Events & rewards
Server Gift
Claim the chest over the city gate every hour, before it expires.
Server gift brings the city wall into view, taps the treasure-chest medallion floating over the gate and presses Claim All in the Server Gift window. One press takes every gift the window is offering. It ships running every hour, because the game hands out a new gift each hour and an unclaimed one expires.
Where to find it: Instances ▸ open an instance ▸ Duties ▸ Reward claims ▸ Server gift ▸ ⚙. It is a duty, not a plan task: it has no card in Task setup and cannot be added to the plan.
Set it up
- Map the Walls in City Mapper, on the city map profile this instance uses.
- Open the instance and go to the Duties tab. Press Reward claims in the row of buttons at the top.
- Flip the Server gift switch to ON. Leave the schedule as it ships unless you have a reason to change it.
- Press Start in the instance's header, and keep the instance running — the duty comes back every hour.
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.
Server gift
The row's name, beside its chest 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: Every hour as it ships, Every 2h and so on for longer intervals, or Once per game day. · up to 12× a day is added when a run cap is set, and · before plan tasks when that switch is on in Once a day mode. 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
- How often
- Come back every
- Run cap
- Retry when it fails
- Reset schedule
- Record line
- Reset records
- Done
- How often
- Come back every
- Run cap
- Retry when it fails
- Reset schedule
- Record line
- Reset records
- Done
- How often
- Come back every
- Run cap
- Retry when it fails
- Reset schedule
- Record line
- Reset records
- Done
One page, headed Schedule — when and how often this duty runs. 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: Every few hours.
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: 1 (every hour).
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 this page back to its shipped defaults — Every few hours, 1 hour, No cap, 3 tries — 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
- It returns to the city and looks for the chest medallion over the gate. If the wall is not on screen it walks there first, without opening anything.
- If a full Expedition medallion covers the gate, the gift is hidden underneath it. The bot claims the expedition first — even while the Expedition row is off — records the new time on that row, then brings the wall back into view.
- It taps the chest, waits for the Server Gift window, and presses Claim All only while the button is lit. It counts the gift as claimed when the button dims or goes. The game can take a moment to redraw after the press, so it looks up to five times before it decides the press did not land: a slow Claim All is not a failure.
- It reports Claimed the server gift; Claimed the expedition income and the server gift when it took both; or Claimed the expedition income when the expedition was all that was waiting.
- No server gift waiting (no chest over the gate) and The server gift was already claimed are normal results, not failures — the visit costs one short trip.
- Couldn't reach the wall, Couldn't claim the server gift and Couldn't claim the expedition income count as failures and are tried again.
- It goes back to the city on every path out, and it spends nothing. The turn fits in between plan tasks, so a long plan task can delay it. When several duties are ready at the same moment, Reward claims go after Protection, Buffs and Daily activities, and before Common tasks.
- Every turn appears in the Activity Monitor on the Overview tab, in the words quoted on this page. A failed turn's card opens by itself so you can see why.
Examples
- Every gift (Northwatch). Switch it on and keep the shipped schedule: Every few hours, Come back every 1 hours, Run cap at No cap. The row reads Every hour.
- With Expedition (Silverpine). Switch on both Server gift and Expedition. Expedition claims on its own clock, and a Server gift turn that finds the expedition covering the gate claims it too, so neither holds up the other.
- Fewer trips (Ember Keep). If the account is busy with rallies and you accept losing some gifts, set Come back every to 2 hours and Run cap to 8 per Game day. The row reads Every 2h · up to 8× a day; gifts that expire between visits are lost.
An unclaimed server gift expires; it does not pile up. Any setting slower than every hour — a longer interval, a run cap, or Once a day — throws gifts away rather than collecting them later.
When a day's tries run out (Retry when it fails, 3 by default), the duty waits for the daily reset, and every gift in between expires. If the chip reads Retrying for long, fix the cause and press Reset records.
Troubleshooting
The row is ON and reads Due, but it never runs.
Check the Needs setup card on Overview: if the Walls are not mapped, it says so there and its Fix button opens City Mapper. The row itself keeps reading Due while it waits. Also check that the instance is running and that Solo is off (the chip would read Standing down).
The Activity Monitor says Couldn't reach the wall.
The walk to the Walls failed. Re-check the Walls in City Mapper — its Go to building button shows whether the bot can reach them. The duty tries again on its own.
It keeps saying No server gift waiting.
There was no chest over the gate when it looked, so there was nothing to claim. The game only puts the chest up while a gift is available, and its own Server Gift window says the gift refreshes every hour for players who are online.
It claimed my expedition income as well.
That is expected. A full expedition hides the server gift, so the bot claims the expedition first and then takes the gift. It only ever claims a full expedition bar.
It says Couldn't claim the expedition income and no gift was taken.
The expedition covering the gate could not be claimed, so the gift behind it is still hidden. The turn counts as failed and is tried again. See Expedition for what its messages mean.
It says Couldn't claim the server gift.
The chest was there, but the claim did not land: the window did not open, Claim All was not found, or it stayed lit through five looks after the press. The turn counts as failed and is tried again. If it repeats, raise Screen delay in the instance's Settings.
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.