TOURNAMENT IX - THE TINKERS' TOURNAMENT!
The Tinkers have come up with some magnificent new clockwork creations that they wish to distribute to the finest commanders of these fair lands, and have chosen to run a tournament in order to find these individuals - people capable of leading troops both individually and as a group.
This is an alliance-based, king-of-the-hill tournament that will run throughout the month of September.
A secondary goal of this tournament is to test the Tournament API key in the background, and make sure that what it reports matches the data held in the backend system, as well as matches the expectations of those who wish for limited-data keys to run in parallel to full data keys for future player-run tournaments.
You DO NOT need to issue or share a Tournament API key (or any other API key) in order to participate in this tournament. However, if you would like to participate in helping us test the Tournament API key, please go to your API keys page and issue a tournament api key, and then participate in the tournament as usual. We'll pick it up from there.
To issue an API key, go to this page: Elgea.illyriad.co.uk and scroll down until you see the word "Tournament" and a 'Generate' button. Please, again, note that you do not have to do this to participate in this tournament - it's entirely optional, and will simply help us out.
I'd also be grateful if the XML-minded amongst the playerbase would take some time to issue a key and check that it's returning data in the expected format, and to let me know if not.
If you don't know what an API key is, then don't worry about it at all - and read on!
We wish you all the best of luck!
THE TOURNAMENT SQUARES
[-786|-2393] in Aindara ( Plains )
TIMING, CREDIT & PEACE OF THE CAMP
The Tournament runs throughout the entire month of September. From one second into Thursday the 1st of September through to Midnight on Friday the 30th of September, any member of any alliance in occupation of these squares receives credit for holding the square.
Credit is based on the length of occupation of each square. Time occupied by an alliance on each square counts towards the Alliance total.
This credit is on an alliance basis - individual players cannot participate in this tournament.
You are not allowed to leave your alliance, or be kicked from your alliance while you have any armies present on one of the Tournament Squares.
All NAPs, Confeds etc are suspended for the duration of this tournament for any military interaction on the Tournament Squares. The Peace of the Camp rule *will not work* on these Tournament Squares.
1) The alliance that holds each individual square for the longest period of time, from 00:00:01 server time on Thursday 1st September to 23:59:59 on Friday 30th of September) is the Regional Winning Alliance.
Each member of a regional winning alliance who participated in combat on the winning square will receive unique units from the Tinkers, as well as a unique medal. Units will be distributed to the winning players' capital city.
REGIONAL PRIZE: 1x Clockwork Ravager, 1x Clockwork Knight, 1x Clockwork Dervish, Regional Winner Medal
1) All activity on these tournament squares in each region will also be aggregated, so the top 3 alliances that overall have the most amount of possession across all squares will be the Global Winning Alliances, ranked First, Second and Third.
2) This runs for the same period of time: from 00:00:01 server time on Thursday 1st September to 23:59:59 on Friday 30th of September).
3) All players that belong to the Global Winning Alliances who were involved in holding - and defending - that square (they must be involved in combat on the square at least once during the month) receive a Global Prize.
Global Prize, First Place: 5x Clockwork Dervish, 1st Place Winner Unique Medal
Global Prize, Second Place: 5x Clockwork Knight, 2nd Place Winner Unique Medal
Global Prize, Third Place: 5x Clockwork Ravager, 3rd Place Winner Unique Medal
Alliances can win multiple regional squares, and one of the global prizes simultaneously. Units will be distributed to the winning players' capital city.
THE UNIQUE UNITS
CLOCKWORK RAVAGER (INFANTRY)
The master craftsmen of the Tinkers laboured for years to produce this. Built with an axe and mace in place of hands, it is a masterpiece of destructive power.
DEFENSE V CAVALRY: 1825
DEFENSE V SPEARS: 1740
DEFENSE V BOWS: 2515
DEFENSE V SWORDS: 2180
CLOCKWORK KNIGHT (INFANTRY)
Having assessed their original designs for the Ravager, the Tinkers chose to concentrate of improving the defensive power of their clockwork creation. Carrying a large sword and outsize shield, the Clockwork Knight is a truly terrifying opponent.
DEFENSE V CAVALRY: 2815
DEFENSE V SPEARS: 3150
DEFENSE V BOWS: 4265
DEFENSE V SWORDS: 3875
CLOCKWORK DERVISH (INFANTRY)
A contingent from the Tinkers' capital of Tilverdale spent years investigating the ancient Pyramids and Temples that litter the parched sands of Kul Tar. On their return, they set to work on this marvel - a most magnificent tour-de-force of their undeniable engineering prowess.
DEFENSE V CAVALRY: 3620
DEFENSE V SPEARS: 3495
DEFENSE V BOWS: 3955
DEFENSE V SWORDS: 3920
GLOBAL WINNER BRONZE
GLOBAL WINNER SILVER
GLOBAL WINNER GOLD
We wish everyone the very best of luck!