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  Guilds

There are several communities in the Empire, known as Guilds. The guilds' purpose is to diversify gaming process of the characters and to enhance the efficiency of their actions.

Hunters' Guild

Hunters’ guild is a foundation that protects the Empire's lands from neutral creatures' attacks. According to the scouting reports, they can be spotted all over the global continent map. Besides improving your combat characteristics, facing neutral creatures can also grant you additional income as captured gold and artifacts. Challenging neutrals is possible once in 40 min. Passing by the neutrals or moving to another location while having neutrals on track brings up another ones in half that interval. Also, hunting during the nighttime period of 00:00~08:00 server time allows hunting twice more often.

A lord can ask for assistance in hunting after getting level 2 in the guild. The assistant must be present in the same region, and be either of the same combat level, one or two levels lower than the main hunter. In case of victory, the assistant gets half the gold and resources, gains 0.1 hunt points, up to 0.5 faction skill points, full experience and has a chance to find an artifact. The combat initiator will get the amount of hunt points proportional to damage dealt during the hunt, and the other half of the gold and resources.

Hunting gives two times less faction points and 5 times less combat experience if compared to PVP combats. After getting enough hunt points to get a new guild level, the guild will teach you more complicated combat tactics increasing your attack skill by 1. Details

With the hunt points amount increased, numbers of neutral creatures on the map grows, too, as well as treasures, guarded by them, and artifact value. For example, after getting level 3 in hunters’ guild you will be able to find some resources in addition to gold.

The probability of getting an artifact is determined by the lord's hunter level. The higher the guild level is, the more probable it is to find an artifact. Thereupon, new hunters' guild levels ensure finding better items. Artifacts found have unique properties and can be kept to gather ammunition sets. Details

Attacking neutral creatures is only possible anytime the regular combat is possible:
1) Your troops must be 100% ready;
2) Your character must not be in a combat challenge;
3) The "Defense" parameter of your character mustn't be negative;
4) Your character must have a minimal amount of troops recruited in the army.


Hunters should take to consideration, that three quarters of mana used in hunt will be immediately restored after finishing it.

The guild has its own top rating list. Details.


Laborers’ Guild

When sending his or her workers to production works, your character gets special skill points that make count of the laborers’ guild. The efficiency of any industrial facility depends for that reason directly on the professionalism of its workers, while their wage is multiplied by a certain coefficient. The laborer skill is displayed at the character information page, and the guild point table can be found in the corresponding section of this help section.

Anytime a character dispatches his or her workers to facilities 10 time in a row since the last victorious combat, workaholic penalty is enabled. Every next workshift leads to 20% efficiency drop down to 10% efficiency. Efficiency is restored in full only if the character gets at least 0.5 faction skill points in a victorious combat. Otherwise, the counter of workshifts is diminished only in proportion to received faction skill points.

Besides increasing wage, the laborers’ guild will also increase the defense skill of your character. Every even Guild level increases his or her defense by 1.


Mercenaries' Guild

Offices of this guild can be found in Peaceful Camp, Fairy Trees, East River and Fishing village. The guild's main objective is to aid the regular army in constraining the constant threat of aggressive neutrals. Daredevils and adventure seekers are also always welcomed. Their main business is to complete various quests. A quest can be taken by any character, however, the chances for success of characters with combat level lower than 5 aren't too high. All the quests are limited in time. Every mercenary considers it a duty to return to the guild and report his or her quest successes. That is when the quest is considered completed or failed. For completing the quest, the guild rewards your character with gold and sometimes rare elements. Lords who completed lots of guild quests get additional bonuses from the guild. New possible reward types are uncovered with new Guild levels achieved:

MG 0 MG 1 MG 2 MG 3 MG 5
Toadstool Meteorite Shard Abrasive Fire crystal Witch bloom Windflower Viper venom Ice crystal Tiger`s claw Moonstone Fern flower

Every mercenary has a certain reputation in the guild, it affects the frequency of quest offers. Successful quests increase the guilds loyalty, while rejecting the quests or failing them decreases your reputation. Note that it is much harder to gain the guild's trust, than to lose it.

The amount of guild points necessary for leveling up can be learned from the experience tables.


Thieves' Guild

This is a clandestine guild, your character does not have free access to it since registration.
A secret society, whose primary objective is to ambush trade caravans. Entering the guild is only possible if you possess a special invitation acquired from another thief, or after paying the guild entrance fee:


Combat level 6 is required to enter the guild. The invitation parchment disappears from the inventory; however, a progressive thief gets new ones after reaching level 5 of the guild.
Players who had previously received the TGI at Guild level 2 by the old rules, will not be given one at Guild level 5.

Lords gain guild points for successful ambushes. Besides that, defeating other players and mob caravans earns gold. The loot is proportional to the thief skill level.

Equally with caravans, it is possible to encounter player characters of the same combat level. The ambushes are set between regions in both directions. Ambush can only occur if someone walks between those regions. However, the traveler always has a chance to pass unspotted. If two travelers are walking in the same direction and both get caught, all the three will fight in one combat. Obviously, the victims would unite against their aggressor.

1) The troops of the ambusher must be 100% ready and those of the traveler - at least 40% ready for the ambush to take place;
2) The thief's victim who suffered a defeat cannot be ambushed again unless three hours have passed since last ambush;
3) The thief who lost the combat can set a new ambush only 1 hour later;
4) During ambush, the troops and mana restoration of the victim does not cease, the necromancers' skeleton reserve does not diminish and won't be reset after combat.
5) Any thief who had abandoned the Guild may return by paying a penalty of 1000*[combat level] gold.
6) Characters may have the initiative bonus only from the guild that is currently active.

Each new level in thieves’ guild grants its member initiative increase, as well as one random Thief set artifact until guild level 7, or one random Plunderer set artifact since guild level 8.
Note that the initiative bonus is only applicable whilst you are an active guild member, it never stacks with initiative earned with the Rangers’ guild.



Rangers' Guild

An honorary organization founded to combat the atrocities of the Thieves' Guild on the Empire’s travel and trade routes. The main objective of the guild is to promptly identify where thieves lie in ambush and quickly eliminate the detected threats, so that over time, robbery and burglary is eliminated in the lands of the Empire once and for all.

Joining the ranks of the brave Rangers is possible for any lord or lady who has reached combat level 7 and entrance is absolutely free. To join, one will need to visit the guild headquarters at Empire Capital and pass the test of a military ranger-teacher, in which he teaches the applicant the rudiments of Ranger skills. The guild door is open even for repentant thieves, but to prove their loyalty, former thieves will have to renounce all Thieves' guild privileges, including freezing the extra initiative they earned during their days of crime.

Ranger guild points are gained with the successful performance of missions. Missions are accepted at briefings at the guild headquarters. The briefings take form of an urgent call to help Ranger Scouts in battle against a thief who has been spotted to lie in ambush in certain location of the map. In order to successfully complete the mission, the lord or lady would have to reach that location in very short time and to defeat the thief. However, in order to accept the job, he or she needs to have high-speed mount (Stallion or better), as thieves are very nimble and known to quickly escape from persecution. The Ranger scout participates in combat at the Ranger's side, acting independently, but can also carry out certain instructions from the lord or lady in obedience to the following commands:
  • wait (the assistant will wait with his troops);
  • x:y (the coordinates of an enemy stack that is to become the focus of the assistant's attack, where x is horizontal and y - vertical coordinate of the tile. example, 11:1);
  • attack (independent attack mode, applicable if either of the first two commands were used afore).

    There is also a chance to fall into an ambush of a thief player whose combat level is the same as the Ranger's. Guild points may also be gained by successfully defeating a thief in the ambush, but for that, one must have joined the guild (passed the entrance test) and it should be selected active (not the Thieves' guild).

    1) To start a guild mission battle, the Ranger must have his or her troops 100% ready;
    2) To be caught in a thief ambush whilst moving between locations, the Ranger must have his or her troops at least 40% ready;
    3) The thief who has been defeated by the Ranger suffers a 1 hour penalty before being able to ambush again.
    4) Any ranger who had abandoned the Guild may return by paying a penalty of 1000*[combat level] gold.
    5) Characters may have the initiative bonus only from the guild that is currently active.


    Each new level in rangers’ guild grants its member initiative increase; certain levels will also earn a random Ranger set artifact.
    Note that the initiative bonus is only applicable whilst you are an active guild member, it never stacks with initiative earned with the Thieves’ guild.


    Commanders' Guild

    Any lords of combat level 9 and above are required to take a trial (combat a mirror army increased in numbers by 20%) to be able to join the guild. It is accessable via the Battles page, and as the dropdown menu list item. The guild specializes in PvP combats (i.e. Player versus Player).
    The guild points are called Commander points.

    Combat types:
    1. Duels between lords of equal combat levels.
    2. Mixed group battles between lords of different combat levels.


    Guild combats start once every 30 minutes. If there are no opponents found for duels, lords can join mixed group battles one minute before their start. The combat takes place if there are at least 6 lords enlisted. The participation is not guaranteed for every lord enlisted.

    Any lord can choose a friend for a team battle in mixed group battles. The second lord should also join mixed group battles and choose the first one for a team battle. The more victories you have in team battles, the stronger your opponents are.

    Commander points received by the winning party according to combat type: 1 – 1.5 points. The winning parties also have a chance to get creature armaments.
    Commander points received by the losing party according to combat type: 0.2 – 0.3 points.
    All guild battle participants receive 25% more faction skill points than in a similar usual battle.

    Each guild level will grant an item crafted specifically for guild champions, one of a set of 13. Each even guild level will grant a skill point for optional distribution.
    In addition, victorious parties will have a chance to loot the defeated lords' artifacts as soon as they reach guild level 1. (The looted item is a replica of the one worn by the defeated lord, with low durability and without transfer option. The defeated party keeps their own artifacts). Each new guild level increases this chance.

    Gamblers' Guild

    The guild unites all admirers of the "Two Towers" card game. Any player can have a game at the tavern of the region he or she is currently in. Victory grants one guild point, losers go empty-handed. After receiving the first level in the guild, as well as 3d combat level, the players gain a possibility to bet on their victories. The amount of victories necessary for passing to a new level and the maximal stake amount for your current level can be learned from the experience table.

    Taverns in different regions have different starting and victory conditions, as seen in the following table.

          DataInitial conditions Victory conditions
    Region    TowerWallMineMonasteryBarracksTowerResources
    Empire Capital
    Eagle Nest
    Port City
    20522250150
    East River
    Portal Ruins
    Mithril Coast
    The Wilderness
    201033375200
    Tiger Lake
    Dragons' Caves
    Titans' Valley
    2010555150400
    Rogues' Wood
    Shining Spring
    Great Wall
    2050115100300
    Wolf Dale
    Sunny City
    Fishing Village
    5050535100300
    Peaceful Camp
    Magma Mines
    Kingdom Castle
    2010312125350
    Lizard Lowland
    Bear Mountain
    Ungovernable Steppe
    2010111200500
    Green Wood
    Fairy Trees
    Crystal Garden
    3015444100300

    There are strict rules in the guild:
    1) The Tavern owner gets 5% interest from each trophy sum;
    2) A player with lower guild level cannot join a game with a bet for higher level;
    3) It is not necessary to be in the same region the challenger is to accept his or her challenge.


    Insults and foul language at the game table are forbidden. Moderators watch the taverns and keep order, giving penalties to tempestuous visitors.


    Smiths’ guild

    To enter this guild, you should get to combat level 6 and build a Blacksmith in your castle. Enter it and open the "repair" section and you will be able to repair worn out artifacts.

    Smiths’ guild

    Any artifact with durability 0/X can be repaired. Repairing efficiency depends on the guild level and varies from 10% to 90%. For instance, the guild novice will repair artifacts with 10% efficiency, which means, that a worn out artifact of 0/30 will have 3/29 durability after repairing, while an experienced blacksmith with 60% efficiency would turn the same item to 18/29 durability.

    Repair cost with any efficiency makes 95% of the converted shop artifact cost (according to the prices of the shop), and is even higher for rare set artifacts, while the best available repair efficiency is 90% at most. The guild warns that smithing is an art, and usually leads to spending a lot of gold to build up an effective smith. Rare or enchanted artifacts cannot be bought at the shop, repairing them is the main function of a smith.

    Smiths who have achieved guild level 8 and belong to a Military clan that has built a depository may gain access to repairing clan artifacts deposited for repairing at the cost of depository account gold. The artifact must not be deposited in a set to be able to repair it. The clan leader may set an automatic reward for guild smiths ranging from 1 to 10% repair cost.

    1) Repair time and cost do not change with the smiths’ guild leveling. The only thing that increases is the efficiency, hence the artifact's resultant durability;
    2) Repair time and guild points gained only depend on the estimated value of the artifact and are in direct proportion to it. Thus, the more expensive the item is, the longer time it will take to repair it and the more guild points it will grant;
    3) Repairing two artifacts at a time is not possible, moreover, you need to reach guild level 9 to be able to do two types of works in your blacksmith (repairing and enchanting) at the same time.


    The amount of guild points necessary for "smithing up" can be learned from the experience tables.


    Enchanters' Guild

    Founded by the Great Craftsman's apprentices, the guild allows the characters to create their own personal ammunition parts. Almost any known artifact can be modified, gaining new magical properties after enchanting. Modifying takes place in your blacksmith that cannot be built before combat level 6. Rare elements, received in the Mercenaries’ guild or bought at the market, are used in the enchanting process.

    There are three subdivisions of the guild called branches. Every guild member can be a weaponsmith, armorer and/or jewelcrafter. The power of lord's modifying depends on the corresponding branch level. Any improvement requires time and elements. The guild points gained from a modification equal to the amount of spent elements. These points are added to both the subdivision level and the common guild level counts. Every apprentice must decide, whether to be a skilled enchanter in one branch or to be able to enchant a little bit of everything.

         Enchanters' Guild
    Weaponsmith
    Armorer
    Jewelcrafter
    Enchantment type
    Code
    Elements
    Enchantment type
    Code
    Elements
    Enchantment type
    Code
    Elements
    Earth elemental damage bonus
    E
    Meteorite ShardToadstool
    Earth elemental shield
    E
    Meteorite Shard
    Earth spell damage bonus;
    ignore air shield
    E
    Meteorite ShardTiger`s claw
    Air elemental damage bonus
    A
    WindflowerWitch bloom
    Air elemental shield
    A
    Windflower
    Air spell damage bonus;
    ignore earth shield
    A
    WindflowerMeteorite Shard
    Fire elemental damage bonus
    F
    Fire crystalTiger`s claw
    Fire elemental shield
    F
    Fire crystal
    Fire spell damage bonus;
    ignore water shield
    F
    Fire crystalAbrasive
    Water elemental damage bonus
    W
    Ice crystalViper venom
    Water elemental shield
    W
    Ice crystal
    Water spell damage bonus;
    ignore fire shield
    W
    Ice crystalWitch bloom
    Ignore target`s defense
    I
    MoonstoneAbrasive
    Decrease attack of attacking stack
    D
    MoonstoneAbrasive
    Nature spell efficiency bonus
    N
    WindflowerTiger`s claw
    Ability to set the 5th enchantment
    -
    Fern flower
    Ability to set the 5th enchantment
    -
    Fern flower
    Ability to set the 5th enchantment
    -
    Fern flower


    Up to 5 different modification types can be set on every artifact. This amount depends on the enchanter's guild level. To enable the setting of 5th enchantment on any item, 10 Fern flower elements must be used. For advertising purpose, the enchanter can mark an artifact he worked at with his or her personal brand (for extra 5000 gold).

    After modifying an artifact, a special marking is added to its name and the image of the artifact displays related symbols.
    In combat you can see the effect from modified artifacts by Ctrl+double clicking the character image.

    Building the blacksmith is required to enter the guild. It can be built by characters who reached combat level 6.
    Upon reaching guild level 5, it becomes possible to use both sections of the blacksmith at the same time, allowing you to repair items even when enchanting is in progress.


    The amount of guild points necessary for climbing the guild level stairs can be seen in the experience tables.


    Watchers` guild

    Ancient tales of a secretive guild of watchmen that would defend the Empire lands from its numerous enemies long before every other guild appeared were passed from generation to generation, from dynasty to dynasty. The watchmen would defend the Empire with a shield unseen, fighting the invaders, punishing the villains, guarding ancient relics and protecting magical leylines. At times, woeful events would disturb the relevant calm in the Empire, forcing the nobility to take arms to defend their land as it would seem that the saving hand of the guild had vanished. But over time things would resume their normal course.
    Many Heroes of the Empire, as well as Lords and Ladies later on, sought to discover the guild's location and the watchmen themselves, but the latter waited for the fateful hour. They knew that eventually times of great disturbance would come and the Empire would appear under too much tension. And that then, only the most prominent of the heroes and lords would have to be accepted among the ranks of the veteran Watchmen.

    1. Any Lord or Lady of combat level 3 and above may join the new guild;
    2. In order to join the guild, you will need to run a test errand offered by the guildmaster;
    3. Watchers' Guild may be accessed via the link, as well as in the top right corner of the map.


    Duel combat Boss-directed army Hunt Battle in Portal of Time
    Battle with Pirates Battle in Undead Vault Battle with an outlaw hero
    Battle against two or three criminals Fight a criminal hiding behind castle walls Defeat a brigand waiting in ambush


    1. Three Watchers' Guild errands are available each day. Errands are changed at midnight;
    2. The first successful completion of an errand is awarded with gold scaling by your combat level;
    3. Success of your combat is ranked in stars (from 1 to 3), depending on suffered casualties. The better an errand is completed, the more experience, faction skill points and guild points you will receive. A 3 star errand will also earn a random creature armament;
    4. An errand with its success ranked at 1 or 2 stars may be re-run to improve your result and get the difference of experience, faction skill points and guild points;
    5. If a re-run errand is failed or the result isn't improved, the difference of points will not be received;
    6. An errand may only be re-run with the faction and class from the initial attempt;
    7. Only shop artifacts are accepted in guild errands. Artifact enchantments have no effect;
    8. For each combat level there is a set level of required and recommended ammunition points;
    9. Errand complexity increases with each new guild level;
    10. All guild errands are accomplishable a posteriori (already completed at the given combat level with the given faction and class);
    11. The potion of skill has effect in Watchers' Guild combats (at average faction skill level at the given combat level).>



    Adventurers' Guild (Battle Campaigns)

    Finding the Healer Amnitis Mysteries

    Uniting avid adventurers and thrill seekers, this guild awards guild points for completing Battle Campaigns. Battle Campaigns offer intriguing adventures on graphic minimaps in which you wage battle, collect valuable items and interact with story characters. Unlike quest missions, campaigns battles feature opponents whose armies and stats generally match yours in strength, meaning that you can complete each campaign multiple times with different factions for new and exciting experiences.

    1) Each campaign comes in three possible difficulty levels: "Recruit", "Combatant" è "Hero". The Hero level unlocks after you successfully complete a campaign on the Combatant level.
    2) For the first time you successfully complete a campaign on each difficulty level (using a particular faction and class), you will receive a valuable reward depending on the chosen difficulty. Rewards may include diamonds, estate certificates (100 are needed to claim an estate), gold, resources, artifacts and/or creature armaments.
    3) You can fight campaign battles wearing any artifacts, but enchantments and tavern drinks have NO effect.
    4) Experience points and faction skill points for campaign battles won are awarded only for the first time you play a campaign on a given combat level, with a given faction and class, on each difficulty level. If you happen to lose the same campaign battle several times, you will only receive (partial) experience and skill points for the first loss.
    5) When you replay a campaign with a different faction or class, you will face different enemies. All battles are known to be winnable.
    6) Similar to the Watchers' Guild, your performance in campaign battles is evaluated based on how much of your army survives. The highest possible result may be attained only by winning all of the available battles in a campaign.
    7) If you attempt and lose the same battle three times or more, the enemy’s army will be weakened, but an eventual victory will only earn you the minimum score.
    8) The guild maintains rankings per combat level, taking into account all of a player’s campaign completions, including all the factions and classes used.
    9) Potion of Skill is effective when fighting campaign battles, based on the average faction skill level of players at your combat level.

    Your guild points are the sum of your best scores for each campaign completion with each faction and class, out of all difficulty levels. This means that when you complete a campaign a second (or third, etc.) time with the same faction and class, you can earn additional guild points only if you improve your score, which is calculated per the formula below:
    • 0.8 * Efficiency rate for Recruit level
    • 1 * Efficiency rate for Combatant level
    • 1.2 * Efficiency rate for Hero level
    Example: You complete Finding the Healer as a 15 CL Elf on medium (Combatant) difficulty.Your efficiency rate is 90%. For this you earn 100 * 0.9 = 90 Adventurers’ Guild points. Next, you complete the same Campaign as a Charmer Elf on high (Hero) difficulty. Your efficiency rate is 100%. For this you earn an additional 120 * 1.2 = 120 guild points. Then you level up to CL 16. You may complete the same Campaign as Charmer Elf again, and you would earn experience points, skill points and other rewards, but you would NOT earn any more Adventurers’ Guild points no matter what score you get. However, if you complete the Campaign as a regular Elf and get a higher score than you did originally on CL 15, you can earn additional guild points: up to 10 extra points if you choose Combatant difficulty (100 - 90), or up to 30 extra points (120 - 90) if you choose Hero difficulty.

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