A Guild is an alliance of heroes striving for shared achievements. Together, players develop their stronghold, construct vital buildings, complete kingdom contracts, and wage war against rival guilds for fame, glory, and immense wealth.
Every member contributes daily to the growth of the guild, gaining access to exclusive perks, shared resources, and thrilling cooperative adventures in return.
Joining a guild opens up broad management and social capabilities, giving leaders full control over members and internal communication.
Developing your guild requires upgrading various specialized structures within your fortress. Upgrading buildings grants unique passive bonuses and gameplay features.
The Castle serves as the core structure of the entire stronghold. Its level determines the overall status of the guild, unlocks construction of other buildings, and expands member capacity limits.
| Property | Value |
|---|---|
| Level Range | 1 to 10 |
| Main Effects | Increases Guild Level, expands maximum member capacity, unlocks higher tier buildings. |
The Treasury stores donated gold from guild members. Players can donate gold starting from a minimum of 5,000 gold. Funds stored here are strictly used for internal guild operations: upgrading structures, conducting research, and launching strategic endeavors.
| Building Level | Maximum Gold Capacity |
|---|---|
| Level 1 | 10,000,000 |
| Level 10 | 1,000,000,000 |
The Military Academy is the strategic command center responsible for war planning, enemy scouting, and foreign diplomacy. Upgrading this building allows your guild to declare war on opponents by spending War Tokens.
A guild can only declare war on targets whose level does not exceed the level of its own Military Academy.
Defeating an enemy guild member in standard combat yields:
Individual Cap: Each member can contribute a maximum of 10 War Points (10 victories) toward the guild's score. Further victories beyond 10 can still be fought, but will not yield additional War Points for the war score.
When the 7-day war period ends, points are calculated to determine the winner.
| Outcome | Effects & Rewards |
|---|---|
| Victory | The winning guild claims permanent bonus Fame and seizes the losing guild's ENTIRE Treasury balance.
Captured gold is split equally among ALL members of the winning guild, regardless of whether they fought in the war. Fame Gain: 500 × (Level of Defeated Guild) |
| Defeat | The losing guild loses its entire Treasury balance to the winner and suffers a permanent loss of Guild Fame.
Fame Loss: 250 × (Level of Losing Guild)
Note: Guild Fame cannot drop below 0. |
| Draw | Occurs if both guilds end with equal War Points. No gold is transferred, no bonus Fame is awarded, and both treasuries remain intact. |
The Hunters' Hall generates cooperative contracts (quests) for all guild members. Quests require turning in specific items obtained from monster drops or crafting, belonging to categories such as Cloth, Crafting material, crafted item, and alchemy material.
| Building Level | Active Contracts Limit | Gold Reward per Participating Member |
|---|---|---|
| Level 1 | 3 Contracts | 3,000 |
| Level 2 | 3 Contracts | 6,000 |
| Level 3 | 3 Contracts | 12,000 |
| Level 5 | 4 Contracts | 48,000 |
| Level 9 | 5 Contracts | 768,000 |
| Level 10 | 5 Contracts | 1,536,000 |
To construct or upgrade guild buildings, your primary Castle must reach specific level thresholds.
| Building Type | Target Building Level | Required Castle Level |
|---|---|---|
| Treasury | 1 - 3 | 1 |
| 4 - 5 | 2 | |
| 6 - 7 | 3 | |
| 8 - 9 | 4 | |
| 10 | 5 | |
| Military Academy | 1 - 3 | 2 |
| 4 - 5 | 4 | |
| 6 - 7 | 6 | |
| 8 - 9 | 8 | |
| 10 | 10 | |
| Hunters' Hall | 1 - 3 | 2 |
| 4 - 5 | 5 | |
| 6 - 7 | 7 | |
| 8 - 9 | 8 | |
| 10 | 10 |