Buildings are the map's spine: first control pays a bonus to both
scoreboards, occupation trickles in, and every flip scatters arsenal loot. The sword shrine is the big one —
1,800 alliance points a minute, about a quarter of the whole map's 7,560. It's a lot. It is
not the match.
Sword Shrine1,800 alliance/minOpens around minute ten. The biggest income on the map, and a magnet for mercenary waves. Turtling here while giving up the rest of the map loses.
Sanctums ×2next-biggest incomeThe tanks' first targets. Hold both and the map tilts.
Abbeys ×4steady incomeThe rest of the map's occupation: easy to hold, easy to ignore, and it adds up fast.
Bell Towercapture speed upFirst control is worth about five minutes of holding. Capture faster and you win the race for every bonus.
Royal Stablesteleport cooldown downThe free teleporter is on a cooldown, and holding the stables shortens that cooldown for your whole team.
Hall of Reformationteamwide +15% damage, −15% takenA combat edge for your side, and since combat is the fastest personal points, it feeds both scoreboards.
Mercenary Campmercs at enemy garrisonsThose kills score no personal points. Useful, but the last priority.
Undercellerslate-match nodesGather like resources, slower, both scoreboards at the same rate. Points for whoever has spare marches.
Phase 1The mapSanctums, abbeys, bell tower and stables: the first fights.
Phase 2~10:00Sword shrine, hall of reformation and mercenary camp open.
Phase 3The endgameUndercellers appear; the shrine becomes the big prize.
Nobody needs the shrine to win. A team holding the bell tower, the
stables and the hall can out-point a team camped on the centre.