History — Guilds & Zone Control
Creating a Guild
Guilds are player organisations founded at any Tavern (marked T on the map). To establish a guild, visit a Tavern and pay the one-time founding cost of 1,000,000 Gold. You become the Guild Master automatically.
Guild Roles
| Role | Permissions |
|---|---|
| Master | Full control — invite, kick, promote/demote, purchase bonuses, disband, set guild tag |
| Lieutenant | Can invite members, kick regular members, and purchase guild bonuses |
| Member | Can view guild info, deposit to guild bank, and use guild chat |
Guild Bank
Every guild has a shared Guild Bank. Any member can deposit gold from the guild panel. Officers (Master or Lieutenant) spend from the bank to purchase guild bonuses and features. The bank balance is visible to all members.
Guild Bonuses
Officers can purchase tiered passive bonuses that apply to every guild member. Each bonus type has five tiers, purchased sequentially from the Guild Bank.
Tier II: +10% EXP
Tier III: +15% EXP
Tier IV: +20% EXP
Tier V: +25% EXP
Tier II: +10% Gold
Tier III: +15% Gold
Tier IV: +20% Gold
Tier V: +25% Gold
Tier II: +2% Item Drop
Tier III: +3% Item Drop
Tier IV: +4% Item Drop
Tier V: +5% Item Drop
| Tier | Guild Bank Cost |
|---|---|
| Tier I | 100,000 Gold |
| Tier II | 250,000 Gold |
| Tier III | 750,000 Gold |
| Tier IV | 2,000,000 Gold |
| Tier V | 5,000,000 Gold |
Guild Features
Beyond combat bonuses, officers can purchase two quality-of-life upgrades:
- Guild Chatroom — 1,000,000 Gold. Unlocks a private guild channel. Type
/gc [message]in the chatroom to send a guild-only message. - Guild Tag — 500,000 Gold. Displays a short tag (1–3 letters, A–Z) beside all member names in chat. The Master sets the tag text after purchasing.
Influence & Zone Control
Guilds compete to control named Areas of the world map. Each guild accumulates Influence based on its activity:
| Activity | Influence Gained |
|---|---|
| Each guild member | +50 per member |
| Monster kill (any member) | +1 per kill |
| PvP kill (any member) | +10 per kill |
Influence feeds the monthly realm tally: at each month's tally the guild with the highest total Influence controls The Realm and its members enjoy +10% item drops inside raids until the next tally.
Area control is a separate, weekly race. Every named Area of the world map is awarded on Sundays (from 15:00 UTC) to the guild whose members slew the most monsters in that area during the week. While your guild controls an area, members fighting there earn +10% EXP, +10% gold and +10% item drops (overworld fights — dungeons don't count as the area above them). The controlling guild is shown on the navigation bar when you stand in their territory.
Guild Vault
Every guild has a shared Guild Vault — a tabbed item bank. Each tab holds 30 items; guilds start with one tab and officers can purchase tabs 2–8 from the Guild Bank at steeply rising prices (the final "Deep Vault" tabs also cost gathered resources).
- Deposit — Select any unequipped item from your inventory in the Guild panel and click Deposit. The item moves from your bag into the vault's open tab.
- Withdraw — governed by per-tab rank permissions the Master sets. By default Members can view and deposit while officers (Master/Lieutenant) withdraw — the Master can open tabs up or lock them down per rank.
- Your bag must have space to withdraw. Vault contents are visible to the whole guild — use it to stage surplus gear, dungeon keys and crafting materials.
Joining & Leaving
To join a guild you must receive an invitation from a Master or Lieutenant. Invitations appear in your Guild panel and at the Tavern. Members can leave at any time from the Tavern or Guild panel. A Master who leaves must first transfer leadership or disband the guild.