Guild+Maps

= __ Rest assured, guild map items will have a use before Keith's Construction level is 100! __= Chests Guild Inventory Items Guild Dungeon Shop Guild Statues

So, you've found yourself in a guild. You kill, and kill, and kill, and kill some more, and all you've managed to accomplish is to level the guild and gain some buildings. Hell, you may even talk to the other people that are in the guild with you. Or not, who am I to say. But I digress.

Now you can find guild maps ! These can be gained fighting area bosses (1% chance), guild bosses (10% chance), or by finding another map in a guild map chest(s). Every other even guild level after 100 also gains an automatic map. For the entrepreneurs out there, you CAN'T sell or trade them.

Guild maps are a great team building exercise, without having to fall backwards and hope your partner catches you. Damn you for getting a call, John. Anyway, guild maps come in three types- Tattered (8x8), Map (10x10), and Detailed (12x12). Every guild member is able to fight in it. However, only the guild leader, and those given permission, can start and complete one.

__**Some Map Basics**__


 * The strength of the mobs in the maps are based on the first mob of your current area. Sam e with experience and money given.
 * The mobs are named after your guildmates. You can even fight yourself.
 * More than one player can be in the same room and fight mobs. Though, if there are twenty mobs in the room, there are only twenty, not twenty for each person.
 * You will see the exit(s) to a map on the map screen.
 * You will also find your current coordinates on the map screen. The coordinates are in column, row format.
 * If you join a guild after a guild map was started, you cannot participate in that map.
 * There is one chest in a Tattered Map. two in a medium Map, and three (or sometimes four) in a Detailed Map.
 * There are no challenge rooms per se, but rooms can have more than twenty mobs in them. The mobs are the same strength as in the other rooms.
 * These rooms with more mobs are capped at 60 for a tattered map, 120 for a regular map, and 180 for a detailed map.
 * Those with Coloured Inks in their house can color rooms in guild maps.
 * The guild can buy Guild Inks with DP that allows anyone to colour the maps' rooms regardless if they have Coloured Inks in their own homes.
 * All gems/jade/money/dungeon points/mob money and experience gained in a guild map ALL go the guild. Seriously, don't ask if you get anything.
 * The only thing the player can receive while participating in a guild dungeon are random drops, or stat drops.
 * Guild map room loot is all at map(15) with maximum Dungeon Mastery levels.
 * Finishing a guild map gives all guilds the maximum Dungeon Mastery bonus in addition to the other normal map bonuses (except challenge room bonus), which is 25%. At full completion, the guild will get 45% bonus GDP.
 * The Mole and Badger Mole have their same respective chances to give extra Dungeon Points to the guild as they do in personal maps.
 * There are options available to the guild leader for the map completion message to be posted as a banner (the default option), posted to officer chat, and/or posted as a guild announcement upon completion. The leader can choose to use any combination of these message options, as well as showing none of them.

__**Chests**__


 * **__Platinum__** - Guild receives 2p per level of the guild. For example, a level 42 guild would receive 84p to its coffers, NOT each member.
 * __** Jade **__ - The guild receives 200 jade per guild level, NOT each member.
 * __** Gems **__ - The guild receives 200 times its level in gems. For example, a level 84 guild would receive 16,800 gems. Again, NOT each member.
 * **__ Tokens __** - Each guild member, whether in the map or not, or even online or not, receives ten tokens.
 * __**Double Hour**__ - The guild will receive one free redeemable hour of double.
 * __**Building Slot Upgrade**__ - The guild will receive one free building slot upgrade.
 * __**Guild Member Slot**__ - The guild gains an additional member slot, even if it's above the normal max of 36 (a guild is capped at 45 though).
 * __**Gold Bonus Upgrade**__ - The guild gains an additional 1% to the gold bonus that members give automatically each mob kill.This can bring a guild over 100%.
 * **__Guild Inventory Items__ -** The guild receives one of the items as named in the global, which are listed just underneath this section.

Guilds have two sections named Guild Inventory and Dungeon Shop, accessible from the main Guild page. Guild Inventory will have all the items that guild members have found in a guild map, except chests of gems, jade, platinum, tokens, building slots, member slots, gold bonus upgrade, and double hours. The Dungeon Shop will have items that a guild can buy for guild-wide benefits.

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 * __1. Guild Inventory Items (found in chests or purchased from guild dungeon shop)__**


 * Detailed Guild Map - Opens a 99 room map with 3 to 4 chests in it.
 * Guild Map - Opens a 99 room map with 2 chests in it.
 * Tattered Guild Map - Opens a 99 room map with 1 chest in it.
 * A Mysterious Orb - Can be converted to Amorbs at a cost of 200 DP per Amorb in the guild's inventory. (first Amorb costs 200, second costs 400, etc)
 * Amorbs **-** Converted Mysterious Orbs, they give guild members a discount on buying orbs from the dungeon shop. The rate is sqrt(amorbs)/100.
 * Mahogany - no current use
 * Super Food - no current use
 * Laboratory Plans - allows a guild to buy a Laboratory, which is used for researching Festivals.
 * Granite - no current use
 * Titanium - no current use
 * Diamond Minotaur - gives each member a 1% chance to find a Diamond after each kill. The effect stacks, with no known cap.
 * Sapphire Lion - gives each member a 1% chance to find a Sapphire after each kill. The effect stacks, with no known cap.
 * Ruby Dragon - gives each member a 1% chance to find a Ruby after each kill. The effect stacks, with no known cap.
 * Emerald Bear - gives each member a 1% chance to find an Emerald after each kill. The effect stacks, with no known cap.
 * Opal Serpent - gives each member a 1% chance to find an Opal after each kill. The effect stacks, with no known cap.
 * Jade Statue - gives each member a 1% chance to find a Jade after each kill. The effect stacks, with no known cap.

Not all items have known benefits yet, though all will have one at some point .

__**2. Guild Dungeon Shop**__


 * Laboratory - 50,000 Guild Dungeon Points (can only buy one, and must have at least one Laboratory Plans)
 * Diamond Minotaur
 * Sapphire Lion
 * Ruby Dragon
 * Emerald Bear
 * Opal Serpent
 * Jade Statue
 * Guild Inks - 10,000 Guild Dungeon Points. Allows the coloring of guild map squares by the guild members who don't already have Coloured Inks at their disposal.
 * Amorb - If the guild has any mystery orbs in their inventory, they can be converted into Amorbs at a cost of [(200 GDP * Amorbs currently owned) + 200]

__**Guild Statues**__

The animal items all add 1% to finding that gem type, and the jade statue gives 1% to finding jade. These bonuses are applied guild-wide and work anywhere, i.e., guild maps, player maps/dungeons, and quest mobs. Some confusion exists, so to eliminate it, all these little finds are going to the PLAYERS themselves, not the guild.

The guild statue drops you see as you kill mobs, in or out of maps/dungeons, are as follows:
 * __ D: __ Diamond
 * __ ** S: ** __ Sapphire
 * __ R: __ Ruby
 * __ ** E: ** __ Emerald
 * __ ** O: ** __ Opal
 * __ ** J: ** __ Jade

These all go to the player - your guild gets nothing. Click Market or refresh and your totals will increase.

Price Chart For Dungeon Shop Items (other than maps) Back To Top Back To Guilds

Thanks to Tdb for their help.