Viking Rise

Alfheim’s Defense

Alfheim’s Defense: The Schedule

The season runs in four parts: preparation, the battle, settlement, and a five-day Season Summon after it ends. Your own hub's countdown is the clock for your kingdom; the order below is the order the hub draws.

Do this
  1. Read your hub's countdown every day. Before the war it reads Preparation ends in:; during the war it reads Battle ends in:.
  2. Plan each preparation stage on its day node. The track is Day 1, Day 3, Day 5, Day 7, Day 9, one stage per node.
  3. Read the hub's strip for the next opening. It lists every Pass, Lair and battlefield in the order they open, each with its date for your kingdom.
  4. Watch Chronicles stage 16. When it ends, Decaywood Palace opens. Have your Tribe Territory touching it by then.
  5. Be online for the five days after the season ends. The Season Summon runs only then.

The four parts

The season, in order (not to scale)

  • 1Preparation · Erosion of the Dark Forest, five stages
  • 2Battle · the Passes, the Lairs, the battlefields, Chronicles
  • 3Settlement · Team Reward and the Occupation Achievement
  • 4Season Summon · five days at the Hall of Valor

1 · Preparation

Day nodeStage
Day 1Expel the Shadows
Day 3Military Strengthening
Day 5Mount Development
Day 7Jewel Crafting
Day 9A Mighty Army Rises

All five feed the Team's Preparation Battle Points and the TEAM SCORE STAGE REWARDS ladder. Its buffs start when you relocate into Alfheim's Defense and end with the war. See preparation.

2 · The battle: the order things open

The in-season hub draws a dated strip. Its order, as the game draws it:

  1. The campaign begins.
  2. Eggrot Chasm, the first battlefield.
  3. Level 5 Passes: single direction access.
  4. Poison Insect Lair (level 5).
  5. Level 6 Passes: single direction access.
  6. Level 7 Passes: single direction access.
  7. Poison Ivy Lair (level 6).
  8. Corrupt Insect City (level 7).
  9. Nightrot Forest, the second battlefield.
  10. Level 4 Passes: single direction access.
  11. Level 7 Passes: full access.
  12. Level 8 Passes: single direction access.
  13. Decaywood Palace (level 8).
  14. Level 8 Passes: full access.
  15. Level 5 Passes: full access.
  16. Level 4 Passes: full access.
  17. The Season Summon opens.

“Single direction access” means only the Team whose starting area a Pass belongs to can attack and occupy it. See movement.

Alongside the strip, the Chronicles track runs stage by stage. Three of its stages are settlements: the early one at stage 11, Mid-Phase Settlement at stage 17, and the final one at stage 21. The end of stage 16 opens Decaywood Palace.

Video (Games Info), from 0:25: the in-season hub's dated strip, a Pass tooltip opened, and the strip scrolled to its end.

3 · Settlement

When the battle ends, Kingdom Mayhem enters its settlement period. Team Rewards are paid by the Team's result, plus one extra reward for every Lair the Team holds, and the Occupation Achievement is judged on the highest Lair your Battalion held, or its Battalion Points, at the end. See settlement.

4 · The Season Summon

After Alfheim's Defense ends, Odin gives his blessing and the Hall of Valor opens a 5-day Season Summon. See the Season Summon.

Don't
  • Don't copy dates from a video or another kingdom. Every server meets this season on its own calendar; plan from your own hub.
  • Don't spend a stage's resources on the wrong day node. The same item scores very differently on different stages.
  • Don't treat a Lair as finished once taken. Poison Insect Lair, Poison Ivy Lair and Corrupt Insect City are contestable again every day.
  • Don't leave Decaywood Palace to the last day. You can only attack it from a border it shares with your Tribe Territory, and that border takes building.

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