Events and progression

Sands of Eternity: make every attack count towards Captain levels

Choose who needs Experience, test your army and turn an epic event into deliberate Hero and Captain progression.

ClanOps fantasy illustration accompanying the guide

Make Experience the objective

Sands of Eternity is designed to accelerate Hero and Captain Experience. Treat it as a levelling opportunity with a recovery budget, rather than another event where the biggest possible hit is automatically the best choice.

It is distinct from Sands of Destiny. Check the event name and its current rules before committing a saved army or assuming that rewards from one apply to the other.

Choose your next useful level

Pick a progression goal before the first march. That might be a combat Captain who needs more capacity, Helen for your City economy, Carter for Crypt work, or the Hero you are developing.

Write down the starting level and Experience needed. Check whether the next levels still improve the bonus you care about. A high total level is less useful than reaching a meaningful breakpoint on a Captain you regularly use.

Inspect the epic before choosing troops

The event’s epic target is the Eternal Legion. Its composition includes different troop classes, so inspect the surviving enemy stacks and their bonuses rather than assuming one troop type counters the entire encounter.

Build around your available army capacity and useful bonuses against the target. Strong mercenaries and monsters may contribute well, but only if their abilities apply and their recovery cost fits the plan. Avoid copying a fixed troop count from an account with different tiers and research.

Balance carrying power and levelling slots

Use the event’s march screen to confirm which Hero and Captain slots are allowed. Where multiple Captains can join, a developed combat Captain can support a Captain you want to level. Do not replace every source of fighting strength with an underdeveloped Captain and expect the same damage.

Check who actually receives Experience in the first report. Do not assume a Captain left in the City gains battle Experience or that each participant receives the entire displayed total.

Run a controlled test

  • Record the target, march composition, active bonuses and starting Experience.
  • Send an affordable attack with the intended levelling setup.
  • Inspect Experience gained by each intended recipient, casualties and the recovery cost.
  • Try one adjustment, such as a different combat Captain or stack size, against a comparable target.
  • Scale up only if Experience per recovery resource improves.

A useful comparison is Experience gained by the Captain you are levelling divided by the resources spent recovering the march. Keep Gold, Sacred Potion and Silver totals separate rather than treating them as equivalent units.

Activate bonuses when they will be used

If you have applicable Experience and combat bonuses, prepare the army first, then activate a timed bonus close to your attack session. Verify the bonus applies to this target and battle type.

Watch mercenary expiry and leave a recovery reserve. Do not assume a general Silver revival day applies to this epic: inspect the event’s own rules and the actual recovery option.

Know when to stop

After reaching the planned level, recalculate whether another attack is worthwhile. A nearly completed event milestone may justify continuing; a distant leaderboard position may not.

Record a repeatable setup with your tiers and bonuses, not just a screenshot of the largest Experience total. That gives you a useful starting point next time the event appears.

See the dragon guide, Helen setup and Carter guide.

Check current requirements in-game before committing troops or resources.