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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 accrue on their own, and pouring Omen Essence into the Flame makes them accrue 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 – 18:001 hat the start
201:00 – 02:001 h+8 h
309:00 – 10:001 h+16 h
415:00 – 18:003 h+22 h
501:00 – 02:001 h+32 h
609:00 – 10:001 h+40 h
715:00 – 17:002 h+46 h

The loop

Two monsters and four currencies, and they feed each other in a circle.

Killing either one pays Omen Sigils, and Sigils are what clear the personal missions. The missions pay the other two things the event runs on: Omen Essence, which the Flame drinks, and the Spawn Cards that drop monsters on a rival. So neither is picked up off a corpse and neither is bought — both are earned by killing enough to finish missions.

The other two are score and nothing else. Merit of Balance ranks you in Restoration of Balance and both monsters pay it; Remnants of Dread rank you in Spoils of Dread, and only the Dark Omen monsters pay those.

Where it isWhat it dropsReviving what dies
ArcanomancerNeutral, on the mapMerit of Balance and Omen SigilsNormal price
Dark Omen monsterDropped with a Spawn CardMerit of Balance, Remnants of Dread and Omen SigilsSilver, about a tenth

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.

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.

What clans that win actually do

A roll call at each opening, with leaders naming who pours and when. A clan that empties everything into window 1 has nothing for the six that follow.

Spawning together. The same cards landing on one clan at one moment are worth more than the same cards spread across a day, because suppression that overlaps compounds against a single Flame.

Focus-firing one monster at a time, as a clan, rather than everyone starting a different one.

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.

Battle pass

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

It pays Gold, Chronoglyph fragments, Ghostflame Lantern fragments, Artifact Summoning Keys and more besides.

One free track, and two more that are paid for. The tracks add up rather than replace one another, and each is richer than the one below it.

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.

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. A chest goes to whoever crosses its threshold, so what decides whether you get one is how much you take off in a single attack — not how many times you attack.

  • Arcane Chest52 of them, one per threshold
  • Omen 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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