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The Tribe that occupies the Pier will be able to travel to other Piers through it.","timing":"stage_end"}]},{"id":11,"name":"Open Waters","durationMinutes":2880,"startOffsetMinutes":23040,"endOffsetMinutes":25920,"effects":[{"title":"Hallowed Town (Level 6 Hallowed Ground)","description":"Hallowed Town (Level 6 Hallowed Ground)\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Hallowed Towns in Svartalfheim will activate immediately. You can only attack Hallowed Towns bordering Tribe Territory.","timing":"stage_end"}]},{"id":12,"name":"Pushing Four Corners","durationMinutes":2880,"startOffsetMinutes":25920,"endOffsetMinutes":28800,"effects":[{"title":"Level 8 Fallen Dwarf Knight","description":"Level 8 Fallen Dwarf Knight\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 8 Fallen Dwarf Knights will randomly refresh within Svartalfheim. Fallen Dwarf Knights consist of {0} Level {1} units and only Rallied Troops will be able to launch attacks against them.","timing":"stage_end"}]},{"id":13,"name":"Encirclement and Suppression","durationMinutes":2880,"startOffsetMinutes":28800,"endOffsetMinutes":31680,"effects":[{"title":"Hallowed Castle (Level 7 Hallowed Ground)","description":"Hallowed Castle (Level 7 Hallowed Ground)\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Hallowed Castles in Svartalfheim will activate immediately. You can only attack Hallowed Castles bordering Tribe Territory.","timing":"stage_end"}]},{"id":14,"name":"Recovering Land","durationMinutes":2880,"startOffsetMinutes":31680,"endOffsetMinutes":34560,"effects":[{"title":"Level 7 Pier (Single Direction Access )","description":"Level 7 Pier (Single Direction Access )\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Level 7 Piers in Svartalfheim will have single direction access immediately. When a Pier has single direction access, only Kingdoms with starting areas bordering the Pier's area can attack it. Your Tribe Territory must border a Pier before you can attack it. The Tribe that occupies the Pier will be able to travel to other Piers through it.","timing":"stage_end"}]},{"id":15,"name":"Riding the Wind and Waves","durationMinutes":2880,"startOffsetMinutes":34560,"endOffsetMinutes":37440,"effects":[{"title":"Level 9 Fallen Dwarf Knight","description":"Level 9 Fallen Dwarf Knight\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 9 Fallen Dwarf Knights will randomly refresh within Svartalfheim. Fallen Dwarf Knights consist of {0} Level {1} units and only Rallied Troops will be able to launch attacks against them.","timing":"stage_end"}]},{"id":16,"name":"Sweeping the Land","durationMinutes":2880,"startOffsetMinutes":37440,"endOffsetMinutes":40320,"effects":[{"title":"Level 8 Pier (Single Direction Access )","description":"Level 8 Pier (Single Direction Access )\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Level 8 Piers in Svartalfheim will have single direction access immediately. When a Pier has single direction access, only Kingdoms with starting areas bordering the Pier's area can attack it. Your Tribe Territory must border a Pier before you can attack it. The Tribe that occupies the Pier will be able to travel to other Piers through it.","timing":"stage_end"}]},{"id":17,"name":"Full Speed Ahead","durationMinutes":2880,"startOffsetMinutes":40320,"endOffsetMinutes":43200,"effects":[{"title":"Savage Colosseum","description":"Savage Colosseum\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Savage Colosseums in Svartalfheim will activate immediately. Once you defeat all Troops from other Tribes, the countdown for temporarily occupying the Savage Colosseum will begin.","timing":"stage_end"}]},{"id":18,"name":"Battle of Beasts","durationMinutes":1440,"startOffsetMinutes":43200,"endOffsetMinutes":44640,"effects":[{"title":"Lifting of Eternal City Area Restrictions","description":"Lifting of Eternal City Area Restrictions\nWhen this Stage of the Chronicles ends, the restrictions in the Eternal City area will be lifted, and Tribes can build Tribe Flag Towers in the Eternal City area, as well as relocate there.","timing":"stage_end"}]},{"id":19,"name":"New Lands","durationMinutes":1440,"startOffsetMinutes":44640,"endOffsetMinutes":46080,"effects":[{"title":"Level 8 Piers (Fully Open)","description":"Level 8 Piers (Fully Open)\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Level 8 Piers in Svartalfheim will be available for full access. When that happens, all Kingdoms can attack Piers. Your Tribe Territory must border a Pier before you can attack it. The Tribe that occupies the Pier will be able to travel to other Piers through it.","timing":"stage_end"},{"title":"Einherjar Monument","description":"Einherjar Monument\nWhen this Stage of the Chronicles ends (regardless of if the goals were achieved), the seals binding the Einherjar Monuments in the outer channel in Svartalfheim will be removed to allow passage through the sea channel for all Chiefs.","timing":"stage_end"}]},{"id":20,"name":"Grand Expansion","durationMinutes":2880,"startOffsetMinutes":46080,"endOffsetMinutes":48960,"effects":[{"title":"Eternal City (Level 8 Hallowed Ground)","description":"Eternal City (Level 8 Hallowed Ground)\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), the Eternal City in Svartalfheim will activate immediately. You can only attack the Eternal City if it is bordering your Tribe Territory.","timing":"stage_end"}]},{"id":21,"name":"Liberate the Capital","durationMinutes":2880,"startOffsetMinutes":48960,"endOffsetMinutes":51840,"effects":[{"title":"Level 10 Fallen Dwarf Knight","description":"Level 10 Fallen Dwarf Knight\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 10 Fallen Dwarf Knights will randomly refresh within Svartalfheim. Fallen Dwarf Knights consist of {0} Level {1} units and only Rallied Troops will be able to launch attacks against them.","timing":"stage_end"}]},{"id":22,"name":"Expel Evil","durationMinutes":2880,"startOffsetMinutes":51840,"endOffsetMinutes":54720,"effects":[{"title":"Level 7 Piers (Fully Open)","description":"Level 7 Piers (Fully Open)\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Level 7 Piers in Svartalfheim will be available for full access. When that happens, all Kingdoms can attack Piers. Your Tribe Territory must border a Pier before you can attack it. The Tribe that occupies the Pier will be able to travel to other Piers through it.","timing":"stage_end"}]},{"id":23,"name":"Bloody Battle","durationMinutes":2880,"startOffsetMinutes":54720,"endOffsetMinutes":57600,"effects":[{"title":"Level 6 Piers (Fully Open)","description":"Level 6 Piers (Fully Open)\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Level 6 Piers in Svartalfheim will be available for full access. When that happens, all Kingdoms can attack Piers. Your Tribe Territory must border a Pier before you can attack it. The Tribe that occupies the Pier will be able to travel to other Piers through it.","timing":"stage_end"}]},{"id":24,"name":"Honorable Defense","durationMinutes":2880,"startOffsetMinutes":57600,"endOffsetMinutes":60480,"effects":[{"title":"Level 5 Piers (Fully Open)","description":"Level 5 Piers (Fully Open)\nWhen this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Level 5 Piers in Svartalfheim will be available for full access. When that happens, all Kingdoms can attack Piers. Your Tribe Territory must border a Pier before you can attack it. The Tribe that occupies the Pier will be able to travel to other Piers through it.","timing":"stage_end"}]},{"id":25,"name":"Crowning a King","durationMinutes":4320,"startOffsetMinutes":60480,"endOffsetMinutes":64800,"effects":[]}],"rules":[{"id":1,"group":"Rules","title":"Relocate","body":"Chiefs can Relocate their City into Svartalfheim when their Chief Hall reaches level 20. Relocating into Svartalfheim is free, but Relocating out of Svartalfheim will cost a Relocator."},{"id":2,"group":"Rules","title":"Tribe Territory","body":"You can only Relocate to valid Tribe Territory in Svartalfheim. As long as your City is within your Tribe Territory, it'll be protected, and other Tribes cannot attack or Rally to it. However, your City will be forcibly Relocated back to your Kingdom's starting area if the Tribe Territory your City is on is lost to another Tribe. (Fixed Relocators are not available in Svartalfheim.)"},{"id":3,"group":"Rules","title":"Tribe Buildings","body":"Tribes can expand their Tribe Territory in Svartalfheim by constructing Forts and Flag Towers. Tribe Buildings can't be constructed on another Kingdom's starting area."},{"id":4,"group":"Special Rules","title":"Svartalfheim Points","body":"You can earn points in Svartalfheim by performing various actions. Points are split into Personal Points, Tribe Points, and Kingdom Points, which determine your rank in the respective Rankings. Points also determine your final rewards, and which Stage reward you can claim from the achievements."},{"id":5,"group":"Special Rules","title":"Killing Field","body":"The Killing Field is available for 1 hours every 51 hours. You can temporarily occupy the Killing Field by driving other Tribes' Troops. The Killing Field generates Points when it's occupied."},{"id":6,"group":"Special Rules","title":"Savage Colosseum","body":"The Savage Colosseum is available for 1 hours every 75 hours. You can temporarily occupy the Savage Colosseum by driving other Tribes' Troops. The Savage Colosseum generates Points when it's occupied."},{"id":7,"group":"Special Rules","title":"Niflung","body":"The Niflung found in Svartalfheim is more powerful than normal, and the lowest level Niflung you can find is 26."},{"id":8,"group":"Special Rules","title":"Fallen Dwarf Knights","body":"Hela's curse has eroded the minds of the powerful Dwarf Knights. You'll find 6-10 Fallen Dwarf Knights rampaging across Svartalfheim on mutated boars. Rally your Tribes to put them to rest."},{"id":9,"group":"Special Rules","title":"Svartalfheim Resource Points","body":"You can find higher level Resource Points in Svartalfheim, meaning they have more resources."},{"id":10,"group":"Building Introductions","title":"Kingdom Fortress","body":"Kingdom Fortresses are located in the four outermost regions of Svartalfheim. They were destroyed during Hela's invasion and were left in ruins. Occupy and repair a Kingdom Fortress to allow Cities from the same Kingdom to relocate into the Kingdom Territory in Svartalfheim. Kingdom Fortresses enter the Under Contest state every 2 days."},{"id":11,"group":"Building Introductions","title":"Legion Stronghold","body":"Before Svartalfheim's fall, Legion Strongholds served as military bases for the Dwarfs. Now, they're the last line of defense against Hela's hordes. Occupy to earn Tribe Points and Kingdom Points. Legion Strongholds enter the Under Contest state every 1 days."},{"id":12,"group":"Building Introductions","title":"Hallowed Fortress","body":"The scattered Fortresses throughout Svartalfheim were built by dwarf craftsmen and serve as small Hallowed Grounds. Fortresses open for contest every 1d. Once occupied, all Tribe members will gain a buff."},{"id":13,"group":"Building Introductions","title":"Hallowed Town","body":"Hallowed Towns are found in various regions of Svartalfheim and are medium-sized Hallowed Grounds built by dwarf craftsmen. Towns open for contest every 1d. Once occupied, all Tribe members will gain a buff."},{"id":14,"group":"Building Introductions","title":"Hallowed Castle","body":"Svartalfheim has four magnificent castles, which were carefully built by dwarf craftsmen to be a grand Hallowed Ground. Castles open for contest every 2d. Once occupied, all Tribe members will gain an amazing buff."},{"id":15,"group":"Building Introductions","title":"Eternal City","body":"The Eternal City is located in the center of Svartalfheim and was once considered the sacred capital by every dwarf. Unfortunately, it was occupied by the Niflungs with the fall of Svartalfheim. The Eternal City opens for contest every 3d. Once occupied, all Tribe members will receive divine protection and huge buffs."},{"id":16,"group":"Building Introductions","title":"Piers","body":"Troops that pass through a Pier will gain a March Speed bonus, granting you a tactical advantage. The first Tribe to occupy a Pier will receive a generous First Occupancy Bonus. Access through Piers become available as the Chronicles progress, and is divided into single direction access and full access. When a Pier has single direction access, only Tribes from that's Pier specific Kingdom can attack and occupy the Pier. When full access becomes available, all Tribes can attack and occupy the Pier if they have occupied another Pier on the same river, or their Tribe Territory borders the Pier."},{"id":17,"group":"Building Introductions","title":"Passes","body":"Passes are nestled between steep mountains, and are an important transportation hub connecting different blocks of land. Passes enter their contested period as the Chronicles progress, and can be occupied at that time. The first Tribe to occupy a Pass will receive a First Occupancy Bonus and gain access through the pass. The Tribe will also be able to grant temporary access to other Tribes."},{"id":18,"group":"Season Restrictions","title":"List of available Heroes","body":""},{"id":19,"group":"Season Restrictions","title":"List of available skills","body":""},{"id":20,"group":"Map Preview","title":"","body":""},{"id":21,"group":"Special Rules","title":"Glorious Summon","body":"After Svartalfheim, the Chiefs of the major clans will pray to Odin in the Hall of Valor to start Glorious Summons for 7 days. Your Kingdom's Altar occupation and your Personal War Merit Ranking at the end of Svartalfheim will determine the number of Glorious Summons available to you. During Glorious Summons, there is a chance to obtain legendary Heroes, legendary Mounts, and legendary exclusive skills."},{"id":22,"group":"Special Rules","title":"War Merit Description","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 III and above will earn War Merits.)"},{"id":23,"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":24,"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."}],"coverage":{"mappedObjectives":153,"scheduledObjectives":153}}
