Guard Missions & Skill

Send your archer, warrior, or guardian on timed missions, collect wood, iron, or leather, grow guard skill, and boost combat damage.

Guard Missions & Skill

Related in Guards: Your Guards | Hourly Rewards | Guard Missions & Skill | Guards in Combat | Captain's Sacrifice

Your Ranged, Warrior, and Guardian companions can be sent on timed missions from the Guards screen. While they work, they gather resources for you and improve their own skill — a mastery track separate from combat stats.

Guard typeResource gatheredTypical destination
RangedWoodA forest city on your faction's side
WarriorIronMitron (good) or Salderan (evil) when still held by your side
GuardianLeatherA forest city on your faction's side

If no valid destination exists, assignment is blocked.

Mission skill (0–100%)

Each mission-capable guard has a skill percentage shown on the Guards screen (0% to 100%).

Skill affects:

  • Mission rewards: higher skill means more wood, iron, or leather when you collect.
  • Combat damage: skill adds skill ÷ 10 flat bonus to that guard's attack in Character Power. Attack 45 at skill 100% counts as 55 — shown in-game as 45(+10).

Skill rises when you claim a finished mission: +0.1 per mission hour (1 h → +0.1, 3 h → +0.3, 6 h → +0.6).

Assigning a mission

On the Guards screen, tap Assign Mission on an owned ranged, warrior, or guardian guard and choose a duration:

DurationDuration bonusGold cost (paid on assign)
1 hour×1.0015 gold
3 hours×1.0635 gold
6 hours×1.1260 gold

While the timer runs the guard is on mission:

  • They do not count toward fighting power.
  • You cannot train them or start another mission.
  • They cannot be summoned into a forming group quest.
  • When the timer ends, the app may send a local notification (if enabled).

Collecting rewards

Rewards are not granted automatically when the timer expires. When the guard returns, tap Collect to receive wood (ranged), iron (warrior), or leather (guardian) and apply the skill gain.

Until you collect, the guard is back but still holds pending mission data. They do count toward combat power again while waiting for collection.

Economy at 100% skill

`reward = floor(base per hour × hours × (0.35 + 0.65 × skill/100) × duration bonus)`

GuardResourceBase/hour1 h3 h6 h
RangedWood441327
WarriorIron661940
GuardianLeather441327

Lower skill reduces the payout multiplier but never removes rewards entirely.

State reference

StateIn combat power?Can train?Can assign?
IdleYesYesYes
On mission (timer running)NoNoNo
Returned, reward unclaimedYesNoNo — collect first
After collectYesYesYes