Guild Tiers: What Each Tier Actually Holds, and What Moves a Guild Up
The Guild Hall guide says a Starter guild holds ten members and a Diamond guild holds five hundred, and the spotlight says a guild climbs six tiers. Both are true. Neither says what climbing costs, and the cost is not one number. It is three, and only one of them is NP.
What a Tier Holds
A tier is three limits. How many people the guild can hold, how much NP the shared bank can hold, and how many perks the guild can have active at once. Everything below was read this morning out of the table the game consults when it answers any of those questions.
| Tier | Members | Bank limit | Perk slots |
|---|---|---|---|
| Starter | 10 | 100,000 NP | 1 |
| Bronze | 25 | 500,000 NP | 2 |
| Silver | 50 | 2,000,000 NP | 3 |
| Gold | 100 | 10,000,000 NP | 4 |
| Platinum | 200 | 50,000,000 NP | 5 |
| Diamond | 500 | 999,999,999 NP | 6 |
Two things about that table are worth more than the numbers in it. The member cap is not a soft target; the guild's own record of how many it may hold is rewritten to the new figure the moment a tier changes. And the Diamond bank limit is a nine-digit ceiling rather than a round one, which is the game's way of saying the bank at the top is, for any practical purpose, uncapped.
What Moves a Guild Up
This is the part the existing guides do not print, and it is the part that decides how a guild should spend its time. Moving from one tier to the next needs three things to be true at the same moment, and the game checks all three before it moves anything.
| To reach | NP paid from the bank | Total guild EXP | Total battles won |
|---|---|---|---|
| Bronze | 25,000 | 10,000 | 100 |
| Silver | 100,000 | 50,000 | 500 |
| Gold | 500,000 | 200,000 | 2,000 |
| Platinum | 2,000,000 | 1,000,000 | 10,000 |
| Diamond | 10,000,000 | 5,000,000 | 50,000 |
The NP is the only one of the three that is spent. The EXP and the battles are thresholds: the guild's running totals have to have reached them, and reaching them costs nothing beyond the playing that got you there. So a guild that has been active for a long time can arrive at an upgrade with two of the three requirements already met, and the only question left is whether the bank can cover the third.
The requirements are shown before you can meet them
The guild's tier page tells you the next tier's three requirements and the guild's three current totals side by side, and it says plainly whether an upgrade is possible right now. Nothing about the climb is hidden; the only thing the page will not do is round any of it for you.
Where the Totals Come From
Two of the requirements depend on numbers the guild accumulates without anyone deciding to. When a member wins a battle, the guild's total battles won goes up by one, and whatever EXP that battle produced is added to the guild's total EXP. When a member earns EXP another way, it is added too. Both are written as a single increment each time, so two members winning in the same second do not overwrite each other's contribution; that was a real bug once and is the reason the game does it this way.
Those two totals never go down. The guild also keeps weekly figures for the same two things, which reset on a weekly cycle and feed the leaderboards the Guild Hall guide describes. The upgrade check reads the running totals, not the weekly ones, so a quiet week costs a guild nothing towards its next tier.
Who Presses the Button, and What Happens When They Do
Only the guild leader can upgrade the tier. That is the one rank-specific fact in this article, and it follows from the money: the cost comes out of the shared bank, and the shared bank is everyone's.
The deduction is the most careful line in the whole feature. The game does not read the balance, compare it and then subtract. It issues a single instruction that subtracts the cost only if the balance still covers it at that instant, and if nothing was subtracted, nothing else happens either: no tier change, no cap change, no record of an upgrade. There is no state where the guild has paid and not moved, or moved and not paid.
When it does go through, three things are written together: the bank transaction, with the guild's balance after it; the new tier and the new member cap; and a line in the guild's activity log saying what it was upgraded from and to, so the whole membership can see who did it and when.
Missing one requirement stops the other two
The three checks run in order, and the first one that fails ends the attempt with a message saying exactly which number is short and by how much. A guild with the NP but not the battles will be told about the battles and keep its NP. Nothing is taken until all three are true.
Where the Numbers Actually Live
The tables above are not copied from the code. They are copied from a table in the game's database that the code reads, and that distinction has history. For a while the game had two sources of truth for the same limits: a constant written into the code, and the table. Some parts of the game read one and some read the other, so a member could be shown one bank cap and stopped by a different one. That was found in an audit and fixed by routing every reader through the same helper, which asks the table first and falls back to the code only if a row is missing. The table has all six rows, so the fallback never fires, and the figures on this page are the ones the game is enforcing.
It also means the numbers can change without the code changing. Everything here was read the day this published, and if the tier page in the game ever disagrees with it, the game is right and we would like to know.
What This Does Not Cover
Member ranks, which are a ladder for people rather than for the guild, are in the Guild Hall guide. What the perk slots can hold, and the weekly leaderboards the reset figures feed, are the same guide's territory. The shared bank itself is a different system from the World Bank, whose dividends and loans have their own article, and nothing about a guild tier changes what a player can or cannot do to another player; that is the blocking article.
None of it is advice about whether to climb. A higher tier holds more people and more NP and runs more perks. Whether a particular guild wants any of those is the guild's business, and the table's job is only to say what it will cost.