Revelation: guilds

Introduction to the Guild System for Newbies

MMO connoisseurs probably already have a general idea of ​​what guilds are and why you need to join them. But for beginners, such information will be very, very useful, since participation in a guild gives a number of undeniable advantages. In addition, in Revelation, the clan system has its own characteristics. We have collected general information for you on how to join a guild or create one yourself, as well as the main guild activities.

We join an existing guild

A guild is an association of players that provides access to unique activities and pumping. Together with your companions, you will clear dungeons, kill bosses, trade and do many more interesting things that would be impossible or very difficult alone. Hardworking players will be able to earn a high position in the guild hierarchy, and the best communities are rewarded with regular rewards.

You will have the opportunity to join the community of players quite early, already at level 20. But it’s better not to rush with this – at the 30th level, a training quest will appear in your journal, to complete which you just need to become a member of the guild. If you have already done this before, you will have to leave and join again, but this can be done only a day later, when the fine expires. If the completion of the quest is not a matter of principle for you, then select the community to your liking by pressing G (ctrl + G for non-targeting) or by clicking on the shield icon in the bottom panel. For the most comfortable and thoughtful game, you should thoroughly study the issue in advance on the official forumand choose the community you like. It remains only to drive the name of the selected guild into the search for the corresponding menu and apply for membership. If you wish, you can act at random by choosing your favorite guild in the list available from the menu (G), or accept the offer of a randomly encountered player (such offers will be received regularly).

You can generally poke into the button for joining a random guild in the lower left corner of the menu. If you are patient and decide to wait for the quest, you can do the same actions after the desired NPC offers it to you. You can also go through the entry process on the website .

Create your own guild

To create your community, you need at least level 30 of a character, 150 thousand Asterion taels and, preferably, as many like-minded people as possible. If, after three days after the creation of the guild, it does not have at least 10 members, the game will mercilessly disband it. If you fulfill this requirement, the guild will gain access to the treasury and guild base.

To officially register your own guild, you must invite at least 10 friends to the game under the “Invite a Friend” program (you will find the link to the invitation in your personal account), and each of them, in turn, must register and create a character. When creating a guild, show your imagination and try to come up with a name, motto and coat of arms that will not alienate other members, and, of course, will not contradict current legislation. When your community has 50 players, its verification will become available. The administration will contact the leader and propose to go through the appropriate procedure. In some cases, this may happen earlier. Verification will reserve the name for your community, and you, as the leader, will receive the Conqueror Pack, which includes unique wings and a set of siege weapons.

Guild base

Most of the guild activities are reduced to the extraction of resources for pumping and improving the base. You can get to the base through an NPC named Lung in Sulan, through several other characters in the central and northern capitals, or using the Return to Base skill.

The cooldown of the skill is 45 minutes, you can find it in the “Actions” menu (the “Skills” tab). You can use the skill only starting from the second level of the base, when its study becomes available to the leader. Quests of the “Guild” tab can also lead you to the base.

The base is a large area with many buildings, characters and activities. On the base, you can build several buildings, the level of each of which rises for resources. As the level of buildings rises, the appearance of the base also changes. Development is a bit like strategy games – you need to prioritize, order and type of improvements. Buildings provide different types of bonuses.

  1. Town Hall– the level of the town hall increases the level of the guild, which, among other things, allows you to recruit more and more members into its ranks.
  2. Storage– accumulates resources necessary for improvements, and serves as a storage for the things of the guild members.
  3. Training ground– a springboard for training and leveling up skills. The higher the level of the structure, the more bonuses are available. Also here you can improve the skills of rage.
  4. Trading yard– store of resources and buffs.
  5. Mine– a place where gems needed to improve the base are mined.
  6. Tavern– a site for hiring workers (needed for the construction and pumping of buildings). By completing quests, you can study the dossier of available workers. Each of them has its own characteristics and abilities that can be pumped by working in certain industries. Workers need food and rest and must be closely monitored.
  7. Defensive and siege workshops– produce weapons for defense and attack during sieges.
  8. Astrologer’s Tower– gives an increase to the characteristics until the end of the day. To do this, you need to spin the roulette wheel, which, in exchange for deposit points, will give you random buffs. The higher the level of the guild, the more buffs will become available to you. Contribution points are analogous to guild currency, you will receive them for guild quests and contributions to the general treasury.
  9. Pier. Here you can go through Adventures – joint guild quests (finding treasure, hunting, killing the boss).
  10. Sawmill– a place of extraction of wood, which is needed to improve the base.

To pump buildings in more detail, in the “Management” tab from the guild menu there is a technology tree, each of the branches of which is responsible for its construction. Improvements require an impressive investment of guild resources, plus they take a lot of time, but they increase the efficiency of buildings quite well.

Activity

Most of the quests you will take on the notice board and in the inn. As the building is pumped, new and new ones will be added to the existing ones. The innkeeper’s quests do not shine with originality and boil down to the banal “give-and-bring”, but completing them gives a lot of experience and guild resources. On the bulletin board, you will find quests to improve buildings, increase worker productivity and entertaining tasks from the League of Pioneers.

In addition to standard quests, guild members can summon bosses. Bosses are summoned by collective logging at the sawmill. A defeated boss provides a decent amount of guild resources. You can learn more about boss battles in our separate material . Trade quests , available only to players who have passed level 50, will also be a good help in enriching the guild .

Sieges are one of the most common guild activities. Every week everyone can participate in sieges of enemy castles, but only guild members can capture locations available for this. Sieges are carried out once a week and last two hours, and an announcement appears when they begin. The purpose of the siege is to set up a bastion or guild tower in a specially designated location point. Installation takes a certain amount of time, so the player who installs needs to be guarded. To protect the location, you need defensive weapons, which are produced in a defensive workshop at the base. To capture, respectively, you need siege weapons from the siege workshop. Some of the siege and defensive weapons can be purchased from war merchandise vendors (such as Tiana in Sulan).

Guilds can even declare wars to each other, although this particular activity will not bring significant bonuses (except, perhaps, an increase in the HSP). For a nominal sum, one guild can challenge another. If the opponent accepts the challenge, clans will be able to fight in a specially designated location until one of them loses on points (reaches zero) or until time runs out. Going to war without preparation is a suicidal mission, so all participants must be well equipped and provided with buffs. Both sieges and wars require clear command and coordinated actions of the guild members.

by Abdullah Sam
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