Guild
From Guild Wars Wiki
Guilds are the primary mechanism within the game for social grouping. Players are not required to join a guild and choosing to not join a guild will not prevent enjoyment of the game in any way. The benefits of being in a guild are having access to a guild hall and having the ability to take part in guild versus guild (GvG) battles. This is in addition to the social benefits of being grouped together with other players as a unit.
Joining a guild is account-based. This means that if one character joins a guild, all other current or future characters in that account will be of the same guild, until membership is revoked or removed.
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[edit] Creating a guild
A guild is created by paying 100
to the guild registrar. The player forming the guild will become the guild leader.
The name of the guild must be provided at the point of creation, along with an abbreviation or tag. The name must be unique amongst all guilds and has a limit of 31 characters (including spaces). The tag can be 2 to 4 characters long and does not need to be unique. The guild tag will appear as a suffix to the names of all characters belonging to that guild.
It is important to note that once a guild has been created, the name of the guild cannot be changed.
To view information about your current guild, open the guild window (default shortcut "G"). Guild details and announcements are near the top of the window and a guild roster can be seen at the bottom on the default tab. The guild roster is grouped by rank; with currently logged-on members ordered alphabetically at the top of each group, and logged-out members ordered by the duration since they last logged-on.
PvP characters are unable to create a guild, because they do not have access to the cities in which the guild registrars are located. This means that currently accounts that only have access to PvP characters cannot create new guilds.
[edit] Expanding the guild
Once a guild has been created, the guild leader can start sending out invitations to other players. Each guild may have a maximum of 100 members. Note that there are three ranks that can be assigned to guild members:
Only the guild leader and the guild's officers have the ability to invite other players to join the guild. Each invitation will cost 100
. In addition to sending out invitations, they also possess the ability to promote normal members to become officers and to kick members out of the guild.
They can also invite other players to their guild hall as guests, which costs 100
per guest invitation. Guests are allowed to take part in GvG battles for the host guild for up to 8 hours after the invitation, at which point the invitation expires. Guests that belong to another guild will still retain membership in their own guilds. Note that the guild must possess a guild hall before guest invitations can be made. Guests do count towards the limit on the number of players in a guild.
To invite a player to your guild (as an officer or guild leader) type in the name of the player you want to invite in one of the bars at the bottom of the roster page (that appears if you press the G-key). The invitee cannot be a member of another guild when the invite is sent.
In addition to all of the above, the guild leader also possesses the ability to demote officers to members, and to promote another officer to become the guild leader (thereby demoting himself or herself to an officer).
To promote or demote a guild member, open the guild window and locate the members name in the roster. Click on the icon next to the name to see the available options. Select the appropriate option to perform the action.
[edit] Guild cape
Every guild can design a cape for their members to wear. The cape is meant to help distinguish players of one guild from another. It is purely cosmetic and does not grant any advantages or disadvantages.
To design a cape, simply talk to a guild emblemer. Any guild member or officer can design a cape, but only the guild leader is allowed to buy or change it. Buying a new cape design or altering an existing cape design costs 2
.
[edit] Guild hall
A guild is not supplied with a guild hall upon creation. It must be purchased with a Celestial Sigil. To take part in GvG battles, a guild must first purchase a guild hall.
All the guild halls available can be visited prior to any purchase by talking to the Canthan Ambassador (in any of the port towns). Each of the guild halls visited in this manner will also have a Sigil Trader in it. To visit another guild hall, or to purchase the current guild hall, talk to the Canthan Ambassador again.
Once purchased, all members of the guild can now access the guild hall directly via the guild window. The one exception is new characters in the Prophecies campaign — Pre-Searing characters cannot enter the guild hall. Characters from other campaigns also cannot visit the Pre-Searing area of Prophecies.
[edit] Leaving a guild
To leave a guild, open up the guild window and locate the name of your character. Click on the icon next to the name and select the option to leave the guild. Note that once membership is lost, whether by voluntarily leaving a guild or by having the membership revoked, it is permanent, and a new invitation (costing another 100
) must be received to rejoin the guild.
A guild leader cannot leave a guild that still has other members. The guild leader must first designate another officer as the new guild leader (so as to demote himself or herself), or follow the steps below to disband his or her guild.
[edit] Disbanding a guild
A guild that still has members cannot be disbanded. The guild leader must first kick every member out of the guild. When the guild has no other members, the icon next to the guild leader's name (in the guild window) will show a "Disband Guild" option.
Be warned that once a guild has been disbanded, anything previously purchased (cape, guild hall, and guild services) will be lost and is neither recoverable nor refundable.
[edit] Faction & Alliance
The release of Guild Wars Factions introduced a new facet to guilds — alliances. An alliance is a grouping of a maximum of up to 10 guilds. Before joining an alliance or creating one, a guild must first decide on its allegiance, either to the Kurzicks or to the Luxons. Each invitation to join an alliance will cost 1
. Being in an alliance allows members of all those guilds to participate in alliance battles. Even if the guild membership has a preference, the guild leader is the only one that can "decide" which faction to join, by going to the capital (Cavalon and House zu Heltzer) of whichever faction is decided upon.
Changing alliance from one faction to the other is performed in their respective capitals as well, by the faction's Ambassador, and will cost the guild leader 500
for this "small service."

