The Guild Zone Handbook
Your guild owns a valley: fourteen gathering nodes, nine buildings, twenty-one materials and a weekly invasion. Every node, recipe, price, buff level and upgrade cost, read off the live server.
Your guild owns a valley. It has a mine, a forest, a wheat belt, a hunting range and two crystal seams โ and everything the guild ever builds comes out of the ground your members walk over.
Four steps, and everything else is detail
Every system in the zone is one of these four steps. If you only read one part of this page, read this one.
- Gather โ Click the glowing nodes scattered across the valley. Each gives a raw material โ ore, stone, logs, wheat, meat, crystal essence.
- Refine โ Take the raw material to the building that works it. The Blacksmith smelts ore, the Lumberjack seasons logs, the Tavern cooks, the Wizard Tower cuts gems.
- Hand in โ Bring the finished goods to the Storehouse. They become guild resources โ iron, wood, stone, food โ in the shared pool.
- Spend โ Resources pay for building upgrades. Influence, earned separately, mints the coins that buy gear from the guild store.
What is open, and when
Almost everything in the zone sits behind a building level, and almost every one of those gates is the same: the building has to be at least level 1. A new zone is created with all nine already there, so in practice nothing is locked on day one except what the Hall is holding back.
| What | Needs | Notes |
|---|---|---|
| Gathering nodes | โ | Always open. Nothing in the zone gates the props. |
| Withdraw from a producer | that building โฅ 1 | Mine, Farm, Lumberyard, Bank. |
| Hand in materials ยท guild store | Storehouse โฅ 1 | The shelf tier is the Storehouse level, 1 to 10. |
| Refining | that building โฅ 1 | Lumberyard, Blacksmith, Tavern, Wizard Tower โ each opens its own recipes. |
| Tavern dish shop | Tavern โฅ 1 | Dish tier is ceil(tavern รท 3) capped at 5, so tier 1 at Tavern 1โ3 and tier 5 at 13โ15. |
| Daily quest | that NPC's building โฅ 1 | Blacksmith, Lumberyard, Tavern, Wizard Tower. The payout tier is ceil(hall รท 3), capped at 5. |
| Hall desk | โ | Status, donating seals, ranking and the guild buff are open from the first minute. |
| Guild buff effects | 1 / 1 / 5 / 8 / 11 | Bought with coins at the Hall, not with building levels. |
| Upgrading anything | Hall โฅ that building's next level | The Hall is the ceiling for all eight others. Raise it first, always. |
The Hall is the ceiling. No building may be raised past the Hall's current level, so the Hall is always the first thing you pay for and everything else follows it up one step at a time. A Hall at 4 means eight buildings that can each reach 4 and no further.
The Storehouse is the one exception worth knowing. Its level is not just a gate โ it is the guild store's shelf. Storehouse 4 sells tier 4 goods and nothing else, so raising it changes what you can buy rather than just how much.
What you are looking at
Nodes glow softly and carry a floating name. Click one and your character walks to the edge of it, swings, and the material lands in your bag when the cast finishes. Nothing is contested โ a node you harvest respawns for everyone.






The Hall makes every node richer. Yield is multiplied by 1 + (hall level โ 1) ร 0.35 โ 1.00ร at Hall 1, 5.90ร at Hall 15. It is a multiplier on the roll, not a flat bonus, so a node that gives 1โ2 gives 6โ12 at the top. Every hall level counts, not every fifth.
Every node in the valley
Fourteen node types, spread across six areas. Respawn is per node and independent โ a Mining Cart is back in ten seconds, an Emerald Seam takes ten minutes.
| Node | Gives | Area | Per zone | Respawn | Cast |
|---|---|---|---|---|---|
| Mining Cart | Mines | 6 | 10 s | 3 s | |
| Iron Vein | Mines | 6 | 4 min | 3 s | |
| Strange Ice Rock | Mines, woodland | 11 | 20 s | 3 s | |
| Coal Seam | Mines, woodland | 11 | 1.5 min | 3 s | |
| Valmore crystal | Diamond, Ruby or Emerald Essence | Mines, far pocket, woodland | 11 | 2 min | 3 s |
| Magic power crystal | Diamond, Ruby or Emerald Essence | Mines, far pocket | 8 | 2 min | 3 s |
| Emerald Seam | Diamond, Ruby or Emerald Essence ร2 | Mines, far pocket, woodland | 11 | 10 min | 5 s |
| Firewood | Woodland | 28 | 20 s | 3 s | |
| Old Tree | Woodland | 28 | 1.5 min | 3 s | |
| Wheat Straw | Farm belt | 10 | 1.5 min | 3 s | |
| Corn Field | Farm belt | 20 | 1.5 min | 3 s | |
| Roof mushroom | Farm belt | 10 | 2 min | 3 s | |
| Swamp mushroom | Wetlands, woodland | 15 | 2 min | 3 s | |
| Game Rack | Hunting range | 12 | 1.5 min | 3 s |
Crystals are a lottery. No seam is tied to one gem. Valmore crystal, Magic power crystal and the Emerald Seam all roll from the same pool of three essences โ diamond, ruby, emerald. The only difference is that the big Emerald Seam yields two different essences per harvest instead of one.
Refining
Raw materials are worth little. Four buildings turn them into the goods the Storehouse actually accepts, and the cost falls as the Hall levels up.
| Building | Takes | Makes | Rate |
|---|---|---|---|
| Blacksmith | 1ร | ||
| Blacksmith | 1ร | ||
| Lumberjack | 1ร | ||
| Tavern | 1ร | ||
| Tavern | 1ร | ||
| Tavern | 1ร | ||
| Tavern | 1ร | ||
| Wizard Tower | 2ร | ||
| Wizard Tower | 2ร | ||
| Wizard Tower | 2ร |
The Hall pays for itself. Refining costs 100 โ (hall level โ 1) ร 6 per unit, floored at 10. At Hall 1 a refine costs 100; at Hall 15 it costs 16. Gem cutting is charged at double rate throughout.
Handing in
Take finished goods to the Storehouse and choose hand in. Everything you are carrying is converted at once. Any member may do this โ contributing needs no rank.
| Material | Guild resource | Per unit |
|---|---|---|
| Iron | 1 | |
| Stone | 1 | |
| Wood | 1 | |
| Food | 1 | |
| Food | 2 | |
| Food | 1 | |
| Food | 2 | |
| Diamonds | 1 | |
| Jewels | 1 | |
| Moonstone | 1 |
Steak counts double. Steak and Stew give two food each; Bread and Soup give one. If you are choosing what to cook, cook meat and corn.
Influence, seals and coins
Resources build the zone. Influence is the guild's standing โ and the only thing that buys gear. It arrives as
Guild Influence Seal, a physical item you carry. Donate them at the Guild Hall and two things happen at once: the guild's Influence rises by the full amount, which is the number the rankings read; and you keep the same amount as Guild Influence Coin to spend yourself. Nothing you buy in the store lowers the guild's Influence โ the pool is a score, not a wallet.
Daily quests. Four every day, one each from the Blacksmith, Lumberjack, Tavern and Wizard Tower. Each pays tier ร 5 seals, where tier is ceil(hall รท 3) capped at 5 โ so 20 seals a day at Hall 1โ3, and 100 a day at Hall 13+. The 24-hour timer is per NPC, per character.
Invasion. Holding the zone pays hall level ร 10 seals, scaled by the share of raiders cleared, split evenly among the members standing in the zone. Members who are offline cannot receive a share.
The guild store
At the Storehouse. Stocked from the Storehouse's own level โ a level 1 store sells tier 1 goods, a level 10 store sells tier 10. Everything is priced in Guild Influence Coin.
| Store level | Altered Piece | Guild Blessing | Also stocked |
|---|---|---|---|
| 1 | 1 | 3 | โ |
| 2 | 4 | 12 | โ |
| 3 | 9 | 27 | โ |
| 4 | 16 | 48 | โ |
| 5 | 25 | 75 | โ |
| 6 | 36 | 108 | โ |
| 7 | 49 | 147 | โ |
| 8 | 64 | 192 | โ |
| 9 | 81 | 243 | |
| 10 | 100 | 300 |
Thirteen pieces and three blessings per tier. The pieces buff you for two hours; the blessings buff the whole guild for one. Both are consumables โ buy, use, repeat.
The thirteen pieces
One stat each, two hours each. The columns are what a +1 and a +10 piece grant โ the same ladder every piece walks, in ten steps.
| Altered Piece | Raises | at +1 | at +10 |
|---|---|---|---|
| Maximum HP | +5,880 | +19,110 | |
| Maximum MP | +5,880 | +19,110 | |
| Defence | +263.2 | +855.4 | |
| Attack and cast speed | +12.7 | +28.9 | |
| Accuracy, both kinds | +53.2 | +172.9 | |
| Attack power | +400 | +1,300 | |
| Magic power | +350 | +980 | |
| Magic defence | +486.4 | +1,580.8 | |
| Evasion | +85.6 | +278.2 | |
| Block defence | +725.6 | +2,358.2 | |
| Critical damage | +44.8 | +145.6 | |
| MP regeneration | +583.6 | +1,896.7 | |
| Critical rate | +14.8 | +48.1 |
The three blessings
One hour, and it lands on every member online, wherever they are. Three times the price of a piece, and worth it if the guild is doing anything together.
| Guild Blessing | Raises | at +1 | at +10 |
|---|---|---|---|
| Attack and magic power ยท Defence and magic defence | +240 / 160 | +2,400 / 1,600 | |
| All six base stats | +60 | +600 | |
| Item drop rate ยท experience ยท pet experience | +5% / +5% / +7.5% | +50% / +50% / +75% |
Blessing is the guild's drop night. A +10 Blessing is half again on item drops, half again on experience and three-quarters again on pet experience, for the whole guild, for an hour, at 300 coins. Nothing else on the shelf comes close โ use it when people are actually online.
Eating at the tavern
The Tavern sells nine dishes over a shop counter, the same kind of window the guild store uses. The tier on the menu is the Tavern's own level, each dish lasts thirty minutes, and like everything else in the zone it is paid for in Guild Influence Coin.
| Dish | Raises | Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 |
|---|---|---|---|---|---|---|
| Strength | +50 | +100 | +150 | +200 | +250 | |
| Vitality | +50 | +100 | +150 | +200 | +250 | |
| Dexterity | +50 | +100 | +150 | +200 | +250 | |
| Agility | +50 | +100 | +150 | +200 | +250 | |
| Intelligence | +50 | +100 | +150 | +200 | +250 | |
| Wisdom | +50 | +100 | +150 | +200 | +250 | |
| Maximum HP and MP | +5,000 | +10,000 | +15,000 | +20,000 | +25,000 | |
| Evasion | +30 | +35 | +40 | +45 | +50 | |
| Magic resistance | +30 | +35 | +40 | +45 | +50 |
| Tier | Tavern level | Coins |
|---|---|---|
| 1 | 1โ3 | 20 |
| 2 | 4โ6 | 80 |
| 3 | 7โ9 | 180 |
| 4 | 10โ12 | 320 |
| 5 | 13โ15 | 500 |
One tier at a time. Only the current tier is stocked. A tier 3 Tavern sells tier 3 dishes and nothing else โ you cannot buy ahead, and yesterday's cheaper tier is gone once the building goes up. Raising the Tavern raises the dishes and the price together.
Dwarven Ale is the odd one out. It raises maximum HP and MP rather than a combat stat, on its own ladder of 5,000 per tier โ 25,000 of each at tier 5. Everything else on the menu is a number on one stat.
The guild buff
Press Get Buff in the guild window and you spend your own Guild Points, exactly as you always have. What the zone changed is what comes out of that press: the old guild buff still applies at your guild's grade, and on top of it the zone adds one chosen effect at the zone's own buff level. The Guild Steward at the Hall holds the controls โ the leader picks which of the five is active and pays to raise the level. Nobody has to be in the zone to benefit.
| Buff | Raises | Unlocks at |
|---|---|---|
| Might | Attack power and defence | from the start |
| Insight | Magic power and magic defence | from the start |
| Vigour | Maximum HP and MP | level 5 |
| Fortune | Luck | level 8 |
| Wisdom | Experience gained | level 11 |
All five are worth the same. Whichever the guild picks, the number is identical โ 1% at buff level 1 rising to 16% at 15. The choice is which stat, never how much. And they are percentages, not flat numbers: they amplify what you already have, so they are worth more the better geared you are.
Might and Insight cover the defences too. The stock guild buff always raised attack power, magic power, defence and magic defence together. Might is the physical half โ attack power and defence โ and Insight is the magical half. The stock buff still applies on top of whatever the guild chooses.
Guild Blessings are a different thing. The blessings on the store shelf are flat, one-hour, guild-wide consumables and have nothing to do with this. Nothing here changes them.
| Buff level | Members | Guild leader | Coins for this step | Spent so far |
|---|---|---|---|---|
| 1 | 1.00% | 1.00% | โ | โ |
| 2 | 2.07% | 2.36% | 500 | 500 |
| 3 | 3.14% | 3.71% | 1,000 | 1,500 |
| 4 | 4.21% | 5.07% | 1,500 | 3,000 |
| 5 | 5.29% | 6.43% | 2,000 | 5,000 |
| 6 | 6.36% | 7.79% | 2,500 | 7,500 |
| 7 | 7.43% | 9.14% | 3,000 | 10,500 |
| 8 | 8.50% | 10.50% | 3,500 | 14,000 |
| 9 | 9.57% | 11.86% | 4,000 | 18,000 |
| 10 | 10.64% | 13.21% | 4,500 | 22,500 |
| 11 | 11.71% | 14.57% | 5,000 | 27,500 |
| 12 | 12.79% | 15.93% | 5,500 | 33,000 |
| 13 | 13.86% | 17.29% | 6,000 | 39,000 |
| 14 | 14.93% | 18.64% | 6,500 | 45,500 |
| 15 | 16.00% | 20.00% | 7,000 | 52,500 |
The leader's share. The guild leader reads the same buff four points higher at the top โ 20% against 16%. The gap opens gradually: at level 1 there is none at all, at level 8 it is two points. It follows whichever effect the guild has chosen, so the leader never gets a stat the guild did not pick. Each step costs 500 ร current level, so the whole run from 1 to 15 is 52,500 โ a guild-sized bill, and the reason donating seals matters even for members who never buy anything. Might and Insight are there from the start; Vigour, Fortune and Wisdom arrive at levels 5, 8 and 11, so a young guild is choosing between two effects and a mature one between five.
Upgrading a building
Every building runs 1 to 15. Each row is what it costs to reach that level, so the level 1 row is never paid โ a new zone starts there. Costs climb steeply; the last few levels are a guild-sized project, not an afternoon.
| Hall level | Iron | Wood | Stone | Food | Gold | Storage cap |
|---|---|---|---|---|---|---|
| 1 | 0 | 2 | 1 | 2 | 30 B | 1,000 |
| 2 | 1 | 5 | 2 | 5 | 50 B | 1,000 |
| 3 | 2 | 10 | 4 | 10 | 80 B | 1,000 |
| 4 | 5 | 21 | 8 | 22 | 130 B | 1,000 |
| 5 | 9 | 44 | 17 | 45 | 210 B | 1,000 |
| 6 | 19 | 88 | 35 | 90 | 340 B | 1,000 |
| 7 | 38 | 177 | 69 | 181 | 550 B | 1,395 |
| 8 | 75 | 351 | 138 | 360 | 890 B | 2,772 |
| 9 | 150 | 699 | 275 | 716 | 1.44 T | 5,520 |
| 10 | 300 | 1,398 | 549 | 1,431 | 2.33 T | 11,034 |
| 11 | 605 | 2,824 | 1,109 | 2,891 | 3.77 T | 22,287 |
| 12 | 1,243 | 5,800 | 2,279 | 5,938 | 6.1 T | 45,780 |
| 13 | 2,621 | 12,233 | 4,806 | 12,524 | 9.87 T | 96,552 |
| 14 | 5,768 | 26,919 | 10,575 | 27,560 | 15.97 T | 212,466 |
| 15 | 13,659 | 63,743 | 25,042 | 65,261 | 25.84 T | 503,115 |
Gold is checked too. Every upgrade tests all five resources, and the gold column is the one people forget. It opens at 50 billion โ just above the 45 billion the guild zone itself cost to buy โ and climbs to 25.84 trillion for the last step. Gold does not come off the ground: most of it is what members deposit at the Bank, topped up by what the building itself makes.
Resources cannot be bought. Iron, wood, stone and food come out of the ground and nowhere else โ the Hall used to sell them for coins, which made the nodes, the refining and the hand-in all optional. Gold is the one resource you can hand over instead of gather, at the Bank's Deposit.
The four producers
The Mine, Farm, Lumberyard and Bank make resources on a clock whether anyone is in the zone or not. Walk up to the NPC, choose Withdraw, and the accrued pile moves into the guild pool. The Bank has its own table after this one.
| Level | Mine ยท Iron | Mine ยท Stone | Farm ยท Food | Lumberjack ยท Wood | Per day, combined | Holds up to |
|---|---|---|---|---|---|---|
| 1 | 0 | 1 | 2 | 2 | 120 | 1,000 |
| 2 | 0 | 1 | 2 | 2 | 120 | 1,000 |
| 3 | 1 | 1 | 3 | 3 | 192 | 1,000 |
| 4 | 1 | 1 | 4 | 4 | 240 | 1,000 |
| 5 | 1 | 2 | 5 | 5 | 312 | 1,000 |
| 6 | 1 | 2 | 6 | 6 | 360 | 1,000 |
| 7 | 2 | 3 | 7 | 7 | 456 | 1,000 |
| 8 | 2 | 4 | 9 | 9 | 576 | 1,389 |
| 9 | 2 | 4 | 11 | 11 | 672 | 2,757 |
| 10 | 3 | 5 | 14 | 14 | 864 | 5,517 |
| 11 | 4 | 7 | 17 | 17 | 1,080 | 11,145 |
| 12 | 5 | 8 | 22 | 22 | 1,368 | 22,887 |
| 13 | 6 | 11 | 29 | 28 | 1,776 | 48,276 |
| 14 | 8 | 15 | 39 | 38 | 2,400 | 106,233 |
| 15 | 12 | 22 | 57 | 56 | 3,528 | 251,559 |
Per hour, and it stops when full. The output columns are hourly. A building accrues until it hits its own cap, and after that the clock is wasted โ at level 1 that takes weeks, so in practice only a very long absence wastes anything. Withdrawing resets the clock, so an empty visit costs you nothing.
The Mine is two buildings in one. It is the only producer that makes two resources, and stone outpaces iron at every level. Iron is the scarcer half of every upgrade bill โ if one building is holding the guild back, it is usually the Mine.
The Bank
Gold is on a different scale from everything else in the valley, so the Bank gets its own table. It is also the one building whose automatic output has not been set up yet โ the columns below read zero because that is what the server holds. What the Bank does do is take deposits, and that is where the gold a guild actually spends comes from.
| Bank level | Gold per hour | Gold per day | Holds up to | Hall's next level costs |
|---|---|---|---|---|
| 1 | 0 | 0 | 1,000 | 50 B |
| 2 | 0 | 0 | 1,000 | 80 B |
| 3 | 0 | 0 | 1,000 | 130 B |
| 4 | 0 | 0 | 1,000 | 210 B |
| 5 | 0 | 0 | 1,000 | 340 B |
| 6 | 0 | 0 | 1,000 | 550 B |
| 7 | 0 | 0 | 1,000 | 890 B |
| 8 | 0 | 0 | 1,389 | 1.44 T |
| 9 | 0 | 0 | 2,757 | 2.33 T |
| 10 | 0 | 0 | 5,517 | 3.77 T |
| 11 | 0 | 0 | 11,145 | 6.1 T |
| 12 | 0 | 0 | 22,887 | 9.87 T |
| 13 | 0 | 0 | 48,276 | 15.97 T |
| 14 | 0 | 0 | 106,233 | 25.84 T |
| 15 | 0 | 0 | 251,559 | โ |
The Bank is not producing yet. Its gold output is unset on the live server โ every level reads zero, which is why the columns above are empty. Deposits at the Bank still work and are where a guild's gold actually comes from; only the automatic trickle is missing. This note will disappear by itself once the output is configured.
The invasion
Once a week the valley is attacked. Nobody calls it and nobody can decline it โ every guild zone on the server is hit at the same hour, and what the guild has built is what is at stake. Waves march from three platforms on the northern rim, one lane each, and every lane is aimed at a building rather than at the gate. The waves rotate through the targets, so pressure spreads across the whole zone instead of piling onto one door. A new wave leaves every 45 seconds, and the assault resolves five minutes after the last one lands. Each lane marches a different creature, so you can tell at a glance which platform a pack came from, and three bosses stand at the platforms for the hour, escorted rather than escorting.
| Hall level | Waves | Per lane | Invaders in total | Runs for | Seals on a full clear |
|---|---|---|---|---|---|
| 1 | 3 | 2 | 18 | 7:15 | 10 |
| 2 | 4 | 2 | 24 | 8:00 | 20 |
| 3 | 4 | 3 | 36 | 8:00 | 30 |
| 4 | 5 | 3 | 45 | 8:45 | 40 |
| 5 | 5 | 3 | 45 | 8:45 | 50 |
| 6 | 6 | 4 | 72 | 9:30 | 60 |
| 7 | 6 | 4 | 72 | 9:30 | 70 |
| 8 | 7 | 4 | 84 | 10:15 | 80 |
| 9 | 7 | 5 | 105 | 10:15 | 90 |
| 10 | 8 | 5 | 120 | 11:00 | 100 |
| 11 | 8 | 5 | 120 | 11:00 | 110 |
| 12 | 9 | 6 | 162 | 11:45 | 120 |
| 13 | 9 | 6 | 162 | 11:45 | 130 |
| 14 | 10 | 6 | 180 | 12:30 | 140 |
| 15 | 10 | 7 | 210 | 12:30 | 150 |
The zone you built is the zone you defend. Both the size of the assault and the length of it come off the Hall level, so the same progression that makes the valley rich makes the attack heavier. A Hall 1 zone sees 18 invaders over seven minutes; a Hall 15 zone sees 210 over twelve and a half.
What they are actually attacking
Seven of the nine buildings put a core on the field for the duration โ a creature, not a prop, so it has a health bar and can be attacked and healed like anything else. The Guild Hall and the Mine have none and cannot be damaged.
| Building | If it falls |
|---|---|
| Farm | Loses one level if the core falls |
| Bank | Loses one level if the core falls |
| Tavern | Loses one level if the core falls |
| Wizard Tower | Loses one level if the core falls |
| Storehouse | Loses one level if the core falls |
| Blacksmith | Loses one level if the core falls |
| Lumberjack | Loses one level if the core falls |
A razed building loses a level. Not the invasion, not a day's output โ a level, permanently, and everything that level was paying for. It floors at 1, so a bad night can never take a producer out of the economy for good, but a Hall 12 zone that loses its Farm twice is a Hall 12 zone with a Farm 10.
Cores take damage from proximity, not from swings. Every ten seconds each invader within 900 units of a core does 400 damage to it. Twelve raiders on one building is 4,800 every ten seconds whether they have reached it or not โ which is why intercepting a pack on the road is worth more than meeting it at the wall.
What holding it pays
When the assault resolves, the guild is paid on the share of invaders killed, not on whether every building survived: hall level ร 10 ร killed รท spawned in Guild Influence Seals. A partial defence still counts for something and a total rout pays nothing rather than punishing the guild twice. The seals are split evenly between the members standing in the zone, not dropped into the guild pool. The remainder of an uneven split is discarded rather than handed to one arbitrary defender.
Be there. Every reward in the invasion is paid to people who are physically in the zone when it resolves. Logging in afterwards pays nothing, and neither does being in the guild but elsewhere on the map.
The war party
A second, heavier event that staff call rather than the calendar. Instead of a monster tide, a party of eight armed invaders marches on the buildings, and this time the assault has something to lose: a war core stands at their camp on the north platform with four wardens over it. Every invader you kill gets back up โ up to twenty times each โ so grinding the party down in the field is not a win condition. Break the war core and the reinforcements stop. Whoever is still standing fights on, but their next death is their last.
Winning it outright. Hall level ร 100 in seals, split between the defenders present, and hall level ร 300 in Guild Points on top. At Hall 10 that is 1,000 seals and 3,000 points for one fight.
Why the points matter. Guild Points are the personal currency behind the Get Buff button, and each share also rolls into the guild pool behind grade and ranking. It is the only event that pays both currencies at once.
They fight back, and so can you. The war party runs with PK on, which is what lets defenders damage them at all โ and means the invaders will go for players as readily as for buildings. Normal PK-field rules apply.
Every Tiriel in the valley
Ten of them, one per building plus the gatekeeper, and every one is called Tiriel. The title above the name is the only thing that tells them apart, so read the title, not the name.










The nine buildings
| Building | What it does | Daily |
|---|---|---|
| Guild Hall | Overall status, rankings, donating seals, the guild buff | โ |
| Storehouse | The guild store, handing in materials, viewing the resource pool | โ |
| Mine | Produces iron and stone over time; withdraw the output here | โ |
| Lumberjack | Produces wood; seasons Timber Logs into Refined Wood | yes |
| Farm | Produces food over time | โ |
| Bank | Produces gold; deposits | โ |
| Blacksmith | Smelts Iron Ore into Ingots and Stone into Blocks | yes |
| Tavern | Cooks wheat, meat, mushrooms and corn into food; serves the dishes | yes |
| Wizard Tower | Cuts raw essence into Diamonds, Rubies and Emeralds | yes |
Leaving. The gatekeeper at the port offers the same town list as any teleporter in the game. Use it rather than a scroll โ it puts you back on the continent, not on your guild's own copy of the map.