Guild Leveling - Guild Perks List
Guild Talents were removed a while back and replaced with Guild Perks.

Reminder from the Cataclysm Press Tour
There are 25 guild levels and each level will automatically reward with an extra perk. The leveling process remains unchanged and your guild will gain experience through PvP, Dungeon and Raid progression, questing, etc ...

Guild currency has also been removed and rewards will just be "unlocked" after you reach a specific level or complete a guild achievement. Once a reward is unlocked, members will be able to purchase it with gold. Some of the rewards include guild tabards, mounts, heirlooms, and it looks like you will finally be able to have a guild tabard on your mount. (Just like the Argent Tournament banners)

New members of a guild won't be able to buy everything directly, they will have to contribute to the progression of the guild before they can access the top rewards. Each time a player helps towards the leveling he will gain reputation with the guild, the best rewards will require players to be exalted with their guild before they can buy it.


Level * Spell Description
1 Fast Track (Rank 1) Experience gained from killing monsters and completing quests increased by 5%.
2 Mount Up Increases speed while mounted by 5%. Not active in Battlegrounds or Arenas.
3 Mr. Popularity (Rank 1) Reputation gained from killing monsters and completing quests increased by 5%.
4 Cash Flow (Rank 1) Each time you loot money from an enemy, an extra 5% money is generated and deposited directly into your guild bank.
5 Fast Track (Rank 2) Experience gained from killing monsters and completing quests increased by 10%.
6 Reinforce (Rank 1) Items take 5% less durability loss when you die.
7 Hasty Hearth Reduces the cooldown on your Hearthstone by 15 minutes.
8 Reinforce (Rank 2) Items take 10% less durability loss when you die.
9 Chug-A-Lug (Rank 1) The duration of buffs from all guild cauldrons and feasts is increased by 50%.
10 Mobile Banking Summons your guild bank. Instant, 1 hr cooldown
11 Mr. Popularity (Rank 2) Reputation gained from killing monsters and completing quests increased by 10%.
12 Honorable Mention (Rank 1) Increases Honor points gained by 5%.
13 Working Overtime Increases the chance to gain a skill increase on tradeskills by 10%.
14 The Quick and the Dead Increases health and mana gained when resurrected by a guild member by 50% and increases movement speed while dead by 100%. Does not function in combat or while in a Battleground or Arena.
15 Cash Flow (Rank 2) Each time you loot money from an enemy, an extra 10% money is generated and deposited directly into your guild bank.
16 Guild Mail In-game mail sent between guild members now arrives instantly.
17 Everyone's A Hero (Rank 1) Increases Heroism points gained by 5%.
18 Honorable Mention (Rank 2) Increases Honor points gained by 10%.
19 Happy Hour Increases the number of flasks gained from using a flask cauldron by 100%.
20 Have Group, Will Travel Summons all raid or party members to the caster's current location. Unlimited range, 6 sec cast / Channeled, 2 hr cooldown
21 Chug-A-Lug (Rank 2) The duration of buffs from all guild cauldrons and feasts is increased by 100%.
22 Bountiful Bags Increases the quantity of materials gained from Mining, Skinning, Herbalism, and Disenchanting by 15%.
23 Bartering Reduces the price of items from all vendors by 5%.
24 Everyone's A Hero (Rank 2) Increases Heroism points gained by 10%.
25 Mass Resurrection Brings all dead party and raid members back to life with 35 health and 35 mana. Cannot be cast when in combat. 64% of base mana, Unlimited range, 10 sec cast



Stonecore Boss Videos
The Stonecore was made available for testing last week and a few videos are now available on Youtube!







This article was originally published in forum thread: Cataclysm Guild Perks, Stonecore Boss Videos started by Boubouille View original post
Comments 221 Comments
  1. tengobotas's Avatar
    Quote Originally Posted by Dalehan View Post
    Negative, even Ragnarok online has had similar features for years, sharing some of the experience you earn with your guild's progression to increase guild level, which would increase the guild cap etc, allow you to purchase better guardians during guild wars, etc.
    im in beta and honestly, it sucks. the game feels like its being converted into a kids game. there are lots of neat new things to look at but beyond that the mechanics are horribly dull.
  1. swampsquatch's Avatar
    Honor Points - Gained from killing Players, used to buy PvP gear.
    Heroism Points - Gained from Killing Bosses in Heroics and Raids, used to buy PvE gear.

    Also, yes small guilds get all the same benefits from the guild lvling system, it is a ratio. No matter if you have 400 players or 4, only the top 10 earners in your guild (per day) contribute to your guild leveling. So yes, even 4 players in a guild will get all the buffs, it just might take longer.
  1. NefariousNinja's Avatar
    I wonder how long it will take to achieve all those ranks.
  1. fled's Avatar
    QUESTION: Is the 10% XP guild perk likely to stack with the lv 1-80 20 XP Hierloom Gear buff??
  1. lopus's Avatar
    does any one knows if the +exp bonus stacks whit the heirloom items and the + rep bonus stacks whit the human bonus ?

    if they do XD 30% xp and 20% rep
  1. Decrepit05's Avatar
    Quote Originally Posted by tengobotas View Post
    im in beta and honestly, it sucks. the game feels like its being converted into a kids game. there are lots of neat new things to look at but beyond that the mechanics are horribly dull.
    This is what I was worried about.

    I haven't played WoW in months but have always looked forward to Cata to breath some fresh air into the game. Unfortunately it looks as if it is being dumbed down and released with not only a huge lack of features, but also killing off the way the game has been played.

    I'm all for change but the way they are taking numerous stats and talents out of the game makes it feel like a PS3 game where options are very limited.
  1. Sedlina's Avatar
    Quote Originally Posted by lopus View Post
    does any one knows if the +exp bonus stacks whit the heirloom items and the + rep bonus stacks whit the human bonus ?

    if they do XD 30% xp and 20% rep
    actually its 35 %
    chest 10
    shoulders 10
    ring 5
    guild 10
    --------
    35
  1. lopus's Avatar
    Quote Originally Posted by Sedlina View Post
    actually its 35 %
    chest 10
    shoulders 10
    ring 5
    guild 10
    --------
    35
    yeah but i never win the fishing contest , but you are right 5% more if you have "the ring"
  1. Elennoko's Avatar
    Quote Originally Posted by WyriHaximus View Post
    #20 sounds like locks will have alot less to do in those raids . And I bet alot of guilds will go for #1 (and #5) asap to lvlup faster :P.
    Why do peopel think this? The thing has a 2 hr cooldown. People usually need to hearth to get gems and mats for enchants for new gear. I doubt a guild leader would want to use a 2 hr CD again for one person. Plus, it's not "Select this", you get them at certain levels. So typically you get rank 1 at lvl 1, then rank 2 at lvl 5.
  1. Gractan's Avatar
    I looked and didn't see anyone ask these question...

    Are the guild levels based on the pure number of individual achievements, or is based on number of achievements per character average? I just wonder if this will give rise to no one wanting lower level alts in the main guild since it will lower the average? And I can't imagine Blizz would want the uber guilds of 400 people being the only ones that get the high levels.

    Also, I know that new members can't get the items available for sale from the guild, but what about the new member's achievements, would the help the guild at all?

    Can guilds LOSE levels if people left? I just see drama with someone saying "Fine, screw you guys, have fun getting your level back!"

    If a character's previous achievements count, will we see the rise of mercenaries that sell themselves to a guild for them to get new levels?
  1. mafain's Avatar
    Increases the quantity of materials gained from Mining, Skinning, Herbalism, and Disenchanting by 15%.

    How would this work?! I mean, how can you gain 15% extra on 1 ore? or 2 flowers? or 1 skin? ._O Anyone care to explain? im stumped. Should it be possible "Gives the player a chance to gain an additional resource gained from Mining, Skinning, Herbalism, and Disenchanting by 15%."?
  1. Calaba's Avatar
    Quote Originally Posted by Gractan View Post
    I looked and didn't see anyone ask these question...

    Are the guild levels based on the pure number of individual achievements, or is based on number of achievements per character average? I just wonder if this will give rise to no one wanting lower level alts in the main guild since it will lower the average? And I can't imagine Blizz would want the uber guilds of 400 people being the only ones that get the high levels.

    Also, I know that new members can't get the items available for sale from the guild, but what about the new member's achievements, would the help the guild at all?

    Can guilds LOSE levels if people left? I just see drama with someone saying "Fine, screw you guys, have fun getting your level back!"

    If a character's previous achievements count, will we see the rise of mercenaries that sell themselves to a guild for them to get new levels?
    It seems like the guild levels in much the same way characters level. As your guildies run battlegrounds / instances, the guild gains XP. Every level the guild gets a new ability. But, only the 10 "best" characters per guild contribute to this leveling process. In other words, once a guild reaches lvl 25, that's it, that's the level cap. It'll be interesting to see how it works out at the start, though. "QQ being forced to run old instances, blah blah...."

    Ohh, and please note, none of the perks increase your DPS, max hp, etc. So you're really able to join and leave guilds as you want. Once you've got to the level cap and grinded out the few reputations you want, half the perks are useless anyway.

    ---------- Post added 2010-07-18 at 11:05 PM ----------

    Quote Originally Posted by mafain View Post
    Increases the quantity of materials gained from Mining, Skinning, Herbalism, and Disenchanting by 15%.

    How would this work?! I mean, how can you gain 15% extra on 1 ore? or 2 flowers? or 1 skin? ._O Anyone care to explain? im stumped. Should it be possible "Gives the player a chance to gain an additional resource gained from Mining, Skinning, Herbalism, and Disenchanting by 15%."?
    Yeh, it'll be a 15% proc rate to get double results probably. A bit like how elixir / potion mastery works for alchemists to give 15% more pots/flasks
  1. phenom568's Avatar
    "Once a reward is unlocked, members will be able to purchase it with gold."

    So does that mean the guild unlocks cool stuff and then I can buy it, or guild unlocks stuff and the gm buys it?
  1. Calaba's Avatar
    A question I'll ask - does "mobile banking" summon "The Luggage" from Terry Pratchett's Discworld novels? That'd be pretty ace. Especially if it's like a trinket-summon pet that can be made to help kill stuff
  1. Sensa's Avatar
    ok...i know you are all excited by the guild perks (which we all knew were coming) but the really important information in the news post was the four instance videos...not one of those fights appeared remotely challenging or very imaginative.
  1. Sopiel's Avatar
    Quote Originally Posted by Gractan View Post
    I looked and didn't see anyone ask these question...

    Can guilds LOSE levels if people left? I just see drama with someone saying "Fine, screw you guys, have fun getting your level back!"
    As far as I know, a guild can't lose levels. Once a level is achieved, it's permanent. However, if a person leaves the guild, they naturally lose the right to that guild's levels and perks. But, I believe it's after a small grace period, to adjust for playful /gkicks that are immediately followed by the person rejoining.

    Quote Originally Posted by phenom568 View Post
    "Once a reward is unlocked, members will be able to purchase it with gold."

    So does that mean the guild unlocks cool stuff and then I can buy it, or guild unlocks stuff and the gm buys it?
    I'm pretty sure anyone in the guild can purchase the cool stuff that's unlocked. However, if you're just entering the guild and there are already cool things unlocked, it's my understanding that you'll have to contribute, at least a small bit, and gain reputation with that guild to take advantage of those perks and buy them.
  1. nachogod's Avatar
    Increases the quantity of materials gained from Mining, Skinning, Herbalism, and Disenchanting by 15%.
    I guess every 7 uses you get an extra or something? I mean, what exactly is 15% of 1 ore or 2 herbs?

    The other problem I see is the "contribution" thing and the XP bonus. Unless there's a major guild achievement for reaching level 5 or equipping a green item, I don't see how you're going to earn the XP bonuses when you actually want them.

    ---------- Post added 2010-07-18 at 11:12 PM ----------

    Quote Originally Posted by tengobotas View Post
    im in beta and honestly, it sucks. the game feels like its being converted into a kids game. there are lots of neat new things to look at but beyond that the mechanics are horribly dull.
    When was WoW a complex game favored by the hardcore?
    When was there XP and level loss? How many items have you lost to PKs or repair penalties?
    Which boss fight has taken you 5 hours to complete, as in from 100% health to 0% health?

    When has WoW been anything other than an EQ clone stripped of its hardcore requirements?
    (For the record, I'm thankful for that.)
  1. Cyberzombie's Avatar
    Quote Originally Posted by nachogod View Post
    I guess every 7 uses you get an extra or something? I mean, what exactly is 15% of 1 ore or 2 herbs?

    The other problem I see is the "contribution" thing and the XP bonus. Unless there's a major guild achievement for reaching level 5 or equipping a green item, I don't see how you're going to earn the XP bonuses when you actually want them.

    ---------- Post added 2010-07-18 at 11:12 PM ----------



    When was WoW a complex game favored by the hardcore?
    When was there XP and level loss? How many items have you lost to PKs or repair penalties?
    Which boss fight has taken you 5 hours to complete, as in from 100% health to 0% health?

    When has WoW been anything other than an EQ clone stripped of its hardcore requirements?
    (For the record, I'm thankful for that.)
    This. I played EQ for 5 years, then left for WoW after it had only been out a couple months. This game has never been hard, if you're wanting to sound cool by acting "hardcore" go play some original EQ, or Zork for all I care. This game has always been less about making incredible challenges and more about making it just challenging enough to divide casuals from people who have more time than they care to admit to clear content faster.

    The training wheels were never taken off.
  1. Gractan's Avatar
    Quote Originally Posted by Calaba View Post
    It seems like the guild levels in much the same way characters level. As your guildies run battlegrounds / instances, the guild gains XP. Every level the guild gets a new ability. But, only the 10 "best" characters per guild contribute to this leveling process. In other words, once a guild reaches lvl 25, that's it, that's the level cap. It'll be interesting to see how it works out at the start, though. "QQ being forced to run old instances, blah blah...."

    Ohh, and please note, none of the perks increase your DPS, max hp, etc. So you're really able to join and leave guilds as you want. Once you've got to the level cap and grinded out the few reputations you want, half the perks are useless anyway.[COLOR="red"]
    ---------- Post added 2010-07-18 at 11:05 PM ----------

    ok, thanks!
    A further question...will current achievements count towards the exp? Say, on day 1 of Cata, could a guild bounce up several levels if its top ten had tons of pvp achievements, all the vanilla, bc raids, loremasters and such? Just wondering if there's any reason to have some of these done beforehand or if they'll just need to be redone for the guild?
  1. Crosis's Avatar
    Quote Originally Posted by nachogod View Post

    When was WoW a complex game favored by the hardcore?
    When was there XP and level loss? How many items have you lost to PKs or repair penalties?
    Which boss fight has taken you 5 hours to complete, as in from 100% health to 0% health?

    When has WoW been anything other than an EQ clone stripped of its hardcore requirements?
    (For the record, I'm thankful for that.)
    Wow was favored by the hardcore in vanilla, and has slowly been dumbed down year after year after year. Your other points were horrible fyi, if youre gonna be sarcastic and try to say the game was never hardcore lets use decent examples. Like:
    When did you have to spend hours upon hours of farming fire elementals for elemental fires for raid night on rag?
    When did you spend hours farming gold/mats for raiding?
    When did the game favor high end raiders to trump everyone in PvP with amazing epics while casuals were stuck in blues?
    When did epics used to be something you had to earn rather then be handed them for sneezing in the right direction?

    Also you cant compare a game like EQ to WoW. EQ was not difficult IT WAS JUST TEDIOUS AND GRINDY. Nothing in EQ was hard it just took forever to get anything done. Plane of time/nightmare etc in EQ was a joke, WoW was actually more difficult then EQ was in the beginning raiding wise, if you didnt think so then you must have been horrible at EQ. EQ needed more people then wow ever did for some fights and each fight took 5x as long. WoW had fights that took even the top guilds weeks to get done before they eventually got nerfed.

    While I dont want the game to be hardcore, it also cant be too easy and downie proof like its going right now. The game has gone from being required to play alot of hours a week raiding for new loots to welfare epics etc. The PvP gear was the first step in the right/wrong direction because it originally closed the gap between players who just pvped and those who pved, however the pvp loot at one point became much easier to get (tbc) which then turned to the mentality that PvE loot should be easier to get (heroics which then helped close the gap in pve). Now raiding is so easy that in WoTLK a new 80 can get a full set of raiding epics in one night PvE wise, and maybe in 2 weeks if you dont rush? of PvP epics. And instances like ICC were trivilized with a 30% buff to dmg/hp etc which allows people on alot of servers to pug ICC hardmodes lol.

    The only challenging istance of WoTLK was Ulduar hardmodes, everything else is pretty simplistic (minus the Hardmode LK, which is more just redic hp/dmg in hardmode not so much the encounter getting harder like ulduar). I dont think anyone (myself included) wants to go back to vanilla raiding, or vanilla inflation of gear etc, but with the new talent trees (yes currently in beta and first implementation) along with other roads the game is going, it looking very dumbed down and alot of ppl like myself who quit WotLK and are hoping CATA is gonna breathe new life into WoW are getting rather disappointed to say the least.

    The only pluses cata seems to have going right now
    - New feeling to old zones
    - Rated Bgs
    - Archeology seems cool might be interesting
    - new races
    - and this guild thing seems pretty cool
    - not having to do 10s/25 and being able to do 10 mans for the same loot while not having to wait for joe and his mom to log on because you cant fill a raid lol

    While this seems like a lot only 2 or so have long term "coolness" or the ability to keep your attention for awhile. Hope im wrong but well see.

    Edit: I do not want the game to go back to taking hours upon hours to get anything done, since i want to play it semi casually in Cata cause of work/friends etc and not wanting to ignore all that to be the "best". But I also dont want it to be so simple its no longer a challenge or requires any thought behind encounters or talent choices etc. While u have sites for that it still takes alot of time and effort to find the optimal set or talent choices etc unless you just wait for someone else to do it and copy.

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