Viking Rise

Fenrir’s Judgment

Before You Enter

You need Chief Hall level 24 to relocate into the Judgment Hall. Entry is free and leaving is not. Everything below is worth doing before you arrive, because the corner you land in is crowded and predictable.

Do this
  1. Get your Chief Hall to Lv 24. It is the entry requirement and there is no way around it. If you are below it, this is the only item on your list.
  2. Bank a Random Relocator. Relocating out of the Judgment Court consumes one. Arriving without one means arriving with no exit.
  3. Leave your Fixed Relocator at home, mentally. It cannot be used in the Judgment Hall. Any plan that depends on placing your City precisely needs rewriting before you arrive.
  4. Play the preparation event all the way through. Battle of Judgment is scored per Team, so every account that scores nothing makes your Team's total smaller.
  5. Train Tier 4 and above. Only Tier 4 and above kills earn War Merit, and War Merit is what every settlement reward is tiered on.
  6. Find out which kingdom you are paired with. Eight kingdoms, four Teams of two. Your pair is your ally for the entire season and you will land in the same corner.
  7. Stock Healing Potions and know the ratio. Every 2 Healing Potions heal 1% of your heavily wounded troops, with no resource cost.

The hard requirement

Rules → Regular Content → Relocate, verbatim:

“When the Chief Hall reaches Lv 24, you can relocate to the Lyngvi Judgment Court. Relocating to the Judgment Court does not require any items, but relocating out of the Judgment Court will consume 1 Random Relocator.”

Three facts, all of them actionable before the season starts:

  • Chief Hall 24. A gate, not a recommendation.
  • Entry is free. No item, no cost, no window you can miss by not holding something.
  • Exit costs a Random Relocator. Buy or bank one now, while it is cheap and while you are not in a hurry.

What to bring

BringWhy
1 Random RelocatorThe only way out of the Judgment Court
Healing Potions2 potions heal 1% of heavily wounded troops, free. You receive more at regular intervals in-season, but there is a storage limit, so arriving full is worth it
Tier 4+ troopsNothing below Tier 4 earns War Merit when it kills
Tribe building materialsForts and Tribe Flag Towers are how your Tribe gets any ground at all, and an Air Dock has to be in your building set before you can use one
A gathering plan“Resource Point levels here are a lot better compared to the original Kingdom”

What is waiting for you

You will be teleported to your Team's starting area — one of four corners, shared with the other kingdom on your Team. Know these four things before you land:

  • Your City must sit in valid Tribe Territory. You cannot relocate onto open space. Inside your own valid Territory you cannot be attacked or rallied by other Tribes; if that Territory flips to an enemy Team's Tribe, you are forcibly relocated back to the corner.
  • Passes are the only route anywhere, and they open on a published schedule by level and date. Read movement before you plan a push.
  • Your Team Fortress starts in ruins. Repairing it is what lets anyone on your Team relocate to an allied Tribe's Territory.
  • Underworld Riders cannot be solo'd. Levels 21 to 25, and a rally is the only thing that kills them. Be in a Battalion.

Learn these five names before you arrive

This season's vocabulary is its own, and four of the five below appear on the first screen you will look at:

NameWhat it is
The Judgment HallThe battleground. Also written Lyngvi Judgment Hall, and the Lyngvi Judgment Court is where you relocate to
Sacrificial StonesThe capturable power sites the season is built around. The Lv 8 one, named [Fenrir's Judgment], wins the season for whoever holds it
Fenrir's PurgatoryA building at the center of the map, contestable every 3 days. It is not the season's name
[Strife Period] and [Rest Period]The two periods the whole season alternates between — see periods
BattalionTribes from your own Team, bound together, sharing stone buffs and rallies

For a tribe leader

  • Check every member's Chief Hall level now. Anyone under 24 is not coming, and they have time to fix it only if they know.
  • Make a Random Relocator a condition of entry. A member with no exit is a member you cannot reposition.
  • Line up your Battalion before relocation opens. It must be Tribes from your own Team, and the good partners get taken.
  • Plan the landing corner. Both kingdoms on your Team arrive in the same place. Decide who settles where before everyone is already there.
  • Drive the preparation event. It is the one part of this season you can win before the map opens.
Don't
  • Don't arrive without a Random Relocator. Entry is free precisely because leaving is not.
  • Don't count on your Fixed Relocator. The game states it cannot be used in the Judgment Hall.
  • Don't skip the preparation event because you are small. It is scored as a Team total, so a zero from you is a hole in your Team's number.
  • Don't bring an army of Tier 3. It can fight, and it cannot earn War Merit, and War Merit is what settlement reads.
  • Don't plan around another season's map. The Judgment Hall shares no buildings, no currencies and no stage structure with the seasons before it.

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