The player's guide

Guilds

Founding a guild or joining one, and every tab of the guild window: the notice, the roster, the vault, the shop, the perk tree, the post and the ranks that decide who may do what.

Founding or joining a guild

Press G. If you're not in a guild, the window offers two ways in: found your own, or walk into the Starter Guild. Any other guild has to invite you.

In the game
The guild window for a character in no guild: a box with the name Ashen Vow typed in it and a Create button, a line saying a guild costs 1,000,000 gold, and a Join the starter guild button.
In no guild yet. Type a name and press Create, or join the Starter Guild.
An invitation: Seraphine invites you to Ashen Vow, 21 members, with Accept and Refuse buttons.
An invitation appears over everything, whether or not the guild window is open.

Founding a guild

  1. Press G and type the guild's name in the box. A name is 3 to 24 characters, and no two guilds may share one, whatever the capitals.
  2. Press Create. Founding costs 1,000,000 gold from your own purse. If you carry a Horn of Uma King, the horn is used up instead and the gold stays yours.
  3. You are the guild's leader. A new guild has three ranks (Leader, Officer and Member), room for 10 members, one vault shelf and an empty purse.

The Starter Guild

Press Join the starter guild to walk straight in, no invitation needed. It's a room to ask questions in: guild chat is where new players find out how things work. Nobody leads it, so nobody can invite, remove, spend or change anything; everyone in it is a plain member. It fills up like any other guild, and the button says so when it's full. Leave it whenever you're ready to join a real guild.

Being invited

  • Face to face. A member whose rank may invite targets you and presses Invite target on the Roster tab, or types /ginvite and your name (or /ginv) from anywhere on the server. You get the box above: Accept or Refuse. Party members can also invite you from the group window's menu.
  • By letter. A guild can write to you with an invitation in it. It works once, only for you, within 7 days. Open the letter in your mailbox and accept it there.
  • Joining is checked at the moment you accept. If the guild has filled up meanwhile, or you've joined another, you're told so.
  • New members always start at the guild's lowest rank.
One guild per character

Each of your characters can be in a different guild, or none. Joining one with an alt doesn't move your main.

The guild window

Press G or the guild button on the menu. It's the biggest window in the game, with twelve tabs along the top and the same header on every one of them.

In the game
PartWhat it does
Guild nameTop left, on every tab.
Experience, drop rate, gold rateWhat belonging to this guild adds to every member's rates right now, from the perk tree. Green when above nothing.
Guild level and barThe guild's own level, and how far it is to the next. Hover the bar for the exact figures.
Members and goldHow many members against how many places, and what's in the guild's purse. The line turns gold when every place is taken.
BuildOnly on your guild's own land or island, for a rank that may build: puts buildings down. See Islands.
TabWhat it's for
NoticeThe guild's book of pages: news, rules, raid times.
RosterEvery member, sorted and filtered, and what you can do to each.
VaultTen shelves of shared storage, each with its own rules.
ShopSupplies bought with the guild's purse.
DungeonsThe guild's dungeon runs this week.
PerksThe guild's level, its perk tree, and Guild Premium.
SocialGuild chat, kept so you can read what you missed.
JournalEvery coin in and out of the purse, and every vault move.
MailThe guild's own mailbox, and letters written as the guild.
WarWars over land.
EstateThe hall, islands and land the guild holds.
ManageThe ranks and what each may do.

Every member sees every tab. What changes with your rank is which buttons work: a button your rank can't use is drawn dimmed, and its tooltip says why.

Guild chat

Start a line with /g to talk to the whole guild. Everything said there is kept on the Social tab.

Notice

The first tab. Not one line of text but a small book: up to 20 pages the officers write, with headings, colours, lists, item names and links between the pages.

In the game
The Notice tab: a list of pages down the left (Welcome, Rules, Raid nights, Loot rules, New members) and the Welcome page on the right with a heading, a paragraph with a link to the rules, a dividing line, a list of this week's raids with times in gold and green, and item names. New page, Edit and Remove buttons sit underneath.
The front page, marked with a star in the list. Every member can read every page.
PartWhat it does
The page listClick a title to read that page. The star marks the front page, the one the tab opens on.
The pageWhat the page says. Scroll if it's long. Underlined words are links to another page of the book; item names show the item's tooltip under the pointer.
New pageStarts a blank page. Off once the book has 20.
EditOpens the page you're reading in the editor.
RemoveDeletes the page. The front page can't be removed while there are others; make another page the front page first.

The three buttons appear only for a rank that may write the notice. A guild with no pages yet shows its short one-line notice instead, if it has one.

Writing a page

The page editor: a Title box reading Welcome and a ticked Front page box, a row of buttons (Heading, Text, List, Line, Gold, Link), the page's source on the left with its tags, 7,582 left, and on the right a preview of the page as it will look. Save and Close underneath.
The source on the left, the page as members will see it on the right, updating as you type.
PartWhat it does
TitleWhat the page is called in the list, up to 32 characters. A page can't be saved without one.
Front pageTick it to make this the page the tab opens on.
Heading, Text, List, Line, Gold, LinkEach puts its tag in at the cursor. Select some words first and the tag wraps them; with nothing selected it puts in "write here", ready to type over.
SourceThe page as you write it. Copy, cut, paste and the arrow keys all work. Ctrl+. opens the emoticon picker.
"left"How much more the page can hold. Gold when it's nearly full, red when it's over and Save won't work. A page holds about 8,000 characters, and the whole book about 64,000.
PreviewExactly what members will see. A link to a page that doesn't exist shows as plain words here, so you can fix it.
Save, CloseSave publishes the page to the guild at once. Close throws away your changes.

The tags

WriteTo get
[heading]This week[/heading]A heading line in gold.
[text]...[/text]A paragraph, wrapped to the page.
[list][*]one[*]two[/list]A bulleted list; each [*] starts a bullet.
[rule]A line across the page.
[colour=gold]...[/colour]Coloured words. The colours are white, gold, grey, green, red and blue.
[link page="Rules"]the rules[/link]A link to another page of the book, named by its title, or "home" for the front page. Links only ever go to pages of your own guild's book.
[item healing-potion]An item's name, in its grade's colour, with the item's tooltip under the pointer. The item is named by its id: its English name in lower case, with dashes between the words. Each member sees the name in their own language.
[icon 6]An item picture, on a line of its own, by its picture number.

A tag the game doesn't know is skipped, not shown. Emoticons (:smile: and the rest) draw as pictures, as they do in chat.

Roster

Everyone in the guild, online or not, in a table you can sort and filter.

In the game
The Roster tab: a find-a-name box, an All ranks button and an Invite target button above a table of 21 members with columns Name, Lv, Rank, Class, Gender, Last seen and Given. Members who are online are bright and say ONLINE; the others are dimmed with how long ago they were last seen.
Online members are bright; the rest are dimmed, with when they were last seen.
PartWhat it does
find a nameType part of a name to show only the members that match.
All ranksClick to show one rank at a time; each click moves to the next rank, then back to all. When the list is filtered, "SHOWING x OF y" says how many are hidden.
Invite targetInvites whoever you have targeted. For anyone out of sight, type /ginvite and their name. Dimmed if your rank may not invite.
The headingsClick one to sort by it; click it again to reverse. Numbers sort highest first, names A to Z.
NameA star marks the leader. Your own row is in white.
Lv, Rank, Class, GenderThe member's level, guild rank, class and gender.
Last seenONLINE, or how long ago they last played.
GivenHow much gold this member has paid into the purse.

Right-click a member

A member's row right-clicked: a menu with Inspect, Whisper (dimmed), Change rank and Remove from guild, and the Change rank submenu listing Warden and Captain dimmed (Captain ticked as their rank) and Veteran, Member and Recruit available.
Ranks at or above your own are dimmed, and so is the one they already hold.
A box titled Are you sure? asking Remove PELL from the guild? with Yes and No buttons.
Removing someone, or leaving, always asks first.
Menu rowWhat it does
InspectShows what they're wearing, even if they're far away.
WhisperOpens the chat line addressed to them. Only while they're online.
Change rankFor a rank that may change ranks. Pick the new rank from the list. You can only move members who are below you, and only to ranks below your own.
Remove from guildFor a rank that may remove members, and only for members below your own rank. Asks to confirm.
Leave guildOn your own row, in place of Remove. Asks to confirm.
  • Nobody can act on someone of their own rank or above, or promote anyone to their own rank or above. That rule can't be changed by any permission.
  • The leader can't leave while anyone else is in the guild, and nobody can be promoted to leader.
  • The last member out ends the guild. They have to empty the vault first, or it won't let them go.
Vault

Storage the whole guild shares: ten shelves of 150 items. Each shelf has its own name, its own picture, and its own rule about who may put things in and who may take them out.

In the game
The Vault tab: shelves down the left (Potions 27 of 150, Ores 41 of 150, Gear, Jewellery, Boss loot, and Shelf 6 to Shelf 10 with their prices from 80,000 to 1,280,000), and the Potions shelf open on the right as a grid of fifteen by ten with stacks of potions, scrolls, talismans and poisons. Configure shelf and Pay into the purse buttons underneath.
Five shelves bought and named. The locked ones show what they cost.
PartWhat it does
The shelvesClick one to open it. Each shows its picture, name and how full it is; a shelf not yet bought shows its price. Hover a shelf to see who may put in and who may take out.
The gridWhat's on the open shelf, fifteen across and ten down.
Configure shelfName it, pick its picture and set its two ranks. For a rank that may arrange the vault.
Buy this shelfAppears when a locked shelf is picked. Pays for it from the purse.
Pay into the purseGives the guild some of your gold. See the purse.
The note under the gridWhen your rank may only put in, or only take out, or neither, it says so here.

Putting things in and taking them out

  • Right-click an item in your bag (or Shift-click it) while the Vault tab is showing, and it goes onto the shelf you're looking at.
  • Right-click an item on the shelf, or Shift-click it, to take it into your bag.
  • Or click to pick an item up and click again where it goes. Take off anything you're wearing before you store it.
  • With the chat line open, Shift-click links the item in chat instead.
  • The vault only works in a town (any safe zone). Anywhere else, every move is refused.
  • Every item in and out is written in the journal, with who moved it.
The pointer over the Jewellery shelf: a tooltip saying Put in: Veteran and better, Take out: Captain and better.
Hover a shelf to see its two rules.
The Configure shelf window: a Name box reading Jewellery, a scrolling grid of item pictures to choose from, May put in set to Veteran and May take out set to Captain, and Save and Close buttons.
Configure shelf: a name, a picture, and the two ranks.

Who may use a shelf

Each shelf has two settings, May put in and May take out. Each is a rank: that rank and every rank above it may do it. Click the button to step through the ranks, or to Anybody. You can't set either above your own rank. A shelf anybody may fill but only officers may empty works as a deposit box.

A new shelf lets anybody put in and lets Officers and above take out. Members who may not touch a shelf can still see what's on it.

Buying shelves

The Vault tab with the locked Shelf 6 picked: the grid says this shelf has not been bought and costs 80,000, and a button underneath reads Buy this shelf: 80,000.
A locked shelf, picked. The button pays for it out of the purse.

The first shelf comes with the guild. The rest are bought in order, out of the guild's purse, by a rank that may buy vault shelves. Each costs twice the one before:

Shelf2345678910
Gold5,00010,00020,00040,00080,000 160,000320,000640,0001,280,000

All ten together cost 2,555,000 gold and hold 1,500 items.

The purse

The guild's own gold, shown in the header of every tab. Any member may pay in. Nothing comes back out as cash: the purse is only ever spent on things the guild buys, and every coin is written in the journal.

In the game
The Pay into the purse window: a line about what the purse pays for, an amount box, and Pay in and Close buttons.
Pay into the purse, from the Vault tab. Type an amount and press Pay in.

What pays in

  • Members paying in, from the Vault tab (the roster's Given column counts it).
  • The gold dropped on a guild dungeon run.
  • Tax from land the guild holds.
  • A letter's gold, when the guild's post is emptied.
  • Selling an island to another guild, a bid returned, or half a building's price when it's taken down.

What it pays for

  • Vault shelves.
  • Wiping the perk tree.
  • Mending at a smith, for a rank that may mend on guild funds.
  • The guild shop.
  • Declaring a war over land, and repairing castle gates.
  • Renting the guild hall, buildings, and islands.

The purse holds at most 100,000,000,000 gold. A payment bigger than the room left is cut to fit.

Shop

Supplies the guild buys for its members. The purse pays; the items go into your own bag.

Built, still being tested
The Shop tab: a list of items with prices (Healing Potion 80, Healing Potion (II) 200, Healing Potion (III) 500, Mana Potion 84 and so on, Torch 500, Scroll of Town Portal 500, Talisman x100 200), with Healing Potion (II) picked. On the right: Guild funds 3,482,150, the item, its price, a quantity box with minus and plus, the total and a Buy button.
Pick an item, set how many, and press Buy twice: once to ask, once to confirm.
The shop's right-hand panel saying the guild shop is open only while the guild has Guild Premium, your rank may not buy from the guild shop, and purchases can only be made in town.
Before you pick anything, the panel says what's in your way.
PartWhat it does
The listWhat the shop sells and the price of each, from the guild's purse.
Guild fundsWhat's in the purse now.
Price, Quantity, TotalSet how many with the box or the minus and plus. Up to 100 of one item in a single purchase.
BuyPress once and it reads "Sure?"; press again within three seconds to buy. Off, with the reason in red above it, if you can't.

What's on the shelf

ItemYou getGold from the purse
Healing Potion, (II), (III)180, 200, 500
Mana Potion, (II), (III)184, 210, 525
Torch1500
Scroll of Town Portal1500
Talisman100200
Green Poison100200
Red Poison100200

The rules

  • The shop is open only while the guild has Guild Premium.
  • Your rank needs the Buy from the guild shop permission. Officers have it in a new guild; members don't.
  • You have to be in a town, and everything you buy has to fit in your bag.
  • Every purchase is written in the journal: who, what and how many.
  • The items are the guild's own copies. They work exactly like the ordinary ones and can be traded, but no NPC shop will buy them, so the guild's gold can't be turned into a member's.
  • Prices are the same as an NPC shop's. The guild pays them so you don't have to.
Dungeons

The dungeons your guild has open this period, how much of each is left, and who leads the hunt and shares out the loot.

Built, still being tested
The Dungeons tab with two runs: Zuma Temple, 214 of 640 creatures remaining, resets in 18 hours, started by Seraphine, hunt leader Seraphine and loot leader Thorne, a Loot bag (37) button and 11 have been in; and Wooma Temple, 0 of 420 remaining, hunt leader nobody, loot leader Maelis, Loot bag (12), 6 have been in.
Two runs open. The guild's dungeons reset on Thursday, or every day with Guild Premium.
PartWhat it does
Name and resetThe dungeon, and how long until it resets.
RemainingHow many creatures are still alive in the guild's copy.
Hunt leaderWho may take the guild in. "nobody" means any member may.
Loot leaderWho hands out the loot bag. "nobody" means any rank that may hand out dungeon loot.
Loot bagOpens the run's shared loot bag; the number is how many items are in it.
have been inHow many members have entered the run.

A rank that may open dungeons starts a run at the dungeon's Instance Stone, and can pick the two leaders here from the roster. Everything else about runs, the loot bag and resets is in Dungeons.

Perks

The guild levels up as its members hunt. Every level is one perk point, and points go on a tree of perks that every member carries as long as they're in the guild.

Built, still being tested
The Perks tab on Fellowship: 2 points to spend, 21 placed, guild level 23, 431,500,000 of 720,000,000 guild experience to level 24. A grid of perk pictures with tiers I to IV down the left: Roster I, II and III full and IV dimmed, Renown 5/5, Wisdom 5/5, Fortune 3/5 with a green edge, and their tier II nodes dimmed. The Guild Premium column on the right, and Wipe the tree: 105,000 at the bottom.
The Fellowship branch. Gold edges hold points; a green edge could take one now.
The Perks tab on War: Might 3/5, Focus 0/5, Spirit 2/5, Guard 0/5 and Ward 0/5 in tier I, all with green edges, and their higher tiers dimmed below.
The War branch: power and defence for every member.
PartWhat it does
Points to spend, placedPoints the guild hasn't spent yet, and points already on the tree.
Guild level and barThe guild's level and its guild experience towards the next.
Fellowship, War, ExpeditionsThe tree's three branches, one page each.
I to IVThe tiers. Each tier of a perk opens at a guild level, and only once the tier above it is full.
A perkIts picture, with points held out of the most it can take in the corner. Gold edge: it holds points. Green edge: a point could go on it now. Grey and dimmed: something is in the way. Click a green one to place a point.
Its tooltipWhat it gives now, what the next point would give, what all its points give, and, if it's shut, why: the guild level it needs, or the perk before it not being full.
Guild PremiumThe column on the right. See Guild Premium.
Wipe the treeTakes every point back to be placed again. Costs 5,000 gold per point placed, from the purse. Press it, then press it again within three seconds.
The tooltip over Might: DC +3-3 for every member, next rank DC +4-4 for every member, all 5 ranks DC +5-5 for every member.
A perk's tooltip: now, next, and all of it.
The Perks tab on Expeditions: Rally, Spoils, Coffers and Quartermaster, all with green edges and no points yet.
Expeditions: perks that work only in the guild's own dungeon.

The rules

  • Every point costs one perk point, at any tier. What gets harder is reaching the guild level.
  • Placing points needs Spend perk points; wiping needs Wipe the perk tree. In a new guild only the leader has either.
  • A wipe is refused if it would leave the guild with more members than places, since Roster points come back too.
  • When the tree is changed by an update, the next wipe is free, and the button says so.
  • Perks are a buff every member carries. Leave the guild and they're gone. The guild buff's icon on your buff bar lists what it's giving you.
  • Might, Focus and Spirit give you at most one rank for every 4 of your own levels, and Guard and Ward one for every 8, so a level-20 member gets 5 of a full Might's 20 ranks. The tooltip tells you when your level is holding you back.
Older guides are out of date

Guilds no longer get a bonus for being small, there is no level cap at 60, and the tree is three branches of 132 points. What's on this page is how it works now.

Every perk

The whole tree: 132 points in three branches. No guild fills it, so every point is a choice.

Fellowship: who you are (34 points)

PerkPointsOpens at guild levelNeeds fullEach pointAt most
Roster I12-+10 places20 members
Roster II110Roster I+10 places30 members
Roster III120Roster II+10 places40 members
Roster IV130Roster III+10 places50 members
Renown I51-+5% guild experience+25%
Renown II525Renown I+5% guild experience+50%
Wisdom I53-+5% experience for every member+25%
Wisdom II530Wisdom I+5% experience for every member+50%
Fortune I53-+5% gold for every member+25%
Fortune II530Fortune I+5% gold for every member+50%

A guild starts with 10 places, and 50 is the most any guild can hold. Renown does nothing for members today; it makes every later point arrive sooner.

War: what you hit (80 points)

PerkTiers open at guild levelPointsEach pointAt most
MightI 1, II 15, III 30, IV 504 tiers of 5DC +1-1DC +20-20
FocusI 1, II 15, III 30, IV 504 tiers of 5MC +1-1MC +20-20
SpiritI 1, II 15, III 30, IV 504 tiers of 5SC +1-1SC +20-20
GuardI 5, II 352 tiers of 5AC +1-1AC +10-10
WardI 5, II 352 tiers of 5MR +1-1MR +10-10

Each tier needs the one above it full. Warriors and assassins use DC, wizards MC and taoists SC, so a guild of mixed classes has to choose. Your own level caps what you get:

Your level1020406080
From a full Might, Focus or Spirit+2-2+5-5+10-10+15-15+20-20
From a full Guard or Ward+1-1+2-2+5-5+7-7+10-10

Expeditions: the guild's own dungeon (18 points)

PerkPointsOpens at guild levelEach pointAt most
Rally510+1% experience for each guildmate on the same floor, up to 10 counted+50% with 10 there
Spoils515+10% drops+50%
Coffers515+10% more of a run's gold into the purse+50%
Quartermaster320+100 places in a run's loot bag800 places

These work only inside your own guild's copy of a dungeon, not in your own or your group's copy and not out in the world. Rally counts you too, and adds to Wisdom: a guild with both full gets +100% experience in its own dungeon.

Guild experience and levels

A guild earns experience when its members kill monsters. It's extra: the member keeps every point of their own.

Built, still being tested
  • The guild gets 5% of the experience each member earns from kills, after the member's own rates and the group's share. Quests and experience items pay the guild nothing.
  • Renown adds to that, and so does Guild Premium (+5%).
  • Small guilds earn faster. Under 20 members, guild experience is multiplied: about ×2 for 5 members and ×1.4 for 10. Recruiting never lowers the guild's income overall.
  • Every level is one perk point. There is no top level.
  • Every member online is told when the guild levels up, and members who may spend points are reminded while points are waiting.
Guild levelThat level costsTotal from a new guild
11,250,0001,250,000
531,250,00068,750,000
10125,000,000481,250,000
20500,000,0003,587,500,000
301,125,000,00011,818,750,000
402,000,000,00027,675,000,000
503,125,000,00053,656,250,000
606,746,640,616102,548,398,320

Up to level 50 each level costs 1,250,000 × the level squared. After 50, each level costs 8% more than the one before, so there's always a next level, just a dearer one.

Guild Premium

Thirty days of extras for the whole guild, bought with Guild Premium items that members give. It's the column down the right of the Perks tab.

Built, still being tested
PartWhat it does
active, ends inHow long the guild's Premium has left, or "not active".
held, buys oneHow many Guild Premium items the guild has been given, and how many one Premium costs (one).
What it givesEverything below, dimmed while Premium isn't active.
Give mineGives the guild every Guild Premium item in your bag. Any member may.
BuySpends the guild's items on Premium. Needs the Buy guild Premium permission (the leader's in a new guild).

What it gives

  • The guild's dungeons reset every day instead of once a week.
  • The guild shop opens.
  • +5% guild experience from members' kills.
  • In the guild's own dungeons: +1% experience for every guild member a kill pays (a group of six guildmates gets +6%), +20% gold and +10% drops.
  • Buying while Premium is active adds 30 days to the end.
  • Guild Premium items are sold in the game store for 500 Game Gold, and can be traded. You can't use one on yourself; it's only for a guild.
  • Both giving and buying are written in the journal.
Social

Everything said in guild chat, kept. Log in after a day away and read what you missed.

In the game
The Social tab: guild chat lines with the time on the left, older ones marked 1d ago, the speaker's name in gold and what they said, newest at the bottom, and a note that this is as far back as you may read.
Newest at the bottom, like the chat window.
  • Each line shows when it was said, in your own time, and how many days ago if it wasn't today.
  • Scroll up, or use the wheel, for older lines. They load as you go.
  • Hover a line that's cut short to read all of it. Item links show the item.
  • You can read back to the day you joined the guild, and lines are kept for 90 days.
  • There's no box to type in: talk with /g in the chat window.
  • Reading it needs the Read the guild log permission. Every rank has it in a new guild; a guild that doesn't want its chat kept for members to read can take it away.
Journal

Every coin into and out of the purse, every vault move and every big decision, with who did it and when. Any member may read it.

In the game
The Journal tab: dated lines, newest at the top, such as Maelis bought 20 x Healing Potion (II) from the guild shop 4,000, Aldric paid in 250,000 in green, Kestrel took from the vault with the item Ring of Endless Circle on the right, Thorne mended 4 items 12,800, Corvin gave 2 Guild Premium, Aldric bought guild Premium and Aldric unlocked a vault shelf for 40,000.
Gold coming in is green; gold going out is gold.
  • Newest at the top. Scroll down, or use the wheel, for older rows; they load as you go.
  • On the right: the gold moved, green coming in and gold going out. A vault row shows the item instead; hover it for the item's full tooltip, refines and all.
  • Hover a row that's cut short to read all of it.
  • It goes back 30 days.

It records deposits, repairs paid by the guild, shop purchases, vault shelves bought, items in and out of the vault, perk points and wipes, dungeons opened and their loot handed out, letters written and emptied, invitations sent by letter, Guild Premium given and bought, wars declared, won and lost, land tax, the hall's rent, buildings, and islands bought, sold and renamed.

Mail

The guild's own mailbox, and letters written in the guild's name. What a letter carries goes into the vault, never into anyone's bag.

Built, still being tested
The Mail tab's Inbox: letters listed on the left (Wooma Temple from Dungeon, A joint Zuma run? from Silver Lanterns (guild), Thanks for the rescue from Night Ravens (guild)), and the last one open on the right with its message, the items it carries (Black Iron Ore and Ring of Endless Circle), a shelf picker reading Onto shelf 1, and Take and Delete buttons. Letters today 3 / 20 at the top.
The inbox. A star after the sender means the letter still carries something.
PartWhat it does
Inbox, WriteThe two halves of the tab.
letters todayHow many letters the guild has written today, out of 20 a day.
The letter listSubject on the left, sender on the right. Unread letters are bright.
The letterIts subject, who sent it, and what it says. At the foot, what it carries.
Onto shelfWhich vault shelf its items will go on. Use the arrows to choose.
TakeEmpties the letter: its items onto the shelf you chose, any gold into the purse. You have to be in a town, on a shelf your rank may put things on, with room for all of it.
DeleteThrows the letter away. Only once it's empty.

Letters to the guild come from other guilds, and from the game: when a guild dungeon resets, whatever is left in its loot bag arrives here, from "Dungeon". The guild's mailbox holds 100 letters from others; the game's own letters always arrive.

Writing as the guild

The Mail tab's Write half: a To a person button and the name Kestrel, a subject Supplies for Saturday, a message, an Invite them to join box, Attach 2/5 with a shelf picker on shelf 1, the shelf's items listed with two picked, and a Send to Kestrel button.
Writing to a member, with two stacks attached from the Potions shelf.
  1. Press Write. Choose To a person or To a guild with the button, and type the name.
  2. Fill in the subject (up to 60 characters) and the message (up to 500).
  3. To a person who isn't in a guild, tick Invite them to join to put an invitation in the letter. It needs a rank that may invite.
  4. Pick a shelf with the arrows and click up to 5 items to attach them (click again to take one off). Only from shelves your rank may take from.
  5. Press Send to and the name.
  • A guild's letter carries items from the vault but never gold.
  • Reading the post needs Read the guild's post; writing needs Write as the guild. Officers have both in a new guild.
  • Every letter written, and every letter emptied, goes in the journal.
Manage: ranks

A guild names its own ranks, puts them in order and decides what each may do. Up to 10 ranks; the first is always the leader.

In the game
The Manage tab: a list of ranks on the left (Warden with a star, Captain picked, Veteran, Member, Recruit) with Add, Up, Down, Rename and Remove buttons, and on the right Permissions of Captain: two columns of tick boxes, some ticked. Save and Reset at the bottom right.
The Captain rank picked, and what it may do. Nothing changes until you press Save.
PartWhat it does
RanksHighest first. Click one to see and change its permissions. The star marks the leader.
AddA new rank at the bottom, with no permissions.
Up, DownMove the picked rank. Nothing can go above the leader.
RenameType a new name (up to 24 characters) and press Enter.
RemoveTakes the rank away. A guild keeps at least two ranks, and the leader's can't go.
Members of a removed rank go toAppears when you remove a rank: click to choose which rank its members move to.
The tick boxesWhat the picked rank may do. The leader's are all ticked and can't be changed: the leader may always do everything, including permissions added in future.
Save, ResetSave sends the whole list to the guild at once. Reset throws your changes away.

Only a rank that may edit ranks sees this tab; in a new guild that's the leader alone. Giving a member a rank is done on the Roster.

Every permission

Each rank holds any of these. A new guild starts with Leader, Officer and Member, set as shown.

PermissionWhat it allowsOfficerMember
Invite membersInvite players to join, face to face, by name or in a letter.Yes-
Remove membersRemove members of a lower rank.Yes-
Change ranksMove members of a lower rank to another rank below your own.Yes-
Edit ranksUse the Manage tab: add, rename, reorder and remove ranks and set their permissions.--
Write the noticeWrite, edit and remove notice pages.Yes-
Arrange the vaultName shelves, choose their pictures, and set who may use them.Yes-
Buy vault shelvesUnlock the next shelf with the purse.--
Spend perk pointsPlace points on the perk tree.--
Wipe the perk treeTake every point back, for a fee from the purse.--
Disband the guildReserved for ending the guild; there is no Disband button in the window yet.--
Read the guild logRead the Social tab.YesYes
Mend on guild fundsPay a smith with the purse.Yes-
Open dungeonsStart a guild dungeon run and choose its hunt and loot leaders.Yes-
Hand out dungeon lootShare out a run's loot bag when the run has no loot leader.--
Read the guild's postRead the guild's mail and empty letters into the vault.Yes-
Write as the guildWrite letters in the guild's name, with items from the vault.Yes-
Buy guild PremiumSpend the guild's Guild Premium items on Premium.--
Declare wars and give up landDeclare a war over land with the purse, and abandon land the guild holds.--
Rent the guild hall and stop its renewalRent the hall with the purse, and stop or restart its weekly rent.--
Buy from the guild shop with guild fundsUse the Shop tab.Yes-
Open, close, repair and revive the castle gatesWork the gates of land the guild holds; repairs come from the purse.--
Put buildings down on the guild's land, and take them awayUse Build on the guild's land or island.--

The leader holds every permission. Whatever a rank holds, nobody may act on someone of their own rank or above.

War and Estate

Two tabs about what the guild owns and fights for. Each has its own chapter.

Built, still being tested
The War tab: Declare war on Sabuk Keep, costs 200,000 gold from the guild purse and starts in 1 day, with a Declare button; Our wars lists Bichon Castle, Ashen Vow against Silver Lanterns, starts in 14 hours; Open wars lists Sabuk Province, declared by Night Ravens, open to every guild, starts in 5 hours.
War: declaring on the land you stand on, your wars, and open wars.
The Estate tab on its Rentals section, beside Islands and Castles: the Guild Hall with upkeep 1,000,000 every 7 days from the guild purse, renews in 4 days, 5,000,000 paid in all, with Teleport and Stop renewing buttons.
Estate: Rentals, Islands and Castles, a section each.
  • War: declare war over land while standing on it, and follow every war your guild is in. See Wars and conquest.
  • Estate: three sections. Rentals is the rented guild hall, Islands the guild's islands as cards, and Castles the land it holds, one at a time from a list, with their gates and taxes. See the Estate tab, the rented hall and Islands.
Guildmates on the map

Members of your guild show on the minimap and the big map wherever they are on the same map as you, however far away.

Built, still being tested
  • They're a marker, not a player you can click: hover one on the big map to see the name.
  • Only on the same map, and the same copy of it: a guildmate in a dungeon copy doesn't show in the public one.
  • Members of your group show the same way. See Maps and travel.