Guild System

Guilds are like giant parties that tend to be a lot more organized and also have a lot more/better benefits to it. When a Guild is created, it has a maximum capacity of 5 members, including the Guildmaster, although this number can be increased through investing into the Guild (see Guild Stats).

## How to form?

To form a Guild, a player must use an item called « Scroll of Unity », effectively consuming the item as it is a one-time use. The item can be traded/handed off to other players, but can only be originally obtained from completing the Guild Creation Quest (explained below). When a player uses this item, they will be presented with a menu to write the Guild Name on. Upon doing so, that player will automatically become the Guildmaster, and the guild will be formed.

## Guild Creation Quest

To obtain the « Scroll of Unity », players must go to the main settlement of Floor 2, into a watchtower that serves as a Guild HQ for five NPCs. One of these five NPCs will be the giver of the quest, though which one will be determined at random. The quest will be different depending on who is giving it, so there are five possible iterations for this quest, though the prize is always the same, the « Scroll of Unity » (and nothing else). Though a full party can take on the quest together, only one item will be awarded, not one for each member, so they have to choose carefully who will be the receiver as that player will also become the Guildmaster. The quests cannot be undertaken by players who are already in a Guild, nor by players who have already successfully completed the quest in that same day. The five NPCs and their respective quests, are as listed below:

1. The first NPC is a knight clad in white plated full body armor. Being of level 1000, their quest has a player survive/last a full three turns in a duel (not to the death), against them, at which point the duel is considered a tie and the quest is completed.
2. A riddle master who will ask ten riddles for the players to solve. Solving even five will be enough to complete the quest, but the riddle master only gives one attempt per riddle to each member.
3. An illusionist who uses their powers to put the party's trust to the test, as well as their lives at risk, making this the most difficult of the five quests types and thus, the most unlucky of draws.
4. An incredible lazy person who does nothing but slumber all day long, tasks the possible guild with either motivating this NPC into doing their own chores, and if they can't, they'll have to do the chores in the lazy person's steed... Which is both bothersome as it is time consuming.
5. A jester will demand to play a game of truth-or-dare with the candidates, only ending when the jester is fully amused... The twist? This jester can read minds, even peer into their deep and darkest secrets, something they will use not only to filter out the liars, but also to ask the most troublesome questions!

## Guild Ranking

In a Guild, there can be many rankings, as more ranks can be added by the Guildmaster, with each ranking also able to be renamed by said Guildmaster, but at the bare minimum, there are always 3 rankings within a guild, with one of them being the Guildmaster's rank.

#### Guildmaster

Often the creator/founder and leader of the guild, the Guildmaster is the highest ranking possible within a Guild, and there can only be one, never more. Guildmasters can invite new members, expel members from the Guild, impose an automated tax system that will reduce the amount of credits players receive from combat (and those credits go automatically into the Guild's banking account), can even create new ranks (never above their own, nor equal to), rename ranks, changing rankings of players within the guild, can invest into Guild Stats using the credits in the Guild's bank account, can purchase a property to be the Guild HQ, can transfer their rank to a different player in that Guild (losing the ranking in doing so), and lastly, can disband the Guild.

#### Subleader

The 2nd in charge of the Guild, there can be up to three of these, but there needs to be at least one of them in any Guild that has more than the Guildmaster in it. With the power to invite new members as well as kick them, the Subleader will automatically be promoted to Guildmaster, if the current/former one dies. If there are more than one Subleader at the time of the Guildmaster's death, the system will prioritize who has had the ranking for longer (and if both have had it at the same time, it'll prioritize who has been in the guild the longest [if also the same time, then the priority will be to who is the highest level/has more XP {and if that too is the same, the decision will be made at random by the system}]).

#### Member

A pretty generic ranking, whoever is in the Guild but isn't the Guildmaster nor a Subleader, will have this ranking unless other rankings in between Member and Subleader have been created and assigned.

## Guild Stats

Through the "Guild" menu present within the Guildmaster's player menu, and from there they can go about their duties and privileges as the Guildmaster, among which is investing into Guild Stats.

Guild Stats start at 0 on all, but in exchange for credits, can be increased. The stats of every guild member increases by the same amount as the Guild Stats (so having the Guild Stats with 1 ATK means every member gets +1 ATK just for being in the guild, for example).

**Guild Stats Pricetable**
 Increase ATK by 1
 Increase SPD by 1
 Increase STM by 1
 Increase XP gain by 1%
 Increase Credit gain by 1%
 Increase Guild Member limit by 1

## Guild HQ

A guildmaster can buy and declare a property as a Guild HQ, providing players with a place to call their own, to sleep in, to take refuge in, to gather for any number of reasons. Additionally, Guild HQs have their own stables, allowing for players to buy horses from stables present in Safe-Zones and then keep their horses here whenever they aren't in use. Guilds with HQs can even choose to rent parts of the stable for non-guild members to be able to use for their own purchased horses. This applies to any rideable mount, although flying mounts and motorcycles cannot be put in the stable, with Guilds being able to pay extra for "add-ons" to be built, such as garages for motorcycles and cars, and special stables for flying mounts.

Aside from that, a Guild that has a Guild HQ will also double its Guild Stats. Local NPCs that live in the Safe-Zone of where the Guild HQ is located, will have a more positive outlook of all the guild members, viewing them with respect and admiration, greeting and welcoming them warmly at the gates whenever they visit that Safe-Zone, seeing them off and wishing them good luck at the gates whenever they leave.

The only kind of property that can be appointed as a Guild HQ is a mansion, a palace/castle, or a fortress. Houses and the like are not acceptable/suitable. Guilds with Guild HQs can also hire NPCs (very low cost) to work there, such as maintaining the mounts in the stables, the vehicles in the garage, greeting people with a reception desk, having guards posted for safety and also to look better (even alerting every Guild member of any intruder, as well as trying to stop the intruder). Jumpers using their abilities to get in might still be able to come and go, but they'll still be detected automatically and chased by the guards, if any. Anyone else will just be stopped by the guards.