🛡️ Guild
Joining a guild, guild details, permissions, member management (last seen, contribution, kicking), diplomacy and departure protection, chat, level and XP, donations, help, Guild Camp reinforcements, guild ad boosts, the treasury, the Bonus Harnor vault, the bank and system loans, technology, time pools, quests and rewards.
A guild is a community where players come together to research shared technologies, attack together (rallies), hunt the Titan and conquer the fortresses on the map. Guild technology bonuses apply to all members, so being in an active guild is one of the strongest accelerators in the game.
Joining and founding
- To found a guild, your castle must be at least Lv3 and you must pay 2,000 gold.
- A guild accepts up to 20 members at first. With the Great Pavilion I / II / III technologies in the Economy tree, capacity rises by +1 per level, up to 100 members (20 → 45 → 70 → 100).
- The admission rule is chosen by the managers:
| Rule | How it works |
|---|---|
| Open to all | Shown in the list; anyone who wants can join |
| By join code | Only those who know the code can join |
| By castle level | Players above a certain castle level can join |
| Application and approval | Applications are approved by an authorized member |
- You can apply to at most 10 guilds at the same time in the same kingdom. The moment you enter a guild (by founding, joining or having your application accepted), your other applications in that kingdom are deleted.
- Guilds are tied to a kingdom: you can be a member of a different guild in each kingdom.
Guild details
Tapping a guild in the guild list, the guild name on a player's profile or a row in Rankings ▸ Guild opens the guild details. They show this public information: name and banner, level, total contribution, members / capacity, leader, admission type, minimum castle requirement, Titan level, number of fortresses held, total power and the member list (name, castle level, power, role; leader first, then by power). Private information (treasury, bank, chat) is not shown. Tap a member to open their player profile.
Roles and permissions
The leader can create permission profiles (roles) and assign them to members. Each role carries any combination of the permissions below. The leader has every permission.
Management permissions
A member with any of these permissions sees the Management tab.
| Permission | What it does |
|---|---|
| Change admission rule | Open to all / code / castle level / approval setting |
| Approve applications | Accepts or rejects pending applications |
| Kick members | Removes members from the guild |
| Manage roles | Edits permission profiles and the default permissions of regular members |
| Assign roles | Gives roles to members or takes them away |
| Edit guild info | Changes the guild's name and banner |
| Diplomacy | Declares war, offers and accepts alliance/peace |
| Bank management | Sets the bank's pool and per-person limits, force-collects loans |
| Borrow from the system | Takes loans from the system on behalf of the guild and repays them from the treasury |
| Add time with Bonus Harnor | Adds time from the Bonus Harnor vault to the construction/technology time pools |
| Buy guild buffs | Buys 24-hour guild buffs from the Bonus Harnor vault |
Guild tasks (can also be given to regular members)
| Permission | What it does |
|---|---|
| Start technology | Starts guild research with technology points |
| Build fortress buildings and temples | Upgrades buildings in fortresses and builds temples (from the treasury) |
| Build gathering fields | Builds guild gathering fields and rebuilds depleted ones |
| Manage events | Starts guild events and ends finished ones |
| Start rallies | Opens guild rallies (city, fortress, dragon lair, Hades and event targets) |
| Heal at the fortress hospital | Heals the wounded in the fortress hospital from the treasury |
Who can do what to whom?
- Authorized members other than the leader can only give a role the permissions they have themselves.
- To change a member's role or remove them from the guild, that member must be below you: their role's permissions must be a subset of yours, and you must have more permissions.
- No one can change their own role. The leader cannot be kicked; leadership can only be handed over by the leader.
Default permissions of regular members
Every member without a role carries the guild's default permissions. At first these are Build gathering fields, Start rallies and Heal at the fortress hospital. A manager with the "Manage roles" permission can change this list in Management ▸ Permission Profiles ▸ the 👥 Member (default) row. Default permissions are also added to members who have a role. Regular members cannot be given management permissions; only guild tasks can be given.
Management ▸ Members
Every member with a management permission sees all members of the guild on the 👥 Members card in the Management tab:
- Last seen — with a colored dot: 🟢 online (last 5 minutes) · 🟡 today · 🟠 1–3 days · 🔴 more than 3 days. Members who haven't logged in for more than 3 days have a red-framed card, and the top of the card shows how many members have been offline for a long time.
- Contribution this week and total contribution (the XP they have added to this guild).
- Number of helps given in the last 7 days.
- Castle level, power and date they joined the guild.
The list can be sorted by last seen, weekly contribution, total contribution or number of helps.
- If you have the Assign roles permission, a role selector appears next to each member.
- If you have the Kick members permission, a Kick button appears next to members below you. The confirmation window shows the member's last seen time and weekly contribution again.
Kick rules:
| Situation | Result |
|---|---|
| The member has an open bank loan | The loan is collected from their save before they are kicked |
| The member has dealt damage to Hades | They can only be kicked if they have been offline for 48 hours |
| The guild defeated Hades | No one can be kicked from the moment of victory |
| The member is the manager who took the open system loan | Cannot be kicked until the debt is paid off |
Diplomacy
Two guilds can have only one relationship at a time: war or alliance. Diplomacy is handled by the leader and those with the Diplomacy permission (Management ▸ 🕊️ Diplomacy).
War
- War is one-sided; the other side's approval is not needed.
- For members of the guild war is declared on, the restrictions are lifted immediately. The declaring guild waits 10 hours; it can withdraw its declaration before this time is up.
- During war, the power limit on city rallies does not apply (normally you cannot open a rally against a player much weaker than you). Shields still work during war.
- If PvP (an attack or a city rally) happens between members of two guilds, war starts automatically and without delay; a pending declaration takes effect immediately.
Alliance
- An alliance is formed by mutual approval (if both sides offer, it is accepted automatically).
- Members of an allied guild cannot be attacked, spied on or rallied against.
- An alliance can be broken one-sidedly.
- To fight an allied guild, you must first break the alliance; to ally with a guild you are at war with, you must first make peace.
Peace
Two guilds at war end the relationship with a peace offer and approval. Offers are valid for 3 days. War declarations, alliance and peace offers are announced to members instantly.
Your own guild and departure protection
- You cannot attack, send spies to or open a city rally against a player in your own guild.
- If a member leaves or is kicked from the guild, for 24 hours that player and their former guild cannot attack each other, send spies or open rallies (both ways). If the player joins a new guild during this time, the protection is lifted immediately.
Guild chat
The 💬 Chat box in the hub is the guild's shared chat room.
- Messages can be at most 300 characters; there must be at least 2 seconds between two messages in a row.
- The last 200 messages are kept per guild.
- New messages reach in-game members instantly; unread messages show as a badge on the box.
Level and XP
The guild's level is calculated from the total XP (contribution) members have added to the guild. XP needed to go from level L to L+1:
2000 × L × 1.05^(L−1)
| Level | Total XP needed (approx.) |
|---|---|
| Lv2 | 2,000 |
| Lv5 | 22,000 |
| Lv10 | 118,000 |
| Lv20 | 698,000 |
| Lv30 | 2.28 million |
| Lv50 | 13.4 million |
There is no upper limit on level. When the guild levels up, all members receive a celebration reward (bag, speedups and Harnor bonus).
XP sources
| Source | XP to the guild |
|---|---|
| Donation | 1 per donation |
| Defeating a barbarian camp | Camp level × 1 |
| Technology research | As much as the points spent (1:1) |
| Killing the Titan | 200 + 100 × Titan level (split by damage share) |
| Gathering from guild gathering fields | A small share depending on resource type |
| Guild quests | 1 / 2 / 5 per tier (×10 for weekly) |
Guild help gives no XP; it only shortens time.
Donations
Each member has a pool of donation rights that refills over time: at most 20 rights, refilling +1 every 10 minutes. Each donation costs you 10 science and earns the guild 1 technology point + 1 XP. The Donation Ledger technology raises the rights cap by +2 per level (up to 40).
- The donate button doesn't wait: you can press it repeatedly, and donations are processed in order in the background.
- With VIP10, the 🤖 Auto-donate switch opens in Guild ▸ Contribution: while the game is open, donations are made for you as far as your donation rights and science allow.
Help
When you start construction, a castle upgrade or research, you can ask your guild for help. The number of helps you can receive is your Guild Center level × 4 (Lv20 → 80 helps).
| Rule | Value |
|---|---|
| Time cut by one help | 0.4% of the job's total time (base) |
| Helping Hand technology | +0.08% per level → 2% at Lv20 |
| Minimum cut | Each help cuts at least 2 minutes |
| Total cap | Help can shorten a job by at most 60% in total |
Example: On a 10-hour construction, each help cuts 2.4 minutes at base; 12 minutes with Helping Hand Lv20. The total of all helps can reach at most 6 hours (60%).
The same rules apply to help on guild research, gathering fields and fortress buildings.
- When help arrives, the time is cut immediately and you get a notification; if you have several builders, the help is applied to the right job.
- If there are open requests on the Guild ▸ Help screen, the 🤝 Help All button helps all of them with one tap (full requests and ones you have already helped are skipped).
- The Help on my jobs section at the top of the screen shows how many helps each of your running requests has received (e.g. 23/28) and how much time the helps have saved in total.
- With VIP4, the 🤖 Auto-help switch opens on the Guild ▸ Help screen: while the game is open, your guild mates' requests are helped for you.
Guild Camp — reinforcement armies
The Guild Camp building (unlocked by the Art of War technology) lets players in the same guild send reinforcement armies to each other's capitals. The reinforcement army stays there, and if the city is attacked, it fights outside the castle alongside the city army.
Rules
- Reinforcements can only be sent to the capital of a player from the same guild, and must always be accompanied by a commanding hero.
- The receiving player must have turned on accepting reinforcements on the Guild ▸ ⛺ Reinforcements screen; this setting is off by default.
- The reinforcement army marches to the target city based on distance and the army's speed. The sender can recall it at any time, and the receiver can send it back. If it is on the road, it returns for as long as it has marched.
- Outgoing reinforcements count toward the expedition limit.
- The receiving city pays the rations and wages, at 1.5 times the normal amount; the sender pays nothing.
- In battle, all losses of the reinforcement army are wounded; the wounded return to the army's owner, and the owner receives an information mail.
- When someone leaves or is kicked from the guild, reinforcements in both directions return home.
- An enemy spy can only see reinforcement armies when the spying success chance is at least 75%.
Capacity
Total reinforcements a city can host:
5,000 × 1.1^(Camp level − 1) × 1.1^(Allied Quarters) × 1.1^(Allied Camps) × (1 + percentage bonuses)
| Source | Effect |
|---|---|
| Guild Camp building | Lv1 5,000 troops, ×1.1 per level |
| Allied Quarters (city technology, up to 10 lv) | ×1.1 per level |
| Allied Camps (guild technology, up to 10 lv) | ×1.1 per level |
| Reinforcement Capacity (global bonus) | +1%/point |
| Host (skill of the hero in the castle) | +2%/lv |
Guild treasury
The treasury covers shared expenses such as building gathering fields, temples and fortress buildings, rations for reinforcement armies, the fortress hospital and bank loans. Resources enter the treasury like this:
- 6% of the resources gathered from guild gathering fields goes to the treasury.
- When gathering from your own gathering field, 3% of what you gather goes to the treasury extra (not deducted from you).
- 8% of camp and boss (dragon lair, fortress, Hades) loot goes to the treasury extra (not deducted from the army's loot).
- Production buildings in the fortresses the guild holds produce resources for the treasury continuously (see Guild Fortresses).
Bonus Harnor vault
The guild also has a Bonus Harnor vault (🌟).
How does it fill?
- When a member takes Bonus Harnor from the ad reward box, the same amount is also added to the guild vault (not deducted from the member).
- Guilds that reach the top 10 in the guild rankings of world events receive a Bonus Harnor reward in their vault (1st place 5,000 · 2nd 3,000 · 3rd 2,000 · 4th–5th 1,200 · 6th–10th 600).
What is it spent on?
Guild buffs — work for all members for 24 hours; buying a buff again while it is active extends its time. Buying requires the Buy guild buffs permission.
| Buff | Effect | Cost |
|---|---|---|
| 🌾 Prosperity | All resource production +10% | 3,000 🌟 |
| 🐫 Harvest Season | Gathering speed +40% | 2,500 🌟 |
| 🎒 Full Saddlebags | Gathering carry capacity +40% | 2,500 🌟 |
| 🔨 Skilled Hands | Construction speed +10% | 2,500 🌟 |
| 📜 Council of Sages | Research speed +10% | 2,500 🌟 |
| 🎖️ Intense Drill | Troop training speed +15% | 2,500 🌟 |
| ⚔️ War Cry | Army attack power +10% | 3,000 🌟 |
| 🛡️ Shield Wall | Defense power +10% | 3,000 🌟 |
Time pools — a manager with the Add time with Bonus Harnor permission can add time from the vault to the construction or technology time pool: 1 🌟 = 6 seconds (600 🌟 = 1 hour). Anything above the pool cap is not added.
⚡ Temple of Zeus — built not with the treasury but only with the Bonus Harnor vault (50,000 🌟); the guild's Titan level must be at least 15. It gives ×1.5 to attack, defense, tower attack, construction, research, training and gathering speed (see Guild Fortresses ▸ Temples).
💡 When collecting an unpaid system loan, if the treasury is not enough, Bonus Harnor in the vault is also used (1 🌟 = 500 gold of value).
Guild Bank
The bank is a shared fund that gives members interest-bearing loans from the guild treasury. It is open without any technology.
Taking a loan
- Loans can be taken in food, wood, stone, iron or gold (not science). The resource comes out of the guild treasury; if the treasury does not have enough of that resource, the loan cannot be taken.
- Limits are measured in gold value (market base price: food 0.2 · wood 0.5 · stone 1 · iron 2 · gold 1). For example, 1 million iron = 2 million gold of value.
- Requirement: you must have given at least 100 total contribution points to this guild.
- You can have at most one loan of each resource at the same time. You start with 1 loan slot; the Loan Desk technology adds +1 per level (up to 5).
- After a loan is closed (repaid or collected), that slot stays occupied for 3 days. This wait continues in the same kingdom even if you change guilds.
Pool, interest and term
The total of open loans cannot exceed the shared pool. The Guild Bank technology enlarges the pool, lowers the interest and extends the term:
| Bank technology | Pool (gold value) | Hourly interest | Term |
|---|---|---|---|
| None (start) | 10 million | 0.24% | 5 days |
| Lv1 | 25 million | 0.20% | 6 days |
| Lv2 | 50 million | 0.16% | 7 days |
| Lv3 | 100 million | 0.12% | 8 days |
| Lv4 | 250 million | 0.09% | 9 days |
| Lv5 | 500 million | 0.06% | 10 days |
| Lv6 | 1 billion | 0.06% | 10 days |
| Lv7 | 2.5 billion | 0.06% | 10 days |
| Lv8 | 10 billion | 0.06% | 10 days |
- Interest accrues on the principal every hour and stops at the end of the term; your loan works with the term in effect when it was taken.
- The principal + interest you repay returns to the treasury in the same resource — the interest becomes income for the guild.
- A manager with the Bank management permission can lower the pool below the technology cap and set a per-person loan limit.
Collection and rules
- When the term ends, the loan is collected automatically: first from the loan's own resource, and if that is not enough, the rest from your gold and other resources (by gold value). A manager can also force-collect a loan at any time.
- A member with an open loan cannot leave the guild. If a member is kicked, their open loan is collected before they are kicked.
- The bank screen shows how full the pool is, the open loans, the history and the weekly interest income.
System loan
A guild can also borrow from the system into its treasury (Bank ▸ 🏛️ Borrow). This requires the Borrow from the system permission; a contract is shown when taking the loan, and you must confirm "I have read and accept".
- The loan is taken in one of the 5 resources; a guild can have only one open system loan at a time. Repayment is made from the same resource in the treasury.
- Cap (gold value): 50 million with no bank technology · Lv1 250 million · Lv2 1 billion · Lv3 and above 2.5 billion.
- Interest: 30% more than the member loan interest (0.312% per hour at first); the term is the same as for member loans.
What happens if it is not repaid?
| Situation | Result |
|---|---|
| Term ended | Automatic collection from the treasury begins (first the same resource, then the others, and the Bonus Harnor vault if needed). If collection does not finish, the debt stays open. |
| Late interest | For the first 3 days after the term, interest runs at ×1.5, then ×2. Total interest can be at most 5 times the principal. |
| Seizure (as soon as the term passes) | Guild technology research, fortress building upgrades and temple construction stop. Gathering fields stay free — they are the way to pay off the debt. Members cannot take new loans from the bank. |
| Bonus freeze (3 days after the term) | Until the debt is paid, all of the guild's temple, fortress building and guild technology bonuses are frozen (🧊 warning in the hub). |
| Leaving | While a system loan is open, the leader and the manager who took the loan cannot leave, and the manager who took the loan cannot be kicked. |
⚠️ A system loan is a powerful accelerator, but if it is not repaid on time, it locks all of the guild's bonuses. Don't take a big loan without calculating your treasury income.
Guild technology
Guild technologies are researched with technology points and time. Only one research runs at a time; it takes at least 6 hours and gets longer with cost. The tree has two branches: Economy and Army. Bonuses apply to all members.
Notable technologies:
| Technology | Branch | Effect |
|---|---|---|
| Guild Charter | Economy | All production +2%/lv |
| Great Pavilion I–III | Economy | Member capacity +1/lv (up to 100) |
| Caravans | Economy | Gathering speed +5%/lv |
| Guild Bank | Economy | Enlarges the bank pool, lowers interest, extends the term |
| Loan Desk | Economy | Number of loans you can hold at once +1/lv (1 → 5) |
| Storehouse Expansion | Economy | Capacity of the Guild Storehouse in fortresses +25%/lv |
| Donation Ledger | Economy | Donation rights cap +2/lv |
| Time Chest | Economy | Time pool cap +2 h/lv (4 → 24 h) |
| War Host | Army | Rally troop limit +5,000/lv (base 20,000) |
| Banner Council | Army | Number of rallies open at once +1/lv (1 → 20) |
| Fortress Encampment Drill | Army | Fortress reinforcement capacity +5%/lv |
| Guard Drill / Armor / Endurance | Army | Fortress Guards' attack / defense / health +5%/lv |
| Field Medics | Army | Healing speed |
| Event Hall | Army | Number of events that can be set up at once |
Time pools
The guild has two shared time pools: Construction (temples, gathering fields and fortress buildings) and Technology (guild research).
- The pool cap is 4 hours; the Time Chest adds +2 hours per level (up to 24 hours).
- When there is no job at all, the pool fills on its own (about 12 minutes per hour).
- Any member can add +30 minutes to the pool by watching an ad.
- The Use Pool button applies all the time in the pool to the current job (only as much as is needed is spent).
- In addition, every member can watch an ad once for each running job to shorten that job directly by −30 minutes.
- Managers can also add time to the pool from the Bonus Harnor vault (1 🌟 = 6 seconds).
💡 Tip: Fill the pool before a long research or construction starts, then apply it all at once when the job begins.
Guild quests
Quests are split into daily and weekly; each quest has 3 tiers. Weekly targets and XP are 10 times the daily ones.
| Quest | Daily tiers |
|---|---|
| Contribute to the guild | 10 / 20 / 50 |
| Watch ads (daily only) | 1 / 2 / 5 |
| Defeat barbarian camps (camp level = points) | 25 / 50 / 100 |
| Deal damage to the Titan | 50K / 100K / 250K |
| Gather food, wood, stone, iron, gold (each) | 10K / 25K / 50K |
| Gather total resources | 50K / 100K / 250K |
For gathering quests, resources you gather anywhere count (including your own expeditions). When each tier is completed, XP is added to the guild automatically.
Points bar and chests
Each member has a separate 0–100 point bar for daily and weekly; all tiers on the board add up to 100 points in total. At 25 / 50 / 100 points, a bronze, silver and gold chest opens:
- The chest gives you a strong personal reward (bag, speedups, gem pouch, energy, Harnor). When you reach the threshold the chest glows; you tap to open it manually.
- At the same time, everyone else in the guild receives a separate random shared reward.
- When a member completes all tiers of a quest, everyone in the guild also receives a small random reward (Harnor, gems, speedups, a resource pack or energy). These rewards must be claimed from the Rewards tab within 48 hours.
Grand Reward Chest
The guild's shared giant chest. Every XP the guild earns flows into the chest 1:1; rewards claimed by members also feed the chest. The XP needed for level L is 1,000,000 × L. When the chest fills, all members receive a big pack: gold bags, 8- and 24-hour speedups, a gem pouch, a 24-hour extra builder and a Harnor bonus (grows with level, up to 500).
Guild ad boosts
On the Guild ▸ Ads screen, the ad boost types from the shop are unlocked as a guild. Each type's guild multiplier grows with the number of members whose effect of that type is currently running; it reaches the highest shop multiplier at 15 members (proportionally less with fewer: 1 + (cap − 1) × number of members ÷ 15).
| Type | Highest multiplier (15 members) |
|---|---|
| 🏭 Production | ×2.5 |
| 🌾 Gathering | ×3 |
| 🔬 Science | ×2.5 |
| 🔨 Construction | ×1.5 |
| 📜 Research | ×1.5 |
| ⚔️ Training | ×1.5 |
| 🏥 Healing | ×1.5 |
| 🐎 March | ×2 |
| 🥚 Dragon egg chance | ×2 |
- The duration is personal: the 1st, 2nd, 3rd, 4th and 5th ad of that type you watch in a day add +15, +30, +60, +90 and +120 minutes to your own active time respectively; every ad after the 5th adds +120 minutes. There is no limit on the number of ads.
- The multiplier works for you only while your own time is running. When your time runs out, you drop off the list (the guild multiplier may fall); you get back on by watching an ad again.
- The guild multiplier is multiplied with your own ad boost from the shop (it is a separate bonus).
Ad rewards
When a member watches an ad, Harnor bonus goes to the members of the guild. These rewards are collected in a single daily box for each member; you can claim the box from the Rewards tab until the end of the next day. Ads also feed the Grand Reward Chest.
Guild race in world events
In every world event, alongside the personal ranking there is also a guild ranking. The event points you earn are credited to the guild you were in at the moment you earned them (if you change guilds, your old contribution stays with your old guild). At the end of the event, every member of the top 10 guilds who contributed receives a reward pack, and Bonus Harnor goes into the guild's Bonus Harnor vault. Details on the World Events page.
