Guilds & Raid Bosses
Found or join a guild, chat, donate, buy upgrades, and fight a shared boss.
Founding & joining
- Founding a guild costs 1,000g, paid personally by the founder (the guild has no treasury of its own yet).
- One character can only be in one guild at a time.
- Roles: leader (one per guild), officer, member. Officers and the leader can kick members, manage applications, and spend guild resources on upgrades. The leader promotes members to officer (and back) from the roster.
- Recruitment comes in two modes, chosen by the leader: Open (the default โ anyone joins instantly) or Apply to join. In Apply mode the Join button becomes Apply: you can add a short message, and the leader or an officer accepts or declines you. One pending application at a time, withdrawable whenever, and it clears itself if you join or found another guild first.
- The leader can transfer leadership to another member, or must do so before leaving if anyone else remains: the last member leaving disbands the guild entirely.
- Already in a guild? You can still browse every other guild's roster and level from a collapsible section in your own guild's screen: view only, no join button, since leaving your current guild is a separate step.
Donations & storage
Members donate gold or materials into the guild's shared treasury/storage: any member can withdraw donated materials back out. A donation leaderboard ranks members by lifetime gold donated (materials as a tiebreaker): donations are never decremented by withdrawals or upgrade spend, so it reflects total contribution, not current guild wealth.
Guild upgrades
Officers and the leader can spend the guild's pooled gold + materials on permanent upgrades, up to level 10, applied to every member. ATTACK and DEFENSE are each scoped to one specific system rather than a general combat stat, so they don't quietly stack on top of everything else:
| Upgrade | Per level | At max level |
|---|---|---|
| ATTACK | +1 damage vs the World Boss only | +10 damage vs the World Boss only |
| DEFENSE | +1% offline worker production | +10% offline worker production |
| XP_BOOST | +2% skill XP | +20% skill XP |
Cost climbs per level: tier 1: 1,000g + 50 wood, 50 stone, 20 iron_bar. Every tier after scales the same way.
Guild level & member cap
Guild level isn't a separate currency or counter: it's read straight off the three upgrade tracks above. Raising DEFENSE, ATTACK, and XP_BOOST each by one level, in any combination, adds up to one guild level: the three tracks' levels are summed and floored by 3. Since each track caps at level 10, the highest possible guild level is 10.
A guild's member cap starts at 5 and rises by 1 per guild level, so joining is gated the moment a guild is full: the officer/leader-only upgrade spend is what makes room for more members, not just a passive stat boost.
| Total upgrade levels | Guild level | Member cap |
|---|---|---|
| 0 | 0 | 5 |
| 3 | 1 | 6 |
| 9 | 3 | 8 |
| 15 | 5 | 10 |
| 30 | 10 | 15 |
Raid Boss
Every guild gets a shared boss to fight cooperatively: any member can attack it using their own combat stats (their own gear/skills/talents, not a full simulated fight: just their raw damage output applied straight to the boss's HP). A boss has no time limit and stays up until the guild lands the killing blow; the next one only becomes available 24 hours later, cycling to the next boss in the roster.
- Attack cooldown: 5 seconds (slower than regular combat's 3s: no risk or loot roll per hit, just pacing).
- Boss HP scales with the guild's member count and average member level: bigger/higher-level guilds face a correspondingly bigger boss. Example: a 5-member guild averaging level 20 has 40,000 HP.
- Gold reward on the killing blow is split among every contributor, proportional to the damage they dealt - granted the instant the boss hits 0 HP, no separate claim step. A boss with 40,000 max HP pays out 20,000g total.
- The roster cycles in a fixed sequence, so which boss shows up next is predictable rather than random.
| Boss | Description |
|---|---|
| The Maw of the Deep | A drowned leviathan that surfaces to test a guild's mettle. |
| The Cinder Colossus | A walking furnace of ash and molten rock, dragged up from Cinder Wastes. |
| The Frostbound Wyrm | An ancient serpent entombed in glacier ice, briefly stirred from its sleep. |
| The Hollow King | A dead ruler who still demands tribute from the living. |
| The Voidspawn Herald | A rift-touched horror that, by all rights, shouldn't exist. |