Eternal Sanctum
Time-gated rituals that grow permanent stat upgrades over real time — even while you are away. Stake coins for a chance to shorten them, or spend diamonds to rush them.
The Eternal Sanctum is a slow, long-term progression module. Inside it you start RITUALS, each growing a chosen technology by one permanent level. A ritual costs coins up front, then runs on a REAL-TIME clock that keeps counting down whether the game is open, in the background, or fully closed. When the timer ends the level is granted for good and its bonus applies forever. Higher levels take progressively longer, so the Sanctum rewards steady, hands-off play rather than instant power.
How a ritual works
- Pick a technology and pay its coin cost to begin growing the next level.
- The timer runs in real time and completes offline — come back later to a finished level.
- On completion the technology gains +1 permanent level; the effect is active at once and never reverts.
- Start the next level whenever you like — cost and duration both rise each level.
- Each ritual occupies one Ritual Chamber, so you can grow only as many at once as you have chambers.
Ritual Chambers
Chambers are how many rituals can run at the same time. You start with 1 free chamber and can unlock up to 4 more (5 total). Extra chambers are bought with a mix of coins and diamonds and get pricier each one. More chambers means more rituals growing in parallel — and faster overall progress.
How seal bonuses stack
Seals combine two different ways. The big stat seals — max shield, max HP, coins, damage and HP/shield regen — are MULTIPLICATIVE: a 10% seal multiplies that stat by ×1.10 (+10% of its current value), so it grows as the stat grows. Chance and resistance seals — damage reduction, crit chance, resistances — are ADDITIVE: a 10% seal adds a flat +10 percentage points. Damage reduction in particular is summed with all your other sources (survival upgrades, powers, banners) and the grand total is capped at 75% (raisable toward 90% through Awakening).
Offering — gamble coins for time
When you START a ritual you may add an optional coin OFFERING on top of the base cost. It is a gamble for a shorter timer, resolved instantly and locked in the moment you start (it never re-rolls). It works in two steps: first a chance roll decides whether the offering lands at all (higher tiers have better odds); then, if it lands, a second roll picks how much time is cut — anywhere from a sliver up to the cap for that tier. Bigger offerings cost far more (the price grows with the square of the tier), so they are a high-stakes coin sink, not a reliable shortcut.
Offering tiers
| Offering | Win chance | Best cut | Avg cut |
|---|---|---|---|
| 4× | 37.5% | -10% | -2.06% |
| 9× | 50% | -13% | -3.5% |
| 16× | 62.5% | -15% | -5% |
| 25× | 75% | -17% | -6.75% |
Cost is the multiple of the base ritual price. "Avg cut" already accounts for the chance to miss.
An offering can miss entirely — on a failed chance roll you get no time reduction at all, and the coins are still spent. Treat large offerings as a gamble, not a discount.
Quicken — spend diamonds to rush
When you START a ritual — or queue one — you can pay diamonds to rush it, from ×2 up to ×5 speed. The speed-up is chosen UP FRONT and shortens that ritual's whole timer: ×2 halves it, ×3 cuts it to a third, up to ×5. A ritual can finish sooner but never later. The diamond price scales with how much real time you actually remove (about 12 diamonds per day saved), so rushing a long ritual costs the most. You CANNOT speed up a ritual once it is already running — choose the quicken before it starts.
Quicken speeds
| Speed | Time left |
|---|---|
| ×2 | 50% |
| ×3 | 33.3% |
| ×4 | 25% |
| ×5 | 20% |
Chosen up front when a ritual starts; diamond cost scales with the real time saved (~12 per day).
Coins (offering) buy a CHANCE at less time; diamonds (quicken) buy GUARANTEED less time. Once a level finishes its bonus is permanent — the Sanctum only ever moves forward.
Last updated 2026-07-15