Last Asylum Upgrade Guide
Upgrade the Sanctuary first, then the Research Lab and Development research, then Training Grounds, your main heroes and their gear. The Sanctuary caps every other building and every hero level, so it sets the pace for the whole account. This guide gives the order, the milestones by Sanctuary level and the fastest ways to raise might.
What to Upgrade First
Several progression guides give the same core order, and the building tables agree: buildings are capped by the Sanctuary, hero levels are capped by the Sanctuary, and the Sanctuary itself asks for the Research Lab more than any other building. Follow these stages in order and move down the list only when the stage above keeps your queues busy.
- Sanctuary. Raise it whenever the resources are ready. Its level decides the hero level cap, which is 100 at level 20 and 150 at level 30. See the Sanctuary upgrade requirements for each step.
- Research Lab and Development research. The lab is required by 20 of the 29 Sanctuary upgrades. Development and Economy nodes shorten later timers and raise output.
- Training Grounds and troops. Their level sets your best soldier tier, and trained troops add a large share of your real strength.
- Main heroes. Pick one squad and put levels, stars and skills there first. The best team section shows which heroes to build around.
- Gear for the same heroes. Forge gear on your main squad before you spread it across the roster.
- Raven, Epigraphs and the rest. They add permanent bonuses and come after the stages above.
Upgrade Requirements
Three rules explain most blocked upgrades. A building cannot pass the Sanctuary level. Many Sanctuary levels list other buildings at set levels, from the storage buildings at level 4 up to Research Lab 29 at level 30. Hero levels cannot pass the hero cap of your current Sanctuary. The building requirements section lists the chains that start a few buildings, such as Training Grounds needing Barracks level 1.
The table shows the checkpoints where the requirement list changes character. Level 4 asks only for the three storage buildings, level 7 brings in Training Grounds and the Alliance Hall, level 11 adds the Research Lab, and from level 12 to level 30 it asks for the lab one level below the target. Grain and Timber cost the same amount at each level, so one column covers both. Costs and times are base values before bonuses, and the Sanctuary page lists all 30 levels.
| Sanctuary | Buildings you need | Grain and Timber each / Herb | Build time |
|---|---|---|---|
| 4 | Lumber Depot level 1, Granary level 1, Herb Storage level 1 | 2,598 / 0 | 5m |
| 7 | Training Grounds level 4, Alliance Hall level 3 | 235.8K / 0 | 1h 30m |
| 10 | Walls level 9, Infirmary level 7 | 748.7K / 232.9K | 5h 35m |
| 12 | Research Lab level 11, Walls level 10, Antitoxin Workshop level 7 | 3.1M / 959K | 9h 24m |
| 15 | Research Lab level 14, Training Grounds level 14, Herb Garden level 7 | 6.47M / 2.29M | 22h 15m |
| 20 | Research Lab level 19, Alliance Hall level 18, Farm level 10 | 60.03M / 18.41M | 4d 23h 40m |
| 25 | Research Lab level 24, Training Grounds level 24, Herb Storage level 10 | 277.9M / 97.53M | 22d 3h 5m |
| 30 | Research Lab level 29, Training Grounds level 29, Antitoxin Workshop level 15 | 1.36B / 441.3M | 102d 14h 53m |
Upgrade Milestones
The table shows what each Sanctuary level opens: new buildings, extra copies of buildings you already have, and the soldier tier of a Training Grounds at the same level. The hero level cap is the cap of that Sanctuary level. Levels with no new unlock are left out.
| Sanctuary | Hero level cap | New buildings | Extra copies | New soldier tier |
|---|---|---|---|---|
| 3 | 5 | Builder's Hut, Granary, Lumber Depot, Herb Storage | - | - |
| 4 | 15 | Explorer's Camp, Walls, Squad 1, Gear Workshop, Tavern | 2nd Farm, 2nd Lumberyard, 2nd Herb Garden | - |
| 5 | 25 | Antitoxin Workshop, Squad 4, Smelting Workshop, Weaving Workshop, Epigraph Workshop | - | - |
| 6 | 30 | Nomad Trader, Training Grounds, Barracks, Scout Squad, Falcon Tower, Alliance Hall | - | Tier 3 |
| 7 | 35 | Research Lab (1st Lab), Infirmary, Warrior Statue, Raven Nest, Arena, Temple | - | - |
| 8 | 40 | Watchtower, Squad 2, Curio Hall | 3rd Farm, 3rd Lumberyard | - |
| 9 | 45 | 2nd Workbench (2nd Lab), Black Ops, Monument | - | - |
| 10 | 50 | - | 2nd Antitoxin Workshop, 2nd Smelting Workshop | Tier 4 |
| 11 | 55 | Warlock Statue, Alliance Stable, Private Stable | 2nd Scout Squad, 2nd Weaving Workshop | - |
| 12 | 60 | Ranger Statue | 4th Farm, 4th Lumberyard | - |
| 13 | 65 | - | 3rd Antitoxin Workshop, 2nd Infirmary | - |
| 14 | 70 | Lord Statue | 3rd Smelting Workshop, 3rd Weaving Workshop | Tier 5 |
| 15 | 75 | Raven Workshop, Hall of Honor | 2nd Barracks | - |
| 16 | 80 | - | 4th-5th Antitoxin Workshop, 4th Smelting Workshop | - |
| 17 | 85 | - | 3rd Herb Garden, 3rd Training Grounds | Tier 6 |
| 18 | 90 | - | 3rd Infirmary, 4th Weaving Workshop | - |
| 19 | 95 | - | 4th Herb Garden, 3rd Scout Squad | - |
| 20 | 100 | Squad 3 | 3rd Barracks, 5th Smelting Workshop | Tier 7 |
| 21 | 105 | - | 5th Weaving Workshop | - |
| 22 | 110 | Soldier's Rest | - | - |
| 24 | 120 | - | - | Tier 8 |
| 27 | 135 | - | - | Tier 9 |
| 30 | 150 | - | - | Tier 10 |
Best Buildings to Upgrade
The best buildings to upgrade are the ones on the Sanctuary list. Across 29 upgrades, the Research Lab tops the list with 20 requests and Training Grounds follow with 9. Walls and Alliance Hall come next with 6 each, and Warrior Statue has 5. Farm, Lumberyard, Herb Garden and the three storages appear 3 times each, and Antitoxin Workshop 4 times. Builder's Hut is never required, but its free speedup time rises to 30 minutes at level 30, so it is worth keeping level with the Sanctuary.
The building priority list adds costs and might for each of them. For output rather than requirements, the Herb Garden comes first, and the resources page explains the order of Farm, Lumberyard and storage.
Research Priority
Research gives permanent bonuses to the whole account, and the order matters more than the total. Most guides agree on this route: Development first, then Economy, then Alliance Duel as soon as the lab reaches level 15. Development has 18 technologies and is the cheapest branch in the tree. Alliance Duel has 14 technologies and unlocks the reward chests that give Study Scrolls and hero shards. Hero, Soldier and Squad branches follow, and Elite Troop, which unlocks tier 10 soldiers, comes last among the major branches. The research guide has the full branch table and the Study Scroll rules. This video walks through research and upgrades step by step.
Hero Upgrade Order
One guide measures heroes at over 9 million power at high levels, more than any other source, but their level cap depends on the Sanctuary, so buildings come first. Spend hero materials on the five heroes in your main squad and ignore the rest until that squad is strong. Level damage dealers first, then tanks, then support heroes. Stars and skills also start with the damage dealer. The heroes page has the cost tables and the calculator for each step.
Gear Upgrade Order
The Gear Workshop opens at Sanctuary 4. Push it to level 10 early, before you invest seriously in gear, and then to level 20, where the game unlocks Gear Promote. Gear the main squad before the bench. Tanks need armor and boots first, and one guide puts weapon and gloves first for damage dealers. The gear guide covers blueprints, materials and slots.
Troops and Training Grounds
Train troops at the highest tier you have, and promote old low-tier troops into higher tiers rather than training new ones from scratch. The tier you can train depends on the Training Grounds level: tier 6 opens at level 17, then 20 gives tier 7, 24 gives tier 8 and 27 gives tier 9. Level 30 reaches tier 10, but you must also finish the Elite Troop research. A common week-one goal is Sanctuary 20, which opens tier 7. The troops page covers training and morale.
Fastest Way to Increase Might
Total might comes from five sources: buildings, research, heroes, troops and the Raven. One guide notes that buildings mostly inflate the visible score, while heroes and troops add the real strength. The might page explains each source, and this section shows where the next upgrade pays back most.
- Raise many buildings through their cheap levels. A million resources spent on early levels buys about 3,111 might, the same million buys 213 in the middle levels and only 40 in the last ten. The first ten levels are about 78 times better value than the last ten.
- Level the heroes in your main squad. Hero might is the easiest and cheapest way to raise your score once the Sanctuary cap allows it.
- Train troops at the highest tier available, and promote low-tier troops instead of training new ones.
- Finish Development research first, then combat research for your squads.
- Level the Raven and equip its gear and Epigraphs once it unlocks. The Raven page has the details.
Daily Upgrade Routine
A short daily routine keeps every queue busy without spending speedups early. Most progression guides share the same core steps.
- Finish the Chapter and Daily tasks. They give resources, speedups and hero shards, and they point you to the next building.
- Start a new upgrade in every free building and research queue. Long timers go in before you log off.
- Collect your Farm, Lumberyard, Herb Garden and Antitoxin Workshop output before the storage fills up. The resources page shows more ways to collect.
- Join an alliance and donate to alliance technology. The alliance page explains help timers and shared bonuses.
New players can start with the beginner guide and come back here once the first Sanctuary levels are done.
Frequently Asked Questions
Where should a new account start upgrading?
Start with the Sanctuary, which limits every other building and every hero level. Keep the Research Lab running next, then Training Grounds for better soldiers, then your main heroes and their gear. The upgrade order list gives the full sequence, and the Sanctuary page shows what each level needs.
What are the best buildings to upgrade?
The best buildings are the ones the Sanctuary asks for. The Research Lab is required by 20 of 29 upgrades, Training Grounds by 9, then Walls and Alliance Hall by 6 each. Builder's Hut is not required but adds free speedup time. The buildings page has costs and might for all of them.
What is the fastest way to increase might?
Spread resources over many cheap building levels instead of one expensive level. A million resources buys about 3,111 might at the start and about 40 near level 30. Put your main heroes next, promote troops to higher tiers and finish Development research. The might section explains each source.
How do I unlock tier 7 troops?
Tier 7 soldiers need Training Grounds level 20. The grounds stop at your Sanctuary level, so the Sanctuary has to reach 20 first. Tier 8 comes at level 24, tier 9 at level 27, and tier 10 at level 30 plus the Elite Troop research. The troops page covers training itself.
Which research should I do first?
Start with the Development branch, which holds the construction speed, research speed and Training Grounds nodes. Add Economy next. When your Research Lab reaches level 15, move to Alliance Duel and unlock its reward nodes before any other scroll spending. Save Elite Troop and the two Tactics branches for later. The research guide lists every branch.