The Guild Zone — buildings, resources and the invasion
A territory your guild owns and defends: nine buildings, eight resources, influence, twenty daily quests, and what happens when the invasion comes.
A territory your guild owns, works and defends. Nine buildings, eight resources, a currency of its own, and an invasion that periodically tries to take all of it away from you.
The nine buildings
Every building levels up to 15, and every level raises both what it holds and — for the producers — what it makes:
| Building | Produces at max level | Storage |
|---|---|---|
| Guild Hall | — | 503,115 |
| Mine | 12 iron, 22 stone | 251,559 |
| Farm | 57 food | 251,559 |
| Lumberyard | 56 wood | 251,559 |
| Bank | gold | 251,559 |
| Tavern | — | 251,559 |
| Blacksmith | — | 251,559 |
| Wizard Tower | — | 251,559 |
| Storage | — | 251,559 |
Only 4 of the nine actually produce. The rest are function buildings: the Hall runs the exchange, the Tavern feeds the guild, the Blacksmith and Wizard Tower hand out daily work, and Storage is exactly what it sounds like. Producers accumulate output over time and are collected — you do not stand there harvesting them by hand.
Eight resources
Iron, wood, stone, food, gold, diamonds, jewels and moonstone.
The first five are the working economy — they fund building levels and the Hall exchange, and they are what the invaders come for. Diamonds, jewels and moonstone are the rare tier: you will see far less of them, and they are not something a new guild should plan around.
Gathering
Resource nodes spawn across the zone in themed areas — mines, forest, swamp, a food belt, crystal pockets — and refresh on a five-minute cycle, roughly 1,700 nodes across the whole zone each time. That number matters more than it sounds: it means a large guild does not run the zone dry, and a small guild is not competing for scraps.
Influence — the guild currency
Influence is what the leaderboard actually ranks, and it comes from one item — Seals of Influence, worth one influence each:
Guild Influence Seal
It pays for building levels and for the Hall's exchange counter:
| What you buy | Influence |
|---|---|
| 10,000 iron, wood, stone or food | 100 |
| 500 | |
| 500 |
The two sealing scrolls are the reason non-hardcore guilds bother with influence at all: they are the same scrolls the emblem and gear pages talk about, and buying them for influence is often easier than finding them.
Daily quests
Four quests per tier, handed out by the Blacksmith, Lumberyard, Tavern and Wizard Tower, on a 24-hour cooldown across five tiers. Twenty quests in total, and they are the steadiest resource income a guild has:
Forge Order (Tier 1) Timber Order (Tier 1) Tiriel's Order (Tier 1) Three Colours (Tier 1) Forge Order (Tier 2) Timber Order (Tier 2) Tiriel's Order (Tier 2) Three Colours (Tier 2) Forge Order (Tier 3) Timber Order (Tier 3) Tiriel's Order (Tier 3) Three Colours (Tier 3) Forge Order (Tier 4) Timber Order (Tier 4) Tiriel's Order (Tier 4) Three Colours (Tier 4) Forge Order (Tier 5) Timber Order (Tier 5) Tiriel's Order (Tier 5) Three Colours (Tier 5)
Tavern and store
The Tavern serves nine dishes across five tiers. The Guild Store sells thirteen gear pieces and three blessings, each in ten tiers — so the store is not a one-time unlock but something the guild keeps climbing as its buildings grow.
The invasion
The zone is periodically assaulted. Attackers march on the buildings, and each building has a core that has to be defended. The guild is warned as each core comes under attack, and again at 50, 25, 15, 10 and 5 percent health — so there is time to react if anyone is watching.
The attackers keep a war camp of their own, with its own core and a guard detail. Each attacker can be put down a limited number of times before it stays down, so a defence that grinds them out does eventually win rather than fighting an endless stream.
Repelling the assault means doing both halves: clearing the attackers and breaking their war core. Killing everything and leaving the camp standing is not a win.
If you hold: the guild is paid in influence, plus guild points split between the members who were actually standing in the zone. Being logged in elsewhere earns nothing.
If you lose: the invaders carry off half the stored resources and half of whatever the producers were holding uncollected. Collecting before a scheduled invasion is not paranoia — it halves what is at risk.
If your guild is starting out
Level the producers first, then Storage, then the rest. Do the daily quests every day — twenty quests on a 24-hour cycle is more resource income than gathering gives you for the same time. And collect the producers before you log off, especially if an invasion is due.
Related guides
Luciad's Power · Distorted Space gear · Skill Changers · Emblems · Medallions