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Guild Rules and Regulations

Establishment and Operations

  1. To establish a guild, at least 70% of all members must come to the High Agent office

Registration fee: $1,000,000 per guild

  1. To establish a guild, you must submit a member list.
  2. Adding and removing people from a guild can be done any day.
  • During an active storyline, adding or removing people is not allowed.
  • Must not have any active cooldowns. Leaving also incurs a cooldown. Cooldown: 7 days.
  1. You can pay to reduce the cooldown period for transferring/leaving a guild. The fee is $100,000 per day, up to a maximum of 6 days (paying the maximum of $600,000 reduces the cooldown to only 1 day).

  2. Inactive slots can be removed from the guild.

  • If removing an inactive slot that did not receive welfare, a 30-day cooldown will apply.
  • If removing an inactive slot that received weapon welfare, the character will be reset in all cases.

Penalty: Character reset in all cases

[ All Staff Admin decisions are final ]

  1. If a guild recruits a new player who still holds a new player card, their new player status and privileges will be revoked immediately. They may join a guild only after reaching 24 hours of PlayTime in the country. Their new player card and rented weapons will be confiscated.

Note To join any group, the player must not already be in a group at that time

Guild Contract (For welfare recipients of new guilds)

  1. Members can leave the guild before the contract expires, but must return their weapons immediately upon notifying their departure (the departing member must report to the High Agent along with the guild leader).
  2. If a guild under contract fails to complete the storylines as agreed: the 1st time will result in a warning and discussion, the 2nd time will result in guild dissolution and character reset in all cases.
  3. Mandatory execution of 1 storyline per month under the contract (excluding war throws). (If unable to comply: 1st time will result in a discussion, subsequent times will result in a $1,000,000 fine per guild).
  4. In case of leaving the gang before the contract expires (for those who received weapon welfare from the High Agent), the character will be reset in all cases.
  5. If an inactive/ghost slot is removed without a real player presenting, the guild leader or the person assigned to the position must verify identity, and the ghost slot character will be reset in all cases.
  6. For initial guild establishment, a total of 5 clothing slots can be registered: 3 slots for free, and the 4th-5th slots cost 200 OC each. If there is any change to clothing textures, whether it is a logo or texture change, it costs 100 OC per model.

MC Guild Contract

  1. If there is only one MC guild under the contract and it cannot carry out storylines as agreed, it is allowed to replace storylines with city events that everyone can participate in (1 event = 1 storyline). For example: Boxing events, concerts, singing competitions, etc.

Member Count

TIER 1: Must have 10 members and 5 reserves

TIER 2: Must have 20 members and 5 reserves

New Guild Welfare

Tier 1 [10 Members, 5 Reserves]

  • Tier 2 Weapon for everyone
  • Painkiller/Bandages: 1,000
  • Armor: 1,200
  • AED: 500
  • Weapon Crafting Boxes: 10 boxes
  • Fast Cars: 2 vehicles
  • Cargo Vehicle (60 kg): 1 vehicle
  • Shared Safe Crafting Card: 1 card

Note: MC Welfare is equivalent to Tier 1, but receives 2 Fast Cars and 1 Motorcycle.

Tier 2 [20 Members, 5 Reserves]

  • Tier 2 Weapon for everyone
  • Painkiller/Bandages: 2,000
  • Armor: 2,500
  • AED: 1,000
  • Weapon Crafting Boxes: 20 boxes
  • Fast Cars: 4 vehicles
  • Cargo Vehicles (60 kg): 2 vehicles
  • Shared Safe Crafting Card: 1 card

Note: MC Welfare is equivalent to Tier 2, but receives 2 Fast Cars, 2 Cargo Vehicles, and 2 Motorcycles.