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Guilds and groups

Groups

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.

A Wanted hunt: the great one's name across the screen, the line under its life bar with the time left and the way to it, and the red mark on the minimap
A Wanted hunt: the great one's name across the screen, the line under its life bar with the time left and the way to it, and the red mark on the minimap

Finding a group

The hunters' board's Find a group tab lists who is looking:

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).

Guilds

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.

LevelRenownWhat it opens
10one boon at a time, tier I; a vault of 12 kinds
2400a vault of 16 kinds
31,000tier II boons
41,800two boons at a time
52,800a vault of 28 kinds
64,200tier III boons
76,000a vault of 36 kinds
88,400three boons at a time
911,500a vault of 44 kinds
1015,500a 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.

The Contracts tab: an easy, a medium and a hard contract, each with its bar and what it pays
The Contracts tab: an easy, a medium and a hard contract, each with its bar and what it pays
ContractKindHow it counts
Dig blocks of rock under the landeasyalone
Catch fisheasyalone
Cook disheseasyalone
Give to the towns' weekly orderseasyalone
Slay Grownmediumtogether
Slay elitesmediumtogether
Finish eventsmediumalone
Win Home raidsmediumtogether
Bring down great oneshardtogether
Clear dungeons or riftshardtogether
Dig blocks in the Twentyeasyalone
Gather the Twenty's materialseasyalone
Brew potions at a cauldroneasyalone
Finish taleseasyalone
Chart the Twenty (each member, each band, once)easyalone
Slay Grown of the Twentymediumtogether
Slay elites of the Twentymediumtogether
Win Wanted huntsmediumtogether
Finish chronicles of the Twentymediumalone
Finish Lodge expeditionsmediumalone
Bring down great ones of the Twentyhardtogether
Bring members down to the Thresholdhardalone
Bring down great ones in their lairs (any lair, any depth)hardtogether
Put down Grown of 20 different families of the Twentyhardalone
Cook the Twenty's disheshardalone

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:

BoonIIIIII
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 slower15%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.