Alfheim’s Defense
Alfheim’s Defense: The Lairs
The Lairs are what this season is fought over. Three Lairs at levels 5, 6 and 7, then Decaywood Palace, the level-8 Lair at the center, which wins the season. Beside them, two battlefields open for one hour at a time.
- Take Lairs with your Battalion. Once a Lair is held, every member of the holding Battalion gets its buff.
- Defend them every day. Poison Insect Lair, Poison Ivy Lair and Corrupt Insect City can each be contested every day.
- Climb the ladder in order. The hub's strip opens them one at a time: level 5, then 6, then 7, then the Palace.
- Clear the creatures around a Lair before the assault. Each Lair panel shows its defenders' morale, and creatures around it raise that morale.
- Be at the battlefields when they open. Eggrot Chasm every 51 hours, Nightrot Forest every 75 hours, one hour each.
- Have your territory touching Decaywood Palace before Chronicles stage 16 ends. That is when it opens, and only a bordering territory can attack it.
The ladder
- 5
Poison Insect Lair - 6
Poison Ivy Lair - 7
Corrupt Insect City - 8
Decaywood Palace
| Lair | Level | Buff to the holding Battalion | Points per minute (Battalion / Kingdom) |
|---|---|---|---|
Poison Insect Lair | 5 | Rally troops' attack +1.25%, rally troops' damage +1.25% | +150 / +150 |
Poison Ivy Lair | 6 | All troops' attack +1.25%, all troops' defense +1.25% | +250 / +250 |
Corrupt Insect City | 7 | Rally troops' march speed +1.25%, march speed +1% | +300 / +300 |
Decaywood Palace | 8 | Damage +1.25%, damage taken −1.25% | +1,000 / +1,000 |
| Points per minute to your Battalion | |
|---|---|
| Poison Insect Lair · 150 | |
| Poison Ivy Lair · 250 | |
| Corrupt Insect City · 300 | |
| Decaywood Palace · 1,000 |
Held for a whole day, Corrupt Insect City pays your Battalion 432,000 points, and Decaywood Palace 1,440,000.
How a Lair is taken and held
- The Rules say it for each of the three lower Lairs: it can be contested every 1 day, and once you hold it, every member of your Battalion gets the buff.
- The defenders have morale. Each Lair panel shows its defenders' morale, and creatures nearby feed it: the
Barbtail Horroris one, and its card says it raises the Lair's defenders' morale. Clear them first. - The first capture pays. A Battalion that occupies a Lair for the first time gets a first-occupation bonus by mail, and a banner announces the Tribe that took it first.
Decaywood Palace
The Rules call it the source of the decay and filth, at the heart of Alfheim. It is guarded by the Decaywood Palace Guardian, a Pikemen force.
- It opens when Chronicles stage 16 ends, whether or not the stage's goals were met.
- You can attack it only where it borders your Tribe Territory.
- The Team that holds it wins the season. Holding it gives your Battalion damage +1.25% and damage taken −1.25%, and 1,000 points a minute.
The two battlefields
You hold a battlefield by clearing out the other Teams' troops. While your Team holds it, every member of your Team anywhere in the area keeps earning points.
| Battlefield | Level | Open | Pays |
|---|---|---|---|
Eggrot Chasm | 5 | 1 hour, every 51 hours | Personal Points, +140 a minute |
Nightrot Forest | 7 | 1 hour, every 75 hours | Battalion Points, +360 a minute |
Each has its own kill ranking. In every open session of Nightrot Forest, the top 100 Chiefs who earn at least 200,000 War Merit on that battlefield receive Personal Points.
For tribe leaders
- Coordinate Lair targets through the Battalion, not Tribe by Tribe. The buff and the summons are the Battalion's.
- Assign members to clear the creatures around a Lair before the rally goes in.
- Put the battlefield openings on your Tribe's calendar and rally the members to be there.
- Don't assault a Lair into full defender morale. Clear its surroundings first.
- Don't take a Lair and leave. The three lower Lairs can be contested again the next day.
- Don't wait for the Palace to open before building toward it. Only a border lets you attack.