Note: We do not allow the listing of individual guilds or characters on this wikia. Please visit one of the forums given in External links for forums that allow recruitment listing. Please use the Guildopedia to list Dofus Guilds.
Guilds are created at the temple at (1,-9). To reach the temple, you must either go through the cave at (-2,-7) and cross the bridges or, head to (2,-9) in the Tofu Corner, then go left.
When a Guild is created, a logo or "tag" must be selected, along with the Guild's colors.
In some cases the guild Officers will require or encourage that members donate a percentage of fight experience to the guild. This experience goes into the guild's XP, and after time will level the guild. Any amount from 0% to 90% is allowed, although most guilds will request a donation from 2% to 5% from standing members, while up to 10% may be required of new or potential members.
The experience you earn at the end of a fight is shared between the player and his guild according to the XP percentage he decided to give his guild. The share of XP given to the guild will then be calculated again according to the level gap between the player and his guild. The bigger the gap between the level of the player and that of his guild is, the smaller the share of the guild will be. The XP percentage earned by the guild according to the level gap between the player and his guild is determined as follows:
Let’s make it clear with an example! If you win a fight giving you 10,000 XP points with 50% of the XP for the guild, the player will only earn 5,000 XP. Your character is level 50 and the guild is level 20. There’s a 30 level-gap. Therefore, the guild will actually earn 4% of the 5,000 XP points that is 200 XP points.
Like Characters, Guilds need increasing amounts of experience points to level up. Each level allows a guild to have more members and Perceptors. The following chart shows the amount of experience required at each guild level to reach the next level, which is 10 times the amount of experience for a character. It also lists the member and paddock limits at each level.
The maximum number of members a guild can hold based on the guild's current level. A guild can hold 40 members plus one for each guild level.
For example, if your guild is level 8, then you can have a maximum of 40 + 8 members in the guild.
A Guild must have at least 10 members to activate the following functions:
A guild must be at least level 10 to activate the following functions:
To join a guild, you may not be part of an existing guild, and must be invited by a member of the guild you're trying to join. The member must have the rights to invite others to their guild.
Members of a guild can be given a variety of rights:
Commonly, some guild privileges may be withheld from the low-ranking members.
There are a number of Ranks which are assigned to guild members on the basis of character level or merit. These ranks are typically used to determine a member's rights within the guild. Not all Guilds use all of the Ranks, and not all Guilds use the same Ranks the same way.
The ranks, in hierarchical order, are as follows:
Guild Leader is a special, unique Rank. There is only one Guild Leader, and he cannot be Banished. The Guild Leader always has all of the Rights, and these rights cannot be taken away or disabled by another Member. They are also the only member of a Guild who can use Forgetfulness Potion for Collectors.
Only the current Guild Leader can change a new Guild Leader. To change the Leader, the current Leader simply selects a Member and changes their Rank to "Leader". Once this is confirmed, the role of Leader will change and the new Leader will gain all of the appropriate Rights. The previous Leader will be set to "On Trial" and lose all of their Rights, so it is very important that the correct Member is selected.
Inactive Guild Leader - If leader deleted or is inactive for 3 months, then a new leader is appointed in the following priority:
To leave a Guild, simply press the "X" button by your name in the Guild Member listing.
Once in a guild it is considered bad etiquette to just quit without giving notice or reasons. In the event you do wish to leave a guild, it is common courtesy to tell them your honest reasons in advance and say goodbye to your fellow guildmates.
Leaving a guild on bad terms and trying to convince others to leave with you (often called pulling a "sofa") is considered very childish and rude. Other guild members can make their own decisions whether to stay or leave.
It is also in Guildees interests, if you are selling your guild, to inform everyone first or there could be a bit of trouble.
A guild can purchase 1 paddock for each 10 levels (for example, a maximum of 3 Paddocks for guilds between level 30 and 39). See the Paddock page for more details. The guild must be 2 months old minimum in order to buy a paddock.
A guild member can turn his/her own House into a Guild House. A guild can have 1 Guild House for each 10 levels (for example, a maximum of 2 Guild Houses for guilds between level 20 and 29). The guild must also be over 2 months old to be able to change normal houses into guild houses. See the House page for more details.
In EverQuest 2, a guild is a player-founded and player-run organization within the game. Guilds, like the people who form them, have many different modes of operation and goals. Some guilds exist purely as a social network of players who enjoy gaming together, while others work long and hard to reach end-game content and to become rich and powerful.
Guilds are given various perks by the game, depending upon their level. Some of these include discount housing and mounts for a guild's members, various prefix titles dependent upon the member's city allegiance, guild raids, the ability to purchase and display cloak heraldry.
You don't need any members to create a guild, and being part of a guild isn't at all necessary to fully enjoy the world of Guild Wars. However, being a part of an active guild can add another element of teamwork to the game, and climbing the ladder to being the top guild in Guild Wars will bring you a measure of acclaim inside the world. Belonging to a guild will also help with gaining friendship in the Guild Wars community - friends who play together stick together.
To create a guild, one must speak to a Guild Registrar who can create one for a fee of 100 . The registrar will ask you for a guild name, and a 2–4 character abbreviation that will appear next to all guild members' names. For example, a character named "Rojhaz Gravewit", in a guild whose abbreviation is "AbCd" will appear as "Rojhaz Gravewit [AbCd]." The character length limit for a guild name is 31 characters including spaces and the minimum is 3 characters. The name has to be made of two words minimum.
Once your guild is created, you can start inviting members.
Note that once one of your characters is a member of a guild, all of your characters on that account will belong to the same guild. Also note that a leader is not able to leave the guild while he or she still has members in it. The guild leader has to designate someone else as leader (the old leader will be demoted to officer), then he or she can leave the guild.
It is important to note that you cannot change the name of a guild after creation under any circumstances.
The Guild Roster is used to see and manage guild members and guests. There are four ranks of membership, being (from highest) Leader, Officer, Member, and Guest. Each rank carries specific privileges. In general, only the leader can make major changes to the guild, officers can make smaller changes and manage some of the guild's roster, members can only play and enjoy guild membership benefits, and guests can only participate in guild battles for limited periods of time.
The Guild Roster window shows the names of people currently in the guild, their ranks, and when they last logged in. Hovering your mouse over a guild member will also show their join date, who they were invited by, and promotion/demotion history.
Guild membership is limited to 100 people at any given time.
See the Guild Roster article for details on ranks and management options.
To start designing your cape, the leader must talk to a Guild Emblemer.
Designing a cape is free, but each time the cape is changed/created, it will cost 2 .
See Cape for further details about customizing the cape.
To purchase a guild hall, your guild must already have purchased a guild cape. A hall costs one Celestial Sigil. If your guild has a cape, you can speak to the Canthan Ambassador in Lion's Arch, Kaineng Center, Kamadan, Jewel of Istan, or the Great Temple of Balthazar to visit any guild hall. While visiting, you can purchase the hall from the ambassador or speak to him to visit a different hall or leave the hall. While visiting a hall, each has a Sigil Trader.
If you wish to change your guild hall again, buy another Celestial Sigil, talk to the Canthan Ambassador and choose your new guild hall. All purchased NPC's for your guild hall will be transferred to the new one, so you will not have to buy them all again.
Alliances are one of the hardest parts of a guild to maintain. Without some strong guilds, an alliance will just be a chat room. As guilds are the backbone of any alliance, all participating guilds must be active in order to prevent their alliance from dying due to inactivity or non participation.
In order to start or join an alliance, a guild must first decide if it wishes to side with the Kurzicks or the Luxons, as all guilds in an alliance must be aligned with the same faction in order to obtain faction points. Also, a guild can change sides as many times as they want- if you talk to the appropriate Luxon or Kurzick ambassadors in House Zu Heltzer or Cavalon you will be given the option to change for 500 . Your guild will start off with the basic 5000 faction points. This can be done as many times as needed, but every time the faction will reset.
To invite a Guild into an Alliance, the Guild's leader must pay 1 . A strong alliance participating in Alliance Battles regularly may begin to gain enough faction to be granted an outpost or town. An Alliance may have a maximum of ten guilds in it.
A member can leave his/her guild by clicking the icon next to your name on the guild roster and choosing "Leave Guild." Only the guild leader can disband a guild, and must kick out all guild members beforehand to do so.
Guilds are special institutions often containing resources or stores selling armour or weapons which cannot be bought in any other store. Entry to different guilds requires either a certain amount of quest points, a certain skill level, or completion of a specific quest. Note that guilds with a skill requirement may be accessed if the skill is temporarily boosted to meet the requirement. In some cases, if a guild does not exist, players will attempt to create their own.
|Champions' Guild||33 Quest points|
|Cooks' Guild||Level 32 Cooking and Chef's hat, Cooking skillcape, or Varrock armour 3 equipped.|
|Crafting Guild||Level 40 Crafting, Brown apron or Crafting skillcape equipped.|
|Mining Guild||Level 60 Mining|
|Monastery (Prayer Guild)||Level 31 Prayer|
|Runecrafting Guild||Level 50 Runecrafting|
|Fishing Guild||Level 68 Fishing|
|Heroes' Guild||Completion of the Heroes' Quest|
|Legends' Guild||Completion of the Legends' Quest|
(Magic Guild) (Magicians' Guild)
|Level 66 Magic|
|Ranging Guild||40 Ranged|
|Warriors' Guild||Attack and Strength levels must add up to at least 130 or have an Attack or Strength level of 99.|
|Servant's Guild||A Construction level of at least 20 to use its features. Note that it cannot be joined, only used.|
While these guilds don't necessarily exist in the sense that they are "officially" a part of the game, there are some areas and locations that tend to have a large number of players training certain skills, due to the close proximity of banks, resources, and tools necessary to train in that skill.
These activities often happen on specific "worlds" or game servers in an attempt to concentrate activity of the players, which often also brings in secondary activities such as merchanting and suppliers for these training areas.
|Fletching||Yanille Bank||132||Note: this is not used often anymore due to alchers moving to castle wars.|
|Smithing||Keldagrim Blast Furnace||58||Level 60 Smithing is required to freely use the blast furnace.|
|Runecrafting (for those under level 50)||Varrock west bank and air altar||16||Air running primarily takes place here.|
|Fishing||22||Lots of fly fishing takes place here.|
|Thieving, Agility, Firemaking, Cooking||Rogue's Den||77||Safe cracking, maze running, burning fires, cooking food.|
|Crafting (High Ranking Craft Level 1+, all others Level 20+)||Al Kharid||81||Makes things out of Cowhide and Dragonhide.|
|Agility||Ape Atoll Agility Course||46||Players can train Agility here to have fun and race other players, which often leads to quicker lap times.|
|Fishing and Cooking (free-to-play)||Barbarian Village||30||Where you can get lots of free fish, cooked and raw, as well as it being the best place to train Fishing until about level 68.|
Non-combat Magic (alching)
|Castle Wars viewing area||Any Castle Wars themed world||You will often see huge crowds on the wall of Castle Wars watching the battles as they alchemise.|
Note that many other unofficial player made guilds can be found by searching the official RuneScape Forums.
Table of contents
On most servers, the new player will be greeted by a gaggle of veteran recruiters in the Eisley area inviting you to join their guild. In SWG guild membership is usually part of the development of player designed cities, mayorship of these cities, and the ability to wage war with other guilds. Joining a guild is not a decision to make lightly, although if you find yourself in a guild you don't like, it's easy to cut your losses and join another one. Just enter the command: /guildremove self
Player Associations (also known as Guilds) are formal, permanent group of players. A Player Association (PA) has at least 5 members, one of which is the PA Leader. A Guild Hall was once needed to create and manage the PA, but upgrades have since been installed that have removed this need.
To create a guild you just need a "Player Association Galactic Registry" (for now a nickname of PAGR) from a level 82 Structures Trader and you simply radial the PAGR and select the option Create a Guild. You specify the name and the abbreviation and then you are done.
What exactly is the reason for forming player associations (or guilds as they are often called)? There is no single explanation. It could include a combination of any of the following:
1.) One may wish to start an organization that consists of a closely knited group of real life friends and/or family. Such guilds are small in membership but are possibly very effective... as everyone knows one another and wont be willing to betray another. A closely knitted group of friends or family can take part in run of the mill hunts or events, but cannot match to the larger scale activities a major guild can live up to. Similar to the latter, one may wish to form a closely knitted group of in-game friends. The only difference is they are not real life friends or family. This rarely may result in some internal conflicts as no one knows one another as they would in real life.
2.) For some, a closely knitted group of friends or family is not the primary reason for forming an organization. One may wish to form an organization to achieve a goal that cannot be executed alone. For example, a difficult quest or large scale battle in the Galactic Civil War. To achieve a specific goal, specific standards need to be put in place for recruits. If the guild leader wishes to form a crafting company, it would not make sense to recruit a commando. He would need to ensure that highly experienced crafters join. At the same time, a leader that would like to participate in the Galactic Civil War would need to decide which faction his guild should be (Imperial or Rebel).
3.) Leaders may want to form an organization in hopes of founding a city. While cities can be formed without guilds, an organized group of members would make founding a city more easy and efficient. Cities gives a guild a sense of acomplishment and a place to call home. Guild meetings and events can be held in player cities. The only con is this may result in isolationism, where a guild is only concerned about their own existance and not that of other organizations or cities.
4.) Perhaps another reason for one to start an organization is the urge to simply lead a group of people. This doesn't neccesarily mean the leader is power hungry. Leading a guild can bring a sense of acomplishment. Being respected, and helping other players is what leading an organization may be about. Leaders may also enjoy setting up a council or a certain "government" structure to their organization.
5.) A less profound reason for forming a guild is to be known. Many organizations want to be "famous" so to speak, being mentioned often on game forums or the like. Guilds may enjoy holding a private "empire" status. While strong pride in ones guild is positive, this can lead to increasing the ego of both the leader and its members, and result in "outsiders" in growing weary of the organization.
6.) Another reason for the creation of many guilds is to form a crafting company. Some guild-companies specialize in one area of trader specialization (Domestics, Structure, Engineering, Munitions), while other guild-companies may recruit all specializations of traders. Guild-companies usually have a mall where the guild puts its vendors. Guild-companies may also be founded because crafters want to share a highly concetrated resource area with some other players. Some guild companies recruit combat classes to harvest resources from animals, destroy monster lairs that spawn near the company's town, or to wage war with rival guild-companies.
The type and quality of guilds vary greatly. Some guilds are made of real life friends, other guilds are international in membership. Some guilds do just one thing, for example, are made up of just pilots. Other guilds have members that craft, fight, fly, pvp, etc. Many of the larger guilds on many servers use teamspeak or ventrilo to communicate effectively; this is certainly a huge advantage in pvp groups where battlefield communication is often the difference between an organized assault and an impotent attack.
Guilds offer many advantages, but the same problems that mark human organizations also creep up in guilds. The advantages usually include; discounted crafted goods (armor, weapons, etc) for guild members, easier access to larger groups needed for high end ground and space, the development of friendships between guild members, the opportunity to become a mayor of a city (voted on by city members, who are usually guild members), a convenient place to locate your personal home, the chance at participating in the larger Galactic Civil War through alliances with other guilds, and of course, the possibility of infiltrating an enemy guild and gaining access to information and possibly an internal insurrection (more on this later). Disadvantages in a good guild with good leadership are few. However, often in guilds players share storage and vendor space; these infrequently leads to theft or conflict. Also, some guilds contain members who consistently attempt to use other guild members for their own uses, do not have a developed sense of teamwork, and can not organize around a guild leader. Fortunately, these guilds usually don't last and are usually not effective; the better members of the guild will leave to find better groups.
The ill fated guilds could fall for a number of reasons. This could include mutiny so to speak, where a large number of members dissaproves of the leader; either because of his decisions or lack of online activity. Most likely there would be other members defending the leader, causing a serious internal conflict.
Guilds may fall due to lack of morale. If an opposing guild constantly harrasses or kills them in conflict, the member may grow ashamed of being in his/her guild. Likewise, if an opposing guild constantly attacks and defeats their guild in a war for example, the member of the defeated guild may wish to join the enemy organization in hopes of becoming the stronger one. This could also result in a chain reaction, in which members leave because another one is. Speaking of chain reactions, if a well liked member leaves an organization, a large number of other members will follow him/her. Some members hold more respect towards other members than the leader himself.
Favoritism is a major issue which plagues almost every organization. A leader especially, may favor a member who assists greatly in guild events and leadership. When the said favored member does something at fault withen the organization... for example, insulting another member, he or she is pardoned. When a non-favored member commits the said "crime," he or she is immediately punished. While this is a major problem, it doesn't often result in a failure of an organization. Members of a guild often favor the same members the leader does... resulting in special treatment for some, but punishment for others.
Common since the beginning of SWG, some guilds are go into the Star Wars universe through role playing. For some guilds, RP'ing is strict and you'll not get a response if you try an out of role communication. Other guilds encourage RP'ing but are not as strict about it. I once asked another player wearing stormtrooper armor "What's up with the funny mask?" and his immediate reply was "Carbon fiber layers shielded by a lightweight duralloy shell..this design was extensively tested by the empire to withstand heat, radiation, energy, and kinetic impacts." I said, "oh."
Membership in an aligned guild requires that you earn the faction points to become either imperial or rebel. Usually if you are a new player and express interest in either the recruiter will help you acquire the points so you can join, although it's easy enough to locate a faction terminal and get them yourself.
As above. There are also Rebel-Neutral and Imperial- Neutral guilds...basically you can join these if you are not of the opposing faction.
Some take all comers.
A few crafting guilds have been established. These guilds work together to harvest resources, develop malls, and supply each other with subcomponents that can be your own schematics (for example, armorsmiths need tailors to make synth cloth).
The advantages of a pilot guild include; it facilitates the exchange of raw space loot for Re-Engineering purposes, members can gain skill by dueling each other, difficult missions are easier tasked by organized groups.
Entertainer guilds seem to be popular, and seem to be great ways to socialize and meet people.
Some guild are created for users who speak a specific language other than English. The reaon for forming such guilds is often to provide a framework for players who don't feel comfortable using English. These guilds are often non-factioned.
National guilds are very similar to language-based guilds except membership of national guilds is restricted to players of a certain nationality. National guilds are typically also non-factioned.
PvP or Player vs. Player guilds are typically faction-aligned guilds that are particularly organized in PvP combat.
Tibia is strongly based on the community and one's relations with others. Guilds strengthens one's relations with others in the world.
The guilds could be organized guilds made to bring wealth to their members (eg. Mercenarys), to help other players (eg. Alliance of Justice, Loremasters, Rising Dragons (Secura/Amera/Antica)), or just as a family or group of very good friends (eg. Castlings, Henceforth Family, Crimson Chaos).
To join a guild, first go to the guilds page and select your world. Then, scroll down to and select the world in which the invited character resides. Afterwards, find the guild and select the view button on the right and enter the guilds page; once in the guild page, select the 'Join Guild' button. As a sidenote, you must be logged into your account to join the guild.
A Supergroup is an organization within City of Heroes that is comprised of a group of either heroes or villains, uniting to work together to achieve various goals. A supergroup may consist of a group of people who frequently team together to play the game, or may be more loosely associated. Supergroup members will typically wish to collect prestige and salvage in order to allow the construction of a supergroup base which can provide many benefits to the supergroup members.
Those who wish to start a supergroup should contact the supergroup registrars appropriate for their characters and must be at least level 10.
When a supergroup is created, the supergroup owner picks a group name which must be unique. They can then configure a variety of supergroup settings, all of which can be changed at any time - only the supergroup name is fixed.
The other settings are:
Supergroup members can be assigned any of the five available ranks, the names and abilities of which are customisable by the group leader, or any members whose rank has the necessary permissions granted. New members always join at the lowest rank, and different supergroups use these ranks in different ways to indicate membership roles.
To earn prestige for their supergroup, members must play in supergroup mode. Until level 25, this has no effect on earning influence/infamy or experience; after level 25, influence/infamy earned in supergroup mode progressively decreases. As a result, many supergroups request that lower-level characters remain in supergroup mode continually to earn prestige, but higher level characters are expected to use it less often, so that they can keep themselves supplied with influence/infamy as well.
Whilst in supergroup mode, the player can choose for their costume's colors to be altered to their supergroup's color scheme. The exact color alterations can be assigned on the second page of the supergroup settings screen, and allow colors for existing costume elements to be replaced by one of the two supergroup colors as chosen by the player.
At the time of writing, supergroup colors cannot be applied to wings.
Supergroups are also given a chat channel which allows all members of the supergroup who are currently online to communicate with each other, no matter what zone or mission they are in.
A supergroup may also form a coalition with one or more other supergroups, which can allow members to enter each others' bases, and to allow easier organisation of base raids or other large events. Coalition members have a coalition chat channel, which sends to all online members of all supergroups in coalition with the player's. Because each supergroup can set their coalition state separately, asymmetric relationships are possible so that a member of supergroup A might see coalition chat from a member of supergroup B but not a member of supergroup C who the member of B is having a conversation with - in this case, because supergroup C is not in coalition with supergroup A as well as B.
Sent to all members of the character's supergroup.