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SEASON 1

Svartalfheim

A practical field guide to this Viking Rise campaign: objective locations, stage-end unlocks and the native rules you need before drawing your plan.

100 objectives25 stages · 45 days
Draw your campaign plan
Native tactical geometry of SvartalfheimNative-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 into Svartalfheim when their Chief Hall reaches level 20. Relocating into Svartalfheim is free, but Relocating out of Svartalfheim will cost a Relocator.

Tribe Territory+

You can only Relocate to valid Tribe Territory in Svartalfheim. As long as your City is within your Tribe Territory, it'll be protected, and other Tribes cannot attack or Rally to it. However, your City will be forcibly Relocated back to your Kingdom's starting area if the Tribe Territory your City is on is lost to another Tribe. (Fixed Relocators are not available in Svartalfheim.)

Tribe Buildings+

Tribes can expand their Tribe Territory in Svartalfheim by constructing Forts and Flag Towers. Tribe Buildings can't be constructed on another Kingdom's starting area.

Special Rules

Svartalfheim Points+

You can earn points in Svartalfheim by performing various actions. Points are split into Personal Points, Tribe Points, and Kingdom Points, which determine your rank in the respective Rankings. Points also determine your final rewards, and which Stage reward you can claim from the achievements.

Killing Field+

The Killing Field is available for 1 hours every 51 hours. You can temporarily occupy the Killing Field by driving other Tribes' Troops. The Killing Field generates Points when it's occupied.

Savage Colosseum+

The Savage Colosseum is available for 1 hours every 75 hours. You can temporarily occupy the Savage Colosseum by driving other Tribes' Troops. The Savage Colosseum generates Points when it's occupied.

Niflung+

The Niflung found in Svartalfheim is more powerful than normal, and the lowest level Niflung you can find is 26.

Fallen Dwarf Knights+

Hela's curse has eroded the minds of the powerful Dwarf Knights. You'll find 6-10 Fallen Dwarf Knights rampaging across Svartalfheim on mutated boars. Rally your Tribes to put them to rest.

Svartalfheim Resource Points+

You can find higher level Resource Points in Svartalfheim, meaning they have more resources.

Glorious Summon+

After Svartalfheim, the Chiefs of the major clans will pray to Odin in the Hall of Valor to start Glorious Summons for 7 days. Your Kingdom's Altar occupation and your Personal War Merit Ranking at the end of Svartalfheim will determine the number of Glorious Summons available to you. During Glorious Summons, there is a chance to obtain legendary Heroes, legendary Mounts, and legendary exclusive skills.

War Merit Description+

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 III 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.

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.

Building Introductions

Kingdom Fortress+

Kingdom Fortresses are located in the four outermost regions of Svartalfheim. They were destroyed during Hela's invasion and were left in ruins. Occupy and repair a Kingdom Fortress to allow Cities from the same Kingdom to relocate into the Kingdom Territory in Svartalfheim. Kingdom Fortresses enter the Under Contest state every 2 days.

Legion Stronghold+

Before Svartalfheim's fall, Legion Strongholds served as military bases for the Dwarfs. Now, they're the last line of defense against Hela's hordes. Occupy to earn Tribe Points and Kingdom Points. Legion Strongholds enter the Under Contest state every 1 days.

Hallowed Fortress+

The scattered Fortresses throughout Svartalfheim were built by dwarf craftsmen and serve as small Hallowed Grounds. Fortresses open for contest every 1d. Once occupied, all Tribe members will gain a buff.

Hallowed Town+

Hallowed Towns are found in various regions of Svartalfheim and are medium-sized Hallowed Grounds built by dwarf craftsmen. Towns open for contest every 1d. Once occupied, all Tribe members will gain a buff.

Hallowed Castle+

Svartalfheim has four magnificent castles, which were carefully built by dwarf craftsmen to be a grand Hallowed Ground. Castles open for contest every 2d. Once occupied, all Tribe members will gain an amazing buff.

Eternal City+

The Eternal City is located in the center of Svartalfheim and was once considered the sacred capital by every dwarf. Unfortunately, it was occupied by the Niflungs with the fall of Svartalfheim. The Eternal City opens for contest every 3d. Once occupied, all Tribe members will receive divine protection and huge buffs.

Piers+

Troops that pass through a Pier will gain a March Speed bonus, granting you a tactical advantage. The first Tribe to occupy a Pier will receive a generous First Occupancy Bonus. Access through Piers become available as the Chronicles progress, and is divided into single direction access and full access. When a Pier has single direction access, only Tribes from that's Pier specific Kingdom can attack and occupy the Pier. When full access becomes available, all Tribes can attack and occupy the Pier if they have occupied another Pier on the same river, or their Tribe Territory borders the Pier.

Passes+

Passes are nestled between steep mountains, and are an important transportation hub connecting different blocks of land. Passes enter their contested period as the Chronicles progress, and can be occupied at that time. The first Tribe to occupy a Pass will receive a First Occupancy Bonus and gain access through the pass. The Tribe will also be able to grant temporary access to other Tribes.

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.

Map Preview

+

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

Expedition Begins

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

02

Fortifying a Position

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 Svartalfheim will activate immediately. Your Tribe Territory must border a Kingdom Fortress to attack it.

03

Rising Kingdoms

Ends +3d

Duration 1d · offsets from Stage 1 start

Level 6 Fallen Dwarf Knight

Level 6 Fallen Dwarf Knight When this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 6 Fallen Dwarf Knights will randomly refresh within Svartalfheim. Fallen Dwarf Knights consist of {0} Level {1} units and only Rallied Troops will be able to launch attacks against them.

04

Cleaning Operation

Ends +5d

Duration 2d · offsets from Stage 1 start

Level 4 Pier (Single Direction Access )

Level 4 Pier (Single Direction Access ) When this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Level 4 Piers in Svartalfheim will have single direction access immediately. When a Pier has single direction access, only Kingdoms with the same starting area as the Pier can attack it. Your Tribe Territory must border a Pier before you can attack it. The Tribe that occupies the Pier will be able to travel to other Piers through it.

05

To the Seas

Ends +7d

Duration 2d · offsets from Stage 1 start

Killing Field Available

Killing Field Available When this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Killing Fields in Svartalfheim will activate immediately. Once you defeat all Troops from other Tribes, the countdown for temporarily occupying the Killing Field will begin.

06

Killing Begins

Ends +9d

Duration 2d · offsets from Stage 1 start

Level 5 Pier (Single Direction Access )

Level 5 Pier (Single Direction Access ) When this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Level 5 Piers in Svartalfheim will have single direction access immediately. When a Pier has single direction access, only Kingdoms with starting areas bordering the Pier's area can attack it. Your Tribe Territory must border a Pier before you can attack it. The Tribe that occupies the Pier will be able to travel to other Piers through it.

07

New Routes

Ends +11d

Duration 2d · offsets from Stage 1 start

Hallowed Fortress (Level 5 Hallowed Ground)

Hallowed Fortress (Level 5 Hallowed Ground) When this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Hallowed Fortresses in Svartalfheim will activate immediately. You can only attack Hallowed Fortresses bordering Tribe Territory.

08

Hallowed War

Ends +13d

Duration 2d · offsets from Stage 1 start

Level 7 Fallen Dwarf Knight

Level 7 Fallen Dwarf Knight When this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 7 Fallen Dwarf Knights will randomly refresh within Svartalfheim. Fallen Dwarf Knights consist of {0} Level {1} units and only Rallied Troops will be able to launch attacks against them.

09

Open Waters

Ends +15d

Duration 2d · offsets from Stage 1 start

Hallowed Town (Level 6 Hallowed Ground)

Hallowed Town (Level 6 Hallowed Ground) When this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Hallowed Towns in Svartalfheim will activate immediately. You can only attack Hallowed Towns bordering Tribe Territory.

10

An Enemy Returns

Ends +17d

Duration 2d · offsets from Stage 1 start

Level 6 Piers (Fully Open)

Level 6 Piers (Fully Open) When this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Level 6 Piers in Svartalfheim will be available for full access. When that happens, all Kingdoms can attack Piers. Your Tribe Territory must border a Pier before you can attack it. The Tribe that occupies the Pier will be able to travel to other Piers through it.

Chronicle effect 3

No localized description in this snapshot.

11

Pushing Four Corners

Ends +19d

Duration 2d · offsets from Stage 1 start

Level 8 Fallen Dwarf Knight

Level 8 Fallen Dwarf Knight When this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 8 Fallen Dwarf Knights will randomly refresh within Svartalfheim. Fallen Dwarf Knights consist of {0} Level {1} units and only Rallied Troops will be able to launch attacks against them.

12

Recovering Land

Ends +21d

Duration 2d · offsets from Stage 1 start

Level 7 Piers (Fully Open)

Level 7 Piers (Fully Open) When this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Level 7 Piers in Svartalfheim will be available for full access. When that happens, all Kingdoms can attack Piers. Your Tribe Territory must border a Pier before you can attack it. The Tribe that occupies the Pier will be able to travel to other Piers through it.

Chronicle effect 3

No localized description in this snapshot.

13

Riding the Wind and Waves

Ends +23d

Duration 2d · offsets from Stage 1 start

Hallowed Castle (Level 7 Hallowed Ground)

Hallowed Castle (Level 7 Hallowed Ground) When this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Hallowed Castles in Svartalfheim will activate immediately. You can only attack Hallowed Castles bordering Tribe Territory.

14

Encirclement and Suppression

Ends +25d

Duration 2d · offsets from Stage 1 start

Level 8 Piers (Fully Open)

Level 8 Piers (Fully Open) When this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Level 8 Piers in Svartalfheim will be available for full access. When that happens, all Kingdoms can attack Piers. Your Tribe Territory must border a Pier before you can attack it. The Tribe that occupies the Pier will be able to travel to other Piers through it.

Chronicle effect 3

No localized description in this snapshot.

15

Sweeping the Land

Ends +27d

Duration 2d · offsets from Stage 1 start

Level 9 Fallen Dwarf Knight

Level 9 Fallen Dwarf Knight When this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 9 Fallen Dwarf Knights will randomly refresh within Svartalfheim. Fallen Dwarf Knights consist of {0} Level {1} units and only Rallied Troops will be able to launch attacks against them.

16

Full Speed Ahead

Ends +28d

Duration 1d · offsets from Stage 1 start

Level 9 Piers (Fully Open)

Level 9 Piers (Fully Open) When this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Level 9 Piers in Svartalfheim will be available for full access. When that happens, all Kingdoms can attack Piers. Your Tribe Territory must border a Pier before you can attack it. The Tribe that occupies the Pier will be able to travel to other Piers through it.

Chronicle effect 3

No localized description in this snapshot.

17

Expanding Territories

Ends +30d

Duration 2d · offsets from Stage 1 start

Lifting of Eternal City Area Restrictions

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

18

Battle of Beasts

Ends +31d

Duration 1d · offsets from Stage 1 start

Level 3 Pass

Level 3 Pass When this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Level 3 Passes in Svartalfheim will activate immediately. Your Tribe Territory must border a Pass to attack it.

19

Liberate the Capital

Ends +33d

Duration 2d · offsets from Stage 1 start

Savage Colosseum

Savage Colosseum When this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Savage Colosseums in Svartalfheim will activate immediately. Once you defeat all Troops from other Tribes, the countdown for temporarily occupying the Savage Colosseum will begin.

20

Expel Evil

Ends +35d

Duration 2d · offsets from Stage 1 start

Eternal City (Level 8 Hallowed Ground)

Eternal City (Level 8 Hallowed Ground) When this Stage of the Chronicles ends (regardless of whether the goals were achieved), the Eternal City in Svartalfheim will activate immediately. You can only attack the Eternal City if it is bordering your Tribe Territory.

21

Grand Expansion

Ends +37d

Duration 2d · offsets from Stage 1 start

Level 10 Fallen Dwarf Knight

Level 10 Fallen Dwarf Knight When this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 10 Fallen Dwarf Knights will randomly refresh within Svartalfheim. Fallen Dwarf Knights consist of {0} Level {1} units and only Rallied Troops will be able to launch attacks against them.

22

New Lands

Ends +39d

Duration 2d · offsets from Stage 1 start

Level 5 Piers (Fully Open)

Level 5 Piers (Fully Open) When this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Level 5 Piers in Svartalfheim will be available for full access. When that happens, all Kingdoms can attack Piers. Your Tribe Territory must border a Pier before you can attack it. The Tribe that occupies the Pier will be able to travel to other Piers through it.

Einherjar Monument

Einherjar Monument When this Stage of the Chronicles ends (regardless of if the goals were achieved), the seals binding the Einherjar Monuments in the outer channel in Svartalfheim will be removed to allow passage through the sea channel for all Chiefs.

23

Bloody Battle

Ends +41d

Duration 2d · offsets from Stage 1 start

24

Honorable Defense

Ends +43d

Duration 2d · offsets from Stage 1 start

25

Crowning a King

Ends +45d

Duration 2d · offsets from Stage 1 start

FIND YOUR NEXT OBJECTIVE

Objective directory

The interactive planner lets you search and focus every mapped objective. The directory below groups game objects by name and level; repeated sites are counted, not silently collapsed into one location.

LEVEL 8

Eternal City

1 mapped site

First linked milestone: after stage 20
LEVEL 9

Level 9 Pier

3 mapped sites

First linked milestone: after stage 16
LEVEL 8

Level 8 Pier

3 mapped sites

First linked milestone: after stage 14
LEVEL 7

Level 7 Pier

8 mapped sites

First linked milestone: after stage 12
LEVEL 7

Steel Fortress

3 mapped sites

First linked milestone: after stage 13
LEVEL 7

Savage Colosseum

2 mapped sites

First linked milestone: after stage 19
LEVEL 6

Level 6 Pier

8 mapped sites

First linked milestone: after stage 10
LEVEL 6

Giantsmith Town

4 mapped sites

First linked milestone: after stage 9
LEVEL 5

Kingdom Fortress

4 mapped sites

First linked milestone: after stage 2
LEVEL 5

Legion Stronghold

16 mapped sites

First linked milestone: after stage 1
LEVEL 5

Level 5 Pier

8 mapped sites

First linked milestone: after stage 6
LEVEL 5

Einherjar Monument

4 mapped sites

First linked milestone: after stage 22
LEVEL 5

Windy Fortress

4 mapped sites

First linked milestone: after stage 7
LEVEL 5

Fiery Fortress

4 mapped sites

First linked milestone: after stage 7
LEVEL 4

Level 4 Pier

16 mapped sites

First linked milestone: after stage 4
LEVEL 4

Killing Field

4 mapped sites

First linked milestone: after stage 5
LEVEL 3

Level 3 Pass

8 mapped sites

First linked milestone: after stage 18

FOR YOUR TEAM, YOUR BRIEFING, YOUR ANALYSIS

Take the map with you.

High-resolution tactical maps for your team’s plans and briefings.

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Map and timing accuracy

100 locations mapped; 100 objectives have a qualified Chronicle milestone link. Recurring attack windows, current ownership and all declaration rules are not automatically scheduled.