Friends & guilds
Guilds
Found or join a guild, earn marks with your guildmates, and unlock perks that help every member.
A guild is a banner you raise with friends. It has a name, a painted crest that floats under every member's name, a guild chat, a level the whole guild earns together, perks that make every member stronger, a daily check-in, a weekly contract and a shop paid in Guild Marks. Everything lives in one Guild window (Menu, People, Guild). You never have to walk to an NPC.
Founding a guild
To found a guild you need:
- Character level 10
- 10,000 lumens
- A name of 3 to 16 letters or digits. It must be unique and pass the same name rules as heroes.
You also design the crest: pick a shield shape, a heraldic symbol and two colors. The master can change the crest later for 5,000 lumens. You start as the Master.
Finding and joining
Open the Find tab to browse guilds. Each card shows the crest, level, members, join mode and minimum level. Guilds use one of three join modes:
| Mode | What happens |
|---|---|
| Open | Press Join and you are in, if your level fits |
| Apply | Press Apply and the officers accept or decline. Applications expire after 3 days |
| Invite only | An officer must invite you |
Officers can invite an online hero by name or from their player card. If the hero is offline, the invite waits in their mailbox for 7 days (see
The Mailbox). A hero belongs to one guild at a time. You start as a Recruit.
If you leave or get kicked, you cannot found or join a guild for 12 hours. Your Guild Marks stay with you.
Ranks
| Rank | What they can do |
|---|---|
| Master | Everything: join mode, minimum level, crest, perks, any rank change, hand over the guild |
| Officer | Invite, accept applications, set the notice, kick members and recruits, promote recruits |
| Member | Chat, check in, donate, claim the contract, use the shop |
| Recruit | The same as a member, as a starting rank |
The Master cannot simply leave. They hand the guild to someone else first, or disband it when alone. If the Master has not logged in for 14 days, an officer can take over.
Guild level and contribution
Everything you do earns Contribution Points. Each point also becomes one point of guild EXP, which raises the guild level (up to 10). A higher level means more room (20 members at level 1, up to 60 at level 10), one more perk point, and more shop items.
| Activity | Points |
|---|---|
| Kill a creature close to your level | 1 each, up to 300 a day |
| Kill a map boss you hit | 40 |
| Clear a party quest | 30 |
| Hand in a quest | 5 |
| Daily check-in | 20 |
| Donate lumens | 1 per 500 lumens, up to 200 points a day |
Creatures count when they are at most 12 levels below you.
Check-in and marks
Check in once a day for 20 points and Guild Marks. Your streak adds a bonus, and a missed day resets it. Donating lumens also pays a few marks. Marks are your guild money, and you keep them if you leave. They stay with your hero if you join another guild, so you can spend them there.
The weekly contract
Each week (Monday to Sunday) the whole guild's points climb three tiers. The goals grow with the number of members. Every member who earned at least 30 points that week can Claim each tier reached, for marks. The first claim of each tier also adds guild EXP. Unclaimed tiers are lost when the week rolls over, so claim before Monday.
Perks
The Master spends one perk point per guild level. Every member gets the bonuses. Each perk has ranks, and higher ranks need a higher guild level.
| Perk | Bonus per rank | Ranks |
|---|---|---|
| Shared Wisdom | +2% EXP from monsters | 5 |
| Lumen Fortune | +3% lumens from monsters | 5 |
| Keen Eyes | +2% item drop rate | 5 |
| Banner of Vigor | +2% max HP | 5 |
| War Hymn | +1% damage | 5 |
| Giant Slayer | +2% boss damage | 5 |
| Tailwind | +3 movement speed | 3 |
The Master can reset every perk for free once a week and spend the points again.
The guild shop
Spend Guild Marks on useful items. Each entry has a guild level lock and a weekly limit per hero. The limit counts purchases, and each purchase gives the amount shown.
| Item | Gives | Marks | Weekly limit | Guild level |
|---|---|---|---|---|
| 3 | 20 | 10 | 1 | |
| 1 | 20 | 10 | 1 | |
| 20 | 8 | none | 1 | |
| 20 | 8 | none | 1 | |
| 3 | 5 | none | 1 | |
| 5 | 6 | none | 2 | |
| 1 | 35 | 5 | 2 | |
| 10 | 25 | none | 3 | |
| 1 | 15 | 5 | 3 | |
| 1 | 15 | 5 | 3 | |
| 1 | 60 | 2 | 4 | |
| 1 | 60 | 2 | 5 | |
| 1 | 120 | 1 | 6 | |
| 1 | 400 | 1 | 8 |
Weekly limits reset on Monday. Purchases need bag room, and they are all or nothing.
Guild chat and notice
Guild chat has its own tab. The last 7 days of messages return when you log in. The Master and officers can post a short notice, up to 120 characters, shown on the Home tab. The roster shows who is online and where, and tapping a member opens a quick menu to whisper, invite to party, send a gift or change rank. See
Gifting.
Guild CP from The Unlit
A rewarded clear of an Unlit dungeon gives your guild 20 CP, the raid 40 and a Hard lair 30. See
The Unlit Challenges. The Guild Haven has its own projects and voyages:
Starhavens.