Legendary says that when Ragnarok descends, the World Serpent will churn the seas into towering waves, drowning Midgard. Now, Jormungand lies coiled among the mountains of Jotunheim, drawing upon the fading essence of Ymir, fulfilling the prophecy of Ragnarok.
Viking warriors, the darkness churns, and the Nine Worlds tremble. Jormungand proclaims itself the end of all worlds. Then let it learn this: courage united can shatter even prophecy. Raise your weapons, face the World Serpent, and let the Nine Worlds witness Midgard's defiance!
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
Check the current in-game information for availability and requirements.
[Team Confrontation]+
In Season 9 [Jormungand's Calamity], the [Shadow Moon] and the [Radiant Sun] will clash. The number of Kingdoms under each Team is the same, and both Teams will engage in a fair battle in Jotunheim.
[Jotun Gladiator]+
The battle-loving Jotun have constructed arenas throughout Jotunheim. Once these arenas are included in your Territory, you can challenge the Jotun Gladiators. Complete the challenge to recruit the Jotun Gladiator to your Tribe, and the Jotun Gladiator will participate in battles as a powerful Troop. The Tribe Captain or Tribe Commander can summon the Tribe's Jotun Gladiators to any location within the Tribe Territory to attack enemy Troops and buildings.
[Time Slots]+
In Season 9 [Jormungand's Calamity], each Tribe will observe a daily [Battle Time Slot] and [Truce Time Slot]. During the [Battle Time Slot], neutral Towns or Ruins occupied by a Tribe may be attacked by other Tribes that have declared war.
[City Territory Mechanics]+
In Season 9 [Jormungand's Calamity], Tribe Forts and Tribe Flag Towers will return to the battlefield, while neutral Towns and Ruins will also be scattered across Jotunheim as key territorial anchors. Expanding territory to incorporate Towns and Ruins using Tribe Forts and Tribe Flag Towers will be key for the Viking warriors' campaign in Jotunheim.
[Level 1 Town]+
Tribes can start occupying Level 1 Towns. Occupying a Level 1 Town does not require adjacent City Territory. After occupying a Level 1 Town, you can build Tribe Flag Towers around the Town to further expand Tribe Territory. When declaring war on buildings of different levels, you must wait for a corresponding War Declaration period before you can initiate attacks.
[Towns available for war declaration]+
Filtering on the map thumbnail allows you to quickly locate the Towns that you can declare war on, as well as important strategic points on the map that require attention, including Ruins, Passes, Air Docks, Manors, battlefields, etc.
[War Declaration Mechanics]+
Declaring war on a Ruin or Town requires consuming a certain number of War Declaration Tokens. War Declaration Tokens automatically recover over a fixed period of time, or they can be purchased in the Tribe Warehouse.
[Town Marshal]+
When the Level 7 Pass opens, Town Marshals will spawn around Level 7 and above Towns. Town Marshals will provide additional Attack and Defense buffs to the Town's Garrison. After declaring war on the Town, you can attack the Town Marshal. Once defeated, the Town's Attack and Defense buffs will disappear.
[Town Sentry Tower]+
Within Jotunheim, there exist specific [Strategic Towns]. After occupying a [Strategic Town], the Tribe can construct [Sentry Towers]. The Sentry Tower can provide a buff to the Garrison Capacity of the Town. After declaring war on the Town, you can attack and demolish the Sentry Tower. Once the Sentry Tower is demolished, the buff for the Town's Garrison will disappear.
[City Destruction Mechanics]+
After eliminating a Town's Defenders, attacking Troops will initiate a Town Destruction action. If the building's Durability is successfully reduced to zero during Battle Time, the building will be occupied. Once occupied, the building enters a protection period, after which a new war declaration can be initiated.
[Occupying Towns]+
Each level of neutral Town has an occupation limit. Tribe R5 and R4 members can initiate the Abandon action on Towns occupied by their Tribe. Once the abandon countdown ends, the target Town will return to an unoccupied state where its Durability will be restored, and its Defenders will be refreshed.
[Precautions]+
You can relocate to the territory of any Town occupied by your side. If the Town is occupied by the enemy Team, your City will not be forcibly relocated. However, your City will be vulnerable to attack, so please proceed with caution.
Rules
Relocate+
Chiefs can Relocate their City to Jotunheim when their Chief Hall reaches level 24. Relocating to Jotunheim is free, but relocating out of Jotunheim will cost 1 Random Relocator.
City Territory Description+
When in Jotunheim, you cannot relocate to unowned open space or invalid Tribe Territory. You can only relocate to valid Tribe Territory. When located in your own valid Tribe Territory, your City will be protected and cannot be attacked or Rallied against by other Tribes. If the ownership of the Territory where your City is located changes to enemy Team Tribe ownership, your City may be attacked. Relocate away or activate a Shield to defend yourself. (Fixed Relocator cannot be used in Jotunheim).
Tribe Buildings+
Within Jotunheim, Tribes can construct Tribe Forts and Tribe Flag Towers, but Tribe Forts must be constructed adjacent to valid City Territory. Obtain your Tribe's first City Territory by occupying a Level 1 Town. After that, you can expand your City Territory using Tribe Forts and Tribe Flag Towers. You can declare war on Level 1 Towns without them needing to border your Tribe's City Territory.
Regular Content
KvK Points+
In Jotunheim, 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.
Serpentine Berserker+
In Jotunheim, there are numerous Serpentine Berserkers, with levels ranging from 56 to 65. Defeating them will earn you points and other rewards.
Frost-Ridge Troll+
In Jotunheim, there are numerous wandering Frost-Ridge Trolls, 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+
Jotunheim is rich in resources, and Resource Points here are of much higher levels compared to those in the original Kingdom.
Special Rules
Arena+
Bring the Arena within the City Territory to occupy the Arena. During the Jotun Warzone event, the Tribe Jarl can summon Jotun Gladiators at occupied Arenas. Complete Jotun Gladiator challenges to unlock the Tribe Jotun. The Tribe Jotun can be summoned at any location within the City Territory to assist in attacking enemy buildings or Troops.
Town Marshal+
In Jotunheim, Town Marshals are stationed near high-level Towns, providing the Town's Defenders with a significant combat buff. You can attack Town Marshals after declaring war on the Town.
Sentry Tower+
In Jotunheim, defensive Sentry Towers can be constructed around some high-level Strategic Towns. These Sentry Towers provide buffs to the Defenders in the Town. You can attack Sentry Towers after declaring war on the Strategic Town.
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+
Within Jotunheim, you can only join or leave a Battalion after reaching a certain Stage in the Chronicles. Battalion members can Reinforce and Rally with one another, and share Ruins bonuses.
Tribe members can relocate to Cities of Tribes in the same Battalion for protection, as they will be immune to attacks from members of other Teams there.
Team Introduction+
In Jotunheim, 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 10 Ruin: [World Serpent] at the end of the event wins.
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 Jormungand's Calamity ends, Odin will bestow blessings, and [Hall of Valor] will initiate a 5-day Season Summoning. At the end of Jormungand's Calamity, the number of Season Summons each Battalion member can perform will be determined based on the level and quantity of Ruins occupied by the Battalion. During the Season Summoning, there is a chance to obtain legendary Heroes and limited legendary skills.
War Merit+
In Kingdom Mayhem, killing enemy Troops from opposing Kingdoms earns War Merits. Different Troop tiers correspond to different amounts of War Merits. War Merits can be exchanged for uncommon items and War Materials in both the [War Merit Shop] and [Supply Shop]. (Only killing Troops Tier V and above will earn War Merits.)
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 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. Once the Kingdom Fortress is first occupied, it will be contestable every 2 days.
Legion Stronghold+
Legion Strongholds are the foundation for the Vikings to continue their advance, and they hold significant strategic importance. After a Legion Stronghold is occupied for the first time, it will be open for contention every 1 days.
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.
Serpent Egg Temple+
An embryo containing the evil power of the World Serpent slumbers within, viewed by the gods as the nascent shadow of a calamity yet unformed.
The Serpent Egg Temple opens for contention every 1 days. Once occupied, all members of the occupying Battalion will receive buffs.
Serpent Spirit Temple+
A palace forged from ancient runes and serpent scales, echoing with endless low murmurs that seem to beckon the spirit of the World Serpent to descend.
The Serpent Spirit Temple opens for contention every 1 days. Once occupied, all members of the occupying Battalion will receive buffs.
Serpent Palace+
A palace piled high with obsidian and the remains of ancient beasts; it aids the World Serpent in devouring the surrounding life force to gather its strength.
The Serpent Palace opens for contention every 1 days. Once occupied, all members of the occupying Battalion will receive buffs.
World Serpent+
The World Serpent once slumbered encircling Midgard. Now, it has awakened, joining forces with the Jotuns of Jotunheim to stir up chaos once more.
The World Serpent opens for contention every 2 days. Once occupied, all members of the occupying Battalion will receive buffs.
Serpent Altar+
The Serpent Altar is contestable every 51 hours for 1 hours. After driving away enemy Team Chief's Troops from the Serpent Altar area, the Serpent Altar can be temporarily occupied. After occupying the Serpent Altar, all members of the same Team within the area will continue to receive corresponding points.
Serpent Scale Den+
The Serpent Scale Den is contestable every 75 hours for 1 hours. After driving away enemy Team Chief's Troops from the Serpent Scale Den area, the Serpent Scale Den can be temporarily occupied. After occupying the Serpent Scale Den, all members of the same Team within the area will continue to receive corresponding points.
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.
Legion Stronghold
When this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Legion Strongholds in Jotunheim will activate immediately. Your Tribe Territory must border a Legion Stronghold to attack it.
Common Arena Available
Common Arena Available
When this Stage of the Chronicles ends (regardless of if the goals were achieved), all Common Arenas within Jotunheim will become accessible. Once they are part of your Tribe Territory, challenges can be initiated at the Common Arenas during the [Jotun Warzone] event.
02
Stand Firm
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 Jotunheim will activate immediately. Your Tribe Territory must border a Kingdom Fortress to attack it.
Level 57 Serpentine Berserker
Level 57 Serpentine Berserker
When this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 57 Serpentine Berserkers will randomly refresh within Jotunheim.
03
Kingdom's Glory
Ends +3d
Duration 1d · offsets from Stage 1 start
Serpent Altar
Serpent Altar
When this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Serpent Altars in Jotunheim will activate immediately. Defeat all Troops from other Teams at the Serpent Altar to automatically trigger the temporary occupation timer.
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.
Battalion open to join
Battalion open to join
After this stage ends (regardless of whether the goal is achieved), the join/quit function for the Battalion will become available. Tribes under the same team can then join or quit the corresponding Battalion.
04
Frost Battlefield I
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 Jotunheim 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 Serpentine Berserker
Level 58 Serpentine Berserker
When this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 58 Serpentine Berserkers will randomly refresh within Jotunheim.
Glacial Incursion I
Glacial Incursion I
When this Stage of the Chronicles ends (regardless of whether the goals were achieved), R4 and above members of the Tribe can start the [Glacial Incursion I] Tribe event. Prepare to defend ourselves against the assault of the Glacial Legion!
05
Breakthrough I
Ends +5d
Duration 1d · offsets from Stage 1 start
Level 4 Towns Contestable
Level 4 Towns Contestable
When this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Level 4 Towns within Jotunheim will become accessible. Your Tribe Territory must border a Level 4 Town to attack it.
Level 22 Frost-Ridge Troll
Level 22 Frost-Ridge Troll
When this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 22 Frost-Ridge Trolls will randomly refresh within Jotunheim. Frost-Ridge Trolls consist of {0} Level {1} units, and only Rallied Troops will be able to launch attacks against them.
06
Capture Town I
Ends +7d
Duration 2d · offsets from Stage 1 start
Serpent Egg Temple (Level 7 Ruin)
Serpent Egg Temple (Level 7 Ruin)
When this Stage ends (regardless of whether the goals were achieved), all Serpent Egg Temples in Jotunheim will activate immediately. You can only attack a Serpent Egg Temple that borders your Tribe Territory.
Level 59 Serpentine Berserker
Level 59 Serpentine Berserker
When this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 59 Serpentine Berserkers will randomly refresh within Jotunheim.
07
Serpent Egg Temple
Ends +10d
Duration 3d · 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 Jotunheim 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 Serpentine Berserker
Level 60 Serpentine Berserker
When this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 60 Serpentine Berserkers will randomly refresh within Jotunheim.
Level 23 Frost-Ridge Troll
Level 23 Frost-Ridge Troll
When this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 23 Frost-Ridge Trolls will randomly refresh within Jotunheim. Frost-Ridge Trolls consist of {0} Level {1} units, and only Rallied Troops will be able to launch attacks against them.
08
Breakthrough II
Ends +11d
Duration 1d · offsets from Stage 1 start
Level 6 Towns Contestable
Level 6 Towns Contestable
When this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Level 6 Towns within Jotunheim will become accessible. Your Tribe Territory must border a Level 6 Town to attack it.
Glacial Incursion II
Glacial Incursion II
When this Stage of the Chronicles ends (regardless of whether the goals were achieved), R4 and above members of the Tribe can start the [Glacial Incursion II] Tribe event. Prepare to defend ourselves against the assault of the Glacial Legion!
09
Capture Stronghold II
Ends +13d
Duration 2d · offsets from Stage 1 start
Serpent Spirit Temple (Level 8 Ruin)
Serpent Spirit Temple (Level 8 Ruin)
When this Stage ends (regardless of whether the goals were achieved), all Serpent Spirit Temples in Jotunheim will activate immediately. You can only attack a Serpent Spirit Temple that borders your Tribe Territory.
Level 61 Serpentine Berserker
Level 61 Serpentine Berserker
When this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 61 Serpentine Berserkers will randomly refresh within Jotunheim.
10
Serpent Spirit Temple
Ends +15d
Duration 2d · offsets from Stage 1 start
11
Initial Phase Settlement
Ends +16d
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 Jotunheim 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 24 Frost-Ridge Troll
Level 24 Frost-Ridge Troll
When this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 24 Frost-Ridge Trolls will randomly refresh within Jotunheim. Frost-Ridge Trolls consist of {0} Level {1} units, and only Rallied Troops will be able to launch attacks against them.
Level 62 Serpentine Berserker
Level 62 Serpentine Berserker
When this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 62 Serpentine Berserkers will randomly refresh within Jotunheim.
Elite Arena Available
Elite Arena Available
When this Stage of the Chronicles ends (regardless of if the goals were achieved), all Elite Arenas within Jotunheim will become accessible. Once they are part of your Tribe Territory, challenges can be initiated at the Elite Arenas during the [Jotun Warzone] event.
12
Breakthrough II
Ends +17d
Duration 1d · offsets from Stage 1 start
Level 7 Towns Contestable
Level 7 Towns Contestable
When this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Level 7 Towns within Jotunheim will become accessible. Your Tribe Territory must border a Level 7 Town to attack it.
13
Collective Action I
Ends +19d
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 Jotunheim 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.
Glacial Incursion III
Glacial Incursion III
When this Stage of the Chronicles ends (regardless of whether the goals were achieved), R4 and above members of the Tribe can start the [Glacial Incursion III] Tribe event. Prepare to defend ourselves against the assault of the Glacial Legion!
14
Breakthrough III
Ends +20d
Duration 1d · offsets from Stage 1 start
Level 8 Towns Contestable
Level 8 Towns Contestable
When this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Level 8 Towns within Jotunheim will become accessible. Your Tribe Territory must border a Level 8 Town to attack it.
Level 63 Serpentine Berserker
Level 63 Serpentine Berserker
When this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 63 Serpentine Berserkers will randomly refresh within Jotunheim.
15
Capture Stronghold III
Ends +21d
Duration 1d · offsets from Stage 1 start
Serpent Palace (Level 9 Ruin)
Serpent Palace (Level 9 Ruin)
When this Stage ends (regardless of whether the goals were achieved), all Serpent's Palaces in Jotunheim will activate immediately. You can only attack a Serpent Palace that borders your Tribe Territory.
Level 25 Frost-Ridge Troll
Level 25 Frost-Ridge Troll
When this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 25 Frost-Ridge Trolls will randomly refresh within Jotunheim. Frost-Ridge Trolls consist of {0} Level {1} units, and only Rallied Troops will be able to launch attacks against them.
16
Serpent Palace
Ends +23d
Duration 2d · offsets from Stage 1 start
17
Mid-Phase Settlement
Ends +24d
Duration 1d · offsets from Stage 1 start
Serpent Scale Den
Serpent Scale Den
When this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Serpent Scale Dens in Jotunheim will activate immediately. Once you defeat all enemy team Troops, the countdown for temporarily occupying the Serpent Scale Den will begin.
Level 64 Serpentine Berserker
Level 64 Serpentine Berserker
When this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 64 Serpentine Berserkers will randomly refresh within Jotunheim.
18
Frost Battlefield II
Ends +25d
Duration 1d · offsets from Stage 1 start
Level 9 Pass (Single Direction)
Level 9 Pass (Single Direction)
When this Stage ends (regardless of whether the goals were achieved), all Level 9 Passes in Jotunheim 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 World Serpent Area Restrictions
Lifting of World Serpent Area Restrictions
When this Stage ends, the restrictions in the World Serpent area will be lifted, and Tribes can build Tribe Flag Towers in the World Serpent area, as well as relocate there.
Battalion Reinforcements Available
Battalion Reinforcements Available
After this stage ends (regardless of whether the goal is achieved), Battalion members can reinforce each other. Members of different Tribes under the same Battalion can join each other's Rallies and provide Reinforcements.
19
Breakthrough II
Ends +26d
Duration 1d · offsets from Stage 1 start
Level 9 Towns Contestable
Level 9 Towns Contestable
When this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Level 9 Towns within Jotunheim will become accessible. Your Tribe Territory must border a Level 9 Town to attack it.
Glacial Incursion IV
Glacial Incursion IV
When this Stage of the Chronicles ends (regardless of whether the goals were achieved), R4 and above members of the Tribe can start the [Glacial Incursion IV] Tribe event. Prepare to defend ourselves against the assault of the Glacial Legion!
20
Capture Stronghold IV
Ends +27d
Duration 1d · offsets from Stage 1 start
World Serpent (Level 10 Ruin)
World Serpent (Level 10 Ruin)
When this Stage ends (regardless of whether the goals were achieved), the World Serpent at the center of Jotunheim will activate immediately. You can only attack the World Serpent when it borders your Tribe Territory.
21
World Serpent
Ends +30d
Duration 3d · offsets from Stage 1 start
Level 10 Pass (Fully Open)
Level 10 Pass (Fully Open)
When this Stage ends (regardless of whether the goals were achieved), all Level 10 Passes in Jotunheim 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 Serpentine Berserker
Level 65 Serpentine Berserker
When this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 65 Serpentine Berserkers will randomly refresh within Jotunheim.
Chronicle effect 15
No localized description in this snapshot.
22
Rally Counterattack I
Ends +34d
Duration 4d · 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 Jotunheim 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.
Glacial Incursion V
Glacial Incursion V
When this Stage of the Chronicles ends (regardless of whether the goals were achieved), R4 and above members of the Tribe can start the [Glacial Incursion V] Tribe event. Prepare to defend ourselves against the assault of the Glacial Legion!
23
Rally Counterattack II
Ends +37d
Duration 3d · 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 Jotunheim 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.
Starting Area Protection Activated:
Starting Area Protection Activated:
At the end of this stage (regardless of whether the objective is achieved), receive:
1. Within the starting area, when a Chief battles Troops from other Kingdoms, they can gain additional buffs: {0}; {1}
2. The revival ratio of dead Troops within the starting area is increased
3. The Garrison Capacity of neutral buildings occupied by this Kingdom and Tribe military buildings within the starting area is increased
24
Rally Counterattack III
Ends +39d
Duration 2d · offsets from Stage 1 start
25
Final Settlement
Ends +40d
Duration 1d · offsets from Stage 1 start
FIND YOUR NEXT OBJECTIVE
Objective directory
The interactive planner lets you search and focus every mapped objective. The directory below groups game objects by name and level; repeated sites are counted, not silently collapsed into one location.
LEVEL 10
World Serpent
1 mapped site
First linked milestone: after stage 20LEVEL 10
Level 10 Pass
10 mapped sites
First linked milestone: after stage 21LEVEL 9
Level 9 Strategic Town
4 mapped sites
First linked milestone: after stage 19LEVEL 9
Level 9 Pass
8 mapped sites
First linked milestone: after stage 18LEVEL 9
Serpent Palace
2 mapped sites
First linked milestone: after stage 15LEVEL 8
Serpent Spirit Temple
4 mapped sites
First linked milestone: after stage 9LEVEL 8
Level 8 Strategic Town
4 mapped sites
First linked milestone: after stage 14LEVEL 8
Level 8 Pass
8 mapped sites
First linked milestone: after stage 13LEVEL 8
Level 8 Town
4 mapped sites
First linked milestone: after stage 14LEVEL 7
Level 7 Strategic Town
16 mapped sites
First linked milestone: after stage 12LEVEL 7
Level 7 Pass
8 mapped sites
First linked milestone: after stage 11LEVEL 7
Medium Checkpoint
4 mapped sites
Timing: consult the scenario rulesLEVEL 7
Serpent Scale Den
2 mapped sites
First linked milestone: after stage 17LEVEL 7
Serpent Egg Temple
4 mapped sites
First linked milestone: after stage 6LEVEL 6
Level 6 Town
4 mapped sites
First linked milestone: after stage 8LEVEL 6
Level 6 Pass
8 mapped sites
First linked milestone: after stage 7LEVEL 5
Air Dock
24 mapped sites
Timing: consult the scenario rulesLEVEL 5
Kingdom Fortress
8 mapped sites
First linked milestone: after stage 2LEVEL 5
Legion Stronghold
16 mapped sites
First linked milestone: after stage 1LEVEL 5
Level 5 Pass
8 mapped sites
First linked milestone: after stage 4LEVEL 5
Small Checkpoint
4 mapped sites
Timing: consult the scenario rulesLEVEL 5
War Air Dock
8 mapped sites
Timing: consult the scenario rulesLEVEL 5
Serpent Altar
2 mapped sites
First linked milestone: after stage 3LEVEL 5
Blockade Tower
40 mapped sites
Timing: consult the scenario rulesLEVEL 5
Level 5 Town
8 mapped sites
Timing: consult the scenario rulesLEVEL 4
Level 4 Town
12 mapped sites
First linked milestone: after stage 5LEVEL 3
Level 3 Town
8 mapped sites
Timing: consult the scenario rulesLEVEL 2
Level 2 Town
16 mapped sites
Timing: consult the scenario rulesLEVEL 2
Elite Arena
8 mapped sites
Timing: consult the scenario rulesLEVEL 1
Level 1 Town
24 mapped sites
Timing: consult the scenario rulesLEVEL 1
Common Arena
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.
285 locations mapped; 133 objectives have a qualified Chronicle milestone link. Recurring attack windows, current ownership and all declaration rules are not automatically scheduled.