Viking Rise

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

BuildingTribeKingdomRelative
Valkyrie's Sanctum2,0002,000
Hildr's Holy Temple900900
Huldra's Sacred Shrine350350
Muninn's Sacred Dwelling7575
Kingdom Fortress5050
Divine Beast Garden5050 personal
Legion Stronghold3030

The same buildings, held for one full day

BuildingTribe Points in 24 hoursRelative
Valkyrie's Sanctum2,880,000
Hildr's Holy Temple1,296,000
Huldra's Sacred Shrine504,000
Muninn's Sacred Dwelling108,000
Kingdom Fortress72,000
Legion Stronghold43,200

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.

Video (Viking Rise Chronicles), from 47:54: the hub’s six milestone nodes, which is the order the landmarks open in.

Every building, in the order you meet it

BuildingOpensWhat holding it gives youWhat is inside
Tribe FortDay 0Your tribe's territory on the mapBuilt, not captured — and it is a race
Legion StrongholdDay 1PVE Damage +5%, Gathering Efficiency +5%. Contestable again every 1 day after the first captureTier 6, no healers replenishing it — the easiest capture of the season
ManorDay 1See the Manors pageThe Manor Holy General, 6,500,000
Kingdom FortressDay 2Once occupied and repaired, chiefs can relocate to the territory of any tribe in the same kingdom. Contestable again every 2 days after the first capture4,500,000 Tier 6
Divine Realm's GatesDays 5, 10, 18, 21One-way passage between zones, and the right to set up Tribe Flag Towers beyond it5,000,000 → 6,250,000 Tier 7 by level
Divine Beast GardenDay 6No friendly fire inside; pays Personal PointsUnicorn Holy Beasts and Divine Garden Spirits
Muninn's Sacred DwellingDay 7Rallied Troops' Attack +1.25%4,950,000 Tier 7
Huldra's Sacred ShrineDay 11Troop Defense +2.5%, March Speed +1%4–7 million Tier 7, plus healers
Rainbow BridgeChapter 11, day 13Nothing — it is neutral and cannot be occupiedNeeds Tier 5 to cross; 5 passes a day
Hildr's Holy TempleDay 19Troop Health +2.5%, March Speed +1%6,000,000 Tier 7
Servant's ResidenceDay 23No friendly fire inside the occupied areaPriests and High Priests
Valkyrie's SanctumDay 24Damage +3%, Damage Taken Reduction 3%Healers. Captains beat rallies and attack small marches
Air DockIn use by day 6Team-wide fast travelNot garrisoned — see getting around
Killing FieldFrom chapter 16Concentrated kill pointsOpens every 72 hours
Video (Viking Rise Chronicles), from 2:00: a Legion Stronghold under attack, with its health bar.

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 timelineOn the Chronicles chapter
Huldra's Sacred ShrineLjosalfars' Sacred Shrine
Priest's ResidenceServant's Residence

Both pairs land on the same chapter. Say either one in kingdom chat and expect to be understood.

Video (Viking Rise Chronicles), from 6:20: a rally against Huldra’s Sacred Shrine, named as the map card names it.

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.

Video (Viking Rise Chronicles), from 2:00: Tribe Flags going up, and the progress timer they run on.
Don't
  • 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.

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