Territory Glossary
Territory is a piece of land that can be owned by a Clan.
Territory Releases are events where new pieces of territory are released to the clan scene. These territories are, when first released, always uninhabited by others. However, there will be enemies and threats there to defeat in order to secure it.
To secure a Territory, one must go through every threat in each of the areas. The number of areas that
Territories have six different span rankings. These rankings show how large the territory is.
- S Class: Massive
Houses 26 - 35 areas needing to be secured.
- A Class: Huge
Houses 19-25 areas needing to be secured.
- B Class: Large
Houses 13 - 18 areas needing to be secured.
- C Class: Average
Houses 7 - 12 areas needing to be secured.
- D Class: Small
Houses 4 - 6 areas needing to be secured.
- F Class: Minuscule
Houses 1 - 3 areas needing to be secured.
Clan BalanceThe money that your Clan has to sustain itself. Clan Balances are increased in a number of ways, which you will find below.
Enemy DefeatThe money you gain from defeating an enemy during warfare. The amount for winning is $5,000, which goes towards your clan.
Mine FundsMining for different types of minerals that can be sold for high prices in the market can also help. The six minerals one can mine for includes Coal, Copper, Silver, Gold, Diamond and Platinum.
Territory ValueA territory's value refers to how much income the territory will bring to a clan during the Fiscal Events. All territories that the clan owns is tallied up in their event.
HotspotsA territory's Hotspot is where the income will double for two months. The hotspots are reached by attempting to mine them. If a hotspot is active, the defeat of one's stationed players/military in the territory will give the enemy twice the winnings. These hotspots wear off after two months, and will not be capable of being for another month.
Fiscal BoomerA territory has two or more hotspots that have been reached. Each multiplicative is added together, meaning that two hotspots allows for 4 times the income, three allows 6 times the income, and so on.
Territory AccessoriesThese are the accessories one can have with their clan. These accessories are not usable outside of the Clans game. Go to the Clan Market Thread to buy your accessories.
Dormant HealerTo be applied before entering the territory. When a Summon's HP dwindles below 50.00%, half of its current HP will be healed. This accessory is usable for every battle throughout the territory, but is used up once one wins/loses the territory or falls back.
Dormant HumdifierTo be applied before entering the territory. When a Summon's HP dwindles below 50.00%, all statuses will be healed.
Reaction PlateSets off traps in three other areas. The areas chosen must not have any active operatives there, whether they be from your Clan or somewhere else. These traps will harm any enemies within the area.
Cloaking IncenseTo be used when in an area. Danger level rates are halved.
Drawing IncenseTo be used when in an area. Draws threats in from another area into the one you are in.
Warding IncenseTo be used when in an area. All threats are warded away to a random area, while all traps become Reactive level. Threats will not be warded to a Peaceful area.
Reveal IncenseTo be used when in an area. All threats that are "hidden" will be revealed.
Calming IncenseTo be used when in an area. All threats in the area will be checked. If they pass the check, those threats will not bother the user and other non-threats in the area, creating a Pseudo Peaceful danger level.
Loud CannonTo be planted in a different area. Draws in threats to that area.
IncineratorTo be used when in an area. Destroys all threats within the current area and one of the areas directly adjacent to it.
BombTo be planted in a different area. Explodes when other rival clan members enter the area, halving their HP for the next battle. To plant, one's clan must be the first to tackle the territory.
MilitarizerTo be input after a totalized conquering of a territory. All creatures and traps within the area will be reset.
ThreatsThe enemies or traps within an area that impede on its compromising. All of the threats of an area must be nullified before it can be considered to be conquered.
Danger LevelsHow hostile the sentient threats in a certain area of an uninhabited territory is. The higher the danger levels are, the more likely you are to face dangerous confrontation.
- Peaceful = 0% Chance
- Low = 20% Chance
- Medium = 40% Chance
- High = 60% Chance
- Critical = 80% Chance
Trap ReactivityHow reactive the traps (or non-sentient threats) are in a certain area of an uninhabited territory is. The higher the reactivity, the more likely it is that the traps will spring.
- Non-Reactive = 0% Chance
- Minimally = 10% Chance
- Moderately = 30% Chance
- Highly = 50% Chance
Hidden ThreatsSentient or Non-Sentient threats that are not revealed publicly. Only after being activated or through the use of a Reveal Incense will it be revealed.
Sentient ThreatsThreats that one must engage in battle with a Summon. This threat can be lured away by certain accessories and also put into a state of retreat.
Non-Sentient ThreatsThreats that one must try to mine out or destroy through some means. These cannot be lured away or put into a state of retreat, but do not have to be battled. They deal effects that can have before or after-battle effects.
Threat StrengthThe strength levels of sentient threats within an area. The strength levels vary on the type of threat within the vicinity. The base refers to the total that their added up stats will be. Every threat has the same formula for stats as Summons do. Every sentient threat will also have one of the Elemental Attributes, giving them its weaknesses and resistances.
- Grunt Level = 400 Base
- Middle Level = 500 Base
- High Level = 600 Base
- Mega Level = 700 Base