Season 3 · Asgard’s Trial
The Timeline
Every kingdom runs Asgard's Trial on its own calendar, but all of them run it on the same clock. This page is written in day numbers counted from Trial Begins, so it fits your kingdom whatever date it started. Find today's day number, and the rest of the page tells you what is open and what is next.
Last updated: 2026-10-30.
The three phases
- The Matching Intentions Survey. Kings declare a tier — S+, S or A — and the game builds two teams of three kingdoms from the result. Nothing you do as a chief affects this.
- Trial for Divine Favor. Preparation. Five stages, one opening every 48 hours, on the hub rail as Day 1, Day 3, Day 5, Day 7 and Day 9.
- The war on Asgard. Forty-five days, twenty-four Chronicles chapters.
The war's fixed landmarks
Four buildings open on a schedule the season sets, not your kingdom. The hub's milestone timeline shows them with your own dates on it; here they are as day numbers.
- Days 0–6 · the opening: Strongholds, the Kingdom Fortress, the first Manors
- Day 7 · Muninn's Sacred Dwelling opens
- Day 11 · Huldra's Sacred Shrine opens
- Day 19 · Hildr's Holy Temple opens
- Day 24 · Valkyrie's Sanctum opens · day 45 · Trial Ends
| Day | What opens | Why it matters |
|---|---|---|
| 0 | Trial Begins | The map goes live and your preparation buffs switch on |
| 7 | Muninn's Sacred Dwelling | First of the four landmarks. Pays 75 Tribe and 75 Kingdom Points a minute |
| 11 | Huldra's Sacred Shrine | 350 a minute. The chapter after it opens the Rainbow Bridge, and the season changes shape |
| 19 | Hildr's Holy Temple | 900 a minute, held by a 6,000,000 Tier 7 garrison |
| 24 | Valkyrie's Sanctum | The center. 2,000 a minute, and it has healers |
| 45 | Trial Ends | The war closes |
The twenty-four chapters, in day numbers
Each chapter is a timed stage with a hard UTC deadline. Its quests are scored only while that chapter is open, and they do not carry forward. The landmark chapters line up exactly with the four hub milestones above, which is how you can trust these day numbers against your own hub.
| Ch | Title | Days | What it asks of you |
|---|---|---|---|
| 1 | The Trial's Beginning | 0 | 50 Sentries, and the tribe builds a Fort |
| 2 | Stand Firm | 1 | Your first Manor, and the tribe's first Legion Stronghold |
| 3 | Kingdom's Glory | 2 | The kingdom takes its Kingdom Fortress |
| 4 | Collective Action I | 3–4 | Patrol Riders, and 200 tribe kills |
| 5 | Breakthrough I | 5 | A level 5 Manor, and the tribe takes a level 5 Gate |
| 6 | Paradise of Divine Beasts | 6 | The Divine Beast Garden, and 50,000 War Merits |
| 7 | Muninn's Sacred Dwelling | 7 | The tribe holds a level 5 Divine Realm |
| 8 | Collective Action II | 8–9 | Patrol Riders again, 200 tribe kills |
| 9 | Breakthrough II | 10 | A level 6 Manor, and a level 6 Gate |
| 10 | Ljosalfars' Sacred Shrine | 11–12 | 1,000,000 War Merits, and a level 6 Divine Realm |
| 11 | Initial Phase Settlement | 13–15 | Four quests scored together. The Rainbow Bridge opens at this chapter, and this is the heaviest fighting of the season so far |
| 12 | Collective Action III | 16–17 | Patrol Riders, 200 tribe kills |
| 13 | Breakthrough III | 18 | Two level 6 Manors, and a level 7 Gate |
| 14 | Hildr's Holy Temple | 19–20 | 4,250,000 War Merits, and a level 7 Divine Realm |
| 15 | Breakthrough IV | 21 | A level 7 Manor, and a level 8 Gate |
| 16 | Center of the Divine Kingdom | 22 | Sentries, and 5,000,000 War Merits |
| 17 | Servant's Residence | 23 | Priests and High Priests, 200 tribe kills |
| 18 | Valkyrie's Sanctum | 24–26 | 6,000,000 War Merits. The team takes over — a level 8 Divine Realm, scored across all three kingdoms |
| 19 | Mid-Phase Settlement | 27–29 | Four quests again, and the second heavy stretch |
The final stretch — days 30 to 45
Five chapters share the last sixteen days.1 Every one of them is a War Merit climb, and from here the occupation quests are scored across all three allied kingdoms rather than your tribe alone.
| Ch | Title | What it asks of you |
|---|---|---|
| 20 | Capturing Cities and Lands | Sentries, and 200 tribe kills |
| 21 | Collective Action IV | 7,500,000 War Merits; the team holds 2 Divine Realms |
| 22 | Going Deeper | 8,500,000 War Merits; the team holds 3 |
| 23 | The Last Battle | 10,000,000 War Merits; the team holds 7 |
| 24 | Final Settlement | 11,500,000 War Merits, 8 Manors, and the kingdom's 445,000,000 |
Three chapters that are not like the others
Chapters 11, 19 and 24 are settlements. Each runs longer than a normal chapter, carries four quests instead of two, and pays out only when all four are complete. Chapters 11 and 19 are the hardest fighting in the season — attacks come across the bridge hour after hour. Plan troops, healing and shields around days 13–15 and 27–29 specifically.
What to do with this page
- Work out your day number: count from the date your hub's Trial Begins node shows.
- Find that day in the chapter table. That is your current chapter and its quests.
- Look one row down. That is what you should already be positioning for.
- Check the landmark table. If a landmark opens within three days, your kingdom should be massing for it now.
1 Chapters 20 to 24 are not split into individual day ranges. They share the days between the Mid-Phase Settlement and Trial Ends.
- Don't plan from calendar dates you read somewhere. Kingdoms enter Asgard's Trial on their own schedule. The day numbers hold; another kingdom's dates never do.
- Don't let a chapter close with its quests part-done. A chapter is a stage with a hard deadline. Unfinished is unpaid, and nothing rolls over.
- Don't arrive at chapter 11 without Tier 5 troops. The Rainbow Bridge opens there, on day 13, and it will not take Tier 4.
- Don't treat days 13–15 and 27–29 as ordinary. They are the two settlements, and they are where seasons are won and lost.