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Dark Omens

Clan tournamentsEvery 24 days2 days long

A clan tournament with four clans to a division.

How it runs

Rank Points build up on their own, and pouring Omen Essence into the Flame makes them build up faster. The other half is subtraction: clans drop Dark Omen monsters on each other to choke that production, and the clan under them has to clear them off.

The seven windows

The Flame only accepts Essence during seven windows. Everything else in the event runs the whole two days; this does not, and a clan that misses windows loses the event in the calmest possible way.

The pattern is an hour every eight hours — 17:00, 01:00 and 09:00 UTC — widened around each reset. Ten hours of open Flame out of forty-eight.

WindowUTCYour timeOpen forAfter the start
117:00 – 18:00—1 hat the start
201:00 – 02:00—1 h+8 h
309:00 – 10:00—1 h+16 h
415:00 – 18:00—3 h+22 h
501:00 – 02:00—1 h+32 h
609:00 – 10:00—1 h+40 h
715:00 – 17:00—2 h+46 h

What the Flame actually does

The Chalice holds the Omen Essence the clan has poured in, and how much is in it sets the Flame level. There are five, and each one produces more Rank Points a minute than the one below — but also consumes more Essence a minute to stay there.

The two numbers are the same number. A clan makes as many Rank Points per minute as it loses Essence per minute. Essence is not a fuel that makes production cheaper; it is the production, converted one for one.

That is why a clan slides back down between windows. Nothing is taking the Essence away except the Flame itself, and the higher the level the faster it empties — so the top level is the one that lasts the least without a refill.

None of the five thresholds is a fixed figure. How much Essence each level asks for, how much it burns a minute and how many Rank Points that pays all scale with the division your clan was matched into.

The loop

Two monsters and five tokens, and they feed each other in a circle. Nothing in it is bought and nothing is picked up off a corpse: every token comes from finishing the personal missions, and the missions pay exactly what the next round of killing needs.

Where it isWhat it drops
ArcanomancerNeutral, on the mapMerit of Balance and Omen Sigils
Dark Omen monsterDropped with a Spawn CardMerit of Balance, Remnants of Dread and Omen Sigils

Why a monster on your ground is two problems

The personal missions pay Spawn Cards, and a Spawn Card drops a Dark Omen monster on a rival. Those monsters throttle that clan’s Flame — and pay Omen Sigils to whoever kills them, which is what clears the next missions.

So a monster sitting on your land is doing two things at once: costing you Rank Points every minute it lives, and holding the Sigils that your missions turn into the Essence for the next window. Killing it fast recovers both. Clearing is not the chore between fuelling runs; it is half the event.

How much can be dropped on you

The limit counts summons sent to a clan by all the enemy clans put together, not monsters currently alive, and it refreshes every hour.

Two things follow from that wording. Killing a monster does not open a slot for another one inside the same hour, so clearing fast never invites more. And no clan can be buried without limit in a single hour, however many cards the other three are holding — the pressure they can apply is capped per hour, which is what makes the 95 % floor reachable but survivable.

Two ways round it, both in the rules. Monsters already standing when the hour turns keep suppressing but stop counting against the new hour’s limit. And once every clan in the division is full, a card can still be thrown at a random one — those summons ignore the cap.

The six you can drop, and what grade they come at

A Spawn Card comes at one of three grades, and the grade is what sets how hard the monster is, how long it stands there before its lifetime runs out, and how deep a Suppression it puts on the clan that receives it. Six squads share the three grades.

Minor Epic

PlaguePlague
PyrePyre
GreedGreed

Epic

FamineFamine
InsanityInsanity

Major Epic

DeathDeath

Everything about them is read off the division your clan was matched into, strength included, so the same squad is a different fight in a different division.

The march they take is not the same either. Some squads accept only a Hero or a single captain, and the heaviest let all three captains ride with the Hero.

When to drop them, which is not whenever

A clan is always making Rank Points, but never at the same rate. Pouring Essence into the Flame increases your production, and it stays increased until the Essence drains back below the thresholds that hold it there. Since Essence only goes in during the windows, between one window and the next every clan slides back to level-one production — the lowest there is.

A Dark Omen monster does not take points away: it takes a share of the rate. So the same monster is worth far more against a clan whose production is up than against one that has slid back to the floor. Dropping cards in the dead hours between windows is spending them at the bottom of the curve.

The event window has a tab with every rival clan’s current production rate. That is the thing to watch: summon when the clan you are chasing is high, not when your own cards happen to be ready. The exception is the hour right after a window, when their rate may still be up from their own pour.

And drop them together. Several members spawning on the same clan at the same moment overwhelms its ability to clear them, so the monsters live longer and throttle a rate that is still high — the suppression lasts longer and bites harder at once.

Suppression stops at −95 %. Anything past that is not wasted, though: the excess is held back and comes in on its own as monsters die, so a clan that is buried stays buried until the total falls under the cap again.

Strategy tips

  1. Coordinate around the windows

    The Chalice only takes Essence while one is open, so what the clan manages to do in those few hours is what its production looks like for all the hours in between.

  2. Summon into a full Chalice

    The aim of a Spawn Card is always the same — take Rank Points off a rival while their Flame is at its top level. Suppression is a percentage, so the same card takes far more off a clan producing at its peak than off one that has already slid back down.

  3. Clear your own ground fast

    A Dark Omen monster keeps its share of your production for as long as it is standing, so every minute it survives is paid for out of your own score.

Past those three there is no winning strategy. This is the tournament in the game that asks the most of a clan, and what decides it is reading what the other three are doing and answering it. There is no advice beyond the three above that holds in every division and every pairing.

What runs alongside it, and the pass

Two events run on top of it. Spoils of Dread turns your share of the monster killing into personal goals and pays Valor Points. Restoration of Balance is a personal leaderboard on where the division lands.

The pass carries both event artifacts on its free track: the Chronoglyph, for Food production and training speed, and the Ghostflame Lantern, for fighting epic monsters. A tier opens every 50 Omen Scrolls, and past 1,000 it keeps paying every 100 — five Ghostflame Lantern fragments a time. The paid track is not needed to play, or to take the clan reward.

Fatigue, and why one big player cannot carry it

Every attack on a Dark Omen monster leaves you Fatigue Marks, and how many depends on the damage you dealt. The Marks cut your troops’ strength and health — bonuses included — in your next fights against Dark Omens, and nowhere else. Nothing you do outside this tournament is touched.

They clear on a timer, and each Mark pushes that timer out by twenty seconds. When it reaches zero every Mark goes at once and you are back to full. The countdown is in the Activities tab, with the number of Marks behind the info icon beside it.

So the strongest player in the clan cannot simply clear the ground alone: the harder they hit, the longer they are weakened for the next one. Fatigue is what makes this a tournament about how many members turn up rather than how good the best one is.

What finishing in the top three is worth

The top three clans in the division hand every one of their members Proofs of Glory, and the higher the finish the more of them. They do not pay out now: they raise the Arcane Bonus to the Valor and Experience that the Dark Omens Battle Pass gives, in later runs of the tournament.

So a clan that places well is not just banking this weekend, it is making the next one pay better. They sit in the Items in the City window, and only players who were in the clan when the tournament began receive them.

Battle pass

A battle pass, moved along by Omen Scrolls, which the event itself pays.

One free track and two that are bought. They add up rather than replace one another, so an Oracle’s holder collects all three.

Free

What the tournament pays for turning up.

Seeker’s Pass

Ten times the gold, and the first track that pays summoning keys.

Oracle’s Pass

The heaviest of the three, and the only one that dresses your city.

And past the last tier

Past the last tier the pass keeps paying, every 100 Omen Scrolls. This one is the same for everybody: holding all three passes does not make it five more.

None of it touches the clan score: the paid tracks make your own haul bigger and nothing else.

Rewards

By where your division finishes, and stronger divisions pay better. Spoils of Dread runs alongside it and pays Valor and Clan Chests for fighting the monsters.

Alongside it

Spoils of Dread
Spoils of Dread

Personal goals on the Dark Omen monsters, scored in Remnants of Dread. Only those monsters pay them, so the Arcanomancer does nothing for this one. It pays Valor Points and Clan Chests.

Restoration of Balance
Restoration of Balance

A personal leaderboard, scored in Merit of Balance. Both monsters pay it — the Arcanomancer as well as the Dark Omens — so it keeps running whether or not anyone has dropped anything on you.

Worth knowing

Against Dark Omen monsters this is the exception to irreversible losses: troops revive with Silver at a tenth of the cost, no equipment is damaged, and nothing is lost for good.

The squad

Epic monsterEpic Arcanomancer Squad

It carries 800M Omen Sigils and pays 52 Arcane Chests.

  • Arcane ChestArcane Chest52 of them, one per threshold
  • Omen SigilsOmen Sigils800M in the squad — one chest every 15.38M
Arcanomancer
VIArcanomancer
Signature
ClassMelee
Strength70k
Health210k
vs Mounted+45 %
Leadership74
Arcane Archer
IIArcane Archer
ClassRanged
Strength720
Health2.16k
vs Flying+50 %
Leadership8
Moonmarked Huntress
VIMoonmarked Huntress
ClassMounted
Strength57k
Health171k
vs Ranged+60 %
Leadership60
Aetherwing Sentinel
IIIAetherwing Sentinel
ClassFlying
Strength100k
Health300k
vs Melee+80 %
Leadership10

Chest drop table

ChestDrops at
1784.62M
2769.23M
3753.85M
4738.46M
5723.08M
6707.69M
7692.31M
8676.92M
9661.54M
10646.15M
11630.77M
12615.38M
13600.00M
ChestDrops at
14584.62M
15569.23M
16553.85M
17538.46M
18523.08M
19507.69M
20492.31M
21476.92M
22461.54M
23446.15M
24430.77M
25415.38M
26400.00M
ChestDrops at
27384.62M
28369.23M
29353.85M
30338.46M
31323.08M
32307.69M
33292.31M
34276.92M
35261.54M
36246.15M
37230.77M
38215.38M
39200.00M
ChestDrops at
40184.62M
41169.23M
42153.85M
43138.46M
44123.08M
45107.69M
4692.31M
4776.92M
4861.54M
4946.15M
5030.77M
5115.38M
520

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