Masters band together in two ways. A party is a handful of players hunting side by side, and lasts as long as its owner keeps it. A guild is a lasting community with a name, ranks and a level of its own, founded with a rare item. A master can be in one party and one guild at the same time.

Both belong to the master, not to the account: a player who switches to another of their masters leaves that master’s party and guild behind until they switch back.

Parties

Founding a party, and inviting players into it, needs Basic Skill Lv. 5. Joining one needs nothing. Whoever founds a party owns it:

RuleValue
Seats12, the owner’s included. An invitation waiting for an answer holds a seat too.
Party nameUnique, up to 20 plain letters, digits and single spaces.
InvitationsBy master name, to a master that is being played. Unanswered, one lapses after 60 s.
Inviting, kickingThe owner only.
LeavingAnyone. There is no new owner: when the owner leaves, the party ends for everyone.

The party window (Alt+P) lists every member with their master’s health and mana, and beneath it the Bestia they are playing, if they play one. These bars are live wherever the members stand.

Party members talk with /p; only the party hears it.

Sharing Experience

The owner picks how the party shares what a kill is worth. Each attacker’s part of a kill’s experience - see Killing Enemies - then goes:

ModeWhere an attacker’s part goes
Each takeTo the attacker, as outside a party.
Even share+30%, then split evenly between every member within 100 m of the kill. Each share goes to the member’s master.

A member counts as near the kill when their master or the Bestia they play stands within 100 m of it, measured flat on the map. The attacker’s own master always shares, wherever it stands - its damage earned the experience.

The +30% is for sharing, not for being in a party: with nobody else near the kill the attacker keeps its part with no bonus. It also comes on top of the bonus several players already earn by fighting together.

Loot

Loot is not shared yet: the account that dealt the most damage gets a few seconds’ claim on every drop, and then anybody may pick it up. Options under consideration:

  1. Party pickup - the claim belongs to the whole party, so any member may pick up during it.
  2. Round robin - each drop is claimed for the next member near the kill, in turn.
  3. Random - each drop is claimed for a random member near the kill.
  4. Need or greed - members roll for drops above a rarity, the rest go by one of the above.

Guilds

A guild is founded with a Founder’s Seal, a rare item of level 45, spent in the founding. The master who uses it names the guild and leads it. A guild name is unique, up to 24 plain letters, digits and single spaces; a name that is taken is refused and the seal is kept.

RuleValue
Seats16, plus 4 for each level of Guild Extension, up to 56.
InvitationsBy master name, as for parties. Each one waiting for an answer holds a seat.
KickingExpels the member, with a reason of up to 60 characters. It cannot be invited again until it is lifted.
LeaderCan never be kicked and cannot leave. Hands the guild to another member, or ends it by disbanding it.
DisbandingThe leader only, confirmed by typing the guild’s name. The seal is not given back.

Handing the guild over makes the other member the leader, on the leader’s rank; the old leader takes the rank the new one had. A master leading a guild cannot be deleted; the guild has to be handed over or disbanded first.

The guild keeps its newest 32 expelled masters, with their reasons, on the Members tab. A rank that may kick lifts an expulsion there.

Guild members talk with /g. The guild window (Alt+G) is only offered inside a guild.

Ranks and Permissions

A guild has up to 10 ranks. Founding makes two: Guild Master, the leader’s, and Member, which newcomers join. Each rank has a name, a tax and five permissions. The name is the member’s title: it shows under the master’s name, after the guild’s, for everyone who points at the master or one of its Bestia.

PermissionAllows
InviteInviting players into the guild.
KickRemoving members of a lower rank, and lifting expulsions.
Manage ranksAdding, editing and deleting the ranks below one’s own, and moving members of lower ranks onto them.
Use guild skillsCasting the guild’s active skills, and planting its War Banner. The leader always may.
Message of the dayWriting the guild’s message of the day. The leader always may.

The leader’s rank holds every permission and only the leader may rename it or change its tax; nobody else can be put on it. Everyone else acts only below their own rank, so no rank can grant itself more or remove those above it. A rank that still has members cannot be deleted, and neither can the last rank below the leader’s.

Tax and Guild Experience

Every rank pays a tax of 1% to 50% - 5% for both founding ranks. That share of the kill experience each member receives goes to the guild instead, after any party sharing, rounded down. It is taken from what a member’s master and Bestia earn alike.

A guild levels like a master does, on the curve of Ragnarok Online’s guilds scaled down to Bestia’s experience. From one level to the next, the experience needed rises by 4,000, then 6,000, then 8,000, and so on.

exp_{guild}(L) = 2000 \cdot \left(\frac{L (L + 1)}{2} + 1\right)
Guild Lv.EXP to the next levelEXP from founding
14,0000
28,0004,000
314,00012,000
532,00048,000
10112,000348,000
20422,0002,698,000
30932,0009,048,000
50-41,748,000

Level 50 is the highest. The guild window shows how much each member has paid in.

Message of the Day

The leader, or a rank allowed to, writes a message of the day: a headline of up to 60 characters and a text of up to 240. Every member reads it in the chat, in yellow, after each loading screen - when they log in, and after every teleport - as in Ragnarok Online. It is plain text in any script; markup is shown as typed.

Members, the Map and the Log

The Members tab lists every member, online or not. For an online member it shows where they are and their master’s health and mana; for an offline one, the area their master left the world in and how long ago.

Every other member being played is a violet dot on the map and the minimap, wherever they stand. The dot follows the entity they play, their master or a Bestia, and moves in steps of a few metres.

The Log tab tells what happened in the guild, newest first: who joined, left or was kicked and why, rank changes, skills learned, a new message of the day or emblem, a new leader. A guild keeps its newest 200 entries.

Emblem

A guild that learned Guild Emblem carries an emblem: a picture of 32 × 32 pixels, which its leader picks in the guild window. Any picture will do; its middle square is shrunk to that size. It shows in the guild window, beside the name of every member and their Bestia, and in the companion app.

An emblem is drawn only at whole-number sizes - 32, 64 or 96 pixels - with every pixel kept square, so a picture drawn at 32 × 32 stays crisp everywhere.

Guild Skills

A guild gains one skill point per level, the founding level included, and the leader spends them on the guild’s skill tree. The tree follows the guild skills of Ragnarok Online Renewal. All its skills together cost 66 points and a guild reaches at most level 50, so every guild has to choose.

Some skills are active: a member whose rank may use guild skills casts them like any other skill, from the shortcut bar. Their cooldown belongs to the whole guild, so a cast by one member blocks the skill for all of them.

The skills under Recognition and the Stronghold, and Emergency Recall, work only once the guild holds a Guild Stronghold. A guild can learn them now, but they do nothing yet.

Recognition and the Stronghold

graph TD
    Extension[/"Guild Extension (1-10)"/]
    ColdHeart[/"Cold Heart (1-5)"/]
    SharpGaze[/"Sharp Gaze (1-5)"/]
    Emblem["Guild Emblem (1)"]
    Approval["Official Guild Approval (1)"]
    Steward["Steward Contract (1)"]
    Storage["Guild Storage (1-5)"]
    Watchers["Watcher Research (1)"]
    Strengthen["Strengthen Watchers (1-3)"]
    Development["Permanent Development (1)"]

    Emblem -->|Lv.1| Approval
    Approval -->|Lv.1| Steward
    Approval -->|Lv.1| Watchers
    Approval -->|Lv.1| Development
    Watchers -->|Lv.1| Strengthen
    Steward -->|Lv.1| Storage
    Extension -->|Lv.5| Storage
    ColdHeart -->|Lv.1| Storage
    SharpGaze -->|Lv.1| Storage

Guild Emblem Max Lv. 1

Type Passive

The guild may carry an emblem, which its leader picks. It shows on its members, its Stronghold and its banners.

Official Guild Approval Max Lv. 1

↳ Requires Guild Emblem Lv. 1

Type Passive

The guild is recognised by the realm. It may found a Guild Stronghold and attack the installations of other guilds - and its own Stronghold may be attacked in turn.

Steward Contract Max Lv. 1

↳ Requires Official Guild Approval Lv. 1

Type Passive

Hires a steward for the Guild Stronghold. Members open the guild storage at the steward and return to the Stronghold when they fall. Bestia has no Kafra; the steward takes its place.

Guild Storage Max Lv. 5

↳ Requires Steward Contract Lv. 1, Guild Extension Lv. 5, Cold Heart Lv. 1, Sharp Gaze Lv. 1

Type Passive

A storage that every member with the right rank can use, kept by the steward. Each level adds more space.

Watcher Research Max Lv. 1

↳ Requires Official Guild Approval Lv. 1

Type Passive

The guild may call watchers, Bestia that guard its Stronghold.

Strengthen Watchers Max Lv. 3

↳ Requires Watcher Research Lv. 1

Type Passive

The watchers hit harder and attack faster.

Permanent Development Max Lv. 1

↳ Requires Official Guild Approval Lv. 1

Type Passive

Investing in the Guild Stronghold has a 50% chance to give one free extra point.

Members, Commands and Summons

graph TD
    Approval[/"Official Guild Approval (1)"/]
    Extension["Guild Extension (1-10)"]
    BattleOrders["Battle Orders (1)"]
    Regeneration["Regeneration (1-3)"]
    Restoration["Restoration (1)"]
    Recall["Emergency Recall (1)"]
    Rally["Rally to the Banner (1)"]

    Extension -->|Lv.2| BattleOrders
    Extension -->|Lv.5| Regeneration
    BattleOrders -->|Lv.1| Regeneration
    Regeneration -->|Lv.1| Restoration
    Regeneration -->|Lv.1| Recall
    Approval -->|Lv.1| Recall
    Recall -->|Lv.1| Rally

Guild Extension Max Lv. 10

Type Passive

Each level seats four more members: 16 without it, 56 at Lv. 10.

Guild Extension Lv. 10 needs at least guild Lv. 10: 348,000 guild experience, which at a 5% tax is about seven million experience earned by its members.

The commands land on the members around the caster - their master and their Bestia.

Battle Orders Max Lv. 1

↳ Requires Guild Extension Lv. 2

Type Active·Cooldown 180 s·Duration 180 s·Range 30 m

+5 STR, DEX and INT.

Regeneration Max Lv. 3

↳ Requires Guild Extension Lv. 5, Battle Orders Lv. 1

Type Active·Cooldown 300 s·Duration 60 s·Range 30 m

HP, mana and stamina recover 50% faster per level.

Restoration Max Lv. 1

↳ Requires Regeneration Lv. 1

Type Active·Cooldown 180 s·Range 30 m

Restores 90% of the HP and mana of every member around the caster who is still standing.

The two summons move what each member plays right now. Members who are down stay where they fell. The two skills have separate cooldowns.

Emergency Recall Max Lv. 1

↳ Requires Official Guild Approval Lv. 1, Regeneration Lv. 1

Type Active·Cooldown 300 s

Calls every member of the guild to the caster. Works only inside the guild’s own Stronghold.

Rally to the Banner Max Lv. 1

↳ Requires Emergency Recall Lv. 1

Type Active·Cooldown 900 s

Lets members plant a War Banner. Casting the skill calls every member of the guild to the banner, the caster too - wherever it stands, an enemy Stronghold included.

A War Banner is an item forged at a forge from planks, cloth, dye and an iron ingot. A member whose guild knows Rally to the Banner, and whose rank may use guild skills, plants it within 5 tiles. A guild has one banner: a new one takes the old one down.

The banner stands for 300 s and has 1,500 HP. Enemies can cut it down; the guild’s own members and their Bestia cannot, and a ward stone protects it like anything else a player owns. Every member online hears when it is planted, cut down or fades.

Auras

graph TD
    Extension[/"Guild Extension (1-10)"/]
    Leadership["Great Leadership (1-5)"]
    SharpGaze["Sharp Gaze (1-5)"]
    Wounds["Glorious Wounds (1-5)"]
    ColdHeart["Cold Heart (1-5)"]
    Arcane["Arcane Accord (1-5)"]
    Steadfast["Steadfast Mind (1-5)"]
    Fortune["Fortune's Favor (1-5)"]
    EmergencyMove["Emergency Move (1)"]

    Leadership -->|Lv.1| SharpGaze
    Wounds -->|Lv.1| ColdHeart
    Arcane -->|Lv.1| Steadfast
    SharpGaze -->|Lv.1| Fortune
    Extension -->|Lv.3| Fortune
    Leadership -->|Lv.1| EmergencyMove
    Wounds -->|Lv.1| EmergencyMove

The six auras raise a status value of every member near the guild leader: their master and their Bestia, within 15 m of the master or Bestia the leader plays, measured flat on the map. They work only while the leader is online.

Great Leadership Max Lv. 5

Type Passive·Range 15 m

+1 STR per level.

Sharp Gaze Max Lv. 5

↳ Requires Great Leadership Lv. 1

Type Passive·Range 15 m

+1 DEX per level.

Glorious Wounds Max Lv. 5

Type Passive·Range 15 m

+1 VIT per level.

Cold Heart Max Lv. 5

↳ Requires Glorious Wounds Lv. 1

Type Passive·Range 15 m

+1 AGI per level.

Arcane Accord Max Lv. 5

Type Passive·Range 15 m

+1 INT per level. Not in Ragnarok Online, which has no aura for casters.

Steadfast Mind Max Lv. 5

↳ Requires Arcane Accord Lv. 1

Type Passive·Range 15 m

+1 WIL per level. Bestia’s own, as WIL has no counterpart in Ragnarok Online.

Fortune's Favor Max Lv. 5

↳ Requires Sharp Gaze Lv. 1, Guild Extension Lv. 3

Type Passive

Whatever a member defeats drops its items more often, wherever the member is. Each level raises every drop’s own chance by 5% of itself: at Lv. 5 a 10% drop becomes 12.5%.

Emergency Move needs two auras, but it is a command: it lands on the members around the caster.

Emergency Move Max Lv. 1

↳ Requires Great Leadership Lv. 1, Glorious Wounds Lv. 1

Type Active·Cooldown 60 s·Duration 10 s·Range 15 m

+25% movement speed.

Guild Strongholds

A Guild Stronghold is a guild’s own place in the open world. Only a guild with Official Guild Approval can found one, and from then on the guild may attack other guilds’ Strongholds - and its own may be attacked. The steward, the guild storage, the watchers and Emergency Recall all live in the Stronghold.

Last updated 09 Nov 2026, 23:57 +0100 . history