Time

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Eternal City mobile game app icon featuring the wielder Bahisa's cute anime girl face peach hair eyepatch black chain

Time is one of the main themes. The world of Eternal City is locked in a mysterious Time Loop that causes Time to Cycle every 7 Days. By choosing different responses to Plot Situations, Conquest and Plot Battles, and Wielder Relationships, you experience different stories and Endings. Find out the truth about the mysterious girl behind the Time Loop, Hiro, the Wielders, the Cores, the Black Gates, the Dimension, and the Monsters.

in-game time the final 6 day in mobile game Eternal City

IN-GAME TIME

As mentioned above, the world of Eternal City is locked in a mysterious time loop.

The Time Loop repeats every 7 in-game Days so each period between the repeats is called a Cycle (or sometimes called a Week).

An in-game Day consists of 12 in-game Hours from 09:00 to 21:00. An in-game Day is completed when all 12 Hours have been used up.

At the end of each in-game Day, tap the Good Night button at the bottom right of the City View to end the in-game Day, go to sleep after a good night greeting from your Chief Wielder (can be set in your User Profile), and start the next in-game Day. Be sure to collect your daily Memorial Passes (from the Memorial Pass button that pops up at the end of the in-game Day. For the Hiro Routes, the button will pop up above the Research Institute. For all other Routes, the button will pop up above the Central Department) and raise your Wielder’s Fatigue at the Midnight Snack (from the Ramen button that pops up at the end of the in-game Day below Campus. Midnight Snack will not be available from Day 5 to Day 1 on the Hiro Routes).

daily overview screen showing status regen city and plot development in mobile game Eternal City

DAILY OVERVIEW & RESOLVE INTEL POP UP

Before the beginning of each in-game Day, the Daily Overview will pop up showing that you are recovering 5 Fatigue for all your Wielders, your City Development status (from top to bottom: Thauma, Tech, Intel), and the plot development for the in-game Day.

Starting from Day 5 (the third in-game Day), the Resolve Intel window will pop up immediately after the Daily Overview. You can Resolve Intel Issues at this time or Resolve them anytime during the in-game Day.

Click here to learn more about Intel and the Intel Center.

in-game time clock and day counter in mobile game Eternal City

CLOCKS

At the top center of the City View, you see the Main In-Game Clock which shows you the current in-game Time, the Action Point Bar, and the Cycle Countdown (showing which in-game Day it is).

At the bottom right of the City View, you see the in-game Day Countdown (showing how many in-game Hours are left in the in-game Day) and the Good Night button.

Tapping on the Tactical Terminal will show you the Real-Time Clock on the top left side of the Tactical Terminal View.

action point window add ap in mobile game Eternal City

ACTIONS & ACTION POINTS (AP)

Actions include City Actions (Patrols, Construction, and Development) and Conquest Battles.

Each Action takes up 20 Action Points and 1 in-game Hour.

Plot Battles do not take up Action Points.

You can have up to 240 Action Points active and you can automatically store another 240 Action Points. 1 Action Point is automatically gained every 6 minutes in real time and once the Action Point Bar is full (240 Action Points) the Action Points are automatically stored. Practically speaking, active and stored Action Points work the same way so you can think of the Action Point Bar having a maximum of 480 Action Points.

At the top center of the City View, you can see the Action Point Bar which overlaps with the In-Game Time Clock. Tapping on the Action Point Bar opens up the Action Point Window.

In the Action Point Window, you can see your active Action Points, automatically stored Action Points, Action Point regeneration countdowns, and the Add AP function.

When you have more than 240 Action Points, a small clock icon will pop out to the right of your Action Point Window. You can tap that icon to store 240 Action Points as a Clock of Traverse. You can store up to 15 Clock of Traverse making this the best way to store your unused Action Points.

You can Add AP to your active Action points with either Clock of Traverse, which adds 240 Action Points, or Time Watch, which adds 80 Action Points.

fatigue recover at midnight snack which looks like a ramen stand with ann antoneva ann in mobile game Eternal City

FATIGUE

City Actions (Patrol, Construction, Development) and Conquest Battles consume Wielder Fatigue in addition to in-game Hours and Action Points.

In the story, Wielder Fatigue is related to Wielder Thauma. Click here for more on Wielders and Wielder Thauma.

Wielder Fatigue starts at 100. Each Wielder used in a City Action will lose 5 Fatigue. Each Wielder used in a Conquest Battle with enough Current Thauma to exceed the Thauma Barrier will lose 5 Fatigue. Each Wielder used in a City Battle with less Current Thauma than the Thauma Barrier will lose 25 Fatigue. Plot Battles do not consume Fatigue. Click here to read about Current Thauma and Thauma Barriers.

At the end of each in-game Day, with the exception of Hiro Routes (Day 5 through Day 1), you can visit the Midnight Snack, which can be reached by tapping on the ramen button that pops up below Campus, to raise the Fatigue of 3 Wielders by 25 Fatigue each.

After you tap the Good Night button to end the in-game Day, you will recover 5 Fatigue for all your Wielders as the next in-game Day begins (when the Daily Overview pops up).

Fatigue can also be raised by giving a Wielder Gifts/Presents (go to the Tactical Terminal then Wielders then the Wielder you want to give the Gift/Present to then Present. Be careful that you give the correct type of Gift/Present. There are Gifts/Presents that raise Fatigue which display a light blue-colored half empty heart icon whereas the Gifts/Presents that raise Friendship display a red full heart icon.

The Fireworks Festival building can also raise Wielder Fatigue. Build a Firework Festival building at any District then Patrol. Each Wielder used in the Patrol immediately following the Construction of the Fireworks Festival will not consume any Fatigue but rather gain 25 Fatigue each. The Fireworks Festival will be destroyed after the Patrol. Be sure to always select 3 Wielders for the Patrol so as to reap the maximum benefits.

If a Wielder’s Fatigue reaches zero, the Wielder will be Mortified and can no longer be used.  Some Routes require that you keep your Wielders above 25 Fatigue to avoid them from becoming Mortified. On Hiro Routes, the Mortify function will be unlocked allowing you to intentionally Mortify Wielders. Mortified Wielders do not consume Fatigue.

Click here to read more about Mortification.

Click here for information about the Mortify function. coming soon.

difficulty scaling after each endcycle week in mobile game Eternal City

DIFFICULTY SCALING & CHECKING CYCLE

Each time you complete a Cycle, the difficulty level of the game scales up.

Currently, there is no tapering or limit of the difficulty level scaling but since your Wielders and Kageso should scale faster than the difficulty level, you will still progressively gain more relative power.

You can check which Cycle you are currently on from the User Profile window (go to the Tactical Terminal then tap the Profile Box). You will see how many Cycles/Weeks you have completed in the Endcycle segment. Your current Cycle/Week will be that number + 1.