History — Guild Levels, Ranks & War
Guilds live and grow — and fight. Everything here is fully asynchronous: nobody must be online at war o'clock.
Guild Levels
Everything members do feeds the guild: every kill (+1 XP), quest (+5), dungeon boss (+25), raid floor boss (+50), craft (+2, HQ +5) and war victory (+500). Levels raise the member cap (10, +5 per level), unlock custom rank slots, and at Level 3 open the War Room. Level-ups are announced to the realm.
Custom Ranks
From the Tavern, the Guild Master creates ranks — name them anything — and grants each member or officer powers. The founding trio (Master / Lieutenant / Member) keeps its classic powers, and the Vault's per-rank permissions work with every new rank.
Territory
Hunt in a zone, claim it on the weekly tally, and members earn +10% EXP & gold and +10 drop inside it. The guild page lists every zone your banner holds. Held zones matter in war: kills inside either warring guild's territory feed the war effort (+1 SP each).
Guild War
An officer of a Level 3+ guild may challenge another Level 3+ guild: 250,000 gold pot each, 24 hours to answer. Then three days of war — nine battles, one every 8 hours, resolved automatically:
- Arm: every finished craft deposits Supply Points into the guild stockpile (+5, HQ +8; the stockpile is shared with the Corruption War's beacons — spend wisely). A public contribution board honours the effort.
- Battle: each tick both sides commit up to 60 SP; win chance = your committed share, with a 10% floor for the weaker side so a no-show is never a certain 5–0. The stockpile itself decays by 1 SP every half hour and caps at 500; hold it at 100 or more and the guild is Warded — its members cleanse the Blight Tide 25% harder. The Skyhold Banner Hall adds +5% supply effectiveness per tier; a Tier 2+ Watchpost spies the enemy stockpile.
- Victory (first to 5): the pot, a slice of the loser's influence (scaled down for punching down), and +500 guild XP. The loser loses nothing material. Three days' rest follows a fought war.
See also: Skyholds · Realm Events
Beacons — the Corruption War
The Underworld holds named Beacons: strongpoints a guild can claim and hold with the same Supply Points its War Forge produces for the guild war. Three actions, all for Masters and Lieutenants only:
| Action | Cost | Effect |
|---|---|---|
| Claim | 60 SP | Take an unheld Beacon at 50 fortification. |
| Fortify | 40 SP | +40 fortification on your own Beacon, to a ceiling of 200. |
| Assault | 40 SP | −30 fortification on a rival’s Beacon. At 0 it falls unheld. |
Fortification decays by 1 every hour, so a held Beacon has to be maintained, not just taken. Each Beacon a guild holds adds a +10% cleanse push to every member’s contribution to the Blight Tide, stacking with Warded.
Supply Caches at the War Forge
Every Supply Cache from a Faction Table expedition can be mustered at the guild’s War Forge: each one is 3 Supply Points for the guild stockpile, and any faction’s cache counts the same. The forge takes only as many as the stockpile has room for (it holds 500), so none is wasted, and the guild log names who supplied it.