
Ancient's Treasure
Clan tournamentsEvery 6 days1 day longIt runs the day before Rise of the Ancients, every time.
The first half of the Tinman pair: vaults are raised, raided, and turned into the bonuses the second half runs on.
How it runs
The day’s daily quests pay map fragments, the fragments make a vault, and raiding vaults pays Ancients’ Coins. The coins go into the three clan artifacts the same day, and that is what decides what day two is worth. How the tournament itself is scored is not covered here.
Day one is a vault each
The day’s daily quests pay out in reward chests, and each chest holds a map fragment. It takes every chest that day to reach the six fragments a vault needs, and the six go together in the tournament menu.
Every member should raise one and see it destroyed. A vault left standing is coins the clan never collects, and coins it never collects are bonuses it does not have the next day.
How high a vault you can raise follows your Guardsmen. Raise the highest one you can actually beat rather than the highest the game offers you — an unbeaten vault pays nobody. In a clan that works, though, you should be able to beat every top-level vault the clan can raise.
Vault levels
| From vault level | Guardsmen tier |
|---|---|
| 9 | I |
| 14 | II |
| 19 | III |
| 24 | IV |
| 29 | V |
| 34 | VI |
| 39 | VII |
| 44 | VIII |
| 45 | IX |
The three clan artifacts
Everyone who joins a raid is paid Ancients’ Coins, and the coins go into three clan artifacts. They are levelled up today and spent tomorrow: nothing about them can be fixed once day two starts.
| Artifact | What it raises |
|---|---|
| Mysterious Clock | How long the squads stay on the map |
| Enchanted Figurine | How many are summoned |
| Tome of Knowledge | Valor, Experience and Tournament points per fight |
Why the vaults are cheap
Reviving what dies in a vault costs around a tenth of the normal price, and the troops lost for good are cut by half.
That makes the first day one of the least expensive places in the game to throw a real army at something, which is the argument for raising a vault at the top of what you can beat instead of a safe one.