The guild system in Ashes of Creation can be utilized by players to form a community in which the greater whole can work together to accomplish a variety of different goals. This can range from competitive elements in both PvP and PvE areas, as well as, social areas and others such as trade or crafting. Forming a guild does require certain prerequisites such as minimum member count (5), material and currency cost, completion of a quest line, and minimum level requirement.
A player character may only be a member of a single guild. Other characters on a players account (Alts) can join different guilds. Guilds may only have a single leader and transfer of guild leadership will be possible. Guild masters may also issue payouts to guild members.
Special Note: In a traditional MMORPG most players highest devotion is to their Guild, however, in Ashes of Creation one may need to consider the highest allegiance they have is to their node due to their citizenship as this will be a significant factor that can cause one to be flagged as a combatant against their own guild mate if the two guild mates have rival nodes in conflict.
Guild Size and Guild Perks
Guild size of 300 members is currently the maximum guild cap that can be attained by leveling the guild and choosing the guild path focusing on guild size over guild progression. The higher the guild member cap is, the fewer the guild skills or perks will be. Currently only guilds with a size of 30-50 may be able to obtain all guild skill options.
Guild progression exists by the guilds participation through different systems such as quests, nodes, social organizations, crafting items, and events.
Guild progression grants skill points that the guild can allocate to unlock certain perks in the guild skill tree such as passive skills, augments, and membership count.
Guild Halls and Guild Fortresses
Guild halls function as a focal point for guilds and offer a variety of options. Guild halls can be placed on guild freeholds or within a node. In-node guild halls can only be claimed by patron guilds of that node. These guild halls have different perks and benefits then halls placed on freehold plots. When guilds reach a certain level the guild master is granted a guild freehold certificate that enables placement of a guild hall. Guild halls are objectives in guild wars and can only be destroyed by a successful node siege unlike guild fortresses which can be sieged in a guild war. It should be noted that a guild hall can only house a single guild. Guild freeholds may also have application of some freehold cosmetics. Guild halls also unlock the ability for a guild to participate in the shareholder system.
Guild leaders have the ability to create alliances at a certain level by completing a quest. Once created, the leader can invite up to three other guilds to the alliance. There is no member cap in an alliance, only a maximum of four guilds. Guild leaders will be able to pool resources into a guild alliance bank. There will also be alliance specific quest lines. Alliance members will share a common chat channel, as well as affiliations and gear that can be obtained. Guilds may also wish to enter into trade agreements with other guilds. As fast travel is not common, guild alliance will be beneficial in order to ensuring that guilds can be at certain places at the right time under certain conditions.