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Expeditions to the Guild Provinces — progress report.
Guild Buildings.
All such buildings have something in common. They were all built in time immemorial and have not been preserved very well. Therefore, before you can use them, you must reawaken the ancient energy within them. Every member of the guild can contribute to this. Donate enough resources, and soon the structures will be better than ever.
Many of you already know this from the last update article, so let's move forward. So, what buildings do we have? Here is the full list of structures that you can find in your guild province:
Expedition Gates, opening the way to mysterious underground labyrinths.
4 special guild creature settlements.
The good old notice board, familiar to you from the provincial capital.
Experienced artifact traders for heroes of all levels.
Traders known to you from the nearest market: a scribe, an apothecary, a prestige item trader, and a seal trader.
2 obelisks, to make it easier for you to search for forgotten lands.
All altars, conveniently gathered in one place:
Banner of Divine Initiative.
Altar of the Sword.
Creature Protection Altar.
Magic Altar.
Hero Protection Altar.
Luck Altar.
Temple of Spirit.
Stone of Enlightenment.
And this is only the beginning! Exploring the province, you will see that there is still plenty of room for future updates. You might even notice hints suggesting what those buildings will be. But let's return to the buildings that you will have from the very start.

How do you like the idea of not having to search for buffs across different MMHO provinces, but getting them all in one place? Teleport to this point, and then return back, buffed to the brim. Sounds great? Then a guild province is exactly what you need. By restoring the altars in their province, guild members can visit them and receive all the bonuses they provide. Currently, these bonuses apply only to the heroes who visited the altars, but who knows what awaits us in the future?..
Need more experience and a bonus to initiative? Visit the altars in your province and get what you desire.
Looking for an artifact trader to buy that much-needed weak artifact? What are you waiting for? Head to the guild province, and you will find such a trader.
Creature settlements are the heart of your province. There is a lot to tell about them.
In your guild province, you can restore 4 creature settlements. That much is clear. But these 4 structures are not simple settlements where you can hire strictly defined creatures. In the new guild creature settlements, you can get any creatures you want!
That's right: you can even hire event creatures here, if the settlement is configured accordingly.
Creatures from another faction? Please! Upgraded creatures? Please! Creatures from events that have already ended? Please! All the guild needs to do is "remind" the ancient structure of the creatures you need. But this choice must be approached wisely: once made, you will not be able to change your decision. If you cancel the choice, all efforts invested in that building are lost. That is why only the guild leader has the right to choose the creature type for the building.

To do this, he must place 1 creature from his army into the building before its restoration begins. After that, guild members will have to donate not only resources but also a certain number of selected creatures to establish a connection with them. The total number of creatures that need to be sacrificed will be relatively small, while the final benefit will be enormous. When the restoration is complete, the creature settlement will begin producing the selected creatures for both the leader and each member of the guild.
Any guild member can visit the settlement and hire the required number of creatures. In the log, you can see who took how many creatures and when. Note: hired creatures are taken from a common building storage for all players, and the recovery wait time for other guild members may vary. But, as with creature settlements in your city, you can increase the storage size — again, with the help of the entire guild.
What makes guild creature settlements special is not only the ability to hire your favorite creatures (just imagine: as many thunderbirds as you want!). Such powerful buildings require constant maintenance. Over time, creature settlements will lose their ancient energy, and your guild will have to restore it. This requires crystals, dragon steel, as well as special resources that can be found in guild expeditions.
Are you not tired of news about guild expeditions yet? Then read more!
Our team is inspired by your wonderful comments and suggestions. During development, we try to take them into account as much as possible. We are confident that we will be able to release this large and long-awaited update as early as spring. The exact release date will be announced soon, so your guild will have time to prepare properly.
Previously, we mainly talked about the provinces themselves, only briefly touching upon expeditions. So far, you know that expeditions are a competition between guilds and that special resources can be obtained in them.

But in reality, guild expeditions are something more. Your guild will be able to test its strength in three expeditions. For winning an expedition, the guild immediately receives experience. Furthermore, as long as your guild remains the winner, you receive a bonus to Dragon Knight points. Winning several expeditions unlocks additional effects. We will tell you more about this in the next report. The first expedition gates will be available from the start, and the second and third you must open with the help of all guild members (similar to how you restore buildings in the province).
But how can you go on an expedition? When the gates to your guild province are built, all guild members will gain access to expeditions. You can set out on an expedition from the guild province, from the travel map, and using a button in the upper right part of the screen.
In the expedition, you will have to travel through colossal labyrinths. Nothing like this has been encountered in the game until now. This also applies to the battles awaiting you. The creatures themselves may seem familiar, but in this strange world beyond Ashan, they unite into unusual alliances. Even the battlefields here are completely different. But there is no glory without risk. You must defeat all enemies and take their treasures to move on to the next labyrinth.
Speaking of treasures. You may encounter unnecessary trophies or items that you cannot use. Since we emphasize cooperative play in expeditions, you can give unwanted treasures to any guild member, even if they are not currently in the game. In general, it is not at all necessary to be constantly in the game for guild expeditions. You can play at your convenience and enter and exit an expedition at any moment. Progress in it is saved for the entire guild.
Playing in a guild and advancing toward distant labyrinths provides certain advantages. In expeditions, you can obtain artifacts, resources for your hero and guild province, as well as 12 new artifact sets specifically designed for the 4 hero classes. So the further you can penetrate, the greater the benefit you will bring to your guild.

Expeditions will allow your guild to declare its strength to all of Ashan. Details on how guilds can compete with each other will be in our next article. We look forward to your feedback and suggestions.
Write not only your name, but also the name of your guild into the history of Ashan!