Building Priorities & Sanctuary Roadmap
Sanctuary roadmap to level 30, the build priority order, what every building does, and how to stack construction speed buffs the correct consecutive way.
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🗓 Updated: 2026-10-12
Building in Last Asylum: Plague is a long game — the Sanctuary push from level 1 to level 30 takes months, and the wrong order costs you weeks of it. This page is the community build order: which buildings matter and in what sequence, a level-by-level Sanctuary roadmap, and the exact math of construction speed stacking.
The one question that decides every queue slot: does this make you stronger or faster? If the answer is no, it can wait.
The Build Priority Order
When several buildings are available at once, the community order is fixed:
- Sanctuary — always. It gates every other level in the city, the hero level cap, and the troop tiers. Whenever a Sanctuary upgrade is available, it goes into the queue first.
- Research Lab — runs your tech tree and serves as the mandatory prerequisite for Sanctuary levels 11 through 30 (without a leveled Lab, you cannot start any mid/endgame Sanctuary upgrade).
- Training Grounds — unlocks troop tiers (T1–T10). Use the 1 Max + 3 Low Split: max only 1 main ground to match your Sanctuary tier cap, and keep the other 3 at Level 10 to mass-produce cheap T4 for promotion (saves 6–7 hours per cycle and millions of resources!).
- Barracks — soldier capacity. A bigger standing army means more might and more punch per march.
- Infirmary — heals your wounded after defeats. A small Infirmary means every lost fight bleeds troops you cannot recover.
- Smelting Workshop — produces and refines Gear Stones for equipment upgrades. Push it to Level 25 as soon as your Sanctuary allows to avoid a mid-game bottleneck on carry weapons.
- Walls — leveled strictly for milestone gates (only required for Sanctuary levels 5, 6, 9, 10, 12, and 24; never required for the other 24 levels). Walls do NOT provide combat stats or protect troops from damage! They only provide City Defense durability to resist fire and forced teleportation during sieges.
- Resource Buildings & Depots — upgraded strictly as needed for Sanctuary prerequisites (Lumber, Granary, and Herb Storages).
The rule behind the list: if a building does not make you stronger or faster, it is not urgent. Production buildings, depots and decorations still get built — but only when the seven above have nothing to do or a gate forces them.
What Every Building Does
A quick reference for the buildings you will actually be tapping. Translations differ between game clients, so when two names sound alike, check the in-game tooltip for the exact effect on your version.
| Building | What it does | Community notes |
|---|---|---|
| Sanctuary | Gates all other building levels, sets the hero level cap, grants EXP per upgrade, and unlocks buildings and features as it levels. | Upgrade on cooldown. It is your real player level. |
| Walls | Provides City Defense durability and reduces defense decay rate during siege. Does NOT protect troops in battle and grants no combat stats! | Level strictly as a prerequisite on levels 5, 6, 9, 10, 12, and 24. Do not waste builders on it otherwise. |
| Builder’s Hut | Extends the free-completion window on construction timers (free speedup time). Survivors stationed inside give extra bonuses — swap in better survivors as you recruit them. | Keep at Sanctuary level until Sanctuary 15 for the maximum free-completion window. |
| Research Lab | Runs your tech tree: economy, military, and development research. Merged Research Lab 1 & 2: both queues enjoy optimal Speedup Buffs. | Priority #2 — continuous prerequisite for Sanctuary 11–30. Rush Super Reward 1 & 2 in the Alliance Duel tree to unlock chest tiers 4–9! |
| Training Grounds | Unlocks new troop tiers (T2 at Lv.3, T3 at Lv.6, T4 at Lv.10, T5 at Lv.14, T6 at Lv.17, T7 at Lv.20, T8 at Lv.24, T9 at Lv.27, T10 at Lv.30) and increases training capacity. | Max 1 ground for top tier; keep 3 others at Lv.10 for T4 parallel farming and promotion (saves 6–7h per cycle). |
| Barracks | Increases total standing army capacity in your city. | Upgrade to hold a massive army for KvK and Kingdom Wars. |
| Infirmary | Heals wounded soldiers after defeats. | Undersized Infirmary = permanent troop losses after every lost fight. |
| Antitoxin Workshop | Produces Antidotes / Antitoxin — the key hero resource used across hero progression systems. | Build at Lv.10 and keep producing 24/7. |
| Gear / Smelting / Weaving Workshops | Craft and upgrade hero gear from farmed materials. | Push Smelting Workshop to Lv.25 for steady Gear Stone production; Gear Workshop unlocks at Sanctuary 20. |
| Temple (Warrior Statue) | Unified cult building (merging former Warrior, Ranger, and Warlock Statues). Provides percentage stat bonuses to your chosen faction. | Upgrade to boost squad power and satisfy Sanctuary prerequisites. |
| Hall of Honor | Displays hero honor levels and unlocks the Honor Shop (core source of UR Gear Blueprints). | Essential for late-game gear progression. Buy UR Gear Blueprints exclusively. |
| Curio Hall | Houses collected Curios providing passive bonuses to buildings, economy, and squad combat power. | Upgrade Curio star levels for permanent account-wide boosts. |
| Tavern | Hero recruiting — the banner and pull system lives here. | Save diamonds for dated UR events instead of dumping them here. |
| Falcon Tower | Generates daily missions rewarding diamonds, speedups, hero shards, and antitoxin. Lv.8 unlocks one-tap claim. | Use the “Stacking Max − 1” strategy to bank completed quests for double-point days. |
| Alliance Hall | Increases the number of Alliance Help assists you can receive. Does NOT affect garrison or rallies! | Higher level = more assists from allies (up to 30 assists at Lv.25, shaving ~30% off any timer for free). Critical for saving speedups and mandatory prerequisite for Sanctuary Lv. 7, 8, 9, 13, 20, and 29. |
Barracks vs Training Grounds — the Naming Trap
One building opens new troop tiers (Training Grounds), and the other increases how many soldiers you can hold (Barracks). Open the building and read the tooltip: if the listed effect is unlocking tiers and training queue limit, that is Training Grounds; if it is total soldier capacity, that is Barracks.
Sanctuary Roadmap by Level (1 to 30)
A common misconception is that Walls are required for every single level. They are not! Walls are only required 6 times across the entire game (levels 5, 6, 9, 10, 12, and 24).
The true gating structure:
- Research Lab is the primary bottleneck: for every level from 12 to 30, Research Lab must be at
Lv. (Target − 1). - Secondary military gate rotates: Training Grounds (7, 8, 11, 15, 18, 21, 25, 27, 30), Temple / Warrior Statue (14, 16, 19, 22, 26), Alliance Hall (7, 8, 9, 13, 20, 29), Barracks (17, 28), and Infirmary (10, 23).
- Tertiary resource gate rotates: Lumber/Grain/Herb Storages, Antitoxin Workshop, Farm, Lumber Mill, and Herb Garden.
Below is the complete, official level-by-level data extracted directly from the game client binary:
Early Game (Levels 1 – 10)
| Lv. | Prerequisites | Base Time | Resources (Grain / Timber / Herbs) | Unlocks |
|---|---|---|---|---|
| 2 | None | 2 sec | 32 / 32 / 0 | Base progression, Hero cap Lv.10 |
| 3 | None (Chapter 17 quest) | 3 sec | 983 / 983 / 0 | Tier 2 Troops (at Training Grounds Lv.3) |
| 4 | Lumber Depot 1 + Granary 1 + Herb Storage 1 | 5 min | 2.6K / 2.6K / 0 | Resource Depots, Builder’s Hut |
| 5 | Wall Lv.3 | 10 min | 19.7K / 19.7K / 0 | Hero cap Lv.20 |
| 6 | Wall Lv.5 | 34 min | 92.7K / 92.7K / 0 | Tier 3 Troops (at Training Grounds Lv.6), Watchtower, Radar |
| 7 | Training Grounds 4 + Alliance Hall 3 | 1.5 h | 235.8K / 235.8K / 0 | Alliance Hall (Alliance Help button), Research Lab |
| 8 | Training Grounds 6 + Alliance Hall 5 | 3 h | 395.6K / 395.6K / 0 | Falcon Tower (daily missions) |
| 9 | Wall 8 + Alliance Hall 7 | 4.3 h | 605.8K / 605.8K / 208.7K | Hero cap Lv.30 |
| 10 | Wall 9 + Infirmary 7 | 5.6 h | 748.7K / 748.7K / 232.9K | Tier 4 Troops (at Training Grounds Lv.10), Antitoxin Workshop, Tavern |
Mid Game (Levels 11 – 19)
| Lv. | Prerequisites | Base Time | Resources (Grain / Timber / Herbs) | Unlocks |
|---|---|---|---|---|
| 11 | Training Grounds 10 + Research Lab 7 | 7.2 h | 1.9M / 1.9M / 601.8K | March Slot 2 (Squad 2 via Lab research) |
| 12 | Research Lab 11 + Wall 10 + Antitoxin Workshop 7 | 9.4 h | 3.1M / 3.1M / 959K | Deeper research capabilities |
| 13 | Research Lab 12 + Alliance Hall 11 + Farm 7 | 12.2 h | 3.5M / 3.5M / 1.1M | Hero cap Lv.40 |
| 14 | Research Lab 13 + Warrior Statue (Temple) 12 + Lumber Mill 7 | 15.9 h | 4.9M / 4.9M / 1.6M | Tier 5 Troops (at Training Grounds Lv.14), Temple |
| 15 | Research Lab 14 + Training Grounds 14 + Herb Garden 7 | 22.3 h | 6.5M / 6.5M / 2.3M | Smelting Workshop, March Slot 3, Hero cap Lv.50 |
| 16 | Research Lab 15 + Warrior Statue (Temple) 14 + Granary 7 | 1.3 d (31.2 h) | 11.9M / 11.9M / 4.0M | Herb production & gathering scale up |
| 17 | Research Lab 16 + Barracks 15 + Lumber Depot 7 | 1.8 d (43.6 h) | 16.7M / 16.7M / 5.1M | Tier 6 Troops (at Training Grounds Lv.17), Weaving Workshop, Hero cap Lv.60 |
| 18 | Research Lab 17 + Training Grounds 17 + Herb Storage 7 | 2.5 d (61.1 h) | 28.2M / 28.2M / 9.3M | Hero Gear Lv.18 |
| 19 | Research Lab 18 + Warrior Statue (Temple) 17 + Antitoxin Workshop 10 | 3.6 d (85.5 h) | 32.7M / 32.7M / 11.3M | Advanced military tech nodes |
Late Game (Levels 20 – 25)
| Lv. | Prerequisites | Base Time | Resources (Grain / Timber / Herbs) | Unlocks |
|---|---|---|---|---|
| 20 | Research Lab 19 + Alliance Hall 18 + Farm 10 | 5.0 d (119.7 h) | 60.0M / 60.0M / 18.4M | MAJOR MILESTONE! Tier 7 Troops (TG 20), Gear Workshop, March Slot 4 |
| 21 | Research Lab 20 + Training Grounds 20 + Lumber Mill 10 | 6.7 d (160.3 h) | 85.5M / 85.5M / 27.6M | Hero cap Lv.70, Purple Gear crafting |
| 22 | Research Lab 21 + Warrior Statue (Temple) 21 + Herb Garden 10 | 8.7 d (208.4 h) | 111.2M / 111.2M / 36.7M | Faction stat expansions |
| 23 | Research Lab 22 + Infirmary 22 + Granary 10 | 11.3 d (271.0 h) | 145.2M / 145.2M / 42.8M | Gold Gear crafting |
| 24 | Research Lab 23 + Wall 23 + Lumber Depot 10 | 15.8 d (379.4 h) | 171.2M / 171.2M / 56.2M | Tier 8 Troops (at Training Grounds Lv.24), Rally capacity increase |
| 25 | Research Lab 24 + Training Grounds 24 + Herb Storage 10 | 22.1 d (531.1 h) | 277.9M / 277.9M / 97.5M | Hero cap Lv.80, Master military tech trees |
End Game (Levels 26 – 30)
| Lv. | Prerequisites | Base Time | Resources (Grain / Timber / Herbs) | Unlocks |
|---|---|---|---|---|
| 26 | Research Lab 25 + Warrior Statue (Temple) 25 + Antitoxin Workshop 13 | 31.0 d (743.5 h) | 386.8M / 386.8M / 123.5M | Peak workshop gear masteries |
| 27 | Research Lab 26 + Training Grounds 26 + Farm 13 | 43.4 d (1041.0 h) | 548.0M / 548.0M / 168.6M | Tier 9 Troops (at Training Grounds Lv.27) |
| 28 | Research Lab 27 + Barracks 27 + Lumber Mill 13 | 60.7 d (1457.3 h) | 731.1M / 731.1M / 236.5M | Maximum safe storage & Infirmary capacities |
| 29 | Research Lab 28 + Alliance Hall 28 + Herb Garden 13 | 78.9 d (1894.5 h) | 1.05 B / 1.05 B / 316.4M | Pre-T10 preparation |
| 30 | Research Lab 29 + Training Grounds 29 + Antitoxin Workshop 15 | 102.6 d (2462.9 h) | 1.36 B / 1.36 B / 441.3M | ABSOLUTE CAP! Tier 10 Troops (TG 30 + Tech), Specialty Tech branch |
The Sanctuary push is not one long grind — it is four sprints between milestones that each unlock a real power jump.
- Sanctuary 20 — Tier 7 troops and a high-level Gear Workshop arrive together. This is the biggest single power spike of the mid-game and the first push worth burning saved speedups for.
- Sanctuary 24, then 27 — the next tier pushes. Each one raises troop tiers and workshop ceilings again.
- Sanctuary 30 — the cap. Everything left in the city can now be finished.
Be aware of what the late milestones cost: past the mid-20s, single upgrades run over 100 million resources. Start treating resource stockpiling as part of the build plan — see the resource scaling section below.
Construction Speed Stacking — the Correct Math
Construction speed buffs stack from five sources, and together they compress a 38-day upgrade into 20 days (from the guide by chuppergaming). The buffs are:
| Source | Bonus |
|---|---|
| Personal Development research | +5%, then +10% at node level 5 |
| Alliance Research — Fast Building | +20% |
| VIP level 11 | +45% |
| Royal City — Minister of Construction title | +50% |
Now the part almost everyone gets wrong: these buffs add up as speed multipliers, applied to the base time — you cannot sum 10% + 5% + 20% + 45% + 50% and cut the timer by 130% of anything, because the game divides by total speed:
$$T = \frac{T_{base}}{100% + \sum \text{speed buffs}}$$
Here is the real arithmetic on a 37-day base-time upgrade:
- Base time: 37 days.
- With +10% and +5% active: T = 37 / 1.15 ≈ 32.2 days.
- Adding the Minister title (+50%): total speed 165% → T = 37 / 1.65 ≈ 22.4 days — the title saves ~10 days, not “half the timer”.
- And with everything stacked (+10% +5% +20% +45% +50% = +130%): T = 37 / 2.30 ≈ 16.1 days.
Each additional buff is therefore worth slightly fewer hours than the one before it (diminishing returns). The practical consequences:
- Buff order does not matter for the final result — but you must have the buffs active when the timer is long, because their value scales with the remaining time.
- Apply everything before starting the big Sanctuary 20+ pushes, not halfway through.
- Securing the Minister of Construction title and VIP 11 before the late push is worth days of timers by itself.
[!TIP] The “Hold the Hammer” Scoring Trick: In Alliance Duel and Supreme Healer, construction points are awarded at the moment you tap the finished hammer icon, not when you start the project. Start long upgrades days ahead, and don’t tap the hammer until Construction/Build day (Tuesday) arrives.
[!IMPORTANT] Minister of Construction Title Snapshot Rule: The Minister title (+50% construction speed) strictly applies to construction projects started WHILE holding the title.
- Request and receive the title from the King/officer.
- Tap Upgrade to queue your building (the timer locks in with the buff applied).
- You can immediately pass the title to the next player — the queued construction permanently keeps its discounted timer until completion!
Resource Scaling — Plan Your Stockpiles
What a building costs at Sanctuary 8 tells you nothing about what it costs at Sanctuary 25. The curve runs in three phases:
| Phase | Typical cost per upgrade | What it means |
|---|---|---|
| Early (Sanctuary 1-10) | Thousands to low millions | Production covers it. Spend freely, keep queues full. |
| Mid (Sanctuary 11-24) | Tens of millions | Plunder and events carry the load — daily plunder stops being optional. |
| Late (Sanctuary 25-30) | Over 100 million | Stockpile for days before starting. An upgrade you cannot feed stalls your whole queue. |
And keep the mix balanced: always keep Grain, Timber, and Herbs in stock. Late upgrades eat all three at once, and running dry on any of them mid-push wastes exactly the timer you stacked buffs to save.
Ultimate Research Lab Roadmap: All 13 Tech Trees
Research Lab technologies provide compounding permanent multipliers across combat, economy, and alliance scoring. Based on the verified Ultimate Research Roadmap, here is the exact tier priority:
| Priority Tier | Research Branch | Core Impact | Recommended Strategy |
|---|---|---|---|
| Tier S (Mandatory) | Alliance Duel | Super Reward 1 & 2 | Single highest priority in the game! Super Reward unlocks tier 4 through 9 daily chests in Alliance Duel, granting millions in diamonds, speedups, and hero tokens. Maximize this first! |
| Tier S (Mandatory) | Development | Building & Research Speed (+10-25%) | Must be researched before starting long Sanctuary 20+ construction timers to save hundreds of days in speedups. |
| Tier A (High) | Economy (Gathering) | World Map Gathering Speed (+50-100%) | Map gathering yields 20x more resources than passive city production nodes. Prioritize Gathering branches over Production. |
| Tier A (High) | Primary Faction (Warrior/Ranger/Warlock) | ATK, DEF & HP for chosen class | Focus 100% of military research on your Squad 1 core faction. Never spread stats equally across all three classes. |
| Tier A (High) | March Size | +20,000 to +50,000 troop capacity | Direct multiplier on rally damage and garrison defense. Larger armies win engagements. |
| Tier B (Mid/Late) | Elite Troops | Unlocks Tier 10 Troops (T10) | Requires Sanctuary 30 and full pre-requisite completion. Endgame milestone. |
| Tier B (Mid/Late) | Caravan Transport | Caravan capacity and escort stats | Enhances Gold Caravan defense and plunder returns with zero troop losses. |
| Tier C (Situational) | Tactics (Offensive/Defensive) | Casualty reduction in KvK Bastion rallies | Ideal before Kingdom War season begins. |
| Tier S (Endgame) | Specialty Tech | Powerful Era active & passive specialty buffs | Unlocks when Research Lab reaches Lv.30 and Elite Troop Tech reaches 80%. Peak tech tree pinnacle. |
Troop Tier Milestones
- T7 Troops: Sanctuary 20 + Training Grounds 20.
- T8 Troops: Sanctuary 24–25 + Training Grounds 24.
- T9 Troops: Sanctuary 27 + Training Grounds 27.
- T10 Troops: Sanctuary 30 + Training Grounds 30 + 100% Elite Troops research branch.
Per-Tree Micro-Strategy (Korpez breakdown)
Once the macro priority above is running, these are the in-tree shortcuts that save weeks of Research speedups:
- Development tree — rush the node that unlocks the extra Training Camp. Only raise Quick Bandage to level 2 (enough to proceed); never max it early. Done in ~7 days with active alliance help.
- Economy tree — open the extra Farm plots first, then immediately push Herb Output nodes; leave everything else alone until much later.
- Hero trees — level all three class ladders to Lv 3 evenly (the seven-day per-node cost is a bug the devs are allegedly fixing), then push your main class to Lv 5. The generic hero nodes below (Attack/Health/Def/Damage) are the gold.
- Soldier tree — every standard stat node is worth it, except the final Load node: a 9-day upgrade for +1% load is a trap; skip it.
- Full Development tree (post-dev) — push straight to Soldier Fatality Rate (−1% → −5% with max) — the single best node for KvK. Skip healing speed; training capacity can be slowrolled; training speed is worth grabbing on the way.
- Prosperous Economy — unlock Herb Garden, then leave the tree: everything else there is worse than the same research days spent in military.
- Squad tab (post-Soldier) — pad March Capacity and Squad Attack for your primary class; park the others at Lv 3. The world-boss-defense nodes can be left at 3 — maxing them doesn’t pay back.
📚 Reference: Building limits: why herbs run dry
Source: wiki-last-asylum.com, client v1.0.87.
Building limits cap how many buildings of one kind a city may hold, and the real cap sits higher than the building panel suggests. The lab carries nodes that add one more building of each kind, and with them the allowance looks like this.
| Building | Total allowed |
|---|---|
| Farm | 5 |
| Lumberyard | 5 |
| Herb garden | 5 |
| Training ground | 4 |
| Infirmary | 4 |
| Barracks | 4 |
A fifth production building adds a quarter to the output of its resource and costs less than another level on the buildings already standing. Finding out about it is the hard part, since the node hides in the research tree rather than in the building panel.
Why herbs run dry in the mid game
The allowances do not open together, and the herb schedule lags behind. The fourth farm and the fourth lumberyard open at Sanctuary level twelve, the fourth herb garden only at nineteen. For seven levels in a row grain and wood come from four buildings each while herbs come from three.
Hence the feeling that herbs always run out first. The feeling is accurate, and it comes from the unlock schedule rather than from how the player spends.
How many copies a city can have, Lab nodes included, is shown by the build calculator: every tile is labelled with the Sanctuary level that unlocks it.
📚 Reference: Research: price of Might, branches and caps
Data verified against the game client (v1.0.87, source: wiki-last-asylum.com).
Research runs slowly and costs heavily, so the order of the branches matters more than the list of them. Might comes at wildly different prices across the lab categories, two branches repeat what two others already give, and one category asks for no resources at all. Development and Economy sell Might cheapest, Hero sells it dearest.
Price of Might by category
Dividing everything a category costs by all the Might it grants gives the following picture.
| Category | Resources per point |
|---|---|
| Development | 794 |
| Economy | 2,640 |
| Soldier | 12,152 |
| Hero | 18,065 |
The gap is twentyfold. The early Development and Economy branches pay back fastest and go first, while the Hero ones wait until later.
Two squad branches duplicate two others
Squad 1 and Squad 4 give the same bonuses and the same caps as Squad 2 and Squad 3, yet cost far less: about 310M resources and 38 days of queue against billions of resources and thousands of days for the second pair.
The first two are worth maxing, and the other two can wait as long as anything else is worth buying.
The branch that costs no resources
The category tied to the Alliance Duel needs no grain, wood or herbs. It is paid with Study Scrolls, which are awarded for competition: alliance league ranks, the duel, arena season rewards and growth goals. Behind its node sits the elite troop branch, and with it the tenth tier, so the category cannot be skipped.
Economy caps
The lab pushes economy up to a fixed border and no further. Output of each resource rises to +60%, gathering speed to +25%, construction speed to +25%, research speed to +50% and the protected resource limit to +50%.
Construction speed comes from four Fast Construction branches, 5% each for the first three and 10% for the fourth. Research speed works the same way, three at 10% and a fourth at 20%.
Construction Master sits beside them and is easy to mistake for one of them. It does not speed building up, it makes it cheaper, taking up to 5% off resource cost over five levels. The names look alike while the effects do not: one branch saves time, the other saves resources.
Worth remembering
Might and bonus values in the tables are cumulative, so a row shows the total at that level rather than the increment over the previous one. Levels must not be summed.
How the speed, cost and copy-limit nodes change the build queue for a particular city is shown by the build calculator.
🏗️ Building guides
- 2nd Workbench
- Alliance Hall
- Alliance Stable
- Antitoxin Workshop
- Arena
- Barracks
- Black Ops
- Builder’s Hut
- Curio Hall
- Epigraph Workshop
- Explorer’s Camp
- Falcon Tower
- Farm
- Gear Workshop
- Granary
- Hall of Honor
- Herb Garden
- Herb Storage
- Infirmary
- Lord Statue
- Lumber Depot
- Lumberyard
- Monument — building stats; for the server-age event timeline see Calendar: Monument
- Nomad Trader
- Private Stable
- Ranger Statue
- Raven Nest
- Raven Workshop
- Research Lab
- Residence
- Sanctuary
- Scout Squad
- Smelting Workshop
- Soldier’s Rest
- Squad 1
- Squad 2
- Squad 3
- Squad 4
- Tavern
- Temple
- Training Grounds
- Walls
- Warlock Statue
- Warrior Statue
- Watchtower
- Weaving Workshop
🧱 Beginner building tactics
Even upgrades spread evenly across the fortress stall the account: resources run dry exactly when the Sanctuary, Lab, Training Grounds or Antitoxin Workshops need them. This section is the beginner’s walkthrough — what each building is for and in what order to touch it.

Sanctuary first, heroes capped by it
The Sanctuary sets the ceiling for everything: hero levels (roughly +5 per Sanctuary level — e.g. Sanctuary 28 allows heroes up to 140) and all other buildings. If the main five hit the cap, extra antitoxin won’t help — only the next Sanctuary level lifts it. Every Sanctuary level also demands several prerequisite buildings (Lab, Training Grounds, Barracks, statues), so open the requirements early and prepare the whole chain. Don’t wait until all heroes are capped — start the next Sanctuary level in advance.

Two builders, two roles
The temporary second-builder slot (500 diamonds) should do a different job than the first: the long slot takes the Sanctuary, Lab or another multi-day mandatory building, while the free builder closes short upgrades — farms, lumber mills, gardens, antitoxin workshops and the intermediate prerequisites for the next Sanctuary level. Two builders on long projects means no slot for sudden requirements; two on small jobs means the main building lags forever.
Time big completions for the Alliance Duel construction day: a finished building doesn’t have to be claimed at once — leave the hammer over it and tap after the event phase rolls over, scoring points for already-done work. The building keeps occupying the slot, so hold the hammer only over large projects. Take all alliance help first, then spend speedups, then claim.

Resource buildings can lag behind
Farms, lumber mills and herb gardens supply grain, timber and herbs — but they don’t need to match the Sanctuary. A gap of five to six levels stays comfortable. While the second builder sits on the Sanctuary, the first gradually raises resource buildings, and antitoxin workshops most of all: antitoxin is consumed constantly by hero leveling.

Storages (lumber, grain, herb) only raise the protected amount attackers can’t loot. They unlock no levels, techs or troops, so keep them noticeably behind unless a Sanctuary requirement names them. The safest strategy: keep material packs unopened in the inventory and open them right before construction — then even weak storages lose almost nothing.

Tavern, Temple and Research Lab
The Tavern recruits heroes and survivors, and leveling it shortens the free-hire cooldown — but only by about an hour after several levels. Upgrade it on Sanctuary requirements or build day; far more important is actually tapping the ready free hires. The first 50 pulls run toward guaranteed Arthur fragments.

The Temple’s Warrior, Ranger and Warlock statues give direct faction ATK/HP/DEF. Start with your Squad 1 faction, but don’t over-skew: the other statues enter Sanctuary requirements, and squads 2–3 need them for expeditions.

After the Sanctuary, the Research Lab is the top building — economy, hero, troop and development techs all live there. Run Alliance Duel-tree research on Wednesdays so the same speedups score event points, and don’t burn all universal speedups on buildings: part of the stock must cover research, especially pricey army techs.

Army: Training Grounds, Barracks, Infirmary
Higher Training Grounds unlock stronger troop ranks (T1–T10). Don’t level all grounds evenly: keep one at max and use the rest to mass-train cheap troops, then promote them on the main ground — comparable resource cost, far less time. The main ground must track the Sanctuary since new tiers and Sanctuary requirements both depend on it.
Barracks hold the trained army, and capacity binds fast: thief-hunt assaults and Friday/Saturday fights burn thousands of soldiers. If the Barracks are full, grounds idle and marches leave incomplete — level them alongside the main ground. The Infirmary’s capacity and healing speed decide how much of a beating the account can take: if one battle fills it, it’s upgrade time. Undersized infirmaries turn wounded into permanent losses.
Builder’s Hut, Alliance Hall and Walls
The Builder’s Hut shortens every future project, so the investment compounds across the whole account. The Alliance Hall scales ally help (more taps, more minutes per tap) — always request help the moment a long timer starts and spend speedups only after allies finish, or free time is wasted.

Three defensive squads stand on the Walls, alongside fortifications and the extinguish button. To rearrange them, all marches must be home. Watch the defense checkboxes: enabled, heroes and soldiers join the defense — against a stronger attacker that means heavy losses, so many players uncheck during inter-server wars to save the army, but the boxes must be back on before the Undead Siege or the waves won’t be stopped. Wall levels also raise march speed for Blight attacks, gathering and returns.

Research Camp, Watchtower, Falcon Tower
The Research Camp (battle pass) fights cost no soldiers — the perfect lab for testing formations and comparing heroes — plus hourly passive income (grain, timber, herbs, antitoxin) and chests every few stages. The Watchtower runs faction expeditions (one faction per mode, refreshing roughly every 3 days): don’t pick max stars “for growth” — a stuck mid run scores worse than a full clear one star lower.
The Falcon Tower issues daily quests (new ones roughly every 6 hours; ~11 available on a developed tower but only 9 fit the board, the rest queue — overflow quests vanish). Quests cost energy and pay resources, antitoxin and Raven items among others. Level the tower only if quests are actually cleared daily.

Gear district and what to defer
The Smelting Workshop makes Gear Stones (a single high-level sword can want 20,000+ stones per upgrade — develop it early), the Weaving Workshop makes cloth later synthesized into steel for gold gear, and the Gear Workshop crafts the pieces. A full gold set for squad 1 takes a long time, so production should never idle — a good carry sword and tank armor beat several random levels elsewhere.
Defer when resources bind: Scout Squad (faster scouting, no development speed), storages above requirements, Tavern above requirements. The Raven Workshop can be leveled on build day for duel points. Arena, Raven Nest, Black Ops Center and Curio Hall don’t level at all — use them regularly, they cost no construction resources.
Beginner order in one line: Sanctuary on the long slot → Lab → main Training Ground, Barracks, Infirmary, main-faction statue → Builder’s Hut and Alliance Hall steadily → resource buildings ~5–6 below Sanctuary → gear district → extra grounds and secondary buildings → storages, Tavern, scouts by requirement or surplus.

Source: Здания Last Asylum: Plague - гайд для новичков by Гейм-Знаток on DTF.
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