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KvK · season S7
⚔️ KvK S7 — «Alfheim's Defense»
The silver bells of Alfheim have fallen silent: corruption and decay turn the realm of the light elves into rotting shadows, and the elves themselves into dark elves, minions of the Queen of the underworld. The survivors send a final plea to Midgard, and the Vikings enter Alfheim to cleanse it of darkness with their battle axes. The source of the infection is the Palace of the Fallen Forest at the heart of the world: it must be taken by storm, defeating the final boss — the Emerald Blade, the "elegant queen" of the dark elves.
Entry
Entry — upon the Chief's Hall reaching the required level (the exact number is not recorded in the dossier). Relocation into Alfheim is free, leaving costs 1 random relocation; fixed relocation and random teleport inside are forbidden.
Format
The match's Kingdoms are split into 4 Teams — Flame, Rock, Wave and Forest (as in S4/S5); the winner is the Team occupying the Palace of the Fallen Forest (lv. 8).
Map
38 named regions: 4 starting expedition camps (Inferno, Boulder, Torrent, Void), 16 military air-docks, thematic forests/wastes and the center — the Palace of the Fallen Forest; across the map — passes lv. 4–8 with three modes (closed / one-way / open to all). Resource points are a higher level than in the home Kingdom.
Season reward
The Alfheim's Defense Victory Emblem — to the victors; at the end of the battle period — the Seasonal Summon in the Hall of Valor (legendary heroes, mounts, limited legendary skills; the number of attempts — from capture achievements, personal merit rank and the Team's Lairs).
Season periods
- Preparation — "Erosion of the Dark Forest". Front event: you donate resurrection lilies → Team preparation points and buffs for the future war.
- Battle Period — "Alfheim's Defense". The war for Alfheim itself; at its end the Seasonal Summon opens.
- Settlement Period. Tallying seasonal rewards; Teams with zero merit receive no rewards.
Chronicles — 22 stages
Chronicles are the spine of a season: each stage unlocks new content on the map. Key milestones:
- "Fall of the Elves" — the starting stage of the chronicles
- "Capture of the Citadel" and "Restoration of the Fortress" — retake from the guardians and repair the Team fortress (2 repair stages)
- "Breakthroughs I–V" — staged opening of passes lv. 4–8: first one-way passage, then full access for all
- "Infected Rift" and "Infected Forest" — opening of battlefields with bosses and hero experience
- Lairs lv. 5–7 → "Palace of the Fallen Forest" — gradual opening of Wonders up to the central one
- "Siege of Shadows I–V" — tribe defense against waves of dark elves at the Dark Core
- Appearance of bosses: blood demons lv. 22–25 (rally only) and blood blade generals lv. 57–65
- Three settlement phases — initial, middle and final
Key objects
- Palace of the Fallen Forest — the central Wonder (Lair lv. 8) at the center of the map; whoever holds it at the end is the season's winner; the attack opens after defeating the Emerald Blade
- Lairs lv. 5–7 (of poisonous insects, poisonous ivy, gloomy insects) — lesser "wonders": capture grants buffs to the whole Battalion, available for combat once every few days
- Team Fortress (Kingdom Fortress) — the Team's main base: defeat the guardians, repair in 2 stages, the owner sets the territory color; constantly grants points
- Catapult Towers (4) — around the Palace; cannot be occupied or attacked, they are "captured" by the number of troops in range and strike the enemy Palace defenders to death every 5 minutes (no infirmary)
- Legion Fortress — a capturable objective, attack only from a bordering territory
- Manor — a building with the boss Scaled Lord: no rally, does not respawn, the first killer receives a generous reward
- Infected Rift and Infected Forest — battlefields: cannot be occupied, you must push out enemy troops; inside are boss farming, hero experience and Team points
- Sacrificial Stones — the target of Team chronicle tasks
Season mechanics
- Divine Awakening — a choice of one of three Divinities: Heimdall (rally attacks and garrison defense), Tyr (map battles), Freya (resource gathering and Team buffs); one is active at a time
- Battalions — tribes of one Team are united: mutual reinforcements and rallies, shared Lair bonuses and the first-capture bonus
- Catapult Towers — a unique Palace siege: a tower is "held" by whoever has more troops nearby, and they mow down the enemy Palace defenders without an infirmary
- Lair Defenders' Morale — surrounding mobs (scorpions, mantises, the Emerald Blade) strengthen the guardians; first clear the surroundings, then assault
- Bone Minotaur — a rune boss: attacked by one battalion, without spending energy, respawns at 00:00 and 12:00 UTC, drops rune scrolls with temporary buffs
- Siege of Shadows I–V — a tribe event: R4+ places the Dark Core, defense against five escalating waves of dark elves
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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