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.
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
- Press the Guild button with no guild and you'll be offered the founding contract, paid from your bank box.
- Pay first, then christen it - guild names and tags are unique across the shard, so choose something worth rallying behind. If your first choice is taken you can keep trying; your payment is never lost.
- The founder is the Guildmaster. Ranks below run Officer, Warlord, Member, and Recruit.
Members & Candidacy
- Any member can invite a player - the player accepts candidacy, not membership. An Officer or the Guildmaster must approve the candidate within 24 hours or the candidacy expires.
- While a candidate you cannot join another guild, take candidacy elsewhere, or found your own. Changed your mind? Say "I renounce my Candidacy" out loud and you're free.
- Officers and the Guildmaster can remove members from 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.
| Deed | Renown |
|---|---|
| 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 partial | 4 / 2 |
| Winning a hamlet siege / fighting one | 50 / 25 |
| A member gains a class level | 2 |
| Completing a Quartermaster quest | 1 |
| Delivering a trade pack | 1 |
| Turning in a prize sportfish | 1 |
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
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.
| Perk | Scope |
|---|---|
| +10% Damage | Zone-bound |
| +10% Gold Drops | Zone-bound |
| +10% Rare Drop Chance (Rare, Ultra Rare and Mythical) | Zone-bound |
| -10% Damage Taken (PvE only) | Zone-bound |
| +20% Mana Regeneration | Zone-bound |
| 10% chance to double gathered materials | Everywhere |
| No Auction House fees | Everywhere |
| +10% Pet Experience | Everywhere |
| +10% Class Experience | Everywhere |
| +10% Cannon Damage (ship and siege) | Everywhere |
| +10% Damage to Bosses | Everywhere |
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
- Any member can deposit gold from their bank box into the guild balance.
- Withdrawals are governed. By default only the Guildmaster may withdraw; the Limits page grants per-rank seasonal withdrawal allowances - a hard number, "no limit", or zero.
- The Balance page shows every member's seasonal and lifetime net contribution - who funds the guild and who drains it is public record within the guild.
- The Transactions page is a full ledger of every deposit and withdrawal, searchable, kept forever. Seasons follow the leaderboard seasons.
Diplomacy
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 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.
Tips
- Renown adds up fastest through habit: quartermaster weeklies, trade runs, and sportfish turn-ins drip renown on top of everything your guild already does.
- Save zone-bound perks for a planned night in that territory - a guild-wide rare-drop boost with twenty members farming the same dungeon is worth a fortune.
- Set withdrawal limits before you need them. A treasury rule made early is policy; one made after an incident is drama.
- Bosses credit the guild that does the most damage - hunt as a guild, not as strangers who happen to share a tag.