Two ravens with glowing acid-yellow eyes perched on a bare bone-white branch, the omen-birds of the Dark Omens tournament.

Events & Tournaments · Clan tournament

Dark Omens

Four clans, two days, one race to out-produce each other. You feed a chalice of green fire to speed your own points, and drop monsters on your rivals to slow theirs. Top three of the four takes the prizes.

What it is

Dark Omens is a clan tournament. Four clans get drawn into one division and spend two days trying to make the most rank points. You want to finish third or better of the four.

Those three rival clans aren't from your own kingdom, and they aren't your Clash of Kingdoms battle group. The game matches the four of you across kingdoms by clan strength: your total might, how many members you have, and your troop levels. So your rivals are clans from other kingdoms, sized up to be a fair fight.

The twist is where the points come from. Each clan gets a Ghostflame Chalice, a cup of green fire that produces rank points on its own, minute after minute, for the whole event. The hotter the flame, the faster it produces. So the event is really two jobs at once: pour fuel on your own fire, and throw water on everyone else's. Scorewarrior calls it "the balance between growth and sabotage," which is a fair way to put it.

The sabotage is the fun part. You don't march on your rivals here. You reach into another dimension and drop monsters on their ground, and while those monsters are alive they choke the clan's production. Your rivals are doing the same to you. So half the event is feeding your chalice, and half is deciding whose fire to smother, and when.

Behind all of it is the Arcanomancer, a being the story says a cult summoned and then lost their minds over. It doesn't fight you directly. It just hands everyone the tools to wreck each other: "Death, famine, insanity, fear, plague, fire, greed. These aren't the Arcanomancer's weapons. They belong to us."

Where it sits

Dark Omens is the parent event over the whole epic-monster family in Total Battle's own menu: Doomsday, Armageddon, Arachne's Swarm and Shadow Invasion all live under it. It also feeds straight into Rise of the Ancients, which is where its top prize gets spent.

Who can play

Your clan needs a Clan Capital, at least 55 members, and those 55 members' heroes have to be level 20 or higher. It only runs in kingdoms with cross-kingdom interactions turned on, since it matches you against other kingdoms' clans. If you join a clan after the event has started, you can still do missions and climb the reward track, but you can't feed the chalice or touch the summoned monsters. The one thing a latecomer can still fight is the Arcanomancer.

How it scores

Your clan's score is just the rank points the chalice has piled up by the end. Everything you do is aimed at making that number climb faster than the other three clans'.

What throws people is that more than one scoreboard is running, and only one of them is the clan's. Three, in fact:

  • The clan tournament (the top-three-of-four race) is scored purely by your chalice's rank points. Nothing you kill adds to it directly.
  • Spoils of Dread is your own track for killing the monsters summoned onto you. It pays Valor and clan chests.
  • Restoration of Balance is a personal leaderboard scored on your damage to the Arcanomancer and the summoned monsters. It pays titles and fragments.

So when you watch points tick up from your Arcanomancer hits or your monster kills, those are your personal tracks (the two side games, further down). They don't move the clan's rank. The only lever on the clan score is the chalice.

Your flame makes points

The Ghostflame Chalice produces rank points on its own, and a higher flame level produces them faster. Flame goes up to level 5.

Their monsters slow you

A summoned monster sitting on your ground suppresses your production the whole time it's alive. Clear it or wait it out.

The one number that explains most of the event: suppression is a percentage of what you're currently making, not a flat cut. A monster on a clan sitting at flame level 1 barely stings. The same monster on a clan roaring at level 4 or 5 hurts a lot. That single fact drives every good decision below, on offence and defence both.

  • Suppression stacks, but it's capped at −95%. Even a clan buried in monsters keeps producing a trickle. Anything past 95% is held in reserve and lands automatically as monsters get cleared.
  • The tiers, roughly: a minor monster is about −1%, an epic about −4%, a major epic about −8%, piling up toward that cap.
Read it off the panel

The exact per-level production, the suppression numbers and the reward amounts all live in the event's own screens, and they scale with your division. Check them at the start of a run rather than trusting last time's figures.

How to play it

  • Do your missions, every day. This is where your Omen Essence and your Spawn Cards come from now, so missions aren't a side quest, they're the whole supply line. They reset daily, and there's a set of harder catch-up missions if you're behind.
  • Farm the Arcanomancer for Omen Sigils. Sigils are what push your missions along, and the Arcanomancer is the only place you get them. You can hit it any time, so make it your steady all-day job, best done during the quiet stretches when your own ground is clear of monsters.
  • Pour essence into the chalice together, and time it. You can only feed the chalice during seven short windows (below), and the clan that stockpiles between windows and pours together jumps its flame far more than one dribbling essence in. Two rules the sharp clans swear by: clear your own ground first, because feeding a suppressed chalice wastes the essence, and don't spike your flame at the very start of a long window, because a bright flame paints a target and rivals will pile monsters on you for the rest of it. Pour together, late.
  • Gang up on one rival, and only when their flame is high. A monster dropped on a clan at flame level 1 is a wasted card, since suppression is a slice of what they're making and they're barely making anything. Watch the Production tab, wait until a rival is at level 2 or higher (the higher, the more it hurts), then throw the whole clan's summons at that one target at once, ideally whoever's leading. Ten summons landing together bury a clan far better than ten scattered around.
  • Clear your own ground as a team, and pass the sword around. Fighting the summoned monsters is cheap (see below), so don't let them sit. But every hit builds Fatigue, so your one strong player can't carry it. Rotate who swings.
  • Don't save every summon for the final hour. There's an hourly cap on how many monsters a clan can be hit with, and you earn points and chests for summoning, so keep sending through the last stretch instead of dumping at the buzzer.
  • Claim everything, and watch your wallet. The two artifacts are both on the free track, so you don't need the paid pass. The community's steady advice: the small daily packs can be worth it, the big bundles aren't.

Deeper in

Where essence and spawn cards come from

The whole event runs on one loop, and it's worth spelling out, because everything a member does traces back to it. Your missions pay the two things the clan lives on: Omen Essence to pour, and Spawn Cards to summon. You advance those missions by collecting Omen Sigils, and Omen Sigils come from one place only, attacking the Arcanomancer:

Hit the Arcanomancer → earn Omen Sigils → clear missions → collect Essence and Spawn Cards.

That's why "farm the Arcanomancer" and "do your missions" are the same instruction. The Arcanomancer is the tap, the missions are the meter, and essence and cards are what pours out. Missions reset daily, so there's a fresh batch every day, and there's no repeat-hit bonus anymore, so it comes down to how much you farm.

The seven windows

This is the rule most people get wrong. You can only pour Omen Essence into the chalice during seven fixed windows. Outside them the chalice is locked and shows a countdown. Your flame keeps producing the whole time; it's only the pouring that pauses.

#DayOpens (UTC)Length
1117:001 hour
2101:001 hour
3109:001 hour
4115:003 hours
5201:001 hour
6209:001 hour
7215:002 hours

Five windows run an hour, one runs three, one runs two. The event opens at the 17:00 UTC daily reset. The lesson is the same one as step 3: because pouring is rationed but producing isn't, the clan that saves up and pours together wins the window.

The one window to leave alone is the opening one, right at the start. You've barely earned any essence yet (it comes from missions you're only just starting), and spiking your flame first thing only marks you as the early target. Everyone's low at the open, so you give up nothing by staying quiet. Spend it farming the Arcanomancer and banking essence. The first real all-hands pour comes at a later window.

Summoning, and the hourly cap

You summon with Spawn Cards earned from missions. Minor and epic monsters cost a card; a major epic costs a Major Spawn Card. You pick the clan to hit, or take a random target. Each monster lives from a few minutes to a few hours, then vanishes on its own.

There's a limit on how many monsters a clan can be hit with each hour, counting every rival's summons together. Roughly: 8 majors, 20 epics, 50 minors. It refreshes every hour from the start of the event, on its own clock, nothing to do with the pouring windows. Monsters already sitting on a clan when the hour flips keep suppressing but don't count against the new hour, so a good defence genuinely clears room.

When you hit that cap and the game says you can't summon any more, your Spawn Cards aren't lost, you just can't spend them for the moment. Hold them, and dump again the second the hour turns over. Hitting the cap is a good sign, not a problem: it means you've already piled the most you're allowed onto that target this hour.

Fatigue, and why one hero can't carry it

Every attack on a monster piles up Fatigue Marks, and Fatigue weakens your troops' strength and health, only against these monsters. The more damage you deal in a hit, the more Fatigue you take. So your biggest account can't just solo the clan's whole defence: a few kills in, their army is swinging at a fraction of its strength. This is the mechanic doing on purpose what a good clan does anyway, which is spread the work. Small accounts take the minor monsters, the heavy hitters take the majors, everyone pitches in.

The cheap-defence trick

Here's why clearing your ground isn't the money-pit it looks like. Fighting the summoned monsters comes with a big discount:

Losses come back for almost nothing

Troops lost to summoned monsters revive with Silver at 90% off the normal price, you keep 100% of them, and your gear doesn't break. So you can fight these all day and barely feel it.

One catch worth burning into memory: none of that discount applies to the Arcanomancer. Losses to it revive at full price, the same as hitting Armageddon or Hellforge. Fight the summoned monsters like they're free, because they nearly are. Fight the Arcanomancer like it costs real money, because it does.

Which troops to send at the Arcanomancer

The Arcanomancer isn't one monster, it's a four-squad epic, and the squads are a counter ring: one of each troop class, each strong against a different one. You send your hero plus up to three captains, so bring a mix and let each part answer its mark.

The squad you're hittingSend
The Flying one (usually the biggest)Ranged
The Melee one (the Arcanomancer itself)Flying
The Mounted oneMelee
The Ranged one (usually the runt)Mounted

The one hard rule: don't lead with a melee-heavy army. The Flying squad is usually the largest and it hits melee for a brutal bonus, so melee gets shredded. Ranged is the priority pick, since it takes down that big Flying squad. And because losses here revive at full price (the cheap silver only covers the summoned monsters), bring your counters and keep the bleeding down. The exact strengths scale with your division, so eyeball the squad in game, but the classes and the counters hold.

Your flame: hide it or defend it

Two schools, and both work. The right one depends on how active and coordinated your clan is.

Keep your flame down around level 1 or 2 most of the time. A low producer is a boring target, so rivals waste their monsters elsewhere, and the ones they do land barely dent you. At level 1 you can leave those monsters sitting there rather than burn resources clearing them. Then spike hard in one window: clear your ground, pour together, run the flame up, and ride the lead before it drops back. Cheap, and forgiving if your clan isn't glued to the game.

Run your flame up to 4 or 5 and defend it at zero debuff, with the whole clan killing every monster the moment it lands. Steady, fast growth, and a commanding lead if you can hold it. It only works if your clan is active and coordinated, because the second you fall behind on clears, a high flame turns into a big fat target.

The pour is the trigger

The Production tab is your command center: all four clans' flame, points, and suppression, shown live. It tells you who's ahead, who to hit, and who's about to hit you.

Everything hinges on one fact: a flame only climbs when a clan pours, and pouring only happens in a window. So the pour is the signal, both ways.

  • Attacking: don't waste summons on a clan sitting low, because a monster there does nothing. Wait for a rival to pour and their flame to spike, then pile on all at once, while their production is at its peak. Summoning isn't locked to the window, so keep hitting them late in the window and the hour or two after, until their flame burns back down.
  • Defending: the moment your own clan pours and your flame jumps, you've painted a target, and monsters will land right behind it. Have defenders ready to clear them fast, or the essence you just spent gets choked before it earns a thing.

The rhythm of the whole event: hold low and quiet, watch the flames, and when one spikes, everyone strikes, whether it's a rival's to attack or your own to defend.

The two side games

Two smaller tournaments ride along with the main one, and they pay well.

Spoils of Dread

Personal goals for killing the monsters summoned onto your ground, the defender's track. Pays Valor points and clan chests. Its quirk: you need rivals to actually attack you to farm it, so a quiet division starves it.

Restoration of Balance

A personal leaderboard for damage to the Arcanomancer and the summoned monsters. How many places pay out depends on your division. The titles on offer are Blade of Judgment (first, +25% captain Leadership) and Herald of Dawn (+10%), both for 30 days.

What you're playing for

The rewards are the reason even the players who grumble about this event still show up. Everything you do drops something, but three prizes matter most.

The Ghostflame Lantern

An artifact that strengthens your whole army against epic monsters. This is the one veterans chase, and it turns every future epic fight in your favour.

The Chronoglyph

An artifact that raises food production and troop training speed. Quiet, but it pays every single day forever.

The Seal of Suppression

For the top clans in the global ranking. You spend it in Rise of the Ancients to knock the Ancient Squad down a level, which is a real gift to the whole clan.

Both artifacts sit on the free reward track, so you can earn them without paying a cent. The track runs on Dark Omen Scrolls, which come from summoning and from missions. On top of the artifacts you'll pile up Valor points, fast captain and dragon growth, clan chests, and Proofs of Victory, which boost the Valor and experience you'll earn in the next event, the same carry-forward you get from Trials of Olympus.

It changed a lot

Dark Omens launched rough. Players called it a disaster, it got pulled for a while, and it came back rebuilt. That matters because a lot of old guides and the first videos describe an event that doesn't exist anymore.

The old version ran three days with the chalice open the whole time, paid you essence for summoning, gave chests for killing monsters, and made you revive in expensive gold and potions. The rebuild cut it to two days, added the seven pouring windows, moved essence and scrolls onto missions, switched revival to cheap silver, stopped your gear breaking, eased the missions, and made summoning the thing that pays chests.

The honest word from the community: the fixes are welcome, and silver revival especially is a huge relief. The gripe from veterans is that tightening it up also flattened it, so what used to be a proper clan-versus-clan chess match now leans on farming one epic. And it's still heavy on time and resources, worst for the biggest accounts, who can lose ground even when the clan wins. Go in for the rewards and the teamwork, run the cheap-defence playbook, and it stings a lot less.

Not yet confirmed

A few specifics come off screens that scale with your division, so they're left as "check in game" rather than pinned to a number:

  • The exact flame thresholds and per-level production. They move with clan size.
  • The precise suppression and summon-cap numbers. The mechanic is first-party; the −1/−4/−8% and the 8/20/50 caps are read off the community's screens.
  • The Fatigue figures. The 150-and-300 marks come from one video, and predate the update that lowered Fatigue, so treat them as directional.
  • The full reward ladder. Chest counts and amounts by placement and division come off the in-game Rewards panel.

This section shrinks a line at a time, as each screen gets read.