Eternity's Reach
Bi-weekly 30-minute copper-ore scoring event. Separate-instance map, no troop loss, leaderboard prizes Governor Charm materials and gems for the top finishers.
Eternity’s Reach is a bi-weekly 30-minute scoring sprint played in a separate instance against ~100 other players. Every action in the event converts to copper ore, and copper ore is the only score that matters. The leaderboard pays out Governor Charm materials, gems, and event chests, with the prize curve heavily front-loaded onto the top of the board.
The event runs on Tuesdays with seven UTC timeslot options: 3:00, 5:00, 11:00, 14:00, 16:00, 18:00, 21:00. Register at least 15 minutes before your chosen window or you sit it out. Matchmaking groups roughly 100 players of similar server age and history into the same instance.
TL;DR
- 30 minutes, one currency: copper ore. Everything else is a means to copper
- No real troop loss. Cesare’s Soldiers cost nothing, and city is shielded for the duration. Heroes get a 5-minute cooldown if knocked out, marches auto-refill with your best tier
- Four point sources, in priority order. Vein gather → Vein occupation bonus → Fractured Vein burst → Cesare kills
- Skill tree is 5 levels, recommended path R→R→L→L→R. Each level needs Cesare kills to unlock
- Two Fractured Vein waves spawn during the event with very high gather rates — drop everything when the notification fires
- Peak of Eternity at map centre is the highest passive points but heavily contested. Top-10 cumulative occupation time gets a bonus reward
- Aim for 5–6 full marches. Partial marches gather slower per point of stamina
How the map is laid out
The battlefield has three concentric resource bands plus a centre:
| Zone | What’s there | Use |
|---|---|---|
| Cesare’s Soldiers | PvE camps scattered around the map | Skill-tree fuel and copper drops |
| Level 1–3 Copper Veins | Static gather nodes in tiered rings | Steady gather points + 5,000-copper occupation bonus |
| Fractured Veins | Temporary high-yield nodes that spawn in waves | Burst phase — 200 copper/sec vs ~16/sec for a Level 2 vein |
| Peak of Eternity | Central castle, contested objective | Highest passive points; opens partway through the event |
Each vein tier roughly doubles gather speed and ore value over the tier below it. Level 3 is the highest-EV ground if you can hold it — which is the catch, because everyone wants it.
Skill tree
You get a 5-level skill tree unlocked over the course of the event by killing Cesare’s Soldiers. Each node has a left and right branch.
| Level | Recommended | Effect |
|---|---|---|
| 1 | Right | Defeating Cesare gives 1,500 copper per kill |
| 2 | Right | +25% march speed |
| 3 | Left | +5,000 copper when occupying a common vein (60s cooldown per vein) |
| 4 | Left | +15–20% gathering efficiency on copper |
| 5 | Right | Active: +50 gather speed for 60 seconds on manual trigger |
The early Cesare kills you do to unlock Level 1 also build the points buffer that carries you while the rest of the tree comes online.
Point sources, ranked
| Source | Why it ranks here |
|---|---|
| Fractured Vein gather | ~200 copper/sec for the duration of the wave. Nothing else on the map comes close |
| Vein occupation bonus | Flat 5,000 copper every 60s of cooldown — a Level 2 vein hop netting 5k per minute beats sitting on a Level 1 vein at 16/sec |
| Level 2/3 vein gather | Bulk of your steady-state score outside the Fractured windows |
| Cesare kills | Required early for the skill tree; still worth it late because the Level 5 active gives extra points per try |
| Peak of Eternity occupation | Highest passive rate when held — but the top of the leaderboard rarely holds it long. Top-10 cumulative time gets a bonus |
What you actually win
Rewards pay out by personal leaderboard rank inside your instance. The prize quality drops sharply outside the top tiers, so the event is designed around pushing for a placement rather than playing for participation rewards.
- Governor Charm materials — Charm Guides and Charm Designs, the bottleneck on Governor Charm progression. This is the headline reward and what separates a top-10 finish from a top-50
- Gems — meaningful bundles at the top of the board, decaying fast below it
- Event chests — speedups, gold, miscellaneous progression resources
- Leaderboard Bonus — separate prize paid on top of leaderboard rank, includes a custom decoration for your island
For anyone trying to push Governor Charm levels — the gear-side stat lever that drives health and lethality — this event is one of the cleanest material sources on the calendar. If you’re not pushing charms, the gem and chest rewards still pay back the 30 minutes.
What this event is not
- Not server-wide. Your instance is ~100 players from across multiple kingdoms by matchmaking. Your kingdom does not “win” Eternity’s Reach
- Not a troop-loss event. Wounded troops auto-refill, heroes return after a 5-minute timer. There is no infirmary cost for playing aggressively
- Not a passive event. Ore per minute is set by how many marches you keep working, how fast you re-deploy after fights, and whether you catch the Fractured waves. Logging in and walking away scores near zero
- Not the same as the in-city map. Your real city is shielded for the duration — none of what happens here touches your main account
Strategy guide
The 30-minute window is short enough that mistakes compound — a wasted minute is ~3% of the event. The steps below follow the natural arc: Cesare opener, mid-game farm, Fractured Vein bursts, optional Peak gambit at the end.
Step 1 — Cesare opener
- Kill Cesare’s Soldiers from the opening bell. You’re farming both copper and skill-tree fuel
- Push for skill Level 2–3 before the Cesare population thins out. Once spawns stop refilling near you, it’s time to move
- Don’t over-stay. When kill rate starts dropping, your first teleport is more valuable than the last few Cesares
Step 2 — First teleport, establish your farm
Teleport into the Level 2 ore band. You’re strong relative to this zone but not the strongest, so you’ll find space without burning a fight.
- Send 4 of 6 marches to ore veins, 2 to Cesare. Ore marches build steady points; Cesare marches keep the skill tree progressing
- Loot the ground spawns at vein capture. Drops accumulate around occupied veins and they’re free copper if you walk them in
- At skill Level 4, push 5 marches to ore, 1 to Cesare. Keep Cesare alive in the rotation even after the tree caps — the Level 5 active fires off kills and the per-kill copper still adds up
Teleport straight into the Level 3 ore band and lock down a holding. Skip Level 2 entirely — your pack-level lethality and gear make the higher tier the right band for you, and the doubled gather rate compounds every minute you hold it.
- Pick your landing pocket on the way in. Look for an area with 4+ Level 3 veins where the nearby players are weaker than you. Land next to your intended veins, not in the open
- Send 4 of 6 marches to ore veins immediately, 2 to Cesare. Ore marches start the farm; Cesare marches finish the skill tree. The 5,000-copper occupation bonus is a Level-3 unlock too, so don’t sit too long on one vein
- If a bigger whale teleports near you, burn a second teleport. Jump to another Level 3 pocket with weaker neighbours rather than fight a losing matchup. A 60-second relocate beats a 10-minute contested farm — the teleport pays back inside two vein cycles
- At skill Level 4, push to 5 marches on ore, 1 on Cesare. Same Cesare logic as the lower tier — the per-kill copper plus the Level 5 active is still worth one march
Step 3 — Fractured Vein bursts
Two Fractured Vein waves spawn during the event. When the notification fires, drop everything.
- Teleport in place 2–3 seconds before spawn. The teleport recalls every gathering march in one motion — much faster than recalling each manually
- Immediately capture up to 6 Fractured Veins as they appear. At ~200 copper/sec each, this is the highest-density scoring window in the entire event
- Tunnel-vision during the burst. Ignore Cesare, ignore the Peak, ignore Level 3 — Fractured pays more than any of them right now
- Park idle marches between respawn sub-waves. Multiple respawns roll through the burst window; staying ready to grab the next vein beats moving away to gather something else
Step 4 — Level 3 ore scouting (optional)
Between Fractured waves, scan the Level 3 zone.
- Look for a pocket of players weaker than you. By the time you’re scouting, fights for ground have settled and the strong holders have established their spots
- Only teleport in if you can realistically hold 4+ veins. If the map is tightly held, the teleport cost is wasted — the Level 2 zone keeps paying without the fight
- Default to staying in Level 2 when in doubt. A held farm in Level 2 outscores a contested one in Level 3 over 30 minutes
Step 5 — Peak of Eternity gambit (optional)
Step 4 — Peak of Eternity gambit (optional)
The central castle opens partway through the event. Holding it long enough to land top-10 cumulative time pays a bonus on top of leaderboard rank.
- Teleport adjacent to the Peak right before it opens. Send the attack the instant it goes live
- Speedup the attack march. Whoever lands first holds it for the 2–3 seconds before the strongest player on the map steals it for the rest of the event — those few seconds plant you on the bonus leaderboard
- Only worth it if you bring a second teleport to get back to your farm. Otherwise the last five minutes of your ore farm collapse and the Peak bonus does not cover the loss
Two execution calls matter most on top of the plan above:
- Don’t skip the Fractured waves to keep an existing farm running. A 60-second Fractured gather scores more than a 5-minute Level 2 sit. The teleport-in-place trick is what makes both possible — use it
- Skip the Peak gambit unless you’ve banked a second teleport. As an F2P player you’re not refilling teleports during the event, and a wasted final five minutes of farm is more lost copper than the Peak bonus pays
Your edge is execution, not raw stamina. Match the priority list, catch both Fractured waves, and you’ll land in the prize tiers without spending anything.
Your edge is stamina and teleports. The plan above already uses them — Level 3 holding, optional whale-escape relocates, Peak gambit with a return TP. A few extra calls on top:
- Burn speedups on march-speed windows. During Fractured waves, every second of march time is real copper. Speedups on the post-teleport sprint to the next vein pay back inside the wave
- Hero refill if you eat a knockout in Level 3. A 5-minute hero cooldown is 17% of the event. If you can refill, do — the alternative is gathering at reduced efficiency for the rest of the window
- Always take the Peak gambit. You can afford the second teleport back to your Level 3 holding, which removes the only reason to skip it — the bonus is free leaderboard points
Don’t open packs for this event specifically. The deltas above all use the stockpile you already have. Eternity’s Reach is not Kingdom vs Kingdom — there’s no spend window worth opening here.
Common mistakes
- Sitting on a Level 1 vein because you got there first. The 16/sec gather rate is dominated by literally any other option once the skill tree opens
- Missing a Fractured wave because you didn’t recall. Manual recall of six marches takes longer than the wave’s first respawn cycle. Teleport-in-place instead
- Chasing Cesare after skill Level 5. The marginal Cesare kill is still positive, but only with the surplus from the active skill — don’t dedicate more than 1 march to it past mid-event
- Forcing a Level 3 push into a held zone. Fighting for ore in a contested band scores worse than uncontested Level 2 farming, every time
- Peak gambit without a return teleport. The bonus reward never covers five minutes of zero farm
- Forgetting to register. Sign-up closes 15 minutes before battlefield open; missing that window means missing the cycle entirely