Reference text ( Maintained text, used as reference ) : Page_link
Notes: Comment (Dorothée, 2021-10-03)
Guilds are the primary mechanism within the game for social grouping. Players are not required to join a guild and choosing to not join a guild will not prevent enjoyment of the game in any way. The benefits of being in a guild are having access to a guild hall, owning an outpost and being able to take part in Guild vs Guild (GvG) activities. This is in addition to the social benefits of being grouped together with other players as a unit.
Joining a guild is character-based. This means that if one character joins a guild, only that character will be registered as being in a guild, until membership is revoked or removed. All other characters on an account are free to join whichever guild the player wishes.
A guild is created by paying 100,000 to a guild clerk in any of the capital cities. The player forming the guild will become the guild leader.
The name of the guild must be provided at the point of creation along with creating an emblem for the guild. The name must be unique amongst all guilds and has a limit of ?? characters (including spaces).
It is important to note that once a guild has been created, the name of the guild cannot be changed. CSR can change the guild's name on special request.
To view information about your current guild, open the guild window (default shortcut "G"). Guild details are near the top of the window and a guild roster can be seen at the bottom on the default tab. The guild roster is primarily sorted by rank and then alphabetically.
Once a guild has been created, the guild leader can start sending out invitations to other players. Note that there are four ranks that can be assigned to guild members:
Only the guild leader as well the guild's officers and high officers have the ability to invite other players to join the guild. In addition to sending out invitations, they also possess the ability to promote normal members to become officers and to kick members out of the guild. They are also moderators of the in game guild forum.
To invite a player to your guild (as an officer, high officer or guild leader) use the type /guildinvite <playername> or right-click on the character and select the appropriate option. The invitee cannot be a member of another guild when the invite is sent, the invitee's alignment must also be compatible with that of the guild's.
In addition to all of the above, the guild leader and high officers also possess the ability to demote officers to members. The guild leader can promote any other member to guild leader (thereby demoting himself or herself to high officer status).
To promote or demote a guild member, open the guild window and locate the members name in the roster. Right-click on name to see the available options. Select the appropriate option to perform the action.
To leave a guild, open up the guild window and click on the Leave Guild button located at the bottom of the window. Note that once membership is lost, whether by voluntarily leaving a guild or by having the membership revoked, it is permanent, and a new invitation must be received to rejoin the guild.
A guild leader cannot leave a guild that still has other members. The guild leader must first designate another member as the new guild leader (so as to demote himself or herself), or follow the steps below to disband his or her guild.
A guild that still has members cannot be disbanded. The guild leader must first kick every member out of the guild. When the guild has no other members, the guild leader must leave the guild, upon doing so the guild name will be freed up.
Be warned that once a guild has been disbanded, any owned outposts and/or items stored within the guild hall will be lost.
Guild Fame
Guilds have also fames regarding the four nations and the four factions. It reflects the fame of its members, and the higher the member rank, the higher it influences the guild's one.
Just as players can align themselves with a Faction and a nation, so can Guilds. A Guild can be Neutral/Kami/Karavan, and also Neutral/Fyros/Matis/Tryker/Zorai. Again, the Faction alignment has no effect on the nation alignment but Ranger and maraudeur factions which both prohibit any nation alignment.
Guild Fame has, at the moment, no influence on gameplay but onto its members.
Guilds may purchase a Guildhall in any capital city the marauders who can only have their halls in the marauder place(s) since the nations are aggresive with them.
Guild Alignment
The alignment of a Guild determines which Homins may or may not join the Guild. Since this can sometimes be tricky to get your head round (and to explain) I'll explain it in two ways; from the Guild's point of view, and from the player's point of view:
- A character who is Faction aligned can only enter a Guild of that Faction.
A neutral character can join any Guild.- A neutral Guild can only have neutral characters in it (especially marauder and ranger ones).
A Guild which is Faction aligned may have neutral characters, or characters who are aligned the same as the Guild.The same goes for nation alignment, but with the nation instead of the Faction
To align with a Faction or nation, the Guild leader must go to an NPC (at the temple of in the capital city, near to the ones for player alignment) and follow the NPCs instructions. Like for players, the Guild needs to have 30 Guild Fame. If the Guild Fame drops below 0 with the nation or Faction it is aligned with, it will automatically become neutral or nation-neutral (depending on which Fame value dropped below 0). Any player who is incompatible with the neutrality of the Guild (ie any player who is aligned with a nation or Faction, depending on which Fame value dropped) will automatically become of Unspecified status (see notes below).
When a guild becomes citizen of a nation, it is allowed to participate to the leading assemblies of this Nation.
Guild Points
Guild Points have no use at the moment.
A guild is not supplied with a Guild Hall upon creation. It must be purchased by going to any of the guild apartment caretakers and purchasing it for 10,000,000 if in a capital (Yrkanis, Fairhaven, Zora, Pyr) and 5,000,000 in other towns.
Once purchased, all members of the guild can now access the guild hall and its inventory by going to the city where it is located and entering through the correct door.
The guild apartment is large and includes sevral rooms which may be used for role-play purposes.
All members can deposit items, but only senior officers and the chief can retrieve items (and only if they are subscribers).
Not to be confused with the Guild Island.
Now (June 2024, with Patch 00994), you are able to expand your guild's inventory by building chests from your guild island.
Since Jena Year 2602, guilds have the opportunity to get a Guild Island that can be furnished and populated with guild points.
Guild Islands are a novelty[1] of Jena year 2602.
Your guild island can at last receive guests, thanks to the addition of an option[2].
First, find (near one of the capitals) a guild island agent, to visit various available isles.
Once a Guild Island is chosen, we can add easily trees, buildings and other scenery items... Many interesting features (adding mobs) are for later.
You can browse Commons, atys:Category:Guild_Island (please categorize new islands images in this category).
The Intendant
To pop other NPC.
The Overseer
The Overseer is able to construct buildings payed with a fee (in Elyps).
- a chest that gives access to the contents of the GH from the guild island, in the manner of an op.
- a building to improve the mp of op (from q200 to 250, for example, with a price for improvement)
The Operator
The Operator (Outpost Officer) offers to convert the outpost materials won on the Nexus test outposts into actual 250 outpost materials.
More on Improving outpost mats
Touby
No use for now.