The Ageforge Shrine and Idle Keep: Why Waiting at Your Keep Loses
How the Ageforge shrine and idle keep work: hold the middle of the lane for 9–26 XP per second (13 gold per second in the last age); leave your lane empty for 20 seconds and your keep starts to crumble.
By the Ageforge teamUpdated 5 min read
Key takeaways
- A stone shrine stands at the exact middle of the lane. A unit on it with no enemy unit on it captures it in 1 second.
- While you hold the shrine you earn every second: 9 / 17 / 26 XP per second in the Stone / Medieval / Gunpowder ages, and 13 gold per second in the Future Age, where XP has nothing left to buy.
- You keep the shrine after your units walk on, until the enemy captures it back.
- If you have no unit on the lane for 20 seconds, your keep starts to crumble: 6 HP per second, rising by 2 HP per second every second.
- Deploying any unit stops the idle burn at once and resets the clock, so it never touches a player who keeps a unit on the lane.
Why the shrine and the idle keep exist
The first player feedback, and our own simulations, showed that the best strategy was to wait. You stayed at your own keep, let the other player attack into your tower, farmed the kills, advanced an age first and only then pushed. Two good players would both sit and wait, and nothing happened until overtime.
Two rules fix that. The shrine rewards the player who sends units: the first unit across the middle claims it, and holding the middle is now the fastest way to the next age. The idle keep makes an empty lane cost keep HP, so nobody can stall.
How the shrine works
- Where it is. At the exact middle of the 1,000-unit lane, the same walk from both keeps. The zone is 120 lane units wide.
- Capture. Have a unit standing on the shrine with no enemy unit on it for 1 second. A single unit walking across an empty middle takes it.
- Contested. If both sides have units on the shrine, capture progress freezes until only one side is left.
- Progress fades. If your unit walks off before the capture finishes, its progress fades away.
- Holding. Once you capture the shrine, it stays yours after your units walk on, until the enemy captures it back.
- Payout. The holder earns XP every second, at a rate that goes up with the holder's age. In the Future Age, where XP has nothing left to buy, it pays 13 gold per second instead.
| Age | Per second | Per minute |
|---|---|---|
| Stone Age | 9 XP | 540 XP |
| Medieval Age | 17 XP | 1,020 XP |
| Gunpowder Age | 26 XP | 1,560 XP |
| Future Age | 13 gold | 780 gold |
In the Stone Age, holding the shrine for 50 seconds pays for the Medieval Age (450 XP) on its own. Before the Future Age the shrine never pays gold, so it doesn't make your army bigger. It moves you to the next age sooner, where your units outclass theirs and your income is higher. In the Future Age it pays 13 gold per second, which is how a late-game standoff breaks. Read more in when to advance an age.
How to play the shrine
- Get a unit out early. The first unit across an empty middle claims the shrine. Waiting gives it to your opponent for free.
- Fight for the middle, not at your gate. A fight at the shrine is the same walk for both players, and the winner earns every second the lead lasts.
- Take it back to stop their payout. The holder keeps earning while both sides stand on the shrine. To stop it, clear their units off it and stand on it for 1 second.
- Don't send units one at a time to die there. Every kill still pays your opponent gold and XP. Win the fight at the shrine with a frontline and ranged units behind it.
How the idle keep works
If you have no unit on the lane for 20 seconds, your keep starts to crumble. Units still training in your keep don't count; only units on the lane do. The HUD warns you 10 seconds before the burn starts.
The burn starts at 6 HP per second and rises by 2 HP per second every second. Deploying any unit stops it at once and resets the clock. HP already lost stays lost, because keeps never heal.
| Time since the lane emptied | Burn rate | Total HP lost |
|---|---|---|
| 0–20s | None (warning at 10s) | 0 |
| 30s | 26 HP/s | 160 |
| 40s | 46 HP/s | 520 |
| 50s | 66 HP/s | 1,080 |
| 52s | 70 HP/s | 1,200 |
Left fully idle, a 1,200 HP keep falls about 52 seconds after the lane empties.
Who the idle burn hits
- Only the idle player. The burn hits your own keep, not your opponent's.
- Both players, if both are idle. If both players sit with an empty lane, both keeps crumble, so nobody can stall.
- Never a player who is playing. Defending a siege at your gate still counts: your defenders are on the lane, so the clock stays at zero.
The idle keep and overtime
Overtime is a different rule. It starts at 7:00 and burns both keeps, whatever is on the lane. The idle keep can start at any time and burns only the keep of the player with no unit out. In overtime, an idle player's keep takes both burns at once. See Ageforge overtime explained.
FAQ
- What does the shrine do in Ageforge?
- It pays its holder every second: 9 / 17 / 26 XP per second in the Stone / Medieval / Gunpowder ages, and 13 gold per second in the Future Age, where XP has nothing left to buy.
- How do you capture the shrine in Ageforge?
- Have a unit standing on it with no enemy unit on it for 1 second. If both sides have units on it, capture progress freezes. You keep the shrine until the enemy captures it back.
- Why is my keep losing HP before overtime?
- You had no unit on the lane for 20 seconds, so your keep started to crumble. Deploy any unit and the burn stops at once.
- Does the idle keep hurt both players?
- Only a player with no unit on the lane. If both players sit idle, both keeps crumble.
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