Routines and rewards
Four clocks run in parallel. They do not pay the same thing, they do not catch up the same way, and two of them punish forgetting.
In short
Mana is the one resource everything else consumes. The four routines are the only sources that give it back without spending anything, each on its own cadence.
four commands, four independent clocks: >daily at local midnight, >hourly every hour, >shrine in 4 hour settings, >treasure on a reserve of 10 chests that fills on its own.
Two of them carry a streak counter, and the two counters do not behave alike. The daily one climbs 0,5 % per day and caps at +50 % after 100 days in a row. The hourly one climbs much faster and reaches its ×3 ceiling after 20 consecutive claims, but it drops to zero after 30 minutes of delay.
The shrine is the only routine that can turn against you. A setting lasts 4 hours, the harvest window lasts only one hour, and missing it breaks the shrine for 24 hours.
None of these rewards is a fixed amount: what the command announces is a roll, which rings, the altar, organization buildings and premium then multiply.
The four clocks
Each routine has its period, its orders of magnitude and its own way of catching up. The ranges below are the rolls before any multiplier.
All four also credit the matching achievement counters and quest nodes. One routine done therefore serves three times: the resource, the achievement, and the quest of the day.
Two streaks, two behaviours
The daily one rewards consistency over months. The hourly one rewards a session held over a few hours. Both pay in percentage, but not on the same time scale.
Both counters are read from the timestamp of the last claim, not from a calendar. A daily taken just before midnight then just after keeps the streak; the same one taken in the morning then only two days later breaks it.
The shrine, the only routine that can break
Setting a shrine is a bet on yourself: 4 hours of waiting, then 1 hour to come and collect it. After that, it turns around.
- Fixed duration: 4 hours
- No cost to set
- Grace: 1 hour
- Automatic reminder available
- Free: 24 hours
- Premium I: 18 hours
- Premium II: 12 hours
- 700 endercoins in the village
- 2 per day at most
The repair kit is sold for 700 endercoins in the village only, 2 per day, and on three days a week only. It is a safety net, not a solution: at that rate it does not cover a break every day.
The treasure hunt
The treasure is the only routine that is never lost. It accumulates during an absence, up to a cap, and empties at the rhythm the player chooses.
The jackpot gives no resource: it resets the card claim and card summon counters. Its value is measured in card draws won, not in mana.
An active spell adds a second batch to every chest: 30 to 60 experience, 50 to 150 mana, 6 to 16 endercoins and 100 to 400 essences, on top of the normal roll.
What multiplies a reward
The four routines do not react to the same levers. An economic ring has no effect on experience, a mana altar none on endercoins.
| LEVER | DAILY | HOURLY | SHRINE | TREASURE | |
|---|---|---|---|---|---|
| Streak or comboThe only lever that costs nothing but regularity. | +50 % max | ×3 max | no | no | |
| Economic ringOn endercoins only. | yes | yes | yes | yes | |
| Essence ringOn card essence only. | yes | yes | yes | yes | |
| Mana altarGlobal multiplier on mana. | yes | yes | yes | yes | |
![]() | Organization chapelOn mana, per declared source. | yes | yes | yes | yes |
![]() | Organization libraryOn card essence, per declared source. | yes | yes | yes | yes |
| AreaVillage and capital, on mana and experience. | no | no | ×1,3 | no | |
| PremiumDaily reward bonus on three routines, treasure bonus on the fourth. | yes | yes | no | yes | |
| PetDark mana apart, outside the roll. | yes | yes | no | no | |
The pet multiplies nothing: it adds a flat amount of dark mana to the daily and the hourly. It is the only source of dark mana that does not go through an altar.

