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CONQUEST

Alfheim's Defense

The silver bells of Alfheim have fallen silent. Once, the light elves danced beneath golden leaves. Now, they cower among withered branches and rotting foliage, listening as the earth groans beneath the creeping darkness. Decay and filth spreads like a plague, twisting forests into grotesque shadows, choking rivers with filth, and warping the noble elves into frenzied abominations: dark elves. No more do their melodies grace the wind. Only sinister howls and maddened whispers remain. The surviving light elves have sent their final plea to Midgard. Viking warriors, Alfheim needs you! Step into Alfheim and cleave through the darkness with your battle axes, and purge the decay from Alfheim!

121 objectives21 stages · 40 days
Draw your campaign plan
Native tactical geometry of Alfheim's DefenseNative-geometry tactical render · view 4096px PNG

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

Rules

Relocate+

Chiefs can Relocate their City to Alfheim when their Chief Hall reaches level 24. Relocating to Alfheim is free, but relocating out of Alfheim will cost 1 Random Relocator.

City Territory Description+

When in Alfheim, you cannot relocate to unowned open space or invalid Tribe Territory. You can only relocate to valid Tribe Territory. When located in your own valid Tribe Territory, your City will be protected and cannot be attacked or Rallied against by other Tribes. If the ownership of the Territory where your City is located changes to enemy Team Tribe ownership, your City will be forcibly relocated to the starting area of your Kingdom. (Fixed Relocator cannot be used in Alfheim).

Tribe Buildings+

Tribes can expand their Tribe Territory in Alfheim by constructing Forts and Tribe Flag Towers. Only Tribe Flag Towers can be constructed on another Kingdom's starting area.

Regular Content

KvK Points+

In Alfheim, 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.

Bloodblade General+

In Alfheim, there are numerous Bloodblade Generals, with levels ranging from 56 to 65. Defeating them will earn you points and other rewards.

Bloodaxe Fiend+

In Alfheim, there are numerous wandering Bloodaxe Fiends, 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+

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

Special Rules

Divine Awakening+

Chiefs can choose to Awaken one of the three Divinities (Heimdall's Divinity, Tyr's Divinity, or Freya’s Divinity). Heimdall's Divinity will grant advantages to rally attacks and garrison defense. Tyr's Divinity will grant advantages to battles on the map. Freya’s Divinity will grant advantages to gathering, and can also provide buffs to all Chiefs in a Team.

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 Lair 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. Members of the same Battalion can launch attacks on other Teams' buildings that are adjacent to Cities belong to their Battalion.

Team Introduction+

In Alfheim, each Kingdom will be divided into four Teams: [Flare], [Granite], [Tide], and [Forest]. The Team that occupies the Lv 8 Lair [Decaywood Palace] will win.

Team Settlement+

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.

Team Relationship+

Players from the same Team will be displayed in a special color on the map.

Season Summon+

After Alfheim's Defense ends, Odin will bestow blessings, and [Hall of Valor] will initiate a 5-day Season Summoning. At the end of Alfheim's Defense, the number of Season Summons each Battalion member can perform will be determined based on the level and quantity of Lairs occupied by the Battalion. During the Season Summoning, there is a chance to obtain legendary Heroes, legendary Mounts, and limited legendary skills.

War Merit+

In Kingdom Mayhem, killing enemy Troops from opposing Teams 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 5 and above will earn War Merits.)

Supply Shop+

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.

Campaign Totem+

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.

Healing Potions+

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.

Regular Building

Team Fortress+

The Team Fortress is the main base for each Team to represent their Expedition to Kingdom Mayhem. Occupy and construct the long-abandoned Team Fortress to restore its former glory. After successfully repairing the Team Fortress, Chiefs can relocate to the Territory of any Tribe within the same Team. Once the Team Fortress is first occupied, it will be contestable every 2 days.

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.

Passes+

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.

Poison Insect Lair+

Poison Insect Lairs are woven from twisted roots and decaying insect eggs, harboring a corrupting power. They gradually erode the surrounding vitality, symbolizing darkness and depravity. Poison Insect Lairs are contestable every 1 days, and once occupied, all members of the Battalion can gain buffs.

Poison Ivy Lair+

Every vine in a Poison Ivy Lairs conceals deadly venom, ready to drag intruders into an abyss of darkness. This is not only a stronghold of the dark elves, but also a deadly domain filled with decay and toxic power. Poison Ivy Lairs are contestable every 1 days, and once occupied, all members of the Battalion can gain buffs.

Corrupt Insect City+

Corrupt Insect Cities are full of piles of rotting corpses and decaying insect eggs. Stepping into this place means walking toward decay and doom, with seemingly no escape, only infinite despair. Corrupt Insect Cities are contestable every 1 days, and once occupied, all members of the Battalion can gain buffs.

Decaywood Palace+

Decaywood Palace, located at the heart of Alfheim, is the source of decay and filth. Legends warn that any intruder who dares to enter will be consumed by eternal darkness, transforming into a skeletal relic of decay. The Decaywood Palace is contestable every 2 days, and once occupied, all members of the Battalion can gain buffs.

Eggrot Chasm+

The Eggrot Chasm will be contestable every 51 hours for 1 hours. Defeat all Troops from other Teams within the Eggrot Chasm to temporarily occupy it. After occupying the Eggrot Chasm, all members of the same Team within the entire Eggrot Chasm area will receive the corresponding points continuously.

Nightrot Forest+

The Nightrot Forest will be contestable every 75 hours for 1 hours. Defeat all Troops from other Teams within the Nightrot Forest to temporarily occupy it. After occupying the Nightrot Forest, all members of the same Team within the entire Nightrot Forest area will receive the corresponding points continuously.

Manor Description+

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.

Air Dock+

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.

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

Elves' Downfall

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 Alfheim will activate immediately. Your Tribe Territory must border a Legion Stronghold to attack it.

02

Recapture the Stronghold

Ends +2d

Duration 1d · offsets from Stage 1 start

Team Fortress

Team Fortress When this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Team Fortresses in Alfheim will activate immediately. Your Tribe Territory must border a Team Fortress to attack it.

Level 57 Bloodblade General

Level 57 Bloodblade General When this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 57 Bloodblade General will randomly refresh within Alfheim.

03

Rebuild the Fortress

Ends +3d

Duration 1d · offsets from Stage 1 start

Eggrot Chasm

Eggrot Chasm When this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Eggrot Chasms in Alfheim will become accessible. Once you defeat all Troops from enemy Teams in the Eggrot Chasm, the countdown for temporarily occupying the Eggrot Chasm will begin.

Air Dock (Team usable)

Air Dock (Team usable) When 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.

Chronicle effect 23

No localized description in this snapshot.

04

Eggrot Chasm

Ends +5d

Duration 2d · offsets from Stage 1 start

Level 5 Pass (Single Direction)

Level 5 Pass (Single Direction) When this Stage ends (regardless of whether the goals were achieved), all Level 5 Passes in Alfheim 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.

Level 58 Bloodblade General

Level 58 Bloodblade General When this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 58 Bloodblade General will randomly refresh within Alfheim.

Shadow Siege I

Shadow Siege I When this Stage of the Chronicles ends (regardless of whether the goals were achieved), the [Shadow Siege I] Tribe event will start. R4 and above members of the Tribe can place the Dark Core. Prepare to defend ourselves against the assault of the dark elves!

05

Breaking Through I

Ends +7d

Duration 2d · offsets from Stage 1 start

Poison Insect Lair (Level 5 Lair)

Poison Insect Lair (Level 5 Lair) When this Stage ends (regardless of whether the goals were achieved), all Poison Insect Lairs in Alfheim will activate immediately. You can only attack a Poison Insect Lair that borders your Tribe Territory.

06

Poison Insect Lair

Ends +9d

Duration 2d · offsets from Stage 1 start

Level 22 Bloodaxe Fiend

Level 22 Bloodaxe Fiend When this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 22 Bloodaxe Fiends will randomly refresh within Alfheim. Only Rallied Troops will be able to launch attacks against Bloodaxe Fiends.

Level 59 Bloodblade General

Level 59 Bloodblade General When this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 59 Bloodblade General will randomly refresh within Alfheim.

07

Purify Filth

Ends +10d

Duration 1d · offsets from Stage 1 start

Level 6 Pass (Single Direction)

Level 6 Pass (Single Direction) When this Stage ends (regardless of whether the goals were achieved), all Level 6 Passes in Alfheim 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.

08

Breaking Through II

Ends +11d

Duration 1d · offsets from Stage 1 start

Level 7 Pass (Single Direction)

Level 7 Pass (Single Direction) When this Stage ends (regardless of whether the goals were achieved), all Level 7 Passes in Alfheim 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.

Level 60 Bloodblade General

Level 60 Bloodblade General When this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 60 Bloodblade General will randomly refresh within Alfheim.

Shadow Siege II

Shadow Siege II When this Stage of the Chronicles ends (regardless of whether the goals were achieved), the [Shadow Siege II] Tribe event will start. R4 and above members of the Tribe can place the Dark Core. Prepare to defend ourselves against the assault of the dark elves!

09

Breaking Through III

Ends +13d

Duration 2d · offsets from Stage 1 start

Poison Ivy Lair (Level 6 Lair)

Poison Ivy Lair (Level 6 Lair) When this Stage ends (regardless of whether the goals were achieved), all Poison Ivy Lairs in Alfheim will activate immediately. You can only attack a Poison Ivy Lair that borders your Tribe Territory.

10

Poison Ivy Lair

Ends +15d

Duration 2d · offsets from Stage 1 start

Level 23 Bloodaxe Fiend

Level 23 Bloodaxe Fiend When this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 23 Bloodaxe Fiends will randomly refresh within Alfheim. Only Rallied Troops will be able to launch attacks against Bloodaxe Fiends.

Level 61 Bloodblade General

Level 61 Bloodblade General When this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 61 Bloodblade General will randomly refresh within Alfheim.

11

Initial Phase Settlement

Ends +17d

Duration 2d · offsets from Stage 1 start

Corrupt Insect City (Level 7 Lair)

Corrupt Insect City (Level 7 Lair) When this Stage ends (regardless of whether the goals were achieved), all Corrupt Insect Cities in Alfheim will activate immediately. You can only attack a Corrupt Insect City that borders your Tribe Territory.

12

Corrupt Insect City

Ends +19d

Duration 2d · offsets from Stage 1 start

Nightrot Forest

Nightrot Forest When this Stage ends (regardless of whether the goals were achieved), all Nightrot Forests in Alfheim will activate immediately. Once you defeat all Troops from enemy Team members within the Nightrot Forest, the countdown to temporarily occupy the Nightrot Forest will begin.

Shadow Siege III

Shadow Siege III When this Stage of the Chronicles ends (regardless of whether the goals were achieved), the [Shadow Siege III] Tribe event will start. R4 and above members of the Tribe can place the Dark Core. Prepare to defend ourselves against the assault of the dark elves!

13

Nightrot Forest

Ends +20d

Duration 1d · offsets from Stage 1 start

Level 4 Pass (Single Direction)

Level 4 Pass (Single Direction) When this Stage ends (regardless of whether the goals were achieved), all Level 4 Passes in Alfheim 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.

Level 62 Bloodblade General

Level 62 Bloodblade General When this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 62 Bloodblade General will randomly refresh within Alfheim.

14

Breaking Through IV

Ends +22d

Duration 2d · offsets from Stage 1 start

Level 7 Pass (Fully Open)

Level 7 Pass (Fully Open) When this Stage ends (regardless of whether the goals were achieved), all Level 7 Passes in Alfheim 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.

Level 24 Bloodaxe Fiend

Level 24 Bloodaxe Fiend When this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 23 Bloodaxe Fiends will randomly refresh within Alfheim. Only Rallied Troops will be able to launch attacks against Bloodaxe Fiends.

15

Strategic Conquest

Ends +23d

Duration 1d · offsets from Stage 1 start

Level 8 Pass (Single Direction)

Level 8 Pass (Single Direction) When this Stage ends (regardless of whether the goals were achieved), all Level 8 Passes in Alfheim 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.

Lifting of Decaywood Palace Area Restrictions

Lifting of Decaywood Palace Area Restrictions When this Stage ends, the restrictions in the Decaywood Palace area will be lifted, and Tribes can build Tribe Flag Towers in the Decaywood Palace area, as well as relocate there.

16

Capturing Cities and Lands

Ends +25d

Duration 2d · offsets from Stage 1 start

Decaywood Palace (Level 8 Lair)

Decaywood Palace (Level 8 Lair) When this Stage ends (regardless of whether the goals were achieved), the Decaywood Palace located at the center of Alfheim will activate immediately. You can only attack the Decaywood Palace that borders your Tribe Territory.

Level 63 Bloodblade General

Level 63 Bloodblade General When this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 63 Bloodblade General will randomly refresh within Alfheim.

Shadow Siege IV

Shadow Siege IV When this Stage of the Chronicles ends (regardless of whether the goals were achieved), the [Shadow Siege IV] Tribe event will start. R4 and above members of the Tribe can place the Dark Core. Prepare to defend ourselves against the assault of the dark elves!

17

Mid-Phase Settlement

Ends +30d

Duration 5d · offsets from Stage 1 start

Level 8 Pass (Fully Open)

Level 8 Pass (Fully Open) When this Stage ends (regardless of whether the goals were achieved), all Level 8 Passes in Alfheim 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.

Level 25 Bloodaxe Fiend

Level 25 Bloodaxe Fiend When this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 24 Bloodaxe Fiends will randomly refresh within Alfheim. Only Rallied Troops will be able to launch attacks against Bloodaxe Fiends.

18

Pursuit of Victory

Ends +33d

Duration 3d · offsets from Stage 1 start

Level 5 Pass (Fully Open)

Level 5 Pass (Fully Open) When this Stage ends (regardless of whether the goals were achieved), all Level 5 Passes in Alfheim 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.

Level 64 Bloodblade General

Level 64 Bloodblade General When this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 64 Bloodblade General will randomly refresh within Alfheim.

Shadow Siege V

Shadow Siege V When this Stage of the Chronicles ends (regardless of whether the goals were achieved), the [Shadow Siege V] Tribe event will start. R4 and above members of the Tribe can place the Dark Core. Prepare to defend ourselves against the assault of the dark elves!

19

Eliminate Decay

Ends +36d

Duration 3d · offsets from Stage 1 start

Level 65 Bloodblade General

Level 65 Bloodblade General When this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 65 Bloodblade General will randomly refresh within Alfheim.

20

Eliminate Filth

Ends +38d

Duration 2d · offsets from Stage 1 start

Level 4 Pass (Fully Open)

Level 4 Pass (Fully Open) When this Stage ends (regardless of whether the goals were achieved), all Level 4 Passes in Alfheim 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.

21

Final Settlement

Ends +40d

Duration 2d · 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 8

Decaywood Palace

1 mapped site

First linked milestone: after stage 16
LEVEL 8

Level 8 Pass

4 mapped sites

First linked milestone: after stage 15
LEVEL 7

Corrupt Insect City

4 mapped sites

First linked milestone: after stage 11
LEVEL 7

Level 7 Pass

8 mapped sites

First linked milestone: after stage 8
LEVEL 7

Medium Checkpoint

8 mapped sites

Timing: consult the scenario rules
LEVEL 7

Nightrot Forest

2 mapped sites

First linked milestone: after stage 12
LEVEL 6

Poison Ivy Lair

4 mapped sites

First linked milestone: after stage 9
LEVEL 6

Level 6 Pass

8 mapped sites

First linked milestone: after stage 7
LEVEL 5

Team Fortress

4 mapped sites

First linked milestone: after stage 2
LEVEL 5

Legion Stronghold

8 mapped sites

First linked milestone: after stage 1
LEVEL 5

Level 5 Pass

8 mapped sites

First linked milestone: after stage 4
LEVEL 5

Air Dock

28 mapped sites

Timing: consult the scenario rules
LEVEL 5

Poison Insect Lair

4 mapped sites

First linked milestone: after stage 5
LEVEL 5

War Air Dock

16 mapped sites

Timing: consult the scenario rules
LEVEL 5

Small Checkpoint

8 mapped sites

Timing: consult the scenario rules
LEVEL 5

Eggrot Chasm

2 mapped sites

First linked milestone: after stage 3
LEVEL 4

Level 4 Pass

4 mapped sites

First linked milestone: after stage 13

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

121 locations mapped; 61 objectives have a qualified Chronicle milestone link. Recurring attack windows, current ownership and all declaration rules are not automatically scheduled.