
A guild is a company of players with a name, ranks, its own chat and, if you lease one, a hall. Guilds earn prestige and trophies together, hunt for more experience, and take on the Fallen Halls, the hardest dungeons in Meridian.
Founding a guild#
Frular, the guild administrator, keeps the Guildmaster's Hall on the south side of Barloque. Choose Buy on him to found a guild:
- 5,000 shillings, or 7,500 for a secret guild, whose members other guilds can't pick out.
- You must be in no guild, and past newbie protection (50 base health).
- You choose the guild's name and the names of its ranks.
Two members are all a guild needs, and it never disbands for being small. With two or more members it matures after about three hours (six for a secret guild); a guild must be mature to lease a hall or declare war.
The guild window#
Type guild, or choose Guild configuration from the Actions menu. Its tabs:
- Membership: the roster, ranks, exile, abdicate and leave.
- Alliances: allies and enemies.
- Invite: invite a player standing in the room with you. They use the invitation to join; it lasts two minutes, or until one of you leaves.
- Hall: your hall's chests, prestige, rent, whether visitors may come in, its prism, and your guild cloak.
- Shield: the guild's colours and shield, for the leader. They can be chosen only once.
- Fallen Halls, Quests and Trophies: see below.
Talk to your guild with tellguild and your message. An officer can set a message of the day, shown to members as they log on, by saying set motd and the message in guild chat, or clear motd to clear it.
Ranks#
Every guild has five ranks. Their default names are below; a guild can choose its own.
| Rank | Default name | What they can do |
|---|---|---|
| Recruit | Apprentice | Guild chat, the roster, the common chest, enter a private hall, a guild cloak, the experience bonus, leave |
| Member | Sir or Madame | The members' chest and the recall stone |
| Trusted | Lord or Lady | Invite, the vault, open the sanctum, set the prism |
| Officer | Lieutenant | Exile and set the rank of those below them, alliances, war and peace, the message of the day, open or close the hall, post on the recruitment boards |
| Leader | Commander | Lease or give up the hall, choose the colours, hand over the guild, disband |
A guild can have at most two officers.
There are no votes. The leader can hand the guild to any member and step down to Lord. A leader who hasn't logged on for 30 days is replaced by the highest-ranked member who has, longest-serving first.
Your guild hall#
Ten halls can be leased. The leader of a mature guild leases one from Frular with Buy, paying in full up front.
| Hall | Town | Lease |
|---|---|---|
| Mercenary Alley | Cor Noth | 20,000 |
| The Ivory Chapel | Cor Noth | 20,000 |
| The Hall of Explorers | Barloque | 25,000 |
| The Bookmaker's Guild House | Barloque | 25,000 |
| The Symbol of Dawn | Barloque | 35,000 |
| Jaarba's Abode | Jasper | 25,000 |
| The Wryn's Keep | Jasper | 50,000 |
| Konima's Abandoned Dwelling | Tos | 40,000 |
| West Tower | Ko'catan | 40,000 |
| Green's Workshop | Marion | 45,000 |
Rent is charged only while you hold a hall. It grows with the hall, your members and the enemies you've declared, and shrinks with each ally. Any member can pay ahead by giving Frular shillings; say rent to him to hear where you stand. A guild that falls about two days behind is warned, and two days after that it loses the hall, but never itself. A guild whose members are all away for 60 days loses its hall the same way.
Halls are safe. No one fights in a guild hall, not even guilds at war. You rest there and heal faster.
Who comes in. A new hall is private: only your guild, and the Members and up of guilds you've declared allies. An officer can say hall public to let anyone in, or hall private to close it again.
The sanctum. Say open in your hall, at Trusted rank or higher, to open its secret door. Passwords are gone.
Chests. Each hall has several: common chests for everyone in the guild, a members' chest for Members and up, and a vault for Trusted and up. Only your guild can use them. Each holds 50 items, and 25 more for every prestige tier, up to 150.
The recall stone. Say recall stone in your hall, as a Member or higher, to receive one. Use it anywhere, and five seconds later you're back in your hall, unless you move to another room first. It can be used once every 30 minutes, not in the two minutes after a fight with a player or while you carry a council token. It can't be dropped or given away, and it crumbles if you leave the guild.
The guild cloak. Once the leader has chosen the guild's colours, tick Wear the guild's cloak on the Hall tab. It's worn over your armour, weighs nothing, and comes off if you leave the guild.
The prism. A Trusted member or higher can set a prism on the pedestal by the trophy case: say prism place in your hall, or prism remove to take it up. Members attune to it by saying attune, or with the Hall tab's button, and gain its colour's gift.
The trophy case beside the news globe lists your guild's trophies: where each fell, who was there, and when.
Prestige and the guild bonus#
Hunting together pays. When you earn experience for a monster that a guildmate in the room also struck, you get 20% more experience for it. It counts for monsters only, not quest rewards, and only with your own guild, not allies.
Prestige is your guild's standing, and it never decays. It comes from:
- trophies: 25 for a Fallen Hall boss, 10 for a world boss, 50 for the Inner Sanctum;
- every Fallen Hall boss your members help kill: 2;
- the eight hall quests of the guild story: 2 to 9 each;
- hunting together: 1 for every 50 bonus kills, up to 5 a day.
Every prestige tier makes your chests bigger:
| Tier | Prestige | Items per chest |
|---|---|---|
| 0 | 0 | 50 |
| 1 | 50 | 75 |
| 2 | 150 | 100 |
| 3 | 300 | 125 |
| 4 | 500 | 150 |
Say prestige in your hall to hear your guild's.
The guild shield#
Every member of a guild can carry its shield, in the guild's colours and pattern. Ask Frular about a shield for A Mining Expedition: bring a chunk of ore from the orc caves to the smith of Tos, and he forges it. You can take the quest at 30 to 150 base health, and again every 24 hours.
Worn, it grows with your guild's prestige tier:
| Prestige tier | Health | Blows it turns aside |
|---|---|---|
| 0 | 5 | Up to 2 damage |
| 1 | 10 | Up to 3 |
| 2 | 15 | Up to 4 |
| 3 | 20 | Up to 5 |
| 4 | 25 | Up to 6 |
It turns aside between a third and all of that much from each blow, none of a spell's damage, and two thirds as much from a blow that's partly magic, and it needs no Block skill. It weighs nothing and never breaks. Its health comes and goes as you put it on and take it off, and follows the guild's tier as it rises. You can't take it off in the two minutes after a fight with a player. Outside a guild it gives no health and turns aside up to 2.
A mark for your shield. With a guild or soldier's shield and 50 to 150 base health, the temples will mark it with their god's sign, and a liege you serve with their seal, each for a short service you can repeat every 12 hours. If you carry more than one shield, wear the one you want marked. A shield carries one mark: a new one replaces the old. On a soldier's shield the mark is for looks only: it gives no spellpower.
| Mark | Who gives it | Spellpower |
|---|---|---|
| The Sign of Shal'ille | Priestess Xiana | 15 to Shal'ille's spells |
| The Sign of Qor | Priestess Zuxana | 15 to Qor's spells |
| The Sign of Kraanan | Priestess Qerti'nya | 15 to Kraanan's spells |
| The Sign of Faren | Priestess Tenuv'vyal | 15 to Faren's spells |
| The Sign of Jala | Priestess Themala | 15 to Jala's spells |
| The Sign of Riija | the Monk of Riija | 15 to Riija's spells |
| The Insignia of Duke Akardius | Duke Akardius, to those sworn to him | 10 to Qor's and Riija's spells |
| The Insignia of Princess Kateriina | Princess Kateriina, to those sworn to her | 10 to Faren's and Shal'ille's spells |
| The Insignia of Jonas D'Accor | Jonas D'Accor, to those sworn to him | 10 to Kraanan's and Jala's spells |
The guild shield or the soldier's shield. You carry one shield at a time. If you serve a liege, their soldier's shield is the one that puts you in the Faction War (Factions):
| Guild shield | Soldier's shield | |
|---|---|---|
| Who can have one | Any guild member | A liege's sworn soldier, after their soldier quest |
| Where from | Frular's A Mining Expedition | The liege's soldier quest |
| Health while worn | 5 a prestige tier: 5 to 25 | 5 a rank: 5 as a Recruit to 30 as a Champion |
| Blows it turns aside | Up to 2 to 6 damage, by prestige tier | Up to 2 damage; Jonas's up to 2 to 7, by rank |
| Spellpower | Its mark's: 15 to one school, or a liege's 10 to two | The Duke's and the Princess's: 1 to 15 to every spell, by renown; Jonas's none |
| The Faction War | Doesn't put you in it | Puts you in it |
| Weight | None | None |
| Breaks | Never | Never; it can't be dropped or traded either |
Recruiting#
The globes in the adventurers' halls of Tos, Barloque, Berg, Cor Noth, Jasper, Jixa, Ko'catan, Marion and Raza are Guild Recruitment boards. An officer can post one notice for their guild, and posting again replaces it. Each notice opens with the guild's leader, its members, its hall, its prestige and its trophies, kept up to date by the game.
Alliances and wars#
An officer declares other guilds allies or enemies on the Alliances tab. Alliances are one-sided: you declare a guild your ally, and its Members and up may enter your private hall.
A war needs both sides. Two guilds are at war only once each has declared the other an enemy. Declaring takes a mature guild with 50,000 shillings of rent paid ahead. At war, the two guilds' members can attack each other wherever fighting is allowed, but never in a guild hall. Their names show red to each other.
Suing for peace costs the guild that asks 50,000 shillings of its paid-ahead rent, most of it paid to the enemy, and the war ends two hours later.
The Fallen Halls#
Eight old guild halls are held by the Order of Necromancers. Anyone may enter, in a guild or not. Clear the main hall's guard and the sanctum opens, where more of the Order guard the hall's boss. The Order retakes every hall each Meridian day, every two real hours; a hall with players inside waits until they leave.
| Rank | Hall | The way in | Garrison level | Boss | Boss level | Hit points | Shillings |
|---|---|---|---|---|---|---|---|
| I | The Den of Shadows | off the Lake of Jala's Song | 90 | Mistress Ysolde | 105 | 630 | 2,000–3,000 |
| II | The Friends of the Forest | the Source of the River Ille | 105 | Old Blackroot | 120 | 720 | 2,000–3,500 |
| III | Muskgate Post | the Trader's Route by Berg | 120 | Hrimvald | 135 | 810 | 2,500–4,000 |
| IV | The Old Dwarven Hall | the Forest of Farol | 135 | Thane Durrek | 150 | 900 | 2,500–4,000 |
| V | The Abandoned Warehouse | the Ports of Barloque | 150 | Captain Vesk | 165 | 990 | 3,500–5,000 |
| VI | The Sewer Hideout | the Sewers of Barloque | 165 | Grisk, the Sewer King | 180 | 1,080 | 3,000–4,500 |
| VII | The Slaughtered Command | Ko'catan | 185 | Marshal Corvane | 200 | 1,200 | 4,000–6,000 |
| VIII | The Wetland Fortress | the Marsh | 200 | Lieutenant Morvaine | 215 | 1,290 | 5,000–7,000 |
Every boss drops a magic item, better in the higher halls (Magic Items), and its shillings. Each guild whose members struck the boss earns 2 prestige, and its trophy the first time, and the whole world hears who drove the Order out.
The guild window's Fallen Halls tab shows who holds each hall, the time to the next reset, and the trophies your guild has.
Frular and the guild story#
Frular also tells the guild story. With a guild and 80 base health, talk to him to begin A Guild's Calling. He then sends you through the eight halls in turn: Fallen Halls I: Den of Shadows to Fallen Halls VIII: Wetland Fortress. The second hall's quest asks 90 base health and the rest 100. Each hall's quest pays experience, shillings and 2 to 9 prestige for your guild. See the whole chain.
Daily hall quests#
Each story quest you finish opens that hall's daily quest, at the same base health, taken from the Fallen Halls tab with Take the daily: Rank I: Den of Shadows to Rank VIII: Wetland Fortress. It completes when you strike the hall's boss and are there when it falls, and comes back 24 hours later.
Trophies#
A guild earns a trophy the first time its members help kill one of these bosses:
- The eight Fallen Hall bosses, 25 prestige each.
- Twelve world bosses, 10 prestige each: the Orc Pit Boss, the Lupogg King, Queen Venya'cyr, the ghost of Far'Nohl, the Queen Spider, the Dragonfly Queen, the Avar Chieftain, the Groundworm Queen, the Spinebeast Behemoth, the Ice Dragon, the Earth Dragon and the ne'xeochicatl.
- The Ascended Queen, 50 prestige.
The Inner Sanctum#
Beyond the Dungeon of Castle Brax lies Queen Venya'cyr's Inner Sanctum, and in it a sealed door. Only a guild holding all eight Fallen Hall trophies can break the seal: one of its members says open beside the door, and in the chamber beyond the Ascended Queen rises. She's level 230, with 1,656 hit points, carries 8,000 to 12,000 shillings and a magic item as good as the last hall's, and calls the Order's mages, soldiers and dark angels to her as she weakens. Bring your whole guild.
Sources
Maintained through Git.