Alliance guild
Ranks, bank, raid loot and repairs, taken at our own pace.
Select a rank to highlight its column in the permissions table and its row in the bank table. Amber insignia can read officer chat, sage insignia cannot.
Promote, demote and remove only work on ranks below the person's own, so an officer cannot touch the Grand Marshal or another Knight-Captain.
Trust grows with rank, and nobody at the bottom can empty the bank before you have got to know them. This only applies if your version has a guild bank.
Rank reflects trust rather than how much someone raids, so the limits are conservative and rise in small steps. They are a ceiling on what the bank will pay, set per rank per day in the guild bank permissions, and they apply whichever loot option the guild chooses. Most members will sit at Footman or Sergeant, so those two limits decide most of the spend. At 10g and 20g against a typical night of about 30g, they cover part of the bill and members pay the rest themselves. That 30g is a guess, so check the real figure after your first two raids and adjust. Footman and Sergeant can only withdraw flasks and food from the bank, nothing else. The bank log records every withdrawal, which makes spot checks easy.
At least two weeks on trial, then an officer promotes them.
A month in the guild with no concerns, then an officer promotes them. This is where most members settle, so it reflects trust rather than raid attendance.
Long-standing members the officers trust, put forward by one officer and agreed by a second.
Handed out by the Grand Marshal only, because promotions only reach ranks below the promoter's own.
Raids are Thursday and Sunday, three hours each. The three options below all aim to be relaxed and fair, and they differ mainly in whether effort is rewarded, whether you can save for an item, and how much admin falls on the officers.
You earn points by turning up and preparing, spend them at published prices, and pass for free whenever an item is not for you. Points are per raid night rather than per hour, so a late finish never changes what you earn.
You can save for the pieces you want and pass on the rest, and effort is rewarded without anyone losing points for missing a night.
It is a little slower at the drop, and it needs officers who are happy to look after a ledger.
A ledger sheet, balances to hand when loot drops, and a second officer checking entries.
Prices are published before each raid so everyone can plan what they are saving for.
These are starting numbers. Every four weeks, compare the points the raid earned with the points it spent. If balances are piling up the prices are too low, and if nobody can afford anything they are too high.
Example rows only, not real members. The Balances tab adds these up per player and flags anyone over the cap or below half the raid median.
Everyone who needs an item for main spec types /roll 100 and the highest roll wins. Nobody can win more than one item in a raid night unless nobody else needs it, so loot spreads out on its own. There are no points, no ledger and nothing to learn.
Nothing to maintain, the table moves quickly, and a new recruit is on equal terms from their first night.
Luck decides, so someone can go weeks without a drop, and turning up every night counts for nothing. You cannot save for an item.
None. The raid leader posts each win in raid chat.
It is the simple roll with one change. Before the highest roll wins, everyone adds a small bonus to their number, and the bonus comes from turning up and being prepared. It tilts the odds towards regular raiders without taking luck out, because the bonus is small next to a roll of up to 100.
Keeps the simple rolling but gives regular raiders a small edge, with very little admin.
Still luck-led, and you cannot save for an item. A missed night costs nothing directly, but because the bonus counts the last ten nights, a long break lets it fade until you build it back.
A view-only attendance sheet and a pinned list of bonuses, updated after each raid.
Example rows only, not real members.