Season 3 · Asgard’s Trial
The Buildings
Every building you hold pays points every minute it is yours, and the four landmarks pay on a scale that makes everything else look like rounding. This page is what each one is worth, what it gives you while you hold it, and what is standing inside it.
What holding pays, per minute
| Building | Tribe | Kingdom | Relative |
|---|---|---|---|
| Valkyrie's Sanctum | 2,000 | 2,000 | |
| Hildr's Holy Temple | 900 | 900 | |
| Huldra's Sacred Shrine | 350 | 350 | |
| Muninn's Sacred Dwelling | 75 | 75 | |
| Kingdom Fortress | 50 | 50 | |
| Divine Beast Garden | 50 | 50 personal | |
| Legion Stronghold | 30 | 30 |
| Building | Tribe Points in 24 hours | Relative |
|---|---|---|
| Valkyrie's Sanctum | 2,880,000 | |
| Hildr's Holy Temple | 1,296,000 | |
| Huldra's Sacred Shrine | 504,000 | |
| Muninn's Sacred Dwelling | 108,000 | |
| Kingdom Fortress | 72,000 | |
| Legion Stronghold | 43,200 |
One day of Valkyrie's Sanctum is worth sixty-six days of a Legion Stronghold. That is the whole strategic shape of Asgard in one line. Early buildings keep you in the season; the late landmarks dominate the scoring.
Every building, in the order you meet it
| Building | Opens | What holding it gives you | What is inside |
|---|---|---|---|
| Tribe Fort | Day 0 | Your tribe's territory on the map | Built, not captured — and it is a race |
| Legion Stronghold | Day 1 | PVE Damage +5%, Gathering Efficiency +5%. Contestable again every 1 day after the first capture | Tier 6, no healers replenishing it — the easiest capture of the season |
| Manor | Day 1 | See the Manors page | The Manor Holy General, 6,500,000 |
| Kingdom Fortress | Day 2 | Once occupied and repaired, chiefs can relocate to the territory of any tribe in the same kingdom. Contestable again every 2 days after the first capture | 4,500,000 Tier 6 |
| Divine Realm's Gates | Days 5, 10, 18, 21 | One-way passage between zones, and the right to set up Tribe Flag Towers beyond it | 5,000,000 → 6,250,000 Tier 7 by level |
| Divine Beast Garden | Day 6 | No friendly fire inside; pays Personal Points | Unicorn Holy Beasts and Divine Garden Spirits |
| Muninn's Sacred Dwelling | Day 7 | Rallied Troops' Attack +1.25% | 4,950,000 Tier 7 |
| Huldra's Sacred Shrine | Day 11 | Troop Defense +2.5%, March Speed +1% | 4–7 million Tier 7, plus healers |
| Rainbow Bridge | Chapter 11, day 13 | Nothing — it is neutral and cannot be occupied | Needs Tier 5 to cross; 5 passes a day |
| Hildr's Holy Temple | Day 19 | Troop Health +2.5%, March Speed +1% | 6,000,000 Tier 7 |
| Servant's Residence | Day 23 | No friendly fire inside the occupied area | Priests and High Priests |
| Valkyrie's Sanctum | Day 24 | Damage +3%, Damage Taken Reduction 3% | Healers. Captains beat rallies and attack small marches |
| Air Dock | In use by day 6 | Team-wide fast travel | Not garrisoned — see getting around |
| Killing Field | From chapter 16 | Concentrated kill points | Opens every 72 hours |
Two buildings the game calls by two names
This is not a translation error and it is not a typo. The game prints different names on different screens, and if you only learn one you will not recognise the other:
| On the map card and the hub timeline | On the Chronicles chapter |
|---|---|
| Huldra's Sacred Shrine | Ljosalfars' Sacred Shrine |
| Priest's Residence | Servant's Residence |
Both pairs land on the same chapter. Say either one in kingdom chat and expect to be understood.
The garrison climbs from Tier 6 to Tier 7
The two openers — Legion Stronghold and Kingdom Fortress — hold Tier 6. Every Gate, Dwelling, Shrine and Temple after them holds Tier 7, at four to seven million troops. Your kingdom needs Tier 7-capable rally power by the middle of the season, and the training you do on preparation Day 3 is where it comes from.
Two garrisons deserve special mention. Huldra's Sacred Shrine has healers, which means a slow grind refills it faster than you empty it — bring enough to break it in one push. Valkyrie's Sanctum has healers and captains that beat rallies and punish small marches, so the center is taken by massed rallies or not at all.
- Don't trade a landmark for three Strongholds. One day of the Sanctum outscores two months of a Stronghold.
- Don't grind a healer garrison in waves. Huldra's Shrine and the Sanctum refill. Break them in one push or leave them alone.
- Don't bring Tier 6 rallies to a Tier 7 objective and expect the numbers to carry you.
- Don't ignore the Divine Beast Garden because it pays only 50 a minute. It is the one building paying Personal Points, and it is the first place you meet the enemy team.