
The Guild System: guild levels
Your guild has its own level, from 1 to 25, and its own experience bar. Everything your members do together feeds it.
- Level 2 costs 43,000 guild experience.
- Level 25 costs 1,050,000.
- Reaching level 25 from scratch takes 7,800,000 guild experience in total.
The guild level is what unlocks perks — the permanent bonuses every member of the guild receives.
Where guild experience comes from
Source
- Raids
- Dungeons
- Battleground won
- Battleground lost
- Quest turned in, solo
Guild experience
- 6,000 to 150,000 per raid, 23 raids listed, once per lockout
- 50 to 6,400*per dungeon, 83 dungeons listed, once per lockout
- 6,000
- 1,500
- 5, multiplied by your presence bonus
Instances pay once per lockout per guild, not once per player, so running the same raid with two groups on the same lockout does not pay twice.
The guild group rule
Instance and battleground experience is only paid to a guild group: at least 3 guild members present, and at least 70% of everyone present must be in the guild.
A pick-up group with one guildmate in it earns the guild nothing.
In battlegrounds the payout scales with how much of the team is yours:
- 3 Guild members or more | 33% Share of the experience
- 6 Guild membersor more | 67% Share of the experience
- 10 Guild members or more | 100% Share of the experience
The presence bonus
Quests you turn in on your own still feed the guild, and the longer you actually play in one session the more each one is worth:
- from the start | +5%
- after 1 hour | +10%
- after 2 hours | +15%
- after 3 hours | +20%
- after 4 hours | +25%
- after 5 hours | +30%
“Active” means playing: moving, casting, killing, talking, handing in quests. Five minutes of complete silence resets the counter to zero, so parking in a city overnight is worth nothing. The counter also restarts at every login.
The weekly bars
Three bars fill up every week and pay the guild bank in gold when they are full:
- Raid | 150,000 | 200 gold
- Dungeon | 60,000 | 75 gold
- PvP | 40,000 | 75 gold
- All three full | — | 250 gold extra
A full week is therefore 600 gold into the guild bank. The bars reset weekly, at the same hour as the raid lockout reset, so the week your guild plans around is the week the bars use.
Experience above a bar’s weekly cap still counts towards the guild level — the cap limits the gold payout, not the progress.
Perks: what the guild level unlocks
Every member of the guild gets these automatically as the guild levels up.
Nothing to buy, nothing to turn on.
| 2 | Fast Track | Experience from kills and quests +5%
| 3 | Mount Up | Mounted speed +10% (not in battlegrounds or arenas)
| 4 | Mr. Popularity | Reputation from kills and quests +5%
| 5 | Cash Flow | Looted coin deposits an extra 5% into the guild bank, at no cost to you
| 6 | Fast Track II | Experience from kills and quests +10%
| 7 | Reinforce | Durability lost on death −10%
| 8 | Hasty Hearth | Hearthstone cooldown −15 minutes
| 9 | Reinforce II | Durability lost on death −20%
| 10 | The Doctor Is In | Healing from bandages +25%
| 11 | Mobile Banking | Summons your guild bank for 5 minutes. Requires Friendly guild reputation
| 12 | Mr. Popularity II | Reputation from kills and quests +10%
| 13 | Honorable Mention | Honor gained +5%
| 14 | Working Overtime | Chance of a tradeskill point +10%
| 15 | The Quick and the Dead | Resurrected by a guildmate: +50% health and mana, and +100% movement speed while dead
| 16 | Cash Flow II | Looted coin deposits an extra 10% into the guild bank
| 17 | Guild Mail | Mail between guild members arrives instantly
| 18 | For Great Justice | Chance of an extra emblem +10%
| 19 | Honorable Mention II | Honor gained +10%
| 20 | For Great Justice II | Chance of an extra emblem +20%
| 21 | Ride Like the Wind | Flight path travel speed +25%
| 22 | Working Overtime II | Chance of a tradeskill point +20%
| 23 | Bountiful Bags | Materials from Mining, Skinning, Herbalism and Disenchanting are doubled
| 24 | Bartering | Vendor prices −10%
| 25 | Mass Resurrection | Revives every dead party or raid member within 40 yards. Not usable in combat, battlegrounds or arenas
Two perks of the same kind never stack: when Fast Track and Fast Track II are both unlocked, you get the stronger one, not the sum.
Guild reputation
Your guild is a faction you can earn reputation with, and it has its own bar in the reputation panel.
- 1 point of reputation per 100 guild experience you personally bring in.
- Up to 3,500 reputation per week, per character.
- Experience that is not enough for a whole point is kept and carried over, so small quests are never wasted.
- Exalted is 42,000, so roughly twelve weeks of steady play.
Reputation is personal: it follows your character, not your guild, and it resets if you leave the guild. Some rewards require a reputation rank — the guild bank summon needs Friendly, and the guild vendor gates its best goods behind higher ranks.
The guild house
When your guild buys a guild zone, the zone becomes your guild house, and every member gets the following — regardless of reputation, rank or how long you have been in the guild:
- In a guild group | Double experience, gold, honor and reputation
- Guild experience | Double
- Professions | 2 points per skill-up instead of 1 — Lockpicking included
- Weapon skills | 2 points per skill-up instead of 1, and skill-ups happen twice as often — Defence included
- Visible aura | While the group bonus is active you can see it on your character
“In a guild group” uses the same rule as everything else: 3 guild members present and 70% of the group in the guild. The profession and weapon bonuses apply always, including solo.
The guild house multiplies on top of your perks/bonus rather than competing with them.
