> For the complete documentation index, see [llms.txt](https://docs.pawtato.gg/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.pawtato.gg/pawtato-land/gameplay/player-vs.-player/tribal-conflicts.md).

# Tribal Conflicts

<figure><img src="/files/Om24XxW4R08KDtadc6MU" alt=""><figcaption></figcaption></figure>

Tribal Conflicts will happen regularly next to the normal gameplay, but can influence the whole continent.&#x20;

In each conflict the **rewards for the winner are generous**, while the weakest Tribe will suffer from a **global debuff** until they reclaim their honor.

## Registration

Any player who has a **Representing Land** or **a pledged Hero** can register for a Tribal Conflict.\
Registration opens 3 days before and closes 10 minutes before the Tribal Conflict starts.

When registering, the Representing Land will be locked and cannot be changed until the Tribal Conflict is over. Land owner enters the conflict on the side of the Tribe their representing Land belongs to. Hero owners enter the conflict on the side of the Tribe of the Representing Land they pledged to. When registered, pledges cannot be broken until the Tribal Conflict is over.

#### Registration Fee & Refund Policy

**Registration:** Fee depending on TATO price and type of representation (Province/Estate/Hero)\
**Unregister:** 50% of Entry Fee will be refunded.\
**No-Show:** If you register, but miss the Ready-Check or are inactive during the game, **nothing** will be refunded.

{% hint style="warning" %} <mark style="color:$danger;">**Important:**</mark> **The Conflict will initiate a Ready-Check 3 min before the battle starts.** \
\
Missing to confirm your attendance will get you **kicked out** before the Conflict starts and you will not be able to participate.\
\
Players who join the battle and are then absent (or not spending min. 50% their Valor) will be branded as **Deserters**, won't get any rewards and will potentially be banned to participate in future conflicts.
{% endhint %}

## Gameplay

Once registration is closed, every Tribe receives **100,000 Valor** points, divided by the participants, where Hero owners get factor 1, Estate Representatives factor 2 and Province Representatives factor 3.

{% hint style="info" %}
Example if 175 players join for one faction:

* 12 Province Owners = 1,240 Valor each
* 43 Estate Owners = 826 Valor each
* 120 Hero Owners = 413 Valor each
  {% endhint %}

The players fight over 10 strategic Strongholds at the border of the Divide.&#x20;

Initially each Tribe holds **three Strongholds** while one - the Temple of Axomamma - is neutral.&#x20;

Initially every Stronghold has **1,000 Points** except for the neutral one, which has **1 Point**. \
The maximum points a Stronghold can have is 5,000.

#### Battle

Players can use Valor to **attack** enemy strongholds (deduct points) or to **defend** their own Strongholds (add points). Points used to defend count double, the maximum points a Stronghold can have is 5,000.

If a Strongholds’ defense is broken (Points <= 0) it will change to the Tribe of the last attacker who broke the defense and is reset to 1,000 points. If two Tribes attack the same Stronghold in a round, the Tribe who spent more Valor on the attack takes over.

{% hint style="info" %}
If a Tribe loses **all** Strongholds, they are **eliminated** from the conflict and all their remaining Valor is drained. They can still watch the rest of the conflict resolve.
{% endhint %}

The game is played over **7-15 rounds** (alternating), each running for **90 seconds**.&#x20;

Within those 90 seconds, players can set an action:

* **Attack** a Stronghold with X Valor (if the player has Valor left)
* **Defend** a Stronghold with X Valor (if the player has Valor left)
* Do nothing and **preserve Valor**

It is important for **players to coordinate their actions** to avoid wasting Valor as well as anticipate the other Tribes actions and set countermeasures.

After all rounds are over, the game ends and whichever Tribe holds the most Strongholds wins. If it is a tie, the higher number of total points on the Strongholds decides.

<figure><img src="/files/D2BUG1kmQ0Kep8NpIfIo" alt=""><figcaption></figcaption></figure>

## Rewards and Penalties

**1st Place (Winner** ��**):**

<div><figure><img src="/files/AqLZPOqW0cl1Nze7XUEC" alt="" width="188"><figcaption><p>Wooden Weapon Chest</p></figcaption></figure> <figure><img src="/files/xrk98RUbfNqcp9YaZBlC" alt="" width="188"><figcaption><p>Wooden Armor Chest</p></figcaption></figure></div>

Every participant gains either a **Wooden Weapon Chest** or **Wooden Armor Chest**, which contains either one of **13 Weapons** or **6 Armor pieces**. These Equipment rewards roll random attributes (within a predefined range) and a random rarity (**common** to <mark style="color:blue;">**rare**</mark>). They also get one <img src="/files/a9e4C0aFeqD6e0E0yWLM" alt="" data-size="line"> **Stamina Potion**.

<details>

<summary><strong>Example Loot:</strong></summary>

<table><thead><tr><th width="129">Icon</th><th>Description</th></tr></thead><tbody><tr><td><img src="/files/NuwVzHrgtpST0gMgG21w" alt="" data-size="original"></td><td><strong>Knotted Walking Staff</strong> (2-Hand, common)<br>Damage: 25-29 magical</td></tr><tr><td><img src="/files/7VO7KX1Y311Eq1tmatF4" alt="" data-size="original"></td><td><strong>Dull Shortblade</strong> (1-Hand, <mark style="color:green;">uncommon</mark>)<br>Damage: 20-24 physical<br>+1 Strength<br></td></tr><tr><td><img src="/files/oP1a0CBIEMzCQneXN1IO" alt="" data-size="original"></td><td><strong>Riveted Scrap Armor</strong> (Heavy Armor, <mark style="color:blue;">rare</mark>)<br>Magical Damage Reduction: 4%<br>Physical Damage Reduction: 10%<br>+2 Vitality</td></tr></tbody></table>

</details>

The winning Tribe also gets <img src="/files/TvIShBZMbIcmO7dKc0y7" alt="" data-size="line"> [Influence](/pawtato-land/gameplay/land-nft/influence.md) **equal to their initial Valor and 50** [Reputation](/pawtato-land/gameplay/the-world/reputation.md)\* for their Tribe. Hero Players will automatically credit the gained Influence to the Land they pledged to.

**2nd Place:**

The Tribe which comes in second, will get <img src="/files/TvIShBZMbIcmO7dKc0y7" alt="" data-size="line"> **Influence equal to a third of their initial Valor** as well as **25 Reputation\*** and one <img src="/files/a9e4C0aFeqD6e0E0yWLM" alt="" data-size="line"> **Stamina Potion**. Hero Players will automatically credit the gained Influence to the Land they pledged to.

**3rd Place (Loser** ☠&#xFE0F;**):**

The Tribe with the least Strongholds at the end of the Conflict can at least take **10 Reputation\*** and one <img src="/files/a9e4C0aFeqD6e0E0yWLM" alt="" data-size="line"> **Stamina Potion** and home.

<sup>\*Estates get double and Provinces tripple that amount.</sup>

## Special Rules&#x20;

{% hint style="info" %}
These rules may change in future conflicts to keep a changing meta which prompts new strategies.
{% endhint %}

#### Tribe General

The Player with the most pledgers will be the **General for his Tribe** in this Battle and receive a special privilege. He can also hand over the role to another Player if wanted.

The General can use **Divine Intervention** **once** per game, where he needs to choose one of three options:

<div><figure><img src="/files/UQ9gSsvw7mR7AfSeFDYC" alt="" width="75"><figcaption></figcaption></figure> <figure><img src="/files/F3k26Z0RdMbhImfESmlh" alt="" width="75"><figcaption></figcaption></figure></div>

* **Invulnerability**: makes one owned Stronghold invulnerable for the round
* ***Wrath:*** sets an enemy Strongholds' points to 1 at the very beginning of next round (*ignores Invulnerability*)
* ***???:** ...this Divine Intervention is yet to be revealed*

#### Temple of Axomamma

* Valor used to defend the Temple of Axomamma only counts once (instead of double).
* The Temple of Axomamma **loses 1,000 points each round** automatically.
* The Tribe currently holding the Temple of Axomamma gain **1,000 points on each of their other Strongholds each round**.

#### Preparations&#x20;

During the registration period, players can use resources to unlock certain advantages for the upcoming Conflict. Preparations are a **team effort** (similar to Divine Callings), so the needed resources can be pooled by all registered participants.

<figure><img src="/files/2UOhBl0S26eKlNUvyuCO" alt=""><figcaption></figcaption></figure>

Only up to **3 Preparations** can be activated for a Conflict. These need to be unlocked **before the start of the Conflict** and cannot be changed for the remainder of it. The Tribe has to choose which Preparations best fit their strategy:

* **Fortified Walls (**<img src="/files/ESMJ3XmlqcIpu5Zftfm0" alt="" data-size="line"> **x 2,500):** Valor spent on **defending** in the **first three rounds** counts **3x**
* **Rushed Invasion (**<img src="/files/yWe1AzqcBrZS13oBcXhE" alt="" data-size="line">**x 1,000):** Valor spent on **attacking** in the **first three round** deals **+50% damage**
* **Forged Resolve (**<img src="/files/mAYBe3n8292bFH29rbyW" alt="" data-size="line"> **x 2,500): +10% starting Valor** to all participants of the Tribe
* **Hidden Supply Routes (**<img src="/files/D4DFNYXZ7S4XgJZKb8X6" alt="" data-size="line">**x 5,000):** First time your Tribe flipps an enemy Stronghold, it resets to **5,000** instead of 1,000 points
* **Accumulating Interest (**<img src="/files/Fu02x2cUY4LzV6t0ZtpU" alt="" data-size="line">**x 500):** Remaining Valor **increases by +2.5%** at the end of each round
* **Sacred Bastion (**<img src="/files/ew4f80fE0Tv9jzUOJmFR" alt="Crystal" data-size="line">**x 100):** The **first Stronghold** which would be conquered, avoids the capture and remains at 1 point in that round (it can be attacked and captured in the next round).

More Preparations might be added in the future.


---

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