Perilous Legends Wiki

The Guild System

Band together, build a war chest, earn renown, and turn your guild into a power the whole shard has to reckon with.

The guild main page - name, renown, level and active perks
The guild hall: your name, level, server rank, renown, and active perks - all one button away.

Overview

Guilds in Perilous Legends live behind the Guild button on your paperdoll - no guildstones, no house required. Everything is managed from one castle window: members, candidates, treasury, perks, diplomacy, and the guild's standing in the world. Guild chat, wars, and alliances all work the moment you're in.

Founding a Guild

Members & Candidacy

The members page
Online members first, offline with their last-seen date after. Officers manage the roster.

Renown & Guild Levels

Everything your members do feeds the guild. Renown flows in from playing the game together, and every 100 renown the guild gains a level - and with every level, a new random perk for the Guildmaster to deploy.

How guilds earn renown
DeedRenown
Slaying a boss or champion (the guild that leads the damage earns full credit; every other guild that fought earns partial)4 / 2
A member on the winning team of a PvP event (Paintball, Castle Siege, and future events) - losing-side members still earn partial4 / 2
Winning a hamlet siege / fighting one50 / 25
A member gains a class level2
Completing a Quartermaster quest1
Delivering a trade pack1
Turning in a prize sportfish1

Boss and event renown pays out once per boss or match no matter how many members took part - it's the guild's deed, not a per-head bounty. Renown also banks into a spendable balance, shown beside your guild level, for the Renown Rewards to come.

Perks

The perks page
Level up, draw a perk. The Guildmaster chooses when to burn it.

Each level-up grants one random perk to the guild's reserve. Only the Guildmaster can activate one; doing so consumes it and the bonus applies to every member for the perk's duration - 1 to 3 days, rolled with the perk.

The perk pool
PerkScope
+10% DamageZone-bound
+10% Gold DropsZone-bound
+10% Rare Drop Chance (Rare, Ultra Rare and Mythical)Zone-bound
-10% Damage Taken (PvE only)Zone-bound
+20% Mana RegenerationZone-bound
10% chance to double gathered materialsEverywhere
No Auction House feesEverywhere
+10% Pet ExperienceEverywhere
+10% Class ExperienceEverywhere
+10% Cannon Damage (ship and siege)Everywhere
+10% Damage to BossesEverywhere

Zone-bound perks roll one of twelve territories: Deceit, Despise, Covetous, Wrong, Hythloth, Destard, Khaldun, Ice, Fire, Shame, the Open World (overland, outside towns), or the Ocean. The bonus only works inside its territory - a Destard damage perk is a dragon-hunting trip waiting to happen.

The Treasury

The treasury page
The war chest. Deposits come straight from your bank box; every movement is on the books forever.
The limits page
The Guildmaster sets each rank's seasonal withdrawal allowance.

Diplomacy

The diplomacy page
Allies first, enemies second, everyone else after.

The Guildmaster conducts foreign policy: declare war, accept a declaration, request an alliance, accept one, or end either. Wars require both guildmasters - a declaration sits pending until the other side accepts it. Allied guilds stand together; warring guilds may fight freely wherever they meet.

Events

The events page
Countdown clocks for the shard's PvP events, with scoreboard archives to settle arguments.

The Events page tracks the shard's team events - Paintball today, with Buccaneer's Den Hardpoint, Sea Tower, and Town Siege on the way - showing the time until each next signup window and the recent scoreboards once events conclude.

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