ATLASVIKING RISE

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VIKING RISE · Tribe & activity structures

Tribe & activity buildings

Tribe structures use their own treasury, thresholds and count-based rules. Compare the recorded construction references for your kingdom or campaign, then check live territory, permissions and event requirements before building.

Match the setting and count shown in your game. These are listed base thresholds and costs, not a live eligibility check or your tribe’s current treasury. Existing territory, permissions and event rules may add requirements.

Tribe construction

Main Fort

Listed thresholds

  • Tribe members: 20
  • Tribe power: 250,000

Base construction cost

Tribe Credits
200,000

Tribe construction

Auxiliary Tribe Fort

Listed thresholds

  • Tribe members: 50
  • Tribe power: 5,000,000

Base construction cost

Tribe Credits
5,000,000
Food
3,200,000
Lumber
3,200,000
Stone
2,250,000
Gold
1,500,000

Tribe construction · Variant 2

Auxiliary Tribe Fort

Listed thresholds

  • Tribe members: 50
  • Tribe power: 5,000,000

Base construction cost

Tribe Credits
10,000,000
Food
8,695,000
Lumber
8,695,000
Stone
5,287,500
Gold
3,525,000

Tribe construction

Tribe Farm

Listed thresholds

  • Tribe members: 20
  • Tribe flags: 10

Base construction cost

Tribe Credits
200,000

Tribe construction

Tribe Sawmill

Listed thresholds

  • Tribe members: 20
  • Tribe flags: 10

Base construction cost

Tribe Credits
200,000

Tribe construction

Tribe Quarry

Listed thresholds

  • Tribe members: 40
  • Tribe flags: 30

Base construction cost

Tribe Credits
300,000

Tribe construction

Tribe Gold Mine

Listed thresholds

  • Tribe members: 80
  • Tribe flags: 50

Base construction cost

Tribe Credits
500,000

Resource site

Tribe Hunting Range

This is a resource-site entry, not a confirmed construction offer. A zero-filled cost record does not mean you can place this structure for free.

Resource site

Tribe Sawmill

This is a resource-site entry, not a confirmed construction offer. A zero-filled cost record does not mean you can place this structure for free.

Resource site

Tribe Quarry

This is a resource-site entry, not a confirmed construction offer. A zero-filled cost record does not mean you can place this structure for free.

Resource site

Tribe Gold Mine

This is a resource-site entry, not a confirmed construction offer. A zero-filled cost record does not mean you can place this structure for free.

Tribe construction

Tribe Flags

This cost applies to the listed count range 1–5.

Listed thresholds

    No member, power or flag threshold is listed in this reference.

    Base construction cost

    Tribe Credits
    5,000

    Campaign objectives are not city upgrades

    Passes, strongholds, fortresses, bridges and other map objectives can require Chronicle progress, territory adjacency or a declaration. Their map guides list the captured objectives and associated milestones. A construction threshold above is not permission to attack or occupy a map objective.

    Other activity structures

    These named structures belong to separate activity or dungeon rules. They are not presented as placeable city buildings. Match the activity and read its current rules; this list does not assign unverified construction costs or opening dates.

    Darktide Palace

    This building is open for occupation by Chiefs for a period of time. Rankings are determined based on occupation duration, which will earn different amounts of "event points"

    Level 1 Pearl Mine

    Level 1 Pearl Mines are distributed in the outermost layer of the endless ocean, and is the most basic mining point.

    Level 2 Pearl Mine

    Level 2 Pearl Mines are distributed in the middle layer of the endless ocean, with improvements in both Pearl Mine Capacity and Gathering Speed.

    Level 3 Pearl Mine

    Level 3 Pearl Mines only appear in the center of the endless ocean, with significant improvements in both Pearl Mine Capacity and Gathering Efficiency.

    Flash Pearl Mine

    Flash Pearl Mines appear randomly throughout the endless ocean. Gathering from Huge Pearl Mines allows you to earn a large number of points in a short period of time.

    Main Base

    The starting point for marching on the city of Morreg and seizing its treasures.

    Gearbolt City

    1. Legend says that Morreg, an outstanding dwarf craftsman, discovered mysterious ore and used it to forge the first set of gears. The craftsman borrowed the power of the gods, using runes and carved tooth profiles to cast Gearbolt City. 2. Upon successfully occupying the city, all Chiefs who participated in the siege will receive 200 Morreg Medals as a reward. 3. When the defense is successful, all Chiefs who participated in defending the city will receive 200 Morreg Medals as a reward. 4. The above rewards will be sent via mail.

    Moltenforge City

    1. Once a place where Morreg's forging techniques were highly advanced, with furnace fires burning day and night throughout the city, now only cold gears and silent furnaces remain. Perhaps, one day, the furnace fires of this city will ignite once again. 2. Upon successfully occupying the city, all Chiefs who participated in the siege will receive 200 Morreg Medals as a reward. 3. When the defense is successful, all Chiefs who participated in defending the city will receive 200 Morreg Medals as a reward. 4. The above rewards will be sent via mail.

    Gearforge City

    1. Once a thriving city of Morreg, seafarers from the northern isles, dwarf craftsmen from inland, and merchants from distant oceans would all bring their goods here to trade. Most visitors came to this place to purchase their desired rune machinery and other novel items. 2. Upon successfully occupying the city, all Chiefs who participated in the siege will receive 200 Morreg Medals as a reward. 3. When the defense is successful, all Chiefs who participated in defending the city will receive 200 Morreg Medals as a reward. 4. The above rewards will be sent via mail.

    Morreg Court

    1. The royal court, harnessing the power of mysterious ore and runes, hovers above Morreg. Embedded within the court are gigantic ancient tusks, and it is said that every transition of power in Morreg requires a ceremonial turning of these tusks. 2. Upon successfully occupying the city, all Chiefs who participated in the siege will receive 200 Morreg Medals as a reward. 3. When the defense is successful, all Chiefs who participated in defending the city will receive 200 Morreg Medals as a reward. 4. The above rewards will be sent via mail.

    Level 1 Connector

    1. Connectors will not block marching Troops. Even if the Connector is not occupied, it is still possible to march into areas within the Connector. 2. Tribes must occupy at least one Level 1 Connector to escort Supply Trucks to Cities in the 2nd circle. 3. Tribes must occupy at least one Level 1 Connector to remove the buff from Monsters on the 2nd circle. 4. Upon successfully occupying the city, all Chiefs who participated in the siege will receive 200 Morreg Medals as a reward. 5. When the defense is successful, all Chiefs who participated in defending the city will receive 200 Morreg Medals as a reward. 6. The above rewards will be sent via mail.

    Level 2 Connector

    1. Connectors will not block marching Troops. Even if the Connector is not occupied, it is still possible to march into areas within the Connector. 2. Tribes must occupy at least one Level 2 Connector to escort Supply Trucks to Cities in the central circle. 3. Tribes must occupy at least one Level 2 Connector to remove the buff from Monsters in the central circle. 4. Upon successfully occupying the city, all Chiefs who participated in the siege will receive 200 Morreg Medals as a reward. 5. When the defense is successful, all Chiefs who participated in defending the city will receive 200 Morreg Medals as a reward. 6. The above rewards will be sent via mail.

    Main Base

    The initial spawn point for each force. Once enabled, troops will start marching from here.

    Field Ration Warehouse

    The Field Ration Warehouse is an important resource-producing building on the map. It periodically produces Field Rations.

    Pier

    An important transit building. When land-borne Marching Troops arrive at the Pier, they will automatically be converted into sea-borne Marching Troops.

    Sea Fort

    A strategically important coastal town. After occupying, grants additional Field Rations.

    Lighthouse

    An important building at sea. After occupying, battles can be initiated against adjacent Lighthouses.

    Holy Tower

    Occupying a Holy Tower grants additional bonuses, and you must occupy a Holy Tower before you can initiate a battle against a Statue.

    Statue

    A statue of the Sea Goddess. Grants additional bonuses to the occupying force.

    Energy Well

    Check the current activity panel for this structure’s function and availability.

    Crystal Core

    Check the current activity panel for this structure’s function and availability.

    Tree of Sacred Fruits

    Check the current activity panel for this structure’s function and availability.

    About this reference

    Reference reviewed 4 October 2026. Game data can change; check the current game before making upgrade or campaign decisions. Game imagery and names belong to their respective owners. Independent of IGG.

    Atlas is a planning reference, not a live connection to your account. Listed bonuses are not a validated combat simulation.