Guilds
A guild is your permanent group: shared research, a shared boss, its own shop, its own chat channel and, once a week, the guild war.
Founding or joining
| Value | |
|---|---|
| Founding cost | 500 |
| Name | 3 to 24 characters |
| Tag | 2 to 5 characters |
| Description | up to 200 characters |
| Slots | 15 at level 1, 30 at maximum |
The guild decides how people get in: open, on request or invite only. The leader changes the join mode, description and emblem. Officers and the leader may accept requests and invite players.
- A new join request, an invitation and your admission arrive as a notification in the bell. Clicking it takes you straight to the guild.
- A small counter on the Guild menu entry also shows that something is waiting. It disappears as soon as you open the guild.
- While you are not in a guild yet, open invitations sit in their own box at the very top. They stay there until you accept or decline.
If the leader stays inactive for 14 days, the highest-ranking member can claim leadership (at equal rank the one active most recently). An orphaned guild should not hold anyone hostage.
Guild level
A guild climbs to level 30. Each level adds one member slot and a small base to the bonuses: +0.5 % gold and Mebuli XP, +0.3 % attack and HP per level.
Guild XP comes from the offering, the daily check-in, attacks on the guild boss and wins in the guild war.
Contributing
| Action | Frequency | You get | The guild gets |
|---|---|---|---|
| Check-in | daily | 10 marks, 8 contribution points | 60 XP |
| Gold offering | 1× per day, gold or gems | 6 marks, 12 contribution points | 120 XP, 12 research points |
| Gem offering (50 gems) | 1× per day, gold or gems | 25 marks, 40 contribution points | 400 XP, 40 research points |
There is one offering per day: either gold or gems, not both.
The gold offering costs 1 % of your lifetime gold, but at least 1 million. That makes it affordable early and turns it into a genuine gold sink in the endgame, growing along with your economy.
Officers and the leader see in the member list who has already made today's offering, with a counter for the whole guild (for example "Offering today: 7 of 15").
Research
Research points feed a tree of nine nodes whose bonuses benefit all members. Only officers and the leader can spend the points.
| Branch | Node | Max | Effect per level |
|---|---|---|---|
| Economy | Gold vein | 10 | +2 % gold/s |
| Economy | Mentor | 10 | +2 % Mebuli XP |
| Economy | Dust gatherer | 5 | +4 % Mebuli dust |
| Combat | Battle cry | 10 | +1.5 % damage |
| Combat | Bulwark | 10 | +1.5 % HP |
| Combat | Precision | 5 | +1 crit |
| Guild | Boss hunter | 10 | +3 % boss damage |
| Guild | Mint | 5 | +4 % guild marks |
| Guild | Endurance | 3 | +1 boss attempt per day |
A level costs base price × (current level + 1).
Guild boss
A shared enemy with a common health pool. Every member has 3 attempts per day (Endurance research raises that). Each attempt is a real battle, auto or manual. The damage your team deals comes off the pool. If you leave the battle early, the damage so far counts and the attempt is used up.
- Every attack gives the guild 30 XP and you guild marks in line with your share of the health pool. The whole pool would be worth 60 marks.
- The pool refills every day. Whatever you do not finish today starts at full health tomorrow.
- When the boss falls, its tier rises and the pool refills right away. Each tier has roughly × 1.6 the health of the previous one. The boss element changes with the tier, so type advantages matter.
- The Today's boss hunters list shows who dealt how much damage today.
Guild shop
| Offer | Cost | Per day |
|---|---|---|
| 50 energy | 40 | 3× |
| 100 Mebuli dust | 30 | 5× |
| XP flask · medium | 60 | 3× |
| XP flask · large | 150 | 2× |
| 40 gear shards | 50 | 6× |
| 50 gems | 120 | 2× |
Guild ranking
The Ranking tab lists the top 50 guilds. They are sorted by guild level, then by flags in the current guild war and boss tier.
Guild war
Two guilds fight over a shared front for 7 war days. Every day is a flag, 4 flags win the war.
The front
The front sits on a scale from 0 (own gate) to 100 (enemy gate) and starts every war day at 50. A won push moves it towards the enemy gate, a lost one 2 steps back.
The day's flag goes to whoever held the front on their half for longer over the day. The time of the day change (0:00 UTC) does not matter.
Breakthrough
If the front reaches the enemy gate, the day is decided immediately. Every member with a push that day receives 30 marks.
Push
- Every member has 3 pushes per war day. A push is an automatic battle and gives 5 guild contribution, whatever the outcome.
- Your opponent is assigned: the enemy member with the closest combat power you have not beaten today. You fight their arena team, built live.
- Steps per win: opponent stronger +5, evenly matched +4, opponent weaker +3 (band ±15 % combat power).
- Storm: one of your 3 pushes per day counts double. You choose which one before the push.
- Size factor: the smaller guild pushes more per win. Steps × (enemy size ÷ own size), at most ×1.5.
- A won push gives 8 guild marks, 5 war points and 10 guild XP. The defender earns 6 guild marks for a successful defence.
Shield wall
The shield wall lists all members of both guilds by combat power. Nobody drops out, everyone always stands. Your defence is your arena team.
Day win
Every member with at least one push that day receives 20 marks, the guild 40 XP. Credited the next time you open the war tab.
Season reward
60 marks base + 2 per personal war point, capped at 250. The losing side gets half, a draw gives 75 %. With an equal number of flags the total day share decides.
Anyone with no war points gets nothing.