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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 Gems gems
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).

Any play counts as activity, not just visiting the guild. The member list shows when someone was last in the game (accurate to a few minutes).

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

The gold offering costs 1 % of your lifetime gold, but at least 1 million.

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 marks 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

All guilds fight over territory on one shared map for 7 days. Every guild with at least one member active in the last 7 days takes part. Anyone who is not in the guild at the start watches.

The map

The map has 60 × 40 fields: desert, forest, meadow, mountain paths, mountains, bridges and ice floes can be entered, cliffs, the crater lake and the cloud sea cannot. Every guild starts at its HQ, and HQs are placed at random for every war. The area right around the HQ belongs to the guild from the start.

Your squad

Every member has a squad on the map. It walks 30 minutes per field, even while you are offline. No path leads through foreign territory.

  • Neutral fields next to your territory become yours once one of your squads has stood on them for 8 hours. If none is left there, the capture stops.
  • Islands are reached by expedition from your own coast with the shortest sea route. The crossing runs field by field across the cloud sea, 20 minutes per field.

Attack

  • 3 attacks per day, new ones at 20:00 German time. Walking costs no attacks.
  • You can attack enemy squads on a neighbouring field of your standing squad.
  • You fight with your team, the defender with their arena team, both automatically under PvP rules. An attack hits the strongest defender on the field.
  • Defenders keep their damage and heal 10 % per hour. Whoever loses returns to the HQ.
  • Once no defender is left, your squad moves in. After 8 hours the field belongs to your guild.

HQ zone

Defenders near their HQ get more HP and defence: ring 1 +75 %, ring 2 +50 %, ring 3 +25 %. An HQ cannot be attacked.

Fog

You see 1 field around your territory and your squads, 2 fields from mountains. Fields you have seen once stay on the map with the owner you last saw.

Scoring

Every field you hold earns points each hour: 10, 20 on mountains, 30 on gold fields. The HQ does not count. The first war gives no rewards.

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