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Guild progression occurs through participation in different systems.[1]

Passive skills and augments are unlocked by guild progression.[1][3]

  • Passive abilities increase certain stats relating to a guild member's ability to perform in combat or in other aspects of the guild, such as the economy.[1]
  • Augments may apply at the upper tiers of guild progression.[1]
    • This applies to guilds that have opted for the non-expansive member route.[1]
    • It benefits guild members with a classification of officer or knight.[1]

Guild size can be traded off for guild progression.[1][4]

  • The higher the guild's member cap, the fewer available skill options will be available to that guild.[5]
  • Guild alliances may be a key part in creating a larger "guild".[4]

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.[1]Steven Sharif

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 kind of put together and kind of give your guild its own identity.[1]Jeffrey Bard

Guild size

Guild size of 300 is currently the maximum cap that can be attained by leveling the guild and selecting the path of size as opposed to the path of guild skills.[5]

  • Guild size can be traded off for guild progression.[1][4]
    • The higher the guild's member cap, the fewer available skill options will be available to that guild.[5]
    • The maximum size for a guild that chooses all available skill options will be between 30 and 50.[6]
  • Guild alliances may be a key part in creating a larger "guild".[4]
Q: What’s the minimum guild size to really have a meaningful impact on the realm?
A: This is a tough question to answer. Single individuals can have a large impact on the realm without guild support, in the form of mayorships, Artisanship, economic opportunities, etc. We’re also balancing guilds through guild levels, where guilds must choose between size and effectiveness - smaller guilds will have an opportunity to get a leg up through abilities that larger guilds can’t afford to take. At the end of the day, having clear goals and organizational structure will likely matter more than raw numbers.[7]Sarah Flanagan

There are mechanics that are geared towards larger and smaller guilds.[4]

  • Larger guilds can siege fortresses.[4]
    • Larger guilds won’t have access to power boosting guild ability slots.[4]
  • Small groups can do some things better than larger groups.[4]
    • Sieges will have things that smaller groups have an advantage in.[4]

It's important to note that the 300 is the maximum cap that is attained by leveling the guild and selecting the path of size as opposed to the path of guild skills. So the larger you choose to allow for members to join your guild, increasing that member cap, the less focused and honed the available skill options will be from a guild level up perspective for guild members. So the way that kind of works is it plays as a balance/counterbalance to larger guilds versus smaller more honed and focused guilds. It kind of gives them an equitable edge of participation.[5]Steven Sharif

If you have more objective based combat that revolves around high mobility and agility strong focus, organization I would expect the smaller guild to outperform the larger guild with regards to that. If you're speaking purely a numbers game and they're meeting on the field then I would expect the larger guild to perform in that. The balance comes in our play scenarios. Do we offer solely a field based combat system where you show up with the numbers you have in which case you lean heavily towards zergs or do you implement designs that feature both components of objective based combat that involves organizational rule as opposed to just having that field presence; and we intend to offer both.[5]Steven Sharif

There are absolutely guilds out there that have a large following and good organizational leadership and can structure their raids well; and I think those will be the most performing in the game obviously; and that's where then guild sizes come to play you know creating the opportunity for division in the game to allow for you know this subterfuge to play a role and politics and stuff like that. But our focus is making a place for smaller guilds to be competitive with larger guilds as well.[8]Steven Sharif

Guild formation

There are prerequisites for guild formation.[9]

Players may be able to form guilds in starting areas if minimum requirements are met.[10]

Guild membership

A character may only be a member of a single guild.[11]

  • Alts on the same account can join different guilds.
    • Intrigue, espionage and intelligence gathering is a legitimate aspect of the game.
  • A guild may only have a single guild leader.[12]
    • Transfer of guild leadership is possible, but mechanics on transferring leadership if a guild leader has abandoned the guild have not been finalized.[13]
  • Guild masters can issue payouts to guild members.[14]

Patron guilds

Whether an organization is the patron of their node means it contributes the most amount of work to the node from its members.[15]

Any number of guilds can be in a node, but the number of patron guilds within a node is limited by node stage.[16]

Guild reputation

Guilds may be able to allocate points to increase their reputation with the node that houses their guild hall. This will affect:[17]

Another thing we were talking about I remember early on with regards to guilds is not just that but also having a reputation score; and being able to allocate points to increase that reputation perhaps with a specific node that you may have your guild hall in; and that reputation will interact with the way that NPCs interact with you. It might interact with the way that quests are given in that particular node or merchant services that are present.[17]Steven Sharif

Guild alliances

Guild leaders can create an alliance at a certain level by completing a quest.[18]

  • Once created, the leader can invite up to three other guilds to this alliance.[18]
  • There is no member cap in an alliance, only a maximum of four guilds.[18]
  • Guild leaders will be able to pool resources into a guild alliance bank.[19]
  • There will be alliance specific quest lines.[19][20]
  • Alliance members will share a common chat channel.[19][20]
  • Alliances will have affiliations and gear that can be attained.[19]
  • Guilds may enter into trade agreements.[20]

You can only invite a number of guilds to the alliance before you must form a new alliance; and then those alliance can have a de facto friendship but they won't have any game component of connection. What the alliance system would allow is pooling of resources into by guild leaders into an alliance guild alliance bank. Will allow certain participation in different quest lines. It will allow common area chat for members and it will allow affiliations and gear that can be attained as well.[19]Steven Sharif

We have a specific system that relates to being able to invite another guild into an alliance that sets a flag on those characters with regards to being able to combat them, being able to share a chat system with them, being able to participate in specific types of quests and/or alliance warehouses and guild homes; with regards to the relationship of castle sieges and participating in node warfare and node activities. If you're not in an alliance with someone, you're in a neutral state so to speak. You can have trade agreements between different guilds and then you can also have Guild Wars which shows a state of war between you guys. I think that's the baseline of how we're going to develop interaction between guilds.[20]Steven Sharif

Due to the lack of fast travel, guilds will need to plan to have people in the right place at the right time. Alliances with other guilds will help enable that.[4]

There's going to be some mechanics at play that could have even Alliance Wars so to speak: A war between guilds and a war between alliances maybe. When we delve into the blog about Guild Wars we're going to talk about alliances.[21]Steven Sharif

Ashes of Creation kan specifieke inhoud hebben die rondom Allianties draaien.[22]

  • Progressie Meerdere wegen binnen allianties.[22]
  • Guilds Het delen van gemeenschappelijke diensten met Alliantie leden.[22]
  • Allianties kunnen de relaties met nodes aan- en uitschakelen.[22]

De inhoud die specifiek rondom allianties, en hun progressie binnen de ontwikkelingen van allianties draaien; en de mogelijkheid tot het delen van gemeenschappelijke diensten tussen guilds die deel uitmaken van de alliantie. Daarnaast denk ik dat het toelaten om allianties bepaalde relaties met de Nodes aan en uit te schakelen als een interactie, toegevoegde waarde kan hebben. Dat gaat zeker een interessante dynamiek geven voor de spelers die deel uitmaken van die specifieke Node waarvan de relatie is aangezet, of van leden van de alliantie. Dus ik denk dat het bouwen van systemen uiteindelijk gaan draaien over het opbouwen van relaties en de kanalen zodat deze spelers een band kunnen creëren, en hoe meer lagen je hebt tussen alle verschillende guilds en spelers, hoe duurzamer de relatie.[22]Steven Sharif


Een "affiliation tree" is in ontwikkeling en bepaalt welke entiteiten mee kunnen doen met aanvallen tegen andere entiteiten binnen hun hiërarchie.[23]

Je kan je aansluiten bij een Guild, je kan je aansluiten bij een party, je kan je aansluiten bij een raid, je kan je aansluiten als een bewoner van een bepaalde stad, je kan je aansluiten bij een bepaalde maatschappij, en je kan je aansluiten bij een bepaalde religie. Al deze dingen hebben een bepaalde hiërarchie; en binnenin deze hiërarchie is de mogelijkheid om mee te doen binnen bepaalde systemen. Als voorbeeld, als je een node hebt die deel uitmaakt van een marionettenregering, en jij bent een bewoner van de hoofd node, dan zou je kunnen deelnemen in een gevecht tegen de node met de marionettenregering. Maar als je een bewoner bent van de marionettenregering kan je niet deelnemen aan een aanval tegen je hoofd node; dus er is een hiërarchie, behalve wanneer je ervoor kiest om niet langer een bewoner te zijn.[24]Steven Sharif

Guild benefits

Guild benefits that are being considered by the developers:[25]

Guild housing

The term "guild housing" refers to guild buildings and not guild owned player housing.[27]

Guild halls

Guild halls serve as a focal point for a guild, offering a host of benefits and customization options.[29]

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.[29]


Guild halls unlock actions a guild can perform within a node.[33]

Guild castles

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.[34]

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.[34]

Five guild castles exist in Ashes of Creation.[35] Castles will initially be occupied by an NPC adversary. These are the primary antagonists in the storyline.[36]

  • Guilds have a period of time to level up in order to siege these castles.
  • These castles will be very difficult to take from the NPCs.
  • Castle nodes around NPC run castles will not be present.


Guild castles exert influence over nodes within their domain, including:[37]

Most benefits and features of a guild castle will be housed solely to the members of the guild that controls it.[38]

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.[39]Steven Sharif

Castle sieges

Castle Sieges are intended to be massive events with hundreds of people involved in a single Siege. One of the reasons that Ashes of Creation Apocalypse exists is so we can address the challenges in ramping up the number of bodies that we can handle simultaneously. With our latest test hitting over 200 simultaneous players, we’re ready to push that number even further. Our goal is to have the largest organized PVP battles of any MMORPG.[34]

Guilds participate in Castle sieges in an effort to capture and occupy one of the five guild castles in Ashes of Creation.[35]

  • Sieges occur once a month.[35]
  • 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.[41]

A guild that captures a castle will own that castle for a month before it is sieged again.[36]

  • 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.[36]
  • 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.[36]
  • Depending on how well the guild defends the castle nodes results in better defenses for the castle.[42]
  • 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.[43]
  • When castles change hands (following a siege), some taxes stay with the castle and some stay with the guild.[44]

There will be benefits to attracting people... even if they're not in your guild or alliance – kind of 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.[36]Steven Sharif


Ashes of Creation Apocalypse castle sieges are an Ashes of Creation Apocalypse testing mode that aims to test castle siege mechanics.[47]

The Castle Siege mode is another example of a playable slice of the MMORPG that Apocalypse is providing early testing for. While it’s a somewhat smaller scale experience than the one you’ll have in the MMO, the overall flow of taking and defending a castle will remain similar. There’s some additional systems you’ll see in the final product, like the influence of Nodes over the available defensive emplacements, the crafting and deploying of custom siege weapons, and the summoning of siege monsters. These are all things that we’ll be adding on top of this mode upon our release of Ashes of Creation.[49]Margaret Krohn

Guild fortresses

Guild fortresses are siegable guild halls within Ashes of Creation. These are different from nodes and castles.[53]

Guild wars

Guild war features are currently still in the design stage, but the overall goal is for guild wars to be objective-based with great risk for each side.[31]

  • Guild war objectives are designed to be more fluid than castle siege objectives.[32]

I can't really define exactly what those features are yet because that design stage is still up in the air from a discussion standpoint. There's a lot of different ideas that relates to how those two can come into play, but I will say that in every MMO I've ever played guild wars are very binary. They're very like 'Okay you've declared, you have a number of kills to deaths and the guild war's over, thank you...' My objective to kind of change that dynamic is to include greater risk for the sides to initiate the war and also to make it more objective-based than just a binary kill death ratio; and the fortresses and guild halls come into that type of facilitating that change.[31]Steven Sharif

Objectives spawn in the world based on the level of the guild war and the assets available to the guilds, whether it be a guild hall or guild fortress.[31] There will be default objectives and then there'll be objectives that relate to the activities that a Guild has participated in.[32]

  • For example, if a guild has recently become owners of a guild hall on a freehold, objectives might be related to capturing a quest item in or around the guild hall that is only visible to the warring guild. Capturing this objective may require channeling time.[32]
  • There might be objectives to steal one of the quest items that that the guild may have received from completing a raid.[32]
  • There may be bounty objectives to kill a particular guild member. The target may have increased damage mitigation and/or health against the warring guild and can call for help.[32]

If you have a guild hall and a certain type of guild war is declared that is maybe a higher stakes kind of war, some of those objectives will be centralized either at your guild hall, at the opponent's guild hall; could be a progression step towards the guild hall. It might be a specific a period of time that accumulates into into a central battle at the guild hall for an objective.[31]Steven Sharif

Guild war mechanics

Guild war mechanics include.[54]

  • A war declaration period.[54]
  • Objective based components.[54]
  • Victory and surrender conditions.[55]
  • Guilds may war multiple guilds/alliances at a time.[55]
  • Guild wars operate outside the PvP flagging system.[55]

We're taking guild politics to a whole new direction in regards to playing those conflicts out.[56]Steven Sharif


For every play, there should be a counterplay. We often see Castle Sieges turn into zerg-fests, which really doesn’t capture the epic, back-and-forth battles we wish to see in Ashes of Creation. One of our key pillars is that Choice Matters[57], and that applies to tactics and strategy as well. A well-formulated battle plan should win out over stat sheets and bodies. Zergs will generally be difficult to pull off, and will be eminently counterable through siege weapons, traps, and other battlefield tricks.[34]

Zergs are empowered by fast-travel. Meaningful travel times are intended to prevent zerg play from being so much of an influence.[4]

Encounters are designed to have meaning in terms of how boss skills and abilities relate to group compositions, tactics and strategies. Zerging is not experiencing content.[58]

  • Raid and dungeon bosses have specific mechanics that players need to learn and react to. Zergs that are not aware of these mechanics or react to them appropriately will be wiped.
  • There is a give-and-take for guilds that want to see a larger number of members as opposed to a more focused group that may be a part of an alliance.[59]

We're very cognizant of the fact that we don't want to see zerging be a mechanic that's utilized by guilds to accomplish content or just to steamroll over sieges... There are specific mechanics that we are working on that will be seen through the testing phases that relate to a degree of understanding of certain systems that can't just be overrun with numbers.[59]Steven Sharif

Mechanics that encourage political intrigue will play a role in destabilizing zergs.[60]

The best way that I found in games I played previously to take down a zerg is to cause drama from within... It's that conflict inside of the politicking that happens in that big organization. If we provide opportunities for division to occur then it also provides stability to keep a server healthy away from that zerg mentality also... If we approach the castle siege and we've destroyed the walls and we're in the throne room and we're about to cast on the penultimate thing and I at this time am just so excited from what's happening that I'm like "screw it I'm gonna go for it". It's gonna be mine. I'm gonna take the taxes for the next month. I'm gonna take all the gear from the castle. I'm gonna take everything... We kind of want that political intrigue to be present in the game.[60]Steven Sharif

Objective-based game play helps to balance the zerg mentality.[8]

I always feel that if you balance based on groups that in your balance focus is to incorporate features that play well from a player versus player perspective as well as a player versus environment perspective: Having support classes, having DPS and tanks that can obstruct movement and/or create you know bottlenecks on the field and stuff like that. I think a well-rounded raid it will perform better against a non well-rounded raid, however then you incorporate the second aspect of numbers; and that's where again mobility, organization, leadership tactics. Having objectives in gameplay that make those important helps to balance the zerg mentality that a lot of guilds can tend to have.[8]Steven Sharif

Leadership tools

The developers are considering the following guild tools:[25][61]

  • Recruitment tools.
  • Management tools.
  • Delegation tools.
  • Motivational systems.
  • Communication tools.
  • Roster.

Guild emblems

The user interface will allow emblems, logos and symbols to be designed in-game.[62][63][64]

The developers are now considering including image import functionality.[66] This was previously not under consideration.[62]

I know previously we had spoken about not allowing custom user images in the game, however I think we're leaning more now in the direction of allowing for custom user images. Absolutely well what it will be is the fact that we're a subscription game and if you want to jeopardize your account by doing the wrong thing with regards to custom users [images] then by all means you may do so and we'll have stringent practices in place to prevent that from actually being an issue.[66]Steven Sharif

Emblem editor functionality is tentatively planned for Alpha-2.[64]

Crowdfunding gildebeloningen

Mantels met een gildethema waren cosmetische belonings voor het steunen van de Kickstarter of Summer crowdfunding van Ashes of Creation met een Leader of Men level of hoger.[67]

Kickstarter/Summer crowdfunding gildebeloningen[29] worden toegewezen aan de gilde waarvan de eigenaar lid van is.[68]

  • Wanneer de beloning toegewezen is, wordt het een asset van die gilde.
  • Gildeleden die de gilde verlaten hebben geen toegang meer tot de unieke items van die gilde.


As nodes develop, player governments may open a Stock exchange (also called Stock markets and Sharemarkets) where players can buy and sell shares in Nodes, Guilds and Social organizations.[69][70]

  • There is no regulatory commission to restrict the purchase and sale of stocks.[71]

See also


  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 Livestream, 27 September 2018 (55:39).
  2. 2.0 2.1 2.2 Livestream, 19 May 2017 (22:10).
  3. guild size.jpg
  4. 4.00 4.01 4.02 4.03 4.04 4.05 4.06 4.07 4.08 4.09 4.10 Livestream, 5 May 2017 (23:26).
  5. 5.0 5.1 5.2 5.3 5.4 Interview, 8 August 2018 (9:36).
  6. Livestream, 28 June 2019 (1:25:24).
  7. February 8, 2019 - Questions and Answers.
  8. 8.0 8.1 8.2 Interview, 8 August 2018 (11:52).
  9. 9.0 9.1 9.2 9.3 9.4 Interview, 8 August 2018 (15:07).
  10. Livestream, 17 November 2017 (40:56).
  11. Podcast, 5 May 2017 (47:20).
  12. Livestream, 17 May 2017 (58:18).
  13. Livestream, 26 May 2017 (47:35).
  14. guild payout1.png
  15. Podcast, 23 April 2018 (24:47).
  16. 16.0 16.1 16.2 16.3 16.4 Livestream, 28 June 2019 (1:27:23).
  17. 17.0 17.1 17.2 17.3 17.4 Livestream, 27 September 2018 (58:17).
  18. 18.0 18.1 18.2 Interview, 8 August 2018 (16:12).
  19. 19.0 19.1 19.2 19.3 19.4 Interview, 8 August 2018 (17:13).
  20. 20.0 20.1 20.2 20.3 Livestream, 11 January 2019 (1:04:32).
  21. Livestream, 26 May 2017 (36:17).
  22. 22.0 22.1 22.2 22.3 22.4 Podcast, 11 mei 2018 (21:07).
  23. 23.0 23.1 23.2 23.3 23.4 23.5 23.6 23.7 Interview, 11 mei 2018 (58:07).
  24. Interview, 11 May 2018 (58:07).
  25. 25.0 25.1 25.2 25.3 25.4 25.5 25.6 Livestream, 5 May 2017 (31:08).
  26. 26.0 26.1 26.2 26.3 26.4 Livestream, 22 May 2017 (51:00).
  27. Livestream, 28 July 2017 (18:07).
  28. Summer Leader of Men.png
  29. 29.0 29.1 29.2 kickstarter guild halls.png
  30. Livestream, 22 May 2017 (56:48).
  31. 31.0 31.1 31.2 31.3 31.4 31.5 Podcast, 4 August 2018 (1:54:15).
  32. 32.0 32.1 32.2 32.3 32.4 32.5 Podcast, 18 August 20189 (1:12:34).
  33. Livestream, 19 May 2017 (51:20).
  34. 34.0 34.1 34.2 34.3 34.4 Blog: 10 facts about castle sieges in the MMORPG.
  35. 35.0 35.1 35.2 castle nodes.png
  36. 36.0 36.1 36.2 36.3 36.4 Podcast, 23 April 2018 (21:55).
  37. Podcast, 5 May 2017 (52:32).
  38. Livestream, 17 November 2017 (49:30).
  39. Interview, 11 May 2018 (47:27).
  40. Livestream, 4 June 2018 (58:19).
  41. castle-siege-scale.png
  42. Livestream, 23 August 2017 (23:00).
  43. Podcast, 23 April 2018 (15:14).
  44. castle-taxes5.png
  45. Video, 8 March 2019 (0:00).
  46. steven-a1-leak-3.png
  47. 47.0 47.1 Livestream, 17 August 2018 (30:29).
  48. 48.0 48.1 Livestream, 1 September 2018 (54:06).
  49. 49.0 49.1 Castle Siege Overview.
  50. Interview, 24 August 2018 (13:17).
  51. Interview, 17 August 2018 (8:16).
  52. Interview, 6 December 2018 (38:10).
  53. kickstarter fortress.png
  54. 54.0 54.1 54.2 Livestream, 22 May 2017 (52:01).
  55. 55.0 55.1 55.2 Livestream, 15 May 2017 (17:20).
  56. Livestream, 1 June 2017 (35:42).
  57. pillars-confusion.png
  58. Livestream, 19 May 2017 (25:18).
  59. 59.0 59.1 Livestream, 22 May 2017 (57:37).
  60. 60.0 60.1 Interview, 11 May 2018 (44:20).
  61. Livestream, 19 May 2017 (19:23).
  62. 62.0 62.1 62.2 62.3 62.4 62.5 Livestream, 17 May 2017 (55:40).
  63. 63.0 63.1 guild emblem.jpg
  64. 64.0 64.1 Livestream, 31 October 2018 (47:44).
  65. 65.0 65.1 65.2 Interview, 20 October 2018 (3:35:54).
  66. 66.0 66.1 Livestream, 26 July 2019 (1:05:28).
  67. Crowdfunding
  68. guild kickstarter.png
  69. 69.0 69.1 Livestream, 17 May 2017 (11:27).
  70. 70.0 70.1 Stock Exchange.jpg
  71. 71.0 71.1 Interview, 20 October 2018 (5:51).