447 World Jousting Tournament: Difference between revisions

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# Contestants may compete in any qualifier regardless of citizenship. If a contestant fails to qualify, they may try again at the next qualifier.
# Contestants may compete in any qualifier regardless of citizenship. If a contestant fails to qualify, they may try again at the next qualifier.
# Contestants will verify their skill in plate armor, polearms and shield usage via the TELLEXP command. They will be placed in the appropriate division based on a formula of these 3 skills. The formula that will be used in every qualifier and the finals is the same. It is the sum of your plate armor, polearm and shield divided by 3.
# Contestants will verify their skill in plate armor, polearms and shield usage via the TELLEXP command. They will be placed in the appropriate division based on a formula of these 3 skills. The formula that will be used in every qualifier and the finals is the same. It is the sum of your plate armor, polearm and shield divided by 3.
# No spells of any kind are allowed to be in effect. No stat or skill buffs are allowed. This includes (but is not limited to) spells, supernatural abilities, Empathic links, and constellation jewelry. Magical spell or stat tattoos must be released or inactive prior to your turn on the field. Anyone found to be cheating will be automatically disqualified.
# No spells of any kind are allowed to be in effect. No stat or skill buffs are allowed. This includes (but is not limited to) spells, supernatural abilities, Empathic links, and constellation jewelry or stat boost rings. Magical spell or stat tattoos must be released or inactive prior to your turn on the field. Anyone found to be cheating will be automatically disqualified.
# No mulligans. If a contestant jumps off their horse to avoid impact (because they are not properly equipped), they forfeit the match. The contestant may attempt to qualify at the next provincial qualifier.
# No mulligans. If a contestant jumps off their horse to avoid impact (because they are not properly equipped), they forfeit the match. The contestant may attempt to qualify at the next provincial qualifier.
# The use of personal lances will not be permitted during qualifiers or championship matches. Tournament lances will be provided to participants. Scoring requires a lance to break and <b>personal lances do not break</b>.
# The use of personal lances will not be permitted during qualifiers or championship matches. Tournament lances will be provided to participants. Scoring requires a lance to break and <b>personal lances do not break</b>.

Revision as of 16:52, 28 December 2023

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Rules

  1. Contestants may compete in any qualifier regardless of citizenship. If a contestant fails to qualify, they may try again at the next qualifier.
  2. Contestants will verify their skill in plate armor, polearms and shield usage via the TELLEXP command. They will be placed in the appropriate division based on a formula of these 3 skills. The formula that will be used in every qualifier and the finals is the same. It is the sum of your plate armor, polearm and shield divided by 3.
  3. No spells of any kind are allowed to be in effect. No stat or skill buffs are allowed. This includes (but is not limited to) spells, supernatural abilities, Empathic links, and constellation jewelry or stat boost rings. Magical spell or stat tattoos must be released or inactive prior to your turn on the field. Anyone found to be cheating will be automatically disqualified.
  4. No mulligans. If a contestant jumps off their horse to avoid impact (because they are not properly equipped), they forfeit the match. The contestant may attempt to qualify at the next provincial qualifier.
  5. The use of personal lances will not be permitted during qualifiers or championship matches. Tournament lances will be provided to participants. Scoring requires a lance to break and personal lances do not break.


FINALS:

Contestants will verify their skill in plate armor, polearms and shield usage via the TELLEXP command. They will be placed in the appropriate division based on a formula of these three skills. It is the sum of your plate, polearm and shield divided by 3. The reason for this is that time has gone by for people to have been training up, or not training at all to stay at the "top" of the bracket. It evens out the playing field.

BRACKETS:

Brackets will be as follows: Division 1 (0-100 ranks), Division 2 (101-250 ranks, Division 3 (251-450 ranks), Division 4 (451-700 ranks), Division 5 (701-999 ranks), Division 6 (1000+ ranks)