The Eterran Conclave - a new Guild System for LE: Core principles - Tiers/Progression - Conclave Renown/Contribution - Specializations (Doctrines) - Conclave Hall - Rewards - Leadership & Management - Anti-abuse measures [removed 'decay'] (all explained!)

Updated - 5/26/2025 - Removed the idea for ‘contribution decay’ on Conclave Renown as a result of constructive feedback in the comments section. It is agreed that 'power’ and ‘progression’ should come from our choice of how we play not our social circles, and definitely not our availability! :slightly_smiling_face:


The Eterran Conclave: A Guild System for Last Epoch

After sitting with how a Guild system can work in LE, the general concept I come forth with reimagines Guilds as “Conclaves”. Conclaves would therefore not just be a ‘glorified’ social hub. There would be a ‘shared’ purpose between all Members within a Conclave.

While not everyone will agree on certain ideas, this post also serves the general purpose of helping to push the creative gears further to help come up with more ways LE players can engage with one another in a meaningful way towards an actual goal, fun and rewarding.

Core Principles:

  • Meaningful Progression: Conclaves gain power, influence, and unique benefits through collective effort.

  • Diverse Activities: Beyond just killing monsters, Conclaves engage in research, crafting, trade, and even territorial control.

  • Strategic Choices: Conclaves must make decisions that impact their identity and available benefits.

  • Individual Contribution, Collective Reward: Players are incentivized to contribute to their Conclave’s goals.

  • Dynamic World Impact: Conclave actions can subtly or overtly influence the game world.

  • Anti-Abuse Measures put in place: Scroll down to the “Anti-Abuse Measures” header for more on this particular topic.

Conclave Tiers & Progression (examples)

Conclaves progress through tiers, unlocking new features and benefits. Progression is tied to accumulating “Conclave Renown” (CR).

  • Tier 1: Fledgling Collective (Starting Tier)

  • Tier 2: Established Chapter

  • Tier 3: Venerated Order

  • Tier 4: Eterran Grand Conclave

Conclave Renown (CR) & Contributions:

Conclave Renown is the primary currency for Guild progression. It’s earned through various “Conclave Contributions”:

  1. Conclave Bounties (Daily/Weekly):
  • Lore Hunts: “Investigate anomalies,” “Retrieve lost texts,” “Decipher ancient Runes”. Those activities would involve specific monster kills in Lore-rich areas, interacting with environmental objects, or completing mini-puzzles.

  • Resource Gathering: “Gather X amount of [rare crafting material],” “Procure specific affixes on items,” “Collect Y unique Idols.”

  • Boss Hunts (Tiered): “Slay X number of specific Monolith bosses,” “Clear specific Dungeon tiers.”

  • Crafting Challenges: “Craft an item with X desired affixes,” “Discover a new crafting recipe (through experimentation).”

  1. Conclave Expeditions (Weekly/Bi-Weekly):
  • Specialized Monolith Runs: Conclave leaders can activate special Monolith modifiers (for example, “Chronicle of the Void” - significantly increased Void Damage and rewards yet tougher enemies) that apply only to Conclave Members in that Monolith. Completing Expeditions with high corruption awards bonus Renown.

  • Dungeon Ventures: Conclave-specific challenges within existing Dungeons (for example, “Clear The Lightless Arbor without taking Fire Damage,” “Defeat The Soulfire Bastion while carrying a fragile Artifact”).

  • Echoing Conclave Chambers (New Instanced Content):

    • Unique, procedurally generated instanced areas that appear in the Monolith of Fate after certain Conclave milestones.

    • Those chambers are tailored to a Conclave’s chosen “Doctrine” (explained below) and present specific challenges (for example, puzzles, elite enemy waves, environmental hazards).

    • Completion awards significant Renown and unique Conclave-specific rewards.

  1. Conclave Research & Development:
  • Donating Crafting Materials: Players can donate specific crafting materials (shards, glyphs, runes) to the Conclave Stash. This contributes to a “Research Pool” that passively generates Renown. Higher tier materials contribute more.

  • Item Deconstruction: Donating high-tier or unique items for “analysis” also contributes Renown. This could even unlock specific crafting bonuses for the Conclave later on.

  • “Ancient Lore” Fragments: Rare drops from specific content that can be “researched” by the Conclave, providing a one-time Renown burst and unlocking Lore entries in a Conclave Codex.

Conclave Specializations (“Doctrines”):

Upon reaching Tier 2, Conclave Members will be given the option to choose a “Doctrine,” which significantly influences their gameplay and benefits. This choice will not be easily changed (and would come at a very high Renown cost) with a warning message saying so.

  1. The Chronomantic Cartographers:
  • Focus: Exploration, Monolith of Fate, and Temporal manipulation.

  • Benefits:

    • Increased chance for rare Echoes and unique timelines in Monoliths for Conclave Members.

    • Access to unique “Temporal Distortion” Conclave Bounties involving specialized Monolith runs.

    • Unlocks a Conclave-wide buff: “Temporal Alignment” – temporarily reduces cooldowns or increases cast speed for all active Conclave Members in the same zone.

    • Unique crafting recipes for Idols or gear that enhance Monolith progression.

    • A Conclave-specific “Temporal Beacon” that can be deployed in a zone to increase Echo web stability or draw specific Echo types for a limited time.

  • Conclave Chambers: Focus on time-looping puzzles, escaping Temporal anomalies, and defeating chronomantic constructs.

  1. The Arcane Artificers:
  • Focus: Crafting, item discovery, and material manipulation.

  • Benefits:

    • Conclave-wide bonus to crafting success chance or a reduction in crafting material cost for Members.

    • Access to “Artificer’s Mandates” – Conclave Bounties focused on crafting specific items with challenging requirements or finding rare crafting materials.

    • Unlocks unique crafting stations within the Conclave Hall (details below) with exclusive recipes (for example, applying a unique implicit to an item, combining certain unique items).

    • A Conclave-specific “Masterwork Forge” project that, once completed, grants all Members a temporary buff to item rarity.

    • Can discover and share “Forbidden Knowledge” crafting recipes that offer powerful, but risky, crafting options.

  • Conclave Chambers: Focus on overcoming elemental hazards, activating ancient construct defenses, and disarming magical traps.

  1. The Factional Vanguard:
  • Focus: Combat prowess, territorial control (PvP/PvE elements), and direct intervention in Eterra’s struggles.

Note: The mention of anything ‘PvP-related’ in this post serves the purpose of speaking in terms of what the future could hold for LE with Conclaves (if ever implemented).

  • Benefits:

    • Conclave-wide bonus to damage or survivability against specific enemy types (for example, Void, Undead).

    • Access to “Vanguard Directives”: Conclave Bounties involving defeating elite enemy encampments, defending key locations, or specific boss challenges.

    • Unlocks “Conclave Enclaves”: Small, defensible outposts that can be established in specific Monolith zones (requires significant Renown and resources). Those Enclaves grant passive Renown over time and can be contested by other Vanguard Conclaves (optional PvP toggle for those who opt-in to open-world PvP).

    • A Conclave-specific “War Banner” that, when deployed in a zone, grants a powerful combat buff to nearby Conclave Members.

    • Unique gear sets focused on combat utility and survivability.

  • Conclave Chambers: Focus on waves of challenging enemies, boss gauntlets, and protecting a vulnerable objective.

Conclave Hall (where Conclave Members can meet up to take on content, etc. together):

A customizable, instanced hub for the Conclave.

  • Initial State: A basic, functional Hall.

  • Upgrades: Renown can be spent to unlock and upgrade various modules:

    • Shared Stash: Increased tabs and organization features.

    • Crafting Stations: Specialized stations for each Doctrine (for example, Artificer’s Forge, Chronomantic Chronometer).

    • Training Grounds: Dummies, target ranges, perhaps even a “simulated combat” area for Members to test builds against specific enemy types.

    • Lore Library: Tracks unlocked Lore entries and provides insights into Conclave history.

    • Trophy Room: Displays achievements and unique items earned by the Conclave.

    • Conclave Merchant: Sells exclusive cosmetic items, crafting materials, or even unique gear with Conclave-specific affixes.

Note: ‘Exclusives’ would be ‘additive’ to the game not a ‘requirement’ for builds to be viable.

  • Teleportation Nexus: Allows quick travel to Members’ current locations (with limitations) or specific Conclave-established Outposts.

Conclave-Specific Rewards:

  • Unique Cosmetics: Transmogs, pet skins, Conclave decorations, banners, etc.

  • Exclusive Idols & Uniques: Extremely rare drops from Conclave Expeditions or crafted via Doctrine-specific recipes. Those exclusive Idols & Uniques can have powerful, Conclave-themed affixes.

Note: Again, ‘exclusives’ would be ‘additive’ to the game not a ‘requirement’ for builds to be viable.

  • Temporary Buffs: Conclave-wide buffs that can be activated by leaders for a duration (for example, increased experience, better drop rates in specific content).

  • Crafting Material Vouchers: Rare vouchers for high-tier crafting materials.

  • Conclave-Bound Glyphs/Runes: New crafting components only usable by Conclave Members, offering unique crafting properties.

  • Conclave Blessings: Passive bonuses unlocked at higher tiers.

Examples include: a slightly increased chance for specific drops, a Conclave-wide 5-10% Attack/Spell Cast/Movement Speed buff, a Conclave-wide 5% chance to retain FP (Forging Potential) when using the Forge (LE’s Crafting window when press ‘F’).

Conclave Leadership & Management:

  • Leader & Officers: Traditional Guild roles with permissions to manage bounties, upgrade the Conclave Hall, and activate buffs.

  • Voting System: Important decisions (for example, Doctrine choice, major Renown Expenditures) could be put to a Conclave-wide vote (if not by the Leader themselves).

  • Contribution Tracking: A robust UI showing individual Member contributions to Renown, encouraging active participation.

  • Conclave Event Calendar: For scheduling group activities and special Conclave Expeditions.

Anti-Abuse Measures:

  • Contribution Decay: Small amount of individual contribution decay over time to prevent inactive Members from benefiting endlessly. [REMOVED]

  • Renown Lockouts: Limits on how quickly a new Member can contribute to Renown after joining to prevent Guild hopping for quick rewards.

  • Cooldowns: Specific Conclave activities and buffs have cooldowns to prevent spamming.

Example Gameplay Loop:

  1. A new player joins a “Chronomantic Cartographers” Conclave.

  2. They check the Conclave Bounty board in their Conclave Hall. They see a “Lore Hunt: Investigate the Ruined Era Monolith” bounty, requiring them to clear specific Echoes and interact with a hidden Lore object.

  3. They complete the bounty, earning individual Renown and contributing to the Conclave’s overall Renown pool.

  4. The Conclave leader activates a “Temporal Alignment” buff, which benefits all online Members.

  5. On the weekend, the Conclave organizes a “Conclave Expedition” into a specially modified Monolith, earning significant Renown and rare “Temporal Orb” drops (unique to Chronomantic Cartographers).

  6. The Conclave reaches Tier 3. They decide to invest Renown into upgrading their “Chronometer Workshop” in the Conclave Hall, unlocking a new unique Idol crafting recipe that benefits Monolith progression.

  7. An individual Member finds an “Ancient Lore Fragment” during a regular Monolith run and donates it to the Conclave, earning a burst of Renown and unlocking a new Lore entry for everyone.

Conclusion

The “Eterran Conclave Guild system” would aim to provide a dynamic, engaging, and rewarding Guild experience in LE that represents a true sense of community and shared purpose beyond just an empty shell of a ‘glorified’ place to chat with other LE players.

I thank everyone at EHG for looking over this genuine Guild system proposal :slightly_smiling_face:
Xalviloph

2 Likes

Tldr; but ill tell you right now, any power coming from some random social mechanic is doomed to fail.

Guilds are despised among my friend group in maplestory, because there is huge power locked behind them, so we cant make our own guild, we need to join a big one to harvest the stats there even if we have no intent of engaging with said guild.

And mechanics that decay your power/enjoyment of said system because you cant play as much as your friends are loser mechanics that reward basement dwellers and shitsockers.

Yes its boring when guilds are just social hubs, the downsides of putting power/mechanics behind them are to high and destorys what they were intended to promote which is social interaction. I dont join guilds in mmos for social interaction, I do it for the power/mechanics it provides me, which is quite sad.

4 Likes

I give you a A for effort

2 Likes

Thank you for joining the discussion. :slightly_smiling_face: TL;DR: I updated the OP and removed the idea for ‘contribution decay’ on Conclave Renown. When you’re absolutely right about something, you’re absolutely right. Period.

Again, the ideas I bring forward serve as a foundation to build onto where constructive discussion is encouraged like we’re having now.

Furthermore, the other anti-abuse measures would have to be in place, at the very least, like temporary Renown Lockouts for new Members who join a Conclave and Cooldowns on certain activities/buffs to prevent spamming. Those anti-abuse measures are reasonable.

It is very clear you are passionate about Conclaves (or Guild system) being fair, rewarding, and not punishing players based on playstyle or time investment.

You touched on a few core concerns that are viable: power imbalance, forced socialization, and the risk of content feeling inaccessible unless you conform to a certain play pattern.

And so (as a result of your feedback), here’s how to prevent those pitfalls you mention:

Solution 1 - Power without pressure: While Conclaves offer bonuses or progression perks, the idea is to ensure they complement our gameplay, not gate it! You won’t need to join a top-end, competitive Conclave just to keep up in terms of stats or performance. Smaller, self-run Conclaves can still access meaningful benefits without requiring constant coordination or social obligation.

So, again, scratch the idea for contribution decay on Conclave Renown.

Solution 2 - No punishment for playtime: We can agree to do away with decay mechanics, because you’re right, that progression should be designed to be rewarding whether you’re playing casually or diving in deep. Therefore, implementing features that that support asynchronous contribution and progress will be key to prevent punishing players for playtime.

Solution 3 - Conclaves will be an opt-in experience: Conclaves will not be reduced to stat sticks and instead promote meaningful communities. The end-goal is to encourage genuine social interaction without forcing it. Mechanics should reward cooperation without requiring players to micromanage relationships or feel pressured into communities they’re not interested in engaging with socially (or to join a Conclave at all in general).

The takeaway from your feedback is this:

‘Power’ and ‘progression’ should come from our choice of how we play not our social circles, and definitely not our availability. At the same time, it is important to leave room for Conclaves to thrive as a social feature for those who enjoy them while ensuring solo (or less-social players) do not feel left behind.

Again, thank you for voicing your concerns! Feedback like that helps to push better systems and ideas forward for a fairer, more inclusive, and more fun experience for all players.

1 Like

Won’t you? If being in a guild gives you non-cosmetic benefits then you’d feel forced to be in a guild if you want to be more effective.

This is all a good idea if LE were an mmo & the ideas you’ve put torward do sound good, just not for a game where the devs don’t want to do content that requires a party (without some form of bots/NPCs so that SPers can also experience it).

I think this is the impossible thing. As soon as you add some form of guild-specific content or economic buff then you’re applying emotional pressure to players to join one so that they don’t feel left out or that they’re missing out or having a harder/slower time.

2 Likes

I think a guild system shouldn’t really give you any in-game benefits. If you look at PoE, other than the shared stash (which won’t happen in LE without severe restrictions because of RMT), there really is no benefit in a guild other than the social aspect.

And to make a guild work as anything more than a glorified chat (which is what I believe we’ll get first) they will also need to fix all the issues that MP has. Otherwise you’ll get a guild, but you’ll still have all the problems you currently have playing with other people, like getting locked out of fights with Lagon, monolith quests not triggering for non-leaders, etc.

1 Like

True guilds like this will bring in more issues

This here tho is a stability issue. As in leader not checking to make sure everyone in the party is at the required stability and is only going off thier stability. Wife and i play this game together alot. And i mean its extremely rare we play solo. Ever since MP dropped in 0.9. We learned that if im leader and she doesnt have the required amount of stability monoliths quest wont complete for her. We noticed stability being the issue when twice in a row yrs ago in normal monoliths she wouldnt get a blessing pick option. We knew right then her stability wasnt at the required lvl.

Imo this should be fixed so that a party is going off of one stability and not needing worry about 2-3 other players stability. Or an easy way to fix this would be adding a stability bar below the health bar on player portraits when in a party. This way the leader can see where everyone is at. Just makes it easier for people not in the sake room heck state or country even.

Once we started making sure we both have the required stability we never ran into monoliths quest not triggering again for non leaders Only issue we ran into was unlock empowered on alts for non party leader’s which seems to have been fixed from a patch released during this season.

2 Likes

Either that or you should get a warning when one of the party members doesn’t have enough stability.

I’m sure they don’t want situations to occur where the party leader is already at full stability (from playing alone, for example) and then someone joins and does all timelines in a row even though they have none.

But a warning would be nice to have, at least.

2 Likes

A warning i agree would be great.

I agree i think EHG wants to avoid having people join a party with a player already at the required stability.

Could also add in a party stability system. Would work the same way as it does now. Except party stability is only for the party so if u play solo or leave the party ur stability solo is separate from party stability.

Now this would be more work than just giving a warning or a stability bar below player portraits

1 Like