Gargadusa’s Tower

Buildings

Every guild-hall building, its tiers, costs, effects, and unlocked mechanics.

Grounds

Training Yard

Outdoor combat drills and basic fitness. Unlocks Instructors and scales their capacity.

T1Guild Tier 1 · 3,500g
  • Training Xp Bonus +10%
  • Recruits below level 10 gain 50% bonus training XP.
  • Auto-Training: Adventurers can be set to automatically re-enroll in training programs. Choose "Weakness Training" to target lowest stats, "Highest Tier" for max XP, or lock to a specific program.
  • Dedicated Training Party: Unlocks one (1) dedicated training-only party slot on the Parties screen.
  • Unlocks: Instructor
  • Instructor Max: 3
  • Training Party Slots: 1
T2Guild Tier 3 · 12,000g
  • Training Xp Bonus +10%
  • 50% chance per training week to also gain +1 in a non-trained stat (secondary stat = any stat besides the one being actively trained)
  • +50% training XP for adventurers level 10+
  • Adventurers training the same stat as a party-mate gain +1 to that stat's growth roll.
  • Dedicated Training Party: Unlocks an additional dedicated training-only party slot on the Parties tab (2 training party slots total).
  • Instructor Max: 6
  • Training Party Slots: 2
T3Guild Tier 5 · 30,000g
  • Training Xp Bonus +20%
  • 75% chance per training week to also gain +1 in a non-trained stat (secondary stat = any stat besides the one being actively trained)
  • +100% training XP for adventurers level 10+
  • Assign level 15+ adventurers to mentor level 8 or below. Protégé gains +1 to mentor's two highest stats after 13 weeks.
  • Dedicated Training Party: Unlocks an additional dedicated training-only party slot on the Parties tab (3 training party slots total).
  • Instructor Max: 10
  • Training Party Slots: 3

Barracks

Adventurer housing. Quality quarters boost morale and give parties a chance to skip post-mission rest.

T1Guild Tier 1 · 2,500g
  • Morale Per Week +1
  • 5% chance the entire party skips post-quest rest and is immediately available
  • Each season, idle adventurers have a 10% chance to form a Bond (+2 teamwork when partied together)
T2Guild Tier 2 · 8,000g
  • Morale Per Week +1
  • 10% chance the entire party skips post-quest rest and is immediately available
  • Adventurers idle for 2+ weeks gain +1 to their lowest stat until next quest
T3Guild Tier 4 · 20,000g
  • Morale Per Week +1
  • 15% chance the entire party skips post-quest rest and is immediately available
  • Adventurers with 3+ years of service gain +1 morale/week and 5% reduced desertion chance.

Armory

Equipment storage and maintenance. Unlocks Quartermaster and advanced repair capabilities.

T1Guild Tier 2 · 3,000g
  • Equipment Durability +10%
  • Unlocks: Quartermaster
T2Guild Tier 3 · 10,000g
  • Equipment Durability +10%
  • Repair Cost Reduction +10%
  • Quartermasters can batch-repair all damaged equipment at once.
T3Guild Tier 5 · 25,000g
  • Equipment Durability +10%
  • Repair Cost Reduction +10%
  • Quartermasters automatically repair returning adventurers' gear each week.
  • Equipped gear grants +1 to primary stat.

Infirmary

Injury treatment and recovery. Unlocks Chirurgeon and Infirmary station.

T1Guild Tier 2 · 4,000g
  • Medical Cost Reduction +5%
  • Unlocks: Chirurgeon, Infirmary
T2Guild Tier 4 · 12,000g
  • Medical Cost Reduction +5%
  • Injury Recovery Weeks Reduction +1
  • Instant Heal Chance +25%
  • When 3+ party members are injured in one quest, the worst injury is reduced by one severity tier.
T3Guild Tier 6 · 30,000g
  • Medical Cost Reduction +5%
  • Injury Recovery Weeks Reduction +1
  • Instant Heal Chance +25%
  • Death Prevention +15%
  • Adventurers who survive a critical injury gain the Scarred Survivor trait: permanent +2 CON, +2 END.

Sparring Pit

Competitive training. Combat XP, quest/raid XP bonus, Proving Grounds.

T1Guild Tier 2 · 3,000g
  • Combat Xp Bonus +5%
  • Injury Prevention +3%
  • Weekly sparring ranks all available adventurers. The top-ranked fighter gains the Guild Champion trait (+1 to highest combat stat).
T2Guild Tier 3 · 9,000g
  • Combat Xp Bonus +5%
  • Injury Prevention +5%
  • Quest Raid Xp Bonus +10%
  • Rival adventurers may demand challenge matches. Allow to risk injury but potentially resolve conflict, or forbid to suppress (but rivalries fester).
T3Guild Tier 5 · 22,000g
  • Combat Xp Bonus +5%
  • Injury Prevention +5%
  • Quest Raid Xp Bonus +10%
  • All Warfare Bonus +5%
  • New recruits gain +3 to their highest stat

Mess Hall

Communal dining. Unlocks Kitchen and Cook. Morale and desertion reduction.

T1Guild Tier 1 · 2,000g
  • Morale Bonus +1
  • Pancake Breakfasts: Each week, idle/training/resting adventurers gain +1 to a rotating stat (Cook skill 75+ gives +2). Buffs stack up to 6 times while at the guild. All stacks are consumed when dispatched on a quest, injured, or at season change — feed them well before sending them out!
  • Unlocks: Cook, Kitchen
T2Guild Tier 2 · 7,000g
  • Morale Per Week +1
  • Desertion Reduction +5%
  • Cook can set a weekly menu. Hearty: +HP, Energizing: +SPD, Refined: +morale. Creates a recurring decision.
T3Guild Tier 4 · 18,000g
  • Morale Per Week +3
  • Desertion Reduction +15%
  • Before tower descents, throw a Feast for +2 to ALL stats for the entire attempt. Costs 500 gold + materials.

Operations

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
T2Guild Tier 4 · 15,000g
  • Tactician Ovr Bonus +10
  • Raids Per Year +4
  • 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
  • Unlocks: Salvager

Dwarven Forge

A great stone forge raised to Deepforge specification. Brunnhilde's crew moves in, anvils and all, and puts their trade at your guild's disposal.

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.
T3Guild Tier 6 · 40,000g
  • Dwarven-forged maintenance: equipped gear wears 15% slower

Commerce

Marketplace

Trade hub. Sell price bonuses, Bulk Deals, and Black Market Contacts.

T1Guild Tier 2 · 3,000g
  • +5% sell price on all items and materials sold through the Market
  • +3% gold value on all quest loot drops
T2Guild Tier 3 · 9,000g
  • +5% sell price (stacks with T1 for +10% total)
  • +3% loot value (stacks with T1 for +6% total)
  • Bulk Deals: Selling 3+ items in one batch gives +10% bonus gold on the entire sale
T3Guild Tier 5 · 22,000g
  • +5% sell price (stacks to +15% total)
  • +3% loot value (stacks to +9% total)
  • +5% bonus to all buy/sell transactions
  • Black Market Contacts: Rare, Epic, and Legendary gear automatically sells for 2x its value. The bonus is applied automatically on every sale — there is no toggle to enable.

Treasury

Gold management. Passive income, Bidding War chance, Prestige Lots, and Treasurer role.

T1Guild Tier 3 · 5,000g
  • 50g/week base + 10g/week per year (investments grow over time)
  • Payroll optimization reduces weekly adventurer & staff wages by 3%
  • 1% chance to double the value of a sale to the Markets
  • Unlocks: Treasurer
T2Guild Tier 4 · 14,000g
  • 100g/week base + 20g/week per year (investments grow over time)
  • Payroll optimization reduces weekly adventurer & staff wages by 6%
  • Sales of S-Tier items award +1 Renown
T3Guild Tier 6 · 32,000g
  • 150g/week base + 30g/week per year (investments grow over time)
  • Annual Interest +2%
  • Payroll optimization reduces weekly adventurer & staff wages by 10%
  • Gold cannot drop below 500g — the Golden Reserve protects against bankruptcy
  • Earn 0.5% weekly interest on gold above 50,000 (capped at 500 + Treasurer skill bonus).

Salvage Station

Loot processing. Salvage yield bonuses, auto-scrap, recipe discovery, and rare material return.

T1Guild Tier 3 · 2,500g
  • Salvage Yield +5%
  • Automatically scrap common items below threshold
T2Guild Tier 4 · 8,000g
  • Salvage Yield +5%
  • 5% chance to discover the recipe for items you salvage
  • Reforge: Instead of scrapping a high-quality item, downgrade it by one quality tier (e.g. A-Tier → B-Tier) to restore full durability. Costs half the materials salvaging would return. The item keeps its enchantments and identity but at reduced stats.
T3Guild Tier 5 · 20,000g
  • Salvage Yield +5%
  • Clean Scrap — scrapping rare+ items returns their primary crafting material

Trade Routes

Trade agreements with allied guilds. Income scales with alliances.

T1Guild Tier 3 · 4,000g
  • Ally Income Per Week +10
  • After 5+ trades with a rival, they become a Preferred Partner: +10% trade value.
  • Trades Per Week: 5
  • Materials Per Trade: 100
T2Guild Tier 4 · 11,000g
  • Ally Income Per Week +20
  • Seasonal caravan guard quest: guaranteed gold + trust with a rival guild.
  • Trades Per Week: 10
  • Materials Per Trade: 200
T3Guild Tier 6 · 26,000g
  • Ally Income Per Week +30
  • 5% chance to be gifted a random item from an allied guild per season
  • Trades Per Week: 15
  • Materials Per Trade: 500

Warehouse

Bulk material storage. Increases maximum stockpile capacity for all raw and refined materials.

T1Guild Tier 2 · 3,000g
  • Storage capacity increased to 2,000 per material (up from 1,000)
T2Guild Tier 4 · 10,000g
  • Storage capacity increased to 5,000 per material
  • When materials exceed storage cap, excess is auto-sold at 50% market value.
T3Guild Tier 6 · 25,000g
  • Storage capacity increased to 10,000 per material
  • 5% discount on market material purchases via efficient warehousing

Library

The Stacks

Core knowledge repository. Unlocks Scribe and Chronicler roles. Portrait Reveal, Research Group, Lore Mastery.

T1Guild Tier 2 · 3,500g
  • Xp Bonus +5%
  • Recipe Discovery Chance +2%
  • Scribes gradually sketch portraits of unscouted recruits each week
  • Unlocks: Scribe
T2Guild Tier 3 · 10,000g
  • Xp Bonus +5%
  • Raid Victory Renown +1
  • Recipe Discovery Chance +2%
  • Adventurers earn 1% of their current level XP each week while resting in town
  • Unlocks: Chronicler
T3Guild Tier 5 · 24,000g
  • Xp Bonus +5%
  • Raid Victory Renown +1
  • Recipe Discovery Chance +2%
  • -5% XP required to level up all heroes

Alchemy Lab

Potion and reagent production. Unlocks Apothecary, Alchemist, and Herbalist. Catalyst bonus at T2/T3.

T1Guild Tier 3 · 4,000g
  • Unlocks: Alchemist, Herbalist, Apothecary
T2Guild Tier 4 · 12,000g
  • Crafting Speed Bonus +10%
  • Alchemical Catalyst — 5% chance to receive 2x items when refining materials
T3Guild Tier 6 · 28,000g
  • Crafting Speed Bonus +20%
  • Alchemical Arcane Catalyst — 3% chance to receive 3x items when refining materials

Enchanting Chamber

Magical enhancement. Unlocks Arcane Table and enchanting roles progressively.

T1Guild Tier 3 · 4,500g
  • Unlocks: Enchanter, Arcane_table
T2Guild Tier 4 · 13,000g
  • Enchant Quality Bonus +5%
  • Unlocks: Runesmith
T3Guild Tier 6 · 30,000g
  • Enchant Quality Bonus +10%
  • Unlocks: Diviner

Observatory

Celestial study. Boosts astrologer power. Celestial Alignment, Shining Star, and From the Brink.

T1Guild Tier 3 · 4,500g
  • Astrologer Ovr Bonus +3
  • Celestial Alignment — 1% chance to double quest rewards upon successful completion
  • Stargazer's Forecast: Each week, your astrologer reads the stars for available adventurers. Favorable readings grant +2 to a stat if dispatched this week; unfavorable readings impose -2. Check the weekly feed to optimize party composition!
T2Guild Tier 4 · 13,000g
  • Astrologer Ovr Bonus +6
  • 12% chance to warn 3 weeks before an S-Tier adventurer appears in Recruits
T3Guild Tier 6 · 30,000g
  • Astrologer Ovr Bonus +9
  • If a raid member would die, the Astrologer stops them from fighting in the first place
  • Oracle Class gains +2 OVR

Rune Circle

Runic magic focus. Gates Jeweler's Bench recipes. Runic Attunement and Soul Bond.

T1Guild Tier 4 · 5,000g
  • Equipment Bonus +3%
  • Training Efficiency +3%
T2Guild Tier 5 · 14,000g
  • Equipment Bonus +3%
  • Training Efficiency +3%
  • Arcane Training Bonus +10%
  • Equipped items gain power the longer an adventurer uses them
T3Guild Tier 6 · 32,000g
  • Equipment Bonus +3%
  • Training Efficiency +3%
  • Arcane Training Bonus +10%
  • Gear bonded 1+ year gains permanent +2 all stats
  • Hexblade Class gains +2 OVR

Archive

Record-keeping and lore. Recipe discovery, legendary chance, Lost Recipes, Forbidden Knowledge.

T1Guild Tier 2 · 3,500g
  • Recipe Discovery Chance +3%
  • Legendary Chance +1%
T2Guild Tier 4 · 11,000g
  • Recipe Discovery Chance +3%
  • Legendary Chance +1%
  • Discover unique items not available elsewhere
T3Guild Tier 6 · 28,000g
  • Recipe Discovery Chance +3%
  • Legendary Chance +1%
  • All Arcanum Bonus +5%
  • Special quest chain with lore rewards + powerful gear
  • Arcane Mage Class gains +2 OVR

The Wellspring

A font of latent potential. Mentors guide protégés through trials to awaken new talents — unlocks the Mastery Path.

T1Guild Tier 3 · 4,500g
  • Unlocks the Mastery Path — guide 1 protégé at a time to an earned Reawaken.
  • Unlocks: Mastery_path
T2Guild Tier 5 · 13,000g
  • Guide up to 2 protégés at once.
T3Guild Tier 7 · 30,000g
  • Guide up to 3 protégés; a completed path may pick its reawakened ability instead of rolling.

Sanctum

Inner sanctum. Unlocks Essence Harvester at Tier 2. Meditation and Inner Peace.

T1Guild Tier 4 · 5,000g
  • Morale Bonus +2
  • Rest Recovery Bonus +4%
T2Guild Tier 5 · 15,000g
  • Morale Bonus +2
  • Rest Recovery Bonus +4%
  • Max-morale adventurers gain +1 random stat per season
  • Unlocks: Essence Harvester
T3Guild Tier 6 · 35,000g
  • Morale Bonus +2
  • Rest Recovery Bonus +4%
  • Inner Peace: Adventurers currently resting or idle at the guild (not dispatched on quests/raids) are shielded from morale loss when a party member dies in the field. The sanctum's calm protects those within its walls.

Guild Hall

Workshop

Crafting hub. Unlocks crafting stations and crafter roles by tier.

T1Guild Tier 1 · 3,000g
  • Unlocks: Blacksmith, Armorer, Forge, Tannery
T2Guild Tier 2 · 10,000g
  • All Station Craft Speed +5%
  • Unlocks: Tailor, Jeweler, Loom, Jewelers_bench
T3Guild Tier 4 · 25,000g
  • All Station Craft Speed +5%
  • Crafting Quality Bonus +5%
  • Crafters with skill 75+ have 10% chance to produce one quality tier higher. Stamped with crafter's name.

Tavern

Social hub. Weekly morale boost. Unlocks Bartender role.

T1Guild Tier 1 · 3,000g
  • Morale Per Week +2
  • Unlocks: Bartender
T2Guild Tier 3 · 10,000g
  • Morale Per Week +2
  • Desertion Reduction +5%
  • Each week, 15%+ chance the Bartender overhears a rumor generating a quest with guaranteed Rare+ loot. Higher ROVR, higher reward.
T3Guild Tier 5 · 25,000g
  • Morale Per Week +2
  • Desertion Reduction +5%
  • Bard Class gains +2 OVR
  • Weekly 10%+ chance the Bartender overhears an actionable tip: trade advantage, recruitment lead, hidden loot, faction intel, or poaching intel (an unhappy rival adventurer who may be easier to lure away — 25% cost discount and 15% success bonus for 2 weeks).

Granary

Food storage and supply chain. Unlocks gatherer roles and boosts all raw material gathering.

T1Guild Tier 2 · 2,500g
  • Gathering Bonus +10%
  • Unlocks: Forager, Miner
T2Guild Tier 3 · 8,000g
  • Gathering Bonus +20%
  • Autumn Harvest: all gatherers produce +25% yield during the Autumn season.
  • If food stores exceed threshold at season end, all adventurers gain +1 VIT for the next season.
  • Unlocks: Farmer, Fisher
T3Guild Tier 5 · 20,000g
  • Gathering Bonus +30%
  • 15% chance per crafting material consumed to refund it. Reduces waste, sustains production.

Quarry

Stone extraction. Boosts construction speed and unlocks Lumberjack gatherer at Tier 2.

T1Guild Tier 3 · 3,500g
  • Construction Speed Bonus +5%
T2Guild Tier 4 · 10,000g
  • Construction Speed Bonus +5%
  • Wood Gathering Bonus +5%
  • Stone Gathering Bonus +5%
  • Chance to discover rare materials during construction projects
  • Unlocks: Lumberjack
T3Guild Tier 5 · 24,000g
  • Construction Speed Bonus +10%
  • Wood Gathering Bonus +5%
  • Stone Gathering Bonus +5%
  • Buildings are never shoddy — prevents negative quality outcomes during construction
  • Geomancer Class gains +2 OVR

Academy

Youth trainee development. Unlocks the Academy system and scales recruit and instructor capacity.

T1Guild Tier 2 · 5,000g
  • Academy Stat Growth Bonus +3%
  • Unlocks: Instructor, Academy
  • Recruit Max: 10
  • Instructor Max: 1
T2Guild Tier 5 · 15,000g
  • Academy Stat Growth Bonus +6%
  • Unlocks 5 training focus paths per trainee in the Youth Development panel: Core Discipline, Elective Studies, General Studies, Master's Apprenticeship, and Scholar's Path. All focus-area stat gains boosted by +15%.
  • Each semester, 5% chance a youth prospect is flagged as a Prodigy — their highest potential category upgrades by one tier.
  • Recruit Max: 15
  • Instructor Max: 2
T3Guild Tier 6 · 35,000g
  • Academy Stat Growth Bonus +9%
  • When a 5+ year veteran retires, 20% chance a relative appears: sibling (60%), child entering Academy (25%), or cousin (15%). All carry the Family Legacy trait.
  • Recruit Max: 20
  • Instructor Max: 4

Reception

The guild front desk. Draws more applicants and builds renown. Hospitality at T3.

T1Guild Tier 2 · 2,000g
  • Recruit Applicant Bonus +25%
  • Renown Per Week +1
  • Newly hired adventurers start with +5 morale. A proper welcome matters.
  • Receptionist automatically negotiates contract renewals at year-end for flagged members. Negotiation quality scales with skill.
  • Unlocks: Receptionist
T2Guild Tier 3 · 7,000g
  • Recruit Applicant Bonus +50%
  • Renown Per Week +2
  • Trial by Fire (Week 30): An annual recruitment event where 10 prospective applicants are drafted into two teams of 5 to battle each other. All 10 are fully scouted, and the winning team each gain +2 OVR. The top performer earns the Proven trait.
T3Guild Tier 5 · 18,000g
  • Recruit Applicant Bonus +1
  • Renown Per Week +3
  • Hospitality: Set a preferred class for incoming applicants. Common/Uncommon classes appear more frequently; Rare/UltraRare preferences guarantee a minimum 10% chance per adventurer applicant so you can reliably recruit the class you want.