WYD Massive Multiplayer Online Game

Guild and War Systems Guide

Guild and War Systems Guide title=

Hello Wydians!

The legends of Kersef tell that at the dawn of time, guilds formed like flames, fiery and filled with passion, uniting warriors and adventurers under a common banner. But, just like the flame itself, the guilds and their systems need to renew themselves, embrace the new winds that blow through Kersef, allowing the essence of this fire to become even more resplendent.

At this turning of a page in the history of our world, we feel the need to rekindle the flames of competition, ensuring that each flame, big or small, shines to its fullest splendor. The old system of war and guilds has served us well, but the world of Kersef has grown and the voices of the Wydians will cry out for change.

So, to help you understand and embrace this new era, we are proud to introduce the "Guild and War Systems Guide". This guide will be the beacon that guides them through the changes, lighting the way and ensuring that everyone finds their place in this renewed landscape of Kersef. Here, you will find the details of the reformulations, the answers to your concerns and the renewed spirit that we want to infuse into each battle and alliance.



Influence System

A guild's influence is an indicator of its activity in Kersef. For a guild to be considered active and to perform various actions, such as betting in guild zones, obtaining Guild Coins, and increasing Guild Level, it is essential to accumulate a minimum amount of influence. This is obtained when its members actively participate in dynamics and quests.

Obtaining

Influence is acquired through members’ participation in various dynamics.

Where to get Influence points

  • Royal Arena
    • With each edition of the quest, regardless of its type, each guild that has at least one member on the winning team will receive 105 influence.
    • Regardless of the number of guild members on the winning team, the amount of influence generated for the guild will always be the same, 105 Influence points.
    • For example, if Guild A has 1 or 12 members on the winning team, it will only receive 105 influence points in both situations.
  • Sand Lich
    • When the boss is defeated, all players who have a guild and are close to the Sand Lich will generate 21 influence points for their guild.
    • There is no limit to the number of members generating influence.
  • Loot Hunter
    • Upon completing the quest, the player will generate 77 influence points for their guild. If you do not have a guild, the Influence generated will be lost.
    • There is no maximum daily limit of Influence generated from this quest.
  • IceQueenVerid
    • Each member of the group who defeats the IceQueenVerid boss will generate 14 Influence points for their guild.
    • There is no limit to the number of members generating influence, if 13 players from the same guild defeat the boss, 182 Influence points will be generated for the guild.
    • In the same sense, if a group has 13 players from 3 different guilds, for example, the 3 guilds will receive Influence according to the number of members in the group.
  • Lanhouse A
    • Inside Lanhouse A, monsters can eventually drop influence for the guild of the player who defeated them. When this occurs, 63 Influence points will be generated for the player's guild.
    • There is no limit to the influence generated through this method.
  • Unknown Desert
    • Upon completing the quest, the player will generate 42 influence points for their guild. If you do not have a guild, the Influence generated will be lost.
    • There is no maximum daily limit of Influence generated from this quest.
  • Intel Report
    • Upon completing the quest, the player will generate 5 influence points for their guild. If the player does not belong to a guild, the generated influence will be lost.
    • There is no maximum daily limit of Influence generated from this quest.

Balance

The Influence point balance is the average Influence obtained by the guild in the last 7 days.

Example:
The sum of influence that guild "A" obtained in the last 7 days (not including the current day) was 1400 Influence points. Your average will therefore be equivalent to 1400 / 7, resulting in a balance of 200.

The average influence balance for the last 7 days can be viewed through the Guild Panel (Shortcut "O"), in the Guild Info tab. Additionally, you can check how much influence each member generated for the guild during that period, through the Guild Member tab.

Utility

The influence gained by the Guild can be used in various actions within the game, such as:


Fame System

Fame is a representation of a guild's success in GvG activities in Kersef. The more prominent a guild is in these activities, the higher its Fame balance will be, which is vital for various actions, including proposing a challenge for a guild zone.

Obtaining

Fame is acquired through members' participation in various dynamics.

Where to get Fame points

  • Kefra
    • You can obtain 100 Fame points for your guild if you defeat the boss Kefra.
  • Sand Lich
    • You can obtain 25 Fame points for your guild if you defeat the Sand Lich boss.
  • Torres War
    • You will be able to obtain 20 Fame points for your guild for each Endless Tower defeated.

Balance

The Fame balance reset occurs every Monday, however, only guilds that have a balance greater than or equal to 50 will be reset, the other guilds will not have their balance changed. Furthermore, guilds that own Noatun Castles will no longer receive any Fame bonuses. The Fame balance can be viewed through the Guild Panel (Shortcut "O"), in the Guild Info tab.

Utility

The Fame acquired by the Guild can be used in various actions within the game, such as:


Torres War

The call to battle resonates across Erion and Azran. Wydians, get ready for the War of Towers, a daily battle whose main objective is to obtain Fame Guild for your guild. This is one of the most renowned and challenging ways to gain recognition on the continent.

General information

Guerra de Torres takes place exclusively on channels 1, 2 and 3, lasting 15 minutes.

To be able to participate, the leader or sub-leaders will need to register the guild on the channel where they wish to compete within 30 minutes before the start of the War, by clicking on the item "War Opening Tower". It is worth noting that only one registration can be made per day.

The item "War Opening Tower" will be available at NPC Fjor, located in the city of Erion, coordinates X:2463 and Y:2010, between 08:30 PM and 08:59 PM (GMT-3).

Between 09:00 PM and 09:15 PM (GMT-3) the NPC Fjor will inform whoever clicks on it the channel where the player's guild is registered, as well as how many guilds have registered on that channel. However, it will not be possible to know which guilds are registered on each channel until the war is started.

Goal

The objective of Tower War is for the guild to defeat as many towers as possible in the channel in which it is registered, to acquire as many Fame points as possible.

Mechanics

After the start of the war, 7 Endless Towers will be summoned simultaneously throughout the war map (Erion field, coordinates X:2504 and Y:1909). Players must then defeat as many towers as possible before the war ends. If any tower is not defeated by the end of the war, it will disappear.

Each tower defeated will reward the guild of the player who made the last attack with 20 Fame points. Therefore, the guild's effort during wars will be directly proportional to the amount of Fame that will be achieved during the week.

When registering for Tower Wars on a channel, the guild starts with a balance of 0, indicating that no towers have been defeated yet. Each time the guild defeats a tower, this counter increases by one. If another guild on the same channel has a higher counter (i.e. defeated more towers), all members of your guild present on the war map will gain a buff called "Thirst for Vengeance"

This buff will increase the character's attributes proportionally to the difference in balance, thus increasing the challenge of guilds with better performance and bringing greater competitiveness to guilds with lower performance, as shown below:

Buff Tier Attributes
Tier 1 +10.000 HP
+10 Immunity
+20 ASkill mastery
Tier 2 +10.000 HP
+20 Immunity
+40 Skill mastery
Tier 3 +10.000 HP
+20 Immunity
+40 Skill mastery
+5% Defence PvP
Tier 4 +10.000 HP
+20 Immunity
+40 Skill mastery
+10% Defence PvP
+5% Damage PvP
Tier 5 +10.000 HP
+20 Immunity
+40 Skill mastery
+10% Defence PvP
+10% Damage PvP

Example:
Registration of 3 guilds, on channel 1.

During the course of the war, Guild A defeated 3 towers, Guild B defeated 2 towers and Guild C did not defeat any.
In this case, Guild A will not have the buff, as it is the one with the highest balance of defeated towers.
Guild B will have the Tier 1 buff, as the difference in the balance of defeated towers between it and the guild that defeated the most is 1.
The Guild C will have the Tier 3 buff, as the difference in the balance of towers defeated between her and the guild that defeated the most is 3.

Utility

The goal of Tower Wars is to collect Guild Fame to use in various game systems, such as:


Sand Lich

On Kersef nights, the Noatun desert becomes the stage for one of the continent's most intense battles. The cold of the shadows and the heat of the sands collide as ancient creatures attempt to reclaim the Altar of Thor. Prepare your guild for a confrontation that demands coordination, speed, and brute strength.

Schedule and location

  • Schedule: Daily, at 9:30 PM (GMT-3).
  • Location: Channel following the Newbie Channel (e.g., if the Newbie is Channel 1, the intrusion occurs on Channel 2).
  • Duration: The event has a maximum duration of 30 minutes.
  • Attention: The moment the invasion begins, the main gate of Noatun is blocked, preventing conventional access.

The Dynamics of Invasion

Phase 1: As soon as the gates close, 9 IceLichs strategically appear around Noatun Castle. To awaken the main threat, players must hunt down and defeat all of these guardians.

Ice Lich Banner

  • Guaranteed Drops: Upon defeating an IceLich, you will receive one of the following items: Anubis Treasure or Blue Egg.

Phase 2: Only after the fall of the last IceLich will the mighty Sand Lich majestically emerge at the Altar of Thor, coordinates X:1046 and Y:1690. This is a moment of pure PvP and guild strategy.

Sand Lich Banner

  • Guaranteed Drops: Upon defeating the Sand Lich, you will receive one of the following items: Anubis Treasure, Relic of the Dunes, or Yellow Egg.

Guild rewards

The Sand Lich is a vital objective for the growth of your guild on the server:

  • Fame Guild: The guild member who lands the last hit on the Sand Lich will instantly receive +25 Fame points for their guild.
  • Influence: When the boss is defeated, all players who have a guild and are close to the Sand Lich will generate 21 influence points for their guild.

Important notes

  • Conflict Zone: Throughout the event, there is no CP loss within Noatun Castle, allowing players to fully focus on PvP combat without penalties.

Utility

In addition to special drops, the Sand Lich quest aims to collect Guild Fame and influence to use in various game systems, such as:


City Wars

From the time the first foundations of Armia were laid, power in Kersef was never solely about the strength of the sword, but about the weight of a lineage's name. Ruling a city is not a privilege bestowed by the gods, but an achievement maintained through respect, influence, and blood spilled on the battlefields.

The walls of Armia, Azran, Erion, and majestic Noatun guard secrets and riches that only the most organized clans can claim. However, the throne is an unstable seat; to keep it, a guild must constantly prove that its flame still burns brightly in the hearts of the people. When the sun sets on Saturday and the heralds announce the challenges, the borders between kingdoms dissolve, and only strategy survives.

Prepare your armies and refine your influence. In Kersef, a leader without territory is merely a wanderer, but a leader with a city is the pillar that sustains the destiny of his kingdom.

Betting on Guild Zones

On Saturday, between 00:00 AM (GMT-3) and 11:59 PM (GMT-3), guilds with at least 100 Fame points and 1,000 Influence points may apply to challenge a territory during the City War (Armia, Erion, or Azran).

To place bets, you need to interact with the respective NPC in each city:

  • Armia: NPC Balmus (X:2110 Y:2145)
  • Azran: NPC Kara (X:2537 Y:1716)
  • Erion: NPC Empis (X:2461 Y:1988)

Priority in betting

  • Guilds from opposing kingdoms: If a guild from a kingdom opposite to the guild holding the territory makes the first bet, only guilds from the same kingdom as the guild that made the bet can match the bet, provided they have more Fame points.
  • Guilds from the same kingdom: If the first bid comes from a guild from the same kingdom as the territory holder, any guild, from any kingdom, can outbid the first bid, as long as it has more Fame points.

Example 1 - Situation of opposing kingdoms:

  • Guild A, from the blue kingdom, owns Armia. If the first bid comes from a guild in the red kingdom, only another guild from the red kingdom with more Fame points can outbid it.

Example 2 - Same kingdom situation:

  • Guild A, from the red kingdom, holds Armia. If the first bid comes from a guild in the red kingdom, any guild, from any kingdom, can beat it, provided it has more Fame points.

Flow and Dynamics of City Wars

City Wars represent the culmination of guild conflict and take place punctually every Sunday. Prepare your armies according to the official schedule:

Battle Timeline

  • 8:00 PM to 8:03 PM (GMT-3): Preparation and attendance check in the cities.
  • 08:03 PM (GMT-3): Automatic teleportation of participants to the war map.
  • 08:05 PM (GMT-3): Opening of the central gate and start of combat.
  • 8:30 PM (GMT-3): End of the war and score verification.

Access to the Map and Participant Selection

To participate, members of the involved guilds must be present in the city corresponding to the disputed territory at the time of teleportation. The system will automatically select the combatants based on power criteria:

  • Armia and Azran Wars: The 26 most powerful (highest level) characters from each guild present in the city will be teleported to the map, resulting in a duel of up to 26 vs. 26.
  • Erion War: Follows the same quantity rule, but with a unique restriction: only the 26 most powerful Mortal characters from each guild will participate in the duel.

Combat Rules and Scoring

Victory is not decided by kills, but by the warriors' survival and strength on the map at the end of the confrontation. Each participant earns points for their guild based on their level plus bonuses.

Important:

  • The base level calculation processing is equivalent to the character's level (-1), meaning a level 430 character will score the equivalent of 429 + bonus.
  • God2 Characters: Sum of the level of the currently active class (God2 / SubGod2 (-1) + fixed bonus of 400 points.
    • Example: If the God2 character is level 400, the score will be: 399 (level) + 400 (bonus) = 799 points.
  • Mortal Characters: It has the same principle, but there is no bonus.
    • Example: Level 400 = 399 points.
    • Example: Level 300 = 299 points.

Victory Criteria:

  1. Highest Score: The guild that accumulates the highest total score within the map at 8:30 PM (GMT-3) will be declared the winner.
    • Example: Guild A = 9500 points x Guild B = 8000 points. Guild A wins.
    • Example: Guild A = 11000 points x Guild B = 0 points. Guild A wins.
  2. Tiebreaker: In case of a tie in the score (e.g., 8000 x 8000), priority goes to the guild that holds the territory, which will retain possession of it.
  3. W.O. or Absence: If no member of either guild is on the map at the end of the war, victory will be awarded to the winning guild based on the tiebreaker criteria.

Important:

  • The victorious guild will retain or become the owner of the disputed territory, while the defeated guild will suffer a penalty of -50 Fame points.

Occupation dynamics and channels

Although guilds have the freedom to declare war on different fronts, territorial sovereignty in Kersef is restricted. A guild can participate in betting and duels in multiple channels and cities on the same day; however, it is only allowed to occupy guild zones in a single channel simultaneously.

If a guild wins a match in a channel different from its current one, the result will depend on its standing on the other servers:

Example 1:

  • If Guild A already dominates Armia in Channel 1 and wins a war against Guild B in Armia in Channel 2, and retains its original possession in Channel 1:
    • Guild A will continue to occupy only its zone on Channel 1 (Armia). The territory on Channel 2 will be freed up and will remain unoccupied, as the guild cannot occupy two servers at the same time.

Example 2:

  • If Guild A (owner of Armia in Channel 1) bets on Channel 2 and, at the same time, loses its possession of Channel 1 to Guild C:
    • If Guild A wins in Channel 2, it will occupy the new territory, effectively migrating the server. And Guild C will take control of Armia in Channel 1.
    • If Guild A is also defeated in Channel 2, it will not gain control of the new territory. And Guild C will take control of Armia in Channel 1.

Noatun War

The Noatun War is the most prestigious event in Kersef, where only the sovereigns of the cities can claim the title of King. Unlike other wars, Noatun takes place every two weeks per server, on Sundays, from 9:00 PM to 10:00 PM (GMT-3).

Participation and Access Rules

  • General Participation: All players can participate in combat in the vicinity of Noatun.
  • The Altar Room (Restricted): Access to the last room (Altar) is exclusive to participating guilds, that is, those that own at least one city (Armia, Azran or Erion) on the respective server.
  • Alliance Restriction: Guilds that are allied with the server or that do not own cities on it cannot access the Central Altar room.

Structure and Phases of War

Success in Noatun depends on controlling time and protecting your Leader:

  1. 9:05 PM (GMT-3) — Gates Close: The main access to the desert is sealed. Players outside the map must use alternative methods (Hunting Scroll, Portals, Summon, or the back entrance to Noatun).
  2. 9:05 PM to 9:15 PM (GMT-3) — Initial Phase: Moment of destruction of the gates and territorial advance. The defensive towers are active, and the leaders have not yet scored points on the altar.
  3. 9:15 PM to 9:55 PM (GMT-3) — Final Phase: With the last gate destroyed, the Altar is released.
    • Score: The Guild Leader must remain standing on the central altar.
    • Calculation: Every 8 seconds of staying in the game grants +1 point to the guild.
    • Information: Every 5 minutes, a global message will inform you of the partial scores of all participating guilds.
  4. The Verdict: At the end of the war (10:00 PM GMT-3), the guild with the highest accumulated score conquers the castle and its leader is crowned King of Noatun.

Important:

If a guild owns only one city besides Noatun Castle and loses it, then ownership of Noatun Castle will also be lost.

The Royal Insignia

Occupying the throne of Noatun grants the leader divine powers and legendary equipment.

Important:

Upon disconnecting, all items below are automatically moved to your inventory.

  1. The Kingdom Dragon
    • A symbol of supreme power that looms over the most influential leader.
      • Criterion: There is only one dragon per kingdom (Hekalotia and Akelonia). It belongs to the guild leader who owns Noatun and possesses the highest Guild Fame in their respective kingdom.
      • Guard Change: The transfer occurs in real time if another guild from the same kingdom surpasses the current holder in Fame.
      • Status: Grants bonuses of: +2000 Damage, +300% Magic Attack and +12% PvP Defense.
  2. Atila's Crown
    • The symbol of authority. Automatically given to the Leader upon entering the game.
      • Evolution by Fame: The power of the crown (refinement) increases according to the guild's prestige:
        • +9: 0 to 24 Fame.
        • +12: 75 Fame.
        • +15: 200+ Fame.
      • Highlight Status (+15): Offers +129% HP/MP, 92 All resistence, and 18.5% PvP Defense.
  3. King Costume
    • The ceremonial attire of the rulers of Kersef.
      • Status: Grants a +1500 bonus to all attributes (Strength, Intelligence, Dexterity, and Constitution), plus +7% Attack and Defense in PvP.

Guild Zone Maintenance

Each Guild Zone requires a minimum Influence to be maintained; if a guild owns more than one, it will need to possess the sum of the Influence required for each of the zones it owns.

Guild Zone Minimal Influence
Armia 375 points
Azran 300 points
Erion 225 points
Noatun 600 points

In cases where the same guild owns more than one zone, the required Influence values ​​must be added together. If the guild does not have sufficient Influence to maintain one or more zones, it will lose them in the following order of priority: Erion, Azran, Noatun, and Armia.

Example:

  • Guild A owns the guild zones of Armia and Erion.
  • She must have at least 600 Influence points on Sunday to retain both territories. If she has 400 points, she will lose control of Erion. If she has 250 points, she will lose control of Armia. If she has 200 points, she will lose control of both territories.
  • Only guilds that own at least one other city (Armia, Azran, or Erion) will be able to retain ownership of Noatun Castle.

Rules

  • The attribute points granted by outfits and items do not scale at the same rate as the attribute points gained by leveling up the character.

Guild Coin System

Guild Coin is the exclusive currency used in the Guild Shop, a reward system designed to reward guilds that demonstrate high performance and consistent engagement on the continent of Kersef.

How to convert

The conversion of rewards must be done manually by the Guild Leader:

  • When: Every Sunday, between 10:00 PM and 11:59 PM.
  • Where: At the NPC Judith, located in the city of Noatun.
  • Minimum Requirement: The guild must have at least 1,000 Influence points and 50 Fame points.

The 3 Ways of Obtaining

The final amount of Guild Coins received is the sum of three pillars: Influence, Fame, and Guild Zones.

1. Influence Bonus

Reflects guild activity. The higher the average activity, the greater the fixed bonus received.

Influence Guild Coin Bonus
1,000 to 1,499 15 Guild Coins
1,500 to 2,499 30 Guild Coins
2,500 to 3,499 45 Guild Coins
3,500 or more 60 Guild Coins

Example:

A guild with 2,800 Influence falls into the third tier and receives an extra 45 Guild Coins.

2. Conversion by Fame

A Fama acumulada é convertida na proporção de 10%.

Example:

If the guild has 1,500 Fame points, it will receive 150 Guild Coins (1,500 * 10%).

3. Guild Zone Bonus

Guilds that control territories receive fixed, cumulative bonuses:

Guild Zone Extra Bonus
Armia +50 Guild Coins
Azran +40 Guild Coins
Erion +30 Guild Coins
Noatun +80 Guild Coins

Examples:

See how total accumulation works in different situations:

  • Scenario 1: Guild without a city
    • Influence: 1,200 (Bonus: 15).
    • Fame: 200 (10% = 20).
    • Cities: None (Bonus: 0).
    • Total: 15 + 20 + 0 = 35 Guild Coins.
  • Scenario 2: Active Guild (Owner of Erion)
    • Influence: 2,600 (Bonus: 45).
    • Fame: 1,000 (10% = 100).
    • Cities: Erion (Bonus: 30).
    • Total: 45 + 100 + 30 = 175 Guild Coins.
  • Scenario 3: Dominant Guild (Owner of Armia and Noatun)
    • Influence: 4,000 (Bonus: 60).
    • Fame: 3,000 (10% = 300).
    • Cities: Armia (+50) and Noatun (+80).
    • Total: 60 + 300 + 50 + 80 = 490 Guild Coins.

Handling rules

  • Structure: Guild Coins have a One Trade structure. This means that the guild leader can only transfer the item once to another player. After the trade, the Guild Coin becomes non-storable and cannot be traded or stored in the inventory.
  • Guild Coins must be purchased through the GuildShop NPC, located in or near the guild zones of Armia, Erion, Azran, and Noatun. Learn more by clicking here.
  • Any Guild Coins not used during the week will be deleted during the weekly maintenance.

Guild shop

Guild Coins, obtained through city tax collection, can be used to purchase valuable items and perform refinements in the Guild Shop. In addition to essential daily supplies in Kersef, members of dominant guilds have access to exclusive items with powerful attributes.

Exclusive Items

  • Territorial Potion
    • A strategic potion that enhances the attributes of warriors.
      • Effects: +5% HP / +2% EXP / +20% Drop Rate / +4,000 PvE Damage.
      • Duration: 24 hours (time continues even when the character is logged out).
      • Restriction: Bonuses are only applied in the channel where the guild owns at least one territory.
  • Kingdom Amulet
    • An artifact forged to offer versatility and combat power.
      • Base Attributes: +10% HP / +10% MP / +15 Weapon Proficiency / +15 Skill Proficiency / +15 Absorption / +15 Penetration.
      • Refinement: Can be refined at the GuildShop NPC at the cost of [01] Guild Coin. There is no risk of breakage or loss of refinement in case of failure.
      • Additional: You can receive a random bonus from the NPC King GuildShop at the cost of [02] Guild Coins (Ex: Damage 81~99 or Magic Attack 18~26).

List of Available Items

See below for a complete list of trades available from NPCs in guild zones.

Mission 337
Delivered
[02] Guild Coin

Receive
[01] Bless Refining +9
Non-Tradable
Inventory bind
Mission 338
Delivered
[01] Guild Coin

Receive
[01] Essence of the gods +0
Non-Tradable
Inventory bind
Mission 339
Delivered
[12] Guild Coin

Receive
[01] Essence of the gods +9
Non-Tradable
Inventory bind
Mission 340
Delivered
[05] Guild Coin

Receive
[01] Laktorerium Powder 100
Non-Tradable
Inventory bind
Mission 341
Delivered
[08] Guild Coin

Receive
[01] Moon Stone
Non-Tradable
Inventory bind
Mission 342
Delivered
[08] Guild Coin

Receive
[01] Darkness Jewelry
Non-Tradable
Inventory bind
Mission 343
Delivered
[50] Guild Coin

Receive
[01] Silver Wyden (1 billion gold)
Non-Tradable
Inventory bind
Mission 344
Delivered
[30] Guild Coin

Receive
[01] Eternal Stone
Tradable
Mission 345
Delivered
[40] Guild Coin

Receive
[01] Ideal Stone
Tradable
Mission 346
Delivered
[15] Guild Coin

Receive
[01] Concentration
Non-Tradable
Inventory bind
Mission 347
Delivered
[25] Guild Coin

Receive
[01] Spectral Force
Non-Tradable
Inventory bind
Mission 348
Delivered
[03] Guild Coin

Receive
[01] Mega Potion (7days)
Non-Tradable
Inventory bind
Mission 349
Delivered
[03] Guild Coin

Receive
[05] Mental Potion (20h)
Non-Tradable
Inventory bind
Mission 350
Delivered
[01] Guild Coin

Receive
[01] Guild Potion
Non-Tradable
Inventory bind
Mission 352
Delivered
[10] Guild Coin

Receive
[01] Kingdom Amulet
Non-Tradable
Mission 353
Delivered
[01] Guild Coin

Receive
[01] Refinement Attempt (Amulet)
Mission 354
Delivered
[02] Guild Coin

Receive
[01] Random options (Amulet)

Important:

  • The items available in the Guild Shop and their respective prices may change at any time for balancing purposes.
  • The Guild Shop is accessible exclusively through NPCs located within controlled guild zones.

Guild Level

In the records of Kersef, a banner's prestige is forged by the unity of its warriors and the recognition of its kingdoms. By raising the Guild Level, your guild transcends the battlefield, unlocking espionage tactics and elite missions that define the fate of the war.

What is Guild Level?

Guild Level represents the strength, unity, and engagement of your guild.

By reaching a certain amount of Influence Points, your guild will unlock the next level along with its exclusive activities.

Each guild can evolve up to Level 3, unlocking new content and unique features as it advances.

Prepare to conquer new quests and prove the worth of your guild across all realms!

How does evolution work?

The evolution happens through Influence Points, accumulated by the collective efforts of guild members.

In other words: the more active and united your guild is, the faster it will level up.

Progression is based on merit and collective engagement, turning each achievement into an epic milestone for the entire community.

Each level unlocks new activities that strengthen your guild’s journey.

Requirements to level up

Guild Level Minimum Influence Unlocked Content
Level 1 1.000 Intel Report
Level 2 Coming soon Coming soon
Level 3 Coming soon Coming soon

Intel Report

The war between kingdoms has just taken on a new strategic dimension! With the arrival of the Intel Report, players must gather confidential enemy information, gaining valuable data for themselves and their guild.

Military Secrets Collection

  • Infiltrate the enemy kingdom and confront the guards protecting military secrets. Elite-level guards can provide even more valuable information.
  • Each piece of information collected must be delivered to the NPC Intel Leader, who validates the mission.
  • The mission costs [60] Laktorerium Powder.
  • Rewards: Experience (EXP).
  • Can be completed once per day.

Quest flow

1. Receive the Hunting Order

  • Players from the kingdoms of Hekalotia and Akelonia must speak with the NPC Intel Leader in their respective kingdom to receive the Intel Report, the official document that records the gathered intel.
    • Intel Leader locations:
      • Hekalotia: X:1690 e Y:1619.
      • Akelonia: X:1690 e Y:1834.

2. Execute the mission

  • With the item in hand, it’s time to invade enemy territories and defeat their elite guards to collect strategic information.

3. Fill the Hunting Order

  • Each secret collected fills the document. Once the required amount is reached, the mission is considered complete.

4. Return to the Intel Leader

  • Go back to the NPC and deliver the fully completed Intel Report.

5. Receive the reward

  • Depending on the character’s level, the intel delivered will yield different amounts of EXP.

Recompensas

Level Reward (EXP) Influence
360 - 389 16.000.000 EXP 5
390 – 399 8.000.000 EXP 5
400 – 409 2.000.000 EXP 5
410 – 429 1.000.000 EXP 5
430 - 439 525.000 EXP 5

Rules

  • Actions considered abusive or irregular will be analyzed by the game team, and if confirmed, may result in punishment, in accordance with the internal conduct policy.
  • To participate, it is mandatory to be part of a guild.
  • The guild must have at least Guild Level 1.
  • The Intel Report must be delivered to the Intel Leader NPC of your respective kingdom.
  • The Intel Report must be completed on the same day. If the player holds a report from a previous day, it must be updated by following the entire process again, including the consumption of the required items.
  • This quest is a daily quest. Once completed, it can only be completed again the next day.

F.A.Q. title=

In the ancient halls of Kersef, where sages and scholars sought answers to the riddles of the universe, a special chamber was dedicated to the Wydians' most recurring questions. Every question, every uncertainty, has been carefully cataloged and answered, forming a compendium of wisdom to guide those seeking clarity amid chaos.

  • Guild Coins can only be obtained by guilds with guild zones?

No. Any guild that has a minimum of 1,000 Influence points and at least 50 Fame points will be able to convert it into Guild Coins on Sunday.

  • What is the conversion rate for Fame to Guild Coins?

The conversion rate is 10%. In other words, for every 10 points of Fame the guild will generate 1 Guild Coin.

  • How much Fame do I get for defeating a Tower?

20 Fame points. When you defeat a tower, your guild will immediately receive 20 Fame points.

  • Which days will the tower war take place?

The war only takes place from Monday to Friday.

  • My Guild has Guild Zones, do I receive any bonus when obtaining Guild Coins?

Yes. Each territory will guarantee the Guild a bonus when converting Fame into Guild Coins.

  • My Guild has a lot of Influence points, will we be rewarded in some way?

Yes. The amount of influence possessed by a guild guarantees bonuses in Guild Coins for the guild during the conversion of Fame into Guild Coins.

  • What will change in the Guild Shop system?

This update is in the internal concept phase, however, we would like to know more about what players would like to see present in the mall, exclusive or otherwise.

  • Will guilds with little or no influence be able to participate in Tower War?

No. Only guilds that have active members will be able to participate in the War.

  • Will I be able to change the registration channel during Torres War?

No. Once registered on a channel, the guild will only be able to access the war map on it.

  • Is the Torres War registration only made on one day and valid for the whole week?

No. Each day a new registration must be made.

  • Does the Torres War record have any restrictions?

No. Any guild can register on any channel. Just use the item "War Opening Tower" on the channel where you want to register.

  • Is there any difference between participating in Channel 1, 2 or 3?

No. The dynamics on all channels are the same.

  • How will registration be carried out in the Torres War?

Through the item "War Opening Tower" which can be obtained once a day, free of charge, by guilds that have the minimum influence to participate.

  • To register my guild do I need to talk to NPC Fjor?

No. It only serves to inform players of the number of guilds registered on the channel and where their guild is registered.

  • Only the leader can register the guild?

No. Leaders or sub-leaders will be able to register their guild in the Tower war.

  • How will the item "War Opening Tower" be obtained?

The item can be obtained once a day, free of charge, by guilds that have the minimum Influence to participate, through the NPC Fjor, located in Erion.

  • When betting cities will I spend my guild's Fame balance?

You will need to have at least 100 Fame to bet on a city. The winning guild will not lose or gain any Fame. However, the losing guild in addition to the territory will also lose 50 Fame.

  • Will guild Fame balance continue to reset every week?

Yes. Every Monday, however, only guilds with 50 Fame points or more will be reset.


Best Regards,
WYD Team.