Tribal Conflicts
Regular Clashes between the Tribes

Tribal Conflicts will happen regularly next to the normal gameplay, but can influence the whole continent.
In each conflict the rewards for the winner are generous, while the weakest Tribe will suffer from a global debuff until they reclaim their honor.
Registration
Any player who has a Representing Land or a pledged Hero can register for a Tribal Conflict. Registration opens 3 days before and closes 1 hour before the Tribal Conflict starts.
When registering, the Representing Land will be locked and cannot be changed until the Tribal Conflict is over. Land owner enters the conflict on the side of the Tribe their representing Land belongs to. Hero owners enter the conflict on the side of the Tribe of the Representing Land they pledged to. When registered, pledges cannot be broken until the Tribal Conflict is over.
Registration Fee
Province: 1,500 TATO
Estate: 1,000 TATO
Hero: 500 TATO
Refund Policy
Unregister: 50% of Entry Fee will be refunded. No-Show: If you register, but miss the Ready-Check or are inactive during the game, nothing will be refunded.
Important: The Conflict will initiate a Ready-Check 3 min before the battle starts. Missing to confirm your attendance will get you kicked out before the Conflict starts and you will not be able to participate. Players who join the battle and are then absent (or not spending min. 50% their Valor) will be branded as Deserters, won't get any rewards and will potentially be banned to participate in future conflicts.
Gameplay
Once registration is closed, every Tribe receives 100,000 Valor points, divided by the participants, where Hero owners get factor 1, Estate Representatives factor 2 and Province Representatives factor 3.
Example if 175 players join for one faction:
12 Province Owners = 1,240 Valor each
43 Estate Owners = 826 Valor each
120 Hero Owners = 413 Valor each
The players fight over 10 strategic Strongholds at the border of the Divide.
Initially each Tribe holds three Strongholds while one - the Temple of Axomamma - is neutral.
Initially every Stronghold has 1,000 Points except for the neutral one, which has 1 Point. The maximum points a Stronghold can have is 5,000.
Battle
Players can use Valor to attack enemy strongholds (deduct points) or to defend their own Strongholds (add points). Points used to defend count double, the maximum points a Stronghold can have is 5,000.
If a Strongholds’ defense is broken (Points <= 0) it will change to the Tribe of the last attacker who broke the defense and is reset to 1,000 points. If two Tribes attack the same Stronghold in a round, the Tribe who spent more Valor on the attack takes over.
If a Tribe loses all Strongholds, they are eliminated from the conflict and all their remaining Valor is drained. They can still watch the rest of the conflict resolve.
The game is played over 15 rounds, each running for 90 seconds.
Within those 90 seconds, players can set an action:
Attack a Stronghold with X Valor (if the player has Valor left)
Defend a Stronghold with X Valor (if the player has Valor left)
Do nothing and preserve Valor
It is important for players to coordinate their actions to avoid wasting Valor as well as anticipate the other Tribes actions and set countermeasures.
After all rounds are over, the game ends and whichever Tribe holds the most Strongholds wins. If it is a tie, the higher number of total points on the Strongholds decides.

Rewards and Penalties
The winning Tribe will recieve exclusive Hero Equipment and Influence, while all Lands of the losing Tribe will suffer a debuff.
1st Place (Winner 🏆):



Every participant gains either a Woden Weapon Chest or Wooden Armor Chest, which contains either one of 13 Weapons or 6 Armor pieces. These Equipment rewards roll random attributes (within a predefined range) and a random rarity (common to rare).
Example Loot:

Knotted Walking Staff (2-Hand, common) Damage: 25-29 magical

Dull Shortblade (1-Hand, uncommon) Damage: 20-24 physical +1 Strength

Riveted Scrap Armor (Heavy Armor, rare) Magical Damage Reduction: 4% Physical Damage Reduction: 10% +2 Vitality
The winning Tribe also gets Influence equal to their initial Valor. Hero Players will automatically credit the gained Influence to the Land they pledged to.
2nd Place:

The Tribe which comes in second, will get Influence equal to a third of their initial Valor. Hero Players will automatically credit the gained Influence to the Land they pledged to.
3rd Place (Loser ☠️):
The Tribe with the least Strongholds at the end of the Conflict takes an economic blow: All Lands of the Tribe will produce -25% resources for the next 3 days.
Special Rules
These rules may change in future conflicts to keep a changing meta which prompts new strategies.
Tribe General
The Player with the most pledgers will be the General for his Tribe in this Battle and receive a special privilege. He can also hand over the role to another Player if wanted.
The General can use Divine Intervention once per game, where he needs to choose one of three options:
Invulnerability: makes one owned Stronghold invulnerable for the round
???: ...this Divine Intervention can be unlocked in the Sanctum (tba)
???: ...this Divine Intervention can be unlocked in the Sanctum (tba)
Temple of Axomamma
Valor used to defend the Temple of Axomamma only counts once (instead of double).
The Temple of Axomamma loses 1,000 points each round automatically.
The Tribe currently holding the Temple of Axomamma gain 500 points on each of their other Strongholds each round.
Preparations (soon)
Preparations are NOT AVAILABLE on the current Tribal Conflicts! We will outline the details when its implemented.
During the registration period, players can use resources to unlock certain advantages for the upcoming Conflict. Preparations are a team effort (similar to Divine Callings), so the needed resources can be pooled by all registered participants.
Only up to 3 Preparations can be activated for a Conflict. These need to be unlocked before the start of the Conflict and cannot be changed for the remainder of it. The Tribe has to choose which Preparations best fit their strategy:
Initially available
Reinforced Walls (
x 2,500): +300 starting points to all owned StrongholdsForged Resolve (
x 2,500): +10% starting Valor to all participants of the TribeHidden Supply Routes (
x 5,000): First time you flip an enemy Stronghold, it resets to 2,500 instead of 1,000 points
Can be unlocked in the Sanctum (tba)
Rushed Invasion (
x 1,000): Valor spent on attacking in the first round deals +50% damageAccumulating Interest (
x 500): Unspent Valor increases by +2.5% at the end of each roundSacred Bastion (
x 100): The first Stronghold which would be conquered, avoids the capture and remains at 1 point in that round (it can be attacked and captured in the next round).
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