Guild hall and guards
The guild hall is where adventurers gather. Lyra Fairhollow asks you to raise it after the town hall is standing. See her villager page for the build quest.
Once the hall is finished you can assign guards, draw patrol routes, and use the command post to direct them.
Residents and guard duty
Talk to adventurers at the guild hall to invite them to live in town. Each adventurer asks for the same move in items they would request as a tourist. Bring the items shown in their invitation to give them when they join. Invitations also need enough food capacity. The new resident can perform profession work or become a guard.
Open any resident Townsfolk's profile, then choose Guard duty. Choose Knight, Archer, Rogue or Mage. Town Rank limits how many guards you can support. Changing an existing guard's class does not need another place.
Choose Return to civilian life to free their guard place. The resident keeps their home, skills and saved work priorities. Guards do no profession work while on duty. They must recover from injuries and finish any carried delivery before changing duty.
Guards need a route or orders to know where to go. Unassigned guards still defend nearby threats when they can.
Attributes and equipment
Attributes determine guard health, attack power, protection and movement. Knights favor Strength, Archers and Rogues favor Dexterity, and Mages favor Intelligence. Vitality improves health. Train learned Attributes with Gaia Shards through the profile.
New guards receive starter equipment. Better guard kits equip a complete class set at once. An Iron Knight Kit includes iron armor, a sword and a shield.
Create kit tasks at an Armor Crafting workplace. Choose a class and tier to see the bonuses, ingredients and requirements. Copper needs Blacksmithing 2 and Town Rank E. Iron needs Blacksmithing 4 and Rank D. Thorium needs Blacksmithing 6, Rank C and an Armorer's Workbench at tier 2. Couriers deliver supplies, then an Apprentice must work at the bench to complete the kit.
Click the Guard kit card in a resident's profile to select a kit from your inventory or town storage. A swap returns their old kit to the same source slot. Return kit puts it in your inventory if there is room. A saved kit only provides bonuses while its matching guard class is on duty. Profession equipment has a separate slot.
Following and escort orders
Ask a guard from your town to Follow Me, then talk to them again to choose orders.
- Wait here keeps the guard at that location until you return and choose Follow me again. Waiting guards still count toward your follower limit and do not chase enemies or teleport after you.
- Defensive responds when a creature attacks you. The guard will not start a fight just because a hostile is nearby or because you hit a harmless animal.
- Offensive engages nearby hostile creatures automatically. This is the default stance. Friendly town residents and players remain protected.
- Stop Following releases the escort and lets the guard return to normal duties.
Your choice of combat stance remains when you pause and resume following. Explicit command-post orders replace following orders.
Patrol wand
Craft the patrol wand at the town planning desk. Blue sparkles mark saved routes only while you hold the wand. The game shows your own key for each action below at the bottom right of the screen.
Build mode (default)
- Add or remove point on the ground: add a patrol point.
- Add or remove point on a point: remove it.
- Select route on a point of a saved route: select that route for editing.
- Mode action: name and save the route (needs at least two points).
- Crouch + Next mode: toggle closed loop (guards loop from last point back to first) vs back and forth.
- Reset: start a fresh route.
- Next mode: switch to Assign mode.
Assign mode
- Select route on a route point: select a saved route.
- Mode action: open the guard list and assign someone to the route.
- Reset: clear the guard from the selected route.
- Next mode: switch to the next mode.
Selected routes glow green; other routes stay blue. Guards with more than one route take turns walking each loop.
Command post
Place a guard command post stool in town (creative or progression unlock). Use it to enter command mode — a top-down RTS-style view of your town.
Camera and selection
- Move: pan the battlefield view.
- Fly up / Fly down: zoom.
- Change hotbar slot: switch command tools.
- Select guards on a guard: select them.
- Sprint while selecting: add or remove from selection.
- Hold Select guards and drag a box: select many guards at once.
Orders
- Command Flag: Send guards on the ground sends selected guards. Order mode switches between attack-move and move-only. Stop guards stops selected guards.
- Focus fire tool: Focus target on a creature focuses your guards on it.
- Stance tool: Next stance cycles combat stance (defensive, aggressive, stand ground, hold fire) for selected guards.
- Free tool: Release guards releases selected guards from your orders.
- Select all / by type — roster buttons on the HUD.
- Leave command tool (hotbar slot 8) — exit command mode.
The command post must sit inside your town lands to work. You need at least one guard.
Command Flag in hand
Lyra gives you a Command Flag at Friendship 25. Hold it anywhere to give orders to every guard of your town without sitting at the command post. A panel shows the order type, how many guards are listening and what each action does. The game shows your own key for each action at the bottom right of the screen.
- Send guards on the ground sends your guards there. A green ring marks the spot.
- Order mode switches between attack-move and move-only.
- Stop guards stops your guards where they stand.
- Crouch + Order mode sends guards back to their duties.
- Select or count guards counts the guards who can hear you.
Orders from the flag last until you release the guards or leave the world. Choosing single guards and setting a stance are still done at the command post.
Quest board
The guild hall also holds the quest board for daily fetch, hunt, and raid jobs. See Quest board under Mechanics.