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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. 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. 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. 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. 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.

RankHow manyIn short
Guild Master1Everything. The only one who can disband, hand over the guild, change ranks or set the mark.
Submaster1The Master’s second. Recruits, expels, writes the notice and handles other guilds.
Escort CaptainUp to 8Recruits and expels, and can take items out of the warehouse.
SoldierEveryone elseCan deposit in the warehouse and use the guild’s facilities.
PermissionGuild MasterSubmasterEscort CaptainSoldierGuild level
Invite to GuildYesYesYesany
Expel from GuildYesYesYesany
Leave GuildYesYesYesany
Guild NoticeYesYesany
Change RankYesany
Delegate LeadershipYesany
Disband GuildYesany
Register guild markYesany
Request Siege WarYesany
Request Guild RelationshipYesYes3+
Place in storageYesYesYesYes2+
Take out of storageYesYesYes2+
Check storage logYesYesYesYes2+
Upgrade (facility)YesYesany
Activate (facility)YesYesYesYesany
The names are the ones the guild window itself uses. “Guild level” is the lowest level the guild needs before anyone can use that permission at all.

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.

LevelCoins donated in totalMembersWhat changes
160Founded. Facilities can be built.
215080Guild warehouse opens, two tabs.
3630100Alliances and hostility; a third warehouse tab.
41,580120
53,140150Member cap reaches its maximum.
65,615150
78,615150
812,140150
916,190150
1020,765150
1125,865150
1231,490150
1337,640150
1444,315150
1551,515150
1659,240150
1767,490150
1876,265150
1985,565150
2095,390150Top level. Donations stop here.
Every level from 2 to 20 also pays the guild one guild point — nineteen in all — which is what facilities are built with.

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

Guild Coins

drop

Lucky 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

Pledge of King

same drop

The 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. 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. 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. 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.

Contribution does not travel with you. Leave the guild or be expelled from it and your Contribution is wiped, and it comes off the guild’s total as well. Rejoin, or join somewhere else, and you start again from zero — which also means starting again below the 50 the merchants ask for.

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

Ether Stone

activate

Any 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.

RelationshipHow it startsOut in the fieldHow it ends
AllianceProposed by one guild, accepted by the otherAllied members count as friendly — you cannot attack themEither side breaks it off
Declared hostilityDeclared by one guildNot yet enemies — that waits for it to turn mutualTurns into mutual hostility by itself after 6 hours
Mutual hostilityBoth guilds hostile to each otherMembers of the two guilds are treated as enemiesEnds by itself after 14 days
Your own guild-mates are always friendly, whatever the relationship. A guild that files to disband has its relationships released.

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.

A disband takes seven days, not three. The confirmation box says three; the wait is actually a full week, and it can be cancelled at any point before it runs out. When the week is up, the guild is dissolved the next time the Guild Master is logged in, and its information is deleted with it.