War Room
Tactical planning center. Unlocks Raids and Tower expeditions. Tacticians gain OVR per tier.
T1Guild Tier 2 · 5,000g
- Tactician Ovr Bonus +5
- Raids Per Year +2
- Unlocks: Raids, War_table
T2Guild Tier 4 · 15,000g
- Tactician Ovr Bonus +10
- Raids Per Year +4
- Tactician: Formations: Opens the Tactician's Formations board — draw where each party's battle line stands — and lets the company hold a second standing order. With the season plan below, this is full command of the Tactician's desk.
- Set a seasonal Strategic Focus: Quest Operations (+10% quest rewards), Raid Operations (+10% raid rewards), or Tower Campaign (+5% tower power). Tactician skill improves bonuses.
- Patrol rotations extend tower floor decay timers by 25%, slowing monster reclamation of cleared floors.
- Unlocks: Tower
T3Guild Tier 6 · 35,000g
- Tactician Ovr Bonus +15
- Raids Per Year +6
- Tower Damage Bonus +5%
- Each tower attempt on a floor reduces its effective difficulty by 1% (max -5%). Knowledge accumulates.
- Full territorial command extends tower floor decay timers by 50%. The guild holds what it takes.
Scouting Post
Scout headquarters. Raises scout limit, improves speed, and enables expert reconnaissance.
T1Guild Tier 2 · 3,000g
- Scout Speed Bonus +10%
- Early Insight: When scouting reaches 50%, one trait is revealed early (e.g. personality, class preference, or a notable strength/weakness). Helps you decide whether to keep scouting or move on.
- Fully scouted rival guilds generate a Scout Report revealing their top 3 adventurers by OVR.
- Scout Max: 12
T2Guild Tier 3 · 9,000g
- Scout Speed Bonus +10%
- Scout Ovr Bonus +5
- Scouts return brief intel reports on scouted targets — hints about class, level range, and personality before recruiting.
- Scouts gather intel twice as fast. Fully scouted rivals show an Intel Report with roster trajectory, trade vulnerabilities, and Crown Cup threat level.
- Scout Max: 18
- Headhunt Max: 2
T3Guild Tier 5 · 22,000g
- Scout Speed Bonus +10%
- Scout Ovr Bonus +5
- Expert Reconnaissance: Scouts complete all assignments at double speed
- Scout Max: 24
- Headhunt Max: 5
Expedition HQ
Expedition planning hub. Additional raids per year beyond War Room baseline, improved success rates, reduced fatalities.
T1Guild Tier 2 · 4,000g
- Raids Per Year +2
- Raid Success Bonus +3%
T2Guild Tier 3 · 12,000g
- Raids Per Year +4
- Raid Success Bonus +3%
- Raid Duration Reduction +5%
T3Guild Tier 5 · 28,000g
- Raids Per Year +10
- Raid Success Bonus +3%
- Tower Success Bonus +3%
- Death Prevention +5%
- All Expeditions Bonus +5%
- Raid Duration Reduction +5%
- Each failed tower boss attempt reduces that boss's HP by 5% (max -25%). Persistence pays off.
- Assign a party to Garrison Duty on a 10-floor range. Garrisoned floors have their decay timers frozen. The party is unavailable for other assignments.
Cartography Hall
Map-making and route planning. Unlocks Scriptorium and Cartographer. Quest discovery and board minimums.
T1Guild Tier 3 · 4,500g
- Quest Discovery Bonus +10%
- Unlocks: Cartographer, Scriptorium
T2Guild Tier 4 · 13,000g
- Quest Discovery Bonus +10%
- After 3 completions in a region, it's mapped: +5% OVR ratio on future quests there.
- Quest Board Minimum: 3
T3Guild Tier 6 · 30,000g
- Quest Discovery Bonus +10%
- Mapped regions also reduce quest duration by 1 week. Your guild knows the fastest routes.
- Quest Board Minimum: 6
- Raid Board Minimum: 1
Pathfinder's Lodge
Wilderness expertise. Unlocks combat gatherers. Reduces negative events. Ambush Warning at T3.
T1Guild Tier 3 · 3,500g
- Negative Event Reduction +3%
- Quest Duration Reduction +5%
- Trail Blazing: First successful quest in each region per year gives +50% gold and renown. Resets annually — explore the frontier every year!
- Unlocks: Hunter
T2Guild Tier 4 · 10,000g
- Negative Event Reduction +3%
- Morale Per Week +1
- Quest Duration Reduction +5%
- 10% chance on wilderness quest success to find a cache of 2-4 bonus materials.
- Unlocks: Trapper
T3Guild Tier 6 · 24,000g
- Negative Event Reduction +3%
- Morale Per Week +1
- Quest Duration Reduction +10%
- Ambush Warning — ambush events show warning 1 week early
- Northern Ranger Class gains +2 OVR
Dwarven Forge
The Deepforge crew's own workshop. Opens the Compact and its weekly services. Equipped gear wears slower with each tier.
T1Guild Tier 4 · 8,000g
- Dwarven-forged maintenance: equipped gear wears 5% slower
- The Deepforge Compact: The Dwarven delegation quarters at your guild. Opens the Deepforge panel, where you can commission the crew's services. More of their trade opens as the Forge grows.
- Auto-Refine: The Deepforge crew works your Workshop refining targets each week — Blacksmith, Mason, Armorer, and Jeweler recipes, no artisan of your own required. Per-unit fee, discounted by Compact standing; work grade improves with Forge tier. Toggle the service in the Deepforge panel.
- Unlocks: Deepforge
T2Guild Tier 5 · 20,000g
- Dwarven-forged maintenance: equipped gear wears 10% slower
- Smart Logistics: The Deepforge crew kits out your parties before they march (fills empty gear slots) and flags worn or broken gear on deployed squads. Toggle the service on in the Deepforge panel.
- Auto-Craft to Loadout: Each week, the crew forges simple gear to fill empty equipment slots on your roster: weapons, armor, and jewelry. They only forge what your own stores can't already cover, and everything they make goes to your fighters; the crew sells nothing. You set a weekly limit and pay a fee per piece, discounted as Compact standing grows. Higher Forge tiers raise the quality of their work, but fine crafting stays the craft of your own artisans.
T3Guild Tier 6 · 40,000g
- Dwarven-forged maintenance: equipped gear wears 15% slower
- Dwarven Rune-Work: Brunnhilde's crew strikes Dwarven Runes to order and sells them to your guild. A rune is a crafting component your own artisans spend: it floors the result at B-Tier and nudges the quality roll upward. The Compact strikes them for no other hall in Hiltcrest.