
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.
The vault

A vault is a target on the world map, raised near your own city. You do not fight it alone: the clan raids it, and the monsters inside pay Ancients’ Coins when they die.
Always raise the highest vault you can. How high that is follows your Guardsmen.
| From vault level | Guardsmen tier |
|---|---|
| 9 | I |
| 14 | II |
| 19 | III |
| 24 | IV |
| 29 | V |
| 34 | VI |
| 39 | VII |
| 44 | VIII |
| 45 | IX |
How the day goes
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.
- Clear the day’s quests. Each of their chests holds one Treasure Fragment Map, and it takes all of them to reach the six a vault needs.
- With the six in hand, raise your vault at the highest level you can.
- Raid the clan’s vaults. One that falls pays a Sapphire Chest, and everyone who joined the raid is paid Ancients’ Coins.
- Spend those coins on the clan artifacts, to the levels the leader announced and not to your own judgement.
| The day, in three things | What it is |
|---|---|
Treasure Fragment Map | Six of them make a vault |
Vault | Raised by a member, raided by the clan |
Ancients’ Coins | What raiding pays, and the only thing the artifacts take |
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 | At maximum level |
|---|---|---|
Mysterious Clock | How long the squads stay on the map | 120 minutes |
Enchanted Figurine | How many are summoned | 6 summons |
Tome of Knowledge | Valor, Experience and Tournament points per fight | +100 % |
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.
Clan's strategy
The leader or one of the superiors should open the day by announcing what level each artifact is being taken to. Everyone then spends their Ancients’ Coins against that and not against their own judgement.
Most clans keep a clan chat for logging vaults, and the ones that do not should. The first thing to do after raising yours is post its coordinates there, with its level and its number in the clan’s run — the number comes from the last message, which carries the one before yours.
That way anyone can see at a glance how many vaults are still to be raised.
Treasure Fragment Map
Vault
Ancients’ Coins
Mysterious Clock
Enchanted Figurine
Tome of Knowledge