Guild Management
Managing Finances
Your Treasury is your guild's economic dashboard — much more than a balance sheet.
WHAT YOU'LL SEE:
⬢ GOLD BALANCE — current treasury, with a 26-week sparkline showing trajectory.
⬢ WEEKLY NET — true week-over-week change in your gold (income minus expenses, calculated as the delta from last week's final balance).
⬢ INCOME BREAKDOWN — quest contracts, raid earnings, faction contracts, passive income from renown ("standing bonus"), market activity, treasurer trades, and more — itemized line-by-line.
⬢ EXPENSE BREAKDOWN — adventurer wages, staff salaries, training costs, construction, all itemized.
⬢ FINANCIAL HEALTH — one of six states (Thriving / Solvent / Stable / Strained / Critical / Bankrupt) calculated from runway and weekly net.
⬢ PROJECTION — runway in weeks, based on a rolling 12-week average to smooth single-week noise.
UPGRADE PATH (Treasury building):
⬢ T1 — Passive income: 50g/week + 10g/week per year as your guild matures.
⬢ T2 — Doubles passive income. Unlocks the TREASURER staff role — they auto-trade materials weekly using your sell/buy rules.
⬢ T3 — Annual interest (2%) on your gold. Golden Reserve: gold cannot drop below 500g. Endowment Fund: 0.5% weekly interest on gold above 50,000g.
STAYING SOLVENT:
A warning banner appears when projected runway drops below 8 weeks. Common rescues:
⬢ Sell surplus materials (or hire a Treasurer to do it at scale).
⬢ Push parties into more quests — they're your primary income.
⬢ Release expensive low-potential adventurers before contract renewal.
⬢ Aim to keep 4-8 weeks of wages in reserve.
A bankrupt guild dies — adventurers desert when wages can't be paid. Watch Financial Health, not just the gold number.
Financial Health
Your Treasury now provides a comprehensive financial dashboard to help you manage your guild's economy.
GOLD HISTORY:
A sparkline chart shows your gold balance over the past 26 weeks, giving you a visual sense of whether you're trending up or down.
FINANCIAL HEALTH:
Your guild's financial state is categorized into one of six levels based on your weekly net income and savings runway:
⬢ THRIVING — Strong income, deep reserves
⬢ SOLVENT — Healthy finances with comfortable margins
⬢ STABLE — Breaking even, adequate reserves
⬢ STRAINED — Spending exceeds income, reserves declining
⬢ CRITICAL — Dangerously low gold, immediate action needed
⬢ BANKRUPT — No gold remaining. Adventurers will desert.
RUNWAY:
Your projected runway shows how many weeks your current gold will last based on a rolling 12-week average of income and expenses. When runway drops below 8 weeks, a warning banner appears.
TREASURER:
Hire a Treasurer (unlocks at Treasury T2) to automate market trades and optimize your finances. At Treasury T3, your guild earns annual interest on savings and benefits from a Golden Reserve safety net.
Training Adventurers
Your Training Yard is ready for use.
Adventurers not on quests can train to improve their stats. Different programs focus on different attributes.
Hire Instructors to boost training effectiveness. Choose training intensity based on risk tolerance. Training is how good adventurers become great ones.
Hiring Professionals
Professionals provide passive bonuses to your guild operations. They appear in the Recruit tab alongside adventurers.
Crafting professionals:
⬢ BLACKSMITH — Forges weapons and heavy armor
⬢ LEATHERWORKER — Crafts light armor and accessories
⬢ ALCHEMIST — Brews potions and consumables
⬢ ENCHANTER — Imbues items with magical properties
⬢ JEWELER — Creates rings and amulets
⬢ RUNESMITH — Inscribes powerful runes (unlocks at higher tiers)
⬢ CHIRURGEON — Speeds injury recovery and reduces death chance
Support professionals:
⬢ COOK — Boosts party power on quests
⬢ CHRONICLER — Improves renown gains
⬢ CARTOGRAPHER — Reduces ambush chance, creates tower intel maps
Each professional has a skill level that improves with practice. Higher skill means better results — a master Blacksmith forges far superior gear than an apprentice.
Guild Buildings
Your guild can construct and upgrade buildings through the Construction system.
Buildings provide powerful passive bonuses and unlock new capabilities. There are 29 buildings across 5 categories:
⬢ GROUNDS — Training Yard, Barracks, Armory, Infirmary, Sparring Pit, Mess Hall
⬢ OPERATIONS — War Room, Scouting Post, Expedition HQ, Cartography Hall, Pathfinder's Lodge
⬢ COMMERCE — Marketplace, Treasury, Salvage Station, Trade Routes, Warehouse
⬢ MAGE'S TOWER — The Stacks, Alchemy Lab, Enchanting Chamber, Observatory, Rune Circle, Archive, Sanctum
⬢ GUILD HALL — Workshop, Tavern, Granary, Quarry, Academy, Reception
Each building can be upgraded through 3 tiers (T1 → T2 → T3), with each tier providing stronger effects. Some buildings unlock new staff roles or game features when constructed.
Construction requires materials, gold, and an Overseer to oversee the project. Assign crew members from your roster to speed up construction. The quality of the finished building depends on your Overseer's skill and crew — ranging from Shoddy to Masterwork.
Certain building pairs create Synergies when both reach T2+, granting bonus effects.
Buildings: Grounds
GROUNDS buildings form the physical foundation of your guild. They govern training, health, combat readiness, housing, and meals.
TRAINING YARD — Training XP & Instructor Capacity
T1 (3,500g): +10% Training XP. Unlocks Instructor role (3 slots). Drill Sergeant: recruits below level 10 gain 50% bonus training XP. Auto-Training: set adventurers to auto-enroll (Weakness Training, Highest Tier, or locked program).
T2 (12,000g, Tier 3): +20% total Training XP. 6 Instructor slots. 50% chance of secondary stat +1 per training week. Veteran XP: +50% for level 10+. Sparring Partners: party-mates training the same stat gain +1 growth.
T3 (30,000g, Tier 5): +40% total Training XP. 10 Instructor slots. 75% secondary stat chance. Veteran XP: +100% for level 10+. War College: level 15+ mentors teach level 8 or below for 13 weeks, granting +1 to mentor's two highest stats.
BARRACKS — Morale & Rest Recovery
T1 (2,500g): +1 morale/week. 5% party rest skip chance. Bunk Bonds: 10% seasonal chance for idle adventurers to form a Bond (+2 teamwork when partied together).
T2 (8,000g, Tier 2): +2 morale/week total. 10% rest skip. Rest Recovery Wing: idle for 2+ weeks grants +1 to lowest stat until next quest.
T3 (20,000g, Tier 4): 15% rest skip. Veterans Wing: 3+ year veterans gain +1 morale/week and 5% reduced desertion.
ARMORY — Equipment Durability & Repair
T1 (3,000g, Tier 2): +10% equipment durability. Unlocks Quartermaster role.
T2 (10,000g, Tier 3): -10% repair cost. Repair All: batch-repair all damaged equipment.
T3 (25,000g, Tier 5): +15% durability total. -15% repair cost total. Auto Repair: Quartermasters repair returning adventurers' gear weekly. Master Fitting: equipped gear grants +1 to primary stat.
INFIRMARY — Healing & Injury Reduction
T1 (4,000g, Tier 2): -5% medical cost. Unlocks Chirurgeon role + Basic/Standard recipes.
T2 (12,000g, Tier 4): -1 recovery weeks. 25% instant heal chance. Advanced Chirurgeon recipes. Triage Ward: when 3+ members injured in one quest, worst injury drops one severity.
T3 (30,000g, Tier 6): -2 recovery weeks total. 50% instant heal chance. -15% death prevention. Expert/Master Chirurgeon recipes. Phoenix Protocol: critical injury survivors gain Scarred Survivor (+2 CON, +2 END permanently).
SPARRING PIT — Combat Bonuses & Injury Prevention
T1 (3,000g, Tier 2): +5% combat quest XP. +3% injury prevention. Ranked Sparring: weekly champion gains +1 to highest combat stat (temporary).
T2 (9,000g, Tier 3): +10% combat XP. +8% injury prevention. +10% quest & raid XP. Challenge Matches: rivals may demand sparring matches.
T3 (22,000g, Tier 5): +15% combat XP. +13% injury prevention. +20% quest & raid XP. +5% all warfare effects. Proving Grounds: new recruits gain +3 to highest stat.
MESS HALL — Morale & Meal Buffs
T1 (2,000g, Tier 1): +1 morale/week. Unlocks Cook role + Basic/Standard recipes. Family Dinner: idle/training/resting adventurers gain +1 to a rotating stat weekly (Cook skill 75+ gives +2). Stacks up to 6, consumed on dispatch or season change.
T2 (7,000g, Tier 2): +2 morale/week total. -5% desertion. Advanced Cook recipes. Menu Planning: Cook sets weekly menu (Hearty: +HP, Energizing: +SPD, Refined: +morale).
T3 (18,000g, Tier 4): +5 morale/week total. -20% desertion total. Expert/Master Cook recipes. Feast Before Battle: before tower descents, +2 ALL stats for the attempt (costs 500g + materials).
Buildings: Operations
OPERATIONS buildings govern raids, scouting, expeditions, mapping, and exploration.
WAR ROOM — Raids, Tower, & Strategy
T1 (5,000g, Tier 2): +5 Tactician OVR bonus. +2 raids/year. Unlocks Raid Expeditions.
T2 (15,000g, Tier 4): +10 Tactician OVR total. +4 raids/year. Unlocks Tower Assault + Tower Preparation training. Strategic Focus: seasonal choice of Quest Ops (+10% quest rewards), Raid Ops (+10% raid rewards), or Tower Campaign (+5% tower power). Territorial Hold: +25% tower floor decay timers.
T3 (35,000g, Tier 6): +15 Tactician OVR total. +6 raids/year. +5% tower damage. Floor Intel: each tower attempt on a floor reduces difficulty by 1% (max -5%). Territorial Hold upgraded to +50%.
SCOUTING POST — Scout Speed & Intel
T1 (3,000g, Tier 2): +10% scout speed. 12 scout slots. Early Insight: at 50% scouting, one trait revealed early. Scout Reports: fully scouted rivals show top 3 adventurers.
T2 (9,000g, Tier 3): +5 Scouting OVR. 18 scout slots. 2 headhunter slots. Field Intelligence: scouts gather intel twice as fast. Full rival intel reports.
T3 (22,000g, Tier 5): 24 scout slots. 4 headhunter slots. Expert Reconnaissance: all scout assignments complete at double speed.
EXPEDITION HQ — Raid Success & Tower Support
T1 (4,000g, Tier 2): +2 raids/year. +3% raid success.
T2 (12,000g, Tier 3): +6 raids/year total. +6% raid success total. -5% raid duration.
T3 (28,000g, Tier 5): +16 raids/year total. +3% tower success. -5% death prevention. +5% all expedition effects. -10% raid duration total. Siege Protocols: each failed tower boss attempt reduces that boss's HP by 5% (max -25%). Garrison: assign a party to freeze decay on a 10-floor range.
CARTOGRAPHY HALL — Quest Discovery & Mapping
T1 (4,500g, Tier 3): +10% quest discovery. Unlocks Cartographer role + Basic/Standard Scribe/Cartographer/Chronicler recipes.
T2 (13,000g, Tier 4): +20% quest discovery total. +3 quest board minimum. Advanced recipes. Dungeon Mapping: after 3 completions in a region, +5% OVR ratio on future quests there.
T3 (30,000g, Tier 6): +30% quest discovery total. +9 quest board minimum. +1 raid board minimum. Expert/Master recipes. Route Optimization: mapped regions also reduce quest duration by 1 week.
PATHFINDER'S LODGE — Exploration & Wilderness
T1 (3,500g, Tier 3): -3% negative events. -5% quest duration. Unlocks Hunter role. Trail Blazing: first successful quest in each region per year gives +50% gold and renown.
T2 (10,000g, Tier 4): -6% negative events. +1 morale/week. -10% quest duration. Unlocks Trapper role. Wilderness Cache: 10% chance on wilderness quest success to find 2-4 bonus materials.
T3 (24,000g, Tier 6): -9% negative events. -20% quest duration total. Unlocks Salvager role. Ambush Warning: ambush events show 1 week early. Northern Ranger class gains +2 OVR.
Buildings: Commerce
COMMERCE buildings generate gold, manage storage, and facilitate trade.
MARKETPLACE — Sell Prices & Loot Value
T1 (3,000g, Tier 2): +5% sell price. +3% loot value.
T2 (9,000g, Tier 3): +10% sell price. +6% loot value. Bulk Deals: selling 3+ items in one batch gives +10% bonus gold.
T3 (22,000g, Tier 5): +15% sell price. +9% loot value. +5% all transactions. Black Market Contacts: Rare+ items sell for 2x through underground channels.
TREASURY — Passive Income & Financial Safety
T1 (5,000g, Tier 3): 50g/week + 10g/week per year (growing investments). Bidding Wars: 1% chance to double a market sale's value.
T2 (14,000g, Tier 4): 100g/week + 20g/week per year. Unlocks Treasurer role. Prestige Lots: S-Tier item sales award +1 Renown.
T3 (32,000g, Tier 6): 150g/week + 30g/week per year. +2% annual interest. Golden Reserve: gold cannot drop below 500g. Endowment Fund: 0.5% weekly interest on gold above 50,000 (capped at 500 + Treasurer skill bonus).
SALVAGE STATION — Material Recovery
T1 (2,500g, Tier 3): +5% salvage yield. Auto Scrap: automatically scrap common items below threshold.
T2 (8,000g, Tier 4): +10% salvage yield. 5% recipe discovery on salvage. Reforge: downgrade quality tier to restore full durability (half material cost, keeps enchantments).
T3 (20,000g, Tier 5): +15% salvage yield. Clean Scrap: scrapping Rare+ items returns their primary crafting material.
TRADE ROUTES — Trading Capacity & Alliances
T1 (4,000g, Tier 3): +10% ally income/week. +5 trades/week, +100 materials/trade. Trade Ledger: 5+ trades with a rival makes them a Preferred Partner (+10% trade value).
T2 (11,000g, Tier 4): +20 ally income/week. +10 trades/week, +200 materials/trade. Caravan Contracts: seasonal guard quest for guaranteed gold + rival trust.
T3 (26,000g, Tier 6): +30 ally income/week. +15 trades/week, +500 materials/trade. Ally Gifts: 5% chance per season to receive a random item from an allied guild.
WAREHOUSE — Material Storage
T1 (3,000g, Tier 2): Storage capacity 2,000 per material (up from 1,000).
T2 (10,000g, Tier 4): Storage capacity 5,000. Overflow Sale: excess materials auto-sold at 50% market value.
T3 (25,000g, Tier 6): Storage capacity 10,000. 5% discount on market material purchases.
Buildings: Mage's Tower
MAGE'S TOWER buildings focus on knowledge, magic, enchanting, astrology, and arcane arts.
THE STACKS — XP & Recipe Discovery
T1 (3,500g, Tier 2): +5% XP bonus. +2% recipe discovery. Unlocks Scribe role. Portrait Reveal: Scribes sketch portraits of unscouted recruits weekly.
T2 (10,000g, Tier 3): +1 raid victory renown. +4% recipe discovery total. Unlocks Chronicler role. Research Group: adventurers earn 1% of current level XP weekly while resting.
T3 (24,000g, Tier 5): +2 raid victory renown. +6% recipe discovery total. Lore Mastery: -5% XP required to level up all heroes.
ALCHEMY LAB — Potions & Refinement
T1 (4,000g, Tier 3): Unlocks Alchemist + Herbalist roles. Basic/Standard recipes.
T2 (12,000g, Tier 4): +10% crafting speed. Advanced recipes. Alchemical Catalyst: 5% chance for 2x items when refining.
T3 (28,000g, Tier 6): +30% crafting speed total. Expert/Master recipes. Arcane Catalyst: 3% chance for 3x items when refining.
ENCHANTING CHAMBER — Magical Crafting
T1 (4,500g, Tier 3): Unlocks Enchanter role. Basic/Standard Enchanter/Runesmith/Diviner recipes.
T2 (13,000g, Tier 4): +5% enchant quality. Unlocks Runesmith role. Advanced recipes.
T3 (30,000g, Tier 6): +15% enchant quality total. Unlocks Diviner role. Expert/Master recipes.
OBSERVATORY — Astrology & Celestial Events
T1 (4,500g, Tier 3): +3% astrologer OVR bonus. Celestial Alignment: 1% chance to double quest rewards. Stargazer's Forecast: weekly readings grant +2 or -2 to a stat for available adventurers.
T2 (13,000g, Tier 4): +6% astrologer OVR total. Shining Star: 12% chance to warn 3 weeks before an S-Tier adventurer appears.
T3 (30,000g, Tier 6): +9% astrologer OVR total. From The Brink: Astrologer prevents raid member deaths. Oracle class gains +2 OVR.
RUNE CIRCLE — Equipment & Arcane Training
T1 (5,000g, Tier 4): +3% equipment bonus. +3% training efficiency. Basic/Standard Jeweler recipes.
T2 (14,000g, Tier 5): +6% equipment bonus. +6% training efficiency. +10% arcane training. Advanced Jeweler recipes. Runic Attunement: equipped items gain power over time.
T3 (32,000g, Tier 6): +9% equipment bonus. +9% training efficiency. +20% arcane training. Expert/Master Jeweler recipes. Soul Bond: gear bonded 1+ year gains permanent +2 all stats. Hexblade class gains +2 OVR.
ARCHIVE — Rare Discoveries
T1 (3,500g, Tier 2): +3% recipe discovery. +1% legendary chance.
T2 (11,000g, Tier 4): +6% recipe discovery. +2% legendary chance. Lost Recipe: discover unique items not available elsewhere.
T3 (28,000g, Tier 6): +9% recipe discovery. +3% legendary chance. +5% all arcanum effects. Forbidden Knowledge: special quest chain with lore rewards + powerful gear. Arcane Mage class gains +2 OVR.
SANCTUM — Spiritual Wellness
T1 (5,000g, Tier 4): +2 morale. +4% rest recovery.
T2 (15,000g, Tier 5): +4 morale total. +8% rest recovery. Unlocks Essence Harvester role. Meditation: max-morale adventurers gain +1 random stat per season.
T3 (35,000g, Tier 6): +6 morale total. +12% rest recovery. Inner Peace: resting/idle adventurers are shielded from morale loss when party members die in the field.
Buildings: Guild Hall
GUILD HALL buildings provide essential guild infrastructure — crafting, social spaces, resource gathering, construction, training, and reception.
WORKSHOP — Crafting Station
T1 (3,000g, Tier 1): Unlocks Blacksmith + Armorer roles. Basic/Standard Blacksmith and Armorer recipes.
T2 (10,000g, Tier 3): +5% craft speed. Unlocks Tailor + Jeweler roles. Advanced Blacksmith/Armorer recipes. Basic/Standard/Advanced Tailor recipes.
T3 (25,000g, Tier 5): +10% craft speed total. +5% crafting quality. Expert/Master Blacksmith/Armorer/Tailor recipes. Master Craftsman's Mark: crafters with skill 75+ have 10% chance to produce one quality tier higher.
TAVERN — Morale & Intelligence
T1 (3,000g, Tier 1): +2 morale/week. Unlocks Bartender role.
T2 (10,000g, Tier 3): +4 morale/week total. -5% desertion. Rumor Mill: 15%+ weekly chance the Bartender generates a quest with guaranteed Rare+ loot.
T3 (25,000g, Tier 5): +6 morale/week total. Bard class gains +2 OVR. The Back Room: 10%+ weekly chance for actionable tips (trade leads, recruitment intel, poaching opportunities with 25% cost discount and 15% success bonus).
GRANARY — Gathering & Food
T1 (2,500g, Tier 2): +10% gathering bonus. Unlocks Forager + Miner roles.
T2 (8,000g, Tier 3): +30% gathering bonus total. Unlocks Farmer + Fisher roles. Seasonal Harvest: choose to stockpile materials or sell surplus. Seasonal Stockpile: food stores above threshold grant all adventurers +1 VIT.
T3 (20,000g, Tier 5): +60% gathering bonus total. Supply Chain Mastery: 15% chance per crafting material consumed to refund it.
QUARRY — Construction & Stone
T1 (3,500g, Tier 3): +5% construction speed.
T2 (10,000g, Tier 4): +5% wood gathering. +5% stone gathering. Unlocks Lumberjack role. Deep Excavation: chance to discover rare materials during construction.
T3 (24,000g, Tier 5): +10% construction speed total. Quality Work: buildings are never Shoddy. Geomancer class gains +2 OVR.
ACADEMY — Youth Development
T1 (5,000g, Tier 4): +3% academy stat growth. Unlocks Academy Training system. +10 max recruits. +1 instructor slot.
T2 (15,000g, Tier 5): +9% academy stat growth total. +25 max recruits. +3 instructor slots. Curriculum Specialization: set a focus (Combat/Magic/Support) for +3 OVR in that discipline on graduation. Prodigy Watch: 5% chance per semester a prospect's highest potential category upgrades one tier.
T3 (35,000g, Tier 6): +18% academy stat growth total. +45 max recruits. +6 instructor slots. Bloodline Legacy: when a 5+ year veteran retires, 20% chance a relative appears (sibling, child entering Academy, or cousin) with Family Legacy trait.
RECEPTION — Recruitment & Renown
T1 (2,000g, Tier 2): +25% recruit applicants. +1 renown/week. Unlocks Receptionist role. First Impressions: new hires start with +5 morale. Contract Auto-Renewal: Receptionist negotiates year-end renewals.
T2 (7,000g, Tier 3): +50% recruit applicants total. +2 renown/week. Trial by Fire (Week 30): annual event where 10 prospects battle in two teams. Winners gain +2 OVR, top performer earns Proven trait.
T3 (18,000g, Tier 5): +100% recruit applicants total. +3 renown/week. Hospitality: set a preferred class for incoming applicants.
The Construction System
Building your guild's infrastructure is no simple task. The Construction system governs how buildings are planned, built, and upgraded.
THE PROCESS:
⬢ SELECT A PROJECT — Choose a building to construct or upgrade from the Guild Hall
⬢ ASSIGN AN OVERSEER — Your Overseer oversees the project. Their skill directly affects build quality
⬢ ASSIGN CREW — Laborers from your roster speed up construction. More hands = faster progress
⬢ GATHER MATERIALS — Each project requires specific materials and gold
⬢ WAIT — Construction progresses weekly. Events may help or hinder the project
QUALITY:
When a building is completed, its quality is rolled based on your Overseer's skill, crew expertise, and Construction Yard tier. Quality ranges from Shoddy to Masterwork — and permanently affects the building's effectiveness.
⬢ SHODDY — Reduced effectiveness. Can be repaired later at cost.
⬢ STANDARD — Normal effectiveness.
⬢ QUALITY BUILD — Slightly improved.
⬢ SUPERIOR — Notably improved.
⬢ MASTERWORK — The finest craftsmanship. All effects enhanced.
A skilled Overseer with an experienced crew and a high-tier Construction Yard is the recipe for Masterwork buildings. Invest in your construction infrastructure — the bonuses are permanent.
Building Synergies
When certain building pairs BOTH reach Tier 2 or higher, they create a Synergy — a bonus effect neither building provides alone. Visible as a purple badge in your Guild Hall header; synergized buildings show a purple ring with a lightning-bolt icon.
THE 6 CANONICAL SYNERGIES:
⬢ COMBAT ACADEMY — Training Yard T2+ AND Sparring Pit T2+
First quest each season awards 2× XP to all party members.
⬢ MEDICAL WING — Alchemy Lab T2+ AND Infirmary T2+
Injuries heal 1 week faster. Alchemical remedies flow directly to infirmary beds.
⬢ GRAND LIBRARY — The Stacks T2+ AND Archive T2+
+5% recipe discovery chance. Cross-referencing reveals lost knowledge.
⬢ COMMAND CENTER — War Room T2+ AND Expedition HQ T2+
+5% raid success AND +10% tower damage reduction. Tacticians coordinate with expedition planners.
⬢ TRADE EMPIRE — Marketplace T2+ AND Trade Routes T2+
-15% market buy price (bulk import orders via your trade connections).
⬢ GUILD CULTURE — Tavern T2+ AND Barracks T2+
Morale floor rises to 30 — adventurers can never drop below 30 morale, no matter what disasters strike.
Effects are automatic — no activation needed. Think of synergies as a reward for balanced infrastructure investment rather than rushing a single building to T3. A guild that develops 3 synergistic pairs collects more compounding effects than a guild that maxes one tower.
Building Annual Events
Once you upgrade specific buildings to Tier 3, they begin hosting ANNUAL EVENTS — narrative occurrences that fire roughly once per year and deliver substantial in-the-moment bonuses.
HOW THEY WORK:
⬢ Trigger conditions: building must be at Tier 3 AND match the event's seasonal timing (some fire at season start, mid-year, year-end, or random week).
⬢ Most events are guaranteed (100% chance per year); a few are conditional (50-75%).
⬢ Each event posts a Front Desk feed entry with narrative flavor + applies its mechanical effect immediately.
THE 8 EVENTS:
⬢ LEGENDARY BARD NIGHT (Tavern T3, random week, 100%)
A legendary bard performs at the tavern. All adventurers gain +15 morale.
⬢ CELESTIAL CONVERGENCE (Observatory T3, season start, 100%)
A rare alignment boosts all arcane stats by +2 for 4 weeks across the entire roster.
⬢ TOURNAMENT OF ARMS (Training Yard T3, mid-year, 100%)
Annual guild tournament. Winner gains +3 to their highest combat stat. All participants gain +5 morale.
⬢ THE LOST TOME (Archive T3, random week, 75%)
Scribes uncover a forgotten recipe + grant Scribes a 500 XP bonus.
⬢ SPIRITUAL AWAKENING (Sanctum T3, year end, 100%)
One adventurer has a spiritual breakthrough. Their effective potential ceiling rises by +5 (capped at the natural tier maximum).
⬢ MEDICAL BREAKTHROUGH (Infirmary T3, random week, 50%)
The Chirurgeon discovers a revolutionary treatment. ALL injured adventurers are immediately healed.
⬢ TRADE FESTIVAL (Marketplace T3, season start, 100%)
A regional festival boosts all market sell prices by +25% for 3 weeks.
⬢ MASTERWORK INSPIRATION (Workshop T3, random week, 60%)
A crafter has a flash of inspiration. The next crafted item is guaranteed A-quality or higher.
WHY THESE MATTER:
Annual events are part of the long-term incentive structure for upgrading buildings to T3. Many T3 mechanical bonuses are valuable but incremental; the events are large, narrative, memorable. A guild with all 8 T3 buildings receives 7-8 substantial bonuses per year on top of all the per-week mechanical effects.
Plan your construction queue with these in mind. The Sanctum T3 awakening alone — a free +5 potential boost — can dramatically reshape a roster across 5+ years.
Warehouse & Storage
Every guild has limited space for materials. Your Warehouse determines how much of each material you can stockpile.
Without a Warehouse, storage is modest. Each tier of the Warehouse building dramatically increases your per-material cap, which matters more than you might think — trading, crafting, and gathering all generate materials, and hitting your cap means excess is lost.
The Warehouse also unlocks quality-of-life features at higher tiers, including automatic overflow handling. If your guild trades heavily or runs multiple gathering operations, investing in Warehouse upgrades pays for itself quickly.
Check your current storage cap in the Guild Hall under the Warehouse building detail. If you find yourself bumping against limits during trades, this is the building to prioritize.
Trade Routes & Capacity
The Crown regulates commerce between guilds. Your Trade Routes building determines how many trades you can execute each week and how many materials can move in a single transaction.
Without Trade Routes, your guild can conduct only a handful of small exchanges. Each tier expands both the frequency and volume of your trading — from modest bartering to the kind of large-scale material transfers that fund serious construction projects.
The building tier roadmap in the Guild Hall shows exact capacity values for each tier. If you find yourself wanting to trade more than your limits allow, upgrading Trade Routes is the solution. These limits apply to all guild-to-guild material trades — both those you initiate and those you accept.
Roster Management
A well-managed roster is key to success:
⬢ ROSTER CAP — Limited slots. Higher guild tiers = more space.
⬢ CONTRACTS — Longer contracts cost more but save renewal hassle.
⬢ RELEASING — Sometimes you must let someone go. Low potential or budget reasons.
⬢ DEPTH — Aim for 2+ full parties so one can quest while another trains/recovers.
Don't hoard D-Tiers. Make room for better prospects when they appear!
The Guild Commander
Your Guild Commander is a designated adventurer who serves as your guild's face — the second-in-command whose leadership radiates through morale, recruitment, and weekly counsel.
CHOOSING A COMMANDER:
Any roster adventurer can be designated. Pick someone with strong Leadership, Charisma, and Trustworthiness — the commander score also weighs their chemistry with the roster, their relationships, their career record, and their tenure in the guild.
WHAT THE COMMANDER DOES:
⬢ RECRUITMENT APPEAL — A charismatic Commander attracts more applicants (visible in Recruit tab).
⬢ MORALE PRESENCE — Their leadership stabilizes guild-wide morale and deters desertion.
⬢ WEEKLY BRIEFING — They file a weekly note in their own voice: reactions to the week's events, roster advice, and warnings about flaws, transfers, and poach risks.
⬢ AUTO-DEPLOY DIRECTIVE — Optional: when enabled, the Commander auto-deploys idle parties to suitable quests on week-end ticks. Saves micromanagement for guilds with many parties.
⬢ MERCENARY-BRAND WARNINGS — The Commander warns when your transfer count is approaching the threshold for the Mercenary Brand stigma.
⬢ COMMANDER TRUST — A private trust rating between you and your Commander. It grows when you act on their advice (signings they endorsed, role gaps filled, optimizer suggestions applied) and erodes when adventurers die avoidably. Higher trust brings more candid, personal counsel.
THE COMMANDER CHRONICLE:
Your Commander keeps a memory of significant guild events — deaths, tower milestones, raid outcomes, financial crises. These memories resurface in their weekly briefings as recollections, building a multi-year history that flavors the guild's narrative arc.
CHANGING COMMANDERS:
You can rotate Commanders, but changes reset accumulated trust and unsettle members holding a Commander Clause. A Commander who served at least 26 weeks leaves a permanent legacy buff when they step down. Think of the Commander as a long-term partner — pick deliberately, not casually.
Contract Auto-Renewal
Managing dozens of contracts manually each year is tedious work — which is exactly why your Receptionist can handle it for you.
CONTRACT AUTO-RENEWAL:
When enabled, your Receptionist will automatically negotiate contract extensions at week 48 each year for all flagged members. You control a master toggle (on/off for the entire guild) and can opt individual members in or out.
Not everyone will renew. Your Receptionist evaluates each member's disposition — only those who are content or loyal will agree to extend. Members who are unhappy, who have been offered wages beyond your budget cap, or who have already refused once will be skipped.
Your Receptionist's skill affects negotiation quality. A skilled Receptionist negotiates closer to market rate; a novice may overpay. You can set a budget ceiling to prevent excessive wage commitments.
The system reports which members renewed, which were skipped, and why — so you can intervene manually where needed before contracts expire at year's end.
Financial Warning
Your gold is running low! A bankrupt guild is a dead guild.
Survival tips:
⬢ WEEKLY WAGES — Everyone expects payment. Budget carefully.
⬢ QUEST INCOME — Keep parties questing. It's your main revenue.
⬢ SELL MATERIALS — Convert surplus to emergency gold.
⬢ CUT COSTS — Release expensive adventurers if needed.
⬢ EMERGENCY FUND — Try to keep 4-8 weeks of wages in reserve.
If gold hits zero: no wages → morale crash → mass desertion → game over.
Ready to Advance
Guild Master — I have good news. You've accumulated enough renown and gold to advance your guild to the next tier.
Open the Guild tab and look for the "Charter Upgrade" section. Upgrading your tier unlocks:
• More party slots for larger operations
• Higher roster and staff capacity
• New building slots and operational licenses
• Higher-tier quests with better rewards
Don't sit on this. A guild that stagnates is a guild that falls behind its rivals.
The Value of Renown
Ah, I see your guild's renown is growing. Let me explain something important that many Guild Masters overlook.
Your renown directly generates passive gold income every week — a "Standing Bonus." The higher your renown, the more gold flows in automatically.
Check your Treasury tab to see the breakdown. You'll find a "Standing Bonus" line — that's your renown at work.
This creates a virtuous cycle: complete quests to earn renown, which earns you gold, which funds more adventurers, which complete more quests. Understanding this loop is the key to a thriving guild.
Guild Specialization
At Guild Tier 5, you must choose a Specialization — a defining identity for your guild that grants powerful bonuses at a cost.
THE FOUR PATHS:
⬢ VANGUARD ORDER (Combat)
+10% quest/raid success across all parties
+5 OVR to your top 5 adventurers (elite-squad bonus)
Patron quest renown 2x → 2.5x for elimination/protection quests
Unlocks Champion's Challenge — duel a rival champion once per season for renown
Penalty: -10% market sell price (warriors, not merchants)
⬢ ARTISAN COLLECTIVE (Crafting)
+25% crafting speed on all jobs
+1 quality tier on quality rolls (D→C, C→B, etc.)
Refinement produces +1 extra output per batch
Unlocks Master Commission — faction crafting requests for gold + standing
Penalty: -10% quest gold (focus is the workshop, not the field)
⬢ MERCHANT CONSORTIUM (Trading)
+15% sell price on all market transactions
Treasurer skill XP gain doubled
Allied guild trade cooldowns reduced by 50%
Unlocks Trade Caravan — seasonal expedition for rare materials
Penalty: -5% combat XP from quests (counting coins, not swinging swords)
⬢ WAYFARER'S LODGE (Exploration)
+15% quest discovery (more quests appear on the board)
+10% tower damage reduction
Dungeon/exploration quests always include +1 optional objective
Unlocks Expeditionary Charter — intel-only tower runs revealing the next 5 floors
Penalty: -10% passive income from buildings (focus is the field, not the guild hall)
Each specialization grants meaningful bonuses while imposing a penalty in another area. There is no "best" choice — it depends on how you want to run your guild.
REORGANIZATION:
You can change specialization later, but it costs 50,000g + 500 renown + 8 weeks of reorganization. During reorganization, ALL bonuses AND penalties are suspended (you operate vanilla until the new spec activates). Choose carefully — switching is expensive.
Crown Combat License
The Crown does not permit guilds to operate beyond their proven capability. Your guild tier determines the maximum difficulty of quests and raids you are authorized to undertake.
As you advance through guild tiers, Ser Aldric grants increasingly powerful Combat Licenses that raise your operational ceiling. You can view your current license limits in the Crown Admin panel under each tier's detail view.
This means early guilds will face appropriately scaled challenges — and ambitious guilds must earn the right to take on the realm's most dangerous work. The Crown also requires demonstrated combat readiness before certifying higher tiers: a track record of completed quests, successful raids, and — at the highest tiers — proven tower descent capability.
If Aldric denies your certification for combat readiness, it means you haven't yet completed enough operations at your current license level. The remedy is straightforward: go do the work, then reapply.
Guild Hall Progression
Your Guild Hall's appearance evolves as you invest in buildings.
As the total level of all your buildings increases, your guild hall transforms through several visual tiers — from a humble Makeshift Camp to a Grand Citadel. Each tier features a unique banner, icon, and flavor reflecting your guild's growing stature.
Individual building cards also show visual styling based on their tier:
⬢ T0 — Unbuilt, grey
⬢ T1 — Constructed, basic styling
⬢ T2 — Upgraded, enhanced visuals
⬢ T3 — Mastered, premium styling
A tier distribution bar shows how your buildings are spread across tiers, and next-tier progress indicates how close you are to the next visual upgrade. This is cosmetic — but it's a satisfying reflection of your guild's growth.
Combat & Injuries
Dealing with Injuries
An adventurer has been injured. They cannot quest or train until they recover.
Injury severity affects recovery time:
• Minor: 2-3 weeks
• Major: 3-5 weeks
• Critical: 6-10 weeks
Hiring a Chirurgeon professional reduces injury chance and speeds recovery.
Loss and Memorial
A dark day. An adventurer has fallen in service to the guild.
Their name is added to the Memorial — never forgotten. Death is permanent. This is why we train, why we prepare, why we never send the unprepared.
Some adventurers may miraculously survive lethal blows. Those with high Survivability and Heroism have better chances.
A Nemesis is Born
This is grave news, Guild Master. A rivalry between two of your adventurers has festered into something far worse — a Nemesis bond.
Unlike a healthy rivalry that can push warriors to greatness, a Nemesis relationship is pure poison. These two despise each other with a hatred that endangers everyone around them.
The consequences are severe:
• -10% party damage when deployed together
• -15% morale for both when in the same party
• +15% injury risk from reckless behavior
• They cannot both serve as captain
You must NEVER deploy Nemeses in the same party. Separate them immediately. If the hatred runs too deep, you may need to let one of them go.
I have seen guilds torn apart from within by feuds like this. Do not let it happen to yours.
Classes & Combat Roles
Every adventurer has a Class determining their combat Role. Balance is crucial:
TANK — Absorbs damage (Knight, Warrior, Paladin, Holy Knight, Stone Druid, Oath Paladin, Warden, Drunken Monk, Aegis Warden)
HEALER — Restores health (Priest, Holy Paladin, Harmony Druid, Bard, Balance Monk, Tide Shaman, Arch Priest, Oracle)
MELEE — Close damage (Monk, Rogue, Assassin, Barbarian, Crusader Paladin, Earth Shaman, Lancer, Blood Knight, Dragoon, Berserker, Hexblade)
RANGED — Long damage (Archer, Ranger, Fire Mage, Frost Mage, Arcane Mage, Warlock, Sorcerer, Void Mage, Summoner, Beast Master, Totem Shaman, Northern Ranger, Geomancer, Chronomancer)
A balanced party: 1 Tank + 1 Healer + 3 Damage dealers. Check the "Role" column when recruiting!
Class Reference
Auto-generated reference for all 56 adventurer classes. Roles, primary/secondary stats, damage types, passive tags, and class abilities — all derived directly from class data. Hand-written explainers are planned for a future pass.
Damage Types
Combat in Gargadusa's Tower runs on eight damage types. Each class deals one or more of them. Enemies carry zero or more weaknesses and resistances. The interaction of class type vs enemy profile is one of the main levers between an easy fight and a wipe.
THE EIGHT TYPES
PHYSICAL — Warriors, Knights, Archers, Monks, Rangers, Lancers, Barbarians. The default martial type. Few enemies are broadly resistant; orc-class brutes are the main hard counter.
FIRE — Fire Mages, Sorcerers, Warlocks. Effective against swarmers and undead (wolves, goblins, rat swarms, skeleton archers).
ICE — Frost Mages, Tide Shamans, Frostguards, Northern Rangers, Mistwalkers. Punishes the largest brutes (ogres, orc warchiefs) and quenches elementals and dragons.
ARCANE — Arcane Mages, Sorcerers, Bards, Chronomancers. Cuts through martial enemies that resist physical attacks.
HOLY — Priests, Paladin variants, Holy Knights, Balance Monks, Arch Priests. Strong against cult enemies, the undead, and anything tagged Shadow.
NATURE — Druids, Shamans, Rangers, Beast Masters. Niche but reliable against swarmers.
SHADOW — Rogues, Assassins, Warlocks, Void Mages, Blood Knights, Hexblades. Resisted by Holy-aligned enemies; strong against various rare targets.
LIGHTNING — Lancers, Stormcallers, Levinguards. The rarest school in the guild registers. It finds the seams in hired steel and brings harpies and drakes out of the sky; giants and old stone shrug it off.
STATS BEHIND THE DAMAGE
Stats and damage types are two separate axes. A class's primary and secondary stats drive its raw OVR — the big number on the recruit card. Damage type only kicks in once a fight starts, scaling that base power up or down based on the enemy lineup.
Heavy melee classes lean on STR + CON + DEF for raw output. Precision damage flows from DEX + AGI + SPD. Elemental and arcane classes need ARC + INT. Divine and primal classes scale with WIS + ARC. Two classes with the same damage type can have completely different stat profiles — Rogue (Shadow, DEX-based) and Warlock (Shadow, ARC-based) prove the point. Stats determine "how hard can they hit," damage type determines "does this hit land for more or less against this enemy."
WEAKNESS AND RESISTANCE
When a fight starts, each adventurer's damage type is checked against the entire encounter:
weakCount = enemies in the fight that are weak to your type
resistCount = enemies in the fight that resist your type
totalEnemies = enemies in the fight
modifier = ((weakCount − resistCount) / totalEnemies) × 20%
If the whole encounter is weak to Fire, your Fire Mage swings for +20%. If the whole encounter resists Fire, that same Fire Mage swings for −20%. Mixed encounters scale proportionally — three goblins (weak to Fire) plus three orc warriors (no Fire interaction) average to +10% for your Fire Mage.
The ±20% scalar is the same for every type. There are no "double-effective" cases — flexibility is the lever, not raw multipliers. Each adventurer's modifier is calculated independently, then averaged into the party's final encounter outcome.
MULTI-TYPE CLASSES
A handful of classes can deal more than one damage type — Frost Mage (Ice + Arcane), Crusader Paladin (Physical + Holy), Ranger (Physical + Nature), Blood Knight (Physical + Shadow), Bard (Arcane + Holy), Sorcerer (Arcane + Fire), Earth Shaman (Physical + Nature), Beast Master (Physical + Nature), Stormcaller (Lightning + Arcane), Northern Ranger (Ice + Physical), Hexblade (Physical + Shadow + Arcane).
These classes do NOT deal "split" damage. Instead, when a fight starts, combat picks whichever of their types gives the best modifier against the current encounter. A Crusader Paladin facing undead swings as Holy; the same paladin facing Physical-resistant orcs swings as Physical. The single best type wins for that encounter.
This is the strongest reason to recruit multi-type classes: they're never "wrong" against any enemy lineup. The cost is opportunity — slots they fill could have held a stat-specialist single-type class.
SCOUTING THE MATCHUP
The quest board lists each contract's known opposition by name; a hired Guild Tactician reads their weaknesses and recommends which damage types to bring — the sharper the tactician, the more specific the read. Class synergies can also grant flat damage-type bonuses on top of the encounter math — see the Class Abilities Guide for the synergy chart.
A balanced roster should cover at least four damage types so no encounter shape catches you flat-footed. Two Physical specialists, one Fire, one Holy, and either an Arcane or Shadow specialist is a common starting baseline.
Class Abilities Guide
Every class has a Passive ability (always active) and an Active ability (charges over time, activates once per quest when ready). Here is the complete reference.
COMMON CLASSES
Knight
P) Shield Wall — Takes 10% reduced damage while defending allies
A) Taunt — Forces enemies to target this unit for 1 round (of 12 per battle), reducing party damage taken
Warrior
P) Battle Hardened — +5% damage for each injury sustained in career
A) Rallying Cry — Boosts party attack power by 15% for this encounter
Monk
P) Inner Peace — +15% resistance to morale loss after failed quests
A) Flurry of Blows — Deals 150% normal damage to one enemy
Rogue
P) Cunning — +10% critical hit chance on all attacks
A) Backstab — Deals 200% damage if attacking from stealth
Archer
P) Steady Aim — +8% accuracy and +5% damage as a ranged attacker
A) Volley — Hits all enemies for 75% damage each
Fire Mage
P) Pyromaniac — Fire spells deal 12% more damage and have a chance to ignite
A) Meteor Strike — Deals 180% damage to all enemies
Frost Mage
P) Chilling Presence — Attacks slow enemies, reducing their damage by 8%
A) Blizzard — Deals 60% damage to all enemies with a 30% chance to immobilize
Priest
P) Divine Favor — +10% healing effectiveness to all healing spells
A) Mass Heal — Heals all party members for 25% of health
UNCOMMON CLASSES
Paladin
P) Aura of Protection — Party members take 8% less damage
A) Lay on Hands — Fully heals one ally
Crusader Paladin
P) Zealous Charge — +15% damage on first attack of each encounter
A) Smite Evil — Deals 175% damage to unholy/undead enemies, 125% to others
Holy Paladin
P) Beacon of Light — Healing also restores 20% of healing done to self
A) Divine Shield — Grants immunity to damage for one ally for 1 round (of 12 per battle)
Barbarian
P) Bloodrage — +2% damage for every 10% health missing
A) Whirlwind — Hits all enemies for 120% damage
Assassin
P) Shadow Step — +20% evasion chance and guaranteed crit from stealth
A) Death Mark — Marks a target so the next attack against it deals 250% damage
Ranger
P) Pathfinder — Party travels 15% faster and has +10% to avoid ambushes
A) Rapid Fire — Fires three arrows at single target (60% damage each)
Arcane Mage
P) Mana Efficiency — Spells cost 15% less mana and have +5% base damage
A) Arcane Barrage — Launches a volley of arcane missiles (3 hits at 70% each)
Warlock
P) Life Tap — Deals 5% of damage dealt back to self, but +15% spell damage
A) Soul Drain — Drains enemy life, dealing damage and healing self for 100%
Sorcerer
P) Wild Magic — 10% chance for spells to deal double damage, 5% to fizzle
A) Chain Lightning — Lightning jumps between enemies (100% to 75% to 50% damage)
Harmony Druid
P) Natural Recovery — Party regenerates 3% health per round (12 rounds per battle)
A) Rejuvenation — Places a heal-over-time on all allies (5% per round for 4 of 12 rounds)
Earth Shaman
P) Stone Skin — +12% physical damage reduction
A) Earthquake — Shakes the ground dealing 90% damage and stunning enemies
Bard
P) Inspiring Song — Party has +10% morale and +5% to all rolls
A) Battle Hymn — Powerful song boosting party damage and defense by 12% for encounter
Lancer
P) Reach Advantage — +10% damage and strike first against melee enemies
A) Piercing Thrust — Armor-piercing attack dealing 150% damage ignoring 50% defense
Stormcaller
P) Static Charge — +10% Arcane damage; attacks chain to a second enemy
A) Chain Lightning — Arcs through all enemies for 100% damage each
RARE CLASSES
Holy Knight
P) Divine Bulwark — +15% damage reduction
A) Consecrate — Sanctifies ground dealing 80% holy damage per round for 3 of 12 rounds
Blood Knight
P) Sanguine Bond — Heals for 15% of damage dealt to enemies
A) Blood Boil — Sacrifices 20% health to deal 200% damage to target
Balance Monk
P) Yin-Yang Mastery — Can both deal damage and heal equally effectively (+8% to both)
A) Tranquility — Fully heals self and cleanses all debuffs
Void Mage
P) Void Touched — +10% spell damage but -5% healing received
A) Void Rift — Opens a rift dealing 120% damage and reducing enemy damage by 20%
Summoner
P) Bound Familiar — Summons fight alongside, effectively adding +20% party damage
A) Greater Summon — Summons a powerful entity that fights for 3 of 12 rounds (100% damage/round)
Beast Master
P) Pack Leader — Companion beast adds +15% damage and scouts for ambushes
A) Feral Command — Commands beast to savage attack dealing 180% damage with bleed
Stone Druid
P) Earthen Fortitude — +18% damage reduction and +10% resistance to magic
A) Stone Form — Transforms into stone, becoming immune but unable to act for 2 of 12 rounds
Totem Shaman
P) Spirit Totems — Totems provide +8% party damage and +8% damage reduction
A) Totem of Wrath — Places a totem that blasts enemies for 70% damage per round for 4 of 12 rounds
Tide Shaman
P) Tidal Restoration — Healing creates a splash effect healing other party members for 30%
A) Healing Tide — Summons healing waters restoring 20% party health per round for 3 of 12 rounds
Dragoon
P) Dragon Blood — +12% damage and resistance to fire/ice effects
A) Jump — Deals 170% damage to a target area
Reaper
P) The Harvest — The Reaper shows the whole party where to strike for the kill — +15% critical hit chance for the entire party.
A) Reap — A brutal finishing strike dealing 180% damage to one enemy
Spellward
P) Mana Bastion — Takes 14% less damage, and the spell-energy it soaks is channeled back into the party as healing — reducing party injuries by up to 6%.
A) Warding Shield — Raises a warding shield over the whole party that absorbs 20% of incoming damage.
Frostguard
P) Frozen Armor — +14% damage reduction
A) Frost Nova — Freezes all enemies for 85% damage with a 30% chance to stagger them
Enchanter
P) Runic Blessing — Empowered gear: +10% party damage and +6% party defense
A) Shield Ward — Wraps the party in an absorbing shield that soaks 25% of incoming damage
ULTRA RARE CLASSES
Oath Paladin
P) Sacred Oath — +12% party damage and defense while this unit is alive
A) Divine Intervention — Resurrects a fallen party member at 50% of health
Drunken Monk
P) Drunken Style — +25% evasion but attacks have -10% accuracy
A) Fortified Wine — Grants +50% damage reduction for 2 of 12 rounds
Berserker
P) Unrelenting Fury — +25% damage
A) Rampage — Deals 4 attacks at 80% damage each
Northern Ranger
P) Arctic Survival — +20% effectiveness in cold/mountain quests
A) Frozen Arrow — Fires an enchanted arrow dealing 140% damage and freezing target
Arch Priest
P) Divine Mastery — +20% healing effectiveness and +10% to all divine spells
A) Guardian Spirit — Summons a spirit that heals lowest HP ally each round for 4 of 12 rounds
Geomancer
P) Earthen Affinity — +15% damage with earth spells and +10% material drops from quests
A) Crystalline Barrage — Launches crystal shards dealing 130% damage with armor shred
Warden
P) Nature's Guardian — +15% damage reduction and regenerate 2% health per round (12 rounds per battle)
A) Entangling Roots — Roots all enemies in place reducing their damage by 30% for 3 of 12 rounds
Hexblade
P) Cursed Blade — Attacks apply curse stacks. At 3 stacks, deal bonus 50% damage
A) Hex Strike — Strikes with dark energy dealing 160% damage and applying all 3 curse stacks
Oracle
P) Prescience — +15% chance to avoid negative events and +10% loot quality
A) Glimpse the Future — Reveals enemy weaknesses granting +25% party damage for encounter
Chronomancer ⏳
P) Temporal Mastery — +10% party speed and -10% ability cooldowns for whole party
A) Time Stop — Freezes time allowing party to act twice before enemies respond
Dark Warden
P) Grave Bulwark — +15% damage reduction, and converts 15% of damage soaked into party healing
A) Curse of Frailty — Weakens all enemies, reducing their damage by 18% for 2 rounds
Spellblade
P) Arcane Resonance — The Spellblade's enchanted edge resonates through the whole band — the entire party deals +8% damage and takes 4% less damage.
A) Spellstrike — An arcane-infused strike dealing 160% damage and ignoring 40% defense
Watcher
P) The Doomscryer — The Watcher's prophetic sight guides every blow — the whole party deals +10% damage.
A) Scry — Exposes enemy weaknesses: the party deals +15% damage for 2 rounds
Singularity Mage
P) Event Horizon — Crushing gravity drags at every enemy: all foes fight at ~8% reduced combat power, and the whole party takes ~4% less damage.
A) Gravity Crush — Crushes all enemies for 90% damage with a 40% chance to stagger them
LEGENDARY CLASS
Aegis Warden
P) Unyielding Presence — +20% damage reduction for entire party and +15% morale preservation
A) Aegis of the Absolute — Makes all party and raid members invincible for 60 seconds. The user is injured for 3 weeks after use.
Necromancer
P) Undying Legion — The undead bolster the ranks: +15% party damage
A) Army of the Dead — Raises an undead legion for the battle: the party deals greatly increased damage and the undead absorb half of all incoming blows. The Necromancer is drained for 2 weeks after.
Quest Strategy
Smart questing maximizes gains and minimizes losses:
⬢ ROVR MATCHING — Send parties 10%+ above the Required OVR
⬢ DURATION — Longer quests pay better but tie up your team
⬢ DANGER LEVEL — Higher risk = better rewards, but more injuries/deaths
⬢ SEASONAL — Special quests appear during festivals. Don't miss them!
Never send exhausted or injured adventurers. Rest matters.
Failed quests hurt morale. Don't overreach!
Your Party Fought!
Your adventurers just resolved a quest — a real battle, decided by their stats, gear, and abilities.
Want to see how it went? Open the Week Summary and click the completed quest to read its Tactical Debrief: your party's effective power vs the quest's Required OVR, what helped, and the risks you ran.
Tower and Raid fights have their own battle logs too. For the full picture, press H and read "How Combat Works & Battle Logs."
Recruiting & Intel
The Recruit Tab
Welcome to the Recruit tab — your gateway to building a legendary guild.
Here you'll find adventurers and staff seeking employment. Each displays:
• Name and Class — their identity and combat specialization
• Role — Tank, Healer, Melee, Ranged, or Support
• Category — Adventurer or Staff type (Bartender, Crafter, etc.)
• Potential — their growth ceiling (F-Tier to S-Tier)
Use your Scout to reveal hidden stats before signing. Never hire blind!
Guild Staff Explained
Staff applicants appear alongside adventurers in the Recruit tab. They don't fight — they support your guild:
INTELLIGENCE STAFF (hire early!):
⬢ BARTENDER — Reveals applicant traits via the "Rumor" column
⬢ RECEPTIONIST — Shows personality via the "Impression" column
⬢ ASTROLOGER — Predicts party fit via the "Teamwork" column
⬢ INSTRUCTOR — Estimates career runway via the "Outlook" column
⬢ SCOUT — Reveals full stats of recruits and rivals
OPERATIONAL STAFF:
⬢ TACTICIAN — Boosts quest and raid planning
⬢ QUARTERMASTER — Manages equipment logistics (bulk equip, auto-repair)
⬢ TREASURER — Handles guild finances and market trades
⬢ OVERSEER — Oversees building construction projects
⬢ MASON / CARPENTER — Construction crew specialists
PRODUCTION STAFF:
⬢ CRAFTERS — Blacksmiths, Leatherworkers, Alchemists, etc. forge equipment
⬢ GATHERERS — Miners, Lumberjacks, Foragers, etc. collect materials weekly
⬢ CHIRURGEON — Speeds injury recovery, reduces death chance
⬢ COOK — Boosts party power on quests
⬢ CHRONICLER — Improves renown gains
Staff unlock progressively as you build guild infrastructure and advance tiers. Hire a Bartender, Receptionist, or Astrologer early — their intel columns help you make smarter hiring decisions!
The Treasurer
The Treasurer is a dedicated staff member who manages your guild's market trades and financial systems. Unlocks at Treasury Tier 2.
WHAT THEY DO:
⬢ AUTO-TRADE — Each week, the Treasurer executes material buy/sell rules you've configured in the Treasury panel. Set thresholds (e.g., "sell Iron when stockpile > 500", "buy Cloth when below 100") and they handle execution.
⬢ SPREAD BONUS — Treasurers earn you better-than-market prices. The bonus scales from +0% (novice) to +12% (expert) on every trade they execute.
⬢ TRADE XP — Their skill grows from successful trades. More volume = faster XP gain.
⬢ ENDOWMENT FUND CAP — At Treasury T3, the Endowment Fund (0.5% weekly interest on gold above 50,000g) has a Treasurer-skill-scaled cap on weekly returns.
WHERE THEY LIVE:
Treasurers are stored in your roster (alongside adventurers, bartenders, receptionists) — not in the staff list. You hire them through the Recruit tab like any staff applicant.
SKILL TIERS (5):
⬢ APPRENTICE (0-29): basic auto-trade, no spread bonus
⬢ JOURNEYMAN (30-49): +3% spread bonus, more rule slots
⬢ TRADESMASTER (50-69): +6% spread bonus
⬢ MASTER TREASURER (70-84): +9% spread bonus, larger trade volumes per rule
⬢ GRAND TREASURER (85-99): +12% spread bonus, maximum rule limits
WHEN TO HIRE:
⬢ You have surplus materials piling up and don't want to manually click sell every week.
⬢ Your guild's economy is large enough that small spread bonuses add up to meaningful gold (rule of thumb: 100k+ in weekly trade volume).
⬢ You're at Treasury T3 and want the Endowment Fund to actually grow.
A skilled Treasurer pays for themselves quickly. The wage is a fraction of the spread bonus they generate.
Contract Negotiation
When you approach an applicant to sign a contract, you enter negotiations. This isn't a simple "hire" button — applicants have preferences and demands.
THE BASICS:
⬢ WAGE — Each applicant has an asking price influenced by their ability and personality
⬢ TERM — Contract length (in years). Longer terms lock in a wage but commit you longer
⬢ CLAUSES — Special contract conditions the applicant may request (or you can offer)
PERSONALITY MATTERS:
An applicant's zodiac Sun Sign shapes their negotiation style. Some are aggressive negotiators who escalate demands if rejected. Others are patient and open to counter-offers. Moon Signs affect how they handle rejection — some leave permanently, others cool down and return.
REJECTION CONSEQUENCES:
If negotiations fail, the applicant may:
⬢ LEAVE — Walk away permanently (gone from the pool)
⬢ COOLDOWN — Refuse to negotiate for several weeks, then return
⬢ ESCALATE — Come back with higher wage demands
Your Receptionist and Bartender skills can influence negotiation outcomes. A skilled Receptionist reads applicants better, helping you understand what they'll accept.
New Column: Rumors
Your Bartender is now gathering intel! A new "Rumor" column appears in the Recruit tab.
Rumors reveal hidden traits about applicants:
• Combat style — "Devastating Blows", "Quick Reflexes", "Glass Cannon"
• Work ethic — "Never Gives Up", "Tireless Worker", "Lazy"
• Social traits — "Party Favorite", "Inspires Others", "Loner"
• Talents — "Hidden Genius", "Prodigy", "Late Bloomer"
Higher Bartender skill = more accurate rumors. A dash (—) means no intel yet.
New Column: Impressions
Your Receptionist is now reading visitors! A new "Impression" column appears in the Recruit tab.
First impressions reveal personality:
• Positive — "Eager", "Professional", "Confident", "Friendly"
• Neutral — "Reserved", "Quiet", "Standard", "Calm"
• Warning signs — "Shifty", "Arrogant", "Nervous", "Impatient"
Higher skill = better reads. But remember — first impressions can deceive!
New Column: Teamwork
Your Astrologer is now reading the stars! A new "Teamwork" column appears in the Recruit tab.
Teamwork ratings predict party chemistry:
• Excellent — "Great Teammate", "Party Glue", "Lifts Others"
• Good — "Reliable Partner", "Team Player", "Supportive"
• Average — "Does Their Part", "No Issues", "Functional"
• Poor — "Lone Wolf", "Clashes Often", "Difficult"
• Leadership — "Takes Charge", "Rallies Others", "Commands Respect"
Mix carefully! Too many lone wolves and your party falls apart.
Scout Watch Mode
When your Scouts aren't actively scouting a specific applicant, they can be set to Watch Mode — a passive monitoring state.
In Watch Mode, Scouts automatically:
⬢ MONITOR — Keep tabs on the recruit pool for notable arrivals
⬢ REPORT — Flag high-potential applicants or unusual activity
⬢ GATHER INTEL — Passively collect background information
Watch Mode is less thorough than a direct scouting assignment, but it ensures your Scouts are never sitting idle. Think of it as having eyes on the door even when you haven't pointed them at anyone specific.
To activate Watch Mode, leave a Scout unassigned. They'll default to passive monitoring.
Trial by Fire
Once a year, your Reception hosts the Trial by Fire — an annual recruitment spectacle where prospective applicants prove their worth in combat.
At Week 30, ten random applicants from your recruit pool are selected as candidates. You draft them into two teams of five — Team Fire and Team Steel — then watch them battle it out in a 10-round arena fight.
All ten candidates are fully scouted regardless of which team wins. The winning team each gain +2 to their OVR (a permanent stat boost across the board), and the top performer on the winning team earns the Proven trait.
Drafting is where the strategy lies. Unscouted candidates show "??" for their OVR — you're making educated guesses based on class and gut instinct. Already-scouted candidates show their real OVR, giving you an edge if your scouts have been busy.
The Trial by Fire is unlocked by upgrading your Reception to Tier 2.
Dismissing Applicants
Not every applicant deserves your attention. If you've scouted someone and decided they'll never join your guild — dismiss them.
HOW IT WORKS:
⬢ Click any recruit to open their detail panel
⬢ Click the DISMISS button to remove them from your active recruit list
⬢ Dismissed applicants are hidden from view but not gone — they still age and may depart naturally
VIEWING DISMISSED:
A counter in the filter bar shows how many applicants you've dismissed. Click it to toggle visibility — dismissed applicants appear faded with a restore option.
RESTORING:
Changed your mind? Click a dismissed applicant's detail panel and hit RESTORE to bring them back to your active list.
This is purely a quality-of-life feature — a way to keep your recruit list focused on candidates you're actually considering. Dismissed applicants are automatically cleaned up when they leave the pool through natural means.
Recruit Intel & Rumors
When you hire staff, they begin gathering intelligence on applicants. Each staff type adds a column to the Recruit tab with their own specialty. The higher a staff member's skill, the more reliable their reads.
RUMOR (Bartender) — Your Bartender works the tavern and picks up gossip about applicants. Rumors fall into several categories:
Combat reputation: "Great Swordsman", "Heavy Hitter", "Battle-Hardened" suggest strong fighters. "Glass Cannon" means high offense but fragile. "Weak Arm", "Clumsy Swinger", "Green Fighter" suggest low combat ability. "Tactical Mind" and "Patient Duelist" hint at calculated fighters, while "Reckless Charger" and "Wild Swinger" are aggressive but undisciplined.
Work ethic: "Hard Worker", "Relentless Grinder", "Never Quits", "Focused Worker" are positive signs. "Lazy but Talented" means high ceiling but inconsistent effort. "Total Slacker", "Easily Distracted", "Takes Breaks" are warning signs.
Social reputation: "Natural Leader" and "Cool Under Fire" are strong traits. "Crowd Favorite" suggests charisma. "Hot Temper", "Drinks Too Much", and "Loose Lips" can cause party friction. "Quiet Type" and "Loner" aren't necessarily bad — just reserved.
Talent assessment: "Hidden Talent", "Rising Star", "Sleeper Pick" suggest high potential that isn't obvious from stats alone. "Overrated" and "Sure Thing" can be misleading. "Raw Potential" means unpolished but promising. "Past Prime" and "Washed Up" suggest decline.
Vague rumors: "Seems Reliable", "Probably Fine", "Nothing Special", "Average Joe" — these tend to appear when your Bartender's skill is low. They're not necessarily wrong, but they're not very useful either.
Staff-specific: When evaluating staff applicants, you'll see labels like "Reliable Worker", "Keen Eye", "Quick Learner", "Experienced" — these reflect the applicant's professional reputation.
A dash (—) means your Bartender couldn't dig up anything on that applicant.
IMPRESSION (Receptionist) — Your Receptionist reads applicants when they walk through the door, picking up on personality and demeanor.
Fire personalities: "Bold", "Energetic", "Competitive", "Confident", "Commanding", "Charismatic", "Cheerful", "Adventurous", "Optimistic" — these applicants tend to be driven and assertive.
Earth personalities: "Steady", "Patient", "Reliable", "Calm", "Precise", "Diligent", "Disciplined", "Professional", "Driven" — grounded, dependable types.
Air personalities: "Chatty", "Curious", "Witty", "Clever", "Charming", "Diplomatic", "Friendly", "Independent", "Thoughtful" — social and intellectual types.
Water personalities: "Warm", "Protective", "Nurturing", "Gentle", "Empathetic", "Kind", "Intense", "Perceptive", "Focused" — emotionally attuned types.
Vague reads like "Hard to Read", "Unremarkable", "Typical" usually mean your Receptionist needs more experience.
TEAMWORK (Astrologer) — Your Astrologer reads the stars to predict how well an applicant will mesh with a party.
"Great Teammate", "Party Glue", "Lifts Others", "Team First", "Natural Fit" — excellent team players who strengthen any party.
"Reliable Partner", "Team Player", "Supportive", "Cooperates" — solid contributors who work well with others.
"Does Their Part", "No Issues", "Functional" — adequate but unremarkable in groups.
"Lone Wolf", "Solo Player", "Clashes Often", "Difficult", "Poor Fit" — may cause friction in parties. Not always bad fighters, but hard to integrate.
"Leads Well", "Takes Charge", "Rallies Others", "Commands Respect" — natural leaders who can elevate a party's performance.
OUTLOOK (Instructor) — Your Instructor evaluates an applicant's physical condition and estimates their remaining career years.
"20+ Years", "Long Career", "Prime Years Ahead", "Decades Left" — young and healthy, many seasons ahead.
"10+ Years", "Solid Runway", "Good Years Left", "Mid-Career" — established but still have productive years left.
"1-2 Years", "Limited Time", "Winding Down", "Near Retirement" — nearing the end. May still be worth hiring for immediate impact, but don't expect longevity.
"Uncertain", "Hard to Say", "Unclear", "Unknown" — your Instructor couldn't get a clear read. Usually means they need more experience.
IMPORTANT: All intel depends on staff skill. A novice Bartender's "Sure Thing" might be completely wrong, while a master Bartender's "Hidden Talent" is almost always right. Invest in your staff and their reads become invaluable.
Equipment & Crafting
Equipment & Crafting
Adventurers wear equipment to boost their stats. Each piece occupies one of six slots: weapon, offhand, armor, helm, and two accessory slots.
WHAT MAKES A PIECE:
⬢ QUALITY — Common → Rare → Epic → Legendary. Higher quality = stronger stat bonuses.
⬢ DURABILITY — Degrades with use. Broken gear loses its bonuses until repaired.
⬢ CLASS REQUIREMENTS — Some pieces require a specific class to equip.
⬢ SET PIECES — Some items belong to sets. Equipping multiple pieces from a set unlocks set bonuses (visible in the Sets overview).
⬢ IMPROVEMENTS — Crafters can apply improvements (Sharpen, Reinforce, Enchant, Padding, etc.). Pairs of improvements form Synergies that grant bonus stats — see "Gear Improvement Synergies" in this library.
DEPLOYMENT FREEZE:
While an adventurer is deployed (on a quest in week 2+, on a raid past the deploy week, on a contract, on a dispatch), their gear is locked. You can't equip, unequip, swap, or vault their items until they return. Gear is freely editable in town and during the deploy week of any deployment — plan ahead.
GETTING EQUIPMENT:
⬢ CRAFT — Hire a Crafter (Blacksmith, Armorer, Tailor, Jeweler, Alchemist, Enchanter). Better Crafters forge higher-quality gear; the technique you choose (Standard, Meticulous, Rushed, Experimental, Masterwork) shapes risk vs reward.
⬢ LOOT — Quest, raid, and tower rewards drop equipment. Tower depth correlates with rarity.
⬢ MARKET — Some items are tradeable with rival guilds.
⬢ FACTION VENDORS — High-standing factions sell exclusive equipment.
QUARTERMASTER:
Hire a Quartermaster (Armory T1) to bulk-equip your roster in one action. Higher-skill Quartermasters add gear suggestions, pre-quest auto-equip, and auto-repair.
A well-equipped B-Tier can outperform a naked A-Tier. Equip thoughtfully.
Materials & Gathering
Crafting requires materials — raw, refined, rare, and magical.
MATERIAL TIERS:
⬢ BASIC (raw) — Wood, Stone, Iron Ore, Hides. Cheap, plentiful, foundational.
⬢ REFINED — Treated Wood, Steel, Leather. Crafters refine Basic materials into Refined; refinement quality depends on crafter skill.
⬢ RARE — Refined Silver, Polished Gems, etc. Higher-tier crafting requires these.
⬢ MAGICAL — Essences and arcanum, mostly produced via Mage's Tower buildings (Alchemy Lab, Enchanting Chamber, Rune Circle).
SOURCES:
⬢ GATHERERS — Hire staff specialized in specific resource types: Miner, Lumberjack, Forager, Farmer, Fisher, Hunter, Trapper, Salvager, Essence Harvester. Each produces specific materials weekly. Higher guild tiers unlock rarer gatherers.
⬢ QUEST + RAID REWARDS — Many quests pay materials directly, with raid rewards typically including rarer types.
⬢ MARKETS — Buy any material from the open market. Watch for AMM saturation penalties when buying or dumping in bulk.
⬢ TRADING — Rival guilds may offer material trades. Higher Trade Routes tier = more trades per week.
REFINEMENT GRADES:
When a Crafter refines materials, the result is graded based on their skill: Crude → Standard → Fine → Superior → Pristine. Higher grades stretch further during crafting and produce better quality finished items. Hire skilled Crafters and they pay for themselves in material efficiency.
STORAGE:
Per-material caps depend on your Warehouse tier — 1,000 (no Warehouse), 2,000 (T1), 5,000 (T2), or 10,000 (T3) per material. Existing stockpiles are NEVER reduced by tier downgrades; over-cap stocks are preserved. At Warehouse T2+, materials over the cap are auto-sold at half market value (with a grace-week warning before any sale).
Keep your Crafters supplied. No materials = no equipment. Materials trade is also a viable income stream — surplus = gold.
Equipment While Deployed
When an adventurer is deployed away from the guild hall, their gear is FROZEN. You can't equip, unequip, swap, or vault their items until they return.
WHEN GEAR LOCKS:
⬢ ON A QUEST — locked from week 2 onward (deploy week is still editable)
⬢ ON A RAID — locked once the raid passes its deploy week
⬢ ON A FACTION CONTRACT or JOINT OPERATION — locked once underway
⬢ ON A FACTION DISPATCH — locked once dispatched
WHEN GEAR IS STILL EDITABLE (yes, even though they're "busy"):
⬢ IN THE TOWER — tower battles resolve in a single session; no inter-tick swap window exists
⬢ GARRISONED — stationing, not deployment; legitimate "swap gear at base" preserved
⬢ AT A GUILD EVENT — single-week event by design
WHY:
Pre-fix, players could send Party A on a 14-week Saga with a Legendary, hot-swap that Legendary onto Party B's 5-week Expedition mid-Saga, then swap it back before resolution — 100% artifact uptime across two parties at zero cost. Field-Lock closes that loophole and matches the fiction (the adventurer is in the field with the gear; you can't reach into their pack from the guild hall).
THE UI:
Equip / Unequip / Swap buttons disable on a locked adventurer with a clear blocker label and tooltip. Bulk-equip surfaces (Sets overview "+N owned" buttons, Quartermaster auto-equip strategies) silently skip locked adventurers and proceed to the next eligible one — no item is wasted.
PLANNING:
Gear is freely editable in town and during the deploy week of any deployment. If you want to swap a Legendary onto a quest party at the start, do it before the second week tick. After that, you're committed.
Gear Improvement Synergies
When two specific improvements are applied to the same piece of equipment, they form a SYNERGY — granting extra stats beyond what each improvement provides on its own.
Some synergies are slot-restricted. Spellweave only forms on armor. Runic Edge only on weapons. The list below notes each synergy's eligible slots.
ALL SYNERGIES:
WEAPON / OFFHAND
⬢ Sharpen + Balance → PRECISION EDGE: +2 Dex
⬢ Rune of Power + Sharpen → RUNIC EDGE: +4 Atk (weapon only)
⬢ Potency Boost + Stability → ALCHEMICAL PERFECTION: +3 Res, +2 Atk (also armor)
ARMOR / HELM
⬢ Reinforce + Padding → FORTRESS ARMOR: +3 End
⬢ Reinforce + Minor Enchantment → WOVEN ENCHANTMENT: +1 Def, +1 Res, plus durability regeneration each quest (also offhand)
ARMOR (only)
⬢ Reinforced Stitching + Arcane Lining → SPELLWEAVE: +2 Arc, +2 Def, +2 Res
⬢ Minor Enchantment + Arcane Lining → ARCANE RESONANCE: +3 Arc, +2 Res (also weapon/offhand)
ACCESSORIES / HELM
⬢ Gem Socket + Fine Setting → JEWELED MASTERPIECE: +3 Lck, +2 Cha
DISCOVERY:
The first time you create each synergy on a piece of gear, your guild discovers it. Once discovered, the synergy is named on every item where it's active. Until then, the equipment detail panel will show "??? Unknown Synergy" — a hint that you've stumbled onto something new.
Crafting Techniques
When your crafters forge an item, you can choose a Technique — an approach that affects the outcome.
⬢ STANDARD — The default. Balanced results with no modifiers.
⬢ METICULOUS — Slower and uses more materials, but significantly improves quality chances.
⬢ RUSHED — Faster completion, but higher chance of poor quality or failure.
⬢ EXPERIMENTAL — A gamble. Can produce exceptional results or complete failures.
⬢ MASTERWORK ATTEMPT — Requires high crafter skill. The only way to reliably aim for the highest quality tier.
COMMISSIONS:
Factions, the Crown, and rival guilds may commission specific items from your crafters. Delivering a high-quality commission earns bonus rewards. Missing the deadline costs reputation.
SIGNATURE ITEMS:
Exceptional crafted items (A-Tier or S-Tier quality) automatically become Signature Items — uniquely named pieces that carry the crafter's legacy. These are tracked in your guild's history.
REFINEMENT:
Materials can be refined before crafting. The grade of refined materials (from Crude to Pristine) depends on your crafter's skill and affects the quality of finished items.
Runestones & Glyphs
Ah — the Runesmith's craft. A fine question, for it trips up many a Guild Master.
Runestones and Glyphs are ACCESSORIES: magical trinkets you craft and then equip, exactly like a ring or amulet. They are not sockets or charms slotted into other gear — they ARE the gear.
WHO MAKES THEM:
The RUNESMITH, an advanced crafting profession. The role unlocks once your Enchanting Chamber reaches Tier 2 (around guild Tier 4), which also opens its Advanced recipes. Expert and Master recipes follow at Enchanting Chamber Tier 3.
RUNESTONES (Accessory 2 slot — offensive, arcane):
⬢ Minor Runestone (Advanced) — Str / Arc
⬢ Greater Runestone (Expert) — Str / Arc / Int / Wis
⬢ Primordial Runestone (Master) — Str / Arc / Int / Wis / Lck
GLYPHS (Accessory 1 slot — defensive, arcane):
⬢ Warding Glyph (Advanced) — Def / Res / Arc
⬢ Runic Talisman (Expert) — Arc / Res / Def / Wis
Because the two sit in different slots, an adventurer may wear ONE of each at once — a Glyph in Accessory 1 and a Runestone in Accessory 2. A favored pairing for casters and battle-mages.
HOW TO USE THEM:
⬢ Build and upgrade the Enchanting Chamber, then hire a Runesmith.
⬢ Gather the reagents — stone, refined metal, and magical essence for the lesser pieces; relic fragments, stabilized essence, polished gems, mithril, and alpha trophies for the greater. These are mid-to-late-game materials.
⬢ Craft the piece at the arcane bench, then EQUIP it in an adventurer's accessory slot like any other gear. The stat bonuses apply at once.
DO NOT CONFUSE THEM WITH "RUNES":
The Runesmith also inscribes Runes — of Power, Protection, Swiftness, Arcana, and Fortune — but those are IMPROVEMENTS etched onto existing weapons and armor (via the Improve action, by a high-skill Runesmith), not standalone accessories. Same craftsman, two different trades.
PAIR WITH THE RUNE CIRCLE:
Build a Rune Circle and your equipped gear — Runestones and Glyphs among it — gains RUNIC ATTUNEMENT, growing stronger the longer one adventurer carries it. Keep a piece bonded a full year and SOUL BOND grants it a permanent +2 to all stats. Patience rewards the devoted.
Grimoires
Grimoires are legendary tomes of immense power, salvaged from the depths of raid dungeons. They are among the rarest treasures in all of Irda — and among the most dangerous.
HOW TO OBTAIN
Grimoires have a 10% chance to drop upon completing a successful raid. You can hold a maximum of 10 at a time. They cannot be crafted or purchased — only won.
HOW TO USE
Open the Guild tab and find the Grimoire panel. Select a grimoire and choose an adventurer to absorb it. The grimoire is consumed permanently.
THE FIVE GRIMOIRES
GRIMOIRE OF SALVATION (30% drop rate)
Binds a one-time death ward to an adventurer's soul. The next time they would suffer a fatal blow — on a quest, in a raid, or even from grimoire overload — the ward shatters and they survive instead. One use only. One per adventurer.
GRIMOIRE OF METAMORPHOSIS (25% drop rate)
Permanently rewrites an adventurer's combat identity, changing their class entirely. A Warrior becomes a Mage. A Healer becomes a Ranger. Their stats remain, but their roles, abilities, and synergies change to match the new class. Use this to fix a recruitment mistake or reshape your roster.
GRIMOIRE OF ENDURANCE (20% drop rate)
Defies the passage of time. Extends an adventurer's career by 30 years and prolongs their prime by 15 years, pushing back the age at which their stats begin to decline. One per adventurer. Ideal for your most valuable veterans.
GRIMOIRE OF CAPRICORN (15% drop rate)
Raw power, distilled. Permanently grants +10 to ALL 23 stats, allowing adventurers to break past the natural cap of 99 (up to 199). Can be used multiple times on the same adventurer — but beware. After the first absorption, each subsequent Grimoire of Capricorn carries a cumulative 5% death risk. The second has a 5% chance to kill, the third 10%, and so on. A Grimoire of Salvation can save them from this fate.
GRIMOIRE OF DUALITY (10% drop rate — ultra rare)
The rarest and most powerful. Grants an adventurer a permanent second class. They gain the roles and synergies of both classes simultaneously, making them extraordinarily versatile. A Paladin/Mage. A Ranger/Assassin. One per adventurer — choose the combination wisely.
RISK & REWARD
The Grimoire of Capricorn is the only grimoire that carries a death risk on absorption. All others are safe to use. But even a safe grimoire is a permanent decision — once absorbed, it cannot be undone.
These tomes contain fragments of power from something ancient and terrible. Use them with respect, Guild Master.
Factions & Politics
Faction Standing & Letters
Each of the six factions tracks your Standing — a measure of trust and reputation that determines what they'll offer you.
STANDING TIERS:
Standing progresses through 7 tiers as you complete faction quests, fulfill contracts, and make aligned choices. Higher tiers unlock vendor items, permanent upgrades, faction secrets, and Whisper Chains — fragments of deep lore about the world.
CORRESPONDENCE:
Faction leaders communicate through letters delivered to your Front Desk. Letters may contain:
⬢ REQUESTS — Favors or tasks that boost standing when fulfilled
⬢ INTEL — Information about rival factions or world events
⬢ WARNINGS — Consequences for actions that displease the faction
⬢ OFFERS — Exclusive deals or recruitment opportunities
THE INNER CIRCLE:
Each faction has 4 named characters — a Leader, Lieutenant, Contact, and Apprentice. Build individual relationships with each through correspondence. Characters age, and when one passes, their successor takes over through the faction's succession system.
OATHS:
At higher standing, factions may ask you to swear Oaths — binding commitments with real obligations. Oath-breaking carries severe consequences, but fulfilling them earns powerful rewards.
Faction Standing Tiers
Every faction tracks your Standing — a numeric measure of trust ranging from -100 (Hostile) to 750+ (Exalted). Standing progresses through 7 named tiers, each unlocking new mechanics.
THE 7 TIERS:
⬢ HOSTILE (below -50)
No faction quests available.
+20% vendor prices.
No favor access.
⬢ UNFRIENDLY (-50 to -1)
Limited quest access.
+10% quest failure penalty.
+10% vendor prices.
⬢ NEUTRAL (0 to 99)
Standard quest access.
Base rewards.
Basic vendor access.
⬢ FRIENDLY (100 to 249)
+5% gold rewards on faction quests.
Rare quest access.
-5% vendor prices.
Minor favors available.
⬢ HONORED (250 to 499)
+10% gold, +5% renown on faction quests.
Priority quest access.
-10% vendor prices.
Standard favors available.
⬢ REVERED (500 to 749)
+15% gold, +10% renown.
Exclusive contracts.
-15% vendor prices.
Major favors + faction title.
⬢ EXALTED (750+)
+25% gold, +15% renown.
Legendary quests + faction's exclusive equipment line.
-25% vendor prices.
All favors unlocked + legendary title.
FACTION SECRET — each faction reveals a unique piece of tower lore at Exalted.
PROGRESSION:
Standing rises through faction quests, contract completions, gift letters, and aligned choices. It falls through ignored requests, broken oaths, hostile actions, and Crown discovery (Underworld faction).
WHISPER CHAINS:
At specific tier thresholds across multiple factions, you receive fragment letters that piece together the realm's deepest lore. See the Whisper Chains entry for details.
Don't try to max all 6 factions — they have rivalries (Crown ↔ Underworld, Temple ↔ Underworld) where standing gains in one cost standing in the other. Pick your alliances and lean in.
Faction Vendors
Each faction maintains a vendor offering exclusive goods to guilds with sufficient standing.
THREE SECTIONS:
⬢ ROTATING STOCK — A selection of items that refreshes periodically. Browse regularly for deals.
⬢ PERMANENT UPGRADES — One-time purchases that grant lasting bonuses to your guild. Standing-gated at increasing tiers.
⬢ EXCLUSIVE INVENTORY — Legendary equipment unique to each faction. Powerful, and worth the investment.
FACTION IDENTITY:
Each faction's vendor operates differently:
⬢ THE CROWN — Loyalty discounts. The more standing you have above the requirement, the cheaper items become.
⬢ THE MILITARY — Earn Requisition Points from military quests, then spend them on special consumables.
⬢ THE TEMPLE — A tithe system rewards faithful buyers with occasional free items.
⬢ THE MERCHANTS — You can attempt to Haggle for discounts. Success depends on your Receptionist or Bartender's skill.
⬢ THE NOBLES — Seasonal inventory. Rotating stock favors items appropriate to the current season.
⬢ THE UNDERWORLD — Powerful goods, but every purchase generates Heat. Too much Heat risks Crown discovery and a standing penalty.
Invest in permanent upgrades early — some provide passive income or standing gains every week.
Crown Administration
As your guild grows in influence, you'll interact directly with Aldric, the Crown Administrator — the realm's chief bureaucrat.
CROWN CONTRACTS:
At Tier 8+, the Crown offers special contracts with escalating rewards:
⬢ STANDARD CONTRACTS — Available at Tier 8. Earn Crown Tokens on completion.
⬢ ELITE CONTRACTS — Tier 9. Higher difficulty, more tokens.
⬢ SOVEREIGN CONTRACTS — Tier 10. The Crown's most demanding assignments.
Crown Tokens can be spent at the Crown Requisition Shop for exclusive items and bonuses.
ALDRIC'S COMMISSIONS:
Periodically, Aldric sends personal commissions — specific tasks with deadlines. Completing them earns his Favor, which unlocks milestones. Missing deadlines costs Favor.
SOVEREIGN CHARTER:
At Tier 10, if the Crown approves your certification, you receive the Sovereign Charter — a prestigious recognition granting permanent guild-wide bonuses including improved contract gold, elite recruitment chances, and a trust floor with all factions.
Aldric's letters often include personal postscripts commenting on your guild's recent activities. He notices everything.
Aldric's Commissions
Aldric, the Crown Administrator, occasionally sends personal commissions — specific tasks delivered by letter to your Front Desk. Completing them earns his Favor; missing the deadline costs Favor. His Favor is the bureaucratic currency that smooths future certifications, unlocks letters of introduction, and (eventually) earns the Sovereign Charter.
HOW THEY WORK:
⬢ DELIVERY — Aldric mails 2-4 commissions per year, typically near season transitions. Read them in your Front Desk Correspondence (filter "Crown" tab).
⬢ DEADLINE — Each commission has a deadline (10-20 weeks). The clock starts the moment the letter arrives.
⬢ TRACKING — Active commissions show in the Crown Admin panel with their target value, current progress, and weeks remaining.
⬢ COMPLETION — Hit the target before the deadline, the commission auto-completes and his favor rises (+3 to +6 depending on commission).
⬢ FAILURE — Miss the deadline, lose Favor (-1 to -2). Aldric never forgets.
THE 6 COMMISSION TYPES:
⬢ TOWER EXPEDITION (T4+, 12 weeks, ±5/-2 favor)
Advance at least 3 floors in the Tower from current depth.
⬢ BUILD GOLD RESERVES (T2+, 10 weeks, +4/-1 favor)
Accumulate at least 10,000g in your treasury.
⬢ QUEST EXCELLENCE (T3+, 16 weeks, +5/-1 favor)
Complete 5 quests successfully WITHOUT a single failure.
⬢ DIPLOMATIC STANDING (T4+, 20 weeks, +6/-2 favor)
Reach Friendly (100+) standing with at least 3 of 6 factions.
⬢ SAFE OPERATIONS (T3+, 13 weeks, +6/-1 favor)
Complete a full season with zero adventurer deaths.
⬢ ROSTER EXPANSION (12 weeks, +3/-1 favor)
Recruit 5 new adventurers within the deadline window.
WHY HIS FAVOR MATTERS:
Favor smooths the political process at higher tiers. Sufficient Favor + a clean track record opens up the Sovereign Charter at T10. Burning Favor through deliberate missed commissions, OTOH, can stall certifications even when your stats meet the threshold.
Aldric is not your friend. He is, however, an ally if you make yourself useful. Read his letters carefully — his postscripts often reveal what he actually thinks about your guild's recent decisions.
The Sovereign Charter
When you achieve Guild Tier 10 — the Mythic Order — and the Crown approves your final certification, Aldric grants you the Sovereign Charter. It is the highest honor a guild can hold in the realm.
WHAT IT GRANTS:
⬢ TRUST FLOOR (10) — No rival guild's trust toward you can drop below 10. Permanent diplomatic stability across all 31 rivals.
⬢ +15% CROWN CONTRACT GOLD — Crown contracts (the highest-paying quest type) pay you 15% more.
⬢ +5% QUEST GOLD (all quests) — A flat boost to every quest reward your guild collects.
⬢ +10% ELITE RECRUIT CHANCE — Significantly higher chance of A-Tier and S-Tier applicants appearing in your recruit pool.
⬢ +10% CERTIFICATION APPROVAL — A bonus to conditional certification checks, smoothing future tier work.
WHY IT MATTERS:
Sovereign Charter is the closest thing to a permanent late-game capstone. Once granted, the effects never expire. The trust floor in particular reshapes diplomacy — even your nemesis can never refuse you an audience past trust 10.
HOW TO EARN IT:
The Sovereign Charter is granted as part of T10 certification, NOT as a separate quest. Your T10 certification application must be approved (the Crown can deny based on standing, conduct, alliance quest record, and other factors). On approval, the Charter delivers as a formal letter from Aldric and its effects activate immediately.
WHEN YOU SEE IT:
The Charter status is visible in the Guild → Charter Upgrades section after T10 approval. Aldric's correspondence will reference it in postscripts ("P.S. — A Sovereign Charter holder. Do you know how few guilds in the history of this district have achieved that?"). It's worn quietly but its effects compound across every system.
The Charter is rare. Few guilds reach Tier 10. Fewer still navigate the certification politics cleanly. If you hold it, your guild has earned a place in the histories.
Front Desk Correspondence
Your Front Desk collects all incoming correspondence in a unified inbox.
Letters arrive from multiple sources:
⬢ FACTION LETTERS — Communications from faction Inner Circle members
⬢ CROWN DECREES — Official correspondence from Aldric and the Crown
⬢ TRADE OFFERS — Proposals from rival guilds
⬢ SAGE WISDOM — Guidance from the Great Sage
MANAGING YOUR INBOX:
⬢ FILTER TABS — Sort by All, Unread, Action Required, or by source (Factions, Crown, Trade, Sage)
⬢ PIN — Mark important letters to keep them accessible
⬢ ARCHIVE — Clear old letters from your active view
⬢ ACTION REQUIRED — Some letters need a response. Look for the badge.
Letters older than 2 years are automatically archived to keep your inbox manageable. Check your correspondence regularly — some opportunities have deadlines.
Whisper Chains
As your guild builds relationships across Hiltcrest's factions, their inner circles begin to trust you with fragments of dangerous knowledge. These fragments form Whisper Chains — threads of hidden truth that connect to reveal the deeper mysteries of the world.
HOW THEY WORK:
Each Whisper Chain has a set of contributing factions. When you reach the required standing with enough of those factions, their contacts begin sending you fragment letters through correspondence. You don't need every faction listed — just enough to meet the threshold.
⬢ FRAGMENTS — Letters from faction contacts containing pieces of a larger puzzle. Read them in your faction correspondence.
⬢ SYNTHESIS — Once you've read enough fragments, the Great Sage connects the dots and delivers a synthesis letter revealing the full picture.
⬢ REWARDS — Completed chains grant renown, faction standing bonuses, and unique strategic insights.
THE FIVE CHAINS:
⬢ THE CRYSTAL NETWORK — 3 of 4 factions at Friendly standing. Reveals the truth about tower crystals.
⬢ THE OTHER TOWERS — 3 of 4 factions at Honored standing. Uncovers the scope of the invasion.
⬢ THE CODEX & THE RITUAL — 3 of 3 factions at Revered standing. Discovers how to seal a tower's portal.
⬢ SURFACE BREACH DOCTRINE — 3 of 4 factions. Triggered by a surface dungeon crisis event.
⬢ THE TWO IMMORTALS — 2 of 2 factions at Exalted standing. Reveals who the Sage and the Broker truly are.
TRACKING PROGRESS:
Visit any faction's page to see the Whisper Chains panel. Highlighted faction badges indicate fragments you've already received. Dimmed badges show factions that could contribute but haven't sent their fragment yet.
The truth is out there, Guild Master. You just need enough friends willing to share what they know.
Stats & Mechanics
Understanding Stats
Every adventurer is defined by 23 stats across 7 categories. Their Overall Rating (OVR) is simply the average of all 23.
The categories:
⬢ PHYSICAL — Raw athletic ability (STR, DEX, SPD, AGI, CON)
⬢ VITALITY — Toughness and recovery (VIT, END, DUR, REC)
⬢ MENTAL — Intellect and fortune (INT, WIS, LCK)
⬢ SOCIAL — Personality and teamwork (CHA, LDR, TMW, TRU, LOY)
⬢ COMBAT — Battle awareness (ATK, DEF)
⬢ HEROIC — Courage under fire (HRO, SUR)
⬢ ARCANE — Magical aptitude (ARC, RES)
All stats range from 1 to 99. No single stat is useless — but some matter more depending on the adventurer's role and the quests you send them on.
Physical Stats
The body is the foundation. Physical stats determine raw combat output and resilience.
⬢ STR (Strength) — Powers melee damage. Key for Monster Bounties and Stronghold Assaults.
⬢ DEX (Dexterity) — Sharpens attack precision. Important for Retrieval missions and ranged fighters.
⬢ SPD (Speed) — How fast they move. Critical for Supply Runs and Ritual Interruptions.
⬢ AGI (Agility) — Evasion and nimbleness. The primary stat for Retrieval quests.
⬢ CON (Constitution) — Raw toughness. Reduces damage taken and is vital for Escorts and Settlement Defense.
Melee fighters want STR and DEX. Tanks want CON. Everyone benefits from SPD.
Vitality Stats
Vitality stats determine how long an adventurer stays standing — and how quickly they return when they fall.
⬢ VIT (Vitality) — General life force. Contributes to damage reduction alongside CON, DEF, and END.
⬢ END (Endurance) — Stamina for long engagements. Essential for Deep Delves and Guard Duty.
⬢ DUR (Durability) — How injury-prone they are. At 50 DUR, injury chance is normal. At 99, it's halved. At 1, it's 50% worse. This is the single most important stat for keeping adventurers off the injury bench.
⬢ REC (Recovery) — Healing speed when injured. High REC means fewer weeks in the infirmary. At 99, recovery time is halved. Minimum recovery is always 2 weeks.
If you're tired of losing adventurers to injuries, look at their DUR and REC first.
Mental Stats
The mind is as sharp a weapon as any blade.
⬢ INT (Intelligence) — Powers Investigation quests and supports magical healing calculations.
⬢ WIS (Wisdom) — Complements INT for investigations. Also key for Curse Removal and Escorts.
⬢ LCK (Luck) — The invisible hand. Your party's average Luck is added as a bonus to every quest outcome roll. Higher Luck means more critical successes and fewer disasters.
Healers rely on WIS and INT. Luck benefits everyone equally — a lucky party is a living party.
Social Stats
Social stats govern how well an adventurer works with others — and whether they'll stick around.
⬢ CHA (Charisma) — Force of personality. A captain with high CHA can reduce desertion chance by up to 50%. Also critical for Political Escorts.
⬢ LDR (Leadership) — The primary captain stat. Determines captain effectiveness — the best captains boost party power by up to 8% and reduce injuries by up to 20%.
⬢ TMW (Teamwork) — Directly scales party power. Average party TMW of 99 gives +25% OVR. Average of 1 gives -25%. This affects every quest your party runs.
⬢ TRU (Trustworthiness) — Contributes to captain score. Trustworthy captains inspire confidence.
⬢ LOY (Loyalty) — Minor captain score factor. Loyal adventurers are less likely to cause problems.
When choosing captains, check LDR first, then TMW and TRU. When building parties, high average TMW is free power.
Combat Stats
Combat awareness is what separates a trained fighter from a fool with a sword.
⬢ ATK (Attack Awareness) — Offensive instinct. Combined with STR, DEX, and ARC to calculate damage dealt. The primary stat for Monster Bounties, Den Raids, and Stronghold Assaults.
⬢ DEF (Defense Awareness) — Defensive instinct. Combined with CON, VIT, and END to reduce damage taken. The primary stat for Escorts and Settlement Defense.
Damage dealers want ATK. Tanks want DEF. Simple as that. But don't neglect DEF on your damage dealers — dead adventurers deal no damage.
Heroic Stats
These are the stats that matter when everything goes wrong.
⬢ HRO (Heroism) — The will to push beyond limits. During quests, any adventurer can trigger a heroism check — success grants a 20% progress bonus. HRO above 70 also grants a small chance of miraculous survival when death would otherwise claim them.
⬢ SUR (Survivability) — Battle instinct for staying alive. Low SUR dramatically increases injury and death risk. High SUR reduces both. It also factors into whether a veteran eventually retires from adventuring.
SUR is arguably the most important stat in the game. An adventurer with high OVR but low SUR is a tragedy waiting to happen.
Arcane Stats
Magic flows through Irda's ley lines, and some adventurers are attuned to it.
⬢ ARC (Arcane Attunement) — Magical sensitivity. Required for Arcane Disturbances, Curse Removal, and Ritual Interruptions. Also factors into healing calculations alongside WIS.
⬢ RES (Arcane Resistance) — Defense against magical threats. Works alongside ARC for Curse Removal and provides protection during Arcane Disturbances.
Even non-magical parties benefit from one member with decent ARC and RES — you never know when a magical quest will appear on the board.
OVR — Overall Rating
OVR is your adventurer's Overall Rating — the average of all their stats. It's the single number that determines combat effectiveness across quests, raids, and tower battles.
But raw OVR is just the starting point. Your effective OVR in combat includes:
⬢ EQUIPMENT — Gear bonuses raise your effective OVR.
⬢ STAT AFFINITY — Parties whose strengths match the quest type gain +5% OVR. Mismatched parties lose 5%.
⬢ CHEMISTRY — Party synergy modifies OVR from -8% to +15%.
⬢ SYNERGIES — Active party synergies (Combat Academy, Medical Wing, etc.) add further bonuses.
⬢ TEAMWORK — Average party TMW stat scales OVR by -25% to +25%.
⬢ MORALE — Demoralized parties lose up to 15% OVR. Excellent morale grants +10%.
⬢ GUILD UPGRADES — Buildings and faction effects add percentage bonuses.
⬢ CAPTAIN — An appointed captain's effectiveness modifies the party's OVR.
Match your party composition to the quest type and keep morale high for best results.
Quest Outcomes
Quest success depends on your party's effective OVR vs. the quest's Required OVR (ROVR).
The ratio of OVR to ROVR determines the outcome range:
⬢ CRITICAL SUCCESS — OVR 1.5x+ ROVR. Full rewards x1.5, no injuries.
⬢ SUCCESS — OVR matches ROVR. Full rewards, minor injury risk (10%).
⬢ PARTIAL — OVR 70-99% of ROVR. Half rewards, moderate injury risk (30%).
⬢ FAILURE — OVR 50-69% of ROVR. No gold, renown loss, high injury risk (50%), small death risk (2%).
⬢ CRITICAL FAILURE — OVR below 50%. No rewards, major renown loss, severe injuries (80%), significant death risk (10%).
Luck adds a bonus to the outcome roll. A lucky party can punch slightly above its weight.
How Combat Works & Battle Logs
Yes — there is a real combat system. Every quest, raid, and tower fight is resolved from your party's effective power, and your heroes' stats and abilities are not cosmetic. They change the numbers behind each fight.
WHAT FEEDS A FIGHT:
⬢ STATS & EQUIPMENT — feed each hero's OVR, the backbone of party power. (See the OVR entry.)
⬢ PASSIVE ABILITIES — a passive like "+10% crit chance" raises your party's odds of a stronger result on the outcome roll.
⬢ ACTIVE ABILITIES — an AoE ultimate fires when it's charged, adding burst impact in raid and tower battles.
⬢ SYNERGIES, CAPTAIN, MORALE, CHEMISTRY — each nudges effective power up or down. (See Class Synergies and OVR.)
WHERE TO SEE THE FIGHT:
⬢ QUESTS — after a quest resolves, open the Week Summary and click the quest to read its Tactical Debrief: your effective power vs the quest's Required OVR, the factors that helped, and the risks you ran.
⬢ TOWER — Tower assaults play out as a full animated battle, blow by blow, with each hero's damage, healing, and standout hits. The result is kept in the Tower tab's recent reports.
⬢ RAIDS — raids record notable battle events you can review afterward in the raid report.
Bottom line: stats and abilities absolutely matter. Open a quest's debrief or run a Tower floor to watch them at work.
Injuries & Death
When quests go badly, adventurers get hurt — or worse.
Injury chance is modified by many factors:
⬢ DUR (Durability) — The biggest individual factor. High DUR dramatically reduces injury chance.
⬢ SUR (Survivability) — Low SUR increases both injury AND death risk.
⬢ CAPTAIN — A good captain reduces negative events by up to 20%.
⬢ MORALE — Demoralized adventurers take up to 20% more injuries. Excellent morale reduces them by 10%.
⬢ DIFFICULTY — Higher game difficulties multiply all injury and death chances.
When an adventurer is injured, REC (Recovery) determines how many weeks they spend healing. High REC can halve the recovery time.
Death is rare in questing, but the Tower demands sacrifice. Tower descents carry inherent risk even for dominant parties — use Cautious strategy to reduce injuries at the cost of rewards. SUR above 50 grants a chance at miraculous survival, and HRO above 70 adds a small additional miracle chance. Keep your SUR stats high.
Captain Effectiveness
Every party needs a captain. Not all captains are created equal.
The captain score is calculated from five social stats:
⬢ LDR (Leadership) — 30% weight. The dominant factor.
⬢ TMW (Teamwork) — 25% weight. Ability to coordinate.
⬢ TRU (Trustworthiness) — 20% weight. The party's confidence in them.
⬢ CHA (Charisma) — 15% weight. Presence and authority.
⬢ LOY (Loyalty) — 10% weight. Commitment to the cause.
A perfect captain (all 99s) provides:
⬢ Up to 8% party OVR boost
⬢ Up to 20% reduction in injuries and deaths
⬢ Desertion protection (CHA reduces chance by up to 50%)
⬢ Occasional progress boosts and setback mitigation
Your best leader isn't always your best fighter. Sometimes a mediocre warrior with high LDR and TMW is worth more as captain than your strongest damage dealer.
Morale Effects
Morale ranges from 0 to 100 and affects everything.
⬢ DEMORALIZED (0-19) — Quest power -15%, injury risk +20%, 5% desertion chance per week.
⬢ LOW (20-39) — Quest power -8%, injury risk +10%, 1% desertion chance.
⬢ NEUTRAL (40-59) — No bonuses or penalties.
⬢ GOOD (60-79) — Quest power +5%, injury risk -5%.
⬢ EXCELLENT (80-100) — Quest power +10%, injury risk -10%.
What changes morale:
⬢ Quest success: +5 (critical: +10)
⬢ Quest failure: -8
⬢ Minor injury: -5 | Major: -10 | Critical: -15
⬢ Level up: +8
⬢ Rest complete: +3
Keep your adventurers winning and healthy. Morale spirals — a demoralized party performs worse, gets injured more, and becomes even more demoralized.
Growth & Aging
Adventurers are not static. Their stats change with age.
⬢ UNDER 33 — Prime growth years. Stats improve most readily during this phase.
⬢ AGE 33-37 — Growth stagnates. Stat gains become harder to achieve.
⬢ AGE 38+ — Decline begins. Stats start deteriorating with age.
An adventurer's Potential tier (D through S) represents their ceiling — the maximum OVR they can naturally reach. Higher potential means more room to grow.
This is why young adventurers with high potential are so valuable. A 19-year-old with B-tier potential and OVR 45 will outgrow a 35-year-old with OVR 60 within a few years — and keep climbing while the veteran fades.
Advanced Mechanics
Class Abilities & Reawakening
Every adventurer carries class abilities — a passive that is always active, and an active "ultimate" that charges over weeks and fires in combat. But two adventurers of the same class will not always share the same abilities: each one ROLLS a passive and an active from their class's pool when they join your guild.
Rolls range from Common to Epic. Higher-potential adventurers — the ones you develop through the Academy and training — have better odds at the rare, powerful abilities. So investing in an adventurer's potential pays off twice: in their stats AND in the abilities they are likely to roll. (Your existing roster keeps the abilities they already have; new recruits and graduates roll from the pools.)
Not happy with a roll? You can REAWAKEN a slot. A Tome of Awakening — dropped from successful raids — grants a Reawaken charge: re-roll one ability, then keep the old or take the new (you never lose a good ability against your will). Or build The Wellspring and set an adventurer on a Mastery Path: have them complete quests and raids with the mentor captaining their party, and they earn a Reawaken the hard way.
These abilities matter everywhere — quests, raids, the Tower, and the Crown Cup all read them. The legendary Aegis Warden even wields TWO actives: a rolled one plus its guaranteed Aegis of the Absolute.
Party Chemistry
Chemistry measures how well your party members work together. It can swing your effective power by -6% to +12%.
Chemistry tiers (based on average pairwise score):
⬢ TOXIC (below -40) — -6% OVR. Active conflict sabotages every action.
⬢ DISCORDANT (-40 to -10) — -3% OVR. Friction and miscommunication.
⬢ NEUTRAL (-10 to 15) — No modifier. Professional competence, nothing more.
⬢ HARMONIOUS (15 to 35) — +4% OVR. Smooth coordination.
⬢ BONDED (35 to 55) — +7% OVR. Deep trust — they anticipate each other.
⬢ TRANSCENDENT (55+) — +12% OVR. Legendary synergy.
What builds chemistry between two adventurers:
⬢ Zodiac compatibility (up to ±15 points)
⬢ Relationships — friendships, bonds, romances (up to +20 points)
⬢ Shared quest history (up to +12 points, scales logarithmically)
⬢ Moon sign behavioral synergy (up to ±10 points)
⬢ Age dynamics — mentorship bonds or peer bonds (up to +8 points)
⬢ Morale alignment — both happy or both struggling (up to ±8 points)
⬢ Class synergy bonuses (+8 points)
⬢ Ambition alignment (up to ±6 points)
In combat, chemistry triggers special events:
⬢ Bonded+ pairs: 15% chance of emergency saves (prevents an injury)
⬢ Harmonious+: 20% chance of combo strikes (+5% damage)
⬢ Transcendent: 25% chance of rallying cries (stabilizes morale)
⬢ Discordant: 15% chance of friction fumbles (+3% injury risk)
⬢ Toxic: 20% chance of sabotage (+5% injury, -8% damage)
Build chemistry by keeping the same parties together. Break it by forcing enemies into the same group.
Sign Compatibility
Every adventurer is born under a Sun Sign bound to one of four elements — Fire, Earth, Air, or Water. When two of them share a party, the harmony or friction between their signs nudges party Chemistry by as much as ±15 points.
Fire and Air feed each other; Earth and Water nourish each other. Fire clashes with Water, and Earth with Air. Two adventurers of the same element get along comfortably.
Beyond the elements, every sign shares a special bond with its opposite on the wheel — those pairs draw together most strongly of all.
Employ an Astrologer and they will chart the precise sign-by-sign reading for you.
Recklessness
When you make bad decisions with your parties, the game doesn't just reduce success — it multiplies danger. This is the recklessness system.
Every risky choice stacks a multiplier on injury and death chance:
⬢ PARTY OVR < 60% OF QUEST ROVR — ×2.5 multiplier. Suicidal underpowering.
⬢ PARTY OVR 60-80% OF ROVR — ×1.8. Severely underpowered.
⬢ PARTY OVR 80-95% OF ROVR — ×1.3. Slightly underpowered.
⬢ NO TANK — ×1.5. No one absorbing hits.
⬢ NO HEALER — ×1.4. No sustained recovery.
⬢ NO DAMAGE DEALER — ×1.2. Can't end the fight.
⬢ EACH INJURED MEMBER DEPLOYED — ×1.3 per injured adventurer.
⬢ EACH DEMORALIZED MEMBER — ×1.15 per member below 30 morale.
⬢ UNDERSTAFFED — ×1.2 per missing member below 5.
These multiply together. A party of 3 at 60% OVR with no healer and one injured = 2.5 × 1.4 × 1.3 × 1.4 = ×6.37 injury/death multiplier.
Recklessness tiers:
⬢ CALCULATED (≤1.0) — Green. No penalty.
⬢ RISKY (1.0-1.5) — Yellow. Manageable.
⬢ RECKLESS (1.5-2.5) — Orange. Expect injuries.
⬢ SUICIDAL (>2.5) — Red. You will lose people.
Send full, healthy, well-composed parties, or pay the price.
Class Synergies
Certain class combinations unlock real mechanical bonuses. Each synergy targets a specific combat system — damage types, healing, injury prevention, critical hits, or tactical advantages. These are not cosmetic.
Known synergies:
⬢ AERIAL ASSAULT — 2+ of Lancer/Dragoon/Ranger/Northern Ranger → +7% Physical damage effectiveness
⬢ APEX PREDATORS — 2+ of Northern Ranger/Beast Master/Hexblade/Dragoon/Blood Knight → +6% critical success chance
⬢ ARCANE CONVERGENCE — 2+ of Frost/Fire/Arcane Mage/Summoner → +10% Arcane/Fire/Ice damage effectiveness
⬢ ARCANE ERUDITE — 2+ of Arcane Mage/Chronomancer/Summoner/Geomancer/Sorcerer → +7% ARC/INT contribution
⬢ ARCANE MASTERY — 2+ of Arcane Mage/Sorcerer/Chronomancer/Geomancer/Totem Shaman → +8% Arcane damage effectiveness
⬢ ASTRAL SIGHT — 2+ of Oracle/Chronomancer/Geomancer/Totem Shaman → +7% result floor improvement
⬢ BLADE DANCER — 2+ of Hexblade/Assassin/Lancer → +7% DEX/SPD contribution
⬢ BLOODLUST — 2+ of Barbarian/Berserker/Blood Knight → +9% OVR when party has injuries
⬢ BULWARK — 2+ of Knight/Paladin/Lancer/Stone Druid/Warrior/Warden/Aegis Warden → +8% injury reduction
⬢ DARK PACT — 2+ of Warlock/Summoner/Void Mage/Hexblade → +9% Shadow/Arcane damage effectiveness
⬢ DIVINE CHORUS — 2+ of Priest/Arch Priest/Oracle/Bard/Balance Monk → +7% healing output
⬢ ELEMENTAL STORM — 2+ of Fire Mage/Frost Mage/Tide Shaman/Earth Shaman/Geomancer → +7% all elemental damage effectiveness
⬢ EVASIVE MANEUVERS — 2+ of Assassin/Monk/Drunken Monk/Beast Master → +6% ambush avoidance
⬢ FORTRESS — 2+ of Knight/Warrior/Paladin/Holy Knight/Oath Paladin/Aegis Warden → +6% injury reduction
⬢ FRENZIED ONSLAUGHT — 2+ of Berserker/Barbarian/Sorcerer/Warlock/Dragoon → +6% OVR on first quest week
⬢ HOLY SHIELD — 2+ of Priest/Arch Priest/Holy Paladin/Aegis Warden/Oracle/Bard → +7% healing output
⬢ HUNTER'S EYE — 2+ of Archer/Ranger/Northern Ranger/Beast Master/Hexblade → +7% DEX/ATK contribution
⬢ IMMOVABLE OBJECT — 2+ of Stone Druid/Warden/Drunken Monk/Aegis Warden/Holy Knight → +10% injury reduction
⬢ INFERNO — 2+ of Fire Mage/Warlock/Sorcerer/Dragoon → +8% Fire damage effectiveness
⬢ INNER PEACE — 2+ of Monk/Balance Monk/Drunken Monk → +7% injury avoidance
⬢ INSPIRING PRESENCE — 2+ of Bard/Paladin/Lancer/Arch Priest/Priest → +7% morale OVR bonus
⬢ IRON WALL — 2+ of Knight/Warrior/Oath Paladin → +7% DEF/CON contribution
⬢ KILLING STRIKE — 2+ of Rogue/Assassin/Berserker/Blood Knight/Dragoon → +6% critical success chance
⬢ LIVING LEGENDS — 2+ of Oath Paladin/Drunken Monk/Berserker/Aegis Warden/Hexblade → +7% morale OVR bonus
⬢ MARKSMAN'S EYE — 2+ of Archer/Ranger/Northern Ranger → +8% DEX/AGI contribution
⬢ MARTIAL DISCIPLINE — 2+ of Warrior/Monk/Balance Monk/Drunken Monk/Barbarian/Berserker → +7% STR/ATK contribution
⬢ MEASURED SHOT — 2+ of Archer/Ranger/Northern Ranger/Arcane Mage/Summoner/Chronomancer → +7% result floor improvement
⬢ NATURE'S BOND — 3+ of Harmony Druid/Earth Shaman/Tide Shaman/Totem Shaman/Warden → +5% healing & +5% Nature effectiveness
⬢ OATH OF THE REALM — 2+ of Oath Paladin/Crusader Paladin/Holy Knight → +5% Holy effectiveness & +5% morale bonus
⬢ ORDAINED — 2+ of Arch Priest/Holy Paladin/Balance Monk → +5% healing & +5% injury reduction
⬢ PERMAFROST — 2+ of Frost Mage/Tide Shaman/Northern Ranger → +6% Ice effectiveness & +5% injury reduction
⬢ PRIMAL FORCES — 2+ of Earth Shaman/Geomancer/Stone Druid → +7% Nature damage effectiveness
⬢ PROPHETIC FREEZE — Frost Mage + Oracle → +7% result floor improvement
⬢ SACRED VANGUARD — 3+ of Holy Knight/Holy Paladin/Knight/Paladin/Crusader Paladin/Oath Paladin/Aegis Warden → +8% Holy damage effectiveness
⬢ SCOUT TEAM — Rogue + Ranger → +8% ambush avoidance
⬢ SHADOW CABAL — 2+ of Warlock/Void Mage/Hexblade/Blood Knight/Rogue/Assassin → +8% Shadow damage effectiveness
⬢ SHADOW NETWORK — Rogue + Assassin → +7% critical success chance
⬢ SPIRIT BOND — 2+ of Beast Master/Totem Shaman/Stone Druid/Harmony Druid/Warden/Ranger → +8% Nature damage effectiveness
⬢ TEMPORAL INSIGHT — 2+ of Oracle/Chronomancer/Void Mage → +8% result floor improvement
⬢ TWILIGHT EDGE — Hexblade + Void Mage → +9% Shadow & Arcane damage effectiveness
⬢ VANGUARD ASSAULT — 2+ of Crusader Paladin/Blood Knight/Dragoon → +8% OVR on first quest week
⬢ VERDANT WARDENS — 2+ of Stone Druid/Warden/Tide Shaman/Beast Master/Harmony Druid → +7% injury reduction
⬢ WILD HUNT — 2+ of Beast Master/Ranger/Northern Ranger → +8% ambush avoidance
⬢ THE PALE COURT — 2+ of Necromancer/Reaper/Dark Warden → +8% Shadow damage effectiveness & +6% injury reduction
⬢ THE CONCLAVE — 2+ of Spellward/Spellblade/Stormcaller/Watcher/Enchanter → +8% Arcane damage effectiveness & +5% result floor improvement
⬢ EVENT HORIZON — 2+ of Singularity Mage/Chronomancer/Watcher/Void Mage → +6% result floor improvement & +7% ambush avoidance
Recruit with synergies in mind. Each synergy targets a different combat system — stacking the same type (like injury reduction) is capped, so diversity is rewarded.
Adventurer Flaws
Not every adventurer is what they seem. Some carry hidden flaws — personality defects that mechanically undermine your guild.
Common flaws (visible at recruitment):
⬢ DRUNKARD — 15% chance to be unavailable each week. (Pisces affinity)
⬢ BULLY — Drains 3 morale/week from lower-OVR party members. (Leo affinity)
⬢ HOTHEAD — +25% chance to form rivalries after quest failures. (Aries affinity)
Uncommon flaws (hidden until 4-8 weeks of service):
⬢ GLORY HOG — Steals +30% XP for themselves, -15% for the party. (Leo affinity)
⬢ COWARD — 12% chance to flee quests above their OVR, -20% party OVR when fleeing.
⬢ GAMBLER — Loses 20% of their personal gold earnings. (Sagittarius affinity)
Rare flaws (hidden, severe):
⬢ KLEPTOMANIAC — 10% chance per quest to steal 15% of party gold.
⬢ CURSED — +15% injury chance for the entire party. (Scorpio affinity)
⬢ INSTIGATOR — Drains 2 morale/week from ALL guild members. Visible. (Scorpio affinity)
⬢ LIABILITY — +20% death chance for themselves.
Higher potential adventurers are MORE likely to have flaws:
⬢ S-Tier: 30% | A-Tier: 25% | B-Tier: 20% | C-Tier: 15% | D/F-Tier: 10%
Zodiac-aligned flaws are 25% more likely on matching signs. Scout thoroughly before signing — that S-tier prodigy might be Cursed.
Relationships
Adventurers form bonds — for better or worse — through shared experience.
Positive relationships:
⬢ FRIENDSHIP — After 3+ shared quests at 60%+ success. +5% damage, +10% morale stability, +5% injury reduction.
⬢ MENTORSHIP — Senior guides junior (8+ age gap, 3+ level gap). +15% XP for the protege, +8% mentor morale.
⬢ BATTLE BOND — Forged through shared hardship (injuries or critical failures together). +10% damage, +8% death reduction.
⬢ ROMANTIC — Evolves from friendship after 6+ more quests at 70%+ success (15% chance). +15% morale, +10% injury reduction. Severe grief if partner dies.
⬢ SWORN OATH — Forged through epic campaigns at 80%+ success. +12% damage, +12% death reduction.
Negative relationships:
⬢ RIVALRY — Similar role, similar OVR, competitive personality. +8% damage (showing off) but +5% injury risk.
⬢ GRUDGE — Blame after failures. -5% damage, -10% morale, +8% injury risk.
⬢ NEMESIS — Escalated rivalry (20% chance after major failure). -10% damage, +15% injury risk. Cannot both be captains.
Relationships start at 50/100 strength and grow with shared quests (+10 on critical success, +5 on success, -5 on failure). After 8 weeks apart, bonds slowly decay.
Keep successful parties together to build bonds. Separate enemies. Bonded pairs grant 15% chance of emergency saves in combat — that is lives saved.
Difficulty Tiers
Difficulty doesn't just make monsters hit harder — it reshapes the entire world around your guild.
⬢ NORMAL — The standard experience. A fair fight.
⬢ C-TIER — The frontier pushes back. Contracts pay less, injuries linger, and every death stings.
⬢ B-TIER — The economy turns against you. Gold is scarce, progress is slow, and your healers will earn their keep.
⬢ A-TIER — A punishing grind. Resources are thin, losses are devastating, and only the most disciplined guilds survive.
⬢ S-TIER — A war of attrition against the world itself. Every coin matters. Every death echoes for seasons.
The real challenge is economics. Higher tiers don't just make combat harder — they squeeze your treasury from every direction. Contracts offer less. Upkeep climbs. Recovery takes longer. The margin for error shrinks until there is none.
Difficulty is chosen at game start. You can adjust individual sliders mid-game via Settings > Adjust Difficulty.
Raid Mechanics
Raids unlock at Guild Tier 3. They are not quests — they are war.
Raids require 3 full parties (15 adventurers) in a single raid group. You can maintain up to 2 raid groups simultaneously.
Raid types unlock as your guild grows:
⬢ LEGENDARY BOUNTY — 4-8 weeks, 1.2x risk. Available at Tier 3.
⬢ MYTHIC DUNGEON — 5-8 weeks, 1.3x risk. Available at Tier 3.
⬢ WORLD THREAT — 6-10 weeks, 1.5x risk. Available at Tier 5.
⬢ FACTION WAR — 6-12 weeks, 1.8x risk. Available at Tier 7. The highest stakes.
Raid outcomes:
⬢ DECISIVE VICTORY — 1.5x rewards, minimal injuries, near-zero death.
⬢ VICTORY — Full rewards, moderate injury risk.
⬢ PYRRHIC VICTORY — 0.7x rewards, heavy injuries.
⬢ STALEMATE — 0.3x rewards, moderate injuries.
⬢ WITHDRAWAL — Minimal rewards, renown loss.
⬢ CATASTROPHIC FAILURE — No rewards, renown loss, 2.5x injuries, 20% death multiplier.
Choose a strategy: Aggressive (1.2x reward, 1.3x risk), Balanced, or Cautious (0.85x reward, 0.7x risk). Spend provisions — healing potions (-25% injury), elixirs (+10% success), tonics (+15% rewards), herbal extracts (-1 week duration).
Successful raids have a 10% chance to drop a Grimoire — a legendary consumable. Five types exist: Salvation (negates one death), Metamorphosis (change class), Endurance (+30 years career), Capricorn (+10 all stats), and Duality (add a second class).
Operations Buildings
The Operations category of your guild's buildings enhances raids, quests, and field operations. These are physical structures you construct — each one unlocking new capabilities.
What does "Operations" mean? Think of it as your guild's investment in fieldwork infrastructure. These buildings support:
⬢ RAIDS — Bonuses to raid success and party power
⬢ QUESTS — Faster quest discovery, preparation speed, and rumor generation
⬢ TOWER — Improved tower damage and death prevention
⬢ FIELD — Gathering bonuses, scouting speed, injury prevention
⬢ RECOVERY — Faster rest and injury healing for returning adventurers
Operations buildings include:
⬢ War Room — Unlocks Tacticians, boosts quest and raid planning
⬢ Scouting Post — Unlocks Scouts, improves intel and applicant evaluation
⬢ Expedition HQ — Enhances raid and tower operations, T3 capstone multiplies all Expedition effects
⬢ Cartography Hall — Unlocks Cartographers, boosts quest discovery
⬢ Pathfinder's Lodge — Unlocks Hunters, Trappers, and Salvagers. Reduces quest travel time
Each building can be upgraded through multiple tiers via the Construction system, with higher tiers requiring better materials and more skilled Overseers.
Guild Tier Benefits
Each Guild Tier unlocks capacity, features, and costs. Growing too fast can bankrupt you.
⬢ TIER 1 (Local Outfit) — 35 roster, 4 parties, 12 staff. Free.
⬢ TIER 2 (Established) — 40 roster, 5 parties, 20 staff. 100 renown, 5,000g.
⬢ TIER 3 (Regional Actor) — 45 roster, 6 parties, 30 staff. 250 renown, 15,000g. RAIDS UNLOCK. Wages +15%, 100g/week overhead.
⬢ TIER 4 (Regional Power) — 50 roster, 7 parties, 40 staff. 500 renown, 35,000g.
⬢ TIER 5 (Institutional) — 55 roster, 8 parties, 50 staff. 1,000 renown, 75,000g. Guild Specialization. World Threat raids. Wages +35%, 400g/week.
⬢ TIER 6 (National Force) — 60 roster, 9 parties, 60 staff. 2,000 renown, 150,000g. THE TOWER UNLOCKS.
⬢ TIER 7 (National Legend) — 70 roster, 10 parties, 70 staff. 4,000 renown, 300,000g. Nemesis rivalry. Faction War raids. Wages +60%, 1,000g/week.
⬢ TIER 8 (Continental) — 80 roster, 11 parties, 80 staff. 8,000 renown, 500,000g. Crown Contracts unlock.
⬢ TIER 9 (Continental Legend) — 90 roster, 12 parties, 90 staff. 15,000 renown, 1,000,000g. Elite Crown Contracts. Wages x2, 2,500g/week.
⬢ TIER 10 (Mythic Order) — 100 roster, 13 parties, 100 staff. 30,000 renown, 2,000,000g. Sovereign Charter.
Higher tiers pay adventurers 15-100% more in wages AND add flat weekly overhead. A Tier 10 guild with 100 adventurers burns gold like kindling. Make sure your income sustains growth before upgrading.
Staff Roles Explained
Professional staff are force multipliers. Each role has mechanical bonuses that scale with skill level.
Quest support staff:
⬢ COOK — +5% party OVR (up to +7.5% at high skill). Requires Mess Hall.
⬢ CHIRURGEON — -15% injury chance (up to -22.5%). The most important hire. Requires Infirmary.
⬢ CHRONICLER — +10% renown gain (up to +15%). Requires The Stacks.
⬢ CARTOGRAPHER — -10% ambush chance, +5% travel speed (up to -15% and +7.5%). Requires Cartography Hall.
⬢ DIVINER — +15% critical success chance (up to +22.5%). Requires Enchanting Chamber.
Training staff:
⬢ INSTRUCTOR — Stat bonus (+5% to +40%), XP bonus (+10% to +75%), trainees (2 to 8) based on skill tier. F-tier instructors are barely worth hiring. S-tier instructors are transformative. Requires Training Yard.
Intelligence staff:
⬢ SCOUT — Scouting speed: 4 weeks (Novice) down to 1 week (Expert+). Can run Watch Mode for passive monitoring. Always available.
⬢ BARTENDER — Reveals relationship dynamics and morale intel. Requires Tavern.
⬢ RECEPTIONIST — Market and rival guild intelligence. Requires Reception.
⬢ ASTROLOGER — Zodiac readings, celestial forecasts, quest bonuses. Always available.
⬢ TACTICIAN — Risk assessments and combat strategy analysis. Accuracy scales from unreliable to near-perfect with skill. Always available.
Guild operations staff:
⬢ QUARTERMASTER — Bulk equip/unequip, gear optimization (+5% to +20%), auto-repair at high skill. Requires Armory.
⬢ OVERSEER — Required for all construction projects. Controls build speed (-15% to -35% time), material waste reduction (-10% to -30%), and quality outcomes. Gains XP from completed projects. Always available.
⬢ TREASURER — Auto-trades materials weekly based on player-set rules. Spread bonus (+0% to +12% profit), scales sell/buy rule limits with skill. Requires Treasury T2.
Craft professionals:
⬢ BLACKSMITH — Weapon/shield repair, ore refinement, sharpening and tempering. Requires Workshop.
⬢ ARMORER — Armor/helm repair, leather tanning, reinforcement. Requires Workshop.
⬢ ENCHANTER — Magical crafting, essence extraction, enchanting. Uses charge system. Requires Enchanting Chamber.
⬢ JEWELER — Accessory repair, gem polishing, gem socketing. Requires Workshop.
⬢ TAILOR — Cloth armor crafting, weaving, silk spinning. Requires Workshop.
⬢ ALCHEMIST — Potions, elixirs, oil extraction. Requires Alchemy Lab.
⬢ SCRIBE — Scroll crafting, +10% quest intel accuracy. Requires The Stacks.
⬢ MASON — Stonecutting, structural specialist for construction crew. Requires Construction Yard.
⬢ CARPENTER — Woodworking, framing specialist for construction crew. Requires Construction Yard.
Resource staff:
⬢ GATHERERS — Miners, Lumberjacks, Foragers, Farmers, Fishers, Hunters, Trappers, Salvagers, Essence Harvesters. Each produces specific materials weekly. Higher guild tiers unlock rarer gatherer types. Require various resource buildings.
Staff have 10 stats across two categories: Work (FOC, FIN, END, INS, RSV) and Social (CHA, LDR, TMW, TRU, LOY). OVR is the average of all 10. Role Effectiveness is a weighted score — each role values certain stats more heavily. Primary stats (highlighted in cyan/amber) matter most for that role's performance.
Staff have their own potential tiers (F through S). S-tier potential (0.5% rarity) caps at 99. F-tier caps at 40. Hire staff with high potential and let them grow.
Quartermaster Role
The Quartermaster manages your guild's equipment logistics. Unlocks at Guild Tier 3. If you're drowning in gear and spending half your time equipping adventurers one by one — this is the hire that fixes it.
What they do:
⬢ BULK EQUIP/UNEQUIP — Equip or strip gear from your entire roster in one action. Available at all skill levels.
⬢ DURABILITY WARNINGS — Alerts you when equipped gear is about to break (skill 30+).
⬢ GEAR SUGGESTIONS — Notices adventurers with empty slots and recommends available gear (skill 50+).
⬢ PRE-QUEST EQUIPMENT — Automatically optimizes party loadouts before quests (skill 70+).
⬢ AUTO-REPAIR — Keeps equipped gear maintained weekly at a 15% cost premium (skill 85+).
⬢ OPTIMIZATION BONUS — Passive equipment effectiveness bonus: +5% (skill 30) up to +20% (skill 85+).
⬢ SUPPLY SHORTAGE MITIGATION — Reduces chance of supply shortage events during construction from 12% to 3%.
Skill tiers:
⬢ STOCKKEEPER (0-29) — Bulk operations only. 225g base wage.
⬢ ARMORY WARDEN (30-49) — Durability warnings, +5% optimization. 450g base.
⬢ EQUIPMENT MARSHAL (50-69) — Gear suggestions, +10% optimization. 675g base.
⬢ MASTER QUARTERMASTER (70-84) — Pre-quest equip, +15% optimization. 975g base.
⬢ GRAND QUARTERMASTER (85-99) — Auto-repair, +20% optimization. 1,350g base.
Priority tip: A Stockkeeper is still valuable — bulk equip alone saves enormous time. Don't wait for a high-skill hire. Get one early at Tier 3 and let them grow.
Class Roles & Combat
Every class maps to one of four combat roles. The role determines damage output, damage taken, and healing done.
⬢ TANK — Deals 0.5x damage. Takes 1.8x damage (absorbs hits for the party). High prevention (0.8x). Best saves (1.0x). Wants CON, DEF, VIT, END.
⬢ HEALER — Deals 0.25x damage. Takes 0.5x damage (protected). Heals at 1.3x to 2.0x. Highest saves (1.3x to 2.0x). Wants WIS, ARC, INT.
⬢ MELEE — Deals 1.0x damage. Takes 1.0x damage (frontline). Minimal healing (0.1x). Wants STR, DEX, ATK.
⬢ RANGED — Deals 0.9x damage. Takes 0.6x damage (backline). Minimal healing (0.1x). Wants DEX, ATK, ARC.
Common classes: Knight (Tank), Warrior (Tank), Monk (Melee), Rogue (Melee), Archer (Ranged), Fire/Frost Mage (Ranged), Priest (Healer).
Rare+: Holy Knight (Tank), Blood Knight (Melee), Stone Druid (Tank), Void Mage (Ranged), Balance Monk (Healer), Tide Shaman (Healer).
Ultra-rare: Aegis Warden (Tank), Berserker (Melee), Arch Priest (Healer), Chronomancer (Ranged), Drunken Monk (Tank), Northern Ranger (Ranged).
The classic party: 1 Tank, 1 Healer, 2 Melee, 1 Ranged. Missing a Tank or Healer triggers recklessness penalties. But class synergies can reward unconventional builds.
Retirement & Career Transitions
Adventurers don't fight forever. When a veteran reaches level 5 and age 30, they become eligible for voluntary retirement — transitioning into a permanent guild staff role.
HOW IT WORKS:
⬢ Open an adventurer's Activity tab (roster page) or Dossier to see the "Career Transition" section.
⬢ The game scores every unlocked role and shows the top 3 fits, ranked by aptitude.
⬢ Each role shows the adventurer's projected effectiveness score, their strongest matching stats, and any class affinity bonus.
⬢ Click "Retire as [Role]" to open contract negotiation. Once signed, the adventurer leaves your roster permanently and joins your staff.
WHAT DETERMINES FIT:
Adventurer combat stats are converted into 10 staff stats:
⬢ FOC (Focus) = average of INT + WIS
⬢ FIN (Finesse) = average of DEX + AGI
⬢ END (Endurance) = average of CON + END
⬢ INS (Insight) = average of WIS + ARC
⬢ RSV (Resolve) = average of SUR + HRO
⬢ CHA, LDR, TMW, TRU, LOY carry over directly.
Each role weighs these 10 stats differently. A high-INS adventurer excels as a Scout or Astrologer. A high-FIN adventurer makes a better Crafter. A high-END adventurer thrives as a Gatherer.
CLASS AFFINITY:
Certain classes have natural affinity for specific roles. A Ranger retiring as a Scout or Hunter gets a significant bonus. A Mage retiring as an Astrologer or Enchanter is a natural fit. These bonuses are factored into the aptitude score automatically.
FORCED RETIREMENT:
At age 60, adventurers retire automatically (with a chance of early retirement from age 50). You'll be given the choice of which role to place them in. Plan ahead — an aging veteran with the right stats can become your best staff member.
TIPS:
⬢ High-level adventurers convert better — level directly boosts aptitude scores.
⬢ Retired staff wages are capped at 1.5x their former adventurer wage.
⬢ Staff have their own potential tier (minimum C-Tier), so retired adventurers always have room to grow.
⬢ Check the Career Transition section BEFORE an adventurer ages out — you might discover a future master Enchanter hiding in a veteran Mage's stats.
Retirement Role Stat Weights
Every retirement role values different staff stats. Here's what matters most for each category. Primary stats (highest weight) are listed first.
GUILD STAFF:
⬢ SCOUT — INS (0.20), FOC (0.15), TRU (0.15). Wants: WIS+ARC for Insight, INT+WIS for Focus. Rangers and Rogues excel.
⬢ ASTROLOGER — INS (0.25), FOC (0.15), CHA (0.10), TRU (0.10). Wants: WIS+ARC, INT+WIS. Mages and Druids excel.
⬢ TACTICIAN — INS (0.20), FOC (0.15), LDR (0.15), TMW (0.10). Wants: WIS+ARC, INT+WIS, Leadership. Knights and Paladins excel.
⬢ BARTENDER — CHA (0.20), INS (0.15), TMW (0.15), TRU (0.10). Wants: Charisma, WIS+ARC. Bards and Gladiators excel.
⬢ RECEPTIONIST — FOC (0.15), INS (0.15), CHA (0.15), LDR (0.10), TRU (0.10), LOY (0.10). Wants: balanced social stats. Bards and Rogues excel.
⬢ INSTRUCTOR — LDR (0.20), RSV (0.15), CHA (0.10), FOC (0.10), INS (0.10), TMW (0.10). Wants: Leadership, SUR+HRO. Warriors and Monks excel.
⬢ QUARTERMASTER — FOC (0.20), TRU (0.15), END (0.10), INS (0.10), LDR (0.10). Wants: INT+WIS, Trustworthiness. Warriors and Knights excel.
ALL CRAFTERS (shared weights):
⬢ FIN (0.25), FOC (0.15), END (0.10), RSV (0.10), TMW (0.10), LOY (0.10). Wants: DEX+AGI for Finesse, INT+WIS for Focus. Class affinity varies by craft type — Mages make great Enchanters, Rogues make great Jewelers, Warriors make great Blacksmiths.
ALL GATHERERS (shared weights):
⬢ END (0.25), RSV (0.15), FOC (0.10), INS (0.10), LOY (0.10). Wants: CON+END for Endurance, SUR+HRO for Resolve. Rangers make great Hunters, Druids make great Foragers, Barbarians make great Miners/Lumberjacks.
QUICK REFERENCE — Adventurer stats that matter most:
⬢ INT + WIS → Staff roles (Scout, Astrologer, Tactician, Quartermaster)
⬢ DEX + AGI → Crafter roles
⬢ CON + END → Gatherer roles
⬢ WIS + ARC → Insight-heavy roles (Scout, Astrologer, Tactician)
⬢ SUR + HRO → Resolve-heavy roles (Instructor, Gatherer)
⬢ CHA, LDR, TMW → Social roles (Bartender, Instructor, Receptionist)
Tab Guides
The Front Desk
Welcome to your Front Desk — the nerve center of your guild.
Here you'll find:
⬢ LIVE FEED — Real-time updates on quests, injuries, training, scouting, and more
⬢ CORRESPONDENCE — Letters from factions, the Crown, rival guilds, and the Great Sage
⬢ QUEST RESULTS — Detailed breakdowns of completed quests and raids
⬢ CALENDAR — Current week, season, and upcoming events
FEED TABS let you filter by category: All, Quests, Combat, Training, Scouts, Academy, and more. The "This Week" tab shows only current-week events.
PRIORITY PINNING keeps important entries (scout intel, crisis events, tower results) visible even when filtering by category. Toggle it with the Pin button.
Check here regularly. The Front Desk keeps you informed of everything happening in your guild.
Recruitment
The Recruit tab is where you build your guild's future.
Here you'll find adventurers and staff seeking employment:
⬢ ADVENTURERS — Warriors, mages, healers, and rogues ready to quest
⬢ STAFF — Support personnel like Bartenders, Crafters, and Gatherers
Use your Scout to reveal hidden stats before signing anyone. Look for high Potential — it determines their growth ceiling. A high-potential recruit will eventually surpass a stronger veteran with low potential.
Your Registry
The Registry shows everyone currently employed by your guild.
Click any adventurer to see their full details:
⬢ STATS — All attributes that define their capabilities
⬢ MORALE — Their current happiness and loyalty
⬢ GEAR — Equipment they're wearing
⬢ LOG — History of their accomplishments
Keep your roster balanced. You need Tanks to absorb damage, Healers to restore health, and Damage dealers to finish fights.
Party Management
Adventurers cannot quest alone. They must be organized into Parties of 5.
A balanced party includes:
⬢ 1 TANK — Absorbs damage, protects others
⬢ 1 HEALER — Restores health during battle
⬢ 3 DAMAGE — Melee or Ranged attackers
Each party needs a Captain — they provide leadership bonuses. Choose someone with high Leadership and Charisma.
Create your first party, then head to Quests!
The Academy
The Academy tab has two main functions: training your active adventurers and developing youth prospects.
ADVENTURER TRAINING:
Your roster members can train between quests to improve their stats. Training has tiers that unlock with adventurer level, and intensity levels that control risk vs. reward:
⬢ LIGHT — Safe but slow. No injury risk.
⬢ STANDARD — Balanced gains with minor injury risk.
⬢ INTENSIVE — Faster gains but moderate injury risk.
⬢ EXTREME — Maximum gains at high injury risk.
AUTO-TRAINING:
Once you've assigned training programs, you can enable Auto-Training to keep adventurers training automatically when they're idle. This saves you from manually re-assigning every week.
INSTRUCTORS provide bonuses when assigned to training. Match their specialization to the program for extra gains. Higher-tier instructors handle more trainees with better bonuses.
YOUTH ACADEMY:
If you've built the Academy building, you can also enroll youth prospects (ages 14-17) for long-term development. See the "Academy" entry in Guild Management for details on the youth prospect system.
PARTY TRAINING:
Parties can also train together to build coordination and unlock group abilities. This is separate from individual training and helps build party chemistry.
Equipment & Crafting
Equipment makes the difference between victory and defeat.
Here you can:
⬢ VIEW GEAR — See what each adventurer is wearing
⬢ CRAFT ITEMS — Use materials to forge new equipment
⬢ MANAGE INVENTORY — Organize your guild's armory
Better equipment means higher stats. A well-equipped party punches above its weight. Hire a Crafter to unlock crafting!
The Quest Board
Quests are your primary source of income and renown.
Each quest shows:
⬢ ROVR — Required Overall Attack Rating (minimum party power)
⬢ DURATION — How many weeks to complete
⬢ REWARDS — Gold, materials, and renown gains
⬢ DANGER — Risk of injury or death
Match your party's OVR to the quest's ROVR. Going 10% above is safe. Going below is risky. Never send exhausted adventurers!
Raid Operations
Raids are massive undertakings requiring multiple parties working together.
Unlike regular quests:
⬢ RAID FORCE — Each raid requires 3 full parties (15 adventurers) deployed together
⬢ LONGER DURATION — Multi-week campaigns (4-12 weeks depending on raid type)
⬢ GREATER REWARDS — Rare materials, massive gold payouts, and a chance to find a Grimoire
⬢ HIGHER RISK — More dangerous than standard quests; choose Cautious / Balanced / Aggressive strategy
⬢ TIER GATING — Raids unlock at Guild Tier 3. Higher-tier raid types (World Threat, Faction War) unlock at Tier 5 and Tier 7
Only attempt raids when your guild has multiple strong parties. Coordination is key!
Gargadusa's Tower
The reason why we're all here.
The Tower is the ultimate challenge: 100 floors of darkness leading to the Portal that spawns all monsters.
This is a massive undertaking:
⬢ RAID FORCE — Requires 6 full parties (30 adventurers!)
⬢ DEATH — Enter unprepared and it could mean the end for some
⬢ RIVAL COMPETITION — Race against 31 rival guilds (32 including House Valorheim) for glory
⬢ SCOUT INTEL — Your scouts can reveal boss weaknesses
The Tower unlocks at Guild Tier 6 AND requires War Room Tier 2. Seal the Portal before the 1,000 Years is up or Gargadusa wins.
The Markets
The Markets let you buy and sell materials and equipment.
Trading options:
⬢ BUY MATERIALS — Purchase what you need for crafting
⬢ SELL SURPLUS — Convert excess materials to gold
⬢ PRICE FLUCTUATION — Market prices change based on supply and demand
Watch for scarcity! When materials are rare, prices spike. Stockpile when cheap, sell when expensive. A savvy guild master profits from the markets.
Factions & Allies
Six factions shape the politics of Hiltcrest. Each has its own leadership, values, and rewards for those who earn their trust.
⬢ THE CROWN — The ruling authority. Standing earns Crown contracts and administrative influence.
⬢ THE MILITARY — Hiltcrest's garrison. Rewards combat-oriented guilds with requisition points.
⬢ THE TEMPLE — The spiritual order. Offers blessings and tithe rewards to the faithful.
⬢ THE MERCHANTS — The trade consortium. Savvy guilds can haggle for discounts.
⬢ THE NOBLES — High society. Seasonal goods and social connections for those in their circles.
⬢ THE UNDERWORLD — The shadow market. Powerful items, but dealings carry risk of Crown discovery.
STANDING progresses through 7 tiers — from Hostile to Exalted. Higher standing unlocks faction vendors, exclusive equipment, permanent upgrades, and Whisper Chains revealing deep lore.
Each faction has an Inner Circle of 4 named characters you'll correspond with through letters. Build relationships, swear oaths, and navigate faction politics. Be warned — some factions are rivals, and favoring one may cost you with another.
Guild Rankings
Your guild competes with over 30 rivals across the realm.
The Rankings tab shows:
⬢ OVERALL STANDINGS — Guilds ranked by total Renown
⬢ DIVISION STANDINGS — Your division's Annual Renown race (resets each year)
⬢ RIVAL PROFILES — Click any guild to view their roster, tower progress, and trade options
⬢ SPARKLINES — Visual trajectory of each guild's seasonal performance
You're assigned to one of four Divisions (Merchants, Temple, Military, or Nobles). Your Division Patron grants a 2x Annual Renown bonus on matching quests and raids.
At year's end, the top guilds from each division qualify for the Crown Cup — a championship tournament for ultimate bragging rights. Past champions are remembered in the Crown Cup history.
Guild Management
The Guild tab is your administrative headquarters.
Key sections:
⬢ TREASURY — Income, expenses, payroll, financial projections, and your Financial Health indicator
⬢ BUILDINGS — Construct and upgrade guild infrastructure through the Construction system
⬢ UPGRADES — Advance your Guild Tier to unlock new capabilities
⬢ GRIMOIRES — Assign legendary tomes to your adventurers
⬢ SETTINGS — Rename guild, adjust audio, and save/load your game
Keep your finances healthy! The Treasury now tracks a rolling average of your income and expenses, showing projected runway. If gold runs out, adventurers desert.