Wiki · Social and Multiplayer
Guilds, Territories, Skills, and Tribute
How to find or create guilds, choose a guild type, manage recruitment, spend upgrade tokens, fight guild wars, and use territory tribute.
Guilds are permanent player groups for recruiting allies, sharing guild chat, leveling a shared progression track, buying guild-wide perks, competing for territory, and fighting guild wars. Open Party & Guild and switch to the Guild tab to use the current guild UI.
Quick start
If you are not in a guild, the Guild tab starts on Browse. Use it to search for recruiting guilds, filter by guild type, review member counts and minimum level requirements, then press Request to join.
If you want to found your own guild, use Create when it is available. Creating a guild requires:
- an active premium account
- 50,000 gold available
- a character that is not already in another guild
- a unique guild name and tag
- a selected coat of arms
The creation flow asks for Enter Guild Name, Enter Guild Tag, Select Guild Coat of Arms, and Submit. After creation, you become the guild leader.
Discovery, directory, and join requests
The guild directory only lists guilds that are both Public and accepting join requests. Directory rows show the guild name, tag, type, level, current members, maximum members, minimum level requirement, and guild blurb when one has been set.
Joining through the directory is request-based:
- Find a public recruiting guild in Browse.
- Press Request to join.
- Wait for the guild leader or an officer to review the request.
- If approved, you join the guild and receive the guild’s current member bonuses.
Important joining rules:
- You can belong to only one guild at a time.
- Private guilds are invite-only and do not accept directory requests.
- Public guilds can still close recruitment.
- Guilds can set a minimum level requirement.
- A guild can fill up; higher guild levels and Hall Expansion ranks raise the member cap.
- After leaving a guild, you may need to wait before joining another one.
Leaders can still send direct invites. Invite acceptance also checks whether the guild has room and whether you are already in another guild.
Guild types
Guild type describes how the guild wants to play and which type-specific rewards or perks fit it. Leaders and officers can change the type in Settings, but type changes have a 7-day cooldown.
| Type | Player focus | Type-specific perk notes |
|---|---|---|
| Default | PvE, crafting, daily tasks, bosses, and mixed social play | Can buy Artisan. |
| PK | PvP-focused groups and faction-war killers | Warband exists in the perk list but is not available for purchase yet. |
| PK Hunter | Groups that hunt red-skull and yellow-skull players | Headhunter exists in the perk list but is not available for purchase yet. |
Choose a type for the guild you are actually building. Do not swap types casually: the cooldown is long, and some perks only fit one type.
Visibility and recruitment settings
Leaders and officers use Settings to control how the guild appears to other players:
- Public — listed in the directory: the guild can appear in Browse if recruitment is open.
- Private — invite only: the guild does not accept directory requests.
- Accepting join requests: lets eligible players apply through Browse when the guild is Public.
- Minimum level to join: blocks applications below the level you set.
- Directory blurb: a short public description for recruits.
Use the blurb to explain your guild’s language, schedule, goals, and activity expectations. Keep it clean; inappropriate descriptions can be rejected.
Leaders, officers, and permissions
Guilds have three practical permission tiers:
| Role | What they can do |
|---|---|
| Leader | Full guild control: invite, manage officers, change settings and type, buy perks, declare wars, sue for peace, and delete the guild. |
| Officer | Shared management: approve or deny join requests, change visibility/recruitment settings, change guild type, and buy perks. Officers can also escalate certain territory conflicts when that option appears. |
| Member | Receive guild benefits, use guild chat when available, contribute guild XP and territory control, take part in wars, and leave the guild. |
Only the leader can promote or demote officers. A guild can have a limited number of officers, so reserve the role for trusted active players.
Guild level, XP, and member bonuses
Guilds gain guild XP when members earn character experience through normal play. Guild Study can increase how much guild XP is stored from member activity.
When the guild levels up:
- the guild gains upgrade tokens
- members are notified
- member bonuses refresh
- members receive a small character XP grant tied to the new guild level
- the guild may unlock higher member capacity at level bands
Guild Study affects the guild’s own progression by increasing how much guild XP is stored from member activity. It is separate from the small character XP grant that happens when the guild levels up.
Guild level grants passive member bonuses to strength, magic, magic resistance, and resistance. The bonus grows quickly early on, keeps improving with high guild level, and caps at 30%. As a planning guide, level 10 is around an 8% bonus and level 40 is around an 18% bonus.
Guild level also contributes to capacity. Base capacity starts at 10 members, increases at major level bands, and can be expanded further with the Hall Expansion perk.
Upgrade tokens and perks
Upgrade tokens are a shared guild resource earned from guild level-ups. Open the Perks tab to see the guild’s token balance, each perk’s rank, the next rank cost, and whether the Buy button is available.
Only the leader and officers can buy perks. Most perk effects apply to every member while they are in the guild.
| Perk | Effect | Max rank | Cost pattern | Availability |
|---|---|---|---|---|
| Hall Expansion | +2 maximum members per rank | 5 | 2, 4, 6, 8, 10 tokens | Available to all guild types |
| Guild Study | +5% guild XP gain per rank | 3 | 4, 8, 12 tokens | Available to all guild types |
| Elemental Attunement | +1 level to the chosen element | 25 per element | 1 token per rank | Available to all guild types |
| Melee Mastery | +2% melee basic-attack damage per rank | 10 | 2 tokens per rank | Available to all guild types |
| Ranged Mastery | +2% ranged basic-attack damage per rank | 10 | 2 tokens per rank | Available to all guild types |
| Artisan | Reduces Social Crystal crafting requirements by 3 per rank | 3 | 6, 12, 18 tokens | Default guilds only |
| Warband | Intended for PK guild rewards | 3 | Not purchasable | Unavailable for now |
| Headhunter | Intended for PK Hunter bounty rewards | 3 | Not purchasable | Unavailable for now |
Elemental Attunement and spell damage
Elemental Attunement lets the buyer choose one of six elements: Fire, Water, Earth, Air, Corruption, or Nature. Each purchase raises the chosen element’s guild level by one.
Elemental guild levels improve matching elemental spell damage for members. The spell bonus starts after the first level threshold, scales with the matching elemental level, and is capped at +30%. For details on spell matching, see Spells and Magic Overview — Guild spell damage bonus.
Melee and ranged mastery
Melee Mastery improves basic melee weapon hits. Ranged Mastery improves basic ranged weapon hits. These bonuses do not replace weapon skill training, gear, or spell damage, and they do not apply to training weapons or spell hits.
Perks that are unavailable
Some perk rows may appear locked or marked Soon. If a perk is disabled, do not plan your build around it yet. The game will not sell unavailable perks until their effect is active.
Territory ownership and tribute
Territories are maps that a guild can control through member activity. When guild members earn experience on a map, their guild can build control there. Control can change as rival guilds become more active on the same map.
A guild that owns a territory can receive tribute from outsiders on that map. Tribute is a portion of gold redirected to the territory owner when a non-member picks up gold there. You do not pay tribute to your own guild on maps it controls.
Territory rules to remember:
- Owned territories appear in the Territory tab.
- The tribute share is shown per territory in the guild UI.
- Territory control is competitive and can shift over time.
- If a rival guild repeatedly pushes your territory, the UI may offer conflict options.
For gold pickup details, see AutoLoot — Guild tribute on gold.
Guild wars
Guild war is exposed in the current War tab. Players who are not in a guild can still view active and ended wars from the Guild screen. Guild members can also see their war chest and available targets.
What the War tab shows:
- active wars and recent war history
- each side’s name, tag, and score
- whether a card is Your guild’s war
- the pot in Social Crystals
- the scheduled end time
- the winner and end reason after settlement
- your guild’s war chest when you are in a guild
War basics:
- Leaders can declare war from the War tab when the target is eligible and the war chest can pay the declaration cost.
- Both guilds need enough members to be eligible.
- A guild can have at most two active wars at once.
- The same pair of guilds must wait before declaring again after a recent war.
- Direct wars last 48 hours unless they end another way.
- Scores increase when members defeat eligible enemy players.
- Repeated or unsuitable kills may not count for score or rewards.
- Leaders can sue for peace during an active war when the button is shown.
- Members can fund the war chest with Social Crystals from their inventory.
War is separate from the scheduled Faction War Event Guide, but PvP-focused guilds often care about both.
UI reference
The Guild screen currently uses these tabs:
| Tab | Who sees it | What it is for |
|---|---|---|
| Browse | Players not in a guild | Search and filter public recruiting guilds, then request to join. |
| Create | Eligible players not in a guild | Found a new guild when creation is available. |
| Overview | Guild members | Guild name, tag, type, description, level, tokens, members, recruitment status, elemental levels, XP progress, and war record. |
| Perks | Guild members | Review perks and token balance. Leaders and officers can buy available ranks. |
| Members | Guild members | View the roster. Leaders can manage officer status from member controls. |
| Territory | Guild members | Review owned territories and territory conflict actions. |
| War | Everyone; richer view for members | View active and ended guild wars. Members can see war chest; leaders can declare or sue for peace. |
| Requests | Leaders and officers | Approve or deny join requests. |
| Settings | Leaders and officers | Change guild type, visibility, recruitment, minimum level, and blurb. Leaders also see delete controls. |
Guild chat appears in Chat once your guild has enough members. Use it to coordinate hunts, applications, territory defense, and wars. For the beginner social UI walkthrough, see Party, Guild, and Chat.
Rules worth remembering
- You can be in one guild at a time.
- Guild benefits apply while you remain a member.
- Leaving removes access to the guild’s bonuses, chat, roster, requests, and war tools.
- Type-specific perks depend on the guild’s current type.
- Perks marked unavailable are not usable yet.
- Public visibility alone is not enough for applications; recruitment must also be open.
- Guild wars use Social Crystals through the war chest, not gold.
- Territory tribute affects gold picked up on maps controlled by another guild.
- Balance values can change; always check the in-game Guild screen before spending major resources.
Related pages
- Party Mechanics — short-term group play and party XP rules
- Social and Multiplayer Overview — social systems, chat, parties, guilds, and scheduled PvP
- Party, Guild, and Chat — beginner walkthrough for the Party & Guild and Chat menus
- Spells and Magic Overview — spell casting and guild elemental spell bonuses
- AutoLoot — gold pickup and guild tribute behavior
- Faction War Event Guide — scheduled faction PvP separate from guild wars