Guild leaders

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Leaders of guilds that occupy guild castles are referred to as Kings and Queens (also referred to as Lords).[2][3]

Mayors and lords of castles have spells they can use on the battlefield with high effect and long cooldowns for their teams.[2]

Guild leadership tools

The developers are considering a number of leadership tools for guilds:[6][7][8][9]

The idea behind guild permissions for freeholds, is that within guilds there will be micro-structures of battallions etc. If we end up allowing guild permissions for freeholds it will likely only apply to the other members within the guild's micro-structure.[13]Steven Sharif
For me personally, being a guild leader of a very large guild in the past, these types of administrative functions are life savers for guild leaders... Guild leaders are a very important part of the community for MMORPGs in general and the reason for that is- think of it like a queen on the board- "I bring order to chaos". To a degree, guild leaders are that order to the chaos. They help organize- they do so through lieutenants- they delegate responsibilities. There are good leaders, there are bad leaders, but essentially it's a highly social environment and if you can find a good guild and that guild is augmented with complimentary services from the company, from the game itself, it just makes that life easier and allows them to execute better. So in my opinion that is an important aspect.[10]Steven Sharif

Guild benefits

Guild benefits that are being considered by the developers:[8]


The guild leader of a castle can grant the use of flying undermounts (such as wyrmlings) to guild officers during a castle siege.[19][20][21][22]

  • These may only be granted if the castle nodes are successfully established prior to the siege.[22]
    • Node A grants 1 undermount, Node B grants 2 undermounts, and Node C grants 2 undermounts.[23]
  • This system is subject to change during testing.[23]

Little wyrmlings that you can grant to officers if you're a castle owner, and they can fly around too.[20]Steven Sharif

Guild progression

Guild perks UI. Alpha-1 screenshot. Image credit: Guild:Overlord

As you're leveling up the guild and you're getting these points to either allocate towards expanding the guilds member count or allocate towards adding certain passive abilities that your guild members can gain by being guild members. You're also going to see as you're leveling up the guild through different type of quest-based, participation-based, node-based, organization-based systems and ways that those quests hook into the world. You're also going to see perhaps some augment abilities at the upper tiers of the guild levels become unlocked for certain members that have a classification of officer or knight, will have access to those different types of augment abilities that might get unlocked should you go down the non expansive member lane; and the idea there is to offer these benefits to smaller groups.[24]Steven Sharif

Guild progression occurs through participation in different systems.[24]

Guild progression grants skill points that the guild can allocate to unlock aspects of their guild skill tree, such as passive skills, augments and membership count.[24][26][27]

When you first form a guild and you're level zero, you may have 30 guild slots available to you and that's your core guild group; and you can move people in and out of that group because when you get expansion slots they form separate groups in the guild structure that might be a Knight or Squadron group: whatever you're going to want to call it, because you can customize it based on the guild; and then those groups will have access to certain types of passives. Some of the passive types will be horizontal, some will be vertical; and it will be dependent on where you as a guild member are placed within those groups; and the placement within those groups are determined by the guild administrators. And so, guilds will then spend currency as well as skill points to invest in those passives for those particular groups; and so what we want to do is we want to maintain the strongest passives for the central groups and allow it to decrease in power going outward from there. So, even guilds that select to go expansionist still have some passive abilities that they can spec into, but the guilds that choose to stay smaller they can consert their skill points towards the more central groups leveling up those passives to higher strengths; and those passive types are things like waterfall stat augments, crit rate, regen values. And then they can get a little bit more intricate with the types of effects that they have, like negating a... spell attack against you as a target every 30 seconds, or something. It depends on what we're talking about with the abilities. They they are wide ranging, but the intent is for them to be impactful.[12]Steven Sharif
  • Guild passive skills are assigned to specific ranks within the guild, each of which has a number of slots depending on guild progression.[12]
    • These skills can increase certain waterfall stats such as (Regen and Crit rate) relating to that rank's ability to perform in combat or potentially in other aspects of the guild, such as the economy.[12][24]
    • Guild passives can have also have more intricate effects, such as negating certain attacks within a cooldown period.[12]
    • Guilds cannot respec their skill points once allocated. This is subject to testing.[32]
    • Guild members do not need to be citizens of the same node in order to benefit from passive skills and augments.[33]
It's not always going to be combat. You could have an economic focus guild. You could have a trade oriented guild; and there's all sorts of things that you can put together and give your guild its own identity.[24]Jeffrey Bard
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.
  • Guild augments may apply at the upper tiers of guild progression.[24]
    • This applies to guilds that have opted for the non-expansive member route.[24]
    • It benefits guild members with a classification of officer or knight.[24]

Gear enhancements

Gear enhancements are possible both during and after an item is crafted.[34][35]

There is a combination of systems that take an item to its max potential. Players will need to contribute in a certain number of these systems to reach max. Some of the systems are an either/or situation.[34]Kory Rice
The contribution of materials to crafting an item results in advancing the rarity of that item. Now, that doesn't exclude players who don't have the legendary or the higher quality contributed resources from progressing their common item up the rarity tree through enchantments such as scroll enchanting or through tempering the gear. Both of those can affect the quality and the rarity of the gear that you produce, but by contributing the resources during the crafting process you are getting a head start with the higher quality item and now are less dependent on those other avenues to achieve that, which might be again a different vertical space of progression that you don't have as good of access to.[35]Steven Sharif
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

Guild membership

A character may only be a member of a single guild.[44]

  • Alts on the same account can join different guilds.[44]
    • Intrigue, espionage and intelligence gathering is a legitimate aspect of the game.[44]
  • A guild may only have a single guild leader.[45]
    • Transfer of guild leadership is possible, but mechanics on transferring leadership if a guild leader has abandoned the guild have not been finalized.[46]
  • Guild masters can issue payouts to guild members.[47]

Guild invites

Characters may be invited to join a guild from anywhere on Verra.[48]

Server reservations

Server reservations allow guild members as well as unaffiliated players to reserve character slots on a server realm starting in the Beta testing stages of the game.[49]

This would likely be utilized more so by guilds than that would be solo or unaffiliated players; and I believe that the solo player they may have friends that they want to play with. That's fine, they can also still with those friends do the reservation system, but the player who is just joining the game fresh and doesn't have a community that they're part of, I don't think they really mind in that regard and will not utilize that system.[49]Steven Sharif

Guild halls

Summer guildhall appearance cosmetic concept art.[50]

Guildhalls are the ultimate expression of a guild's power! In Ashes these structures will serve as focal points for a guild, offering any guilds who construct them a whole host of benefits as well as customization options.[51]

Guild halls serve as a focal point for a guild, offering a host of benefits and customization options.[51]

  • When a guild reaches a certain level, its guild master is granted a certificate to enable placement of a guild hall.[52]
  • Guild halls may be placed within Baronies within the ZOI of a node.[53]
    • A barony can only have a single guild hall.[53]
    • The number of baronies that can have an active guild hall is determined by the node's stage.[54][55]
Only a limited subset of the guild halls available around the node are available concurrently... So you might only have two that might be available at fifth level and then three at sixth level of a node; and the guilds have an opportunity to select from the six available which three are going to be active.[54]Steven Sharif
  • Patron guilds may also place their guild hall within (the footprint of) their patron node. These guild halls have different perks and benefits to halls placed within Baronies.[56][52][57][56]
    • Patron guild halls placed within Baronies may have the ability to confer benefits to surrounding estates within that node by speccing into passives in their guild skill tree and carrying out a lengthy quest line.[58]
  • The design of guild-halls is currently subject to active iteration by the developers.[59]
info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

Guild freeholds

Guild freeholds consist of a central guild hall surrounded by multiple expandable plots. Guild members that are authorized by the guild master, or delegated official, may utilize these plots to place freehold farms, taverns, or other guild amenities.[63]

info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.


info-orange.pngSome of the following information has not been recently confirmed by the developers and may not be on the current development roadmap.

Guild halls unlock actions a guild can perform within a node.[64]

Guild castles

Guild castle Alpha-1 early preview.[65]

With five Castles in the world, and each having been owned by different civilizations from the far-flung past of Verra, you can expect that each Castle has its own character. Different terrains and different layouts will result in each Castle having its own advantages and disadvantages. Just because you have managed to take one Castle will not mean that your strategies will pan out in the next. Commanders will have to take into consideration the lay of the land, time of day, weather, and even seasons into account when forming their battle plans.[66]

Sword 01 - with logos.png

Five guild castles exist in Ashes of Creation.[67][66][68]

While the hard structural environment is static and not able to be- you're not building a castle if you own a castle, you're inheriting a historic ruined castle that is representative of the past because it has some tie-in to specific types of powers that we haven't gotten into from a lore perspective yet but we haven't expressed to the community. That's something that we're going to leave for the community to find out when they play. But when you place mercenaries and you place those blockades and you place those traps, that affects the level design of the castle according to the strategy you might use to defend it.[67]Steven Sharif
These Castles are occupied when players arrive on Verra, and their current inhabitants will have to be removed before any player can claim them. Castles will be dangerous and high-level raid zones until they can be cleared, and the first group of players to do so will gain the Castle as their reward.[66]


Guild castle concept art.[66]

It's a reciprocal relationship between the castle and its nodes essentially. There are benefits granted to citizens of the castle; and the longer that the castle remains in the hands of its incumbent guild, the stronger the benefits become overall. But at the same time that represents a greater incentive to attack the castle because the rewards will get greater over time also.[65]Steven Sharif

Guild castles provide benefits and trophies for guilds that capture and control them.[65][83]

  • These benefits increase the longer a guild holds its castle.[65]

There are levers and dials that are present to both the owners of Castles as well as the elected officials of Nodes that during their administration they have the ability to impact and influence the region around them.[84]Steven Sharif

Guild castles exert a King or Queen's presence over nodes within their region.[65][84][85]

Castle sieges

Alpha-1 castle siege gameplay.[86]

Throughout Ashes of Creation, the player has an opportunity to participate in massively multiplayer siege warfare. Since castles are likely the world’s most limited resource, it will be a task to secure and hold them. Involving hundreds of players on a single battlefield, our sieges will employ many moving parts and intricate design features. Because of the difficult nature of taking and keeping a castle there are great rewards available to the players for their efforts. Castles will allow players to exert control over nearby lands and allow for the development of unique buildings in the nearby towns.[87]

Guilds participate in Castle sieges in an effort to capture and occupy one of the five guild castles in Ashes of Creation.[68]

  • The minimum goal is for 250x250 players to be on a single battlefield. It is hoped that this can be increased to 500x500 over time.[91][92][93][94]
  • There will be systems that mimic some of the mechanics of sieges, but there won't be practice sieges.[95]
  • There may be instanced locations within otherwise open-world castle and node sieges, where specific groups can participate in small, short duration objective-based battles that will affect the overall outcome of the siege.[96]
I love castle-based gameplay. I love trophies. I like rewarding risk a lot; and for me it's very difficult to imagine a MMO that I would want to play where there is not competition of strategic prowess that determines the outcome of these types of events and there is not a meaningful reward both mechanically and from just a bragging rights perspective that players can aim for and try to achieve. I think that it brings a lot to the game when it comes to motivations, to excel, to level, to gain power, to engage those different progression loops when there is an ultimate goal or trophy that is not static and doesn't exist forever once you achieve it, but that you must constantly perform in order to maintain; and that's really the purpose of these castles.[97]Steven Sharif

A guild that captures a castle will own that castle for a month before it is sieged again.[98][80]

Each week leading up to the siege week... is a week that's dedicated to one of the three castle dedicated nodes. So around the castle there are three nodes. They represent week, one, two, and three; and then the fourth week is the siege against the castle. Those can only be elevated up to stage three. We've discussed this in the past and there's definitely information out there on the community ran wiki.[98]Steven Sharif
  • In the first three weeks that a guild occupies a castle they will need to level up each of their castle nodes to Village stage through questing.[98][80]
    • Each of the three castle nodes have a siege against it at the end of each of these three weeks.[80][99]
  • The fourth week is declaration week, where other guilds have the opportunity to lay down their declaration flag or to sign up as a defender of the castle.[98][80]
  • Depending on how well the guild defends their castle nodes results in better defenses for the castle.[80][99]
  • Different siege weaponry will grant the attackers the ability to destroy walls, doors and sections of the castle in order to gain access to the inner keep area.[100]
  • When castles change hands (following a siege), some taxes stay with the castle and some stay with the guild.[101]
There will be benefits to attracting people... even if they're not in your guild or alliance – a feudal like system, where you can attract other players who are just independent of this whole politic. They will have things to do there - benefits to receive - and there will be a reciprocal relationship between who you can attract, what they do for you; and how that benefits you and them.[80]Steven Sharif

Alpha-1 castle sieges

Trebuchets in the Alpha-1 preview castle siege attackers headquarter camp.[103]

Alpha-1 castle sieges are based on Ashes of Creation Apocalypse castle sieges.[105][75]

  • Players will be able to join guilds. These guilds can register for the siege events.[103]
  • Castle siege events will be 100v100 battles that occur daily and will last for three hours.[103]
  • Attackers will start on the opposite end of the map (from the defenders).[103]
  • Attackers will be able to use trebuchets to drive to and assault the castle.[103]
    • Trebuchets have a single primary fire that does a small amount of damage to players and heavy damage to buildings.[103]
    • Trebuchets will be fully physical when they are being driven.[103]
  • When the attackers have breached the castle they will be able to channel a cast on the relic in the throne room to try to capture the castle from the defenders.[103]
  • The victors of castle sieges will receive benefits, such as cloaks, flying mounts for guild leaders and potentially also for guild officers.[103]
  • Alpha-1 castle sieges are in a separate zone that is accessible via a NPC teleporter.[73][74][72]
    Currently the siege zone is actually in the open world, but separated by mountains and off in the sea a bit. There is actually no instancing in A1, although the siege zone will only be accessible in A1 through a registration NPC teleporter.[73]Steven Sharif
  • The opposing team is notified when these raid bosses are being attacked.[105]
  • Teams who get the last hit on these bosses will receive buffs that will help them in the siege battle.[105]

Last year, I spoke of attempting to incorporate sieges into the Alpha One experience. This has obviously been a goal of mine because it provides considerable data and a consistent event within the world that players can participate in to help stress test the deployment. Well, I am happy to say that it is appearing more and more likely by the day! Initial implementation of the Apocalypse siege code has been migrated into the Alpha One client, and we should begin internal testing next month. I will caveat this expectation with the fact that we are cutting it a bit close from an internal QA standpoint, but I have some confidence that the system will be online and capable of inclusion for the Alpha One test in the month of June. The siege component will obviously not be representative of what the siege system will be at launch, or even in Alpha Two.[75]Steven Sharif

See also


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