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.

Guild ranks
RankAuthority
GuildmasterEverything — hand out every rank, transfer leadership, approve applicants, expel members, summon and withdraw from the warehouse.
CaptainSecond 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.
HuntmasterCarries 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.
RaidmasterCarries 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.
VeteranMay withdraw from the guild warehouse, and grants or removes the Huntmaster and Raidmaster ranks.
GuildsmanThe 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.

Guild upgrades and their maximum levels
UpgradeMax levelWhat it gives the guild
Warehouse10A shared vault every member can bank into. Each level adds 50 storage slots, up to 500 at max level.
Summons8Lets 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.
Captaincy10Unlocks Captain rank slots — one per level — so trusted members can help run the guild.
Raidmasters10A flat combat-damage bonus equal to the upgrade level, shared with nearby partied guildmates while a Raid Master is with them.
Huntmasters10A +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.

Summon destinations and their price
Summons levelMaps it opensCost per summon
1Aresden Dungeon · Aresien Garden · Elvine Dungeon · Eldiniel Garden · Rocky Highland · Eternal Field · Silent Wood5,000 gold
2Promiseland · Dungeon L210,000 gold
3Middleland Dungeon · Middleland Mine · Middleland15,000 gold
4Dungeon L3 · Dungeon L420,000 gold
5Tower of Hell 1 · Tower of Hell 225,000 gold
6Ice Map30,000 gold
7Tower of Hell 340,000 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.

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