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CONQUEST

Fenrir's Judgment

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.

159 objectives22 stages · 40 days
Draw your campaign plan
Native tactical geometry of Fenrir's JudgmentNative-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+

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.

WATCH THE STAGE END, NOT JUST THE DAY

Chronicles & opening milestones

Add your UTC calendar anchor
01

Embers of War

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 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 15
LEVEL 8

Level 8 Pass

12 mapped sites

First linked milestone: after stage 19
LEVEL 7

Medium Checkpoint

8 mapped sites

Timing: consult the scenario rules
LEVEL 7

Solar Eclipse Sacrificial Stone

2 mapped sites

First linked milestone: after stage 13
LEVEL 7

Wolf Guardian Sacrificial Stone

2 mapped sites

First linked milestone: after stage 10
LEVEL 7

Level 7 Pass

4 mapped sites

First linked milestone: after stage 14
LEVEL 6

Shadowy Sacrificial Stone

8 mapped sites

First linked milestone: after stage 7
LEVEL 6

Level 6 Pass

8 mapped sites

First linked milestone: after stage 9
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

16 mapped sites

First linked milestone: after stage 6
LEVEL 5

Air Dock

40 mapped sites

Timing: consult the scenario rules
LEVEL 5

Howling Sacrificial Stone

4 mapped sites

First linked milestone: after stage 5
LEVEL 5

Small Checkpoint

8 mapped sites

Timing: consult the scenario rules
LEVEL 5

Lunar Eclipse Sacrificial Stone

2 mapped sites

First linked milestone: after stage 3
LEVEL 5

War Air Dock

16 mapped sites

Timing: consult the scenario rules
LEVEL 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.

4096px PNGScalable SVGScenario JSON
Map and timing accuracy

159 locations mapped; 87 objectives have a qualified Chronicle milestone link. Recurring attack windows, current ownership and all declaration rules are not automatically scheduled.