Guilds: Difference between revisions
Add current inactive guild leader transfer rules |
Add current guild rank permissions and clarify inactive-leader warning schedule per 29 October patch notes |
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The focused UI element is 1 AXWebArea Editing Guilds - RoR Wiki, URL: wiki.returnofreckoning.com/index.php?title=Guilds&action=edi | The focused UI element is 1 AXWebArea Editing Guilds - RoR Wiki, URL: wiki.returnofreckoning.com/index.php?title=Guilds&action=edi | ||
== Guild Ranks and Permissions == | |||
Only a member with a higher rank can change the rank of a lower-ranking member. Members cannot grant permissions they do not have themselves. Guild leaders can reset rank permissions to their defaults. Officer notes are visible only to ranks that have permission to read them. | |||
== Inactive Guild Leaders == | == Inactive Guild Leaders == | ||
If a guild leader stops playing, the guild may be transferred after 60 days. The leader is considered active if any of their characters in the guild logs in. Starting after 14 days away, the leader receives | If a guild leader stops playing, the guild may be transferred after 60 days. The leader is considered active if any of their characters in the guild logs in. Starting after 14 days away, the leader receives an email warning, followed by weekly reminders and then daily reminders during the final three days before the 60-day point. | ||
The transfer can happen only after the leader has received at least a week of notice. At 60 days, leadership passes to the highest-ranked eligible member who has played in the previous 14 days. The most recent login breaks a tie. If no member has played in the previous 14 days, the system considers members active within the previous 60 days. The former leader remains in the guild as an officer, and the leader's own alternate characters are not selected. Guilds with no other member active in the previous 60 days are left unchanged, and starter guilds are not affected. | The transfer can happen only after the leader has received at least a week of notice. At 60 days, leadership passes to the highest-ranked eligible member who has played in the previous 14 days. The most recent login breaks a tie. If no member has played in the previous 14 days, the system considers members active within the previous 60 days. The former leader remains in the guild as an officer, and the leader's own alternate characters are not selected. Guilds with no other member active in the previous 60 days are left unchanged, and starter guilds are not affected. | ||
Revision as of 00:57, 31 October 2026
Guilds in Return of Reckoning are player-run communities that work together to overcome enemy players, monsters, and more.
Forming a Guild

To form your own Guild, you'll need a full party of unguilded players - 6 total - and you'll need to speak to Guntam Schreiber in Southwest Altdorf or X in Northeast Inevitable City.
Joining an Existing Guild
There are a few ways to join an existing guild:
- 1: Hit G or open your Guild Window to see a list of active and recruiting guilds, and scroll through to find one you like. Whisper one of the listed recruiters, or ask in general chat to speak to a member.
- 2: Use the LFG Chat (by default, /5) to advertise your interest in joining a guild, and see what responses you get.
- 3: Use the Return of Reckoning official Discord and check the Guild Recruitment channels to have a look at additional active guild options for both realms.
Guild Taxes
Guilds can set a Guild Tax, but don't stress too hard over this - it only taxes based on PvE mobs killed, and doesn't impact vendor sales, Auction House sales, or money you make anywhere else in the game.
The money earned from Guild Taxes goes into the Guild Bank, which Leaders and Officers can use to buy items for guild members or to claim zones for a Guild Coin.
Guild Leveling and Perks
Guilds level up as their members earn EXP within the game, and as a Guild levels, it gains bonus perks for all members to take advantage of.
Key perks include:
- Access to Guild Halls (Sigmar's Hammer and The Viper Pit) at Rank 6
- Access to crafting merchants with items to make leveling professions faster
- Access to scrolls to port yourself back to your Guild Hall, or instantly to Dungeon Entrances
- Guild Heraldry - Select a unique Guild heraldry that members can display on their capes and on banners
- Access to special Guild Mounts in exchange for Guild Coins at Rank 37
Guild Banks

Every guild has a Bank that their members can use. As your guild grows, you'll be able to expand to earn additional vaults, and your Guild Leader can decide who gets access to which vaults based on rank.
Many guilds use these vaults to store items for members to grab whenever needed, with rarer items going into special vaults for more trusted members to access.
Guild Standards/Banners
As guilds level up, they can assign members to be Standard Bearers. (Also known as Guild Banners.)
These banners display the heraldry selected by your Guild Leader, and come with powerful abilities like 15-second invulnerability and a resurrect skill. They also grant a movement speed buff while held, and by placing them on the ground or simply holding them, they grant 3 special buffs that your Guild can select while you level.
Of these, the Renown boost is the most commonly seen, but you can also grant EXP and Influence boosts, or boost the stats of nearby allies. Even non-guilded teammates in your realm can share the perks of these banners.
Claiming a Zone as a Guild
Guilds can also boost the Renown gain of their members by an additional 5% in the RvR lakes. Doing so will grant your guildmates completion of the RvR Lock Guild Coin quest, provided you're in a warband or 6-man with a full party of guildmates.
To claim a zone, a ranking member must type ".guildinvolve" into chat. The system will attempt to pull 40–50 gold out of your guild bank, and if successful, all members will see a new buff and a message will display across the screen confirming your guild's involvement.
Claiming a Keep as a Guild
Guilds can also claim keeps, which provides purchasable upgrades for Keeps at a scaling cost every 5 minutes for the owning guild.
For a full list of Guild Upgrades, and how to claim keeps, please see the Keep Claiming and Upgrades page.
Weekly Top 10 Guilds

The top 10 guilds in each faction that earn the most Renown will have their Heraldry displayed on banners in the Capital Cities.
All four capital cities are included: Altdorf, The Inevitable City, Karaz-a-Karak and Karak Eight Peaks, with banners always being found just outside the entrance to their respective Guild Halls.
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The focused UI element is 1 AXWebArea Editing Guilds - RoR Wiki, URL: wiki.returnofreckoning.com/index.php?title=Guilds&action=edi
Guild Ranks and Permissions
Only a member with a higher rank can change the rank of a lower-ranking member. Members cannot grant permissions they do not have themselves. Guild leaders can reset rank permissions to their defaults. Officer notes are visible only to ranks that have permission to read them.
Inactive Guild Leaders
If a guild leader stops playing, the guild may be transferred after 60 days. The leader is considered active if any of their characters in the guild logs in. Starting after 14 days away, the leader receives an email warning, followed by weekly reminders and then daily reminders during the final three days before the 60-day point.
The transfer can happen only after the leader has received at least a week of notice. At 60 days, leadership passes to the highest-ranked eligible member who has played in the previous 14 days. The most recent login breaks a tie. If no member has played in the previous 14 days, the system considers members active within the previous 60 days. The former leader remains in the guild as an officer, and the leader's own alternate characters are not selected. Guilds with no other member active in the previous 60 days are left unchanged, and starter guilds are not affected.
