Guilds
A guild is a small company of heroes who descend on their own but answer to the same banner. Your normal daily play feeds it automatically: no new chores, no new fights. A guild never changes combat power. It gives you a [TAG] and an emblem beside your name, a shared weekly goal, a private chat room, and cosmetic rewards.
Joining a Guild
Reach floor 20 on any difficulty and the Guild entry in the hamburger menu opens. You can be in one guild at a time. After you leave a guild, or are removed from one, there is a 24 hour wait before you can join another.
Every guild picks one join mode:
- Open: anyone who meets the floor requirement can join with one tap while seats are free.
- By request: you ask to join and an officer or the leader decides. A request or invite that nobody answers expires after 7 days.
- Invite only: nobody can ask. An officer or the leader invites you, and you accept or decline.
A guild can also set its own minimum floor, higher than 20, to keep the roster at the depth it wants. You can have up to 5 requests and invites waiting at once.
Founding a Guild
Founding costs 1,000,000 gold, paid once and burned from the gold of your active hero. There is no Red Diamond route and no discount. You also need an account best floor of 30 on any difficulty, an account at least a day old, and no guild yet.
A name is 3 to 20 characters: letters, digits, single spaces, apostrophes and hyphens. A tag is 2 to 4 letters or digits, and it can never be changed. The leader can rename the guild later for 100,000 gold. Names and notices are moderated.
Near duplicates are blocked on purpose. If "Ember Wardens" exists, so are "Ember Wardens 2", "EmberWardens", "Emb3r Warden" and accented or lookalike letter copies. Tags follow the same rule: [3MBR] counts as [EMBR].
The emblem is a shield shape, a glyph and a colour, all cosmetic. A level 1 guild picks from 1 shape, 8 glyphs and 3 colours; level 2 opens 3 shapes, 16 glyphs and 8 colours; level 5 opens all 6 shapes, 24 glyphs and 12 colours.
Roles
Every guild has one leader, any number of officers the leader names, and members.
| Role | What they can do |
|---|---|
| Leader | Everything an officer can, plus rename the guild, change the emblem, promote or demote officers, hand leadership to another member, and disband. A leader who still has members must hand over leadership before leaving. |
| Officer | Answer join requests, send and cancel invites, remove members (never the leader or another officer), change the join mode, minimum floor and notice board line, and hide a message in guild chat. |
| Member | Earn Renown, use guild chat, see the roster and the guild log, claim the weekly chest, and leave whenever they like. |
Seats grow with guild level: 20 at levels 1 to 3, 25 at levels 4 and 5, and 30 from level 6.
Renown and the Weekly Score
Renown is what you earn for your guild. Each day, your best result on any hero and any difficulty becomes that day's Renown: the floor you proved, multiplied by the weight of its difficulty.
| Difficulty | Weight | Example |
|---|---|---|
| Normal | x1 | Floor 40 is 40 Renown |
| Hard | x2 | Floor 40 is 80 Renown |
| Nightmare | x3 | Floor 40 is 120 Renown |
| Infernal | x4 | Floor 40 is 160 Renown |
A guild's weekly score is the sum of the daily Renown of its top 20 members across the week. The week runs Monday 00:00 UTC to the next Monday 00:00 UTC, and it resets then. The score is added to the guild's lifetime Guild Points, which never go down and decide its level.
No hopping: the first guild you earn Renown for in a week is the one that week is frozen to. If you leave, your earned Renown stays with the old guild, and your new guild gets nothing from you until the next week.
Guilds appear on the Guilds board in Ranks, top 30 with your own guild pinned beneath if it sits lower. Winning the week matters beyond the board, see the Guild of the Week below.
Weekly Chest, Top 3 Bonus and the Laurel
Earn at least 50 Renown in a week and you qualify. When the week resets, a chest is mailed to your Mailbox: gold worth 8 daily quest units of the hero active when you claim it (so it grows with your depth), plus 5 to 14 Red Diamonds depending on guild level (4 plus the level). The Red is always earned Red, never paid Red. You get one chest per account per week.
The three best guilds of the week add a bonus for every qualifying member: +8 Red for first, +5 Red for second and +3 Red for third. A guild needs at least 3 contributing members to take a podium bonus.
The guild that finishes first is the Guild of the Week. A laurel crest shows next to its members' names for the following week.
Guild Levels
Guild Points are the lifetime total of the guild's weekly scores. Reaching a level unlocks guild decorations for everyone to see, and mails a cosmetic to every member who qualified that week (a cosmetic that is yours for good, even if you leave).
| Level | Guild Points | Seats | Guild unlocks | Member reward |
|---|---|---|---|---|
| 1 | 0 | 20 | None | None |
| 2 | 2,000 | 20 | More emblem shapes, glyphs and colours | None |
| 3 | 8,000 | 20 | Flourish under the emblem | None |
| 4 | 20,000 | 25 | None | Guildsworn (Title) |
| 5 | 45,000 | 25 | Frame around the emblem | Oath Backdrop (Name backdrop) |
| 6 | 90,000 | 30 | None | Guild Ember Digits (Damage digits) |
| 7 | 160,000 | 30 | Second banner behind the guild header | None |
| 8 | 270,000 | 30 | Guild hall backdrop in the Guild screen | None |
| 9 | 430,000 | 30 | Animated emblem border | None |
| 10 | 650,000 | 30 | Legendary emblem frame | None |
The Service Track
Your own loyalty is rewarded too. Every week in which you earn at least 50 Renown for a guild counts as a week of service, and weeks add up for as long as you play. Each milestone mails you a cosmetic that is yours permanently and is never taken back when you leave.
| Weeks of service | Reward |
|---|---|
| 4 | Veteran Backdrop (Name backdrop) |
| 12 | Banneret (Title) |
| 26 | Guild Standard (Banner) |
| 52 | Guild Legend Digits (Damage digits) |
Guild Chat
Chat has three tabs: World, Guild and Feed. The Guild tab is a private room for your guild only. If you are not in a guild it stays locked and shows how to get in: reach floor 20, your pending requests (with Withdraw), your invites (Accept or Decline), and Find a guild or Create a guild. The moment you join, it unlocks.
The room also posts system lines for joins, leaves, removals, promotions, new leaders and join requests. Leaders and officers get a "!" on the menu and a count on the Guild row when requests are waiting. The red unread count on the chat button is kept on the server, so it survives reloads, idle time and other devices, and opening the Guild tab clears it.
Upkeep
There is no cap on how many guilds can exist. The fee, unique names and clean up keep the list healthy. A guild whose members have all been away for 30 days is hidden from browsing and the board, and comes back the moment anyone returns. A hidden guild that is still silent and has one member or fewer is removed after 60 more days. If a leader is away for 14 days, leadership passes to the most senior active officer, or else the most senior active member.
Guilds and Power
Guilds never change combat power. No stats, no experience, no gold or drop rate bonus, no discounts. Everything a guild gives is identity, cosmetics and a modest weekly chest.
See the Beginner's Guide for the short version, the FAQ for quick answers, and Progression for everything else you spend and earn.