Beginner’s guide
Everything you need for your first day: what kind of game Guildlands is, how the idle loop works and what to do in your first hours.
What is Guildlands?
Guildlands is a multiplayer idle RPG built on Solana that you play in the browser. You send your character on outings (adventures, missions, dungeons) that take real minutes, and you come back when the job is done. What they bring home is yours.
The world is shared: other players walk the same streets you do. It spans 9 maps (see Maps), 15 classes, 6 races and 7 professions. Gear drops from outings and chests or is forged from materials that players gather, and anything that gets sold is sold between players, in SOL, on the market.
Signing in
There is nothing to download: open game.guildlands.com and sign in with an email and password or with a Solana wallet. One account can hold up to 3 characters.
The market uses the same session as the game. Sign in to the game first and the market will recognize you.
Creating your character
A new character needs a name (3 to 12 characters), a race, a sex, a class and a head. The name and the look are chosen only once, so take your time.
Every class starts with the same 34 attribute points; what changes is how they are spread. Races move those points around without changing the total, and Human has no modifiers at all. Neither choice locks you out of anything important: the class only limits the weight of the armor you can wear and a handful of weapons, and the build is yours to decide. All of them are compared in Which class to pick.
Every level gives 3 attribute points to spend, up to level 60. New characters are born in Village.
How the idle loop works
- One thing at a time. Each character runs one action at a time. Several characters on the same account can each be doing something different.
- Energy is the clock. Every character has its own energy, up to 100, refilling at 10 per hour: an empty bar is full again in 10 hours. Energy is charged when an outing starts, and cancelling does not give it back.
- Outings start in the world, not in a menu. Missions and adventures are handed out by characters standing in the world, and dungeons have an entrance. You walk up to them, check what they pay and set off.
- You see the reward before you leave. Each outing shows its experience, gold, crystals and fixed items up front. Some let you pick one item from a short list before you go. On top of that there is a random loot roll, so two identical outings do not always pay the same.
- Fights are resolved at the end, with your real stats. If your character falls, you are paid only for the part that was done and none of the declared rewards. The Combat page explains the math.
Your first outings
A new character’s list is short on purpose: each outing you finish opens the next one. You can start with Patrol the roads and Village errand. This is the whole chain, with what each step costs and who gives it:
| Name | Kind | Level | CHA | Cost | Time | Requires | Who gives it |
|---|---|---|---|---|---|---|---|
| Patrol the roads | Adventure | 0 | — | 20 E | 15 min | — | Bruno, guard · Village |
| Forest expedition | Adventure | 5 | — | 40 E | 45 min | Patrol the roads | Sela, huntress · Village |
| Descend into the catacombs | Dungeon | 8 | — | 80 E | 90 min | Forest expedition | Mouth of the catacombs · Village |
| Village errand | Mission | 0 | — | 15 E | 20 min | — | Tomás, villager · Village |
| Escort the caravan | Mission | 4 | 8 | 25 E | 40 min | Village errand | Captain Ordax · Main city |
| Diplomatic mission | Mission | 10 | 14 | 45 E | 75 min | Escort the caravan | Ambassador Lirien · Main city |
Your first profession
Gathering happens in the world. Walk to a vein, a tree or a fishing spot with the right tool in your hand and your character starts striking the node. Gathering costs no energy. Nodes are shared: everyone on the map hits the same one, and once it breaks it takes a while to come back.
The entry tools are sold at the Shop for gold: Basic pickaxe ( 40), Basic axe ( 40), Sickle ( 40), Skinning knife ( 45), Carpenter hammer ( 45), and Small net ( 40). A tool goes in the weapon slot, so while you gather you are not holding a weapon.
Turning what you gather into something else (smelting bars, sawing planks, forging gear) does cost energy and time, depending on how much material goes in. Every requirement is in the Professions guide.
The market
The Market is where players trade with each other, in SOL. Materials go through an order book with buy and sell orders; gear is sold through fixed-price listings, because every copy has its own rarity and mods.
Gold and crystals never touch the market. Anything you buy from a merchant is bound to your account, and merchants never buy anything from players: what you do not need, you sell to another player.
What can be traded, the fees and the rules that keep it all in balance are covered in How the economy works.
Where to go next
- Which class to pick: pick a class for the way you want to play.
- Professions guide: level mining, woodcutting and fishing, and forge your own gear.
- Gear and rarity guide: read an item at a glance and know what to keep.
- How the economy works: understand the market before you spend a single lamport.
- Expeditions, Gear and Materials: the full catalog, with every number.