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Events & rewards

Alliance Gift

Claim every gift your alliance has handed you, in one press.

Alliance gift opens the Alliance Gift page of your alliance window and presses its gold Open All button, which claims every gift waiting there at once. It spends nothing. The only thing to decide is when and how often it runs.

NeedsMembership of an alliance (in-game)Switched on under Duties ▸ Reward claims
Where to find it: Instances ▸ open an instance ▸ Duties ▸ Reward claims ▸ Alliance gift ▸ ⚙. It is a duty, not a plan task: it has no card in Task setup and cannot be added to the plan. It is one of four alliance rows that share one piece of automation — see Alliance Helper.
The Reward claims card on the Duties tab. Alliance gift is its first row.

Set it up

  1. Open the instance and go to the Duties tab. Press Reward claims in the row of buttons at the top to scroll to the card.
  2. Flip the Alliance gift switch to ON. It ships running once a game day.
  3. Optional: click the name or ⚙ to change how often it runs, then press Done.
  4. Press Start in the instance's header. Duties only take turns while the instance is running.

The row

ON / OFF
The switch at the start of the row. ON: the duty takes its turn whenever it comes due. OFF: it never runs, and nothing waits for it. Default: OFF. Switching it off keeps your settings and what the duty has recorded.
Alliance gift
The row's name, beside its gift icon. Clicking the name opens the settings window, the same as ⚙.
Status chip
The reading at the right of the row, a word with a small lamp beside it. Off; Due (waiting for its turn); Running; Done 14:05 (it finished a turn today, at that time — on an interval row, the time of the latest turn; it stays until the daily reset, even if you switch the row off); Retrying 14:40 (a turn failed and it waits until that time before it tries again); Skipped (the bot could not start it today — the reason is added to the line underneath); Standing down (Solo is on for a task on the Tasks card). Hover the chip for a one-line explanation.
Summary line
The line under the name repeats your schedule: Once per game day as it ships, or Every 4h (Every hour at 1) on an interval. · before plan tasks is added when that switch is on in Once a day mode, and · up to 3× a day when a run cap is set. When the chip reads Skipped, the reason follows, tinted as a warning, for example · Skipped: its task is switched off.
⚙
The settings button at the end of the row, drawn as three sliders. Its tooltip reads Settings for this duty — when it runs, and how it behaves. It opens the settings window described below.

The settings window

  1. How often
  2. Run before plan tasks
  3. Retry when it fails
  4. Reset schedule
  5. Record line
  6. Reset records
  7. Done
  1. How often
  2. Run before plan tasks
  3. Retry when it fails
  4. Reset schedule
  5. Record line
  6. Reset records
  7. Done
  1. How often
  2. Run before plan tasks
  3. Retry when it fails
  4. Reset schedule
  5. Record line
  6. Reset records
  7. Done
The Alliance gift settings window, as it ships.

One page, headed Schedule — when and how often this duty runs. There is no Task setup page: which alliance activity this row runs is fixed by the row itself. The window's title bar carries the row's name and a ✕. Hover any control for its tooltip.

How often
Two segments, Once a day and Every few hours. Once a day takes one turn per game day; the game day ends at the game's daily reset. Every few hours keeps coming back on the interval you set below. Default: Once a day.
Run before plan tasks
Shown only while How often is Once a day. A switch. Off, the duty waits for free time and only pushes into a busy plan as the daily reset gets close. On, it runs before the plan's first task of the day, in order with every other duty you switch this on for. Default: off.
Come back every
Shown only while How often is Every few hours. A number box, 1–24, shown as N hours. The wait is measured from the last turn that finished, not from a fixed clock, so a turn that was cut short does not lose its place. The row is due again as soon as the interval is up, and the bot fits it in between plan tasks. Default: 6 hours.
Run cap
Shown only while How often is Every few hours. Reads Use up to [count] per Game day. The count runs 0–99: press − or +, drag the number sideways, or click it to type. At 0 it reads No cap and per Game day dims — the duty runs as often as its interval allows. Above 0 it is the most turns the duty may take in one game day; once they are used it waits for the daily reset. Default: No cap.
Retry when it fails
A number box, 1–10, shown as N tries a day: how many tries a failing turn gets in one game day. After a failure the duty waits a few minutes, then a little longer, before the next try. When the tries are used up it waits for the game's daily reset. 1 means a failure is not tried again. Default: 3.
Reset schedule
Puts every control on this page back to its shipped default, saves that, and closes the window.
Record line
The muted line at the bottom left: what the duty has recorded about its own turns. For example Had its turn today, Had its turn today · 6 turns today, Last turn at 09:12 (a turn on an earlier day) or Backing off until 14:40 after 2 fails. A row that has recorded nothing reads Nothing recorded yet. A long line is shortened; hover it for the whole line.
Reset records
Forgets what the duty has recorded — whether it ran today, how many turns it took, and any wait after a failure — so it may take another turn straight away. It asks first, in a window titled Reset records (Reset them / Cancel), then acts at once: the window stays open and the line reads Nothing recorded yet. Nothing in the game changes and your settings stay. Unavailable while nothing is recorded.
Done
Saves your changes and closes the window. The ✕ in the title bar, or Esc, closes it without saving (a Reset records you already confirmed stays done).

How it runs

Examples

Set it up on one instance, then save that instance to a profile and apply the profile to your other accounts. The switch and the whole schedule go with it.

Troubleshooting

The row is ON, but it never runs.
Duties only take turns while the instance is running — press Start in its header. If the chip reads Standing down, Solo is on for a task on the Tasks card; turn Solo off. If it reads Done with a time, it has already had its turn.
The Activity Monitor says Couldn't open Alliance Gift.
The bot could not reach the Alliance Gift page. The usual causes are an account that is not in an alliance, or a game popup covering the Alliance button. The duty retries on its own. If it keeps failing, open the alliance window in the game by hand and check that Alliance Gift is there.
It said No gifts to claim, and now there are gifts.
Gifts that arrive after a visit wait for the next turn — with Once a day, that is the next game day. Switch How often to Every few hours to come back sooner, or press Reset records to let it take another turn today.
The chip reads Retrying with a time.
A turn failed and the duty is waiting before it tries again. The settings window's record line says how many turns in a row have failed. Once the day's tries are used up it waits for the daily reset; fix the cause, then press Reset records to let it try straight away.
Can one row claim gifts and open treasure together?
No. Each alliance activity is its own row with its own switch and schedule: Alliance help and Alliance donation on Daily activities, Alliance gift and Alliance treasure on Reward claims. When two of them come due together, they run back to back without leaving the alliance window.