Shown in the app's own themes — pick the one you run. Light or dark follows the toggle above.
Task duties
Daily activities
The everyday round: nineteen rows, the reward-claiming gift on the header, and the one schedule window they share.
The Daily activities card is the account's everyday round in the game: the levy and the tax, the alliance, the Shrine, the Tavern, the Hospital and the rest. Each activity is its own row with its own switch and its own schedule, so the ones you want come back as often as they deserve and the rest stay off. The gift on the card's header claims what the game's Activity window holds for all of that work.
Find it at Instances ▸ open an instance ▸ Duties ▸ Daily activities (the jump button of that name scrolls straight to the card). These rows are duties, not plan tasks: they run beside the plan, in the gaps between its tasks, while the instance is running. Every row ships off; the header gift ships on. In Standing Watch the card is the third band of the duty sheet, §3 Daily activities: the gift box and its points sit in the band’s label column, and each row is one ruled line.
Claim activity rewards
Points reading
N of M on
ON / OFF
Round gift
Lamp and chip
⚙
Second line
Claim activity rewards
Points reading
N of M on
Round gift
Lamp and chip
Second line
Claim activity rewards
Points reading
N of M on
ON / OFF
Round gift
Lamp and chip
⚙
Second line
The Daily activities card — the reward-claiming gift and today's points on the header, then one row per activity.
Set it up
Open the instance, go to the Duties tab and press Daily activities on the jump rail.
Map the buildings your rows walk to in City Mapper — the Keep, Market, Walls, Prison, Shrine, Tavern, Hospital, Warehouse and Trap Factory, plus the training buildings Troop training uses. A switched-on row whose building is not mapped is listed under Overview ▸ Needs setup.
Open a row's settings with its ⚙, or click its name. On Schedule, choose how often it runs. Where the window also has a Task setup tab, check what this copy of the activity will do — several start with answers that spend (see Before you switch a row on). Press Done.
Flip the row's switch to ON. It takes its first turn the next time the running instance has a free moment.
Leave the header gift on if you want the Activity window's rewards claimed and each row's progress read back onto the card.
The card header
Daily activities
The card's title, with Your daily to-do list in the game — every round done before reset, every reward collected. under it.
Claim activity rewards (the gift)
The one control on the header. A gold gift means reward claiming is on: whenever your due dailies have run, the bot opens the game's Activity window, claims the reward on every finished task and the progress chests along the points bar, and reads where each daily you run stands. A grey gift means off. Click it to switch; hover it for what the last visit did. Default: on. See Claiming activity rewards below.
Points reading
The number right of the gift: today's activity points as the last visit read them, or a dash (–). Hidden while claiming is off.
N of M on
How many of the card's rows are switched on, out of the 19 it draws.
The rows
Nineteen rows, in alphabetical order. Each links to the page that covers its own options in full. Starts is the schedule an untouched row runs on; Window is what its ⚙ opens.
Alliance donation
Donates to your alliance's research — the game's own name for the activity. Starts: every 4 hours. Window: Schedule. One of four alliance rows run by Alliance Helper; Alliance gift and Alliance treasure sit on Reward claims.
Alliance help
Helps with your alliance members' requests. Starts: every hour. Window: Schedule. See Alliance Helper.
Black Market
Shops the Black Market. Starts: once a day. Window: Schedule and Task setup. Also a plan task — see Black Market.
General enhancing
The game's name for cultivating a general with gold. Starts: once a day. Window: Schedule and Task setup. Also a plan task — see Cultivate Generals.
Gold levy
Takes the Keep's free gold levies, and never a gem levy. Starts: once a day. Window: Schedule. See Gold Levy.
Greet champions
Spends the day's greets and empowers on your champions. Starts: once a day. Window: Schedule and Task setup. Also a plan task — see Champions.
Labor
Puts captured troops to labor at the Prison when there are captives and no cooldown. Starts: once a day. Window: Schedule. See Labor.
Material composing
Composes crafting materials up a level in the Items bag — three of one level become one of the next, and that cannot be undone. Starts: once a day. Window: Schedule and Task setup (Composes per run, 3 to start). See Material Composing.
Offering
Makes offerings at the Shrine with gems and/or tributes. Starts: once a day. Window: Schedule and Task setup. See Offering.
Patrol
Works the Patrol board off the Walls, then refreshes it for more. Starts: once a day. Window: Schedule and Task setup. See Patrol.
Ranger Knight Order
Collects what the Knight Order brought home, then sends today's dispatch. It opens through the Event Center, but it is a daily round, so its row is here. Spends nothing. Starts: once a day. Window: Schedule. See Ranger Knight Order.
Resource collecting
Taps the collect bubble over the Warehouse — food, wood, stone, ore and gold in one tap. Starts: every 3 hours. Window: Schedule. See Resource Collecting.
Resource gathering
Sends gathering marches out, as a daily activity. Starts: once a day. Window: Schedule and Task setup. Also a plan task — see Resource Gathering.
Resource tax
Takes the Market's free tax on one resource, and never pays gems. Starts: once a day. Window: Schedule and Task setup (Tax which resource, Food to start). See Resource Tax.
Trade Carriage
Collects the reward chests waiting on the trade carriage inside the city gate, then sends transports until the day's allowance runs out or no carriage is free. Starts: once a day. Window: Schedule. See Trade Carriage.
Trap building
Builds wall traps at the Trap Factory. Starts: once a day. Window: Schedule and Task setup. Also a plan task — see Trap Building.
Troop healing
Heals wounded troops at the Hospital, up to the count you set. Starts: once a day. Window: Schedule and Task setup. See Troop Healing.
Troop training
Trains the troop types and tiers you pick. Starts: once a day. Window: Schedule and Task setup. Also a plan task — see Troop Training.
Wheel of Fortune
Spins the Tavern's wheel, topping up chips from packs the account already owns — never with gems. Starts: once a day. Window: Schedule and Task setup. See Wheel of Fortune.
Six rows are also plan tasks: Black Market, General enhancing, Greet champions, Resource gathering, Trap building and Troop training. The row keeps its own copy of the settings — its Task setup tab says this duty's own copy — the Task plan keeps its own. Set each activity up in one place. When one side finishes a once-a-day activity the other stands down until the reset, but a plan task that keeps working (marches kept out, a training goal) and a switched-on row will both work it.
Before you switch a row on
A row's Task setup tab starts with this duty's own answers, which can differ from the plan task's. Some of them spend. Check these before you flip the switch:
Offering starts with Offer with gems ticked and 3 Gem offerings a visit — it spends gems every day it runs. Untick it, or offer tributes instead, if that is not what you want.
Patrol starts on Sweep all with 10 refreshes. Past the day's free patrols each swept item costs gems, and extra refreshes cost gold.
Black Market buys and sweeps the goods priced in gold and resources, and re-rolls the stock up to 5 times a visit — re-rolls past the day's free ones cost gems.
Troop training trains 500 tier-1 Ground troops a visit, and Trap building builds 150 tier-1 traps and clears the factory queue with a speedup. Both spend resources.
General enhancing starts in pick-from-list mode, 5 rolls a visit, with no general chosen. Pick one on its Task setup tab — until you do, Overview ▸ Needs setup lists the row. Every roll spends gold.
Greet champions puts all of the day's greets and empowers on Helen, with Skip greet cooldown (map hop) on. It spends nothing.
Troop healing heals up to 150 troops a visit with resources the account holds, and Wheel of Fortune makes 1 spin a visit with chips you own.
Task setup
Offer with gems
Gem offerings
Offer with tributes
Reset task settings
Offering's Task setup tab — this row's copy starts with gem offerings ticked.
Reading a row
ON / OFF
The switch leads every row. ON: the duty takes its turn whenever it comes due. OFF: it never runs, and nothing waits for it. Default: OFF on every row.
Icon and name
Click the name to open the row's settings — the same window as the ⚙.
Round gift
A small gift right after the name, drawn only while Claim activity rewards is on and the row is switched on. It shows where this activity stands in the game's own Activity window — see The round gift on each row.
Lamp and chip
What the bot is doing with the row: Off, Due (waiting for its turn), Running, Done 09:14 (took today's turn at that time), Retrying 14:32 (a turn failed; it tries again then), Skipped, Held (waiting on its own settings), or Standing down (a plan task is on Solo). Hover the chip for the full reason.
⚙
Opens the row's settings window. Hover text: Settings for this duty — when it runs, and how it behaves.
Second line
What you set, in a few words — Once per game day, Once per game day · before plan tasks, Every 4h, Every hour · up to 6× a day. A skip or hold reason is added after it (· Skipped: …, · Held: …), never swapped in.
The settings window
The ⚙ opens one window titled with the row's name. Rows whose activity has options of its own carry two tabs, Schedule and Task setup; the rest open straight onto the schedule under a Schedule heading. Every row on this card shares the same schedule controls.
Task setup
How often
Run before plan tasks
Retry when it fails
Reset schedule
Record line
Reset records
Done
A row's settings window on its Schedule tab, set to once a day.
Schedule
The tab (or heading) for when the row runs. Its hint reads when and how often this duty runs.
How often
Once a day: one turn per game day, which ends at the daily reset (00:00 US Pacific time). Every few hours: the row keeps coming back on an interval. Default: Once a day, except Alliance donation (every 4 hours), Alliance help (every hour) and Resource collecting (every 3 hours).
Run before plan tasks
Shown only on Once a day. Off, the row waits for free time and only pushes into a busy plan as the reset gets close. On, it runs before the plan's first task of the day, together with every other row you tick, in board order. The second line adds before plan tasks. Default: off.
Come back every
Shown only on Every few hours. 1–24 hours, measured from the last time the row actually ran rather than from a fixed clock, so a turn that was cut short does not lose its place. Default: 6 hours, or the row's own interval above.
Run cap
Shown only on Every few hours. Reads Use up to … per Game day: the most times the row may run in one game day, 0–99. At 0 it reads No cap and the row runs as often as its interval allows. Default: No cap.
Retry when it fails
1–10 tries a day: how many times a failed turn is tried before the row is left until its next window. The waits between tries grow. 1 means don't retry. Default: 3.
Reset schedule
Puts the Schedule tab back to the row's shipped defaults and closes the window. The Task setup tab keeps what you set.
Task setup
The activity's own options — the form its task page describes. On the six rows that are also plan tasks its hint reads this duty's own copy — the Task plan keeps its own.
Reset task settings
On the Task setup tab. Asks Put this duty's task settings back to this duty's shipped defaults? — Reset puts them back and closes, leaving the schedule alone; Cancel keeps them.
Record line
Left of the footer buttons: what the row has recorded about its own turns — Had its turn today, 2 turns today, Backing off until 14:32 after 3 fails, Last turn at 09:14 — or Nothing recorded yet.
Reset records
Forgets what the row remembers about its turns — whether it ran today, how many turns it took, any wait after a failure — so it can take another turn. It asks first (Reset them / Cancel) and acts at once, without closing the window. Nothing in the game changes and your settings are untouched. Greyed out while nothing is recorded.
Done
Saves both tabs and closes. The title bar's ✕, or Esc, closes without saving.
Schedule
How often
Come back every
Run cap
Retry when it fails
A row set to Every few hours — Come back every and Run cap take the place of Run before plan tasks.
A change you make here, or a flipped switch, reaches a running instance straight away. You do not need to stop and start it.
Claiming activity rewards
The gift on the card's header, Claim activity rewards, switches one hidden duty that works the game's Activity window — the standalone Activity window on older servers, or the Activity tab inside Quests on newer ones. It has no row and no settings; the gift is its whole control. It spends nothing.
Claim activity rewards
Points reading
N of M on
Claim activity rewards
Points reading
N of M on
Claim activity rewards
Points reading
N of M on
The header while claiming is on — the gold gift, today's points and the on-count.
Gift — on
Gold, with a small shake every few seconds so you can tell it is on at a glance (it keeps still under Reduce motion and in themes without ambient motion). Hover text starts On — and says what the last visit did: the last visit (14:32) claimed 5, nothing was waiting on the last visit (14:32) or not visited since the reset, plus 1 reward didn't pay out — looking again soon when one stuck.
Gift — off
Grey and still. Hover text: Off — the rewards in the game's Activity window are left where they are. Turn it on to claim them and read today's points. The points reading and every row's round gift are hidden.
Points reading
Today's activity points from the last visit. A dash means Not read yet today., New game day — not read yet., or the last visit Couldn't read the points; a score under 10 always shows a dash. Hover a number for Activity 146 · read 14:32 · 3 of 5 progress chests claimed. A reading over an hour old, or from a stopped instance, dims and its hover text leads with last read.
Turning claiming off
Switching the gift on never asks — it only takes what the game is already holding. Switching it off asks first when today's checks have left something behind: a reading on your rows, a visit made today, or a check on hold after a failure. With nothing at stake it simply switches off.
Turn off reward claiming?
Keep today's results
Clear today's results
Turn off
Cancel
Turn off reward claiming?
Keep today's results
Clear today's results
Turn off
Cancel
Turn off reward claiming?
Keep today's results
Clear today's results
Turn off
Cancel
The question the gift asks when you turn claiming off after today's checks.
Turn off reward claiming?
The window's title. Its first line says what today's checks found, in the rows' own words — for example Today's check of the Activity window is showing on your dailies: 15 claimed, 4 not done. — and adds The last check didn't finish, so the next one is on hold. when that is true.
Keep today's results
Selected to start. Claiming switches off, and Your dailies keep showing them until the daily reset.
Clear today's results
Claiming switches off and today's readings are forgotten, together with the last visit and any hold after a failure, so the next check — once claiming is back on — reads every daily from the start. It never forgets that a daily already ran today, so nothing runs or spends twice.
Turn off
Applies your choice.
Cancel
Writes nothing; the gift stays on.
The round gift on each row
While claiming is on, every switched-on row carries a small gift after its name: where that activity stands on the game's own Activity board. The game's word outranks the bot's — a run the bot finished counts as provisional until a later read of the window confirms it. Each state differs in shape as well as tint.
Faded gift
Plain gift
Gold gift with a ring
Gold gift with a dot
Green gift with a check
Orange gift with a cross
Faded gift
Plain gift
Gold gift with a ring
Gold gift with a dot
Green gift with a check
Orange gift with a cross
Faded gift
Plain gift
Gold gift with a ring
Gold gift with a dot
Green gift with a check
Orange gift with a cross
The six round gifts: not checked, not done, done by the bot, reward waiting, claimed, and not counted.
Faded gift
Not checked today — the Activity window hasn't been read yet. Also shown when the activity is missing from the window: Not in the game's Activity window today — probably locked for this account.
Plain gift
Not done yet — the Activity window shows this task unfinished.
Gold gift with a ring
Done by the bot at 13:10 — the Activity window hasn't confirmed it yet. A row that sent marches adds that the game counts it once the march is back.
Gold gift with a dot
Done — its reward is waiting in the Activity window.
Green gift with a check
Done, and its reward claimed.
Orange gift with a cross
The bot finished this at 13:10, but the game didn't count it — the window still shows it unfinished. A once-a-day row gets one more turn that day; if the game still does not count it, the hover text adds check this daily's settings.
How it runs
Rows run only while the instance is running, in the gaps between plan tasks. A switched-off row never runs.
Once a day rows have until the daily reset: each waits for a free moment and only cuts into a busy plan as the reset gets close — unless Run before plan tasks is on.
Every few hours rows come back that many hours after they last ran, up to their Run cap.
When several duties are ready at the same moment, Protection goes first, then Buffs, then Daily activities, then Reward claims, then Common tasks. Within this card, rows with Run before plan tasks ticked go first, then board order.
A failed turn is tried again later the same game day, up to Retry when it fails, with a longer wait each time; meanwhile the chip reads Retrying with the time of the next try.
When the plan already did a once-a-day activity today, its row stands down until the reset — and the other way round.
While a plan task is on Solo, every row reads Standing down and waits.
With Claim activity rewards on, once a run of due dailies has finished the bot opens the Activity window, claims every finished task's reward and then the progress chests in order — a chest that will not open is left for a later look and the next one is still claimed — and reads where each switched-on row stands. It also looks after a Start while a row you run is still unconfirmed, again after such a row finishes, and once in the last 45 minutes before the reset. Once the last progress chest is claimed it stops looking until the next game day.
The event-round reader
One more duty rides this card's schedule without a row: the reader that learns which round of the Monarch Competition your server is running today. It opens the Monarch Competition page, reads the round and leaves — nothing is spent and nothing in the game changes, which is why it ships on. It only goes to look on the days the calendar cannot work the round out by itself (the weekdays of an SvS week), and a look takes about 20 seconds.
Its switch is not on this card. It is the ON / OFF pill on the Monarch Competition card at the top of the Plan tab. Off, that card reads Unknown and today's reading is forgotten.
Examples
Farm account (Silverpine): switch on Gold levy, Labor, Resource tax (Food), Resource collecting (every 3 hours), Trade Carriage, Alliance help (every hour) and Alliance donation (every 4 hours). Leave Offering and Patrol off. Keep the gift on so the Activity window's chests are claimed too.
Rally lead (Northwatch): switch on Greet champions with Run before plan tasks ticked so it is done before the rallies start, Troop healing with Troops to heal raised to 5,000, and Wheel of Fortune. Troop training stays a plan task in Task setup, so its row stays off.
Quiet failures (Ember Keep): Trade Carriage fails on days there are no troops to send. Set its Retry when it fails to 1 so it is left until tomorrow instead of trying again.
Troubleshooting
I switched a row on, but it never runs.
Check four things. Is the instance running? Rows only run while it is. Does the chip say Standing down? A plan task is on Solo — turn Solo off in the Tasks section of this tab. Does Overview ▸ Needs setup list the row? Usually its building is not mapped in City Mapper or a Task setup answer is missing, and Fix takes you there. Does the chip say Done? It already had today's turn, possibly through the plan task of the same name.
It ran this morning and I want it to run again today.
Open its ⚙ and press Reset records. The row forgets it ran today and takes another turn when it next gets the screen; nothing in the game changes. For an activity worth repeating, set How often to Every few hours instead.
The chip says Retrying with a time.
The last turn failed and the row is waiting before it tries again. Hover the chip for how many times it has failed, and look the run up in the Activity Monitor on Overview. Once you have fixed the cause, Reset records clears the wait.
A row shows an orange gift with a cross.
The bot finished the activity, but the game's Activity window still shows it unfinished — its settings do not do what the game's activity asks for (a Black Market visit that re-rolls without buying, for example). The row gets one more turn that day. Open its Task setup and change what it does.
There are no gifts after the row names.
Round gifts show only while the header gift is on, and only on switched-on rows. A faded gift means nobody has looked yet today.
The points reading shows a dash.
The window has not been read yet today, a new game day has started, or the last visit could not read the number. A score under 10 always shows a dash. Hover it to see which.
Offering spent gems I did not expect.
The Offering row's copy starts with Offer with gems ticked. Open its ⚙ ▸ Task setup and untick it, or switch the row off.
Turning the gift off asked me about today's results.
It asks only when today's checks left readings on your rows. Keep today's results leaves them showing until the reset; Clear today's results makes the next check start from scratch. Neither makes a daily run again.
The gift does not move.
It shakes only while claiming is on, the app window is active and the theme uses ambient motion. With Reduce motion on, or in a still theme, read the tint instead: gold is on, grey is off.