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Guilds and groups
Groups
- Invite someone with G, or right click them and choose Invite. In a town a right click on a player opens their menu at once from up to 12 tiles away (a left click walks you over to them first). A group has up to 5 people.
- Everyone in the group within 40 tiles shares the experience of each kill, with a bonus for grouping: each of two gets 62.5% of the kill, of three 50%, of five 40%. Each share depends on that member's own level, so a strong friend can help you, but cannot carry you up many levels in a few kills.
- Loot is split. A kill's gold is shared out evenly among the group within 40 tiles, and each thing it drops goes to the next of you in turn. Every share is its owner's alone for 90 seconds, so the quickest of the group can no longer sweep up everyone's. In a dungeon, each member's own loot (the boss's, a cache's) is theirs alone for 90 seconds too. Essence stays the killer's, and a great one still pays everyone who fought it their own spoils.
- Group members can dig, build, farm and open doors on each other’s land.
- Travel to a member: the waystone button next to their name carries you to them. Nothing may have hurt you for 10 seconds, then stand still for 10 seconds. It never takes you into a dungeon or a rift, nor into a hunting ground that would turn you away (the Unlit Reach, before you are reborn), and a member standing on someone else's land where you may not build has you arrive at its edge.
- Talk to the group with
/g(or/group), or in the Group chat tab. - Ready check: the leader presses Ready check in the group window (G). Everyone is asked Ready or Not yet, the group frame shows a ✓ or ✗ by each name, and after 20 seconds (or when all have answered) the leader is told who is ready.
- In an instanced event a group goes together: everyone of it who joined goes to the bracket of the highest of them.
Wanted hunts
Every town posts three Wanted notices a day on the hunters' board (the town board's Wanted hunts and finding a group button, or The hunters' board in the group window): a named great one of the town's lands, east or west of it, with the land's level. They are the same for everyone that day.

- The leader of a group of 2 to 5, standing in the town, takes a notice. The whole group is told, and a line under the top of the screen shows its name, the time left and how far and which way it is; a red mark shows it on the minimap and the world map.
- It waits at its spot, 80 to 190 tiles from the town, and wakes when one of you comes within 50 tiles. It is as strong as the highest of the group (at least as strong as the land), with 60% more life for each member online past the first, and it fights as the great ones do: telegraphed moves, openings, phases.
- You have 30 minutes. Out of time, or if the group breaks up, it slips away. Walk away from it and it goes back to its spot; it wakes again when you return.
- When it falls, each of the group within 40 tiles (fallen or not) gets gold (60 a level, at most 9,000), experience (a twelfth of a level), a Jewel of Ascent, and one time in ten a Warding stone, as well as the great one's own spoils. Three Wanted prizes a day for each character; after that the hunts still go, for the spoils. Each of you can be on five hunts a day, and a group cannot take a notice any of its members has hunted that day.
- Someone who joins the group in the middle of a hunt is told of it, and can win the prize.
Finding a group
The hunters' board's Find a group tab lists who is looking:
- Post what you are looking for (a dungeon, a rift, a great one, a Wanted hunt, the raid, an event, a guild contract, or anything), a short note and the levels. A group's leader posts for the group; a player in no group posts for themselves. A post stays 30 minutes, and goes when the group is full, you log off, or you join someone's group.
- On a group's post, Ask to join: its leader is asked, with your name and level, and can invite you. On a player's post, Invite sends them your group's invitation.
Watching a friend play
You can watch a friend play: their own screen, wherever they go (the open land, towns, the Deep, rifts, the crypt, event floors, the arena, raids).
- Ask. Choose Watch on their row in the Friends window or in their menu (right click them), or type /watch Name. Only someone on your friends list can be asked. They get Allow or No, as with a group invite (the ask lasts a minute).
- Watching. Their game opens over yours, with a bar on top: Small makes it a corner window so you can play meanwhile, Stop (or /unwatch) ends it. Your own character stays where it is, and can still be hurt.
- Being watched. An eye at the top of your screen says who is watching; its Stop ends every watch of you.
- What they never see: your whispers, group and guild chat, your mail, trades, and requests to you.
- It ends when either of you stops or leaves, or the watcher starts watching someone else. At most four can watch one player. Admins can watch any player without asking, but the player is always told, and sees it in the eye.
Guilds
- Found a guild at the Guild Registry in Aldhearth: it costs 500 gold and you must be level 10. The name and a short tag are yours; the tag shows over your head.
- Up to 50 members. The founder leads; officers can invite and remove members.
- Every member can dig, build, farm and open doors on every other member’s plots, like a group that lasts. (Friends can too, on the plots whose owner lets them: see Homes and land.)
- The leader can make one of their plots the guild hall: a banner flies there, and members can travel to it.
- Talk to the guild with
/gu(or/guild), or in the Guild chat tab. The guild window is on L. - Guildmates cannot hurt each other out in the world, as in a group. A duel or the arena is by choice, and still works.
Renown and the guild's level
A guild earns renown by finishing its weekly contracts (and 500 for winning the Crown of Aurelmark). Renown is never lost, and it raises the guild's level, 1 to 10. The head of the guild window shows the level, the renown and what the next level needs.
| Level | Renown | What it opens |
|---|---|---|
| 1 | 0 | one boon at a time, tier I; a vault of 12 kinds |
| 2 | 400 | a vault of 16 kinds |
| 3 | 1,000 | tier II boons |
| 4 | 1,800 | two boons at a time |
| 5 | 2,800 | a vault of 28 kinds |
| 6 | 4,200 | tier III boons |
| 7 | 6,000 | a vault of 36 kinds |
| 8 | 8,400 | three boons at a time |
| 9 | 11,500 | a vault of 44 kinds |
| 10 | 15,500 | a vault of 48 kinds |
(The vault grows by 4 kinds every level.)
Weekly contracts
Every Monday (00:00 UTC) each guild gets three contracts, one easy, one medium and one hard, on the Contracts tab. They are sized to how many members played in the last two weeks, so a small guild's contracts are small.

| Contract | Kind | How it counts |
|---|---|---|
| Dig blocks of rock under the land | easy | alone |
| Catch fish | easy | alone |
| Cook dishes | easy | alone |
| Give to the towns' weekly orders | easy | alone |
| Slay Grown | medium | together |
| Slay elites | medium | together |
| Finish events | medium | alone |
| Win Home raids | medium | together |
| Bring down great ones | hard | together |
| Clear dungeons or rifts | hard | together |
| Dig blocks in the Twenty | easy | alone |
| Gather the Twenty's materials | easy | alone |
| Brew potions at a cauldron | easy | alone |
| Finish tales | easy | alone |
| Chart the Twenty (each member, each band, once) | easy | alone |
| Slay Grown of the Twenty | medium | together |
| Slay elites of the Twenty | medium | together |
| Win Wanted hunts | medium | together |
| Finish chronicles of the Twenty | medium | alone |
| Finish Lodge expeditions | medium | alone |
| Bring down great ones of the Twenty | hard | together |
| Bring members down to the Threshold | hard | alone |
| Bring down great ones in their lairs (any lair, any depth) | hard | together |
| Put down Grown of 20 different families of the Twenty | hard | alone |
| Cook the Twenty's dishes | hard | alone |
Together contracts count only when another member is near you: alive, within 40 tiles, or inside the same dungeon or rift. A kill counts once for the guild, however many of you were there, and everyone there gets a share, not only the one who struck last.
A finished contract gives the guild renown (easy 100, medium 250, hard 500) and gold for its purse (1,500, 4,000, 8,000), and each member who did a share (2% of it, at least 1) gets a guild coffer by letter: gold by their level, a Jewel of Ascent from a medium contract, two from a hard one, and from a hard one a Warding stone one time in four. One coffer an account. Once a week the leader or an officer may draw another contract in place of one nobody has worked on yet.
The purse and boons
Contracts fill the guild's purse, and any member can add gold to it (Purse tab, Give to the purse). The purse never pays out as gold: the leader and officers spend it on boons, 24-hour buffs for every member, online or not, joining later or not:
| Boon | I | II | III |
|---|---|---|---|
| Battle: experience from the Grown | +5% | +10% | +15% |
| Fortune: gold from the Grown | +10% | +20% | +30% |
| Delving: mining speed | +5% | +10% | +15% |
| Mending: gear wears slower | 15% | 25% | 35% |
| Angler: fishing luck | +1 | +2 | +3 |
| Labor: labor comes back faster | +15% | +30% | +45% |
A tier I boon costs 3,000 gold, tier II 8,000 and tier III 18,000. Raising the same boon again adds 24 hours (up to three days); a higher tier replaces it. How many at once and which tiers depend on the guild's level (above). Leaving the guild ends them for you.
The guild vault
At the Guild Registry in Aldhearth (the Grand Plaza, where Ada keeps the charters) the Vault tab's Open the vault opens the guild's vault in the chest window. Anyone in the guild puts things in; the leader and officers take what they like; members take what the leader allows: nothing, 10 things a day, 100 a day, or anything (10 by default). It keeps one make of each kind, as your own Vault does, and holds no gold (that is the purse). Locked things and what stays with you do not go in. Every put and take is in the guild's Log.
The board and joining
The Board tab ranks every guild by its renown this week, then in all. The leader or an officer can open the guild to requests, with a short note and a lowest level: players in no guild see it on the board with Ask to join. The ask waits a day; the leader and officers online are told, and answer on the Board tab. Yes makes them a member at once, even if they have logged off.
The Log tab keeps the guild's last 100 events: who joined and left, ranks, gifts, boons, contracts, levels, and the vault.