PATCH: May 22 Guild and PvP Testing Patch

Please click the title above to review the patch notes.



Guild and PvP Testing Patch

Howdy folks! We have a very large new patch that is currently on the Test Center that we would be thrilled if you would play around with it and test it out. Over the next week we’ll be having some staff-led “guided” events on the test center to try to get a large number of players testing these features simultaneously and reproduce as best as we can a “live server” environment to see how these features perform.


Additionally, a large overhaul of our Accounts and Characters tracking has been implemented into this patch and we’re simultaneously testing their performance as well, so please give us feedback if you notice anything unusual about your accounts or characters. Players can access our Test Center by logging in with the normal IP Address of but use Port 2594 (instead of 2593).


Feel free to post feedback on any of these systems both in this forum thread as well as in the Discord Bugs channel! Anything that is proceeded with (Coded) in the header is currently on the Test Center Anything that is proceded with (Soon to be coded) will appear on the Test Center in the next few days Thanks for playing with us!



Sigils and Sieges (Coded) Overview

  • Guilds can now siege and control up to 3 different Siege Castles, with locations in Andaria, Cambria, and Prevalia
  • Each Siege Castle can only be controlled by a single guild at a time
  • Controlling a Siege Castle provides that guild a variety of PvM and loot bonuses (and guilds may hold multiple castles simultaneously to stack these bonuses)
  • Each Siege Castle features an exterior Castle Gate that must be destroyed before enemy guilds can gain access to the castle
  • Each Siege Castle features 3 interior Sigil Locations
  • Each Sigil Location contains a Sigil Statue and 3 Sentinel NPCs who help defend the location on behalf of the castle’s controller
  • Control of a Sigil Location requires a guild to first kill all of the defending Sentinels, kill all nearby non-guild members (within 10 tiles), and then maintain control of the location for a cumulative total of 5 minutes (300 seconds)
  • In order for a guild to take complete control and change ownership of Siege Castle, they must have full control over all 3 Sigil Locations simultaneously


  • The interiors of Siege Castles are Lawless areas, meaning all players (except those in the same guild) flag as Grey to each other and can freely attack one another while inside
  • Players who do not currently control a Siege Castle cannot Recall, Gate, or Hike into to the interior of it
  • Hiking Locations have been added to the Atlas for each Castle location (Andaria, Cambria, Prevalia) for members of the controlling guild to use
  • Players who control a Siege castle may also double-click the Castle Gate to teleport to a random location on the other side of the gate (with a cooldown of 30 seconds between usage)


Castle Warfare

  • Players who belong to a guild that does not currently control the castle may double-click the Castle Gate to begin attacking it
  • Once a player begins to attack a gate, they will automatically continue to attack the gate every 3 seconds as long as they stay within at least 1 tile away from any part of the gate


  • Attacking a Castle Gate will flag the player as a participant in Siege Warfare of that castle for the next 10 minutes, which will flag that player as Grey to all guildmembers of the guild controlling the castle (thereby allowing that guild to attack the player even outside of the castle)


  • Attacking a Castle Gate will deal a randomized 20-40 damage against it (this damage amount can be upgraded, however, as explained later)
  • Damage to a Castle Gate will appear as text above the gate, which all players can see
  • Players can single-click a Castle Gate to see which guild controls it as well as how many hit points it has remaining
  • progress bar above the Castle Gate shows the percentage of hit points remaining

Castle Defenses Creation

  • Players belonging to the guild controlling the castle are allowed to place Castle Defenses, in the form of Siege Traps and Siege Mortars, to aid in its defense
  • Castle Defenses are crafted, and are found in the Tinkering Menu under the Castle Defenses category



  • Players can place a Siege Mortar in a castle by double-clicking it from their backpack
  • Players cannot place a Siege Mortar if they have been involved in PvP in the last 2 minutes
  • Placement of a Siege Mortar requires the placing player to have 80 Tinkering
  • A total of 5 Siege Mortars may be active in a Castle at any one time


  • Players can place a Siege Trap at a location in a castle by double-clicking it from their backpack
  • Players cannot place a Siege Trap if they have been involved in PvP in the last 2 minutes
  • Placement of a Siege Trap requires the placing player to have 80 Tinkering
  • A total of 50 Siege Traps may be active in a Castle at any one time
  • Siege Traps, when placed, by default are only visible to members of the guild controlling the castle

Removal and Replacement

  • Any player (including Enemy players inside the castle once the Castle Gates are demolished) can remove a visible Siege Mortar or Siege Trap by Shift-Clickingthe item and clicking the Release context menu button


  • Removing a Castle Defense item will place it into your backpack


  • Whenever a player removes a Siege Mortar, or a Siege Trap is removed or triggered, there is a 5 minute cooldown before a replacement item of the same type may be placed again (the item type is considered “In Cooldown”)
  • Players can see how many items are currently “Cooldown” and cannot be placed when attempting to place another item

Mortar Fire

  • Any player of the guild controlling a castle can use a Siege Mortar (regardless of Tinkering skill) provided it has uses remaining (25 uses per Mortar)
  • Players fire mortars by double-clicking the mortar and then selecting a target location up to 20 tiles away (no Line-of-Sight is required)
  • Players may only fire a Siege Mortar at most once every 10 seconds and each individual Siege Mortar can only be fired at most once every 10 seconds


  • Mortar fire is somewhat inaccurate and may “scatter” and randomly drift up to 2 tiles away from the intended target location
  • The final scatter destination for mortar fire is depicted by a white ring that appears and is visible to all players


  • When mortar fire lands, it hits all targets within a 1 tile radius surrounding around its scatter location for 20-40 damage each (damage can be improved with upgrades, as explained later)
  • In order for mortar fire to damage players outside of the castle, the players hit must be currently flagged as a Siege Participant against the castle (players can not simply attack passing “orange” players or other grey players with mortar fire)

Siege Trap Triggering

  • Any player not belonging to the guild controlling the castle will trigger a Siege Trap when moving over it
  • Siege Traps deal 50-100 in bleed damage dealt out over 15 seconds to the player who moved over it (damage can be improved with upgrades, as explained later)
  • Once triggered, a Siege Trap is then deleted (and a replacement once can be placed 5 minutes later)

Gate Break

  • Once players have dealt enough damage to the Castle Gate, it will break and all players may now freely enter the castle
  • As mentioned previously, the interiors of castles are Lawless regions, meaning all players (except those in the same guild) will flag as grey to each other once setting foot inside and can be attacked freely by anyone

Sigil Locations Overview

  • Each castle features 3 Sigil Locations, with each containing a Sigil Statue and 3 Randomized Sentinel NPCs
  • Sentinel NPCs will defend their Sigil Statue and automatically attack any player not belonging to the guild controlling the castle
  • Sentinel NPCs will have overhead text showing the name of the guild that controls the castle (they will also flag as green to members of that guild and not attack them)

Controlling Sigil Locations

  • Players can view the Sigils and Sieges section of the Guild Gump to see the current status of all Siege Castles
  • If a Castle Gate or Sigil Location is currently being attacked by a guild who does not own the castle, a Battle Icon (sword + blood) will appear over that area in the gump menu
  • The amount of Hit Points remaining for each castle gate is depicted in the gump menu with a progress bar, and a red X is placed over the Castle Gate graphic once it has been destroyed
  • For each Sigil Location, the progress bar beneath it in the gump menu shows your guild’s current control level over the Sigil Location


  • While alive, Sentinels will regenerate hit points at a slow, but constant rate (even while in combat)
  • However, when a Sentinel dies, they will not respawn until ownership of the entire castle changes hands
  • Additionally, whenever a Sentinel dies at a Sigil Location, their respective icon on the Sigil and Sieges Gump page becomes X-ed out


  • If all Sentinels at a Sigil Location have been killed, and your guild is the only guild within 10 tiles of the Sigil Statue, your guild will begin earning Control Progress over the location and will simultaneously reduce all other guild’s Control Progress over the Sigil Location
  • A small green arrow will appear in the gump menu showing your progress is increasing
  • A progress bar will also appear in game over the Sigil Statue itself that shows your guild’s current progress at the Sigil Location
  • Guilds earn 5 Control Points of progress every 5 seconds while they are the only guild present at a Sigil Location
  • Full control over a Sigil Location requires a guild to have 300 Control Points (some upgrades may increase this amount, however, as explained later)


  • If no guild is currently present at a Sigil Location, Control Progress of the location will slowly revert back to the current Castle Owner (the small grey arrow in the Guild Gump depicts control progress diminshing)


  • When a guild has taken complete control over a Sigil Location, the Sigil Statue will appear to that guild as Green both in game and in the Sigil and Sieges guild menu


  • If an enemy guild has taken full control over a Sigil Location, it will appear to you as Orange

Changing Castle Ownership When a new guild takes full control over all 3 Sigil Locations, they become the new Castle Owner and the following occurs:

  • All players not belonging to the guild are immediately teleported outside the castle
  • The Castle Gate is restored and returned to full hit points
  • 3 New Sentinel NPCs are spawned at each Sigil Location and are now loyal to the new Castle Owner
  • All remaining Siege Traps and Siege Mortars are “released” and can be freely picked up by members of the new guild
  • The Castle receives “Siege Immunity” and enemy players cannot attack the Castle Gate for the next 2 hours (and a large Red X appears on the castle gate)
  • Players belonging to the new Castle Owner receive a series of benefits (listed later)

Castle Upgrades

  • On the second page of the Sigils and Sieges Guild gump page are a number of Castle Upgrades guilds can purchase
  • There are 8 different upgrades, with each relating to a specific Crafting skill, and affecting a particular element of Siege Warfare
  • Each Upgrade begins at Level 0 and can be upgraded up to Level 10
  • Players can click the Upgrade button next to each upgrade to see details of the next level for that particular upgrade


  • Each Upgrade requires players in the guild to “Contribute” resources related to the Upgrade type, and has a minimum Crafting Skill requirement to do so
  • Each Contribution adds 2% progress towards reaching the next upgrade, and rewards the player Contributing with 1 Faction Reward point
  • Once the Upgrade Progress for an Upgrade reaches 100%, the Upgrade is completed and increases to the new level indictated (and provides the bonus listed)

Upgrades are as follows: Castle Gates Requires contribution of Regular Boards Requires 110 Carpentry Skill Increases the total Hit Points of Castle Gates for any castle your guild controls Castle Defenses Requires contribution of Regular Boards and Iron Ingots Requires 110 Tinkering Skill Increases the damage inflicted by Siege Mortars and Siege Traps in castles your guild controls Siege Logistics Requires contribution of Blank Maps Requires 110 Cartography Skill Increases the damage inflicted by players attacking enemy castle gates Warding Runes Requires contribution of Blank Scrolls Requires 110 Inscription Skill Increases the amount Control Progress needed for Sigil Location control in castles your guild controls Sentinel Rations Requires contribution of Meagre or Better Food Items Requires 110 Cooking Skill Increases the Hit Points of Sentinels in castles your guild controls Sentinel Weaponry Requires contribution of Iron Ingots Requires 110 Blacksmithing Skill Increases the Damage Dealt by Sentinels in castles your guild controls Sentinel Armor Requires contribution of Regular Leather Requires 110 Tailoring Skill Increases the Armor Rating of Sentinels in castles your guild controls Sentinel Supplies Requires contribution of Any Reagents Requires 110 Alchemy Skill Increases the Hit Points Regeneration of Sentinels in castles your guild controls Additional Features (Soon to be coded) While we have not yet coded the rewards for the Sigils and Sieges system, they play an integral role in incentivizing players to take part in the system The current plan for rewards is as follows: For each castle that a guild controls (and guilds may control multiple castles simultaneously) they will receive 2,500 gold per hour that will be deposited into their treasury (explained later) Additionally, ALL guildmembers in that guild gain a special Castle “Region” Bonus that will applies several dozen small bonuses to the player all simultaneously (i.e. +5% Rare Loot Drop, +5% Gold Drop, +5% Daemonic Slayer Damage, +5% Skill Gain, etc). The intent is to make sure that all players in the guild will receive some form of bonus that benefits them, and to make taking control of castles worth a guild’s time and effort. Guilds can also have multiple Castle Region Bonuses stacked, if they manage to simultaneously hold multiple castles at once Other features to be added include Results Gumps and Scoring Data





——————————————————————————————————————————– Blood Feuds (Coded)

  • Guilds can now create Blood Feuds with enemy guilds
  • Blood Feuds may only occur between two guilds that are currently at war with each other
  • Blood Feuds last until either one guild reaches a “Kills Goal” or the pre-set duration of the Blood Feud has occurred
  • Blood Feuds can be assigned a Prize Amount, which is a gold amount each guild wages from their Guild Treasury (explained later), and the winning guild receives

Creating Blood Feuds

  • A Blood Feuds tab has been added to the Guild Menu on the second Tabs page
  • Players can click the small arrows at the bottom of the page to navigate through different Blood Feud Pages (Active Feuds, Pending Feuds, Create Feuds, Past Feuds)
  • If the guild is currently at war with any guilds (and not already in a Blood Feud with them) they will appear in a list on the Create Feuds page
  • If the guild has no warring guilds currently, the page will be blank except for a message indicating they have no valid warring guilds to choose from


  • Each guild your guild is currently at war with (but not currently in a Blood Feud with) shows in the Create Feuds page
  • Players must be an Officer or Guildmaster of a guild in order to be able to create a new Blood Feud


  • Players can change the Gold Prize amount awarded to the winner of the Blood Feud by typing an amount in the Prize text field and clicking OK


  • Players can change the Total Number of Kills Needed to complete the Blood Feud typing an amount in the Kills Goal text field and clicking OK


  • Players can change the maximum duration length (in number of Weeks) of the Blood Feud by clicking the Left/Right Arrows next to Max Duration
  • A Blood Feud will automatically end if this amount of time passes even neither guild has reached the Kills Goal


  • Clicking the Create button will create the Blood Feud request to the opposing guild


  • Once the Blood Feud request has been made, the opposing guild will have to Accept it
  • Blood Feuds that have been requested, but not yet accepted, will show up in the Pending Feuds page
  • A guild who issues a Blood Feud can cancel it prior to it being accepted by clicking the Rescind button


  • If a guild has received a request for a Blood Feud from another guild, they will find it in the Pending Feuds page and they must click Accept to begin it
  • In order for the Blood Feud to begin, both guilds must fully meet their own guild requirements in regards to being able to pay the Prize Amount or being able to add a new Blood Feud to their list

Active Blood Feuds

  • If a guild accepts a Blood Feud request, and both guilds meet their own internal requirements for Blood Feuds, it becomes Active and now appears on theirActive Feuds page
  • Upon acceptance of a Blood Feud, each guild will have the gold prize amount of the feud (if any) removed from their guild treasury
  • Members of both guilds will then receive a notification that a Blood Feud has begun between them


  • If a guild wishes to Cancel an active Feud, they can toggle the Cancel Feud button
  • While the Cancel Feud button is toggled, if the opposing guild also toggles Cancel Feud, the Blood Feud will be canceled and both guilds will be refunded any Prize gold wagered back to their Treasury


  • Each time a player kills another member of a guild involved in a blood feud, both guilds will receive a text notification
  • Notifications indicate which player killed whom, what the current Kills score of the feud is, the target number of kills required for the feud, as well as how much time is remaining in the feud

Blood Feud Resolution

  • When one guild reaches the Kills Goal, the Blood Feud will end and that guild will be victorious
  • If a Prize amount was specified for the Blood Feud, both guild’s gold wager will be placed into the winning guild’s Treasury
  • If time expires and neither guild has reached the Kills Goal, the winning guild is whichever guild has the largest number of kills
  • If time expires and both guilds are at the same number of Kills, it will be a draw and both guilds will receive their gold wager back into their Treasury
  • If a guild disbands, they will automatically forfeit any Blood Feuds they are currently taking part in
  • Players can look at past Blood Feuds they have taken part in under the Past Feuds page


  • Any Prize amounts awarded, Wager amounts, Refund received from a Blood Feud will appear in the Transactions page of the Guild Treasury Tab (explained later)

Additional Features (Soon to be coded) We will be adding several additional features to the Blood Feuds system very soon Our intention is to add a Results Gump, similar to scores for Faction Struggles, so players can view details of the action that occurred during the blood feud Additionally, we will like to give players the opportunity to celebrate their Blood Feuds. As such, we are going to be adding the option for players to purchase Reward Statues after completion of a Blood Feud that they can place in their house that when clicked, will display details of the Blood Feud to visitors. The statues will likely come in Small, Medium, and Large variants, with a gold cost for each statue The plan is to code these additional features shortly ———————————————————————————————————————————- Guild Treasuries (Coded)


  • Guilds now have access to a Treasury to store gold, assign guild dues, manage withdrawal limits for members, track payments, and facilitate Blood Feud management
  • Guildmembers can access the Guild Treasury from the guild menu through the Treasury Tab on the 2nd page of the Guild Tabs List (left side of the menu)

Guild Pay Periods

  • Every guild now has a Pay Period which for all guilds begins at the start of the server week (which is 6pm CST Fridays) and runs anywhere from 1 to 4 weeks from that point (pay period length is set by the guildmaster)
  • At the start of a Pay Period, any ranks in the guild that have Guild Dues set will be assigned them
  • At the start of a Pay Period, any guild ranks that have Withdrawal Limits will have their period withdrawal limit reset to its base amount
  • The guildmaster can change the Guild Dues and Withdrawal Limits for each guild rank on the Treasury Settings page (covered later)

Treasury Overview Page

  • Page 1 of the Treasury is the Overview page
  • At the top of the page is the guild “Total Guild Funds” which is how much gold is sitting in the guild’s Treasury
  • New Period Begins In” indicates when the next guild Pay Period will occur
  • Players can type a gold amount into the text field below “Deposit” and click the Arrow key nearby to place gold from their bank into the guild’s Treasury
  • If your guild rank allows you to Withdraw gold from the treasury, you can do so by typing a gold amount in the text field below “Withdraw” and clicking the nearby arrow
  • If a guild rank is expected to pay Guild Dues, they will be listed under “Period Guild Dues”
  • “Current Period Net Balance” indicates the net difference between a player’s Deposits and their Guild Dues + Withdrawals for the current Pay Period
  • “Lifetime Net Balance” indicates the net difference between a player’s Deposits and their Guild Dues + Withdrawals for their entire lifetime in the guild


  • If a guildmember’s guild rank does not allow them to make Withdrawals or they have already withdrawn the limit allowed for their rank for that Pay Period, theWithdraw area will be marked with a large red X and “No Withdrawals Allowed for Rank” will display in grey text on the right side


  • If a guildmember has a “Current Period Net Balance” of a negative amount (either through making Withdrawals or from having Guild Dues assigned to them), they can click the “Pay Off Negative Net Balance” button to make a deposit amount for that exact balance amount


  • Alternatively, players can simply make a stanard Deposit using the text field under “Deposit” and entering that gold amount and then clicking the Arrow button

Member Balances Page

  • Page 2 of the Treasury is the Member Balances page
  • The Member Balances page shows the current Period Balance and Lifetime Balance for all members of the guild


  • Players can use the Search Bar at the top of the page to type in a player’s name (or part of it) and click the Arrow key to filter which guildmembers are listed below
  • Players can also click the buttons next to “Player Name”, “Period Balance”, and “Lifetime Balance” to sort results by those properties


  • Clicking the Waive Balance button next to a player will set their Period Balance and Lifetime Balance back to 0 if it is currently a negative value
  • Players can clear ALL negative balances for all players in the guild by clicking the Clear Negative Balances button
  • Only Officers or Guildmasters may waive player’s balances

Member Transactions Page

  • Page 3 of the Treasury is the Member Transasctions page
  • The Member Transactions page shows all Deposits and Withdrawals made by members, sorted by Date
  • Additionally, any gold added to or removed from the Treasury from Blood Feuds will show in the Transactions page



  • Players can use the Search Bar at the top of the page to type in a player’s name (or part of it) and click the Arrow key to filter which guildmembers are listed below
  • Players can also click the buttons next to “Player Name”, “Transaction Type”, and “Amount” and “Data” to sort results by those properties


  • Players can also specify a range of dates to filter, by entering the start date and end date (Month/Day/Year format) and then clicking the Filter Dates button

Treasury Settings Page

  • Page 4 of the Treasury is the Treasury Settings page
  • Only the Guildmaster of a guild is allowed to make changes to settings on this page


  • Guildmasters can change the length of the guild’s Pay Period by clicking the left and right arrows next to Guild Period Duration
  • Changing the length of a guild’s Pay Period will not take affect until the current Pay Period has ended


  • Guildmasters can set how many Maximum Active Blood Feuds are allowed at one time by entering a value in that field and clicking OK
  • Additionally, guildmasters may set the maximum amount of prize money allowed for Blood Feuds here
  • Any Blood Feuds created by the guild must have a prize amount that is equal or less than the amount specified in the text field as well as being an equal or smaller percentage of the guild’s current treasury amount at the time (i.e. a guild would have to have 20,000 gold in the treasury in the image below in order to begin a 10,000 gold Blood Feud)


  • Guildmasters can set a Guild Dues amount for each rank of the guild that is expected to be paid during each Pay Period


  • Guildmasters can set a Maximum Period Withdrawal Limit that dictates the maximum negative Period Net Balance the guild rank is allowed to go (note: both Guild Dues and Withdrawals negatively affect a player’s Period Net Balance)
  • It is recommended that guild ranks either have a Period Guild Dues set or a Max Period Withdrawal Limit set, but not both (since Guild Dues are automatically added to a player’s Pay Period Net Balance)
  • If a guildmaster wishes for a guild rank to have No Limit on how much gold they can withdraw each Pay Period (meaning they could effectively empty the treasury) they should click the Checkbox underneath “No Limit”

———————————————- Faction and PvP Changes (Soon to be Coded) Global War

  • Guilds will be able to flag themselves for Global War which sets them to be automatically at war with all other guilds who have also Global War toggled
  • Individual players in guilds will be able to opt out of engaging in Global War (similar to their previous “Faction Engagement Level” setting)

Faction Removal

  • Guilds will no longer permanently belong to a Faction, and now will only temporarily be assigned a Faction during Guild Struggles for the purpose of teams
  • Faction Struggles will now be known as Guild Struggles
  • Players will assemble for Guild Struggles inside of the Freedom Faction Base location (instead of Order / Chaos bases)
  • Once a Guild Struggle begins, two opposing teams will be created with Guilds automatically assigned to either Order or Chaos to create the best possible numbers balance
  • Guild Struggles should behave as normal for all other intents and purposes
  • Faction Reward Points will now be known as Guild Reward Points


  • Faction Flash Points will now be known simply as Flashpoints
  • Flashpoints are now guild-based (rather than faction based)
  • Winning a Flashpoint will now generate a Flashpoint Victory Chest with mechanics similar to the Corpse Creek Contest Victory Chest