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KvK · season S5
⚔️ KvK S5 — «Hela's Curse»
Hela, queen of the underworld, cast a curse: a purple mist descended on the Strange City, and the whispers of dark magic plunge people into despair and turn them into her puppets. She wants to oust Odin, become the new god and devour Midgard, turning the city into a Strange Realm of terror. Odin sends Viking warriors to dispel the curse, save the despairing and give battle to the forces of darkness. In the season's finale the curse is dispelled, and peace returns to the Strange City.
Entry
You need a Chief's Hall of a certain level (the exact number is not stated in the dossier). Entry is free; leaving costs 1 random relocation, and at the end of the event leaving is free and everyone returns home automatically.
Format
The match's Kingdoms are split into 4 Teams — Inferno, Boulder, Torrent, Void; the Team's tribes unite into Battalions (up to 3 tribes). The winner is the Team that last holds the Palace of Despair.
Map
39 regions: 8 expedition camps (2 per Team), a ring of horror lands, the Realm of Darkness with the Palace of Despair at the core, 2 Grim Churches (west/east), 2 Dead Forests (south/north) and 16 military airfields. Passes lv. 4–8 open by the Chronicles; random and fixed relocations within the realm are forbidden.
Season reward
There is no permanent seasonal buff in the dossier. Season outcome: the Team that held the Palace of Despair receives Odin's most generous rewards; the Seasonal Summon in the Hall of Valor (season heroes and skills, mount materials, a chance at legendary heroes, mounts and limited skills — attempts from capture achievements, merit ranking and the Team's castles); +1 settlement reward for each occupied castle; the Hela's Curse Victory Emblem. Teams with zero merit receive no settlement rewards.
Season periods
- Armament Period (peak of the curse). The demonic sound suppresses the mind — you cannot attack: time to strengthen defenses, regroup armies and prepare.
- War Period (weakening of the curse). The sound weakens — time to attack: monsters rage, the best moment to take the challenge and break the curse; the periods alternate all season.
- Settlement Period. The final tally of season rewards; after the Battle Period the Seasonal Summon opens and runs until the end of the event.
Chronicles — 22 stages
Chronicles are the spine of a season: each stage unlocks new content on the map. Key milestones:
- First clash with the Realm of Terror — entry and the start of the season
- Capture of the Citadel and Restoration of the Fortress — opening of Legion and Kingdom Fortresses
- Grim Church, later Dead Forest — opening of battlefields with hero experience
- "Breakthroughs I–V" — passes lv. 4–8: one-way access; for lv. 5–8 full access opens later
- Ladder of castles: Plague (lv. 5) → Dilapidated (lv. 6) → Silent (lv. 7)
- Strategic Conquest — opening of the Palace of Despair (lv. 8)
- Three settlements — initial, middle and final (interim and final reward tallies)
Key objects
- Palace of Despair — the season's Wonder, castle lv. 8 at the center of the realm and the source of all evil power; the assault opens only after defeating the Cursed Guard Captain
- Catapult Towers — 4 guns around the Palace; captured by the number of troops in range, in enemy hands they strike the Palace's defenders every 5 minutes, and the fallen do not go to the infirmary but die outright
- Wonder Castles lv. 5–7 — Plague (plague), Dilapidated (aging), Silent (death); they must be captured and cleansed, and the buff goes to the whole Battalion
- Kingdom Fortress — in ruins: capture and repair in 2 stages grant effects to the whole Kingdom, and the owner sets the Kingdom territory color
- Legion Fortress — stronghold fortresses; the first capture grants bonuses to the whole Battalion
- Grim Church and Dead Forest — battlefields: push out enemy troops and hold the zone for hero experience and rewards; the Forest's monsters are stronger than the church's
- Manor — capture is shared per Battalion, chests are split among all; the boss is the Cursed Baron lv. 4–8 (berserk on a timer, no rallies, does not respawn)
- Military Airfields — 16 of them (4 per Team): fast aerial transfer of troops between your airfields, troops from level 5
Season mechanics
- Cursed Guard Captain — the living "castle" of the Palace of Despair: until he is defeated, the Palace cannot be attacked
- Catapult Towers — held by the number of troops in range (not by siege); an enemy tower strikes the Palace garrison every 5 minutes, losses are irrevocable
- Periods and Strategies — War/Armament alternate all season: fixed effects plus Personal and Tribe strategies, reset when the period changes
- Cursed Giant Turtle — a rune monster at each castle: attacked by one battalion without energy, runes give a temporary buff; respawns at 0:00 and 12:00 UTC, heals out of combat
- Exorcist's Bells — donations in the "Battle of Exorcism" give preparation points and buffs to the Team and personally; the buffs work only during the season's war
- PvE layout — Elusive Guardians lv. 56–65 solo only, Cursed Royal Riders lv. 21–25 rally only; the castle defenders' morale (swordsmen/guards/captains) must be knocked out before the assault
- Period Strategies — the fixed effects of the armament/war periods plus a Personal strategy and a Tribe strategy; when the period changes the strategies are reset
Building marches for the season? The builder picks commander pairs and skills per slot for your barracks — by proven combat mechanics. Free demo available.
Open the builder →