Darkness and death hide beneath the rolling clouds, as Hela's conspiracy to consume the world gradually unfolds. The demon wolf Fenrir, the devourer of gods, has answered her summons and is attempting to break free from the chains of its fate. Fenrir's howl has awakened the response of its offspring; Hati, who seeks to consume the sun and extinguish its light, and Skoll, who seeks to consume the moon and steal its radiance.
It's time, brave Viking warriors, to take up your weapons and rush to the Judgment Hall, to suppress Fenrir and keep Midgard safe.
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+
When the Chief Hall reaches Lv 24, you can relocate to the Lyngvi Judgment Court. Relocating to the Judgment Court does not require any items, but relocating out of the Judgment Court will consume 1 Random Relocator.
City Territory Description+
When in the Judgment Hall, 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 Team. (Fixed Relocator cannot be used in the Judgment Hall).
Tribe Buildings+
In the Judgment Hall, Tribes can expand their Tribe Territory by building Forts and Tribe Flag Towers. In the starting areas of other Kingdoms, only Tribe Flag Towers can be built.
Regular Content
KvK Points+
In the Judgment Hall, you can earn points through various actions. Points are divided into Member Credit, 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.
Bone Priest+
In the Judgment Hall, there are numerous Bone Priests, with levels ranging from 56 to 65. Defeating them will earn you points and other rewards.
Underworld Rider+
In the Judgment Hall, there are numerous Underworld Riders, 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+
The Judgment Hall is rich in resources, and the Resource Point levels here are a lot better compared to the original Kingdom.
Special Rules
Changing Times+
The Judgment Hall is facing extreme times, and the entire season will be constantly changing between [Strife Period] and [Rest Period]. By choosing the appropriate timing and strategy, you can greatly enhance your campaign.
Battalion Introduction+
Form a tight Battalion with Tribes from the same Team, Reinforcing and Rallying with on another, and participate in even larger battles. Share the bonuses of the Sacrificial Stones, and strive for victory.
Team Introduction+
In Fenrir's Judgment, each Kingdom will be divided into four Teams: [Flare], [Granite], [Tide], and [Forest]. The Team that occupies the Lv 8 Sacrificial Stone [Fenrir's Judgment] 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 Fenrir's Judgment ends, the gods will bestow blessings, and [Hall of Valor] will initiate a 5-day Season Summoning. At the end of Fenrir's Judgment, the number of Season Summons each Battalion member can perform will be determined based on the level and quantity of Sacrificial Stones 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 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.
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 Kingdom to represent their Team's 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.
Howling Sacrificial Stone+
The Howling Sacrificial Stone has carvings of Fenrir and is composed of stones with dark power. It is said that the Queen of the Underworld, Hela, used the Howling Sacrificial Stone to help Fenrir gather its offspring in order to capture the Lyngvi Judgment Hall.
The Howling Sacrificial Stone is contestable every 1 days. After occupying it, all members of the Battalion can gain buff effects.
Shadowy Sacrificial Stone+
The crystal pillar of the Shadowy Sacrificial Stone contains an incantation of the Queen of the Underworld, Hela. It is said that when wild wolves undergo a sacrificial ritual at the Shadowy Sacrificial Stone, they transform into ferocious Shadow Wolves and attack the Vikings.
The Shadowy Sacrificial Stone is contestable every 1 days. After occupying it, all members of the Battalion can gain buff effects.
Wolf Guardian Sacrificial Stone+
The Spiritual Sacrificial Stone is protected by a powerful darkness. It is said that the spirit of Fenrir roams within it, and any monsters that have seen its spirit are transformed into evil monsters.
The Spiritual Sacrificial Stone is contestable every 2 days. After occupying it, all members of the Battalion can gain buff effects.
Fenrir's Purgatory+
Fenrir's Purgatory is located in the center of the Judgment Hall. It used to be bright and warm, but after the invasion of dark forces, it has become gloomy and terrifying, with eerie runes and horrifying claw marks everywhere.
Fenrir's Purgatory is contestable every 3 days. After occupying it, all members of the Battalion can gain buff effects.
Lunar Eclipse Sacrificial Stone+
The Lunar Eclipse Sacrificial Stone is contestable every 51 hours for 1 hours. After driving away enemy Team Chief's Troops from the Lunar Eclipse Sacrificial Stone area, the Sacrificial Stone can be temporarily occupied. After occupying the Lunar Eclipse Sacrificial Stone, all members of the same Team within the area will continue to receive corresponding points.
Solar Eclipse Sacrificial Stone+
The Solar Eclipse Sacrificial Stone is contestable every 75 hours for 1 hours. After driving away enemy Team Chief's Troops from the Solar Eclipse Sacrificial Stone area, the Sacrificial Stone can be temporarily occupied. After occupying the Solar Eclipse Sacrificial Stone, all members of the same Team within the area will continue to receive corresponding points.
Manor+
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.
Legion Stronghold
When this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Legion Strongholds in Judgment Hall will activate immediately. Your Tribe Territory must border a Legion Stronghold to attack it.
02
Turbulent Times
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 Judgment Hall will activate immediately. Your Tribe Territory must border a Team Fortress to attack it.
Level 57 Bone Priest
Level 57 Bone Priest
When this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 57 Bone Priests will randomly refresh within the Judgment Hall.
03
Team Glory
Ends +3d
Duration 1d · offsets from Stage 1 start
Lunar Eclipse Sacrificial Stone
Lunar Eclipse Sacrificial Stone
When this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Lunar Eclipse Sacrificial Stones in Judgment Hall will activate immediately. Defeat all Troops from other Teams at the Lunar Eclipse Sacrificial Stone to automatically trigger the temporary occupation timer.
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
Perilous Battle I
Ends +4d
Duration 1d · offsets from Stage 1 start
Level 4 Pass (Single Direction)
Level 4 Pass (Single Direction)
When this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Level 4 Passes in Judgment Hall will become 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 Bone Priest
Level 58 Bone Priest
When this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 58 Bone Priests will randomly refresh within the Judgment Hall.
05
Breaking Through I
Ends +5d
Duration 1d · offsets from Stage 1 start
Howling Sacrificial Stone (Lv 5 Sacrificial Stone)
Howling Sacrificial Stone (Lv 5 Sacrificial Stone)
When this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Howling Sacrificial Stones in Judgment Hall will activate immediately. Your Tribe Territory must border a Howling Sacrificial Stone to attack it.
06
Howling Sacrificial Stone
Ends +8d
Duration 3d · offsets from Stage 1 start
Level 5 Pass (Single Direction)
Level 5 Pass (Single Direction)
When this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Level 5 Passes in Judgment Hall will become 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 59 Bone Priest
Level 59 Bone Priest
When this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 59 Bone Priests will randomly refresh within the Judgment Hall.
07
Breaking Through II
Ends +9d
Duration 1d · offsets from Stage 1 start
Shadowy Sacrificial Stone (Lv 6 Sacrificial Stone)
Shadowy Sacrificial Stone (Lv 6 Sacrificial Stone)
When this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Shadowy Sacrificial Stones in Judgment Hall will activate immediately. Your Tribe Territory must border a Shadowy Sacrificial Stone to attack it.
08
Shadowy Sacrificial Stone
Ends +10d
Duration 1d · offsets from Stage 1 start
Level 22 Underworld Rider
Level 22 Underworld Rider
When this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 22 Underworld Rider will randomly refresh within the Judgment Hall. Underworld Riders consist of {0} Level {1} units and only Rallied Troops will be able to launch attacks against them.
Level 60 Bone Priest
Level 60 Bone Priest
When this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 60 Bone Priests will randomly refresh within the Judgment Hall.
09
Rival Confrontation I
Ends +12d
Duration 2d · offsets from Stage 1 start
Level 6 Pass (Single Direction)
Level 6 Pass (Single Direction)
When this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Level 6 Passes in Judgment Hall will become 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.
10
Breaking Through III
Ends +13d
Duration 1d · offsets from Stage 1 start
Wolf Guardian Sacrificial Stone (Lv 7 Sacrificial Stone)
Wolf Guardian Sacrificial Stone (Lv 7 Sacrificial Stone)
When this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Wolf Guardian Sacrificial Stones in Judgment Hall will activate immediately. Your Tribe Territory must border a Wolf Guardian Sacrificial Stone to attack it.
Level 61 Bone Priest
Level 61 Bone Priest
When this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 61 Bone Priests will randomly refresh within the Judgment Hall.
11
Wolf Guardian Sacrificial Stone
Ends +14d
Duration 1d · offsets from Stage 1 start
12
Initial Phase Settlement
Ends +16d
Duration 2d · offsets from Stage 1 start
Level 23 Underworld Rider
Level 23 Underworld Rider
When this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 23 Underworld Rider will randomly refresh within the Judgment Hall. Underworld Riders consist of {0} Level {1} units and only Rallied Troops will be able to launch attacks against them.
Level 62 Bone Priest
Level 62 Bone Priest
When this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 62 Bone Priests will randomly refresh within the Judgment Hall.
13
Rival Confrontation II
Ends +17d
Duration 1d · offsets from Stage 1 start
Solar Eclipse Sacrificial Stone
Solar Eclipse Sacrificial Stone
When this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Solar Eclipse Sacrificial Stones in Judgment Hall will activate immediately. Defeat all Troops from other Teams at the Solar Eclipse Sacrificial Stone to automatically trigger the temporary occupation timer.
14
Perilous Battle II
Ends +20d
Duration 3d · offsets from Stage 1 start
Level 7 Pass (Single Direction)
Level 7 Pass (Single Direction)
When this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Level 7 Passes in Judgment Hall will become 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.
Purgatory area restrictions lifted
Purgatory area restrictions lifted
When this Stage of the Chronicles ends, restrictions on Fenrir's Purgatory area will be lifted. Each Tribe can build their Tribe Flag Tower within the Fenrir's Purgatory area, and relocate there.
Level 63 Bone Priest
Level 63 Bone Priest
When this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 63 Bone Priests will randomly refresh within the Judgment Hall.
15
Breaking Through IV
Ends +22d
Duration 2d · offsets from Stage 1 start
Fenrir's Purgatory (Lv 8 Sacrificial Stone)
Fenrir's Purgatory (Lv 8 Sacrificial Stone)
When this Stage of the Chronicles ends (regardless of whether the goals were achieved), Fenrir's Purgatory at the center of Judgment Hall will activate immediately. Your Tribe Territory must border Fenrir's Purgatory to attack it.
16
Mid-Phase Settlement
Ends +24d
Duration 2d · offsets from Stage 1 start
Level 7 Pass (Fully Open)
Level 7 Pass (Fully Open)
When this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Level 7 Passes in Judgment Hall 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.
17
Strategic Conquest
Ends +28d
Duration 4d · offsets from Stage 1 start
Level 24 Underworld Rider
Level 24 Underworld Rider
When this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 24 Underworld Rider will randomly refresh within the Judgment Hall. Underworld Riders consist of {0} Level {1} units and only Rallied Troops will be able to launch attacks against them.
Level 64 Bone Priest
Level 64 Bone Priest
When this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 64 Bone Priests will randomly refresh within the Judgment Hall.
18
Rival Confrontation III
Ends +32d
Duration 4d · offsets from Stage 1 start
Level 6 Pass (Fully Open)
Level 6 Pass (Fully Open)
When this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Level 6 Passes in Judgment Hall 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.
19
Capturing Cities and Lands
Ends +34d
Duration 2d · offsets from Stage 1 start
Level 8 Pass (Fully Open)
Level 8 Pass (Fully Open)
When this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Level 8 Passes in Judgment Hall 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
Infiltration
Ends +36d
Duration 2d · offsets from Stage 1 start
Level 25 Underworld Rider
Level 25 Underworld Rider
When this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 25 Underworld Rider will randomly refresh within the Judgment Hall. Underworld Riders consist of {0} Level {1} units and only Rallied Troops will be able to launch attacks against them.
Level 65 Bone Priest
Level 65 Bone Priest
When this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 65 Bone Priests will randomly refresh within the Judgment Hall.
21
Rival Confrontation IV
Ends +37d
Duration 1d · offsets from Stage 1 start
Level 5 Pass (Fully Open)
Level 5 Pass (Fully Open)
When this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Level 5 Passes in Judgment Hall 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
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
Fenrir's Purgatory
1 mapped site
First linked milestone: after stage 15LEVEL 8
Level 8 Pass
12 mapped sites
First linked milestone: after stage 19LEVEL 7
Medium Checkpoint
8 mapped sites
Timing: consult the scenario rulesLEVEL 7
Solar Eclipse Sacrificial Stone
2 mapped sites
First linked milestone: after stage 13LEVEL 7
Wolf Guardian Sacrificial Stone
2 mapped sites
First linked milestone: after stage 10LEVEL 7
Level 7 Pass
4 mapped sites
First linked milestone: after stage 14LEVEL 6
Shadowy Sacrificial Stone
8 mapped sites
First linked milestone: after stage 7LEVEL 6
Level 6 Pass
8 mapped sites
First linked milestone: after stage 9LEVEL 5
Team Fortress
4 mapped sites
First linked milestone: after stage 2LEVEL 5
Legion Stronghold
8 mapped sites
First linked milestone: after stage 1LEVEL 5
Level 5 Pass
16 mapped sites
First linked milestone: after stage 6LEVEL 5
Air Dock
40 mapped sites
Timing: consult the scenario rulesLEVEL 5
Howling Sacrificial Stone
4 mapped sites
First linked milestone: after stage 5LEVEL 5
Small Checkpoint
8 mapped sites
Timing: consult the scenario rulesLEVEL 5
Lunar Eclipse Sacrificial Stone
2 mapped sites
First linked milestone: after stage 3LEVEL 5
War Air Dock
16 mapped sites
Timing: consult the scenario rulesLEVEL 4
Level 4 Pass
16 mapped sites
First linked milestone: after stage 4
FOR YOUR TEAM, YOUR BRIEFING, YOUR ANALYSIS
Take the map with you.
High-resolution tactical maps for your team’s plans and briefings.
159 locations mapped; 87 objectives have a qualified Chronicle milestone link. Recurring attack windows, current ownership and all declaration rules are not automatically scheduled.