Banners of the Realm
Guild System
A guild is a lasting banner other players rally to. Beyond a name over your head, a guild in Evolution is a shared institution: a vault your members bank into, a rank ladder that delegates authority, and five upgrades the whole guild pools its wealth to raise.
Founding a guild
To found a guild you must be at least level 10, a citizen of a nation (you cannot start one as a neutral traveller), and able to pay the 10,000 gold founding fee. The founder becomes the Guildmaster.
- Minimum level
- 10
- Citizenship
- Required
- Founding fee
- 10,000 gold
- Warehouse cap
- 500 slots
Ranks & permissions
Guilds use a single rank ladder, highest authority first. The Guildmaster and the Captains hand out ranks — a Captain only the ranks below their own, and only to members below them — and Veterans can grant or remove the Huntmaster and Raidmaster ranks, their own included. Ranks can be given to members who are offline. Captain, Huntmaster and Raidmaster slots are limited: one per level of the matching upgrade.
| Rank | Authority |
|---|---|
| Guildmaster | Everything — hand out every rank, transfer leadership, approve applicants, expel members, summon and withdraw from the warehouse. |
| Captain | Second in command. Approves applicants — a Guild Admission Ticket can be handed to a Captain when the Guildmaster is offline — and expels the members who rank below them. Also summons, withdraws from the warehouse, and hands out the ranks below their own — Huntmaster, Raidmaster, Veteran and Guildsman. |
| Huntmaster | Carries the Huntmasters bonuses for the group — better drops and less damage from monsters — and may withdraw from the guild warehouse. The rank is put on hold while its holder is AFK or offline, which frees the slot; it comes back when they return if the slot is still free. |
| Raidmaster | Carries the Raidmasters bonus for the group and may withdraw from the guild warehouse. The rank is put on hold while its holder is AFK or offline, which frees the slot; it comes back when they return if the slot is still free. |
| Veteran | May withdraw from the guild warehouse, and grants or removes the Huntmaster and Raidmaster ranks. |
| Guildsman | The starting rank for every new member, and the only one that cannot withdraw from the guild warehouse. |
A Guildmaster cannot walk away from a guild that still has members: they first use Transfer leadership on a member who is online, and step down to Guildsman. A guild is dissolved only when its Guildmaster leaves as the last member — and that is refused while the guild warehouse still holds items, so empty it first.
The five guild upgrades
Guilds grow by pooling donated gold, majestics, contribution and enemy kills into five upgrades. Each has its own maximum level; higher levels cost dramatically more, so upgrades are a long-term guild project rather than a quick purchase.
| Upgrade | Max level | What it gives the guild |
|---|---|---|
| Warehouse | 10 | A shared vault every member can bank into. Each level adds 50 storage slots, up to 500 at max level. |
| Summons | 8 | Lets the Guildmaster and the Captains call a guild member to where they stand. Each level opens more destinations; the last one opens none, and instead cuts the price and raises the daily limit. |
| Captaincy | 10 | Unlocks Captain rank slots — one per level — so trusted members can help run the guild. |
| Raidmasters | 10 | A flat combat-damage bonus equal to the upgrade level, shared with nearby partied guildmates while a Raid Master is with them. |
| Huntmasters | 10 | A +3% drop-rate bonus per level, and monsters deal 3% less damage per level — both shared the same way while a Hunt Master is with the group. |
Guild summons
A summon is called by the Guildmaster or a Captain, who must be standing on the destination map, and it brings one online member to that spot. The member gets a prompt and has 60 seconds to accept — not having taken damage for 10 seconds and having stood still for 5 seconds. The price comes out of the guild's gold pool, never the summoner's bag, and only once the member accepts.
Only the 18 maps below are valid destinations, spread across 7 levels of the upgrade. A map that is not on the list cannot be summoned to at any level or price. The member being called must also fit the map's own level limits, and nobody is summoned into or out of an arena match.
| Summons level | Maps it opens | Cost per summon |
|---|---|---|
| 1 | Aresden Dungeon · Aresien Garden · Elvine Dungeon · Eldiniel Garden · Rocky Highland · Eternal Field · Silent Wood | 5,000 gold |
| 2 | Promiseland · Dungeon L2 | 10,000 gold |
| 3 | Middleland Dungeon · Middleland Mine · Middleland | 15,000 gold |
| 4 | Dungeon L3 · Dungeon L4 | 20,000 gold |
| 5 | Tower of Hell 1 · Tower of Hell 2 | 25,000 gold |
| 6 | Ice Map | 30,000 gold |
| 7 | Tower of Hell 3 | 40,000 gold |
Where the wealth comes from
Upgrades are paid for from the guild's shared pools — gold, majestics, accumulated contribution, and for the martial upgrades, enemy kills. Every member's donations are tracked, so a guild that fights and gives together climbs its upgrades far faster than one that does not.
The warehouse the guild is buying sits next to your own ten-page personal one — both are on City Hall & Services.
