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KvK · season S4
⚔️ KvK S4 — «Fenrir's Judgment»
Hela, queen of the underworld, weaves a plot to devour the world and helps the demonic wolf Fenrir, devourer of gods, break the chains of fate — three chains symbolizing past, present and future. Fenrir's howl is answered by his offspring: Hati craves to devour the sun (a theme of flame), Skoll — the moon (a theme of ice), so in Lyngvi's Hall of Judgment scorching summer abruptly gives way to freezing winter. The task of the Viking Chiefs is to rush into the Hall of Judgment, suppress Fenrir and defend the Nine Worlds.
Entry
You need a Chief's Hall of the required level (the exact number is not set in the dump — it is taken from the client). Entry is free; leaving before the end of the season costs 1 random relocation, and when the event ends everyone returns to their original Kingdoms automatically.
Format
The match's Kingdoms are split into 4 Teams — Flame, Rock, Wave, Forest; each Team has its own starting zone. Within a Team, tribes unite into Battalions (up to 3 tribes). The winner is the Team occupying Fenrir's Purgatory (sacrificial stone lv. 8).
Map
The "Hall of Judgment" map — 35 regions: 4 starting camps and 4 Team outposts, 2 lunar and 2 solar eclipse stones at the cardinal directions, 16 airfields, landscapes of fire and ice (deserts, a burning canyon, a warm snowy forest), and at the center — the Eternal Purgatory. Between the regions — passes lv. 4–8, opening by the Chronicles.
Season reward
Hall of Judgment Trophy — to the winning Team; the owner of the Purgatory at the end of the event receives generous rewards from the gods. After the war ends (until the end of the season), the Seasonal Summon opens in the Hall of Valor (pools of heroes and skills: legendary heroes, mounts, limited skills) — the number of summons depends on the occupied stones, personal merit and the Team's divine realms.
Season periods
- Period of Discord ("scorching summer"). Aggression phase: "endure the trials and grow stronger"; the period has its own effects.
- Period of Rest ("freezing winter"). Regrouping phase: "gather your troops and wait for the moment to strike"; the periods alternate all season.
Chronicles — 22 stages
Chronicles are the spine of a season: each stage unlocks new content on the map. Key milestones:
- "Fires of War" — the start of the map and Teams' starting zones
- "Breakthroughs I–IV" (stages 5/7/10/15) — passes lv. 4–7; lv. 8 passes open at stage 18 "Rivals' Standoff III"
- Opening of sacrificial stones lv. 5/6/7: Howling, Shadow, Wolf Guardian
- "Rivals' Standoff I–IV" — escalating PvP phases
- Interim settlements — initial (stage 12) and middle (stage 16)
- "Infiltration" (stage 20) — the Purgatory zone restrictions are lifted: you can place a flagpole and move there
- Stage 21 — Fenrir's Purgatory opens (stone lv. 8), the final PvP phase
- "Settlement Finale" (stage 22) — the final tally, season rewards and the Seasonal Summon
Key objects
- Fenrir's Purgatory — the central Wonder, sacrificial stone lv. 8; its capture is the Team's victory condition
- Sacrificial stones lv. 5–7 (Howling, Shadow, Wolf Guardian) — occupy and cleanse: buffs to the whole Battalion, Battalion and Team points
- Catapult Towers (4) — around the Purgatory; in the hands of an enemy tribe they strike the Wonder's garrison every 5 minutes, losses are killed, not wounded
- Team Fortress — a ruin, repaired in 2 stages; grants buffs, supplies and the right to set the Team territory color (afterwards, relocations across the Team's territory)
- Legion Fortress — contested periodically; full control grants Battalion and Team points, bonuses add up
- Lunar and Solar Eclipse Stones — temporary arenas with ice/flame wolves and hero experience; the solar one is stronger than the lunar one
- Airfields lv. 5 — troop flights on airships between your Team's airfields; an attempt is spent at the destination
- Manors with the Mad Butcher (lv. 4–8) — a manor boss: attack only on the tribe's territory, no rally, does not respawn
Season mechanics
- "Changing Times" — the map cyclically switches between the Period of Discord (summer, aggression) and the Period of Rest (winter, regrouping), each with its own effects
- Battalions — tribes unite in threes: shared reinforcements and rallies, shared access to stone buffs, rewards counted per Battalion
- Siege of the Purgatory — first the pre-boss Underworld Berserker, then Fenrir himself; 4 catapults in enemy hands mow down the garrison
- Guardians' Morale and Grim Turtle — the stone's retinue (guardians, trolls, berserkers) buffs the defenders, clear them first; a rune turtle at each stone fights with one battalion without spending energy, drops rune scrolls, respawns at 00:00 and 12:00 UTC
- Three-tier PvE — underworld riders lv. 21–25 (rally only), bone priests lv. 56–65 (solo, resources), the Mad Butcher in manors (berserk timer, does not respawn)
- Campaign Totem — seasonal technologies bought with Campaign Points; they work only during the season and vanish at the end
Building marches for the season? The builder picks commander pairs and skills per slot for your barracks — by proven combat mechanics. Free demo available.
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