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SPECIAL SCENARIO

Aegir's Feast

Aegir, King of the Deep, has set a feast in the abyss with whale bones for tables, shipwrecks for chairs, and kelp for curtains. It is said that at this feast, Aegir rewards Viking warriors with rare treasures. Yet beneath the festivities, dark currents swirl. Ran's binding net is spread wide in the freezing waters, waiting to harvest souls... True Viking warriors will fight through the undertow, washing their axes in blood and lighting the way with courage! To arms, Viking warriors! For glory and treasure, break through the waves and return in triumph!

927 objectives18 stages · 30 days
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Plan against your current event. This guide describes the captured configuration. Chronicle offsets begin at Stage 1’s start, and the listed effects apply at stage end. Use the planner’s UTC anchor for forecast dates; verify live Chronicles and objective windows before moving.

THE RULES OF THIS REALM

Campaign briefing

New Content

[Team Confrontation]+

In [Aegir's Feast], the Bounty Legion and the Allied Legion will clash. The number of Kingdoms under each Team may differ. The Team with fewer Kingdoms will receive an increased amount of Team Reward items upon achieving ultimate victory.

[Time Slots]+

In [Aegir's Feast], each day is divided into 2 time slots: the [War Declaration Time Slot] and [Truce Time Slot]. During the [War Declaration Time Slot], you can declare war on Ruins and Ancient Sites. You can only initiate battle against the target after the declaration is complete.

[City Territory Mechanics]+

In [Aegir's Feast], Tribes will no longer need to build Tribe Forts and Tribe Flag Towers. Territory expansion is now achieved by occupying the various neutral Ancient Sites or Ruins on the map. Upon successful occupation, the City Territory is immediately effective for the occupying Tribe.

[Lv 1 Ancient Site]+

After relocating into Hlesey, the Tribe can start occupying Level 1 Ancient Sites. Occupying a Level 1 Ancient Sites does not require adjacent City Territory. After occupying a Level 1 Ancient Sites, you can declare war on other buildings adjacent to the Level 1 Ancient Sites.

[Ancient Sites available for war declaration]+

Filtering on the map thumbnail allows you to quickly locate the Ancient Sites that you can declare war on, as well as important strategic points on the map that require attention, including ruins, passes/piers, Air Docks, Dragonbone Shipyards, battlefields, etc.

[War Declaration Mechanics]+

Declaring war on a Ruin or Ancient Site 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 Shop.

[Ancient Site Marshal]+

When Lv 6 Piers open, Strategic Ancient Site Marshals will appear around Lv 7 and above Strategic Ancient Sites. The Site Marshal will provide additional attack and defense buffs to the garrison within the Strategic Ancient Site. After declaring war on the Strategic Ancient Site, you can initiate an attack on the Site Marshal. Once defeated, the attack and defense buffs of the Strategic Ancient Site will disappear.

[Ancient Site Sentry Tower]+

Within Hlesey, there exist specific [Strategic Ancient Sites]. After occupying a [Strategic Ancient Site], the Tribe can construct [Sentry Towers]. The Sentry Tower can provide a buff to the Garrison Capacity of the Strategic Ancient Site. After declaring war on the Strategic Ancient Site, you can attack and demolish the Sentry Tower. Once the Sentry Tower is demolished, the buff for the Strategic Ancient Site's Garrison will disappear.

[City Destruction Mechanics]+

After eliminating the Defenders of an Ancient Site/Ruin, attacking Troops will initiate a Ancient Site/Ruin Destruction action. If the Durability of the Ancient Site/Ruin is successfully reduced to zero during Battle Time, the Ancient Site/Ruin will be occupied. Once occupied, the Ancient Site/Ruin enters a protection period, after which a new war declaration can be initiated.

[Occupying Ancient Sites]+

Each level of neutral Ancient Site has an occupation limit. Tribe R5 members can initiate the Abandon action on Ancient Sites occupied by their Tribe. Once the abandon countdown ends, the target Ancient Site will return to an unoccupied state where its City Integrity will be restored, and its Defenders will be refreshed.

[Precautions]+

You can relocate to the territory of any Ancient Site occupied by your side. If the Ancient Site 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.

Rules

Relocate+

Chiefs can Relocate their City into Hlesey when their Chief Hall reaches level 24. Relocating into Hlesey is free, but Relocating out of Hlesey will cost a Relocator.

City Territory Description+

When in Hlesey, 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 Hlesey).

Tribe Buildings+

Within Hlesey, Tribes will be unable to construct Tribe Forts and Tribe Flag Towers, and can only expand their Territory by occupying Ancient Sites or Ruins of various levels on the map. Among these, Level 1 Ancient Sites can be attacked even if your Tribe Territory does not border them

Regular Content

Event Points+

In Hlesey, 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.

Chainhammer Guard/Wavedasher Ship+

In Hlesey, there are numerous Chainhammer Guards/Wavedasher Ships, with levels ranging from 56 to 65. Defeating them will earn you points and other rewards.

Snaketail Beast/Darktide Warship+

In Hlesey, there are numerous wandering Snaketail Beasts/Darktide Warships, 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.

Resource Points+

Hlesey is rich in resources, and the Resource Point levels here are a lot better compared to the original Kingdom.

Special Rules

Aegir's Blessing+

1. Upon entering Hlesey, the Chief will receive Aegir's Blessing, and viking warriors will gain substantial buffs. 2. The amount of resources that can be plundered from each Chief per day has an upper limit. Once the limit is reached, other Chiefs cannot continue to raid them. 3. Aegir will rate all Chiefs based on their total War Merit during the feast. The higher the rating, the greater the proportion of resources consumed for healing Troops that will be refunded after the event ends, and the more Tidal Spirit the Chief will obtain. 4. Tidal Spirit can be used after the event ends to revive Troops that were not resurrected by the Odin Statue during [Aegir's Feast].

Viking Warship+

Chief can construct Warships in Hlesey. Warships are categorized into: Berserker series, Shieldbearer series, and Windhunter series. Each series is divided into Field Battle Warships and Rally Warships. Each type of Warship can provide significant buffs to the Chief's Troops. Each Warship can only be deployed by one Troop at a time.

Rally Reinforcement+

Battalion Leaders and Tribe Jarls can initiate Rally Reinforcements to already occupied Ruins. Once all participating members have arrived and the rally waiting time ends, the reinforcement force will depart from the initiator's territory and head to the reinforcement destination. Within the same Battalion, a Rally Reinforcement can only be initiated once for the same Ruin.

Dragonbone Shipyard+

In Hlesey, when the Dragonbone Shipyard is within the Tribe territory, Tribe members can attack Shipyard Warships/Fiends. Defeating a Shipyard Warship/Fiend for the first time grants rewards, and Tribe members can also challenge Dragonbone Shipyard guards individually. Upon a successful challenge, the Dragonbone Shipyard will belong to the Chief. The Chief will automatically obtain Dragonbone Gold at regular intervals, which can be used to construct and upgrade Viking Warships. Troops deployed with Viking Warships will receive significant buffs.

Ancient Site Marshal+

In Hlesey, Site Marshals are stationed near strategic Ancient Sites. The Site Marshals will provide substantial combat buffs to the Defenders within the Ancient Site. After declaring war on the Ancient Site, you can initiate an attack on the Site Marshal.

Sentry Tower+

In Hlesey, defensive buildings-Sentry Towers can be constructed around Strategic Ancient Sites. Sentry Towers will provide buffs to the Defenders within the Strategic Ancient Site. After declaring war on the Strategic Ancient Site, you can launch an attack on the Sentry Tower.

War Merit+

In the [Aegir's Feast] event, 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.)

Healing Potions+

In Hlesey, 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.

Supply Shop+

In Hlesey, 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 Hlesey, the more resources the Supply Shop has for exchange. When [Aegir's Feast] ends, all remaining unredeemed resources in the Supply Shop will be offered to Aegir. Please make your exchanges in time, Chief.

Battalion Introduction+

Form a tight Battalion with Tribes from the same Team, Reinforcing and Rallying with one another, and participate in even larger battles. Share the Ruins bonuses, and strive for victory. Tribe 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.

Team Introduction+

In Hlesey, Kingdoms will be divided into two Teams, [Bounty Legion] and [Allied Legion]. The Teams will battle each other. Chiefs of the same Team will have a special color display on the map. The Team that ultimately occupies the Lv 10 Ruin [Sea Siren] will win big rewards.

Regular Building

Team Fortress+

The Kingdom Fortress is the main base for each Kingdom to represent their Expedition to Hlesey. 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.

Legion Stronghold+

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.

Pass/Pier+

Passes and Piers are the only routes to other areas. After defeating the Defenders and occupying a Pass or Pier, you can declare war on adjacent Ancient Sites or Ruins.

Ghost Ship Graveyard+

A perilous sea area long eroded by dark tides. Ships that wrecked here have been awakened by a bizarre force, forming wandering ghost fleets. Entering this area will continuously subject you to fog interference and may lead to attacks from spectral sailors. The Ghost Ship Graveyard is contestable every 1 days. After occupying it, all members of the Battalion can gain buffs.

Ghost Maze+

Ships torn apart by the storm sank here, the souls of those who never returned home whisper with the tide. Masts stand like tombstones, iron anchors entwined with bones. An eternal fog shrouds this cursed sea. Those who step in may discover that the way back is hard to find. The Ghost Maze is contestable every 1 days. After occupying it, all members of the Battalion can gain buffs.

Ghost Domain+

Here lie countless warships and warriors, their hulls murmuring in the eternal night, their souls still guarding unfinished voyages. When the sea stirs, the ghosts will revive and consume all intruders. The Ghost Domain is contestable every 1 days. After occupying it, all members of the Battalion can gain buffs.

Sea Siren+

People fear Aegir's storms, but they fear his wife Ran, often called the Sea Siren, even more. She dwells in the central seas of Hlesey, where she spreads invisible nets beneath the waves, gathering all who fall into the ocean and drawing them down into the abyss. The Sea Siren is contestable every 2 days. After occupying it, all members of the Battalion can gain buffs.

Slaughter Cave+

The Slaughter Cave opens every 51 hours for 1 hour(s). Defeat all the Troops of Chiefs from the enemy Teams within the Slaughter Cave to temporarily occupy it. After occupying the Slaughter Cave, all members of the same Team within the Slaughter Cave's area will receive the corresponding points continuously.

Blood Castle+

The Blood Castle opens every 75 hours for 1 hour(s). Defeat all the Troops of Chiefs from the enemy Teams within the Blood Castle to temporarily occupy it. After occupying the Blood Castle, all members of the same Team within the Blood Castle's area will receive the corresponding points continuously.

Air Dock+

Once the territory of an occupied Ancient Site or Ruin expands to include an Air Dock, 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.

Map Preview

Map Preview+

No English description is included for this rule in the captured data. Check the current in-game season restrictions.

Season Restrictions

List of available Heroes+

No English description is included for this rule in the captured data. Check the current in-game season restrictions.

List of available skills+

No English description is included for this rule in the captured data. Check the current in-game season restrictions.

WATCH THE STAGE END, NOT JUST THE DAY

Chronicles & opening milestones

Add your UTC calendar anchor
01

Feast begins

Ends +1d

Duration 1d · offsets from Stage 1 start

Legion Stronghold

Legion Stronghold When this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Legion Strongholds in Hlesey will activate immediately. Your Tribe Territory must border a Legion Stronghold to attack it.

Level 5 Pier (Single Direction Access )

Level 5 Pier (Single Direction Access ) When this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Level 5 Piers in Hlesey will have single direction access immediately. When a Pier has single direction access, only Kingdoms from the Pier's starting 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 regions through it.

Dark Tides I

Dark Tides I When this Stage of the Chronicles ends (regardless of whether the goals were achieved), R4 and above members of the Tribe can start the [Dark Tides I] Tribe event. Prepare to defend ourselves against the assault of the Ghost Legion!

02

Stand Firm

Ends +2d

Duration 1d · offsets from Stage 1 start

Kingdom Fortress

Kingdom Fortress When this Stage ends (regardless of whether the goals were achieved), all Kingdom Fortresses in Hlesey will activate immediately. You can only attack a Kingdom Fortress that borders your Tribe Territory.

Level 57 Chainhammer Guard/Wavedasher Ship

Level 57 Chainhammer Guard/Wavedasher Ship At the end of this stage (whether or not the goal is achieved), Level 57 Chainhammer Guards/Wavedasher Ships will randomly refresh within Hlesey.

03

Kingdom's Glory

Ends +3d

Duration 1d · offsets from Stage 1 start

Slaughter Cave

Slaughter Cave When this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Slaughter Caves in Hlesey will activate immediately. Once you defeat all enemy team Troops, the countdown for temporarily occupying the Slaughter Cave will begin.

War Declaration Token Cap Increased

War Declaration Token Cap Increased When this Stage of the Chronicles ends (regardless of whether the goals were achieved), the War Declaration Token cap for all Tribes within Hlesey will increase by {0}.

Level 58 Chainhammer Guard/Wavedasher Ship

Level 58 Chainhammer Guard/Wavedasher Ship At the end of this stage (whether or not the goal is achieved), Level 58 Chainhammer Guards/Wavedasher Ships will randomly refresh within Hlesey.

Air Dock (Kingdom usable)

Air Dock (Kingdom usable) When this Stage ends (regardless of whether the goals were achieved), Air Docks within Hlesey will open and become usable. Troops can use Air Docks occupied by Tribes from the same Kingdom to Quick Travel.

04

Slaughter Cave

Ends +4d

Duration 1d · offsets from Stage 1 start

Level 6 Pier (Single Direction Access )

Level 6 Pier (Single Direction Access ) When this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Level 6 Piers in Hlesey will have single direction access immediately. When a Pier has single direction access, only Kingdoms from the Pier's starting 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 regions through it.

Dragonbone Shipyard Occupation Limit Unlocked

Dragonbone Shipyard Occupation Limit Unlocked After this Stage ends (regardless of whether the objective is achieved), the maximum number of Dragonbone Shipyards that each Chief in Hlesey can occupy increases from 4 to 6.

05

Breakthrough I

Ends +6d

Duration 2d · offsets from Stage 1 start

Ghost Ship Graveyard (Lv 7 Ruin)

Ghost Ship Graveyard (Lv 7 Ruin) When this Stage ends (regardless of whether the goals were achieved), all Ghost Ship Graveyards in Hlesey will activate immediately. You can only attack a Ghost Ship Graveyard that borders your Tribe Territory.

Level 7 Ancient Sites Contestable

Level 7 Ancient Sites Contestable When this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Level 7 Ancient Sites within Hlesey will become accessible. Your Tribe Territory must border a Level 7 Ancient Site to attack it.

Level 59 Chainhammer Guard/Wavedasher Ship

Level 59 Chainhammer Guard/Wavedasher Ship At the end of this stage (whether or not the goal is achieved), Level 59 Chainhammer Guards/Wavedasher Ships will randomly refresh within Hlesey.

06

Capture Stronghold I

Ends +8d

Duration 2d · offsets from Stage 1 start

Level 7 Pass (Single Direction Access)

Level 7 Pass (Single Direction Access) When this Stage ends (regardless of whether the goals were achieved), all Level 7 Passes in Hlesey will be of single direction access. During single direction access, only Kingdoms 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.

Level 22 Snaketail Beast/Darktide Warship

Level 22 Snaketail Beast/Darktide Warship At the end of this stage (whether or not the goal is achieved), Level 22 Snaketail Beasts/Darktide Warships will randomly refresh within Hlesey. Snaketail Beasts/Darktide Warships consist of {0} Level {1} units, and only Rallied Troops will be able to launch attacks against them.

Dragonbone Shipyard Occupation Limit Unlocked

Dragonbone Shipyard Occupation Limit Unlocked After this Stage ends (regardless of whether the objective is achieved), the maximum number of Dragonbone Shipyards that each Chief in Hlesey can occupy increases from 6 to 10.

07

Initial Phase Settlement

Ends +10d

Duration 2d · offsets from Stage 1 start

Level 8 Pier (Single Direction Access )

Level 8 Pier (Single Direction Access ) When this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Level 8 Piers in Hlesey will have single direction access immediately. When a Pier has single direction access, only Kingdoms from the Pier's starting 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 regions through it.

War Declaration Token Cap Increased

War Declaration Token Cap Increased When this Stage of the Chronicles ends (regardless of whether the goals were achieved), the War Declaration Token cap for all Tribes within Hlesey will increase by {0}.

Dark Tides II

Dark Tides II When this Stage of the Chronicles ends (regardless of whether the goals were achieved), R4 and above members of the Tribe can start the [Dark Tides II] Tribe event. Prepare to defend ourselves against the assault of the Ghost Legion!

Level 60 Chainhammer Guard/Wavedasher Ship

Level 60 Chainhammer Guard/Wavedasher Ship At the end of this stage (whether or not the goal is achieved), Level 60 Chainhammer Guards/Wavedasher Ships will randomly refresh within Hlesey.

08

Breakthrough II

Ends +12d

Duration 2d · offsets from Stage 1 start

Blood Castle

Blood Castle When this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Blood Castles in Hlesey will activate immediately. Once you defeat all enemy team Troops, the countdown for temporarily occupying the Blood Castle will begin.

Level 23 Snaketail Beast/Darktide Warship

Level 23 Snaketail Beast/Darktide Warship At the end of this stage (whether or not the goal is achieved), Level 23 Snaketail Beasts/Darktide Warships will randomly refresh within Hlesey. Snaketail Beasts/Darktide Warships consist of {0} Level {1} units, and only Rallied Troops will be able to launch attacks against them.

09

Blood Castle

Ends +13d

Duration 1d · offsets from Stage 1 start

Ghost Maze (Lv 8 Ruin)

Ghost Maze (Lv 8 Ruin) When this Stage ends (regardless of whether the goals were achieved), all Ghost Mazes in Hlesey will activate immediately. You can only attack a Ghost Maze that borders your Tribe Territory.

Battalion open to join

Battalion open to join After 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.

Level 8 Ancient Sites Contestable

Level 8 Ancient Sites Contestable When this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Level 8 Ancient Sites within Hlesey will become accessible. Your Tribe Territory must border a Level 8 Ancient Site to attack it.

Level 61 Chainhammer Guard/Wavedasher Ship

Level 61 Chainhammer Guard/Wavedasher Ship At the end of this stage (whether or not the goal is achieved), Level 61 Chainhammer Guards/Wavedasher Ships will randomly refresh within Hlesey.

10

Mid-Phase Settlement

Ends +15d

Duration 2d · offsets from Stage 1 start

Level 9 Ancient Sites Contestable

Level 9 Ancient Sites Contestable When this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Level 9 Ancient Sites within Hlesey will become accessible. Your Tribe Territory must border a Level 9 Ancient Site to attack it.

Dragonbone Shipyard Occupation Limit Unlocked

Dragonbone Shipyard Occupation Limit Unlocked After this Stage ends (regardless of whether the objective is achieved), the maximum number of Dragonbone Shipyards that each Chief in Hlesey can occupy increases from 10 to 12.

11

Capture Stronghold II

Ends +16d

Duration 1d · offsets from Stage 1 start

Level 9 Pier (Full Access)

Level 9 Pier (Full Access) When this Stage of the Chronicles ends (regardless of if the goals were achieved), all Level 9 Piers in Hlesey 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 regions through it.

Level 62 Chainhammer Guard/Wavedasher Ship

Level 62 Chainhammer Guard/Wavedasher Ship At the end of this stage (whether or not the goal is achieved), Level 62 Chainhammer Guards/Wavedasher Ships will randomly refresh within Hlesey.

Dark Tides III

Dark Tides III When this Stage of the Chronicles ends (regardless of whether the goals were achieved), R4 and above members of the Tribe can start the [Dark Tides III] Tribe event. Prepare to defend ourselves against the assault of the Ghost Legion!

12

Breakthrough III

Ends +18d

Duration 2d · offsets from Stage 1 start

Ghost Domain (Lv 9 Ruin)

Ghost Domain (Lv 9 Ruin) When this Stage ends (regardless of whether the goals were achieved), all Ghost Domains in Hlesey will activate immediately. You can only attack a Ghost Domain that borders your Tribe Territory.

War Declaration Token Cap Increased

War Declaration Token Cap Increased When this Stage of the Chronicles ends (regardless of whether the goals were achieved), the War Declaration Token cap for all Tribes within Hlesey will increase by {0}.

Level 24 Snaketail Beast/Darktide Warship

Level 24 Snaketail Beast/Darktide Warship At the end of this stage (whether or not the goal is achieved), Level 24 Snaketail Beasts/Darktide Warships will randomly refresh within Hlesey. Snaketail Beasts/Darktide Warships consist of {0} Level {1} units, and only Rallied Troops will be able to launch attacks against them.

13

Ghost Domain

Ends +19d

Duration 1d · offsets from Stage 1 start

Level 10 Pier (Full Access)

Level 10 Pier (Full Access) When this Stage of the Chronicles ends (regardless of if the goals were achieved), all Level 10 Piers in Hlesey 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 regions through it.

Deep Sea Secret - Einherjar Monument

Deep Sea Secret - Einherjar Monument At the end of this stage (whether or not the goal is achieved), the seals binding the Einherjar Monument in Hlesey's Central Area are removed to allow passage through the sea channel for all Chiefs.

Level 63 Chainhammer Guard/Wavedasher Ship

Level 63 Chainhammer Guard/Wavedasher Ship At the end of this stage (whether or not the goal is achieved), Level 63 Chainhammer Guards/Wavedasher Ships will randomly refresh within Hlesey.

14

Breakthrough IV

Ends +20d

Duration 1d · offsets from Stage 1 start

Sea Siren (Lv 10 Ruin)

Sea Siren (Lv 10 Ruin) When this Stage ends (regardless of whether the goals were achieved), the Sea Siren in the middle of Hlesey will activate immediately. You can only attack the Sea Siren when it borders your Tribe Territory.

Level 64 Chainhammer Guard/Wavedasher Ship

Level 64 Chainhammer Guard/Wavedasher Ship At the end of this stage (whether or not the goal is achieved), Level 64 Chainhammer Guards/Wavedasher Ships will randomly refresh within Hlesey.

15

Sea Siren

Ends +23d

Duration 3d · offsets from Stage 1 start

Level 10 Ancient Sites Contestable

Level 10 Ancient Sites Contestable When this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Level 10 Ancient Sites within Hlesey will become accessible. Your Tribe Territory must border a Level 10 Ancient Site to attack it.

Level 25 Snaketail Beast/Darktide Warship

Level 25 Snaketail Beast/Darktide Warship At the end of this stage (whether or not the goal is achieved), Level 25 Snaketail Beasts/Darktide Warships will randomly refresh within Hlesey. Snaketail Beasts/Darktide Warships consist of {0} Level {1} units, and only Rallied Troops will be able to launch attacks against them.

16

Capture Stronghold III

Ends +26d

Duration 3d · offsets from Stage 1 start

Level 8 Pier (Full Access)

Level 8 Pier (Full Access) When this Stage of the Chronicles ends (regardless of if the goals were achieved), all Level 8 Piers in Hlesey 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 regions through it.

Level 65 Chainhammer Guard/Wavedasher Ship

Level 65 Chainhammer Guard/Wavedasher Ship At the end of this stage (whether or not the goal is achieved), Level 65 Chainhammer Guards/Wavedasher Ships will randomly refresh within Hlesey.

Dark Tides IV

Dark Tides IV When this Stage of the Chronicles ends (regardless of whether the goals were achieved), R4 and above members of the Tribe can start the [Dark Tides IV] Tribe event. Prepare to defend ourselves against the assault of the Ghost Legion!

17

Capture Stronghold IV

Ends +29d

Duration 3d · offsets from Stage 1 start

Level 7 Pass (Full Access)

Level 7 Pass (Full Access) When this Stage ends (regardless of whether the goals were achieved), all Level 7 Passes in Hlesey 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.

18

Final Settlement

Ends +30d

Duration 1d · offsets from Stage 1 start

FIND YOUR NEXT OBJECTIVE

Objective directory

The interactive planner lets you search and focus every mapped objective. The directory below groups game objects by name and level; repeated sites are counted, not silently collapsed into one location.

LEVEL 10

Sea Siren

1 mapped site

First linked milestone: after stage 14
LEVEL 10

Lv 10 Pier

4 mapped sites

First linked milestone: after stage 13
LEVEL 10

Lv 10 Strategic Ancient Site

4 mapped sites

First linked milestone: after stage 15
LEVEL 9

Lv 9 Strategic Ancient Site

4 mapped sites

First linked milestone: after stage 10
LEVEL 9

Level 9 Pier

4 mapped sites

First linked milestone: after stage 11
LEVEL 9

Ghost Domain

4 mapped sites

First linked milestone: after stage 12
LEVEL 8

Lv 8 Ancient Site

24 mapped sites

First linked milestone: after stage 9
LEVEL 8

Lv 8 Strategic Ancient Site

8 mapped sites

First linked milestone: after stage 9
LEVEL 8

Ghost Maze

4 mapped sites

First linked milestone: after stage 9
LEVEL 8

Level 8 Pier

16 mapped sites

First linked milestone: after stage 7
LEVEL 7

Level 7 Pass

8 mapped sites

First linked milestone: after stage 6
LEVEL 7

Lv 7 Strategic Ancient Site

8 mapped sites

First linked milestone: after stage 5
LEVEL 7

Ghost Ship Graveyard

4 mapped sites

First linked milestone: after stage 5
LEVEL 7

Lv 7 Ancient Site

40 mapped sites

First linked milestone: after stage 5
LEVEL 7

Medium Checkpoint

8 mapped sites

Timing: consult the scenario rules
LEVEL 7

Blood Castle

2 mapped sites

First linked milestone: after stage 8
LEVEL 6

Lv 6 Ancient Site

70 mapped sites

Timing: consult the scenario rules
LEVEL 6

Level 6 Pier

8 mapped sites

First linked milestone: after stage 4
LEVEL 5

Lv 5 Ancient Site

120 mapped sites

Timing: consult the scenario rules
LEVEL 5

Kingdom Fortress

8 mapped sites

First linked milestone: after stage 2
LEVEL 5

Legion Stronghold

16 mapped sites

First linked milestone: after stage 1
LEVEL 5

Level 5 Pier

24 mapped sites

First linked milestone: after stage 1
LEVEL 5

Air Dock

24 mapped sites

Timing: consult the scenario rules
LEVEL 5

Small Checkpoint

8 mapped sites

Timing: consult the scenario rules
LEVEL 5

War Air Dock

8 mapped sites

Timing: consult the scenario rules
LEVEL 5

Slaughter Cave

2 mapped sites

First linked milestone: after stage 3
LEVEL 4

Lv 4 Ancient Site

80 mapped sites

Timing: consult the scenario rules
LEVEL 3

Einherjar Monument

4 mapped sites

First linked milestone: after stage 13
LEVEL 3

Lv 3 Ancient Site

80 mapped sites

Timing: consult the scenario rules
LEVEL 2

Objective 90004701

1 mapped site

Timing: consult the scenario rules
LEVEL 2

Objective 90004702

1 mapped site

Timing: consult the scenario rules
LEVEL 2

Objective 90004703

1 mapped site

Timing: consult the scenario rules
LEVEL 2

Objective 90004704

1 mapped site

Timing: consult the scenario rules
LEVEL 2

Lv 2 Ancient Site

96 mapped sites

Timing: consult the scenario rules
LEVEL 1

Level 1 Jetty

184 mapped sites

Timing: consult the scenario rules
LEVEL 1

Einherjar Monument

16 mapped sites

Timing: consult the scenario rules
LEVEL 1

Lv 1 Ancient Site

32 mapped sites

Timing: consult the scenario rules

FOR YOUR TEAM, YOUR BRIEFING, YOUR ANALYSIS

Take the map with you.

High-resolution tactical maps for your team’s plans and briefings.

4096px PNGScalable SVGScenario JSON
Map and timing accuracy

927 locations mapped; 197 objectives have a qualified Chronicle milestone link. Recurring attack windows, current ownership and all declaration rules are not automatically scheduled.