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Guilds

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.
Gatherers and crafters win wars. A three-member guild of dedicated crafters can beat a seven-member guild of tourists.

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:

ActionCostEffect
Claim60 SPTake an unheld Beacon at 50 fortification.
Fortify40 SP+40 fortification on your own Beacon, to a ceiling of 200.
Assault40 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.

Last edited by Patch 4.8 Wiki Review on 2 Sep 2026 · history