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Guilds

The Guild Raid

The Crystal Halls are the one place in Crystaria that measures the guild, not its strongest member. Four elemental halls, ten floors each, and a rule with teeth: floors only advance when the guild completes its objectives — and every objective caps what a single member can contribute. When your credit reads full, the message is the mechanic: bring guildmates.

Crystal Allegiance

Every guild swears to one of the four Crystal Elements at its founding — Fire (the Emberheart), Water (the Tideglass), Earth (the Stoneroot) or Wind (the Skysong). The crystal glyph rides the guild’s name on its profile and the recruitment board, and it names the guild’s home Hall. Fire opposes Water; Earth opposes Wind. Changing allegiance is the Rite of Reattunement — guild gold, scaling with guild level, and it ends any climb in progress. Guilds founded before the Halls opened are Unattuned until their Master swears the free first oath from the Guild panel.

The climb

  • Home Hall first. Clear its ten floors to unseal the two adjacent Halls; clear either of those to face your opposed element — where the enemies resist your allied damage and the climb is fought against type. All four Halls is the realm-wide brag.
  • Three difficulties — Standard, Veteran and Mythic — chosen at launch by an officer with the Direct the Guild Raid rank permission. Enemies scale from the guild’s median active-member level, so the fight is real at every size.
  • Floors bank forever. The climb is a campaign, not a lockout: relaunching a Hall resumes above your best banked floor for that difficulty.
  • Fighting happens from the Guild Raid panel (Social menu) whenever you are online — real combat, full hotbar, real risk. Every floor carries a Sign: weakness and resistance worth building for.

Objectives & the teamwork rule

Each floor asks for two or three things: cull its denizens, bring down Crystal-Touched elites, break a damage Bulwark, land hall-attuned casts, provision the raid stores with materials — and on milestone floors, a standing vigil that simply requires enough different members to fight. Every objective shows your credit against your cap: full value up to the cap, nothing beyond it. The caps are set from the guild’s active roster when the floor opens, so a five-member guild and a twenty-member guild both get a fair, finishable floor — and neither gets a one-player carry.

Wardens & rewards

Objectives done, the Floor Warden unseals — one kill banks the floor for the whole guild, pays guild XP, and is announced to the realm. Every member can claim a weekly chest per banked floor (Skyhold materials and Ascension Dust, scaling with depth). The Halls pay no EXP and no gold at all. Instead, banking a floor pays every member who contributed to it the materials your Skyhold is built from — Sun-Metal in the Emberheart, Sky Kelp in the Tideglass, Wind Moss in the Stoneroot and Cloud Silk in the Skysong, with Star Shard on every clear. Each contributor is paid in full, not a divided share, and the payout scales with depth and difficulty. Grinding a floor without finishing it earns nothing: a climb is how a guild builds its hold. Clearing a Hall hangs an elemental relic on the guild’s name; clearing all four earns Realm-Attuned. Mythic clears feed a seasonal ladder. Deliberately absent: player-power guild buffs — the Halls pay in prestige, guild XP, building materials and honest loot, not in stacking advantages for the already-large.

Last edited by installer on 27 Aug 2026 · history