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Guilds

A guild is a group of players with its own chat, a shared storage for items and a treasury for Gold. You found one at the Guild Hall in Dawnmere Village or join one by invitation or application. Guilds are about playing together: they never change combat, EXP, loot or Gold numbers.

Founding: go to the Guild Hall, choose a name and a tag and pay 2,000 Gold. You need level 15 and a verified email, and must not be in a guild.

  • The name is 3–20 characters long and uses Latin letters, digits and single spaces; the tag has 2–4 characters A–Z or 0–9.
  • Name and tag must be unique. Names that imitate the team (words like “staff”, “admin”, “GM”) or break the chat rules are refused.

Joining: accept an invitation (the Guild tab shows it; it expires after 7 days) or search for a guild and Apply. You can have up to 5 applications open at once; they expire after 7 days too. Accepting needs level 15 and a verified email, and the guild must have room.

After you leave a guild or are removed, you have to wait 24 h before you can join or found another one.

Right Leader Officer Member
Invite players, answer applications, set the message of the day yes yes –
Remove members everyone members only –
Promote, demote, hand over leadership yes – –
Edit the description, banner colour and rank rights, upgrade the hall, disband yes – –
Store items yes set by the leader set by the leader
Take items (and how many per day) yes set by the leader set by the leader
Take Gold (and how much per day) yes set by the leader set by the leader

By default everyone may store items, officers may take 20 items per day and members 0 (0 = none). Taking Gold is off for officers and members until the leader turns it on. The leader can allow a rank at most 200 items and 20,000 Gold per day. The leader always has every right up to these ceilings, and the guild-wide limits below apply to them too.

The leader can’t simply leave: hand over leadership to another member first.

Every guild has its own chat tab, Guild, that only current members can read and write. Someone who leaves or is removed loses access at once. Guild members also count as friends for whispers: they can reach you even if you only allow whispers from friends and guild. See Chat and friends.

The storage holds items for the whole guild. It has 40 slots at the first hall level and up to 120 at the highest (see Guild Hall levels); stacks of the same item share one slot.

Storing works at the Guild Hall with the same rules as the Auction House: no equipped, locked, bound or quest items, nothing from the family vault. A stored item belongs to the guild.

Taking works in the village, if your rank has the right and your daily limit (UTC) is not used up. You also need trade eligibility and must have been a member for 7 days; the Guild tab tells you from which date.

  • Items stored by new traders (or players who can’t trade yet) are reserved for 7 days before others can take them. The storage shows the date.
  • You can always take back items you stored. That does not count toward your daily limit.
  • The storage log shows every item that goes in or out.

Donating: any member can donate Gold from anywhere, at least 10 Gold at a time. Donations can’t be taken back. Donations from new traders are held for 7 days: the guild can use them for the hall and upkeep right away, but nobody can take them out until the hold ends.

Taking Gold works in the village for ranks with the right. It is limited in several ways:

  • per member and UTC day: the amount the leader set for the rank, at most 10% of the treasury and at most 20,000 Gold,
  • for the whole guild: at most 40,000 Gold per UTC day, all members together,
  • a fee of 5% is taken from every withdrawal and disappears,
  • you need trade eligibility and 7 days as a member; for new traders, the Gold taken counts toward their daily purchase cap.

The treasury is meant for sharing, not for parking your own Gold: you can take out Gold that other members donated, plus Gold you donated yourself.

What happens to my deposits after an Ascension?

Section titled “What happens to my deposits after an Ascension?”

Nothing. An Ascension does not reach into the guild: you stay a member with your rank, items you stored stay normal guild items under the usual rules, and Gold you donated still counts as yours, so you can take it out again under the daily limits.

A new guild starts at the lowest hall level. The leader can upgrade the hall with Gold from the treasury. Higher levels allow more members and more storage slots and unlock cosmetics such as a banner colour and a guild crest in chat.

Guild Hall levels
Hall levelMembersStorage slotsUpgrade cost (Gold)Weekly upkeep (Gold)
12040––
2358015,000500
35012040,0001,500
Data from game version 0.3.0 · f8531c1 (2026-10-01)

Upgraded halls cost a weekly upkeep, paid from the treasury every Monday at 00:00 UTC. If the treasury can’t pay, the missing Gold becomes a debt and the guild turns dormant:

  • no new invitations or applications,
  • no storing; the storage is withdraw-only,
  • cosmetic perks are off.

Nothing is lost. The next donations pay the debt first, and the guild wakes up again.

Only the leader can disband, and only when they are the last member. Type the guild tag to confirm. Stored items go back to whoever stored them; Gold left in the treasury is lost, so take out what you can first. After disbanding you wait 24 h before joining or founding another guild.

  • Set the rank rights early. Decide how many items and how much Gold officers and members may take per day before the storage fills up.
  • Keep the treasury above the upkeep. A dormant guild loses nothing, but it can’t invite anyone.
  • Store what the guild needs, not your savings. A stored item belongs to the guild, and every member with the right can take it.
  • Check the log. The guild log and the storage log show who stored, took, donated or withdrew what.