A complete beginner-to-endgame guide
Guild Idle is a browser auto-battler RPG. Your heroes fight automatically — your job is to recruit, upgrade, and equip them wisely, then send them out on dungeon runs to earn gold and loot.
When you first open the game, start by recruiting a couple of heroes from the Adventurers tab. Each hero has a class that determines their role and combat ability. Once you have a party assembled, head to the Parties tab, assign heroes to a party, and send them to The Crypt — the first dungeon.
Runs play out automatically across multiple floors. Heroes fight enemies on each floor and, if they survive, face a boss at the end. A successful run earns gold, experience, and loot. A failed run still grants partial rewards for the floors you cleared.
Guild Idle is designed around an idle progression loop. Even when you close the tab, your parties continue earning offline gold and experience. When you return, you'll find accumulated resources ready to spend on upgrades.
The core loop looks like this:
The Guild Upgrades panel lets you spend gold on permanent bonuses — increased gold income, faster run speeds, bonus XP gain, and more. These upgrades compound over time and are among the best uses of early gold.
There are 14 hero classes in Guild Idle — 5 base classes available from the start, and 9 advanced classes that unlock by clearing specific dungeons.
| Class | Role |
|---|---|
| Warrior | Frontline tank and melee damage dealer. High HP and DEF. Ability: Taunt. |
| Rogue | Agile single-target assassin. High ATK, lower HP. Ability: Backstab. |
| Mage | Area-of-effect spellcaster. Scales with Ability Power. Ability: Fireball. |
| Cleric | Party healer. Keeps your team alive through tough floors. Ability: Heal. |
| Ranger | Ranged damage dealer with multi-target attacks. Ability: Multishot. |
Advanced classes unlock after clearing milestone dungeons and offer specialised playstyles:
| Class | Unlocks At | Specialty |
|---|---|---|
| Chronomancer | Sunken Citadel | Time manipulation — slows, stuns, and resets cooldowns. |
| Enchanter | Sunken Citadel | Buffs and debuffs. Empowers allies and weakens enemies. |
| Swashbuckler | Sunken Citadel | Agile duelist with high crit potential and evasion. |
| Druid | Astral Plane | Nature magic. Mix of healing, damage, and crowd control. |
| Alchemist | Astral Plane | Consumables and elemental flasks. Flexible utility. |
| Gladiator | Void Sanctum | High-risk warrior who thrives in prolonged fights. |
| Valkyrie | Void Sanctum | Battle-hardened warrior with team support and revival mechanics. |
| Samurai | Void Sanctum | Precision melee striker with high single-hit damage. |
| Onmyoji | Void Sanctum | Spirit-caller. Summons spiritual entities and deals elemental damage. |
Each hero has six stats: ATK (attack power), DEF (damage reduction), HP (health), SPD (action speed), AP (ability power), and LCK (luck — affects crit and loot quality). As heroes level up, they earn stat points you can freely allocate across these six attributes.
There are seven dungeons, each progressively harder and gated behind clearing the previous one. Later dungeons also unlock advanced hero classes.
| Dungeon | Boss | Notes |
|---|---|---|
| The Crypt | Lich King | Starting dungeon. Good for levelling early heroes. |
| Whispering Forest | Elder Treant | Second dungeon. Introduces harder enemy compositions. |
| Thorncastle | Baron Thornwall | Mid-tier dungeon with armoured enemies. |
| Volcanic Depths | The Inferno | Fire-themed. High ATK enemies. Heat spikes damage output. |
| Sunken Citadel | Kraken Herald | Unlocks Chronomancer, Enchanter, and Swashbuckler classes. |
| Astral Plane | Astral Sovereign | Unlocks Druid and Alchemist. Enemies have high HP pools. |
| Void Sanctum | The Void Itself | Final dungeon. Unlocks Gladiator, Valkyrie, Samurai, and Onmyoji. |
Each dungeon also has a rare elite enemy that spawns occasionally during runs. Killing it has a 2% chance to drop a unique legendary item exclusive to that dungeon. These rare enemies are tracked in the Codex once you first encounter them.
Before each dungeon run, you can activate dungeon affixes — modifiers that make enemies more dangerous in exchange for bonus gold and loot rewards. Three affixes are rolled for each run; you can enable, disable, or re-roll them individually before dispatching.
Affixes come in three tiers. Higher-tier dungeons unlock access to more powerful (and more rewarding) affixes:
| Affix | Effect | Reward Bonus |
|---|---|---|
| Hardened | Enemies: DEF +20% | +20% |
| Raging | Enemies: ATK +25% | +25% |
| Bloated | Enemies: HP +30% | +20% |
| Fortified | Enemies: HP +15%, DEF +10% | +30% |
| Swarming | Enemies: ATK +15%, HP +10% | +30% |
| Affix | Effect | Reward Bonus |
|---|---|---|
| Wrath-Touched | Enemies: ATK +40%, DEF +20% | +50% |
| Ironclad | Enemies: DEF +50%, HP +20% | +55% |
| Relentless | Enemies: all stats +30% | +60% |
| Empowered Boss | Boss: HP +60%, ATK +30% | +65% |
| Affix | Effect | Reward Bonus |
|---|---|---|
| Infernal | Enemies: ATK +60%, DEF +40%, HP +40% | +90% |
| Void-Touched | Enemies: DEF +70%, HP +50% | +100% |
| Apex Predators | Enemies: ATK +80%, HP +30% | +100% |
| World-Ender | Enemies: all stats +60% | +150% |
When a hero reaches level 10, they are prompted to choose a subclass — a permanent specialisation that enhances their core identity and may alter or upgrade their ability. Each class has two subclass options. Choose carefully; you can only change your subclass by using a rare Subclass Repick consumable.
There are 20 subclasses in total:
| Base Class | Subclass A | Subclass B |
|---|---|---|
| Warrior | Berserker | Paladin |
| Rogue | Assassin | Poisoner |
| Mage | Pyromancer | Arcanist |
| Cleric | Lightbringer | Inquisitor |
| Ranger | Sniper | Warden |
| Chronomancer | Timestop | Haste Weaver |
| Enchanter | Hexblade | Harmonist |
| Swashbuckler | Duelist | Corsair |
| Druid | Shapeshifter | Thornweaver |
| Alchemist | Bomber | Transmuter |
| Gladiator | Pit Fighter | Iron Titan |
| Valkyrie | Einherjar | Death's Herald |
| Samurai | Kensei | Shogun |
| Onmyoji | Shrine Keeper | Wrathcaller |
Every hero has access to a skill tree — a web of 120 interconnected nodes inspired by deep passive systems in action RPGs. Each level grants one skill point to spend on the tree.
Nodes are grouped into thematic clusters offering bonuses to ATK, DEF, HP, SPD, AP, LCK, and more complex passive effects. At the outer edges of the tree lie Keystones — powerful nodes that fundamentally change how a hero functions, at the cost of requiring deep investment in a cluster to reach them.
Skill tree allocations can be reset at any time using a Skill Reset consumable, allowing you to experiment freely once you have the materials.
The Bounty Board offers a rotating selection of contracts — objectives that reward gold, items, or other resources when completed. Bounties range from simple tasks like clearing a specific dungeon to long-term challenges like equipping multiple heroes with subclasses.
Completing bounties is one of the best ways to earn resources early on, and many grant unique rewards not available elsewhere. Check the board regularly and queue up bounties that align with what your parties are already doing.
The Codex is a discovery journal that tracks every item, enemy, and dungeon your guild has encountered. As you discover new entries, the Codex rewards your guild with permanent bonuses — flat stat increases that apply across all heroes.
Filling out the Codex also unlocks mastery titles — cosmetic and functional achievements that reflect your progression depth. Some titles are tied to specific milestones like clearing all dungeons, reaching deep floors in Eternal Strife, or killing every dungeon's rare elite.
Eternal Strife is Guild Idle's endgame mode — infinite scaling waves of enemies that push your party to its absolute limit. Unlike standard dungeons, Eternal Strife has no final boss: floors increase in difficulty without end.
To enter Eternal Strife, all party members must be at least level 10. Each floor you clear earns Honor, a currency used in the Glory Shop to purchase powerful upgrades and unlock further progression. Re-running floors you have previously cleared still earns a small honor bonus (5% per previously-cleared floor), so prior progress is never wasted.
Eternal Strife runs are tracked on a global leaderboard — see how deep your party can push compared to other players on the Leaderboard.
Beyond Colosseum is the PvP system in Guild Idle. Submit your heroes to compete automatically against other players' parties using an Elo-based ranking system. Three formats are available: 1v1, 3v3, and 5v5, each with its own independent Elo rating and leaderboard.
Colosseum fights are handled server-side — your party fights at the strength it was at when you last submitted. You earn Colosseum points and climb the ladder regardless of whether you are actively playing. Elo for heroes inactive for 365 days is eventually retired, keeping the leaderboard fresh.
View the current global standings on the Leaderboard page.
Have a question not covered here? Visit our Contact page or join the community on Reddit. See the Changelog for the latest updates and patch notes.