Viking Rise

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.

Do this
  1. Take Lairs with your Battalion. Once a Lair is held, every member of the holding Battalion gets its buff.
  2. Defend them every day. Poison Insect Lair, Poison Ivy Lair and Corrupt Insect City can each be contested every day.
  3. Climb the ladder in order. The hub's strip opens them one at a time: level 5, then 6, then 7, then the Palace.
  4. Clear the creatures around a Lair before the assault. Each Lair panel shows its defenders' morale, and creatures around it raise that morale.
  5. Be at the battlefields when they open. Eggrot Chasm every 51 hours, Nightrot Forest every 75 hours, one hour each.
  6. 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

The Lair ladder, lowest to highest

  • 5Poison Insect Lair
  • 6Poison Ivy Lair
  • 7Corrupt Insect City
  • 8Decaywood Palace
LairLevelBuff to the holding BattalionPoints per minute (Battalion / Kingdom)
Poison Insect Lair5Rally troops' attack +1.25%, rally troops' damage +1.25%+150 / +150
Poison Ivy Lair6All troops' attack +1.25%, all troops' defense +1.25%+250 / +250
Corrupt Insect City7Rally troops' march speed +1.25%, march speed +1%+300 / +300
Decaywood Palace8Damage +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 Horror is 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.
Video (Games Info), from 0:20: an assault on the Poison Ivy Lair, its panel open over the fight.
Video (Games Info), from 22:55: the final assault on Corrupt Insect City, then the first-occupation mail.

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.
Video (Games Info), from 1:19: a long fight around Decaywood Palace.

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.

BattlefieldLevelOpenPays
Eggrot Chasm51 hour, every 51 hoursPersonal Points, +140 a minute
Nightrot Forest71 hour, every 75 hoursBattalion 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.

Video (Flóki918), from 0:00: an Eggrot Chasm session, with the fight, the kill ranking box and the closing timer.
Video (LUBUTO Gaming), from 0:00: a battlefield session, then the full kill ranking.

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
  • 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.

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