Playing together
Guilds
Guild levels, perks, the weekly, member trade, friends and everything the guild tab holds.
Guilds open at L12, the raid wall at L25. A guild is not a chat room with a tag on it: it is a shared level that everybody's hunting hours raise, a set of perks that level buys, a trade route between members and a boss that needs all of you.












Twelve symbols to fly, in eight colors, on six shapes of field - shield, kite, roundel, lozenge, hexagon or banner. A crest is the guild's mark on every member's card, on the boards and on the war card. The rim around it is the one part you cannot pick on day one: bronze, silver, gold and the royal frame open at guild levels 3, 8, 15 and 20, so a crest says something about a guild's age before you read a single number.
The guild level
Every hour any member spends hunting on tier feeds the guild's own level, up to 40. It is a slow line on purpose - a full guild of 25 takes about a year to reach the cap - because the perks it unlocks are permanent and the point is to have somewhere to still be going.
Perks
The guild spends its level on axes it picks: a little more exp, haul and crafting, cheaper supplies, and a sharper edge against elites - small shared bonuses for every member at once, and one of the reasons a guild is worth joining.
| Perk | Each step | Ceiling |
|---|---|---|
Experience from every trip | 1% per step | up to 5% |
The value of what comes home | 1% per step | up to 6% |
What supplies cost | 1% per step | up to 6% |
Craft speed and yield | 2% per step | up to 8% |
Damage against elites | 2% per step | up to 10% |
Damage taken from elites | 1% per step | up to 5% |
Elemental warding | 1% per step | up to 5% |
The weekly
Each week the guild gets a shared target measured in hunting hours across all members. Hitting a tier of it turns on a boon for the following week - so a good week is felt in the next one, and somebody hunting on Tuesday is doing it for everyone.
Trade between members
Guild trade moves whole bags: gear, stacks of supplies, stacks of loot, in one offer, addressed slot by slot. Bound items are excluded exactly as they are on the auction house - if it cannot be sold, it cannot be handed over either.
Guild wars
A guild that signs up fights another guild for a whole week: 6 days, 6 different axes, one axis a day, in a fixed order. Each day is won on its own and carries its own weight, so a heavy day the other side took is not undone by a light day you dominated.
| Day | Axis | Weight | What counts |
|---|---|---|---|
| 1 | Kills | x1 | kills from hunts on your own tier - a hunt that ended in death still counts |
| 2 | Forge | x2 | every fusing attempt, won or lost; Temper rolls and forge building do not count |
| 3 | Gold | x1 | coins that made it home - loot sold later is not counted, only the purse |
| 4 | Descent | x3 | dungeon runs on your own tier, paying more the deeper the descent went |
| 5 | Sweep | x2 | per tier, the least-killed monster of that tier, times the tier multiplier |
| 6 | Crafting | x2 | crafting jobs finished during the day - a point is an hour of work |
The weights add up to 11 - an odd number, so a war only ends level if a day itself ended level.
A hunt scores on the day it ends, even if you open the game later - a hunt still unopened when the war closes is settled for you - and only if it set out after the war began: a trip from before the war does not count in it.
The roster is fixed when the war starts: a character that joins the guild later plays from the next war. Leaving the guild, or being removed from it, gives up the rewards of its wars - the running one and anything not collected yet.
Your leader signs the guild up for the next war at any point of the week - on Sunday right after claiming, too - and a war needs 10 members when the pairing is made: six axes at once is more than a handful of people can cover. Pairing happens the moment the war starts, Monday 0:00 UTC; the war runs Monday to Saturday and Sunday settles it.
What the forge day pays
Every fusing attempt counts, won or lost - the attempt is the gesture, the result is luck - as long as the piece comes from your character's own tier or 1 tier below, judged by your level at the moment of the attempt: older gear does not count. What the attempt is worth follows the step you are fusing towards:
| Step | Points |
|---|---|
| to blue | 1 |
| to purple | 2 |
| to red | 4 |
| to gold | 10 |
What the sweep day pays
Sweep day scores coverage, not volume. In each tier your score is the count of the least-killed monster of that tier - the beast nobody bothered with is the beast that sets your number - times a tier multiplier, because a full set costs a different number of hours in each tier. Elites are left out: they would sit at zero forever. The day window on the war card lists the whole guild with each hunter's beasts and counts, and every other day lists who scored how many points.
| Tier | Multiplier |
|---|---|
| 1 | x1.00 |
| 2 | x1.03 |
| 3 | x2.04 |
| 4 | x2.54 |
| 5 | x1.83 |
| 6 | x1.27 |
What winning pays
Every character that scored at least one point takes its own reward: 16 hours of experience and gold at the level it had when the war ended, 5 craft goods from that character's tier, and gems once the guild's hidden rank reaches Gold - gems from every claim add up on the account. The reward waits 3 days after the war ends; unclaimed after that, it is gone. A kill on the sweep day counts as taking part. The losing guild takes 33% of that purse - exp, gold and craft goods, no gems - and a drawn war pays both guilds that same share. A guild left without an opponent gets a league challenge instead - beat the targets for the full reward, fall short and the week pays nothing, with the ranking left alone in both directions.
The craft goods go to the depot. With no free slot there, the claim waits until you make room - nothing is lost.
War effort
Besides the guild's reward, every character climbs its own war effort track during the war: 10 steps, one every 10 points, where 10 points stand for one player's full share of a day. Each step pays exp, gold and supplies, materials or a craft product, and is claimed right away - win or lose, no gems. Steps left unclaimed wait as long as the war reward does.
Raids
The guild's boss of the week is on the boss page. What matters for the guild tab is that it is asynchronous: everybody's attempts land in the same pool of health, every level that falls pays a share to everyone who struck it, and the top 4 of the week's Contribution get scrolls and gear chests when the week ends.




Room
Friends, chat and the inbox
The friends list is open from level 1 - it is an address book, not content, so nothing gates it. It holds 20 names and can grow to 100 with extra slots; a friend is someone you can invite into a dungeon party by name instead of hoping they are online. A friend is also someone you can write to: a private conversation between two friends keeps its last 50 messages, and a Report can attach it when something in it crosses the line.
The guild has its own chat, and the inbox is where everything waiting on your answer lands: a party invitation with its timer, a friend request, a gift from the game - gems, hours of hunting or gold - the daily chest, and a week of what already went by.
Refer a friend
Every account has its own invite code. A new player enters it while none of their characters has reached L25 - right when creating their first character, or later in Settings - and from then on both of you earn gems as their highest character levels up: 30 gems at L20, 50 gems at L25, 120 gems at L30. Both sides get the same amount, each claimed on its own account.
Experience from every trip
The value of what comes home
What supplies cost
Craft speed and yield
Damage against elites
Damage taken from elites
Elemental warding