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304 Gear
141 Materials
151 Forge
27 Expeditions
158 Spells
9 Chests
15 Classes
26 Attributes

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What's new Every change
World bosses every night
  • NewWorld bosses: every day at 19:00 (Argentina time) three random bosses descend on their own, at once and with no seal. You get the call in game and in the Discord announcement channels, and the announcement is removed when the boss falls or leaves.
  • NewMagic: when you enter the game, a notice tells you that spells use runes, shows the ones in your pouch and takes you to the nearest rune seller.
  • ImprovedWorld bosses: you can summon another boss while the nightly ones are up, and the boss window lists every boss that is up.
+8 more
Guides Where to start, which class to pick, how professions and gear work, and how the economy runs. Classes Every class distributes the same total of attribute points: what changes is the shape, not the amount. Your race shifts attributes without changing the total. Neither one locks you out of anything. Races Race doesn't make you stronger, it makes you different. Every race nets exactly zero: it shifts some attributes up and others down, so any race and class combination ends up with the same thirty-four points. Attributes The attributes you assign drive your derived stats, and items stack on top. Here's the full table: which mods appear on what, and how much each tier gives. Level curve How much experience each level takes, and where it comes from. The curve is designed backwards: first the time each level should cost in adventures at your level, and the experience comes out of that. Wheel of Aurelia The Wheel of Aurelia in Guildlands: the passive tree for every class. Where points come from, where each race starts, the keystones, the notables of each zone and the mastery of each profession. Spells You learn a spell by reading its book, which is used up in the process. Spells belong to the character, not the account, and you can carry up to three at a time: one from the start, the second at level 25 and the third with an item that gives +1 spell slot. Gnomes can carry a fourth: their keystone on the Wheel of Aurelia, Clockwork Mind, adds another slot. There are three schools: magic, shouts and techniques. Runes Runes in Guildlands: the sixteen runes, their altars and maps, the shop, the Rune pouch, the rune cost of every spell and the starter kit. Vocations Three quest chains, one per class family. At the end you pick a spell, and that is how you get each class's signature spell: the one that defines how it plays is not sold, it is earned. Orders Five old brotherhoods of Aurelia, each with its master, its history and its oath. Each order teaches three spells that belong not to a single class but to the six it accepts. None of them is bought or dropped: you earn them by doing the order's quests. Legends Legends are long chains for the late game. Each one asks you to have finished something first and pays with a spell you cannot get any other way, or with permission to buy one in the shop. Relics Relics are the lost grimoires kept by the late-game bosses. Each boss has its own and drops it only once in a while: a reason to face it again. Combat Adventures and dungeons are fought for real. It isn't a line of text saying you fought: the server resolves an actual fight with your real stats, the same ones you see on your character sheet. Bestiary Every creature in the world, sorted by zone: what it looks like, its family, what it pays when it dies, the effect it leaves on you and where you run into it. Training Where to level at every stage: every adventure and dungeon sorted by level, who gives it, what it takes to get in and every enemy you will meet, with its health, its hit and what it pays. Set your level and only the ones that suit you stay. Adventures Adventures are the backbone of leveling: a chain of stages in one zone, handed out by an NPC in the village. Every stage can be repeated as often as you like, each one brings slightly stronger enemies, and the last one brings the zone’s boss. Clearing the last stage unlocks the next adventure. Dungeons Dungeons are short, energy-hungry and hard. They pay the same experience that energy would pay in adventures, in minutes instead of hours, and they drop rarer loot. Each one opens when you clear the adventure that covers its level. Duels One-on-one duels in Guildlands: where the Duel Master is, how to create and join a room (also with a code), every rule, the best-of-three format and the arenas. Training yard The Guildlands Training yard: where the weapons instructor is, the three dummies, how to set up a round, what the damage meter shows and what does not count. Slayer Slayer in Guildlands: what a contract is and how it differs from a quest, where the five Slayer Masters are, which creatures each one asks for, how the skill levels up, the streak and the rewards. Hunting Hunting in Guildlands: how traps work, where Maera the Trapper is, the four hunting grounds, what each prey drops, how traps are made and how it connects with Fletching, Skinning, Cooking, Butchery, Runecrafting and Farming. World bosses Guildlands world bosses: how they are called with a seal, how the whole-server fight works, the ten bosses and their traits, how many people it takes, what each seal needs and what each one drops. Maps A character's position is the map plus its coordinates. You switch maps by stepping onto a portal, and the server has the final say. Expeditions Expeditions drive the game: they cost energy and time, and pay out experience, gold and sometimes an item or a chest. They unlock in chains, so finishing one opens the next. Quests Quests are the why and the where-to of the game: objectives you complete by fighting, gathering, crafting or talking, and always turn in at an NPC. There is one story line that walks you through every adventure and dungeon, and a daily rotation that is the same for everyone. Gear Every piece comes in five grades and five rarities. Grade sets the level and power, rarity sets how many attributes it carries, and the line decides which ones. Sets Each set with a character wearing its best pieces, the attributes it brings and where it drops most. Below, grade by grade, the pieces it has: hover one to see its card. Gems Gems in Guildlands: the six gems, their five qualities and how to combine them, which veins drop each one, cutting, what they add in sockets and jewelry, and what they are worth. Sockets Sockets in Guildlands: which weapons and chest pieces have them, the odds of one, two and three sockets, how to socket cut gems, what each gem gives and the Jeweler who empties sockets. Materials Materials come from nodes on the map and end up at the forge. Each profession has its own ladder: higher skill unlocks better materials, and gathering them costs no energy. Chests Chests show their odds before you open them, and those odds are real: they come from the same table the server rolls on. Chests can't be bought or sold. Opening one shows two prizes and you keep one; close without choosing and you get the first. Gathering Gathering professions take materials from the world with a tool in your backpack: you do not need to equip it, and if you have several, the best one you can use is picked. Your profession level unlocks better materials, and it rises by gathering the ones that still challenge you. Every account starts with the basic tool of each one in its stash: move it to your backpack to use it, because the stash does not count. Production Production professions turn what you gathered into something else: smithing smelts ingots and forges gear, carpentry saws planks, construction builds the pieces of your house, fletching makes arrows, cooking prepares dishes, alchemy brews potions, artisanry tans leather, weaves cloth, sews light and cloth armor and sets jewels, Runecrafting turns essence into runes and writes spell books, and Salvaging takes apart spare gear to recover part of its materials. Toil Toil in Guildlands: where the seven Masters of mining, woodcutting, fishing, herbalism, Runecrafting, skinning and farming are, what a task costs, which tool you need and which materials you get at each level. Information Two currencies and one market: in-game gold, which also runs the player market, and scarce crystals. Plus energy, the daily loot cap and your stash space. Gold Gold is the in-game currency: it comes from adventures, errands, quests and chests, and pays for the shop and the forge. It is also the currency of the player market. Crystals Crystals are the scarce currency: today they only come from errands and pay for extra stash pages. They are never traded, and what they buy is bound. Market The player market: an order book for stackables, fixed-price listings for gear, a fee on each sale, and what can and cannot be sold. Shop Anything bought from a merchant, in any currency, is bound on purchase and never leaves the account. That rule is what keeps the market honest. Clans Everything about clans: how to found one, how it levels up, ranks, Reputation, the weekly missions, the banner, clan armor and the Clan Castle. Levels Ranks Reputation Missions Castle Workshop Chestplates A step outside the gear ladder: clan armor bought with Honor as the clan levels up (levels 4, 8, 11, 14 and 17), plus the leader's at level 20. Houses The houses of Aurelia, Desert Town and Snowy Hamlet: where they are, the houses board of each city, the Construction profession, the Workshop, the Farm and the history of owners and trophies of each house. Construction Owners Market Achievements Achievements are goals the game tracks while you play: enemies defeated, adventures finished, profession levels, chests opened. Each one has up to five stages, and every stage gives points. Creators The Guildlands creator program: the creator code, Points and Seals, community milestones, the Creator Ladder and Shop, the cc.guildlands.com portal and the rules.