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Skill Guide

Play Guide Contents

Attributes/Stats

Banking

Buying

Characters

Cities

Classes

Combat

Controlling Pets

Command Line

Dropping

Dying

Eating

Giving

Guilds

Identification

Inventory

Item Types

Logging On/Off

Magic

Making a Living

Making Items

Parties

Picking Up

Portals

Quests

Selling

Special Items

Talking

Titles

Time

Using Items

Using Skills

Walking Around

Weapons

Guilds

To form a guild you must have a minimum of five players, including yourself, who wish to be in a new guild. Then you must choose a name for your Guild and when the five characters are together send a request to a Game Master. As long as your Guild complies with the Oberin Terms of Service the Game Master will give all of you your Guild's chosen name which will be visible in the Guild Tag section of the inventory window.

When your Guild has been formed it is up to you and your fellow members how its leadership is managed and what its goals in Oberin are. If any other players wish to join your Guild and by whatever processes you have decided between you this player is allowed to then send a request to a Game Master who will give the new member his or her tag.

As a guild becomes more powerful it may purchase a Guild Hall. Guild Halls are places of safety for your Guild. Only members of your Guild may enter your hall, and you may safely store gold and items belonging to your Guild in the chests contained within the hall. Once here only members of the Guild will be able to take them. Depending on the classes and levels of your Guild's members you may additionally purchase temples, stables and guards for your hall.