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Guide 4

Guilds, island and siege

How to found and run a guild, the treasury, the island and its buildings, besieging other islands, truces, the monthly season and the island shop.

Founding and joining

You found a guild at the Hall in any harbor, from level 15, for 50,000 gold. It gets a name (3 to 24 letters) and a 2- or 3-letter tag, which shows next to its captains' names at sea.

To join a guild, you send an application with a short message, and someone with the right to invite accepts it. A guild starts with 50 places and reaches 80 as it levels up. If you leave a guild, you wait 48 h before you can join another.

The guild board holds the crew's notes. To talk in real time, the Guild tab in the chat brings together every member who is online, on any channel. More in the first steps guide.

Ranks and rights

There are 5 ranks: Admiral, Captain, Boatswain, Sailor and Deckhand. There's only one Admiral, who is the leader, and newcomers start as Deckhand.

Each rank has its own rights, and the leader can change that table however they like. There are 12:

  • Invite captains
  • Expel a member
  • Write on the board
  • Change the profile
  • Promote and demote
  • Raise and upgrade buildings
  • Raise and upgrade defences
  • Repair defences
  • Negociar e romper trégua
  • Raise the peace flag
  • Start an attack
  • Trono do Tirano

Treasury and guild level

The treasury holds up to 100,000,000 gold. It takes in the captains' donations (with a board showing who gave the most) and the guild's cut from privateer letters. Treasury gold never goes back into anyone's pocket. It only pays for the island's buildings, defences and repairs.

What makes a guild grow is its letters (Carta de armador, Carta de armador lacrada, Carta de corso and Carta de corso lacrada). With a letter active, part of what each kill earns goes to the guild. Shipowner letters feed the guild's experience, and privateer letters feed its treasury. They last 30 min, and you can have one of each kind running at once. The plain ones are sold in the shop, and the stronger sealed ones come from the island Workshop.

A guild can reach level 50. Levels open more crew places, island shop shelves and other perks for everyone.

The island

Once the guild hits level 5, the leader (and only the leader) can buy the island for 3,000,000 gold from the treasury. The island is tied to the harbor where it was bought. The crew gets in through that harbor, out of combat, and the island's own port is where you'll find the Headquarters, the Workshop, the Fortress Warden, the Wharf and the Shop.

Outside a siege, the island is just for show. The defences sit idle and only the guild itself can get in.

The buildings

  • Headquarters: cannot be destroyed and caps the level of every other building.
  • Fortress: the final target of a siege.
  • Cannon tower (10): cannons that fire on attackers.
  • Beast den (4): each den lets loose 5 beasts of its level.
  • Workshop: makes sealed letters and guild rum; each level opens one more queue slot.

Every building goes up to level 10, and each level costs more than the one before, always paid from the treasury. You can only build one thing at a time. Work takes 30 min for the first level and longer for each level after that. Guild rum halves the time for building, production and repairs.

In the island Workshop, the blueprint belongs to each captain and the Workshop's level belongs to the guild, and you need both to make anything. Blueprints unlock with the plunder points you've helped earn over your whole career. Those points only unlock things and are never spent.

The siege

Anyone with the right to attack can besiege another guild's island. Both guilds need an island, neither can already be in a siege or have its peace flag up, and the target can't be under truce. Each guild can start at most 3 sieges a day. In the guild ranking, you can attack any guild above yours and up to 2 places below.

  1. Attackers arrive through the island's whirlpool and respawn there 10 s after sinking.
  2. Defenders leave the island port with 15 s of mist, and a defender who sinks goes back to port fully repaired.
  3. Each tower gives the attack 5 min (10 min if a defender is still alive), and the clock restarts every time a tower falls.
  4. The fortress fires from the start, but only takes damage once everything else has been cleared.
  5. Bring down the fortress and the island is raided.

A raid takes no gold at all. It pays 100 points per fortress level to the attacking guild, and a guild that holds its defence earns 50 points per level of its own fortress. The raided fortress drops a level, and the other buildings stay as they are. Attackers can only leave through the whirlpool they came in by, and defenders can only leave by docking.

Allied guilds can help defend.

Truce, allies and peace flag

  • Truce after a raid: only the raided guild gets 24 h of truce, and during that time nobody can attack its island. The raiders get no truce at all and can be hit right away, even by the guild they just raided. The truce doesn't stop the raided guild from attacking others either.
  • Failed attack: attackers who fail to raid cannot attack that same guild for 24 h.
  • Allies: up to 3, and the alliance has to be accepted by both sides.
  • Peace flag: protects the island for 8 h and can only be raised again 24 h later. While it's up, the guild can't attack either, and after lowering it has to wait 1 h before attacking. You can't raise it in the middle of a siege.

The monthly season

Guilds compete in one season a month. Season points are the same ones you get from raids and defences, so every fortress brought down and every defence held counts toward the month's ranking. Points are never spent, they only unlock things.

When the month turns over, season points reset to zero. The top 10 guilds get a mark next to their tag for the whole next season, and each guild's score opens island shop shelves for everyone who was in the crew when the season closed.

The island shop

The shop is in the island port, and the captain always pays out of their own gold or diamonds. Neither the treasury nor points come into it. The shelves follow different rules:

  • Convenience: ammunition, patches and letters, for the same price as the regular shop, unlocking as the guild levels up.
  • Season: items you won't find anywhere else, unlocked by the score the guild finished the previous season with. If the guild doesn't hit that score again, access runs out at the turn of the month, but whatever you bought is yours to keep.

The big prize on the season shelf is the Jura do Estandarte set, with 6 parts sold only there. The set is complete with 5 installed.