Clan Rules & Information

Membership & Recruiting

Footmen and higher rank may participate in clans.   A clan is only opened by a Baron or higher rank with 3 teammates (totalling maximum 4 members per clan).  This player becomes the clan leader, and must submit a clanname, and choice of philosophy/clan, along with list of members.  Register your clan Here, once you have read all the rules below.  The 3 teammates must be Baron ranked or lower. 

Clan Philosophies and Specialties

There are 11 philosophies, each able to support 10 or more clans each.

  • Angelic (11 clans):  Angelic and creature bonuses, along with the ability to choose map and other gameplay options.
  • Barbarian (11 clans):  For players who enjoy the stronghold town, its troops and heroes. 
  • Chaotic (14 clans): For players who enjoy the asylum town, its troops and heroes. 
  • Deamonic (12 clans): For players who prefer the enhancement of chaos and death magics.
  • Elemental (12 clans): For players who prefer the enhancement of life and order magics.
  • Military (11 clans):  For players who enjoy the haven town, its troops and heroes.
  • Metalurgy (10 clans): Bonuses involving artifacts of all kinds.
  • Naturist (10 clans): For players who enjoy the preserve town, its troops and heroes.
  • Necroma (17 clans): For players who enjoy the necropolis town, its troops and heroes.
  • Rogue (12 clans): Neutralizes opponent bonuses, for players who want to play more for fun & without specific town choices.
  • Scholar (11 clans):  For players who enjoy the academy town, its troops and heroes.

Each clan is unique in that it has a specialty, that further enhances the clan, increasing in strength as the clan upgrades to higher levels using their PowerGlyphs.

Clan Wars - Fighting for Axeoth

CLAN WARS are initiated by two Clan Leaders, in which they select a land to fight for.   There are 75 lands to conquer, and the victorious clan takes ownership of that land.  10 prestige is gained for every clan war victory.

CLAN WAR SETUP is based on four 1v1 challenges; the winners move to a second round of 1v1 matches, and a possible 3rd round, or until one side is completely defeated.  The first round Clan Leaders always fight each other.  2v2 style matchups are also possible, but not recommended.

A maximum of 3 clan wars can be ongoing for a clan at any time.   Clan Wars can be fought on owned or unowned land.   After a clan war is over, the two clans cannot fight each other again until they have played 3 other clan wars with other clans.
*Make sure all games are reported via the TOH winloss program, and that the subtournament 'clans' selection is highlighted, and in details mention you and your opponents' clannames.

Clan Artifacts

Each land has a unique artifact, that becomes available to the Clan that holds it.  Artifacts & attributes are 'unknown' for a specific land until revealed by a Clan War for that land.

The Artifact can be used by a clan in future clan wars, once per clan war.

Clan PowerGlyphs

PowerGlyphs are created with the combined essence of several artifacts.   When a Clan holds several lands adjacent to each other in the same continent or island, chances for a PowerGlyph increases.  

Therefore, choice of land for clan wars can be considered a tactical decision to acquire a PowerGlyph.  The PowerGlyph has 5 levels: 

  • Level 1 PowerGlyph is gained when a Clan owns 2 Adjacent Lands
  • Level 2 PowerGlyph is gained when a Clan owns 4 Adjacent Lands
  • Level 3 PowerGlyph is gained when a Clan owns 8 Adjacent Lands
  • Level 4 PowerGlyph is gained when a Clan owns 16 Adjacent Lands
  • Level 5 PowerGlyph is gained when a Clan owns 32 Adjacent Lands

The PowerGlyph is weakened or lost if a key land is lost to the enemy.

Allies & Archenemies

Ally philosophies may mutually exchange owned lands for tactical superiority.

An Archenemy philosophy clan can force a clan into a clan war whether the targeted clan leader likes it or not.  (Though the clanleader may decide to forefit).

A Clan Forefit

If a clan fails to finish a clan war, and forefits the clan war, they can lose a land they control (becomes unowned land again).  The clan also loses 10 prestige. (Can go into negative prestige).  All 8 players must participate in a clan war to have a victory/loss.  If a clan member intentionally forefits or avoids playing a designated clan war, it could mean forefit for their whole clan, without forefit penalty to opposing clan.  *A clan war can still be finished with one matchup forefit, but the victory prestige points for the winning clan is halved.

Members Exchange & Cheating

You can always exchange/replace a clan member, but if the member is already in a clan war, you must wait until the war is over.  If your member leaves in middle of a clan war, that is your problem.

Also choose your clanmembers wisely, if a member is caught cheating, you may lose tremendous amounts of clan prestige and/or land.

What is the Point of Clan Prestige? Also Acts as 'Currency'

Besides putting you on the right rank in the Clan Rankings Page, you gain 2 points in the main ToH ranking for every 1 point of clan prestige you gain.  Be warned however, losing prestige points has the reverse effect!  The clan leader also gets a bonus of 25 rankings points for every clan victory, and a clan war victory icon worth 5 ToH main prestige
It also acts as 'Clan Currency' in that in negotiating clan wars, prestige points can be offered to the opposing clan to accept a challenge, and even set up so that extra prestige points are gained or lost from each other depending on who wins.