Guilds & Groups
In Darklordz Online, survival is hard – but survival with friends? Slightly less hard. Whether you form a tight-knit adventuring party or a powerful guild with political influence, the world is better (and less deadly) when you’re not alone.
Guilds and group systems are planned for future updates, but the foundations are already in the world’s design: shared struggle, reputation, and loyalty.
Groups & Parties (Coming Soon)
Players will be able to form temporary parties for adventuring, questing, or combat.
- Use commands like
group invite [name]
to form a party. - Shared chat channel, XP gain, and loot pooling (with optional distribution rules).
- Party bonuses may include:
- Combat coordination buffs (flanking, guard rotation)
- Shared maps or exploration reveals
- Temporary morale boosts when fighting together
Aggro systems, group sneak, and healing mechanics will be designed with party play in mind.
Guilds (Future Feature)
Guilds are player-founded organizations with their own names, goals, and identity.
Planned guild features may include:
- Guild name, banner, and motto
- Custom member ranks (Leader, Officer, Scout, etc.)
- Guild chat channel and shared message board
- Guild storage (shared stash or vault system)
- Guild quests – multi-player missions or world events unlocked by reputation
- Faction alignment – guilds can ally with NPC groups, affecting politics and quests
- Guild-owned properties – such as hideouts, halls, or fortified outposts
Guilds may grow through recruitment, renown, and in-game achievements; or fall apart due to betrayal, infighting, or sabotage.
Player Alliances & Politics
Even before guilds are officially added, informal alliances and rivalries can shape the world:
- Trade routes protected (or taxed) by organized player groups
- Bandit crews or mercenary squads offering services (for a price)
- Assassins’ pacts or bounty systems managed between players
- Secret societies hidden in plain sight
We want these systems to emerge naturally, with mechanics built in later to support what players are already doing.
Reputation & Territory (Future Vision)
Eventually, guilds and factions may influence:
- Regional control – bonuses or perks in areas your guild dominates
- Event outcomes – world storylines that shift depending on guild actions
- Public perception – known bandit guilds may be kill-on-sight in towns, while noble guilds may be given discounts and respect
Planned Guild Perks (Subject to Testing)
- Guild-only items or crafting recipes
- Shared stables or mounts
- Emergency rally commands (limited use)
- Group emblems or uniforms
- Leadership elections or betrayal systems (maybe)
For Now: Form Bonds, Build Reputation
Even before the guild system launches, the game is designed to reward:
- Cooperation
- Shared discoveries
- Team-based combat
- Group-based storytelling
The stronger your ties, the further you’ll go – and when the guild system goes live, those bonds will already be forged in fire.