The guild's research tree is really a personal one: 26 account-wide stat lines you buy with Legion Points and Stars, capped by a clever catch-up rule so no single tech can run away. Every tech, every level, every cost — from the config tables.
Legion Technology (internally guild_tech) unlocks with the Legion itself at campaign stage 4. Despite living in the guild building, every level you buy is a personal, permanent stat — your legion-mates' levels don't affect yours. Each tech runs to level 100, paid in Legion Points (item #79) plus Stars, and the whole tree can be reset for free materials back at any time.
The UI defines four tabs (guild_tech_type_1–4). Three ship with techs; the fourth — Fighter Enhancement, eight per-rarity attack/HP techs — exists only as loc strings and a cost ladder, with no tech rows in this build:
Every tech adds a flat per-level increment; level 100 is simply 100× the increment. "Applies to" is decoded from the attr target (emitN = weapon line, unitBranchN = enemy class).
Costs are a two-part formula: a shared base ladder (guild_tech_level — its 400 rows are 4 identical copies of the 100 levels below) × each tech's own price multipliers (score_param/star_param in guild_tech). Equipment techs are ×1/×1, so the base ladder is their exact bill; the damage techs cost 3–4× the Legion Points and 2.5–4.5× the Stars — see the ×LP/×Stars columns in the tech table above.
Base bill for one ×1/×1 tech: {BASELP} Legion Points + {BASESTARS} Stars. The two boss techs are the priciest in the tree: damage against bosses runs 277,521 LP + 9.1M Stars and reduce damage from bosses 370,028 LP + 10.24M Stars. Maxing all 26 costs {GRANDLP} LP + {GRANDSTARS} Stars; on the base curve, levels 51–100 are {LATESHARE} of the total.
The 26 techs resolve to six distinct cost profiles. Equipment's ×1/×1 IS the base ladder; the Damage Increase and Enemy Weakened tiers are different, and each is listed here in full — pick a profile:
"{POINTSDESC}" — the loc string names the two faucets: the Legion Hunt (the weekday guild-boss rotation, internally guild_boss) and the Hyper Battlefield guild event.
Seven bosses, one per weekday, 3 free runs/day (+2 buyable at 50 diamonds), 10 Energy per run. Payout scales with the boss level your legion has pushed and your damage rank inside the legion:
Alongside Camp Tech, Super Tech, Military Rank and gear, Legion Tech is another account-wide multiplier sheet: +50% base attack per weapon line, +20% attack rate, +20% crit, +50% crit damage at cap — on every weapon simultaneously.
The 2×-average rule means efficient players level whole categories evenly, which keeps the Legion Points sink steady week after week — and keeps players running the daily Legion Hunt, which keeps legions alive.
Eight Fighter Enhancement techs (N/R/SR/SSR attack & HP) are fully named in the localization and have a published cost ladder, but no config rows — a whole fourth category waiting to be switched on.
Sources: guild_tech, guild_tech_level, guild_config, guild_boss_config, guild_boss_level, game_base_config, and the English localization. Legion Points are personal; nothing here depends on legion-mates beyond pushing the Hunt boss level.