Playing together
Guilds
Guild levels, perks, the weekly, member trade and everything the guild tab holds.
Guilds open 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 roster 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. Nothing here is power you could not reach alone; it is the same trip, slightly cheaper or slightly richer, for everybody at once.
| 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 the roster. 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.
Your leader signs the guild up for the next war at any point of the week - on Wednesday 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, Thursday 0:00 UTC; the war runs Thursday to Tuesday and Wednesday settles it.
What the forge day pays
Every fusing attempt counts, won or lost - the attempt is the gesture, the result is luck. 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 roster 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 that character's own level, 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. 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.
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, and the scrolls a kill pays out cover the whole roster for days.



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