Guilds bring a ton of game play features to the table for both brand new players as well as veterans. It’s building on the community aspect of the server, whether you want to make a city or not you can join together with other players and share goals.

To start off with, a broad look at some of the features:

  • Create a guild, and name it what ever you want
  • Promote / demote guild members to different ranks in your guild, allowing them different permissions
  • Temporarily buff every guild member with limited potion effects
  • Guild Banks, which is a collective pool of shared money for the guild to use as it sees fit
  • Guild Vaults, store and withdraw items for other guild members to use or build with
  • Level up your guild to get access to more members, a higher bank limit, and more guild vaults
  • Guilds will be able to set a guild home, allowing members to teleport back to that guild home
  • Challenge rival guilds to a Guild War, a structured arena pvp system that gives rewards to the victors in terms of Guild Tokens
  • Spend these guild tokens at Guild NPCs to get items like elytra and tridents
  • Make alliances with other guilds to help in their wars
  • Guild Chat, chat privately with members of your guild to plan a war or work towards a new goal

That’s a lot to talk about, and I’m sure there are lots of questions. So let’s go through one-by-one in more detail about you actually make guilds, manage them, start wars, and what to do with a Guild Hall.

So you want to make your own guild? Awesome! Anyone is able to make a guild if they want, no rank restrictions or needing to be a city owner. All you need is 5,000 Trade Bars and your guild can be created by running the following command:
  • /g create {name}
The same rules that apply to chat, apply to guild names. Any that are not appropriate will be force-ably changed. If it's a continuing problem your permission to make guilds will be removed (note you could still join other guilds)
Great, you made a Guild! Now what? Well start inviting your friends to it!
  • /g invite {player}
Now that your Guild is gathering players, you can promote or demote members to different ranks within the guild:
  • /g promote {player}
  • /g demote {player}
Set a message of the day that all Guild members will see upon logging in! Set new goals or just post information you want your members to see:
  • /g motd set {motd}
Run out of space for all your friends and want a bigger Guild? Upgrade the Guild Tier to allow for more members and permissions!
  • /g upgrade
Is your Guild open to everyone? Toggle between private and public with:
  • /g status
Give your Guild members temporary buffs to help in tough times:
  • /g buff
Set a home for members of your Guild to teleport to:
  • /g sethome
  • /g delhome
  • /g home
Have a troublesome member in your Guild and it's just not working out?
  • /g kick {player}
Tired of running a Guild but want to pass it on?
  • /g transfer {player}
Don't want to make a Guild but would rather join an existing one? No issue, here's some commands to help you out! Check to see if you have any pending invites from Guilds
  • /g check
Want to manage your invites?
  • /g accept {Guild}
  • /g decline {Guild}
Want to see a list of all the Guilds to choose which one to join?
  • /g list
Find a Guild you really like and want to give money to help buy more guild halls or buffs?
  • /g  bank deposit {amount}
  • /g bank balance
Wanna chat with your other Guild-mates?
  • /g chat
Tired of the Guild life and want a break?
  • /g leave
One of the main features of Guilds is the ability to War with rival Guilds! Guild Wars are the new iteration of Wars on the server (why the war buildings were removed). With Guild Wars you can attack or defend anytime you want; no need to spend a week setting up an area for a fight.  
Guild Wars are always balanced with the same number of players on each team. This way a large Guild cannot steamroll a small Guild on size alone. If only 3 people from the small Guild sign up for the fight, then only 3 people from the large Guild get to participate in the war.  
When a Guild War challenge is accepted, all members of both Guilds will get messages asking if they want to participate. There is a wait of 5 minutes to allow members to accept the call for War, then a further 5 minutes to allow people who did sign up for the War to get their gear on. After the 10 minute wait period, players participating in the War will be teleported to the Guild War Arena at spawn. If you die in the Arena you get teleported back to where you were before the War.
Want to declare War on a Guild?
  • /g war challenge {Guild}
Only a Guild Master or an Officer can accept or deny the call to war for their Guilds:
  • /g war accept
  • /g war deny
If a Guild Master accepts a war, Guild Members are then prompted to join the war by running:
  • /g war join
Making Allies with other guilds allows you to chat directly to them and help in Guild Wars. I'm just going to list the commands below as it is pretty self explanatory what they do:
  • /g ally add {Guild}
  • /g ally accept {Guild}
  • /g ally decline {Guild}
  • /g ally remove {Guild}
  • /g ally list
Guild Halls are a new building for city owners to create. A city can have as many Guild Halls as it wants to sell to different Guilds. The city owner is not required to furnish Guild Halls, they only have to make the building; it is up to Guilds to furnish their Guild Halls and to buy various upgrades for them.
    Guild Halls act as a base of operations for Guilds, allowing them to access many of the perks of their Guild. The Guild Hall is where the vault NPC will be located, allowing Guilds to store and share items. For example, if a Guild has a Guild Hall in TownA and TownB, a Guild Member could deposit items at TownA for someone to then retrieve and use in TownB.
      As well as vaults, Guild Halls will house the Guild Vendor. This NPC is where Guild Members trade in tokens for special items such as Elytra and Tridents. More items can and will be added over time, perhaps even powerful Guild exclusive items akin to Dungeon item.
        Speaking of Dungeons, the Guild Hall will also house any Dungeon portals the Guild wants to purchase. Putting Dungeon portals in Guild Halls seemed like a logical extension, as Guilds are groups of players setting goals and Dungeons are meant as group content. The Guild Hall will be a nice meeting place for members of a Guild to meet up and run some dungeons.
          More information about cost and perks can be found and the Building Requirements section of the website, and the brand new Guild Hall Upgrades section of the website.
          There are currently 10 upgrade tiers that Guild Masters can use to add more perks to their Guilds. Guild Buffs and Guild Vault unlock at Tier 3 and at Tier 5 your Guild will be allowed to set a Guild Home.

          Cost: 5,000 (price of creating a Guild)
          Max Members: 3
          Required Members: 0
          Vaults: 0
          Bank: 5,000 Trade Bars
          Buffs: No
          Cost: 1,000
          Max Members: 5
          Required Members: 0
          Vaults: 0
          Bank: 10,000 Trade Bars
          Buffs: No
          Cost: 2,000
          Max Members: 7
          Required Members: 3
          Vaults: 1
          Bank: 15,000 Trade Bars
          Buffs: Yes
          Cost: 3,000
          Max Members: 10
          Required Members: 3
          Vaults: 1
          Bank: 20,000 Trade Bars
          Buffs: Yes
          Cost: 5,000
          Max Members: 13
          Required Members: 7
          Vaults: 2
          Bank: 30,000 Trade Bars
          Buffs: Yes
          Cost: 8,000
          Max Members: 15
          Required Members: 7
          Vaults: 2
          Bank: 40,000 Trade Bars
          Buffs: Yes
          Cost: 13,000
          Max Members: 17
          Required Members: 7
          Vaults: 3
          Bank: 50,000 Trade Bars
          Buffs: Yes
          Cost: 21,000
          Max Members: 20
          Required Members: 7
          Vaults: 3
          Bank: 60,000 Trade Bars
          Buffs: Yes
          Cost: 34,000
          Max Members: 23
          Required Members: 7
          Vaults: 3
          Bank: 70,000 Trade Bars
          Buffs: Yes
          Cost: 55,000
          Max Members: 25
          Required Members: 10
          Vaults: 5
          Bank: 80,000 Trade Bars
          Buffs: Yes


          The Upgrade Tiers are weighted to be easier for smaller Guilds to upgrade to the first few Tiers and at least get basic access to Buffs and a single Vault. However, if a Guild wants all 5 Vaults it will cost them more heavily, assuming that the Guild is of a bigger size.

          Some Tiers may seem expensive, but remember Guilds are a community tool. All Guild Members can deposit to the Guild Bank which is used for Upgrades. If all members chip in for upgrades then the cost is fairly low, however the option still remains for well-off Guild Masters to purchase the tiers themselves if they have enough money.

          Guild Tiers are subject to change and I'll be looking forward to any feedback about them. The plugin also allows for permissions to be unlocked at different Tiers, so we can really do a lot with this system. I think it'll add a lot of fun and a lot more to Eldin than just owning cities.
          A Guild has a total of four different ranks its can use to give members varying levels of access to Guild resources.

          Creator of the Guild, has access to pretty much everything.

          Activate Buffs: Yes
          Add Allies: Yes
          Remove Allies: Yes
          Ally Chat: Yes
          Change Home: Yes
          Change Prefix: Yes
          Change Name: Yes
          Guild Chat: Yes
          Demote: Yes
          Promote: Yes
          Deposit To Bank: Yes
          Withdraw From Bank: Yes
          Invite: Yes
          Kick: Yes
          Open Vaults: Yes
          Toggle Guild: Yes
          Transfer Guild: Yes
          Upgrade Guild: Yes
          Create Invite Code: Yes
          Delete Invite Code: Yes
          Modify MOTD: Yes
          Initiate War: Yes
          A step below Guild Master, Officer is still allowed most permissions.

          Activate Buffs: Yes
          Add Allies: Yes
          Remove Allies: Yes
          Ally Chat: Yes
          Change Home: No
          Change Prefix: No
          Change Name: No
          Guild Chat: Yes
          Demote: Yes
          Promote: Yes
          Deposit To Bank: Yes
          Withdraw From Bank: No
          Invite: Yes
          Kick: Yes
          Open Vaults: Yes
          Toggle Guild: No
          Transfer Guild: No
          Upgrade Guild: No
          Create Invite Code: Yes
          Delete Invite Code: Yes
          Modify MOTD: Yes
          Initiate War: Yes
          A trusted member of the Guild, has basic access.

          Activate Buffs: No
          Add Allies: No
          Remove Allies: No
          Ally Chat: Yes
          Change Home: No
          Change Prefix: No
          Change Name: No
          Guild Chat: Yes
          Demote: No
          Promote: No
          Deposit To Bank: Yes
          Withdraw From Bank: No
          Invite: No
          Kick: No
          Open Vaults: Yes
          Toggle Guild: No
          Transfer Guild: No
          Upgrade Guild: No
          Create Invite Code: No
          Delete Invite Code: No
          Modify MOTD: No
          Initiate War: No
          A new Guild member, little to no access. Useful until trust is built and more access can be given. Cannot use Guild Vaults.

          Activate Buffs: No
          Add Allies: No
          Remove Allies: No
          Ally Chat: Yes
          Change Home: No
          Change Prefix: No
          Change Name: No
          Guild Chat: Yes
          Demote: No
          Promote: No
          Deposit To Bank: Yes
          Withdraw From Bank: No
          Invite: No
          Kick: No
          Open Vaults: No
          Toggle Guild: No
          Transfer Guild: No
          Upgrade Guild: No
          Create Invite Code: No
          Delete Invite Code: No
          Modify MOTD: No
          Initiate War: No
          There are a total of eight temporary buffs that a Guild Master / Officer can activate for all members of the Guild. These cost a fee to use, so use them wisely. More buffs could potentially be added over time.

          Cost: 250
          Duration: 5 Minutes
          Effect: Haste
          Cost: 250
          Duration: 5 Minutes
          Effect: Speed
          Cost: 400
          Duration: 5 Minutes
          Effect: Fire Resistance
          Cost: 250
          Duration: 5 Minutes
          Effect: Night Vision
          Cost: 500
          Duration: 5 Minutes
          Effect: Strength
          Cost: 150
          Duration: 5 Minutes
          Effect: Jump
          Cost: 250
          Duration: 5 Minutes
          Effect: Water Breathing
          Cost: 500
          Duration: 5 Minutes
          Effect: Regeneration

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