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Guild

Guild

Summary: Guilds bring players together under a shared name and emblem, with guild levels, skills, and War of Emperium participation. Comodo Party guilds start with a capacity of 10 members, expandable up to 60 through the Guild Extension skill.


Creating a Guild

To create a guild, you will need an Emperium. Once you have one on the character you want to found the guild with, use the /guild "Guild Name" command to establish it.

Using an Emperium to create a guild consumes it. If the guild is later disbanded, the Emperium is not returned.

The character who creates the guild becomes the Guild Leader, and can set the guild's emblem, titles, and notice from the Guild window.

Info

The guild notice is only shown to members when they log in, it doesn't pop up again while they're already online.


Member Capacity

Guild capacity starts at 10 members (including the Guild Leader). To raise this cap, the guild must invest skill points into the Guild Extension skill, raising capacity in stages up to a maximum of 60 members.

Guild Extension

Level Member Capacity
1 +5 members
2 +10 members
3 +15 members
4 +20 members
5 +25 members
6 +30 members
7 +35 members
8 +40 members
9 +45 members
10 +50 members

Note

  • Guild Extension capacity is not cumulative between levels, each level sets a new total capacity rather than adding on top of the previous one.

Guild Levels

Guilds gain levels through EXP contributed by their members. Guild Leaders can set an EXP tax through Guild Titles, a portion of each taxed member's Base EXP is automatically donated to the guild whenever they defeat a monster.

  • Each guild level grants one skill point, which can be spent on guild skills such as Guild Extension, Guild Storage Extension, and various Siege-oriented buffs.
  • Only the Guild Leader can allocate guild skill points and use active guild skills.

Guild Skills

Skill Description Max Level Type
Official Guild Approval
Certifies the guild as an official guild of the Rune-Midgarts Kingdom, allowing its members to attack other guilds. 1 Passive
Strengthen Guardians
Increases the ATK and ASPD of the Guardians protecting your guild's castles. 3 Passive
Guild Extension
Increases the maximum member capacity of your guild. 10 Passive
Guild Leadership
Increases STR of all guildsmen in a 5x5 area around the Guild Master. 5 Passive
Glorious Wounds
Increases VIT of all guildsmen in a 5x5 area around the Guild Master. 5 Passive
Permanent Development
Gives a 50% chance of adding an extra point whenever the guild invests in commercial growth. 1 Passive
Contract With Kafra
Hires a personal Kafra Employee for territory owned by your guild. 1 Passive
Guardian Research
Enables the guild to create Guardians that protect its territories. 1 Passive
Cold Heart
Increases AGI of all guildsmen in a 5x5 area around the Guild Master. 5 Passive
Sharp Gaze
Increases DEX of all guildsmen in a 5x5 area around the Guild Master. 5 Passive
Battle Command
Siege only. Increases STR, INT and DEX by 5 for all guildsmen within the screen. 1 Supportive
Regeneration
Siege only. Increases the HP and SP regeneration of all guildsmen within the screen. 3 Supportive
Restoration
Siege only. Restores 90% of MaxHP and MaxSP for all guildsmen within the screen. 1 Supportive
Urgent Call
Siege only. Summons all online guild members to the Guild Master's side. 1 Supportive
Guild Storage Extension
Allows the use of Guild Storage through Kafra, with up to 500 slots. 5 Passive

Titles and Permissions

Guild Titles control what each member is allowed to do, and can also be used to assign an EXP tax rate per title.

  • Rights such as inviting new members, expelling members, and accessing Guild Storage are all granted through titles.
  • The order titles are listed in also determines how members are sorted in the Guildsmen tab.

Alliances

Guilds can form an alliance with another guild, allowing members of both guilds to cooperate without the risk of friendly fire or being attacked by each other's members.

  • A guild can only be allied with one other guild at a time.
  • To form an alliance, both Guild Leaders must agree, the invite is sent and accepted through the Guild window.
  • Breaking an alliance can be done at any time by either Guild Leader, no cooldown applies before a new alliance can be formed.

Info

  • An alliance is separate from a guild's opposition (enemy) list. Being allied with a guild does not prevent conflict with other guilds, including ones your ally may be at war with.

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