This system is live now. Numbers on this page come straight from the live configuration, so they stay correct when the game is retuned.
Founding a guild
| Minimum level | 20 |
| Founding cost | 100,000 yang |
| Maximum members | 30 |
| Maximum officers | 5 |
Joining an existing guild costs nothing. Unless you specifically want to run one, joining is the better early move — the bonuses are identical either way.
Guild bonuses
Guilds complete quests, and completed base quests grant a permanent stat bonus to every member while they remain in the guild. Bonuses cover experience, drop rate, yang, attack speed, critical chance, piercing chance and maximum HP/MP.
Each bonus is capped per stat. A guild that completes many quests in one category hits the cap rather than scaling forever, and your character sheet marks a capped bonus so you know further quests in that category won't help.
The practical read: guild bonuses are a meaningful, permanent boost, but they can't outscale gear.
Guild wars
One guild declares on another; the defender accepts or the declaration expires.
| War duration | 7 days |
| Accept window | 48 hours |
| Cooldown after a war | 24 hours |
| Winner reputation | 100 |
| Loser reputation | 10 |
| Winner experience boost | 25% for 7 days |
The loser still earns reputation. Wars are meant to be worth entering even when you expect to lose.
Scoring
Scores are normalised by roster size, with a floor on the divisor. That floor is what stops a three-member guild looking ten times more efficient than a thirty-member one — without it, the optimal strategy would be to shrink your guild before declaring.
Ratings move on an Elo system, so beating a stronger guild is worth more than beating a weaker one.
Reputation
Reputation accumulates from wars and guild activity. It's the guild-level progression track, separate from any individual member's level.