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Play freeGuilds Guide
A guild is your home team: free perks for every member, a weekly guild boss with raid roles, weekly quests, territories to claim, sieges to fight over them, a guild hall to build and 3-day guild wars. Win wars to rank up — every rank makes every perk stronger — and hold land to earn more, tax everyone else and build your hall.
The Guild Hall: message of the day, members, treasury, war record and rank perks
Joining a Guild
Open Guilds. Without a guild you see every guild with its level, rank, members and minimum level.
- Public guilds: press Join and you're in.
- Other guilds: send an application. The leader, an officer or a Recruiter accepts it.
- A guild can require a minimum hero level, or stop recruiting altogether.
- You can also be invited — the invite shows up as a notification.
Browsing guilds
Creating a Guild
Creating a guild costs 1,000,000 Gold or 150 Gems — you choose which to pay. You must be level 20 or higher. Pick a name and an optional description — you become its leader.
Disbanding a guild gives no refund, and after founding a guild you must wait 7 days before you can found another.
The Guild Hall
The Hall is your guild's front page: the message of the day, members, the treasury, your war record and rank, this week's raid, the current war and your rank perks.
Guild Level
Your guild earns guild XP while you play: 10% of the XP members earn traveling and 20% of the XP from fights, plus weekly quest and guild boss rewards. Every guild level adds 2 member slots (a new guild has 20).
Treasury
Members can donate Gems to the treasury. Donations count toward the weekly quest and show on your member card.
War Chest
The war chest is your guild's Gold treasury, separate from the Gem treasury. It fills with territory tax and Gold that members donate (in the Build tab), and it pays for sieges and buildings. Gold held for your Marketplace bids can't be donated.
Members and Roles
- Leader — everything, including settings and roles.
- Officers — invite, handle applications, kick regular members, start wars.
- Members — can get extra permissions from the leader: Recruiter (invite players, handle applications and recruitment posts) and Herald (edit the message of the day). The leader can also give members a custom title.
The roster shows each member's level, when they were last online, XP contributed, war points and Gems donated. Sort it or filter by role and activity.
The roster with an officer, a Recruiter and a Herald
Rank Perks
Perks are free and apply to every member automatically. They grow with your guild's rank, and the rank goes up by winning guild wars. A guild never loses a rank it has reached.
| Rank | War wins | Might | Prosperity | Wisdom | Fortune | Expansion | Tactics |
|---|---|---|---|---|---|---|---|
| Iron | 0 | +10 ATK | +10% Gold | +10% XP | — | — | — |
| Bronze | 5 | +20 ATK | +20% Gold | +20% XP | +2 Luck | +2 slots | — |
| Gold | 12 | +30 ATK | +30% Gold | +30% XP | +4 Luck | +4 slots | — |
| Platinum | 21 | +40 ATK | +40% Gold | +40% XP | +6 Luck | +6 slots | -10 min |
| Emerald | 33 | +50 ATK | +50% Gold | +50% XP | +8 Luck | +8 slots | -10 min |
| Diamond | 53 | +60 ATK | +60% Gold | +60% XP | +10 Luck | +10 slots | -20 min |
| Master | 75 | +70 ATK | +70% Gold | +70% XP | +12 Luck | +12 slots | -20 min |
| Grandmaster | 105 | +85 ATK | +85% Gold | +85% XP | +16 Luck | +16 slots | -30 min |
| Challenger | 150 | +100 ATK | +100% Gold | +100% XP | +20 Luck | +20 slots | -30 min |
- Might — bonus attack. Prosperity / Wisdom — more Gold / XP from fights, travel and Nightwatch.
- Fortune — bonus Luck (better drops). Expansion — more member slots.
- Tactics — a shorter Guild Arena cooldown during wars.
The Perks tab and the rank ladder
The Weekly Guild Raid
Every week your guild faces a guild-only boss in the Raid tab. It stays up all week (Monday to Monday, UTC) and everyone chips away at the same HP.
- You get 3 attacks a day (resets at 00:00 UTC). Each attack is 10 swings.
- Rally: every guildmate who has already attacked today adds +3% damage for everyone (up to +30%). Attack together!
- Stagger: below 30% HP the boss takes 25% more damage.
- Barriers: at 75%, 50% and 25% HP the boss raises a barrier. While it's up, no damage gets through. It only breaks when enough different guildmates strike it — about a third of your guild (2 to 5 break points, never more than you have members). Striking the same barrier twice doesn't count (and doesn't use up your attack). Hitting a barrier still earns you a share of the rewards.
- Raid roles: pick a role in the Raid tab (you can change it once per day):
- Guardian — counts double toward breaking a barrier.
- Striker — +25% damage while no barrier is up.
- Bannerman — counts double for your guildmates' Rally. A good mix gets the boss down fastest.
- Each boss has a trait that changes how swings land — e.g. the Ancient Golem's Stone Hide means fewer crits, but they hit for double.
- If the boss dies, everyone who hit it gets Gold and XP — more for more damage — and a few loot items go to raiders, weighted by damage. The guild gets guild XP and treasury Gems. The tier goes up and next week's boss is tougher.
- If it escapes, everyone who hit it gets a smaller reward, and next week's boss is a tier easier.
The guild raid: boss HP, trait, Rally and your attacks left today
Weekly Quests
Four quests fill up from everyone's normal play: travel steps, monster kills, guild raid attacks and Gems donated. Targets grow with your member count. Rewards (guild XP and treasury Gems) go to the guild.
Weekly guild quests
Guild Wars
A war lasts 3 days and ends in one big final battle between every member of both guilds. Only the leader and officers can start one.
Starting a War
- Matchmaking: press Find Opponent. The server pairs you with a guild of similar level and size.
- Declare war: challenge a specific guild. Their leader or an officer has 24 hours to accept. Guilds can turn off direct challenges in Settings.
- Lay siege: attack a zone another guild holds. It can't be refused — see Sieges below.
A war challenge waiting for an answer
Earning War Points
| Activity | Points |
|---|---|
| Travel step | 1 |
| Monster kill | 5 |
| Gold donated | 1 per Gold (up to 3,000 Gold per member) |
| Item sacrificed | 50 per item (up to 12 items per member) |
| Guild Arena win | 200 (once an hour per player, shorter with Tactics) |
| Skirmish won (sieges only) | 150 |
If the two guilds aren't evenly matched, the smaller one gets a bonus on its war score (like the +15% next to Iron Wolves in the picture below).
The Final Battle
When the three days are over, every member of both guilds fights in one big battle. The guild with more war points fights with bonus morale — up to +30% attack and HP. The winner of that battle wins the war.
War Rewards
Only members who earned war points are rewarded. Winners get Gold, XP (more for a bigger share of the points) and Gems; losers get a smaller share of Gold and XP. Every win counts toward your guild's next rank.
A war in progress: the score, the morale edge, contributions and top contributors
Territories
Every zone from level 5 up can be held by a guild (starter and event zones stay neutral). Open the Lands tab to see who holds what and this week's race in every zone.
Illustration: zones claimed by two guilds, with tax flowing into the war chest
Earning Influence
Every member earns influence for the guild in the zone they're in:
| Activity in the zone | Influence |
|---|---|
| Travel step | 1 |
| Monster kill | 3 |
| Boss kill | 10 |
The Weekly Settlement
On Monday at 00:00 UTC each zone goes to the guild with the most influence there that week.
- To take a zone, a guild needs at least 1,000 influence — and more than everyone else.
- The holder fights at home: its influence counts +25% (more with a Watchtower), and 250 is enough to keep the zone. A holder that falls below that loses it.
- A guild holds at most 3 zones. If it wins more, the extra ones go to the runner-up.
- A zone under siege is left alone — the siege decides it.
Holding a Zone
| Who | In a held zone |
|---|---|
| Members of the holding guild | +10% Gold, +10% XP, +5 Luck |
| Everyone else from level 10 | pays 5% of the Gold they earn there (more with a Treasury) into the holder's war chest |
| Players below level 10 | no tax |
Every held zone also produces supplies for the guild hall (see below). The travel page shows who holds the zone you're in and what that means for you.
Sieges
A siege is a war over one zone. The leader or an officer declares it from the Lands tab on a zone another guild holds.
| Rule | Value |
|---|---|
| Cost | 10,000,000 Gold from the war chest |
| Length | 3 days, ending in the usual final battle |
| Can the holder refuse? | No |
| What counts | steps and kills in the besieged zone only (donations, sacrifices and the Guild Arena count as usual) |
| Skirmish win | 150 war points |
| Protection afterwards | the zone can't be besieged again for 48 hours |
You can't lay siege while either guild is already at war, on a zone that's still protected, or when your guild already holds 3 zones.
Skirmishes
When members of both guilds travel the besieged zone at the same time, they clash. A skirmish is fought like an Arena duel with your full stats and gear. The winner scores 150 war points for their guild. Nobody loses Gold or items. Each player can be drawn into a skirmish at most once every 5 minutes, against enemies within 25 levels. Both fighters can rewatch the fight.
Illustration: a siege skirmish in front of the keep
Who Gets the Land
If the attackers win the final battle, the zone is theirs right away. If the defenders win, they keep it.
Guild Hall Buildings
The Build tab is where your guild turns land into power. Buildings cost Gold from the war chest and supplies. Supplies only come from territories: every held zone produces 10 supplies per hour, plus 1 per 10 zone levels. The leader and officers order the upgrades; every member benefits.
| Building | Effect per level (max level 5) |
|---|---|
| Treasury | +1% territory tax in your zones |
| Watchtower | +10% home advantage in the weekly influence race |
| War Camp | +3% attack and HP in siege skirmishes and final battles |
| Training Hall | +2% Gold and XP for every member, in every zone |
| Level | Gold | Supplies |
|---|---|---|
| 1 | 25,000,000 | 300 |
| 2 | 75,000,000 | 800 |
| 3 | 200,000,000 | 1,600 |
| 4 | 500,000,000 | 3,000 |
| 5 | 1,250,000,000 | 5,000 |
Illustration: the four guild hall buildings
Settings
The leader (and Heralds, for the message of the day) can change the guild's emblem, banner colour, custom icon, name, description, the announcement, recruiting, public/application-only, the minimum hero level and whether the guild accepts war challenges.
Guild settings
Tips
- Use all 3 raid attacks every day — and attack when your guildmates do, for the Rally bonus.
- During a war, every step counts. Keep traveling! In a siege, travel the besieged zone — only steps and kills there count, and that's where the skirmishes happen.
- Spread your play: influence only counts in the zone you're in. Pick the zones your guild wants and fight there together.
- Spend supplies on the building that fits your guild: Treasury and Watchtower for land holders, War Camp for war guilds, Training Hall for everyone.
- Leaving a guild costs you its perks and your contribution stats.
Numbers on this page may change with balance updates.
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