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Systems Wiki

The Guild System

Guilds in Valyria are far more than a name over your head. A guild is a shared bank, a progression track, a set of permanent combat buffs for every member, and the only way to take part in guild wars. This page covers the whole system: founding a guild, recruiting, ranks and permissions, the guild level economy, all eighteen buffs, and every rule that applies once war is declared.

Guild Management An in-game window handles everything — no website trips needed for daily guild work.
Guild Levels Deposit gold to level the guild, raising the member cap and unlocking buff slots.
Guild Wars Frag-limited wars with automatic triggering, war emblems and special PvP rules.
Where do I manage my guild? Open the Guild Management button in the in-game side menu. Creating a guild, inviting players, depositing gold, levelling up, choosing buffs and declaring wars are all done there. The website is used for guild logos, custom rank names, guild nicknames and war statistics.

Overview

Every guild follows the same loop: recruit members, fill the guild bank with gold, spend that gold on guild levels, and spend guild levels on buffs that make every single member stronger. A high-level guild is a genuine combat advantage, not just a social club — and it is also what makes a guild worth declaring war on.

Found the guild

Level 8 and a premium account are all you need. Creation itself is free — you pick a name and an emblem and the guild exists immediately at level 1 with 10 member slots.

Recruit and organise

Invite players from the Members tab, promote trusted people to Vice-Leader, and tune exactly what each rank is allowed to do with the permission checkboxes.

Fill the bank and level up

Any member can deposit gold, and every deposit is credited to that member's personal contribution. Levelling costs 100,000 gold times your current level.

Unlock and upgrade buffs

Every second guild level opens a new buff slot. Pick one of its two options and it applies permanently to every member, online and offline, until the loadout is changed.

Go to war

Declare war on a rival guild for a set number of frags. War kills carry no skulls, enemies are marked with a war emblem, and the first guild to reach the frag limit wins.

Creating a Guild

Open Guild Management from the side menu. If you are not in a guild, the Create tab is shown first. Fill in the name, pick one of the 25 emblems, choose a join status and a required level, and confirm.

Requirements

You must be at least level 8, have an active premium account, and not already belong to a guild. There is no gold cost — founding a guild is completely free.

Name rules

Between 1 and 20 characters, using only letters, spaces and underscores. Numbers are not accepted. The name must be unique on your world and cannot be changed later.

Emblem

Choose from 25 emblems with the arrow buttons. The emblem appears on your guild page in the module, in the leaderboard, and in war listings. A leader can change it later from Guild Settings.

Your starting state

The guild starts at level 1 with 10 member slots, an empty bank, no buffs, and three ranks: Leader, Vice-Leader and Member. You are placed in the Leader rank as the founder.

Creating from the website instead: the Guilds page can also create a guild with the same level 8 and premium requirements, but the character must be offline. The in-game module has no such restriction.

Joining, Inviting & Leaving

Being invited Anyone with the Invite permission types your name into the Members tab. You get a message immediately if you are online, and the invitation waits in your Create tab until you accept or decline it.
Accepting Accepting places you in the Member rank, applies the guild's buffs to you on the spot, and automatically cancels every other invitation you were holding. You cannot join a guild that is already at its member cap.
Asking to join From the Top tab you can send a join request to any guild in the leaderboard. This posts a line in that guild's inbox with your name and level — an officer still has to invite you manually.
Revoking Pending invitations your guild sent are listed in the Members tab with a Revoke button. The invited player can also decline from their own Create tab.
Leaving Any member below Leader can leave from the Guild tab. Your buffs are removed instantly. A leader cannot leave — they must transfer leadership on the website or disband the guild.
Being kicked Anyone with Edit Members can kick a member ranked below them. Equal or higher ranks cannot be kicked, and you can never kick yourself.
Wars lock the roster. While your guild has an active war, nobody can leave, nobody can be kicked, and the guild cannot be disbanded. Settle the war first — you cannot dodge a war by dissolving your guild.

Disbanding: only a leader can disband, and only when no war is active. Disbanding ends any pending war invitations, clears war-interfere skulls tied to your guild, removes every member, and deletes the guild permanently. This cannot be undone.

Ranks & Permissions

Every guild has three built-in ranks. What each rank can actually do is controlled by seven permission checkboxes in the Ranks tab, so a Vice-Leader in your guild can be a recruiter, a treasurer, a warlord, or all three.

Rank Level Role
Leader 3 The founder and anyone promoted to leader. Holds every permission automatically, cannot be kicked or demoted from in-game, and is the only rank that may disband the guild.
Vice-Leader 2 Officer rank. Starts with Invite, Edit Members, Manage Gold, Manage Wars and Manage Buffs. Permissions can be changed by a leader.
Member 1 Default rank for everyone who accepts an invitation. No permissions by default.

The seven permissions:

Permission What it allows Vice-Leader default
Invite Invite players to the guild and revoke pending invitations. Yes
Edit Members Kick members and promote or demote anyone ranked below you. Yes
Edit Ranks Rename ranks and change their permission checkboxes. No
Settings Change the guild message of the day, emblem, join status and required level. No
Manage Gold Spend the guild bank — this is the permission that allows levelling the guild up. Yes
Manage Wars Declare, accept, reject, cancel and end guild wars. Yes
Manage Buffs Change the buff loadout and spend guild Valyria Crowns on buff upgrades. Yes
Promotion rules: you can only promote or demote someone to a rank below your own, so a Vice-Leader can appoint Members but never another Vice-Leader. Promoting a player all the way to Leader is done on the website, where a guild may hold up to four leaders at once. Both characters must be offline for that.

Guild Levels

A guild's level is its core progression stat. Each level raises the member cap by five, and every second level unlocks a new buff slot. Levelling up costs gold from the guild bank and is performed by anyone with the Manage Gold permission.

The price to go from level N to N+1 is N × 100,000 gold. There is no cap on guild level — you can keep going past 18 to push your buffs to their maximum ranks.

Guild Level Member Slots Cost to Next Level Total Gold Invested Unlocks at This Level
1 10 100,000 gold 0 gold —
2 15 200,000 gold 100,000 gold Buff slot 1 — Health / Mana Regeneration
3 20 300,000 gold 300,000 gold —
4 25 400,000 gold 600,000 gold Buff slot 2 — Critical Hit Chance / Damage
5 30 500,000 gold 1,000,000 gold —
6 35 600,000 gold 1,500,000 gold Buff slot 3 — Movement / Attack Speed
7 40 700,000 gold 2,100,000 gold —
8 45 800,000 gold 2,800,000 gold Buff slot 4 — Physical / Elemental Protection
9 50 900,000 gold 3,600,000 gold —
10 55 1,000,000 gold 4,500,000 gold Buff slot 5 — Life Steal / Mana Steal
11 60 1,100,000 gold 5,500,000 gold —
12 65 1,200,000 gold 6,600,000 gold Buff slot 6 — Magic Level / All Skills
13 70 1,300,000 gold 7,800,000 gold —
14 75 1,400,000 gold 9,100,000 gold Buff slot 7 — Protection vs Monsters / Players
15 80 1,500,000 gold 10,500,000 gold —
16 85 1,600,000 gold 12,000,000 gold Buff slot 8 — Damage vs Monsters / Players
17 90 1,700,000 gold 13,600,000 gold —
18 95 1,800,000 gold 15,300,000 gold Buff slot 9 — Mana Cost / Cooldown Reduction
Reading the table: "Total Gold Invested" is what the guild has spent to reach that level from level 1. Reaching level 18 — the last buff slot — costs 15,300,000 gold in total.

The Guild Bank

Guilds hold two separate treasuries, both visible in the Guild Management window.

Gold

Used exclusively for guild levels. Any member can deposit, using the +1k / +10k / +100k quick buttons or a custom amount. Gold is taken from your inventory and bank together. Only someone with Manage Gold can spend it on a level up.

Valyria Crowns

Used exclusively for buff upgrades. Any member can deposit coins from their account balance with the +10 / +50 / +100 buttons. Only someone with Manage Buffs can spend them.

Reading the Guild tab: the panel shows the bank balance, the cost of the next level, and your own lifetime contribution side by side. A guild at level 20, for example, shows Next level: 2,000,000 gold and a member cap of 105.

Every deposit is permanently credited to your personal contribution counters — gold and coins are tracked separately — and is shown on your Guild tab. Deposits are one-way: there is no withdrawal, so treat the bank as a shared investment rather than a savings account.

All bank activity is written to the Inbox tab, which keeps the guild's last 30 events: deposits, joins, departures, kicks, level ups and buff changes, each with a date.

Guild Buffs

Guild buffs are the main reward for levelling a guild. There are nine slots, each unlocked at a specific guild level and each offering two mutually exclusive options. Whatever the guild picks applies permanently to every member — the buffs are reapplied on login and removed the moment you leave, are kicked, or the guild disbands.

The grid below is laid out exactly as it appears in the Buffs tab: nine slots, each showing its two competing options. Picking one option in a slot disables the other until the loadout is changed again.

Slot 1 Guild level 2
Health Regeneration
Health Regeneration Base: +2 HP every 14s Rank 5: +2 HP every 4s
Mana Regeneration
Mana Regeneration Base: +2 mana every 14s Rank 5: +2 mana every 4s
Slot 2 Guild level 4
Critical Hit Chance
Critical Hit Chance Base: +1% crit chance Rank 5: +6% crit chance
Critical Hit Damage
Critical Hit Damage Base: +2% crit damage Rank 5: +12% crit damage
Slot 3 Guild level 6
Movement Speed
Movement Speed Base: +6 speed Rank 5: +21 speed
Attack Speed
Attack Speed Base: +1% attack speed Rank 5: +6% attack speed
Slot 4 Guild level 8
Physical Protection
Physical Protection Base: +1% protection Rank 5: +6% protection
Elemental Protection
Elemental Protection Base: +1% protection Rank 5: +6% protection
Slot 5 Guild level 10
Life Steal
Life Steal Base: 1% of damage healed Rank 5: 6% of damage healed
Mana Steal
Mana Steal Base: 6% leech chance Rank 5: 21% leech chance
Slot 6 Guild level 12
Magic Level
Magic Level Base: +1 magic level Rank 5: +6 magic level
All Skills
All Skills Base: +2 to all skills Rank 5: +7 to all skills
Slot 7 Guild level 14
Protection vs Monsters
Protection vs Monsters Base: +1% protection Rank 5: +6% protection
Protection vs Players
Protection vs Players Base: +1% protection Rank 5: +6% protection
Slot 8 Guild level 16
Damage vs Monsters
Damage vs Monsters Base: +1% damage Rank 5: +6% damage
Damage vs Players
Damage vs Players Base: +1% damage Rank 5: +6% damage
Slot 9 Guild level 18
Mana Cost Reduction
Mana Cost Reduction Base: -1% mana per spell Rank 5: -6% mana per spell
Cooldown Reduction
Cooldown Reduction Base: -1% spell cooldown Rank 5: -6% spell cooldown

Full Numbers

Slot Unlock Buff Base Effect Per Upgrade At Rank 5
1 Guild lvl 2 Health Regeneration +2 HP every 14s Interval -2s +2 HP every 4s
1 Guild lvl 2 Mana Regeneration +2 mana every 14s Interval -2s +2 mana every 4s
2 Guild lvl 4 Critical Hit Chance +1% crit chance +1% +6% crit chance
2 Guild lvl 4 Critical Hit Damage +2% crit damage +2% +12% crit damage
3 Guild lvl 6 Movement Speed +6 speed +3 speed +21 speed
3 Guild lvl 6 Attack Speed +1% attack speed +1% +6% attack speed
4 Guild lvl 8 Physical Protection +1% protection +1% +6% protection
4 Guild lvl 8 Elemental Protection +1% protection +1% +6% protection
5 Guild lvl 10 Life Steal 1% of damage healed +1% 6% of damage healed
5 Guild lvl 10 Mana Steal 6% leech chance +3% 21% leech chance
6 Guild lvl 12 Magic Level +1 magic level +1 +6 magic level
6 Guild lvl 12 All Skills +2 to all skills +1 +7 to all skills
7 Guild lvl 14 Protection vs Monsters +1% protection +1% +6% protection
7 Guild lvl 14 Protection vs Players +1% protection +1% +6% protection
8 Guild lvl 16 Damage vs Monsters +1% damage +1% +6% damage
8 Guild lvl 16 Damage vs Players +1% damage +1% +6% damage
9 Guild lvl 18 Mana Cost Reduction -1% mana per spell -1% -6% mana per spell
9 Guild lvl 18 Cooldown Reduction -1% spell cooldown -1% -6% spell cooldown

Changing the loadout

Only someone with Manage Buffs can save a loadout, and once saved it locks for 24 hours. Choose carefully — you cannot swap a slot back and forth to suit the fight you are about to take.

Exceptions

Magic Level does not apply to knights. Life Steal always triggers and scales its heal with rank, while Mana Steal scales its chance to trigger instead. The regeneration buffs never increase the amount healed — they shorten the interval from 14 seconds down to 4.

Where you see them

Physical and elemental protection appear directly in your in-game skills window. Damage bonuses against monsters or players show as floating text on the hit. Speed, regeneration and skill buffs apply silently to your character.

Everyone benefits

Buffs are guild-wide with no per-member cost. A new recruit gets the full benefit of a maxed loadout the second they accept the invitation.

Upgrading Buffs

Each of the 18 buff options can be individually upgraded five times using the guild's Valyria Crowns. Upgrades are tied to the option, not the slot, so a guild that switches from Critical Hit Chance to Critical Hit Damage keeps the ranks it already bought on both.

Upgrade Cost & Requirement

Rank Valyria Crowns Guild Level Needed
0 → 1 50 Slot unlock level + 1
1 → 2 75 Slot unlock level + 2
2 → 3 100 Slot unlock level + 3
3 → 4 125 Slot unlock level + 4
4 → 5 150 Slot unlock level + 5

Rules

Rule Detail
Total cost 500 Valyria Crowns to take one option from rank 0 to rank 5.
Cooldown One upgrade per 24 hours, shared by the whole guild.
Level gate A buff gains one available rank per guild level earned above its unlock level.
Permission Requires Manage Buffs. The coins come from the guild treasury, not your own.
Example: Health Regeneration unlocks at guild level 2. Rank 1 needs guild level 3, rank 2 needs level 4, and rank 5 — the full +2 HP every 4 seconds — needs guild level 7. Cooldown Reduction unlocks at 18, so maxing it requires guild level 23.

The Guild Management Module

Everything above lives in one in-game window, opened with the Guild Management button in the side menu. It is fully server-authoritative — the window only ever asks the server to do something, and the server checks your rank and permissions before it happens. The tabs you see depend on whether you are in a guild.

Tab What it contains
Create Shown only while you have no guild. Name field, emblem picker, join status, required level, and the list of invitations waiting for you.
Guild Emblem, name, your rank, member count, founding date, message of the day, guild level, bank balance, next level cost, your contribution, and the Deposit Gold / Level Up / Settings / Leave / Disband buttons.
Members Invite box, pending outgoing invitations with a Revoke button, and the full roster with online status, vocation, rank and level, plus Kick / Promote / Demote.
Ranks One row per rank with an editable name and the seven permission checkboxes. The leader row is locked.
War Declare War form, active and pending wars with live scores, and the End / Cancel / Accept / Reject buttons.
Buffs The nine buff slots with their two options, upgrade buttons and level counters, guild coin balance, Deposit Coins, and Save Buffs.
Inbox The last 30 guild events — deposits, joins, departures, kicks, level ups and buff changes.
Top The server guild leaderboard. If you have no guild you can send a join request straight from this list.

Guild Settings (Guild tab, requires the Settings permission) controls four things: the message of the day shown to everyone who opens guild chat, the emblem, the join status displayed to applicants, and the level you advertise as a requirement.

A note on spam: the window refreshes the entire guild state after every action, so actions sent faster than roughly three per second are ignored. If a button seems to do nothing, wait a moment and click once.

Guild Wars

A guild war is a formal, frag-limited conflict between two guilds. While a war is active, members of the enemy guild are marked with a war emblem, killing them costs you no skull and no frag, and every kill is counted towards the score. The first guild to reach the frag limit wins and the war ends automatically.

Wars are declared in-game only — from the War tab of the Guild Management window, or with the !war command. The website shows war listings and statistics but cannot start or end one.

At war

While a war runs, the War tab lists every active and pending conflict with its live score against the frag limit. Guilds with no conflicts simply read "Your guild is at peace."

Who can declare

A Vice-Leader or Leader holding the Manage Wars permission. The same requirement applies to accepting, rejecting, cancelling and ending.

Where you must stand

You must be inside a protection zone to declare or accept a war. You cannot open hostilities from the middle of a fight.

Minimum strength

Both guilds need at least 3 members of level 30 or higher online at the moment of the declaration and again at the moment of acceptance.

Frag limit

Set anywhere between 5 and 500 frags when declaring; the default is 50. The first guild to reach it wins.

Invitation lifetime

A war invitation stays open for 3 days, then expires on its own. You must wait for a re-invitation cooldown of 5 minutes before challenging the same guild again.

Cost

None. Declaring, accepting and ending a war are all free. What a war costs you is measured in blood, not gold.

Scoring and ending. Every kill of an enemy guild member during an active war adds one frag and posts the running score in both guilds' chat channels. When either side reaches the limit, the war ends, a server-wide message announces the winner, and all war emblems disappear. If the war is ended early by agreement, the guild with more frags is recorded as the winner; a perfect tie is awarded to the guild that declared.

Rejecting is not a free escape. A war invitation cannot be rejected until it has expired. You either accept it and fight, or you survive the three-day window — and while that window is open, the automatic trigger below is live.

Automatic Wars

This is the rule that makes ignoring a war declaration dangerous. While an invitation is pending, the invited guild is being watched: if they kill 3 members of the guild that challenged them within the three-day window, the war goes live automatically — no acceptance required.

One-way counter Only kills by the invited guild against the declaring guild count. Aggression from the challenger during the pending window does not trigger anything.
You are warned Every qualifying kill posts a message in your guild channel — "1/3", "2/3" — so a guild that stumbles into an auto-war has had two clear warnings first.
No way out A war started by aggression cannot be ended manually by either side. It runs until the frag limit is reached. Choose your fights before you take them.

When it triggers, the server broadcasts the news to the whole world, the score starts from zero, and every war rule below immediately applies.

Rules While at War

War changes how PvP works for everyone involved — and for bystanders who decide to get involved.

Emblems

Enemy guild members carry an enemy emblem, your own guild carries an ally emblem, and uninvolved guilds show as neutral. You always know who you are allowed to shoot.

No frags, no skulls

Killing an enemy war participant gives no unjustified frag and no skull. War kills never count towards a red or black skull.

War experience

Experience from a PvP kill is only awarded when the two players are in a mutual war and are not guild mates. Killing neutrals gives nothing.

Interfering is punished

If you land the final blow or deal the most damage to a war participant while not being at war with their guild, you receive a yellow skull visible to that entire guild for up to 30 days — or until that war ends. Every member of that guild may then kill you without penalty. Healing or buffing a fighter does not count as interfering.

Low-level protection

If a war participant kills a player below level 25 who never attacked them, the gods intervene: the victim keeps all loot and experience, leaves no corpse, and is returned to their temple. Players who did attack first get no such mercy.

No free frags

A war participant who kills an uninvolved player of level 30 or below gets no frag and no white skull. War is not a licence to farm low levels for skulls.

War walls

A magic wall cast by a war participant becomes an unnatural magic wall that cannot be cleared. Walls and wild growth placed by neutral players can be removed by anyone currently at war — a neutral magic wall only if your level is more than four times the caster's.

Roster is frozen

No leaving, no kicking and no disbanding while a war is active. If a guild does disband between wars, all of its pending and active wars are ended and its interfere skulls are cleared.

Command Reference

Every war action available in the module is also available as a chat command. Both run exactly the same logic and enforce the same permission, protection-zone and minimum-member checks.

Command Effect
!war invite, GuildName, 50 Declare war on a guild with a 50 frag limit.
!war accept, GuildName Accept a war invitation sent to your guild.
!war reject, GuildName Reject a war invitation — only possible once it has expired.
!war cancel, GuildName Withdraw a war invitation your guild sent.
!war end, GuildName End an active war early (not possible for auto-triggered wars).
Syntax: the action, the guild name and the optional frag limit are separated by commas. If you omit the frag limit on an invitation, the default of 50 is used.

Perks & Extras

Guild chat

Every guild gets a private chat channel, opened from the channel list. Your message of the day is posted to you automatically each time you join the channel, and war announcements — scores, auto-war warnings, victories — arrive there from the War System.

Guild title

Your guild name and personal guild nickname can be displayed above your character. Toggle it in the client options if you prefer a cleaner screen.

Guild leaderboard

The Top tab ranks the 50 strongest guilds on your world. Score is guild level × 6, plus one point per member — so levelling is worth far more than mass recruiting.

Guild halls

The server supports guild halls — houses owned by a guild rather than a person, buyable and payable only by a leader. No guild halls are currently placed on the map, but house access lists can already be granted to an entire guild or to a single rank within it.

On the Website

The website complements the in-game module rather than duplicating it. A few things can only be done here — and most of them require the character to be offline.

Feature Details
Guild logo Leaders and vice-leaders can upload a .gif logo, automatically resized to 100×100, shown on the guild page.
Custom ranks Create additional named ranks beyond the default three, up to 10 ranks per guild. Empty ranks can be deleted.
Extra leaders Promote members to the Leader rank — up to 4 leaders per guild. This is not possible from in-game.
Leadership transfer The founder can hand the guild to another member. Both characters must be offline.
Guild nicknames Give a member a personal title inside the guild, shown alongside their name.
Guild forum board Leaders and vice-leaders can open a private board for the guild on the forum.
War listings The Guild Wars page lists active, pending and finished wars with live scores.
War statistics Each war has a stats page with the full kill log, top killers, top victims, duration and participant count.
Remember: wars themselves are declared, accepted and ended in-game only. The website is for reading the scoreboard, not for starting fights.
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