description":"Level 8 Towns Contestable\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Level 8 Towns within Jotunheim will become accessible. Your Tribe Territory must border a Level 8 Town to attack it.","timing":"stage_end"},{"title":"Level 63 Serpentine Berserker","description":"Level 63 Serpentine Berserker\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 63 Serpentine Berserkers will randomly refresh within Jotunheim.","timing":"stage_end"}]},{"id":15,"name":"Capture Stronghold III","durationMinutes":1440,"startOffsetMinutes":28800,"endOffsetMinutes":30240,"effects":[{"title":"Serpent Palace (Level 9 Ruin)","description":"Serpent Palace (Level 9 Ruin)\nWhen this Stage ends (regardless of whether the goals were achieved), all Serpent's Palaces in Jotunheim will activate immediately. You can only attack a Serpent Palace that borders your Tribe Territory.","timing":"stage_end"},{"title":"Level 25 Frost-Ridge Troll","description":"Level 25 Frost-Ridge Troll\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 25 Frost-Ridge Trolls will randomly refresh within Jotunheim. Frost-Ridge Trolls consist of {0} Level {1} units, and only Rallied Troops will be able to launch attacks against them.","timing":"stage_end"}]},{"id":16,"name":"Serpent Palace","durationMinutes":2880,"startOffsetMinutes":30240,"endOffsetMinutes":33120,"effects":[]},{"id":17,"name":"Mid-Phase Settlement","durationMinutes":1440,"startOffsetMinutes":33120,"endOffsetMinutes":34560,"effects":[{"title":"Serpent Scale Den","description":"Serpent Scale Den\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Serpent Scale Dens in Jotunheim will activate immediately. Once you defeat all enemy team Troops, the countdown for temporarily occupying the Serpent Scale Den will begin.","timing":"stage_end"},{"title":"Level 64 Serpentine Berserker","description":"Level 64 Serpentine Berserker\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 64 Serpentine Berserkers will randomly refresh within Jotunheim.","timing":"stage_end"}]},{"id":18,"name":"Frost Battlefield II","durationMinutes":1440,"startOffsetMinutes":34560,"endOffsetMinutes":36000,"effects":[{"title":"Level 9 Pass (Single Direction)","description":"Level 9 Pass (Single Direction)\nWhen this Stage ends (regardless of whether the goals were achieved), all Level 9 Passes in Jotunheim will be of single direction access. During single direction access, only teams in the Passes' starting area can attack them. To attack a Pass, the Tribe must have Territory bordering the Pass. Successfully occupying a Pass will enable the Tribe to access other regions through it.","timing":"stage_end"},{"title":"Lifting of World Serpent Area Restrictions","description":"Lifting of World Serpent Area Restrictions\nWhen this Stage ends, the restrictions in the World Serpent area will be lifted, and Tribes can build Tribe Flag Towers in the World Serpent area, as well as relocate there.","timing":"stage_end"},{"title":"Battalion Reinforcements Available","description":"Battalion Reinforcements Available\nAfter this stage ends (regardless of whether the goal is achieved), Battalion members can reinforce each other. Members of different Tribes under the same Battalion can join each other's Rallies and provide Reinforcements.","timing":"stage_end"}]},{"id":19,"name":"Breakthrough II","durationMinutes":1440,"startOffsetMinutes":36000,"endOffsetMinutes":37440,"effects":[{"title":"Level 9 Towns Contestable","description":"Level 9 Towns Contestable\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Level 9 Towns within Jotunheim will become accessible. Your Tribe Territory must border a Level 9 Town to attack it.","timing":"stage_end"},{"title":"Glacial Incursion IV","description":"Glacial Incursion IV\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), R4 and above members of the Tribe can start the [Glacial Incursion IV] Tribe event. Prepare to defend ourselves against the assault of the Glacial Legion!","timing":"stage_end"}]},{"id":20,"name":"Capture Stronghold IV","durationMinutes":1440,"startOffsetMinutes":37440,"endOffsetMinutes":38880,"effects":[{"title":"World Serpent (Level 10 Ruin)","description":"World Serpent (Level 10 Ruin)\nWhen this Stage ends (regardless of whether the goals were achieved), the World Serpent at the center of Jotunheim will activate immediately. You can only attack the World Serpent when it borders your Tribe Territory.","timing":"stage_end"}]},{"id":21,"name":"World Serpent","durationMinutes":4320,"startOffsetMinutes":38880,"endOffsetMinutes":43200,"effects":[{"title":"Level 10 Pass (Fully Open)","description":"Level 10 Pass (Fully Open)\nWhen this Stage ends (regardless of whether the goals were achieved), all Level 10 Passes in Jotunheim will become fully open, and Passes can be attacked by all Teams. To attack a Pass, the Tribe must have Territory bordering the Pass. Successfully occupying a Pass will enable the Tribe to access other regions through it.","timing":"stage_end"},{"title":"Level 65 Serpentine Berserker","description":"Level 65 Serpentine Berserker\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 65 Serpentine Berserkers will randomly refresh within Jotunheim.","timing":"stage_end"},{"title":"Chronicle effect 15","description":"","timing":"inspect_description"}]},{"id":22,"name":"Rally Counterattack I","durationMinutes":5760,"startOffsetMinutes":43200,"endOffsetMinutes":48960,"effects":[{"title":"Level 8 Pass (Fully Open)","description":"Level 8 Pass (Fully Open)\nWhen this Stage ends (regardless of whether the goals were achieved), all Level 8 Passes in Jotunheim 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":"Glacial Incursion V","description":"Glacial Incursion V\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), R4 and above members of the Tribe can start the [Glacial Incursion V] Tribe event. Prepare to defend ourselves against the assault of the Glacial Legion!","timing":"stage_end"}]},{"id":23,"name":"Rally Counterattack II","durationMinutes":4320,"startOffsetMinutes":48960,"endOffsetMinutes":53280,"effects":[{"title":"Level 7 Pass (Fully Open)","description":"Level 7 Pass (Fully Open)\nWhen this Stage ends (regardless of whether the goals were achieved), all Level 7 Passes in Jotunheim 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":"Starting Area Protection Activated:","description":"Starting Area Protection Activated:\nAt the end of this stage (regardless of whether the objective is achieved), receive:  \n1. Within the starting area, when a Chief battles Troops from other Kingdoms, they can gain additional buffs: {0}; {1}\n2. The revival ratio of dead Troops within the starting area is increased\n3. The Garrison Capacity of neutral buildings occupied by this Kingdom and Tribe military buildings within the starting area is increased","timing":"stage_end"}]},{"id":24,"name":"Rally Counterattack III","durationMinutes":2880,"startOffsetMinutes":53280,"endOffsetMinutes":56160,"effects":[]},{"id":25,"name":"Final Settlement","durationMinutes":1440,"startOffsetMinutes":56160,"endOffsetMinutes":57600,"effects":[]}],"rules":[{"id":1,"group":"Check the current in-game information for availability and requirements.","title":"[Team Confrontation]","body":"In Season 9 [Jormungand's Calamity], the [Shadow Moon] and the [Radiant Sun] will clash. The number of Kingdoms under each Team is the same, and both Teams will engage in a fair battle in Jotunheim."},{"id":2,"group":"Check the current in-game information for availability and requirements.","title":"[Jotun Gladiator]","body":"The battle-loving Jotun have constructed arenas throughout Jotunheim. Once these arenas are included in your Territory, you can challenge the Jotun Gladiators. Complete the challenge to recruit the Jotun Gladiator to your Tribe, and the Jotun Gladiator will participate in battles as a powerful Troop. The Tribe Captain or Tribe Commander can summon the Tribe's Jotun Gladiators to any location within the Tribe Territory to attack enemy Troops and buildings."},{"id":3,"group":"Check the current in-game information for availability and requirements.","title":"[Time Slots]","body":"In Season 9 [Jormungand's Calamity], each Tribe will observe a daily [Battle Time Slot] and [Truce Time Slot]. During the [Battle Time Slot], neutral Towns or Ruins occupied by a Tribe may be attacked by other Tribes that have declared war."},{"id":4,"group":"Check the current in-game information for availability and requirements.","title":"[City Territory Mechanics]","body":"In Season 9 [Jormungand's Calamity], Tribe Forts and Tribe Flag Towers will return to the battlefield, while neutral Towns and Ruins will also be scattered across Jotunheim as key territorial anchors. Expanding territory to incorporate Towns and Ruins using Tribe Forts and Tribe Flag Towers will be key for the Viking warriors' campaign in Jotunheim."},{"id":5,"group":"Check the current in-game information for availability and requirements.","title":"[Level 1 Town]","body":"Tribes can start occupying Level 1 Towns. Occupying a Level 1 Town does not require adjacent City Territory. After occupying a Level 1 Town, you can build Tribe Flag Towers around the Town to further expand Tribe Territory. When declaring war on buildings of different levels, you must wait for a corresponding War Declaration period before you can initiate attacks."},{"id":6,"group":"Check the current in-game information for availability and requirements.","title":"[Towns available for war declaration]","body":"Filtering on the map thumbnail allows you to quickly locate the Towns that you can declare war on, as well as important strategic points on the map that require attention, including Ruins, Passes, Air Docks, Manors, battlefields, etc."},{"id":7,"group":"Check the current in-game information for availability and requirements.","title":"[War Declaration Mechanics]","body":"Declaring war on a Ruin or Town requires consuming a certain number of War Declaration Tokens. War Declaration Tokens automatically recover over a fixed period of time, or they can be purchased in the Tribe Warehouse."},{"id":8,"group":"Check the current in-game information for availability and requirements.","title":"[Town Marshal]","body":"When the Level 7 Pass opens, Town Marshals will spawn around Level 7 and above Towns. Town Marshals will provide additional Attack and Defense buffs to the Town's Garrison. After declaring war on the Town, you can attack the Town Marshal. Once defeated, the Town's Attack and Defense buffs will disappear."},{"id":9,"group":"Check the current in-game information for availability and requirements.","title":"[Town Sentry Tower]","body":"Within Jotunheim, there exist specific [Strategic Towns]. After occupying a [Strategic Town], the Tribe can construct [Sentry Towers]. The Sentry Tower can provide a buff to the Garrison Capacity of the Town. After declaring war on the Town, you can attack and demolish the Sentry Tower. Once the Sentry Tower is demolished, the buff for the Town's Garrison will disappear."},{"id":10,"group":"Check the current in-game information for availability and requirements.","title":"[City Destruction Mechanics]","body":"After eliminating a Town's Defenders, attacking Troops will initiate a Town Destruction action. If the building's Durability is successfully reduced to zero during Battle Time, the building will be occupied. Once occupied, the building enters a protection period, after which a new war declaration can be initiated."},{"id":11,"group":"Check the current in-game information for availability and requirements.","title":"[Occupying Towns]","body":"Each level of neutral Town has an occupation limit. Tribe R5 and R4 members can initiate the Abandon action on Towns occupied by their Tribe. Once the abandon countdown ends, the target Town will return to an unoccupied state where its Durability will be restored, and its Defenders will be refreshed."},{"id":12,"group":"Check the current in-game information for availability and requirements.","title":"[Precautions]","body":"You can relocate to the territory of any Town occupied by your side. If the Town is occupied by the enemy Team, your City will not be forcibly relocated. However, your City will be vulnerable to attack, so please proceed with caution."},{"id":13,"group":"Rules","title":"Relocate","body":"Chiefs can Relocate their City to Jotunheim when their Chief Hall reaches level 24. Relocating to Jotunheim is free, but relocating out of Jotunheim will cost 1 Random Relocator."},{"id":14,"group":"Rules","title":"City Territory Description","body":"When in Jotunheim, you cannot relocate to unowned open space or invalid Tribe Territory. You can only relocate to valid Tribe Territory. When located in your own valid Tribe Territory, your City will be protected and cannot be attacked or Rallied against by other Tribes. If the ownership of the Territory where your City is located changes to enemy Team Tribe ownership, your City may be attacked. Relocate away or activate a Shield to defend yourself. (Fixed Relocator cannot be used in Jotunheim)."},{"id":15,"group":"Rules","title":"Tribe Buildings","body":"Within Jotunheim, Tribes can construct Tribe Forts and Tribe Flag Towers, but Tribe Forts must be constructed adjacent to valid City Territory.  Obtain your Tribe's first City Territory by occupying a Level 1 Town. After that, you can expand your City Territory using Tribe Forts and Tribe Flag Towers. You can declare war on Level 1 Towns without them needing to border your Tribe's City Territory."},{"id":16,"group":"Regular Content","title":"KvK Points","body":"In Jotunheim, you can earn points through various actions. Points are divided into Personal Points, Battalion Points, and Team Points. Points will affect the distribution of ranking rewards on the corresponding rankings list, and determine the stage rewards you can claim in Achievements."},{"id":17,"group":"Regular Content","title":"Serpentine Berserker","body":"In Jotunheim, there are numerous Serpentine Berserkers, with levels ranging from 56 to 65. Defeating them will earn you points and other rewards."},{"id":18,"group":"Regular Content","title":"Frost-Ridge Troll","body":"In Jotunheim, there are numerous wandering Frost-Ridge Trolls, 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":19,"group":"Regular Content","title":"Resource Points","body":"Jotunheim is rich in resources, and Resource Points here are of much higher levels compared to those in the original Kingdom."},{"id":20,"group":"Special Rules","title":"Arena","body":"Bring the Arena within the City Territory to occupy the Arena. During the Jotun Warzone event, the Tribe Jarl can summon Jotun Gladiators at occupied Arenas. Complete Jotun Gladiator challenges to unlock the Tribe Jotun. The Tribe Jotun can be summoned at any location within the City Territory to assist in attacking enemy buildings or Troops."},{"id":21,"group":"Special Rules","title":"Town Marshal","body":"In Jotunheim, Town Marshals are stationed near high-level Towns, providing the Town's Defenders with a significant combat buff. You can attack Town Marshals after declaring war on the Town."},{"id":22,"group":"Special Rules","title":"Sentry Tower","body":"In Jotunheim, defensive Sentry Towers can be constructed around some high-level Strategic Towns. These Sentry Towers provide buffs to the Defenders in the Town. You can attack Sentry Towers after declaring war on the Strategic Town."},{"id":23,"group":"Special Rules","title":"Divine Awakening","body":"Chiefs can choose to Awaken one of the three Divinities (Heimdall's Divinity, Tyr's Divinity, or Freya’s Divinity).\nHeimdall's Divinity will grant advantages to rally attacks and garrison defense.\nTyr's Divinity will grant advantages to battles on the map.\nFreya’s Divinity will grant advantages to gathering, and can also provide buffs to all Chiefs in a Team."},{"id":24,"group":"Special Rules","title":"Battalion Introduction","body":"Within Jotunheim, you can only join or leave a Battalion after reaching a certain Stage in the Chronicles. Battalion members can Reinforce and Rally with one another, and share Ruins bonuses.\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."},{"id":25,"group":"Special Rules","title":"Team Introduction","body":"In Jotunheim, Kingdoms will be divided into two Teams, [Radiant Sun] and [Shadow Moon]. The Teams will battle against each other. The Team that occupies the Level 10 Ruin: [World Serpent] at the end of the event wins."},{"id":26,"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":27,"group":"Special Rules","title":"Team Relationship","body":"Players from the same Team will be displayed in a special color on the map."},{"id":28,"group":"Special Rules","title":"Season Summon","body":"After Jormungand's Calamity ends, Odin will bestow blessings, and [Hall of Valor] will initiate a 5-day Season Summoning. At the end of Jormungand's Calamity, the number of Season Summons each Battalion member can perform will be determined based on the level and quantity of Ruins occupied by the Battalion. During the Season Summoning, there is a chance to obtain legendary Heroes and limited legendary skills."},{"id":29,"group":"Special Rules","title":"War Merit","body":"In Kingdom Mayhem, killing enemy Troops from opposing Kingdoms earns War Merits. Different Troop tiers correspond to different amounts of War Merits. War Merits can be exchanged for uncommon items and War Materials in both the [War Merit Shop] and [Supply Shop]. (Only killing Troops Tier V and above will earn War Merits.)"},{"id":30,"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":31,"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":32,"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":33,"group":"Regular Building","title":"Team 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":34,"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":35,"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":36,"group":"Regular Building","title":"Serpent Egg Temple","body":"An embryo containing the evil power of the World Serpent slumbers within, viewed by the gods as the nascent shadow of a calamity yet unformed.\nThe Serpent Egg Temple opens for contention every 1 days. Once occupied, all members of the occupying Battalion will receive buffs."},{"id":37,"group":"Regular Building","title":"Serpent Spirit Temple","body":"A palace forged from ancient runes and serpent scales, echoing with endless low murmurs that seem to beckon the spirit of the World Serpent to descend.\nThe Serpent Spirit Temple opens for contention every 1 days. Once occupied, all members of the occupying Battalion will receive buffs."},{"id":38,"group":"Regular Building","title":"Serpent Palace","body":"A palace piled high with obsidian and the remains of ancient beasts; it aids the World Serpent in devouring the surrounding life force to gather its strength.\nThe Serpent Palace opens for contention every 1 days. Once occupied, all members of the occupying Battalion will receive buffs."},{"id":39,"group":"Regular Building","title":"World Serpent","body":"The World Serpent once slumbered encircling Midgard. Now, it has awakened, joining forces with the Jotuns of Jotunheim to stir up chaos once more.\nThe World Serpent opens for contention every 2 days. Once occupied, all members of the occupying Battalion will receive buffs."},{"id":40,"group":"Regular Building","title":"Serpent Altar","body":"The Serpent Altar is contestable every 51 hours for 1 hours. After driving away enemy Team Chief's Troops from the Serpent Altar area, the Serpent Altar can be temporarily occupied. After occupying the Serpent Altar, all members of the same Team within the area will continue to receive corresponding points."},{"id":41,"group":"Regular Building","title":"Serpent Scale Den","body":"The Serpent Scale Den is contestable every 75 hours for 1 hours. After driving away enemy Team Chief's Troops from the Serpent Scale Den area, the Serpent Scale Den can be temporarily occupied. After occupying the Serpent Scale Den, all members of the same Team within the area will continue to receive corresponding points."},{"id":42,"group":"Regular Building","title":"Manor Description","body":"In Kingdom Mayhem, when the Manor is in Tribe Territory, Tribe members can attack the Manor Leader. The first defeat of the Manor Leader will grant generous rewards, and Tribe members can individually challenge the Manor Guards. After a successful challenge, the Manor will belong to the Chief, who will automatically receive Campaign Points at regular intervals. These Campaign Points can be used to research corresponding Campaign Tech at the Campaign Totem to receive blessings from the gods."},{"id":43,"group":"Regular Building","title":"Air Dock","body":"After laying down Tribe buildings and including an Air Dock among them, you can occupy the corresponding Air Dock. Through the Air Dock, you can launch troops quickly over the air to other Air Docks under your control."},{"id":44,"group":"Map Preview","title":"Map Preview","body":""},{"id":45,"group":"Season Restrictions","title":"List of available Heroes","body":""},{"id":46,"group":"Season Restrictions","title":"List of available skills","body":""}],"coverage":{"mappedObjectives":285,"scheduledObjectives":133}}
