The following is a list of guilds, whether they are open to the public to join, invite-only or permanently closed.
Maybe you should ask around in character about the guild you want to join if you're looking for a specific one, even if they're open for anyone. Unless you're looking to join something... less than wholesome. In such case, exercise caution when asking about it. You never know who might be listening.
- 1 Open Guilds
- 2 Invite-Only Guilds
- 3 Closed Guilds
All you have to do is find a recruiter NPC and maybe perform a task or pay a fee.
Elite Coalition craftsmen who sometimes value money just as much as they value good materials.
Rugged unarmed combat specialists.
Grim and very dark assassins.
Druidic warriors who seek to improve themselves through battle and honoring animal spirits.
Scholarly practitioners of magic utilizing the four primary elements.
Guards, warriors and in general people for hire who work for the Western Coalition and often alongside the Artisans.
Bards, scholars, storytellers, lore mongers, psychics. They're a very, very diverse bunch and loosely collected.
Survivalists and huntsmen, the outdoorsy types that often enjoy conquering the wilds as a sport.
The agent branch of the Tse Gaiyan, they work in the more civilized areas, gathering information and keeping the Resen at bay.
A knighthood revolving around protecting the people of the Lost Lands.
You must be invited by either a player or an NPC through roleplay sessions.
Rogues, rebels, bandits, lawbreakers, muggers and so forth.
Nethrim-fighting warriors from the Church of Serafina.
Druids of the more common variety, little is known about them.
Healers, part of the Church of Light just as the Templars are. Strictly nonviolent unless self defense is required.
They are said to be a private club researching nether.
You will never join for possibly many reasons depending on the guild. Please do not waste your time.
Crazy natives that desire the destruction of civilized settlements.