GuidesGuilds
Guilds
A guild costs a level-20 character and 100,000 heim to found, and it grows on one thing only: the Guild Coins its members donate, five a day each. Here is who can do what, what each of the twenty levels opens up, and what happens when a guild comes apart.
20
level to found one
100,000
heim to found it
20
guild levels
150
members at most
Step by step
Founding a guild
Founding happens at a guild manager, in town. Everything else about running the guild happens in the guild window, which opens on G.
- 1
Reach level 20 and carry 100,000 heim
Both are checked the moment you confirm, and you must not already belong to a guild. You also cannot found one while your name is marked chaotic for player killing. - 2
Find a guild manager
There is one in every major town — Aris in Tringel, Ares in Belthen, Robert and Hendolph in Etherain, Idgy in Aukra, Ezio in Kortok and Chesare in Old Esmara. It has to be done in town; nowhere else will take the request. - 3
Name the guild
The heim is taken when you confirm. If the name is refused or the founding fails for any other reason, the full 100,000 comes back to you. - 4
Open the guild window
G toggles it by default. You start as Guild Master of a level 1 guild with room for sixty members.
Ranks
Four ranks, and what each may do
Every member holds one of four ranks. Only the Guild Master can move people between them.
| Rank | How many | In short |
|---|---|---|
| Guild Master | 1 | Everything. The only one who can disband, hand over the guild, change ranks or set the mark. |
| Submaster | 1 | The Master’s second. Recruits, expels, writes the notice and handles other guilds. |
| Escort Captain | Up to 8 | Recruits and expels, and can take items out of the warehouse. |
| Soldier | Everyone else | Can deposit in the warehouse and use the guild’s facilities. |
| Permission | Guild Master | Submaster | Escort Captain | Soldier | Guild level |
|---|---|---|---|---|---|
| Invite to Guild | Yes | Yes | Yes | — | any |
| Expel from Guild | Yes | Yes | Yes | — | any |
| Leave Guild | — | Yes | Yes | Yes | any |
| Guild Notice | Yes | Yes | — | — | any |
| Change Rank | Yes | — | — | — | any |
| Delegate Leadership | Yes | — | — | — | any |
| Disband Guild | Yes | — | — | — | any |
| Register guild mark | Yes | — | — | — | any |
| Request Siege War | Yes | — | — | — | any |
| Request Guild Relationship | Yes | Yes | — | — | 3+ |
| Place in storage | Yes | Yes | Yes | Yes | 2+ |
| Take out of storage | Yes | Yes | Yes | — | 2+ |
| Check storage log | Yes | Yes | Yes | Yes | 2+ |
| Upgrade (facility) | Yes | Yes | — | — | any |
| Activate (facility) | Yes | Yes | Yes | Yes | any |
Growth
Twenty levels, one currency
A guild never levels from fighting or from time served. Its level follows one number — the total Guild Coins its members have donated — and moves up by itself the moment that total crosses the next mark.
| Level | Coins donated in total | Members | What changes |
|---|---|---|---|
| 1 | — | 60 | Founded. Facilities can be built. |
| 2 | 150 | 80 | Guild warehouse opens, two tabs. |
| 3 | 630 | 100 | Alliances and hostility; a third warehouse tab. |
| 4 | 1,580 | 120 | |
| 5 | 3,140 | 150 | Member cap reaches its maximum. |
| 6 | 5,615 | 150 | |
| 7 | 8,615 | 150 | |
| 8 | 12,140 | 150 | |
| 9 | 16,190 | 150 | |
| 10 | 20,765 | 150 | |
| 11 | 25,865 | 150 | |
| 12 | 31,490 | 150 | |
| 13 | 37,640 | 150 | |
| 14 | 44,315 | 150 | |
| 15 | 51,515 | 150 | |
| 16 | 59,240 | 150 | |
| 17 | 67,490 | 150 | |
| 18 | 76,265 | 150 | |
| 19 | 85,565 | 150 | |
| 20 | 95,390 | 150 | Top level. Donations stop here. |
A guild does not lose a level when someone leaves. The departing member’s coins come off the total, but the total stops at the floor of the level the guild is already on — so the guild keeps its level and just has further to go to the next one.
Contribution
Guild Coins, and what your contribution is worth
Guild Coins are the only thing that levels a guild, and the only way a single member's effort shows up in the guild window.
Guild Coins
dropLucky monsters — the rare, named treasure mobs out in the field — can drop a stack of five, ten or fifteen, as can the treasure boxes named after them. Right-click the stack to add it to your currency.
Pledge of King
same dropThe same lucky-monster roll hands out one to five Pledges of King instead — more often than it hands out coins. The guild merchants sell them too.
- 1
Donate from the guild window
Up to five coins per character per day. Each coin you give is added to the guild's total and to your own Contribution, which is the number beside your name in the member list. - 2
Watch the level climb
Level 2 is 150 coins in total, level 5 — where the member cap tops out — is 3,140, and level 20 is 95,390. The more members donating their five a day, the faster it goes. - 3
Stop at 20
A level 20 guild cannot accept donations. Coins still in your currency after that are spent at the guild merchants instead.
The guild merchants
Beluran in Belthen, Tris in Tringel, Metrian and Etrian in Etherain, Lakris in Aukra and Tors in Kortok take Guild Coins as money. They sell two things: a Pledge of King for 10 coins and an Ether Stone for 50. Both ask for a personal Contribution of at least 50 — but only as a threshold. Buying spends the coins you are holding, never your Contribution.
Shared storage
The guild warehouse
A storage window the whole guild shares, opened at any guild manager once the guild reaches level 2.
Size
50 slots, then 75
Tabs of twenty-five. A level 2 guild has two tabs; reaching level 3 adds the third.
Who
Everyone puts in
Every rank can deposit and read the log. Taking things out is for Escort Captains and above — Soldiers can give, not take.
When
One at a time
Only one member can have the warehouse open. If it will not open, someone else is in it. Walking away from the guild manager closes it.
Facilities
Six facilities to spend guild points on
Facilities are where a guild's levels turn into something every member feels. Each has five levels, and each level costs one guild point.
Mercenary Guild
The Berserkers’ commission house — backs you with the Warriors’ fighting power.
Senate
The Dragonkin elders — backs you with their long experience.
Eclipse
The Assassins’ secret order — backs you with their special techniques.
Clan
The Valkyrie chiefs — backs you with the Hunting Tribe’s equipment strengthening.
Magic Lab
The Elementalists’ institute — backs you with their skill at using potions.
Pelles
The Mio survivors’ underground — backs you with their knack for raising money.
Upgrade
A standing bonus for everyone
The Guild Master or Submaster spends a guild point to raise a facility a level, and its bonus applies to every member of the guild. Six facilities at five levels is thirty upgrades; a level 20 guild has earned nineteen points, so choosing which to raise is the real decision.
Ether Stone
activateAny member can spend one to activate a facility for sixty minutes, at the strength of the level the guild has built it to. It cannot be done while riding a mount or flying.
Other guilds
Marks, alliances and hostility
How your guild looks to everyone else, and how it stands with the other guilds on the server.
The guild mark
The Guild Master builds the emblem from a background and a pattern. Registering it uses up one Guild Seal from the Master’s bag — and no shop sells Guild Seals at the moment, so for now a guild goes without a mark.
Relationships open at level 3
From guild level 3 the Guild Master or Submaster can propose an alliance or declare hostility. A guild can hold up to 20 allies and 20 hostile guilds at once.
| Relationship | How it starts | Out in the field | How it ends |
|---|---|---|---|
| Alliance | Proposed by one guild, accepted by the other | Allied members count as friendly — you cannot attack them | Either side breaks it off |
| Declared hostility | Declared by one guild | Not yet enemies — that waits for it to turn mutual | Turns into mutual hostility by itself after 6 hours |
| Mutual hostility | Both guilds hostile to each other | Members of the two guilds are treated as enemies | Ends by itself after 14 days |
Together
Chat, rankings and the siege
The three places a guild shows up beyond its own window.
Chat
Start the line with $
Guild chat has its own channel; a $ at the start of a message sends it there. Every chat channel and its prefix is in the social guide.
Rankings
The Guilds board
The rankings page has a Guilds tab listing every player guild with its level and head-count, read live from the game. A guild waiting to disband drops off it.
The siege
Temple of Blood
Once a week guilds fight over the Temple of Blood’s regions. Only the Guild Master can put the guild forward. When it runs, how to get in and what holding ground is worth are all in the Temple of Blood guide.
The end
Leaving, expelling and disbanding
Everyone except the Guild Master can walk out whenever they like. The Master has two ways out, and one of them takes a week.
Leaving and expelling
Submasters, Escort Captains and Soldiers can leave from the guild window. The Guild Master, Submaster and Escort Captains can expel. Neither works inside the siege — you cannot leave, or be thrown out, mid-battle. Either way the member’s Contribution is wiped.
The Guild Master
A Guild Master cannot simply leave. Hand the guild to someone else with Delegate Leadership and leave as an ordinary member, or ask a guild manager to disband it.
Next
Temple of Blood
The weekly siege your Guild Master signs you up for, and what holding a region is worth.
Related
Parties, friends & chat
Every chat channel and its prefix, and the rest of the ways to find people to play with.
Standings
Guild ranking
Every player guild, its level and its head-count, read live from the game.

