Docs → Events & Rewards → The Ancient planner
🗿 The Ancient planner
Ancients' Treasure earns your clan a pot of vault points. The planner spends it on the three artifacts, works out how much HP the Tin Men will have, and hands every tier the points they must score in the Rise of the Ancients run that follows.
Two events, one plan. During Ancients' Treasure your members earn vault points, and the clan spends them on three artifacts. What you buy decides how many Tin Men you can summon, how long you get to kill each one, and how much HP each kill takes. Then, in the Rise of the Ancients run that follows, your members have to actually deal that HP.
The planner is the bridge between the two. You spend the pot on one page and it tells you, tier by tier, what each member has to score in the next run. Open the Ancients' Treasure event from Clan Administration → Event Hub and it is on the event's own page — that event type and nowhere else.
The one thing to understand first: summons are not kills
The Enchanted Figurine buys summons. You pay for every one of them. But only a kill — a Tin Man you intend to finish — moves the Tin Man up a level, and only kills decide how much HP the clan has to chew through.
Five summons with three kills is an ordinary plan, not a mistake. The other two are farmed for XP and clan vault points; they add nothing to the points your members need.
The coin pot
The pot is worked out from your roster. Each tier contributes a fixed number of vault points:
| Tier | Vault points per member |
|---|---|
| T9 and G9 | 8,200 |
| G8 | 6,300 |
| G7 | 4,800 |
| G6 | 3,700 |
| G5 | 2,900 |
| G4 | 2,200 |
| G3 | 1,700 |
| G2 | 1,300 |
| G1 | 1,000 |
The ten boxes under Members per tier are counted from your roster when the plan is first opened. They are yours to change — type over them if you know that four of your G9s will not take part. Count the roster again puts the real numbers back.
No-shows (%)
Not everyone plays every event. This takes that share off the pot before anything is bought, so the plan is made with the points you will actually have. Set it to 8 and the pot is treated as 92% of a full turnout.
A smaller pot can drop you to a lower Tome level, and a lower Tome means lower targets — so this figure moves every number on the page, not just the pot.
Overshoot (%)
People usually score a bit more than they are asked for. This lowers what each member is told to score by that much, so the sum of what they actually score still lands on the HP that has to be dealt. Set it to 10 and each target is divided by 1.10.
Set it to 0 and members are asked for the full amount with nothing to spare.
What the coins buy
Three artifacts, bought in this order. The first two are chosen by you; the third takes whatever is left.
🗿 Enchanted Figurine — how many Tin Men you summon
| Summons | Cumulative cost |
|---|---|
| 1 | 0 |
| 2 | 1,800 |
| 3 | 10,200 |
| 4 | 22,300 |
| 5 | 48,700 |
| 6 | 93,000 |
| 7 | 153,000 |
| 8 | 230,000 |
Summons 7 and 8 only exist while a seasonal kingdom is running. Tick Seasonal kingdom is active to unlock them.
⏳ Mysterious Clock — minutes you get per summon
Twenty-eight levels, from 2 minutes at level 1 to 120 minutes at level 28. The list shows every level with the minutes it buys and the cumulative coins it costs, and opens scrolled to the level you have chosen.
📚 Tome of Knowledge — takes whatever is left
You do not pick this one. Whatever remains after the Figurine and the Clock buys the highest Tome level it can afford, and the card shows what that is, how far the leftover coins got you towards the next level, and how many more coins that next level needs.
The fight
Tin Man level right now is where your clan currently stands, 1 to 250. It is remembered between runs and bumped automatically when you close an Ancients' Treasure event that had kills in its plan.
Kill summons is how many of your summons you intend to finish. It can never exceed the number of summons — lower the summons and the kills are clamped with them.
Under those two, the planner spells out the whole derivation as a chain of badges:
- One badge per Tin Man you plan to kill, with its level and its raw HP.
- Those added together — the raw HP.
- Multiplied by the Tome bonus.
- The result: the HP that actually has to be dealt.
What each tier has to score
The table on the right is the answer. One row per tier, always all ten — T9 and G9 down to G1, including the tiers your clan has nobody in.
| Column | What it is |
|---|---|
| Members | How many members you have at that tier, from the coin pot above. |
| Weight | Relative damage one member of that tier does. Editable — see below. |
| Points each | What one member of that tier is asked to score. This is the number your clan needs. |
| Override | Type a number here to hand that tier a figure of your own instead. |
| Total for the tier | Points each × members. |
| Share | That tier's slice of everything being handed out. |
T9 is its own tier, not a G9
A T9 is a member maxed on G, S, M and E. They hit half again as hard as a G9 — weight 20.1 against 13.4 — and folding them into G9 asked the strongest members in the clan for the same points as everyone else in the tier.
Changing the split
The weights are a default, not a fact. A clan whose G8s pull harder than the table says had to correct every target by hand, every run. Change a weight and the table redistributes immediately: points each, totals, shares and the verdict at the top all move with it.
- Back to standard puts every weight back to the built-in split.
- Keep this split for future runs saves it on the clan, so every future plan starts from it. Only the tiers you actually changed are stored — adjust G8 and you still follow the default everywhere else.
Overrides
An override sits beside the calculated figure, not over it, so it stays obvious what was changed and by how much. Overriding one tier does not take points off another — it changes the total, and the total is what decides whether the Tin Man dies. The verdict at the top of the planner is where you see the consequence.
The verdict
The bar across the top of the planner answers the only question that matters: will what the clan is being asked for cover the kills?
- The first number is what will be delivered — everything handed out, plus the overshoot allowance you set.
- The second is what is needed — the HP of every kill, with the Tome bonus on top.
- The badge is the difference, in both points and per cent.
Green means the plan covers the kills. Amber means it falls short, and the badge says by how much. Beside them are the four figures you will be asked about most: kill summons, minutes each, Tome bonus, and where the Tin Man ends up after the run.
The summon schedule
One row per summon. Type the UTC time you intend to start each one and the planner shows it back as hours after game reset — +3 GR — because that is how a clan actually talks about time. Reset is 17:00 UTC.
Kill rows carry the Tin Man level and its HP. Farm rows sit on whatever level the kills ended at and add nothing.
Handing the targets over
Apply these as the point targets writes the per-tier figures onto the Rise of the Ancients run that follows this event — not onto the Ancients' Treasure event you are standing on.
If the Rise run does not exist yet, the planner says so and the transfer is offered again once you create it. The plan is saved either way.
Standing on a Rise of the Ancients run, the same link works the other way: Take targets from the Ancients' Treasure plan pulls in what the previous Ancients' Treasure worked out for it.
Telling the clan — two announcements, not one
Towers / Tin Man instructions opens the messages your clan will read. There are two, and they go out a day apart, because they are about two different events.
| Announcement | Anchored to | What it says |
|---|---|---|
| Ancient Towers | This Ancients' Treasure event | Build your tower and place your points: how many summons, how many minutes, and that the Tome takes the rest. |
| Rise of the Ancients | The Rise run that follows | The summon times, and what every tier has to score. |
Each one has its own Hours before … starts, and the panel says the exact moment it will go out. Both are ordinary scheduled announcements: they become the same kind of record every other announcement is, they are picked up by the same job that runs every minute, and you can see or cancel them on the Announcements page.
The message writes itself
The body is built from the plan and is not editable, because every fact in it is already on this page — a textarea an admin can edit is a textarea that drifts out of step with the plan it claims to describe. It updates whenever the plan changes.
What you want to add in your own words has its own field, Add your own words, and is appended underneath.
Where each one goes
Four channels, each with its own limit:
| Channel | Limit | Notes |
|---|---|---|
| Portal | none | Appears in the portal for every member. Emoji and line breaks are fine. |
| Ingame Announcement | 900 | One per hour, sent while the portal is logged in. |
| Ingame Chat | 1,000 | Needs a chat group — it will not send without one. |
| Direct Message | 1,000 | One private message per member, paced. A clan can take an hour or more. |
Saving
Save Ancient planner saves everything you can edit in the planner — the roster, the allowances, the artifacts, the Tin Man level, the kills, the weights, the overrides, the summon schedule and both announcements — and queues the two announcements. The same button sits at the foot of the planner and at the foot of the instructions panel; they do the same thing.
It does not save the event's own settings — dates, grace period, point targets, penalty chests. Those live in their own panels on the event page and save themselves.
A closed event cannot be planned. Re-open it first.
Common questions
Why does the table list tiers my clan has nobody in?
Because their total is zero, so they cost the plan nothing — and a member who promotes the day before the run has to be able to read their own number off the table. Skipping them also made the table change shape between runs, which made it hard to compare two plans.
I changed the summons from 5 to 6 and nothing moved. Is it broken?
No. The Figurine costs more, but if the leftover coins still buy the same Tome level, the bonus is unchanged — and the extra summon is farmed, so it adds no HP. Nothing about the targets changes. Change the kills instead and everything moves.
Should I buy the biggest Tome I can afford?
Not automatically. The Tome raises the points needed per kill, so a bigger Tome makes the targets your members have to hit higher. The verdict bar at the top tells you whether the plan still covers the kills — read that, not the Tome level.
Where do the point targets actually end up?
On the Rise of the Ancients run that follows this event, once you press "Apply these as the point targets". The planner lives on Ancients' Treasure because that is where the summons are decided, but what it works out is what members must score in the next run.
Can I edit the announcement text?
Not the generated part — it is built from the plan and updates when the plan changes, so it can never disagree with it. Anything you want to add goes in "Add your own words" and is appended underneath.
The Ingame Chat channel will not send.
It needs a chat group. Switch the channel on and pick one from "Chat group" — the list shows only groups the portal can actually post in. Without a group the plan refuses to save that announcement rather than queueing something that would silently never arrive.
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