Guild Adventure

The Guild Adventure is the primary play mode for Guild, both unlocking at Player Level 22.
It strongly emulates the map in the original Heroes of Might & Magic series, with the Hero being able to fight monsters, collect resources, recruit units, and battle other opposing Heroes.
=Guild Adventure Basics=
==Movement==
Every player has a maximum amount of depending on his Privilege Rank. Traveling a map tile requires 10 Movement . Not all tiles are passable. You cannot directly pass any Town moat, forest, river, mountain shipwreck, or deep sea tiles. Multiple allied players can occupy the same tile.
By default, Movement recovers at a rate of 1 /3m. When you exceed your maximum amount, it will not recover automatically until consumed under that limit. That will enable you to travel 2 tiles/h or 48 tiles/day. Additionally, you complete Guild Adventure Daily Mission by just moving 1 tile on Adventure Map/Underground, rewarding you (among others) with 100 . Also, daily, you can freely get another 100 and, additionaly, same amount, for 50 . Your VIP level can increase the limit for Movement purchases. Totally, any player can move a minimum of 68 tiles/day without spending any . More if you approach Stables on your journey.
==Fog of War==
Every Monday, the map is covered in Fog of War. When moving, you will reveal everything 2 tiles away in all directions along your path. Any individual fog clearance is shared with all members. All territories have independent Fog of War, so in each Guild Territory, you will need to reveal the map once every week.
== Health and Battles==
You start the adventure with 100 ❤️. When you lose a fight it fully depletes and you will be automatically teleported to your Guild Town (if you die on Ground Realm), regardless of which guild territory you lost in. When losing a unit in Monster fights, they will have Injured status until you teleport to your Town. Injured units cannot be used in battles. When fighting an enemy guild player (note that this is not real-time PvP), your HP will decrease even if you win the battle, depending on your remaining ❤️ at the end of it. Even if you win a fight, a "power correction" event could trigger, depleting some of your ❤️. A win against a player rewards some and 2 crystals. If you win against a player with 15 levels below yours no reward will be granted.
When you enter a fight in Guild Adventure, the formation you choose is independent of the main Formation you select in the City Main Menu. Also, your Defence formation must be set individually to protect against enemy attacks in the Ground combat zone (outside the Town moat area). Note that some Hero Lore missions require you to fight a certain number of times against players to make progress. Chose them before the fights.
==Other Features==
You can access a minimap displaying all Allies' and Enemies' positions. It will also display permanently the positions of the Underground access gate (Subterranean Gate) and Monolith (portal between Guild realms). Until clearing, it will also display Bosses' positions and their reward chests.
You can also check your total power-up from the collected Equipment found in your journeys.
Intelligence is a real-time report of all stats for each of the 3 Guilds that compete. This report resets every Monday at 5:00.
=Rival Guilds=
At the beginning of each week, a Guild Adventure universe is set for 3 guilds to compete in. These guilds are randomly selected by the engine (by criteria unknown at this point) and placed into the Guild Adventure world, each in their own Territory (identical biome and buildings displacement, but with other content seed).
This means that thorough the week, only members of the three guilds have any chance to meet each other.
By default, the game has no mechanics for non-aggression pacts or alliances. Players of a guild can openly attack the players of the other two guilds. Any agreements must be informally handled by the guild leaders.
=Maps=
Just like in the original game, the Guild Adventure map is split into two worlds:
*The Ground (also referred to directly as Guild Adventure, Guild Realm, Guild Map, etc.)
*The Underground (not to be confused with the Story Underground) - for more details about it please consult its page.
Players will generally spend their movement points on the Ground, then secure a place to collect in the Underground.
==Traveling Between Guild Realms==
It is possible for heroes to move between the maps of different Guilds (realms), and will actually have to do so if they intend to collect valuable resources and complete Guild Adventure-specific quests. Underground is always a single realm for all 3 guilds.
Moving between realms must be done via the Monolith (blue Portal) on the eastern side of the map. Entering the portal from any guild realm allows the Hero to choose any of the other two Guild realms to teleport to.
All maps have the same structure, which means that all Guild Realm Portals are in the exact same spot on their respective Guild Map. 
=Guild Town=
Every Guild has a Territory of their own where they begin on the Guild Adventure, at the Guild's Town.
The Town is always found in the middle of the map in an area enclosed by a moat with four access bridges in all four directions. The bridges are protected with a shield so that only members of the Town's Guild can enter the protected area.
The home Town is the spawning point for each Hero. At any moment, anywhere on the Guild Map (even when in the Underground), the hero can teleport willingly back to the Castle (Town). Supplementary if a hero is killed while on the Guild Map, they will be automatically teleported back to the Town. (note that if a hero is killed in the Underground, they will not be teleported back to the home Town!)
=Map Access=
In order to access certain areas of the map, specific tasks must be finished. Because once every task is finished all guild members get access to that part of the map, it's recommended to spread out on the map, in search of these objectives, as soon as the map resets.
==Fierce Patrols==
To pass some tiles, which are the only accessway towards map areas, any guild member needs to clear 6 powerful monsters, called "Fierce Patrols". Once killed, anyone can pass through there freely. Among the patrols there are the following monsters:
				
==Border Guards==
Every Monday, there are 2 Border Guards, each blocking the way to a specific location. For each, there is a corresponding tent:
*Green Keymaster's Tent will clear the way to access the Subterranean Gate, the gateway to Underground.
*Blue Keymaster's Tent will clear the Border Guard blocking access to the One-way Monolith Entrance.
Each one has a corresponding Keymaster's Tent that needs to be reached and activated by any guild member in order for all others to pass their corresponding Border Guards. The player that activates a Guard Tent receives 200 .
=Monsters=
The player can encounter five categories of monsters on the guild map. If you are on the Guild Map, you can click on them when not in their vicinity and the game will indicate the monster category.
Monster Category	Description
Weak 	You have to fight a weaker formation. In exchange, you will receive 6 skill crystals.
Strong 	You have to fight a stronger formation. In exchange, you will receive 8 skill crystals.
Cowardly 	Monsters flee on sight and leave you skill crystals, without having to fight them at all.
Smart 	The monsters freely join you. You will receive 1 free unit token of that respective monster.
Fallen 	The monsters will join you but in exchange of 80K for 2 unit tokens of that respective monster.
==Creature Dwellings==
Among the monsters, adventurers can come across Dwellings which are home to different monsters. When occupied, they award unit tokens. Below are the possible Dwellings:
Dwelling	 	 	 	 	 	 	 	
Token 	 	 	 	 	 	 	 	
Quantity	x2	x2	x2	x2	x2	x2	x1	x1
==Strategy==
*Most of the monsters found on the map are quite widely available in the game. A very big exception to this is the Genie, who as an SR+ unit can't otherwise be dropped anywhere else in the game, only purchased during specific events.
*Smart monsters are always a good sight. At the price of 40K /token, it is cheaper than a Mystical Store token without any discount.
*While on Ground level, you can tap on any element on the map (even if not reaching it) and see some of its details. Plan your routes to optimize your journey before moving.
* Avoid traveling to destinations you cannot reach when outside of your non-combat moat. Especially if you're raided by more powerful guilds. Don't waste movement.
*Make the best of your Guild skills unlocked at the Guild Miracle. You can cancel Teleportation after clicking a destination tile. You can check resources and pieces of equipment in the range of your auto Armor/Resource Collection skills and cancel to adjust your position if you can reach more with one use. Instant Kill can be a timesaver, for monsters that would fight. This does not include players and Bosses. All skill's range is 4 tiles, except Instant Kill which requires direct reach.
=Loot=
There are two primary types of loot freely obtainable simply by the hero collecting them from the map. The loot respawns slowly after collection. Note that the loot on your map does not mirror the loot of other players.
==Resource==
The player can collect resources from the map. These are only primary materials () or Gold and do not include books.
The tier of the material scales with the Player Level.
==Equipments==
Random pieces of equipment can also be collected by the hero and will automatically be added to the hero for extra hero attributes (ATK, DEF, INT, and KNW).
Note that these are only Guild Adventure-specific Equipments: they remain with and boost the hero only inside the Guild Adventure. Also at the end of the week, they will automatically be removed from the hero.
==Miscellaneous==
Players can also find other rarer items on the map:
*Learning Stones awards UnitXP upon reaching it.
*Occupying a Tavern will give you 1 Universal Hero Token.
*Shrine of Magic awards you 20 Spell Scrolls.
*A Stable will replenish 30 Movement.
=Production Buildings=
==Owned Territory==
There are a total of 4 buildings that you need to find each week. Their placement is changing for each map reset. Each building activation awards 200 to that player. After activation, they will produce for all guild members resources and unit tokens that will be sent via mail each day at 21:30.
 
*Guild Gold Mine: output xxK / day. (scaling with Guild level)
*Guild Water Wheel: output 50 /day.
*Two Unit Dens: each of them will produce 2 unit tokens/day of their respective type. Each week's unit types are random. They look identical to the specific Barracks recruitment buildings.
==Raiding Enemy Buildings==
Individually, players can raid Production buildings in enemy guild territories. Enemy-controlled Water Wheel will give 20 /raid and the enemy Gold Mine a certain percentage of their gold output. Enemy unit training camps give one token of the respective unit per pillage. After pillage, a building cannot be raided by that player till 5:00, the next day.
=Phantom Realms=
Every hero from the guild moving on the Guild Map can spontaneously find a Phantom Realm (Realm Monoliths). The chance of finding a Phantom Realm can be increased with Guild Technology. You can tap any discovered realm regardless of your position on the map. When passing directly through it, you will always enter its specific menu. Every time you discover a Phantom Realm, you can issue a Guild Invitation that appears in the Guild Chat. Discovering them is not limited to 1/player daily, but just a rare occurrence to discover more. Increasing Guild Technology raises chances for that to happen.
The Phantom Realm will simply appear in the spot of the hero and become visible to all players of the guild (but not to enemy guilds). When discovered, the player will receive 50 and 3 skill crystals (60 and 4 skill crystals after Player Level 90). One of the following two realm types is randomly selected and then generated for the player:
*Help the Wizard
*Fight Player Phantoms
==Nodes==
There is a total of 5 nodes available in the Phantom Realm regardless of their type.
Here are some rules associated with the nodes:
*Each node can be completed by one player only. First come, first served.
*The same player cannot complete more than one node inside the same Phantom Realm.
*Each player can contribute up to 5 Phantom Realms per day!
*You can select to fight any Player Phantom, but the rewards decrease from left (best) to right (lowest).
This means that exactly 5 Guild Members are necessary per Phantom Realm.
When all nodes are completed, the Phantom Realm closes. Each player receives reward packs via email after each realm is completed/closed for the participation. The more difficult the realm, the rarer the gifted items.
==Helping the Wizard==
Each wizard will randomly request resources from one of the following types: Gold, Silver Keys, Books, Heaven Cast Stones or Privilege Points.
Each wizard also offers in exchange a specific quantity of one of the following types: Unit Experience or Spell Scrolls.
==Fighting Player Phantoms==
Each player will spawn five phantoms of other players that need to be fought. The formation is the currently selected formation of that player. This is highly similar to the Campaign.
*Each player may only appear once in the same Phantom Realm (though can appear at the same time in different Phantom Realms simultaneously)
*Players are selected based on power and are generally of varying difficulty.
*The players can also include players of the same Guild (so you may have to fight your Guild Mates in the Phantom Realm)
*The Phantom Realm of a player will never spawn a phantom of that particular player. However, one can fight themselves in Realms spawned by other players.
*The enemy is always controlled by the AI. The associated player is never aware that someone is fighting their phantom, nor will they get rewarded for it.
Each phantom will grant the same rewards but in different quantities, depending on the phantoms' power in the Phantom Realm. These include Gold, Unit Experience and Spell Scrolls.
=Spatiotemporal Tunnel=
Reaching it from the Town costs 30 . The gate will open a menu where you get to choose on which level you want to teleport. If your guild has cleared the portal, reaching the next level, you will get to skip the prior levels and teleport to any accessible level. You can also see the progress for every level.
For a detailed walkthrough check the Spatiotemporal Tunnel page.
=Guild Quests=
Every week, each Guild can compete with the other two on completing collective quests and tasks. A guild with active players may complete them quite easily.
==Visit Keymaster's Tent==
There is a total of 5 tents on the Guild Map. There are 2 Keymaster's Tents, matching each Guard Tower, a green one and a blue one, and 3 Guard Tents, blue, green, and red, respectively, which block the access to Giants. Each week, any guild will have the task of activating one of them. After activating all of them, all guild members receive 100 and 150 . 
==Explore Obelisk==
There are 3 Obelisks on each Guild realm. In order to complete the quests, 7 of them must be found and activated by each guild. Every week, their place is randomly chosen.
Individual Reward: The player who finds an Obelisk is rewarded 300 for each.
There are 3 milestones quest that, when fulfilled, will award all guild members with:
*3 Obelisks: 1 , 2 , 100 .
*5 Obelisks: 2 , 2 , 200 .
*7 Obelisks: 3 , 5 , 300 .
==Boss Giants==
Every Guild has 3 Boss Giants in their territory. Each guild has the possibility to fight only bosses in its territory. Regardless of one's army power, it is impossible to kill any in one fight. Even though one can fight any of them multiple times, and eventually kill one Giant by himself, it would be almost impossible to finish all 3 of them alone. Therefore, this is rather a collective quest. Before fighting the Giants, the 3 corresponding Guard Tents need to be activated, so access would be granted to reach them.
Locations:
Once a week, each Giant will respawn at the same location. From Town:
*Ice Giant is located in the far northwest of the map. The shortest route is by crossing the two bridges north of Town.
*Stone Giant is in the far northeast. After activating the green Guard Tent you can use One-way Monolith Entrance, to shorten your trip.
*Fire Giant will be at the south-south-east. You will cross just one bridge, following the road.
 
Battle:
Each Boss has 1000 ❤️. Other than the player which deals the final blow, everyone will just die in the battle with it, reducing its health depending on the damage dealt. Each fight will award the player with and . When reaching 0, it will make way and all guild members will be able to reach his treasury.
Rewards:
Each will protect a total of 7 random resources (including piles), a Golden Chest, and 2 Purple-Gold Chests. Depending on their quality, chests contain some amount of precious items. All members get to collect the rewards, themselves. If they miss any, they will not be awarded in any other way.
=Individual Quests=
There are also individual quests on the map that each player may choose to follow or ignore, regardless of what other guild members choose to do.
==Guild Commander==
The Guild Commander is always available southwest of the Guild Castle inside the enclosed area. From Town, 30 is needed to get her.
She becomes relevant to those that reached Player Level 48.
Pathfinding Bonus:
When the Quartermaster quest is taken from the Guild Commander, she will also bestow a Pathfinding bonus on the hero for the next 30 minutes. The bonus is not correlated in any other way with finding the Quartermaster.
While under the effects of Pathfinding, whenever a hero consumes Movement Points by moving one tile, there is a 30% chance that the Movement Points are reimbursed. On average this bonus gives a bit under 1/3 more movement points to the player.
For maximum gain, it is highly recommended to take advantage of the Pathfinding bonus and try to activate it with as many Movement Points as possible, then consume them while under the bonus.
Quartermaster: 
"Searching for the Quartermaster" is a recurring quest that each player can take from the Guild Commander and complete once a day.
The Guild Commander will ask the player to look for the Quartermaster in one of the enemy Guild Realms. The player can know which when accessing the Monolith - an indicator "Quartermaster" will appear under the territory where he can be found.
He will have a random location, each time you take the quest, but will always be in the eastern half of the territory. Once the quartermaster is found, the player can choose to send him on one of three different missions:
*Clear Monsters
*Collect Resources
*Find Equipment
Rewards:
8 hours after giving the Quartermaster his mission, you may go back to the Guild Commander to collect whatever spoils he was able to scrap. Depending on the mission chosen, you will receive different spoils as follows:
*Monsters: a random total of 16 rewards (unit tokens or ) equivalent to encountering 16 monsters on the map.
*Resources: a random total of 16 materials, , or .
*Equipment: 16 random pieces of equipment.
==Collect Resources==
You will need to loot any of the materials on the map 10 times. Completing the quest rewards you 100 and 2 .
==Anubis Underground==
To complete the quest, you need to access the Underground, rewarding you 50 .
=Special Quest=
==Arien the Elf==
"Looking for Arien" quest starts after reaching the Prophet Hut, east of the Town, and paying 10K for listening to the Prophet. His Rumor will guide you to search for Arien the Elf. When reaching for the Monolith an indicator "Arien the Elf" will appear under the territory where he can be found. On the other side, the elf is always located southwest of Monolith, over the mountain range. After meeting Arien the Elf, the location of a Golden Chest will be revealed and 100 will be rewarded. It is usually located around the far southeast part of the territory.
Reward:
The chest contains one random Purple Artifact piece.
The quest ends, awarding another 100 , and you can't retake it until the Adventure Map resets at 5:00 on Monday.
 
==Secret artifact==
After you acquire/obtain an Old Map (Purple rarity) or a Dusty Old Map (orange rarity) you can select it to start the search for a treasure around the Guild Map. You can only search for one treasure at a time. If you abandon one search for another map, all possible treasures will be lost. When you start the search for a treasure, over your hero a compass will appear, guiding you toward its location. The moment you are 4 tiles in the vicinity of the treasure, the compass will glow red. When discovering that exact tile, a dialog will open up, prompting you to take a decision. Usually, you may end up fighting some enemy in order to get the treasure.
Reward:
Depending on the map rarity, you get any random amount of valuable items. The most precious find would be a Premium Orange artifact piece (Dusty Old Map), or a Premium Purple Artefact (Old Map).
On rare occasions, reaching the treasury location may have a plot twist, regardless of the map quality.
=Events=
==The Sphinx==
Once every Wednesday, starting at 9:00, Sphinx statues will appear scattered on the map. Reaching any of them will start a timer while asking a question. Each one has a correct answer and 3 incorrect ones. Among the possible questions, there are 2 main categories, HOMM 3 related, and general knowledge. Depending on how much it takes you to answer, it will reward a certain amount of points. An incorrect answer does not award any points. The times stop at the 20s mark and, regardless of how much it will take you to answer, a correct one will still award you 34 points. Each question will award 20 for a correct answer, and 10 for a wrong one. The duration of the event is 12 hours. After that, all statues disappear and, at 21:15 rewards are sent through email.
For a comprehensive questions and correct answers list, check Sphinx Questions.
Rewards:
Rank 	Individual Reward 	Guild Reward
1 	1000 , 50 , Riddle of the Sphinx Avatar Frame*	1 Sphinx Joy Package, 10 , 500K
2 	800 , 40 , Riddle of the Sphinx Avatar Frame* 	1 Sphinx Joy Package, 8 , 400K
3 	600 , 30 , Riddle of the Sphinx Avatar Frame* 	1 Sphinx Joy Package, 6 , 300K
4-5 	500 , 25 	1 Sphinx Joy Package, 5 , 200K
6-10 	400 , 20 	Sphinx's Comfort Package, 4 , 150K
11-20 	320 , 16 	Sphinx's Comfort Package, 3 , 120K
21-100 	240 , 12 	Sphinx's Comfort Package, 2 , 100K
101-500	160 , 8 	-
*If you already own the prize avatar frame, it will get converted into 30 .