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!
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 [Surtr's Flames], the Bounty Legion and the Allied Legion will clash. There will be 4 Kingdoms under each team.
[Time Slots]+
In [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 [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 description is included for this rule in the captured data. Check the current in-game season restrictions.
Season Restrictions
List of available Heroes+
No description is included for this rule in the captured data. Check the current in-game season restrictions.
List of available skills+
No 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 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 18LEVEL 10
Level 10 Strategic Town
4 mapped sites
First linked milestone: after stage 17LEVEL 9
Mouth of Surtr
4 mapped sites
First linked milestone: after stage 13LEVEL 9
Level 9 Strategic Town
8 mapped sites
First linked milestone: after stage 12LEVEL 8
Spine of Surtr
4 mapped sites
First linked milestone: after stage 9LEVEL 8
Level 8 Strategic Town
4 mapped sites
First linked milestone: after stage 8LEVEL 8
Level 8 Town
38 mapped sites
First linked milestone: after stage 8LEVEL 8
Level 8 Pass
4 mapped sites
First linked milestone: after stage 16LEVEL 7
Hand of Surtr
8 mapped sites
First linked milestone: after stage 6LEVEL 7
Infernal Abyss
2 mapped sites
First linked milestone: after stage 15LEVEL 7
Medium Checkpoint
4 mapped sites
Timing: consult the scenario rulesLEVEL 7
Level 7 Strategic Town
16 mapped sites
First linked milestone: after stage 5LEVEL 7
Level 7 Pass
8 mapped sites
First linked milestone: after stage 11LEVEL 6
Level 6 Town
163 mapped sites
Timing: consult the scenario rulesLEVEL 6
Level 6 Pass
8 mapped sites
First linked milestone: after stage 19LEVEL 5
Air Dock
32 mapped sites
Timing: consult the scenario rulesLEVEL 5
War Air Dock
8 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 Town
16 mapped sites
Timing: consult the scenario rulesLEVEL 5
Level 5 Pass
16 mapped sites
First linked milestone: after stage 4LEVEL 5
Infernal Forge
2 mapped sites
First linked milestone: after stage 3LEVEL 5
Small Checkpoint
4 mapped sites
Timing: consult the scenario rulesLEVEL 4
Level 4 Town
32 mapped sites
Timing: consult the scenario rulesLEVEL 3
Level 3 Town
32 mapped sites
Timing: consult the scenario rulesLEVEL 2
Level 2 Town
165 mapped sites
Timing: consult the scenario rulesLEVEL 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.
639 locations mapped; 151 objectives have a qualified Chronicle milestone link. Recurring attack windows, current ownership and all declaration rules are not automatically scheduled.