Tournaments and Guilds

After the first arena is freed, players can enter that arena and start demonstrating their fighting skills. Players who enter the arena first can challenge to a PvP fight any other player who has also reached that arena. The same can be done by other players who have also reached the arena. The winner of a PvP fight gains an amount of glory and gold coins; the defeated player loses an amount of glory and gold coins.
The amount of glory gained by the winner and the amount of glory that’s taken from the loser are added to or removed from the total amount of glory that players had before the PvP fight. The amount of gold coins that players win or lose after a PvP fight is credited to their treasury, and is added to or removed from their total amount of gold coins at the end of the day (and not after each PvP fight). This can result to players having a temporary deficit in their treasuries. The only drawback that this might cause is to prevent players from purchasing anything sold in exchange for gold coins (but only until the credited coins enter their treasury).
The size of a reward is proportional to
* The **difference of power** between the two opponents: the weaker the opponent the less glory and gold coins the winner will gain
* The **difference of glory** between the two opponents: the bigger the variance of glory the smaller the reward
* The **location of the arena** where the fight takes place: the more remote the arena, the bigger the reward
* The **winner’s level**: the higher the winner’s level, the smaller the reward

So, glory and gold coin rewards are **increased** based on the following parameters:
* The bigger the **loser/winner level ratio** the bigger the rewards
* The bigger the **loser/winner** **total main attributes ratio** the bigger the rewards
* The bigger the **loser/winner glory ratio** the bigger the rewards
* The bigger the **serial number of the arena** where the fight takes place the bigger the rewards

On the contrary, glory and gold coin rewards are **decreased** **as players level up**.
When a player decides to enter a PvP fight, their level and glory are standard; in order for players to maximize their benefit from a PvP fight they need to pay extra attention to
* **The level and the sum total of their opponent’s main attributes**

Players can benefit from fighting against a player with **a level as high as possible** and **a sum total of main attributes as big as possible**, as long as they know they can defeat that player.* **The arena where the fight takes place**

Players can benefit from entering a fight in **an arena as remote as possible**. In order for a player to fight in a specific arena, both opponents must have conquered that arena. PvP fights between players form the **weekly tournament**, which is explained below in detail.
**Weekly tournaments**
Each round of a weekly tournament starts on Sunday midnight (at 24:00 Sunday/ 00:00 Monday) and lasts for **1 week** (until next Sunday at midnight). Tournaments are divided in groups; the number of these groups is the same as the number of arenas that have been freed by at least 100 players. Players compete in each one of these groups, and are ranked in two categories based on:
* The total amount of **glory** they managed to win during the week, from PvP fights and by completing collectible items that correspond to the specific arena
* The total amount of **gold coins** that they managed to win from PvP fights in the specific arena during the week

There are also two ranking groups that combine a player’s results from all the arenas they have competed in. The first ranking group is created based on a player’s **solidity** (i.e. the balance of the damage players have done in their attacks divided by their maximum arena they have liberated minus the damage players have received in their defenses divided by their opponents maximum arena) in every arena during the week; the second ranking group is defined by a player’s **efficiency** (i.e. the subtotal of glory gained from PvP fights and by completing collectible items, in relation to the player’s level).
Players can compete in more than one arena. In this case, the XP and gold coin rewards will be determined based on a player’s finishing position in each one of the arenas and on their level.
Players can therefore compete in tournaments and receive rewards, based on their group rankings:
**In each one of the arenas where they joined at least 1 PvP fight (whether as attacker or defender)**
* Ranking based on the amount of glory that players won during the week (1 ranking per arena)
* Ranking based on the amount of gold coins that players won from PvP fights during the week (1 ranking per arena)

**As a total of all the arenas where they joined at least 1 PvP fight (whether as attacker or defender)**
* 1 ranking based on the player’s solidity in all the arenas during the week
* 1 ranking based on the player’s efficiency (i.e. their subtotal of glory) in all the arenas and in relation to the player’s level

**Choosing the right arena**
Choosing the right arena to carry out a tournament-fight is essential for a player’s good ranking in the weekly tournaments. If a player’s goal is to strive for the **biggest possible amounts of glory and gold coins** as well as the **best possible efficiency**, then the general rule is to **aim for fights in the most remote arena**. This arena will most probably become aim for many players, resulting to great competition; an alternative would be to aim for the second most remote arena, but as players move forward they will be able to choose the best possible solution based on their experience and power.
If players want to compete for the **best possible solidity**, they will have to **choose an opponent with a level as high as possible** (as long as they know they can defeat that opponent). Choosing the right arena is not crucial for achieving the best possible solidity; however, it is always good for players to increase their total glory (whether in or outside a tournament), so aiming for the most remote arena is also a good option for tournament-fights that aim for solidity.

**Battle mechanics and furry**
Players must choose their opponent before every fight. In order to choose a suitable opponent, players can visit the ranking page, where they can find ranking boards divided by category (weekly glory boards, efficiency boards etc.). Players can choose one opponent from each ranking board plus the arena where they want to compete.
At the beginning of each day, players are given an amount of **fury** (50 units of fury); this amount is increased
* Based on a player’s technological evolution (maximum 120 extra units of fury awarded)
* Based on the number of members in a player’s Guild (the extra fury units are calculated by dividing the present members of the guild by two, maximum 30 extra units of fury awarded)
* Based on the bonuses that derive from a Guild’s evolution (maximum 50 extra units of fury awarded)

Players consume 1 unit of fury with every new attack. If a player’s fury-bar reaches zero, no more attacks can take place during that day until the player's fury is restored.
Each player is allowed to make up to **5 attacks against the same opponent** during the day; meanwhile, the total amount of attacks that a player can endure is limitless. However, as said above players cannot endure more than 5 attacks from the same opponent. If players want to they can carry out all 5 attacks (or some of these attacks) collectively against the same opponent, in order to gain time; this action, however, can only be carried out in exchange for dies.
A 4-minute recovery is required after each fight. This time can be decreased to 3 or 2 minutes, based on a player’s relevant bonuses (see **here**). To speed up the process, players can purchase and use *The Magic Potion* in exchange for 2 dies (or 1 die for those who own a *super-30*).
If a player decides to make all five attacks on the same player at the same time, it will cost them 3 dies. After that, they will have to spend a relevant amount of recovery-time before making attacks to other players (4-minute recovery after each attack, 20-minute recovery after 5 attacks). This time can be cut down to 15 minutes or 10 minutes, if players possess the relevant boosters that can decrease time by 25% and 50% respectively. If players do not wish to wait, they can also use The Magic Potion at the fixed price (2 dies for 5 attacks or 1 die if the player owns a super-30). The cost of the The Magic Potion remains the same, regardless of how many attacks the player makes.
In conclusion, if a player wants to make all 5 attacks on the same player at the same time plus use The Magic Potion to carry out new attacks, it will cost them **5 dies in total** (3 dies to load all five attacks and 2 dies for The Magic Potion), unless they own a super-30, in which case it will cost them **only 4 dies**.

**Rewards**
Players win XP and gold coins from **each group they are ranked in**. In order for players to join a group’s ranking board, they must make **at least one attack** against another player or defend themselves at least once in any of the arenas. Based on how many arenas they enter to attack a player or defend themselves, players will appear in the corresponding number of group rankings. Rewards correspond to a player’s group ranking as well as their level. Splitting attacks into many arenas **is not an advised** **strategy**, as this will prevent players from having a good ranking position in each one of these arenas.
As a reward for participating in a weekly tournament, players receive an equipment item with a level up to 10% higher than their personal level, regardless of their finishing position. Should their finishing position be good (between positions 1 to 10 in groups that count each arena separately and between positions 1 to 3,333 in groups that combine results from all the arenas players competed in) players will receive from 1 up to 150 dies.
**The first three players of each group** can win from 1 up to 9 codices, while **the first ten players of each group** win either an equipment item or a high-level stone, based on their position.

**Prizes**
Players receive **medals** and **rick-racks** as prizes for joining a tournament.
* The first 3 players receive **gold, silver and bronze** medals along with the equivalent rewards (credits, XP, gold coins, equipment items).
* Players ranked between the 4th and 10th positions receive **rick racks**.

**IMPORTANT NOTE**: Players receive prizes (medals and rick-racks) from all the categories they participate in. In the first 2 categories, players are ranked based on their positions in each one of the arenas where they joined at least 1 PvP fight; if, for example, players join fights in 4 arenas they will receive prizes for their positions in the ‘highest glory’ and ‘highest amount of gold coins’ categories, provided that they are ranked among the 10 first positions. In the following 2 categories (where players are ranked based on their total performance in all the arenas they participate in), players will receive prizes for their ‘solidity’ and ‘efficiency’.
**Eager-beaver scrolls**
Eager-beaver scrolls are given to players who have won the most medals and rick-racks (3 consecutive prizes, 5 gold medals in total etc.). Medals, rick-racks and other prizes will be demonstrated in a unique place on a player’s profile.
**Eager-beaver scrolls will be given to players who have won**
* 5 gold medals
* 10 gold medals
* 20 gold medals
* 30 gold medals
* 50 gold medals
* 100 gold medals

* 5 gold medals in total
* 10 gold medals in total
* 25 gold medals in total
* 50 gold medals in total
* 100 gold medals in total
* 200 gold medals in total

* 10 rick-racks
* 20 rick-racks
* 40 rick-racks
* 75 rick-racks
* 120 rick-racks
* 250 rick-racks

Joining a Guild
The journey on the land of Tetractys does not have to be a lonely journey; Guilds are here to bring players together against common problems and tough situations, as well as to form a social atmosphere that will make their journey even more enjoyable. Above all, guilds are here to help players overcome obstacles that would be impassable, if players had to march through Tetractys by themselves.

**Name and symbol**
Forming and running a guild is crucial for the progress of the game. Any player can form a guild in exchange for 200 dies. The first thing that a guild needs is a unique name, which will remain the same throughout all future worlds and cycles of Tetractys. The player who creates a guild becomes its **owner**. The guild may change owner provided that the initial owner is willing to transfer the ownership to another player, or if the initial owner stops associating with what goes on in the game.
After the name is found, a guild needs to acquire a symbol. After the name and the symbol are found, the owner of the guild can summon other players to join the guild and follow a common path in its name. A new guild can host up to 10 members without any additional cost.

**Hierarchy**
The creator and owner of a guild can promote its simple members, in order to create a centre of operations that will be responsible for maintaining the efficiency and good order of the guild. The hierarchy (from the top down) of a guild is as follows:
* Owner
* Leader
* Co-leader
* Adviser
* Member

These positions are not binding for a guild, meaning any of them can remain empty, apart from the position of the owner. However, for a guild to be efficient and maintain a good order, it is advised that the positions of the leader and the co-leader are assigned to members. A guild will operate at its best once a relationship of trust is built among its members, and its hierarchy is developed to a full extend (leader, co-leader and many advisers).
The rights of each member are as follows:
* The owner of a guild can create other guilds with the same name and symbol in other worlds of the game. In each one of these guilds, the owner can practically do everything; they can appoint any member to a position, announce battles, manage the economics of the guild and accept new members. These rights are absolute and cannot be taken from the owner, unless they decide to resign from ownership, in which case the guild’s ownership is transferred to the leader with the highest level. If the guild has no leader, the ownership is transferred to the co-leader with the highest level and so on, until an owner is found.
* The leader of a guild has the same rights as the owner, apart from creating other guilds with the same characteristics in other worlds of the game and choosing another owner or leader for their guild.
* The co-leader of a guild has the same rights as the leader, apart from choosing another owner or leader.
* Advisers of a guild can only choose and accept players as members of the guild.

Members of the guild that occupy a position in its hierarchy can participate in the *guild’s assembly*, a counselling assembly, in order to get informed about the guild’s progress and battles against other guilds.

**Guild buildings**
Each guild possesses a number of buildings that help fulfill its purpose; these buildings can be upgraded during the game, adding to the guild’s benefit. These buildings include:
* **The Guild Club**: the place where players can view all members of their guild or members of other guilds. The Guild Club also allows players to check on their allies’ statistics, regarding their development and progress.
* **The Bank**: the place where players can check on their guild’s financial state and offer gold coins or dies to support the guild.
* **The War Room**: is the place where all military operations against rival guilds are organized, and where the results of such operations are announced (on a daily basis).
* **The Gym**
* **The Camp**

Each building can be upgraded up to 50 levels, allowing guilds to become more competitive against other guilds thus reinforcing their members against the increasing challenges of the journey in Tetractys.
Buildings can be upgraded for their
* **Ability to include more members (apart from the initial 10 members that a new guild can have)**. In order to achieve this, members of a guild must upgrade their Guild Club. With every new level reached, the Guild Club is able to include one more member. The cost for a new level is 20 dies for each member of the guild (220 dies for a guild of 11 members, 400 dies for a guild of 20, 1,200 dies for a guild of 60). The total cost for a Guild Club’s complete upgrade is 35,500 dies.
* **Ability to increase a player’s fury on a daily basis**. In order to achieve this, members of a guild must upgrade their War Room. With every new level reached, the War Room is able to give one more unit of fury to each member of the guild on a daily basis. The cost for a new level is 25 dies multiplied by the level’s number (25 dies for a War Room to reach level 1, 250 dies for level 10, 1,250 dies for level 50). The total cost for a War Room’s complete upgrade is 31,875 dies.
* **Ability to increase the percentage of XP** that players gain from missions, PvE fights, events and works (not XP gained from prizes). In order to achieve this, members of a guild must upgrade their Camp. With every new level reached, the Camp gives an extra 1% of XP to each member. The cost for a new level is 15 dies multiplied by the level’s number (15 dies for a Camp to reach level 1, 150 dies for level 10, 7,500 dies for level 50). The total cost for a Camp’s complete upgrade is 19,125 dies.
* **Ability to increase the percentage of gold coins** that players receive from missions, PvE fights, PvP fights, events and works (not gold coins gained from prizes). In order to achieve this, members of a guild must upgrade their Bank. With every new level reached, the Bank gives an extra 1% of gold coins to each member. The cost for a new level is 15 dies multiplied by the level’s number (15 dies for a Bank to reach level 1, 150 dies for level 10, 7,500 dies for level 50). The total cost for a Bank’s complete upgrade is 19,125 dies.
* **Ability to boost a player’s native attributes**. In order to achieve this, members of a guild must upgrade their Gym. With every new level reached, the Gym gives an extra 1% of points to each member’s main attributes (this is calculated based on a player’s main attributes, not those that are increased by their equipment). The cost for a new level is 12 dies multiplied by the number of the level (12 dies for a Gym to reach level 1, 120 dies for level 10, 6,000 dies for level 50). The total cost for a Gym’s full upgrade is 15,300 dies.

In order for a guild to reach 100% of its capacity its members should spend 120,925 dies in total.

**Benifts and responsibilities**
The benefits of joining a guild are many, and they grow in number as a player’s guild levels up. Along with the individual benefits that players enjoy from upgrading their guilds, guilds also offer rewards that derive from their positions in tournaments and daily events, especially if they manage to finish within the first ten positions. The best reward for players is when their guild has a good finishing position in one of the 3 first Happy Weeks, and even better, if their guild manages to win the 4th and most critical Happy Week.
The above benefits create a number of relevant responsibilities for each member of a guild. The members of a guild must
* Participate in group fights
* Support their guild financially, using profits from missions (this helps members improve their future finances as well)
* Help their allies (a guild’s strength depends on the total strength and vigor of its members)
* Help those in charge of the guild to carry out their duties
* Be willing to accept, if their time allows it, a responsible position in the hierarchy of the guild

When a guild earns a good position in the final ranking, its members shall know that their success was achieved thanks to each one of them; that this group victory is also a victory of each member individually. And later on, after several months of a long and tiring journey there will be 60 players, members of a companionship, who will be proud to say “I kicked Dim-bo-o out of Tetractys”!

Guild Tournament
The Guild Tournament starts when 2 guilds of Tetractys are born. This tournament can
* Help guilds spot their members’ weaknesses
* Give guilds the chance to get organized
* Help guilds improve their performance

The Guild Tournament aims to reward the top guilds and support their efforts in sending Dim-bo-o away from Tetractys.

**Star divisions**
The Guild Tournament is divided into 5 different divisions of stars. The first division has 1 star, and is the division that all guilds belong in when they're created or when the tournament starts for the first time. Every week, a percentage of guilds from each division can move up to a higher or drop down to a lower division, based on their ranking. The final division (5 stars division) hosts the strongest and most efficient guilds. The percentages of moving up/dropping down between divisions are presented in the following board:

 2 stars
 3 stars
 4 stars
 5 stars

There is also a minimum limit of guilds in every star division in order the next star division will created.
In case no new guilds are created, the existing guilds will be allocated with time in each one of the divisions, based on these approximate percentages:
* One star: 11%
* Two stars: 15%
* Three stars: 18%
* Four stars: 24%
* Five stars: 32%

Which means that less than 1/3 of the guilds will end up in the 5th division. This implies a rough competition between guilds, as ending up in the 5 stars division will prove a guild’s absolute worth and value.

**Conditions for joining a Guild Tournament**
All guilds can join the Guild Tournament. Every day, between 01:00 pm to 12:00 next noon each guild can declare attack on (maximum) 5 other guilds of the same star division. Based on its division and its number of attacks, a guild might have to spend an amount of gold coins and dies in order to declare an attack. Guilds that belong in the one-star division can carry out all 5 attacks at no cost. For all other star divisions the 1st attack is free, and the cost for every next attack is increased gradually.
Each guild can endure up to 10 attacks per day, but no more than 1 attack from the same guild. The attacks and the defences of each guild are decided during these 23 hours (01:00 pm to 12:00 noon). Any time of the day players can announce their participation in the attacks organized by their guild. Players do not need to announce participation in their guild’s defence, as all guild members participate in defence automatically. From the time the attacks are declared until the next day when the attacks will be carried out the members in charge of a guild can choose the release stones that the guild wishes to use. During the attack, guilds will be able to view how many HP and moral release stones their opponents use. Each of these stones is used when the attacking player’s HP or moral reach zero, boosting the player with a 10% of their initial HP or a 10% of their initial moral. HP and moral release stones are activated when the first player of a guild attacks, and are passed on to the next player, until no stones are left or all battles are completed. Each player can use only 1 release stone against an opponent.

**Battles**
The potential time-span during which a battle can begin starts at 12:00 noon and ends at 01:00 pm; battles can begin at any point within this hour, but usually take place a few minutes after 12:00 noon. No more battles can be declared during this time; no more players can announce their participation in their guild’s attacks; and the number of release stones that a guild has announced to use cannot be changed. Due to the fact that battles take place between 12:00 noon to 13:00 pm, players should be aware that the equipment they have on at that point will be the equipment that they will use during the battle (but as we mentioned above, usually they take place a few minutes after 12:00 noon).
The battle takes place as follows:
* The members of each guild are ranked in two lists, based on their level (in descending order, from high to low).
* The first round begins with the first player of the attacking guild attacking the last player of the defending guild. The defender has the ability to use a release stone (should their team own one).
* When the first round is completed the winner can maintain their remaining HP and a new ranking is created for the remaining players of each guild.
* The second round begins with the first player of the defending guild attacking the last player of the attacking guild. The attacker has the ability to use a release stone if needed (and should their team own one).
* When the second round is completed the winner can maintain their remaining HP and a new ranking is created for the remaining players of each guild.
* This process continues until one of the guilds is left without players, and loses the battle.

**Player and guild rewards**
The rewards for winning a battle include prestige and gold coins. A guild’s amount of prestige defines its position in the star division where the guild belongs as well as its move up/drop down percentages at the end of every week. If a guild is defeated in battle, it loses only prestige points and not gold coins.
At the end of every round (i.e., end of the week) guilds and their members receive rewards based on their rankings in their respective star divisions.
* The members of each guild win XP and gold coins, based on their guild’s ranking, their star divisions and their individual level.
* Guilds win prestige and gold coins (on top of those won in battle).
* The first 10 guilds of every star division win extra units (between 5 to 25 units), which allow guilds to upgrade their buildings for the entire week that follows. The Guild Club, however, cannot make use of these units (meaning, the number of the guild’s members cannot be changed). These units can be proven valuable for players, in terms of determining a guild’s course in the next round of the tournament.

**Prizes**
The first 3 guilds of every star division win gold, silver and bronze medals. The remaining teams (up to the 10th position) receive a rick-rack.
Guilds that have won more than one medal or rick-rack also receive an eager-beaver scroll, which demonstrates how many medals/rick-racks they have won in total. All prizes (medals, scrolls and ribbons) are displayed in a specific place in every guild’s profile.
Eager-beaver scrolls are given for each one of the following categories (or their content is updated, if guilds already possess one):
**Gold medals**
* A guild receives an eager-beaver scroll after winning 5 gold medals
* 10 gold medals
* 15 gold medals
* 20 gold medals
* 30 gold medals
* 50 gold medals

**Total amount of medals**
* A guild receives an eager-beaver scroll after winning 5 medals in total
* 10 medals in total
* 20 medals in total
* 30 medals in total
* 50 medals in total
* 100 medals in total

**Rick-racks**
* A guild receives an eager-beaver scroll after winning 10 rick-racks
* 20 rick-racks
* 30 rick-racks
* 50 rick-racks
* 80 rick-racks
* 150 rick-racks

Individual evaluation - Star system
Every week, players are evaluated through an automated process: they are ranked based on their total glory, and some of them might win or lose a star. Players with the most stars prove their value in the game. The first player to reach 50 stars receives a significant prize as reward for their individual performance and ability.

**Wining and losing stars**
Players enter the game with 1 star, and every week they can either win or lose a star, based on their performance. With the beginning of every new week, a percentage of players with an X amount of stars can either win or lose a star. Player ranking in the star system is calculated based on a player’s total glory and not exclusively on the amount of glory they won during a specific week. Whether a player will win or lose a star is defined by a percentage of the total amount of players with X stars in their possession:
**A percentage of the best players with X stars in their possession win 1 star at the end of every week**
* 60% of these players with 1 star win one more at the end of the week
* 50% of these players with 2 star win one more at the end of the week
* 40% of these players with 3 star win one more at the end of the week
* 30% of these players with 4 star win one more at the end of the week
* 25% of these players with 5 star win one more at the end of the week
* 20% of these players with 6 star win one more at the end of the week
* 15% of these players with 7 star win one more at the end of the week
* 10% of these players with 8 star win one more at the end of the week
* 5% of these players with 9 star win one more at the end of the week
* 4% of these players with 10 star win one more at the end of the week
* 3% of these players with 11 star win one more at the end of the week
* 2% of these players with 12 star win one more at the end of the week
* 1% of these players with 13 star win one more at the end of the week
* 1% of these players with more than 13 stars win one more at the end of the week

**A percentage of the weakest players with X stars in their possession lose 1 star at the end of every week**
* 30% of these players with 2 star lose one star at the end of the week
* 25% of these players with 3 star lose one star at the end of the week
* 20% of these players with 4 star lose one star at the end of the week
* 15% of these players with 5 star lose one star at the end of the week
* 10% of these players with 6 star lose one star at the end of the week
* 5% of these players with 7 star lose one star at the end of the week
* 4% of these players with 8 star lose one star at the end of the week
* 3% of these players with 9 star lose one star at the end of the week
* 2% of these players with 10 star lose one star at the end of the week
* 1% of these players with 11 star lose one star at the end of the week
* 1% of these players with more than 11 stars lose one star at the end of the week

**In any case, and regardless of their percentages:**
* The best players in any star catygory will always receive 1 star, unless they are the only one in their category (the only player with 15 stars for example will not receive 1 star in the end of the week, but if there are 2 players with 15 stars, the best of them will receive 1 star regrdless of the percentage limit). In this case they will maintain that amount of stars (no adds or reductions).
* The weakest player in any star catygory will always lose 1 star, unless there are only 2 players with the same amount of stars, in which case the weakest player’s total amount of stars remains intact. This way, if two players have the same amount of stars, the player with the highest total glory will win a star and the player with the lowest total glory will not lose a star. If there are only 3 players in a star category (i.e. only 3 players have 15 stars), then the best will receive a star in the end of the week, the second will remain in 15 stars and the third will lose one star.

The first player to win 50 stars receives a significant prize, as a reward for their individual performance and ability.