Guilds Go To War
⚔ Patch 4.2 — Banners of War
July 2026
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Your guild has a bank, a vault, relics, an island in the sky. Now it has a life of its own: levels that grow from everything members do, ranks the Master shapes, land the banner holds — and at the end of it, war. Not a duel. A war fought at the forge, the gathering node, and the hunting ground, by every member, on their own time.
▲ Guild Levels
Everything your members do now feeds the guild

Guilds gain XP passively: every kill (+1), quest (+5), dungeon boss (+25), raid boss (+50), and craft (+2, HQ +5). Levels announce to the realm and raise the member cap (10, +5 per level), unlock custom rank slots, and at Level 3 open the War Room. The guild page now carries the level bar, an XP breakdown, and a guild log of joins, promotions and war news. Masters can set a Message of the Day.

Custom Ranks

From the Tavern, Masters create their own ranks — Quartermaster, Warcaller, Initiate — each with member or officer powers, assignable freely. The founding trio (Master / Lieutenant / Member) keeps exactly its old powers, and the Vault’s per-rank permissions work with every new rank automatically.

⚑ Territory
Your banner on the map, listed at home

The weekly zone tally continues — hunt in a zone, claim it, and your members earn +10% EXP & gold and +10 drop inside it. New: the guild page now lists every zone your banner holds, and held zones matter in war: kills inside either warring guild’s territory feed the war effort.

⚔ Guild War
Wars are won at the forge

From the War Room (Guild Level 3+), officers challenge another guild: 250,000 gold pot each, 24 hours to answer. Then three days of war — nine battles, one every 8 hours, resolved automatically. Nobody has to be online at war o’clock.

Battles are decided by supplies: every finished craft deposits Supply Points into the guild stockpile (+5, HQ +8), kills in contested territory add +1, and each battle commits up to 60 SP a side — win chance equals your committed share. A three-member guild of dedicated crafters can beat a seven-member guild of tourists. The War Room shows the front line, your stockpile, and a public contribution board.

First to five battles wins: the pot, a slice of the loser’s influence (scaled down for punching down), and +500 guild XP. The loser loses nothing material — wars sting on the scoreboard, never in your bag.

The Skyhold goes to war

The Banner Hall now sharpens your war supplies (+5% effectiveness per tier), and a Watchpost at Tier 2+ reports the enemy stockpile as a spy’s estimate. The war effort shares one stockpile with the Corruption War’s beacons — spend your points wisely.

◆ Realm Improvements
Every dungeon gains an identity

All 81 dungeons now carry a permanent identity modifier — shown on the entrance card and difficulty picker before you enter, so you can build for it: Stonewarded (+40% enemy DEF — penetrate or grind), Miasmic (poison air, 3% max HP per round), Storm-Charged (surges shock both sides), Mirrored (your damage recoils), Hallowed (foes mend unless struck at their elemental weakness) and Wardwoven (weakness-matched blows tear +25% deeper, all else glances). Each carries a matching EXP or gold sweetener, and the random per-run modifiers still roll on top. Suddenly, which dungeon you farm is a build question.

Shops reach the endgame

Town shops previously sold nothing relevant past level ~2,000. Common armour stock now runs the whole road to level 20,000 — new material lines from Palesteel to Eternium, every slot, three archetypes. Honest shop-forged filler: dependable on the road, never competition for drops and relics.

Bounty Arcs — 42 new chained quests

Six Bounty Wardens have posted up in the mid-band towns — Shaderest, Cinderhold Camp, Hollowed Reach, Starlight Vigil, Glasswatch and Spinehold — each running a seven-bounty chain against their zone’s roamers (levels ~850–3,000). Finish a Warden’s full board and earn a permanent title: Warden of Echoes, Cinder Warden, Blightbane, Star Warden, Glass Warden, Spine Warden.