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CONQUEST

Surtr's Flames

The Norns prophesied: The Fire Jotun Surtr, wielding a flaming sword, will burn Yggdrasil, sever the Rainbow Bridge, and engulf Asgard in apocalyptic flames. When that happens, the flames will consume the Nine Worlds, and both gods and mortals will face destruction. Odin bestowed "Frost Blessings" upon each warrior, allowing mortal bodies to withstand the world-ending fire. Viking warriors, let us bear the Frost Blessings and march boldly through Surtr's waves of fire—either be reduced to ashes in the flames, or rise from the ashes to forge a new future!

639 objectives23 stages · 40 days
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Native tactical geometry of Surtr's FlamesNative-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

Check the current in-game information for availability and requirements.

[Team Confrontation]+

In Season 8 [Surtr's Flames], the Bounty Legion and the Allied Legion will clash. The number of Kingdoms under each Team may differ. The Team with fewer Kingdoms will receive an increased amount of Team Reward items upon achieving ultimate victory.

[Time Slots]+

In Season 8 [Surtr's Flames], 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 8 [Surtr's Flames], Tribes will no longer need to build Tribe Forts and Tribe Flag Towers. Territory expansion is now achieved by occupying the various neutral Towns or Ruins on the map. Upon successful occupation, the Territory is immediately effective for the occupying Tribe.

[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 declare war on other buildings adjacent to the Level 1 Town. When declaring war on buildings of different levels, a corresponding War Declaration waiting period must pass 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, stages, 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 5 Pass opens, Town Marshals will spawn around Level 6 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 Muspelheim, 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 City has an occupation limit. Tribe R5 and R4 members can initiate the Abandon action on Cities occupied by their Tribe. Once the abandon countdown ends, the target City 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 Muspelheim when their Chief Hall reaches level 24. Relocating to Muspelheim is free, but relocating out of Muspelheim will cost 1 Random Relocator.

City Territory Description+

When in Muspelheim, 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 Muspelheim).

Tribe Buildings+

Within Muspelheim, Tribes will be unable to construct Tribe Forts and Tribe Flag Towers, and can only expand their Territory by occupying Towns or Ruins of various levels on the map. Among these, Level 1 Towns can be attacked even if your Tribe Territory does not border them

Regular Content

KvK Points+

In Muspelheim, 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.

Shadowflame Assassin+

In Muspelheim, there are numerous Shadowflame Assassins, with levels ranging from 56 to 65. Defeating them will earn you points and other rewards.

Chainflail Berserker+

In Muspelheim, there are numerous wandering Chainflail Berserkers, 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+

Muspelheim is rich in resources, and Resource Points here are of much higher levels compared to those in the original Kingdom.

Special Rules

Town Marshal+

In Muspelheim, 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 Muspelheim, 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 Muspelheim, 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 Muspelheim, Kingdoms will be divided into two Teams, [Bounty Legion] and [Allied Legion]. The Teams will battle against each other. The Team that occupies the Level 10 Ruin: [Fire Jotun Surtr] at the end of the event wins. In Asymmetric Combat Mode, the [Bounty Legion] receives double the Team Reward items when their Team 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 Surtr's Flames ends, Odin will bestow blessings, and [Hall of Valor] will initiate a 5-day Season Summoning. At the end of Surtr's Flames, 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.

Hand of Surtr+

The Hand of Surtr, the Fire Jotun. Legend has it that Surtr's hand was once severed by a brave Viking warrior, but it regrew from the depths of molten lava. Anyone who approaches the Hand of Surtr risks being dragged into a fiery inferno, suffering the searing agony of its flames. The Hand of Surtr is contestable every 1 days. After occupying it, all members of the Battalion can gain buff effects.

Spine of Surtr+

The Spine of Surtr, the Fire Jotun. A symbol of destruction and the source of evil strength. Resembling the burning ridge of a dragon, it upholds the skies of Ragnarok. Whenever it trembles or bursts into flames, calamity and devastation sweep across the world. The Spine of Surtr is contestable every 1 days. After occupying it, all members of the Battalion can gain buff effects.

Mouth of Surtr+

The Mouth of Surtr, the Fire Jotun. A chasm leading to the end of the world, and the source of Surtr's wicked roar and fiery wrath. Legend says that when the Mouth of Surtr opens, the world will be plunged into a blazing abyss of darkness, twisting into ruin and ash. The Mouth of Surtr is contestable every 1 days. After occupying it, all members of the Battalion can gain buff effects.

Fire Jotun Surtr+

The Fire Jotun Surtr dwells at the heart of Muspelheim. Legend holds that his sword of fire was forged by his own dark will, embodying the power of destruction. Surtr wields this blade to burn away the glory of the gods. The Fire Jotun Surtr is contestable every 2 days. After occupying it, all members of the Battalion can gain buff effects.

Infernal Forge+

The Infernal Forge will be contestable every 51 hours for 1 hours. Defeat all Troops from other Teams within the Infernal Forge to temporarily occupy it. After occupying the Infernal Forge, all members of the same Team within the entire Infernal Forge area will receive the corresponding points continuously.

Infernal Abyss+

The Infernal Abyss will be contestable every 75 hours for 1 hours. Defeat all Troops from other Teams within the Infernal Abyss to temporarily occupy it. After occupying the Infernal Abyss, all members of the same Team within the entire Infernal Abyss area will receive the corresponding points continuously.

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.

WATCH THE STAGE END, NOT JUST THE DAY

Chronicles & opening milestones

Add your UTC calendar anchor
01

Start of the Expedition

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

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

Level 57 Shadowflame Assassin

Level 57 Shadowflame Assassin When this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 57 Shadowflame Assassin will randomly refresh within Muspelheim.

03

Kingdom's Glory

Ends +3d

Duration 1d · offsets from Stage 1 start

Infernal Forge opens

Infernal Forge opens When this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Infernal Forges within Muspelheim will become accessible. Once you defeat all Troops from enemy Teams in the Infernal Forge, the countdown for temporarily occupying the Infernal Forge will begin.

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.

War Declaration Token Cap Increased

War Declaration Token Cap Increased When this Stage of the Chronicles ends (regardless of whether the goals were achieved), the War Declaration Token cap for all Tribes within Muspelheim will increase by {0}.

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

Fiery 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 Muspelheim 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 Shadowflame Assassin

Level 58 Shadowflame Assassin When this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 58 Shadowflame Assassin will randomly refresh within Muspelheim.

Infernal Onslaught I

Infernal Onslaught 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 [Infernal Onslaught I] Tribe event. Prepare to defend ourselves against the assault of the Infernal Legion!

05

Breakthrough I

Ends +5d

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 Muspelheim will become accessible. Your Tribe Territory must border a Level 7 Town to attack it.

Level 22 Chainflail Berserker

Level 22 Chainflail Berserker When this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 22 Chainflail Berserkers will randomly refresh within Muspelheim. Chainflail Berserkers 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

Hand of Surtr (Level 7 Ruin)

Hand of Surtr (Level 7 Ruin) When this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Hands of Surtr in Muspelheim will activate immediately. Your Tribe Territory must border a Hand of Surtr to attack it.

Level 59 Shadowflame Assassin

Level 59 Shadowflame Assassin When this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 59 Shadowflame Assassin will randomly refresh within Muspelheim.

07

Hand of Surtr

Ends +9d

Duration 2d · offsets from Stage 1 start

08

Initial Phase Settlement

Ends +11d

Duration 2d · 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 Muspelheim will become accessible. Your Tribe Territory must border a Level 8 Town to attack it.

Level 60 Shadowflame Assassin

Level 60 Shadowflame Assassin When this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 60 Shadowflame Assassin will randomly refresh within Muspelheim.

09

Capture Town II

Ends +13d

Duration 2d · offsets from Stage 1 start

Spine of Surtr (Level 8 Ruin)

Spine of Surtr (Level 8 Ruin) When this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Spines of Surtr in Muspelheim will activate immediately. Your Tribe Territory must border a Spine of Surtr to attack it.

Infernal Onslaught II

Infernal Onslaught 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 [Infernal Onslaught II] Tribe event. Prepare to defend ourselves against the assault of the Infernal Legion!

10

Spine of Surtr

Ends +15d

Duration 2d · offsets from Stage 1 start

Level 23 Chainflail Berserker

Level 23 Chainflail Berserker When this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 23 Chainflail Berserkers will randomly refresh within Muspelheim. Chainflail Berserkers consist of {0} Level {1} units, and only Rallied Troops will be able to launch attacks against them.

Level 61 Shadowflame Assassin

Level 61 Shadowflame Assassin When this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 61 Shadowflame Assassin will randomly refresh within Muspelheim.

War Declaration Token Cap Increased

War Declaration Token Cap Increased When this Stage of the Chronicles ends (regardless of whether the goals were achieved), the War Declaration Token cap for all Tribes within Muspelheim will increase by {0}.

11

Collective Action I

Ends +17d

Duration 2d · offsets from Stage 1 start

Level 7 Pass (Fully Open)

Level 7 Pass (Fully Open) When this Stage ends (regardless of whether the goals were achieved), all Level 7 Passes in Muspelheim 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.

Chronicle effect 15

No localized description in this snapshot.

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.

12

Breakthrough II

Ends +18d

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 Muspelheim will become accessible. Your Tribe Territory must border a Level 9 Town to attack it.

13

Capture Town III

Ends +20d

Duration 2d · offsets from Stage 1 start

Mouth of Surtr (Level 9 Ruin)

Mouth of Surtr (Level 9 Ruin) When this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Mouths of Surtr in Muspelheim will activate immediately. Your Tribe Territory must border a Mouth of Surtr to attack it.

Level 62 Shadowflame Assassin

Level 62 Shadowflame Assassin When this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 62 Shadowflame Assassin will randomly refresh within Muspelheim.

Infernal Onslaught III

Infernal Onslaught 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 [Infernal Onslaught III] Tribe event. Prepare to defend ourselves against the assault of the Infernal Legion!

14

Mouth of Surtr

Ends +22d

Duration 2d · offsets from Stage 1 start

Level 24 Chainflail Berserker

Level 24 Chainflail Berserker When this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 24 Chainflail Berserkers will randomly refresh within Muspelheim. Chainflail Berserkers consist of {0} Level {1} units, and only Rallied Troops will be able to launch attacks against them.

15

Mid-Phase Settlement

Ends +24d

Duration 2d · offsets from Stage 1 start

Infernal Abyss opens

Infernal Abyss opens When this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Infernal Abysses within Muspelheim will become accessible. Once you defeat all Troops from enemy Teams in the Infernal Abyss, the countdown for temporarily occupying the Infernal Abyss will begin.

Level 63 Shadowflame Assassin

Level 63 Shadowflame Assassin When this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 63 Shadowflame Assassin will randomly refresh within Muspelheim.

War Declaration Token Cap Increased

War Declaration Token Cap Increased When this Stage of the Chronicles ends (regardless of whether the goals were achieved), the War Declaration Token cap for all Tribes within Muspelheim will increase by {0}.

16

Fiery Battlefield II

Ends +25d

Duration 1d · 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 Muspelheim 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.

Lifting of Fire Jotun Surtr Area Restrictions

Lifting of Fire Jotun Surtr Area Restrictions When this Stage ends, the restrictions in the Fire Jotun Surtr area will be lifted, and Tribe members can relocate to the Fire Jotun Surtr area.

Chronicle effect 15

No localized description in this snapshot.

17

Breakthrough III

Ends +26d

Duration 1d · offsets from Stage 1 start

Level 10 Towns Contestable

Level 10 Towns Contestable When this Stage of the Chronicles ends (regardless of whether the goals were achieved), all Level 10 Towns within Muspelheim will become accessible. Your Tribe Territory must border a Level 10 Town to attack it.

Level 64 Shadowflame Assassin

Level 64 Shadowflame Assassin When this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 64 Shadowflame Assassin will randomly refresh within Muspelheim.

18

Capture Town IV

Ends +28d

Duration 2d · offsets from Stage 1 start

Fire Jotun Surtr (Level 10 Ruin)

Fire Jotun Surtr (Level 10 Ruin) When this Stage of the Chronicles ends (regardless of whether the goals were achieved), the Fire Jotun Surtr at the center of Muspelheim will activate immediately. Your Tribe Territory must border the Fire Jotun Surtr to attack it.

Level 25 Chainflail Berserker

Level 25 Chainflail Berserker When this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 25 Chainflail Berserkers will randomly refresh within Muspelheim. Chainflail Berserkers consist of {0} Level {1} units, and only Rallied Troops will be able to launch attacks against them.

Infernal Onslaught IV

Infernal Onslaught 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 [Infernal Onslaught IV] Tribe event. Prepare to defend ourselves against the assault of the Infernal Legion!

19

Fire Jotun Surtr

Ends +30d

Duration 2d · offsets from Stage 1 start

Level 6 Pass (Fully Open)

Level 6 Pass (Fully Open) When this Stage ends (regardless of whether the goals were achieved), all Level 6 Passes in Muspelheim 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 Shadowflame Assassin

Level 65 Shadowflame Assassin When this Stage of the Chronicles ends (regardless of whether the goals were achieved), Level 65 Shadowflame Assassin will randomly refresh within Muspelheim.

Chronicle effect 15

No localized description in this snapshot.

20

Breakthrough IV

Ends +31d

Duration 1d · offsets from Stage 1 start

Level 5 Pass (Fully Open)

Level 5 Pass (Fully Open) When this Stage ends (regardless of whether the goals were achieved), all Level 5 Passes in Muspelheim 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.

21

Rally Counterattack I

Ends +34d

Duration 3d · offsets from Stage 1 start

Infernal Onslaught V

Infernal Onslaught 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 [Infernal Onslaught V] Tribe event. Prepare to defend ourselves against the assault of the Infernal Legion!

22

Rally Counterattack II

Ends +37d

Duration 3d · offsets from Stage 1 start

23

Final Settlement

Ends +40d

Duration 3d · offsets from Stage 1 start

FIND YOUR NEXT OBJECTIVE

Objective directory

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

LEVEL 10

Fire Jotun Surtr

1 mapped site

First linked milestone: after stage 18
LEVEL 10

Level 10 Strategic Town

4 mapped sites

First linked milestone: after stage 17
LEVEL 9

Mouth of Surtr

4 mapped sites

First linked milestone: after stage 13
LEVEL 9

Level 9 Strategic Town

8 mapped sites

First linked milestone: after stage 12
LEVEL 8

Spine of Surtr

4 mapped sites

First linked milestone: after stage 9
LEVEL 8

Level 8 Strategic Town

4 mapped sites

First linked milestone: after stage 8
LEVEL 8

Level 8 Town

38 mapped sites

First linked milestone: after stage 8
LEVEL 8

Level 8 Pass

4 mapped sites

First linked milestone: after stage 16
LEVEL 7

Hand of Surtr

8 mapped sites

First linked milestone: after stage 6
LEVEL 7

Infernal Abyss

2 mapped sites

First linked milestone: after stage 15
LEVEL 7

Medium Checkpoint

4 mapped sites

Timing: consult the scenario rules
LEVEL 7

Level 7 Strategic Town

16 mapped sites

First linked milestone: after stage 5
LEVEL 7

Level 7 Pass

8 mapped sites

First linked milestone: after stage 11
LEVEL 6

Level 6 Town

163 mapped sites

Timing: consult the scenario rules
LEVEL 6

Level 6 Pass

8 mapped sites

First linked milestone: after stage 19
LEVEL 5

Air Dock

32 mapped sites

Timing: consult the scenario rules
LEVEL 5

War Air Dock

8 mapped sites

Timing: consult the scenario rules
LEVEL 5

Kingdom Fortress

8 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 Town

16 mapped sites

Timing: consult the scenario rules
LEVEL 5

Level 5 Pass

16 mapped sites

First linked milestone: after stage 4
LEVEL 5

Infernal Forge

2 mapped sites

First linked milestone: after stage 3
LEVEL 5

Small Checkpoint

4 mapped sites

Timing: consult the scenario rules
LEVEL 4

Level 4 Town

32 mapped sites

Timing: consult the scenario rules
LEVEL 3

Level 3 Town

32 mapped sites

Timing: consult the scenario rules
LEVEL 2

Level 2 Town

165 mapped sites

Timing: consult the scenario rules
LEVEL 1

Level 1 Town

32 mapped sites

Timing: consult the scenario rules

FOR YOUR TEAM, YOUR BRIEFING, YOUR ANALYSIS

Take the map with you.

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

4096px PNGScalable SVGScenario JSON
Map and timing accuracy

639 locations mapped; 151 objectives have a qualified Chronicle milestone link. Recurring attack windows, current ownership and all declaration rules are not automatically scheduled.