VRA ATLASFree tools · no account needed

CONQUEST

Baldr's Redemption

The Goddess of Fate prophesied that the God of Light, Baldr, will die. Upon learning this, Frigg requested all things to swear that they would never harm Baldr. Giant hammers, sharp arrows, heavy stones... even flowers swore never to harm Baldr. All except the mistletoe growing near Valhalla. The plant was so insignificant that Frigg neglected to make it take her vow. With the vows made and contracts sealed, Frigg believed all was well. However, while Baldr was playing with his brother Hodr one day, the latter threw a mistletoe at Baldr. As the mistletoe left Hodr's hand, it transformed into a sharp spear that pierced Baldr's heart... As Baldr did not die in battle, his soul was unable to ascend to Valhalla as an Einherjar. Instead, it went to the Underworld. Frigg went to the Underworld to demand Baldr's soul, but the Queen of the Underworld, Hela, set a condition: only when all people in the world fight for Baldr and their collective fighting spirit illuminates the golden peak of the Sanctum of Light, will Baldr's soul return to Valhalla! Great warriors, gather your fighting spirit for Light, and battle to save Baldr!

187 objectives23 stages · 40 days
Draw your campaign plan
Native tactical geometry of Baldr's RedemptionNative-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 Valhalla when their Chief Hall reaches level 24. Relocating to Valhalla is free, but relocating out of Valhalla will cost 1 Random Relocator.

City Territory Description+

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

Tribe Buildings+

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

Regular Content

KvK Points+

In Valhalla, 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.

Dawn Watcher+

In Valhalla, there are Dawn Watchers, with levels ranging from 56 to 65. Defeating them can earn you points and other rewards.

Lightflame Beast+

In Valhalla, there are numerous Lightflame Beasts, with levels ranging from 21 to 25. Only by initiating a Rally attack can they be defeated, and defeating them will yield lots of rewards.

Resource Points+

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

Special Rules

Changing Times+

Valhalla will constantly alternate between [War Period] and [Armament Period] throughout the entire season. By choosing the appropriate Period Strategies according to each period, you can greatly enhance your campaign.

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 Sanctum 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 belonging to their Battalion.

Team Introduction+

In Valhalla, 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 8 Sanctum: [Sanctum of Light] at the end of the event wins.

Team Captain+

The Team Captain is elected through voting by the Kings of the three Kingdoms in the Team. In case of a tie, the Kingdom that ranks higher based on Preparation Battle Points will be declared the winner of the vote.

Team Path+

The Team Captain can allocate the starting areas in Kingdom Mayhem for each Kingdom's members in their Team. The members can relocate to their starting areas.

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 Baldr's Redemption ends, the gods will bestow blessings, opening the Hall of Valor for 5 days of Season Summon. The levels and quantity of Sanctums occupied by each Tribe at the end of the Trial will determine the number of Season Summons the Tribe's members can perform. During Season Summons, there is a chance to obtain Legendary Heroes, Legendary exclusive Skills, Legendary Divine Jewels, etc.

War Merit+

In Kingdom Mayhem, killing enemy Troops from opposing Teams earns War Merit. Different Troop tiers correspond to different amounts of War Merit. War Merit can be exchanged for uncommon items and War Materials in both the [War Merit Shop] and [Supply Shop]. (Only killing Troops Tier 4 and above will earn War Merit.)

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.

Divine Totem+

In Kingdom Mayhem, Odin will bestow blessings upon every brave Viking Chief who fights in the campaign. Chiefs can construct Campaign Totems within their Territories and obtain blessings from Odin 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

Kingdom Fortress+

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. After its initial occupation, the Kingdom Fortress will become 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.

Divine Realm's Gate+

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.

Sanctum of Dawn+

The Sanctum of Dawn is one of the trial locations in [Baldr's Redemption]. Warriors must conquer the Sanctum of Dawn before advancing to the Sanctum of Daylight. The Sanctum of Dawn opens for contention every 1 days. Once occupied, all members of the occupying Battalion will receive buffs.

Sanctum of Daylight+

The Sanctum of Daylight is one of the trial locations in [Baldr's Redemption]. Warriors must conquer the Sanctum of Daylight before advancing to the Sanctum of Twilight. The Sanctum of Daylight opens for contention every 1 days. Once occupied, all members of the occupying Battalion will receive buffs.

Sanctum of Twilight+

The Sanctum of Twilight is one of the trial locations in [Baldr's Redemption]. This sacred site marks the place where Baldr fell, struck in the heart by a mistletoe-turned-spear. Defeat the Sanctum of Twilight's defenders to accumulate fighting spirit for the Light. The Sanctum of Twilight opens for contention every 2 days. Once occupied, all members of the occupying Battalion will receive buffs.

Sanctum of Light+

The Sanctum of Light is the sacred dwelling of Baldr, the God of Light. When the people's collective fighting spirit ignites the golden peak of the Sanctum of Light, the God of Light shall be reborn. The Sanctum of Light opens for contention every 3 days. Once occupied, all members of the occupying Battalion will receive buffs.

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.

Rainbow Bridge+

A number of Gems must be offered to pass through the Rainbow Bridge. The Rainbow Bridge is a single direction access building, and be used without being adjacent to the Tribe Territory. Only Troops 5th tier and above can pass through Rainbow Bridge.

Mistletoe Sanctum+

The Mistletoe Sanctum opens every 51 hours for 1 hours. Defeat all Troops from enemy Teams' Chiefs within the Mistletoe Sanctum to temporarily occupy it. Once occupied, all members of the same Team within the Mistletoe Sanctum area will continuously earn points.

White Night Sanctum+

The White Night Sanctum opens every 75 hours for 1 hours. Defeat all Troops from enemy Teams' Chiefs within the White Night Sanctum to temporarily occupy it. Once occupied, all members of the same Team within the White Night Sanctum area will continuously earn points.

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

The Search for Light

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 Valhalla 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

Kingdom Fortress

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

Level 57 Dawn Watcher

Level 57 Dawn Watcher When this Stage ends (regardless of whether the goals were achieved), Level 57 Dawn Watchers will randomly respawn within Valhalla.

03

Rebuild the Fortress

Ends +3d

Duration 1d · offsets from Stage 1 start

Mistletoe Sanctum

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

Chronicle effect 23

No localized description in this snapshot.

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.

04

Mistletoe Sanctum

Ends +4d

Duration 1d · 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 Valhalla 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 Dawn Watcher

Level 58 Dawn Watcher When this Stage ends (regardless of whether the goals were achieved), Level 58 Dawn Watchers will randomly respawn within Valhalla.

05

Battle of Light I

Ends +5d

Duration 1d · offsets from Stage 1 start

Sanctum of Dawn (Level 5 Sanctum)

Sanctum of Dawn (Level 5 Sanctum) When this Stage ends (regardless of whether the goals were achieved), all Sanctums of Dawn in Valhalla will activate immediately. You can only attack a Sanctum of Dawn that borders your Tribe Territory.

06

Sanctum of Dawn

Ends +7d

Duration 2d · offsets from Stage 1 start

Level 22 Lightflame Beast

Level 22 Lightflame Beast When this Stage ends (regardless of whether the goals were achieved), Level 22 Lightflame Beasts will randomly respawn within Valhalla. Lightflame Beasts consist of {0} Level {1} units, and only Rallied Troops will be able to launch attacks against them.

Level 59 Dawn Watcher

Level 59 Dawn Watcher When this Stage ends (regardless of whether the goals were achieved), Level 59 Dawn Watchers will randomly respawn within Valhalla.

07

High Fighting Spirit

Ends +9d

Duration 2d · 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 Valhalla 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

Battle of Light II

Ends +10d

Duration 1d · offsets from Stage 1 start

Sanctum of Daylight (Level 6 Sanctum)

Sanctum of Daylight (Level 6 Sanctum) When this Stage ends (regardless of whether the goals were achieved), all Sanctums of Daylight in Valhalla will activate immediately. You can only attack a Sanctum of Daylight that borders your Tribe Territory.

Level 60 Dawn Watcher

Level 60 Dawn Watcher When this Stage ends (regardless of whether the goals were achieved), Level 60 Dawn Watchers will randomly respawn within Valhalla.

09

Sanctum of Daylight

Ends +12d

Duration 2d · offsets from Stage 1 start

Level 5 Rainbow Bridge accessible

Level 5 Rainbow Bridge accessible When this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Level 5 Rainbow Bridges in Valhalla will be open for passage. Offer a number of Gems to cross the Rainbow Bridge and reach the area on the other side. You can only enter the Rainbow Bridge from the entrance and leave from the exit.

10

Initial Phase Settlement

Ends +14d

Duration 2d · offsets from Stage 1 start

Level 23 Lightflame Beast

Level 23 Lightflame Beast When this Stage ends (regardless of whether the goals were achieved), Level 23 Lightflame Beasts will randomly respawn within Valhalla. Lightflame Beasts consist of {0} Level {1} units, and only Rallied Troops will be able to launch attacks against them.

Level 61 Dawn Watcher

Level 61 Dawn Watcher When this Stage ends (regardless of whether the goals were achieved), Level 61 Dawn Watchers will randomly respawn within Valhalla.

11

Consolidate the Win

Ends +16d

Duration 2d · 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 Valhalla 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.

12

Battle of Light III

Ends +17d

Duration 1d · offsets from Stage 1 start

Sanctum of Twilight (Level 7 Sanctum)

Sanctum of Twilight (Level 7 Sanctum) When this Stage ends (regardless of whether the goals were achieved), all Sanctums of Twilight in Valhalla will activate immediately. You can only attack a Sanctum of Twilight that borders your Tribe Territory.

13

Sanctum of Twilight

Ends +19d

Duration 2d · offsets from Stage 1 start

Level 6 Rainbow Bridge accessible

Level 6 Rainbow Bridge accessible When this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Level 6 Rainbow Bridges in Valhalla will be open for passage. Offer a number of Gems to cross the Rainbow Bridge and reach the area on the other side. You can only enter the Rainbow Bridge from the entrance and leave from the exit.

Level 62 Dawn Watcher

Level 62 Dawn Watcher When this Stage ends (regardless of whether the goals were achieved), Level 62 Dawn Watchers will randomly respawn within Valhalla.

14

Going All Out

Ends +21d

Duration 2d · 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 Valhalla 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 Sanctum of Light Area Restrictions

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

15

Battle of Light IV

Ends +22d

Duration 1d · offsets from Stage 1 start

White Night Sanctum

White Night Sanctum When this Stage ends (regardless of whether the goals were achieved), all White Night Sanctums in Valhalla will activate immediately. Once you defeat all Troops from enemy Team members within the White Night Sanctum, the countdown to temporarily occupy the White Night Sanctum will begin.

Level 24 Lightflame Beast

Level 24 Lightflame Beast When this Stage ends (regardless of whether the goals were achieved), Level 24 Lightflame Beasts will randomly respawn within Valhalla. Lightflame Beasts consist of {0} Level {1} units, and only Rallied Troops will be able to launch attacks against them.

16

Strategic Conquest

Ends +23d

Duration 1d · offsets from Stage 1 start

Sanctum of Light (Level 8 Sanctum)

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

Level 63 Dawn Watcher

Level 63 Dawn Watcher When this Stage ends (regardless of whether the goals were achieved), Level 63 Dawn Watchers will randomly respawn within Valhalla.

17

Sanctum of Light

Ends +26d

Duration 3d · offsets from Stage 1 start

Level 7 Rainbow Bridge accessible

Level 7 Rainbow Bridge accessible When this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Level 7 Rainbow Bridges in Valhalla will be open for passage. Offer a number of Gems to cross the Rainbow Bridge and reach the area on the other side. You can only enter the Rainbow Bridge from the entrance and leave from the exit.

Level 25 Lightflame Beast

Level 25 Lightflame Beast When this Stage ends (regardless of whether the goals were achieved), Level 25 Lightflame Beasts will randomly respawn within Valhalla. Lightflame Beasts consist of {0} Level {1} units, and only Rallied Troops will be able to launch attacks against them.

18

Mid-Phase Settlement

Ends +29d

Duration 3d · 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 Valhalla 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 Dawn Watcher

Level 64 Dawn Watcher When this Stage ends (regardless of whether the goals were achieved), Level 64 Dawn Watchers will randomly respawn within Valhalla.

19

Capturing Cities and Lands

Ends +31d

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 Valhalla 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.

20

Press the Advantage

Ends +33d

Duration 2d · offsets from Stage 1 start

Level 6 Pass (Fully Open)

Level 6 Pass (Fully Open) When this Stage ends (regardless of whether the goals were achieved), all Level 6 Passes in Valhalla 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 65 Dawn Watcher

Level 65 Dawn Watcher When this Stage ends (regardless of whether the goals were achieved), Level 65 Dawn Watchers will randomly respawn within Valhalla.

21

Dispel Darkness

Ends +35d

Duration 2d · 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 Valhalla 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.

22

Battle of Light V

Ends +37d

Duration 2d · offsets from Stage 1 start

23

Final Settlement

Ends +40d

Duration 3d · 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

Sanctum of Light

1 mapped site

First linked milestone: after stage 16
LEVEL 8

Level 8 Pass

6 mapped sites

First linked milestone: after stage 14
LEVEL 7

Level 7 Pass

10 mapped sites

First linked milestone: after stage 11
LEVEL 7

Rainbow Bridge (Entrance)

12 mapped sites

First linked milestone: after stage 17
LEVEL 7

Rainbow Bridge (Exit)

12 mapped sites

First linked milestone: after stage 17
LEVEL 7

Sanctum of Twilight

2 mapped sites

First linked milestone: after stage 12
LEVEL 7

White Night Sanctum

2 mapped sites

First linked milestone: after stage 15
LEVEL 7

Medium Checkpoint

4 mapped sites

Timing: consult the scenario rules
LEVEL 6

Level 6 Pass

12 mapped sites

First linked milestone: after stage 7
LEVEL 6

Rainbow Bridge (Entrance)

8 mapped sites

First linked milestone: after stage 13
LEVEL 6

Rainbow Bridge (Exit)

8 mapped sites

First linked milestone: after stage 13
LEVEL 6

Sanctum of Daylight

4 mapped sites

First linked milestone: after stage 8
LEVEL 5

Kingdom Fortress

6 mapped sites

First linked milestone: after stage 2
LEVEL 5

Legion Stronghold

12 mapped sites

First linked milestone: after stage 1
LEVEL 5

Level 5 Pass

12 mapped sites

First linked milestone: after stage 4
LEVEL 5

Air Dock

36 mapped sites

Timing: consult the scenario rules
LEVEL 5

Sanctum of Dawn

10 mapped sites

First linked milestone: after stage 5
LEVEL 5

Rainbow Bridge (Exit)

8 mapped sites

First linked milestone: after stage 9
LEVEL 5

Rainbow Bridge (Entrance)

8 mapped sites

First linked milestone: after stage 9
LEVEL 5

Mistletoe Sanctum

2 mapped sites

First linked milestone: after stage 3
LEVEL 5

Small Checkpoint

4 mapped sites

Timing: consult the scenario rules
LEVEL 5

War Air Dock

8 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

187 locations mapped; 135 objectives have a qualified Chronicle milestone link. Recurring attack windows, current ownership and all declaration rules are not automatically scheduled.