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Guardian Guild Tournament

From Mabinogi World Wiki
(Redirected from Guild Battle)
Guardian Guild Update Promotional Banner

Basic Information

  • Guardian Guild Tournaments allow Guilds to fight for the role of Guardian of one the two towns the battles are held in: Tir Chonaill and Dunbarton
  • In order to register for the Guardian Guild Tournament, the Guild must pay a fee of 15,000 GP, as well as 3,000,000 to 5,000,000 Gold, depending on the number of participants.
    • 5 participants will cost 3,000,000 Gold.
    • 7 participants will cost 3,500,000 Gold.
    • 10 participants will cost 4,000,000 Gold.
    • 15 participants will cost 4,500,000 Gold.
    • 20 participants will cost 5,000,000 Gold.
  • The winning Guild will receive exclusive benefits and a title based on the town they fought for.
  • Sign-ups take place Monday, 12:00 AM PDT - Friday, 11:59 PM PDT for both towns. Duncan and Eavan handle sign-ups, respectively.
    • Guilds may apply to only one of the two battles at a time, and can only apply to a battle once per day.
    • Only 200 participants may be signed up for the Guardian Guild Tournament across all Guilds.
    • The number of participants can be increased once per day, up to the maximum, during the sign-up period.
    • Canceling participation will not refund any spent GP or Gold.
  • Guild Battles will commence at 5 PM server time, on Saturday or Sunday. The hosting NPC must then be spoken to to start the final entry process.
    • Guilds fighting for Tir Chonaill have to gather near Duncan at 5 PM server time, on Saturday.
    • Guilds fighting for Dunbarton have to gather near Eavan at 5 PM server time, on Sunday.
    • Any member of the guild can create a Guild Party by talking to the respective NPC, although only one party may exist per guild.
      • A party cannot be altered once a Guild Party decides to move to the Guardian Guild Tournament Region Channel (Channel 20).
  • Blessings will not be lost on death and revival is automatic after 10 seconds; normal revival methods will not work.
    • Pets cannot be revived as a result, should they be unconscious at any time in the Tournament Channel.
  • Partners cannot be summoned and some on-summon effects of pets are disabled.
  • Only items obtained within the Guardian Guild Tournament are usable within the Guild Tournament.
    • As a result, players will need to consume Physical Power Potions and similar items before entering the Tournament.

The Preliminaries

Details

  • This is the first stage of the Guardian Guild Tournament.
    • If only one guild is competing against an incumbent Guardian Guild, the Preliminaries are skipped.
  • Upon entering the Preliminaries, guilds are given 10 minutes to prepare.
    • The preparation timer starts counting down before players enter, so being early will let players get their bearings.
    • Once the preparation time is up, the preliminaries will begin and last 15 minutes.
  • After the game begins, players can choose to either attempt the mini-games to receive helpful items, or fight off the Bandits.

Bandit Invasion

  • Bandit monsters will spawn from a certain location of the map, and will try to make to another location.
    • These Bandits must be defeated before they reach their goal, points will be lost for every bandit that makes it.
    • In Tir Chonaill, the Bandits will spawn near the Commerce Outpost, and will try to make their way to the nearest bridge.
    • In Dunbarton, the Bandits will spawn near the farms north of Dunbarton, and will try to get through the Northern gate of the town.
  • Points will be rewarded based on the amount of damage done to the Bandits, similar to Raid contribution and Dan tests.
    • Players will have various menus in the upper-right hand corner that indicate their guild's point total, as well as their competitors.
  • Defeating Bandits will sometimes drop special Guild Tournament HP 300 Potions, MP 300 Potions, Stamina 300 Potions, and Wound Remedy 100 Potions.
  • Bandits will increase in strength as the Preliminary goes on, becoming more difficult to kill and more likely to kill players.

Mini-games

  • During the Bandit Invasion, there will be 5 orbs that players can choose to hit.
    • In Tir Chonaill these orbs are located near the bridge, slightly northwest of the Commerce Outpost.
    • In Dunbarton these orbs are located the northern entrance of the town.
  • Only 3 mini-games can be done per Guild Battle.
  • Hitting one of these orbs will transport the player to a different location on the map, where a mini-game will take place.
  • Wooden Fence Maze: When the player hits the first orb, they will be given one minute to reach the orbs inside the maze, a Cube Box is given to the player for every orb they manage to hit.
  • Memory Game: When this game begins, 9 orbs will show up, these orbs will flash in a certain order. The player must then hit the orbs in the order shown to receive a Cube Box.
  • ???: Information Unknown
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Cube Box

Cube Box.png
Cube of Curses.png Cube of Fasting.png Cube of Freezing.png Cube of Petrification.png Cube of Slowing.png
-Cube Box-

Capture the Flag

Details

  • This is the second, and final, stage of the Guardian Guild Tournament.
  • Upon entering the Finals, guilds are given 10 minutes to prepare.
    • The preparation timer starts counting down before players enter, so being early will let players get their bearings.
    • Once the preparation time is up, the finals will begin and last up to 20 minutes.
  • Players can move freely during the preparatory time, and will remain where they last were when the Finals start.
  • After the game begins, players can choose to either defeat mobs to receive helpful items, or capture and defend the various flags.

The Map

White and Grey flags, captured and uncaptured; Black flags are not unlocked.
  • The Finals Map is divided into four quadrants, with each representing one of the four possible competing teams:
    • Red A Quadrant is reserved for the guild that won in the preliminaries. The area will start with 6 white flags and is otherwise unremarkable.
    • Blue B Quadrant is reserved for the incumbent Guardian Guild and is otherwise vacant if there is none. The area will start with 6 white flags but is also notable for having its quadrant's flags isolated from the rest of quadrants for the majority of the Finals.
    • Green C Quadrant is reserved for the guild that got second in the preliminaries, if there was one. The area has to share 8 white flags with Yellow and can be very competitive early on.
    • Yellow D Quadrant is reserved for the guild that got third in the preliminaries, if there was one. The area has to share 8 white flags with Green and can be very competitive early on.
  • Players will have a star above their head during the Finals that is the color of their guild's quadrant.
    • Green and Yellow stars are very visually similar and can confuse players who do not pay attention.

Flag Capturing

  • The main object of the finals is to capture the most flags possible, as the winner of the Tournament is decided primarily by flag count.
    • If at any time one guild captures a majority (27) of all the flags that would ever be available (55), that team automatically is declared the winner and the Tournament is drawn to a close.
    • If no guild achieves a majority of all flags possible, at the end of 20 minutes the winner is the guild with the most flags out of all the competing guilds.
    • If a tie occurs it is resolved as follows: the incumbent Guardian Guild takes first priority followed by the Preliminary's placement order.
  • There are three types of flag to capture:
    • 20 White Flags spawn at the start of the Tournament and are nearest to the guild starting locations. They act like regular Mobs and have 50,000 HP; the player that last hits the flag will mark it with their guild's color.
    • 15 Gray Flags spawn when all of the White Flags are currently captured at the same time. They require 100 hits from any players to be captured and the last hit is rewarded the flag.
    • 20 Black Flags spawn when all of the Gray Flags are currently captured at the same time. They require 200,000 cumulative damage from a single guild's party; the first to hit this counter is rewarded the flag.
  • When a flag is captured, the color changes to match the color of the guild it was captured by; in addition, two allied Garrison mobs of that color spawn to protect the flag.
    • Flags can be stolen by other guilds. At the start of the Finals round, there are 100 available Flag Reversals. More Reversals Points can be added to the global total by using special Arcana items that drop from mobs, but if no points exist the tournament can enter a stagnant phase where players need to hunt down more Reversal Points.
      • If there are not enough Flag Reversal Points available to steal a flag, the game will continue to respawn Garrison Enemies at their flags rather than leave it undefended.
    • Besides the Garrison Enemies, there is no way to directly prevent a guild from stealing a flag; PvP is not active during the Tournament. However, nothing prevents a team from performing an immediate recapture of any stolen flags.

Mob Hunting

Red Arcana Bundle

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Red Arcana.png Red Arcana.png Red Arcana.png Red Arcana.png
Blue Arcana.png Blue Arcana.png Blue Arcana.png Blue Arcana (Wings).png
-Arcana-

Blue Arcana Bundle

Rewards and Benefits

Participation Rewards

Victory Rewards

  • Automatic qualification for the Final Round of the next Guardian Guild Tournament.
  • A portion equaling 90% of the entry fees for the tournament is awarded to the winning Guild.

Titles

  • The winning Guild receives an exclusive title depending on the town they fought for.
    • This title will only be available for 1 week.
  • For Tir Chonaill: The Guardian of Tir Chonaill
    Commerce Tir Chonaill Icon.png
    • Max Damage 30 Increase
    • Magic Attack 35 Increase
    • Strength 15 Increase
    • Intelligence 15 Increase
    • Dexterity 15 Increase
    • Will 15 Increase
    • Luck 15 Increase
    • Max Stamina 30 Increase
    • Max MP 30 Increase
    • Max HP 30 Increase
    • Combat EXP 10% Increase
  • For Dunbarton: The Guardian of Dunbarton
    Commerce Dunbarton Icon.png
    • Max Damage 30 Increase
    • Magic Attack 35 Increase
    • Strength 10 Increase
    • Intelligence 10 Increase
    • Dexterity 10 Increase
    • Will 10 Increase
    • Luck 30 Increase
    • Max Stamina 30 Increase
    • Max MP 30 Increase
    • Max HP 30 Increase
    • Gathering Success Rate 5% Increase
    • Gathering Speed 3% Increase

Town Benefits

Tir Chonaill Combat Benefits

Commerce Tir Chonaill Icon.png
  • Members receive more EXP in Alby and Ciar Dungeons.
  • Combat skills used near the town will reward higher total skill EXP, for a 1.2x bonus.
  • Members receive a 10% discount on equipment repairs in Tir Chronaill.
    • The discount does not visually appear, but still takes place during transaction.
  • Ferghus offers a 100% repair rate.
    • This option has been bugged in the past. Use with caution.

Dunbarton Life Benefits

Commerce Dunbarton Icon.png
  • Increased gold and item drops in Rabbie and Math Dungeons.
  • Life skills used near the town will reward higher total skill EXP, for a 1.2x bonus.
  • Members who use Dunbarton Personal Shop Licenses will have access to an increased gold limit.
    • This is 20,000,000 Gold for the regular license and 30,000,000 Gold for the VIP service license.

Guardian Guild Benefits

  • Guardian Guild Members can create a Check with an increased maximum by 10 million gold and receive a 5% discount on Bank fees in their town.
  • Guild Members can receive a Recall Book that allows the player to select 4 locations in their town's map to return to at any time.
  • Access to quests exclusive to Guardian Guild Members, available from Duncan or Eavan.
  • Access to the Guardian Guild Shop. This is an exclusive Shop tab only available to members of a Guardian Guild.
    • For Tir Chonaill, this Shop tab is part of Duncan's Shop.
    • For Dunbarton, this Shop tab is part of Eavan's Shop.
    • The Guardian Guild Shop contains special items, which all have a 12-hour expiration timer, are untradeable, and can only be purchased a certain number of times per day.

Guardian Guild Quests

  • Missions can be accepted once per day per character, reseting at 7:00am PST100 real time.
  • All Guardian Guild Mission Quests have a time-limit of 5 in-game days.
  • A player may have multiple quests at once.
  • Items gathered or crafted for Guardian Guild Quests will not be turned in.
    • They can also be crafted at any location, despite the quest instructions.
  • Guild Quests are considered Daily Quests, and as such will reward the player with Briogh of Discipline for Techniques.
Commerce Tir Chonaill Icon.png
Commerce Dunbarton Icon.png

Guardian Guild Shop

  • All items expire within 12 hours after a shop refresh, resetting each shop reset.