Wizard Guild

Wizard Abel
巫师公会
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Entity Info
Original Name:巫师公会Gender:NeutralScope:Novel-specificStatus:ActiveSource:AIOccurrences:4792Chapters:624
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Context UptoCh. 1511
Wiki ModelGPT-5.6 Terra
Image ModelGPT Image 2
Updated2 weeks ago

Biodata

Feature Details
Name Wizard Guild
Original Name 巫师公会
Type Wizard organization and continent-spanning governing institution
Leadership Abel became Guild Master after obtaining the Wizard Spirit's highest authority 1500
Status Active; its self-sustaining operations continued under Abel's control 1500 1507
First Appearance The city around a Wizard Guild is described in Chapter 172 172

Background / History

The Wizard Guild developed into the dominant organization governing wizard cultivation and resources. Its monopoly over cultivation resources made membership effectively necessary for wizards seeking to advance, as no individual wizard could independently obtain every resource needed for cultivation. 1351

Its historical rise was tied to its original Guild Master's campaign against the Age of Deities. The Guild defeated and imprisoned numerous deities, then used twelve Divine Bodies as array materials in the cultivation of the World Stone Heart; the remaining Divine Bodies were retained as backups. The existence and purpose of the World Stone Heart were kept secret for a thousand years. 1447

The Guild's authority was not uniformly administered. The Keen Duchy branch was accused of corruption and collusion with Black Wizards and Orcs after Wizard Morton and Abel delivered the bodies of Black Wizards and an Orc Priest to the branch. Inquisitor Wizard Qiongsen took the allegations seriously and pledged an investigation. 181

Liante City's branch, also called the Grand Wizard Guild, was described as less invested in power politics than the Wizard Guilds of the Three Empires. Its facilities were divided between an outer section for adventuring teams and an inner section for established wizards. 422

The Guild's relationship with Abel shifted from recognition and cooperation to conflict. It awarded Master Bennett an Honorary Badge for his contribution during the war against the Evil Knights, then later offered him an honorary elder position after his promotion to Alchemy Grandmaster. 962 1149 However, some Legendary Wizards later coveted Abel's abilities, leading to his withdrawal of potion supplies and a breakdown in relations with the Guild. 1219 1241

The Guild attempted to trap Abel by holding Bernie Goff hostage in Ironforge, positioning nine God Tier Wizards within an anti-spiritual-sense array. Abel instead attacked the Guild headquarters with three disguised God Tier contracted items, breaching its defenses and suppressing the Legendary and Demigod Wizards present. 1392 1394

Following further conflicts involving the Dwarf race, the Guild was forced to negotiate with Abel for assistance repairing the Doomsday Defense Wall. It accepted his condition that four deities be formally recognized in return for his intervention. 1421 1422

After God Tier Wizard Basham fled, Abel seized control of the Wizard Spirit—the management entity behind the Guild's systems—and was recognized as the new Guild Master. 1500

Organization and Infrastructure

Wizard Spirit

The Wizard Spirit is the Guild's central management entity. It controls:

  • All Wizard Guild teleportation arrays and detection arrays. 1500
  • Branch-guild spirits and Super Teleportation Arrays across subcontinents. 1500
  • Wizard registrations, detailed profiles, points, and mission records. 1500
  • The Central Continent mission system through a dedicated communication array. 1500
  • Resource-point information and a special warehouse that distributes resources between Guild operations and the Guild Master. 1500

Abel linked the Wizard Spirit with the Golden Castle's Array Spirit and Research Spirit, creating a larger spirit network incorporating the Guild's systems and his own. 1500

Teleportation Network

The Guild maintains a continent-spanning teleportation network used for travel, logistics, intelligence, and item delivery.

  • Wizard Guild exchanges can deliver redeemed items immediately through the teleportation system. 911
  • Teleportation access requires recognized identity and status. 906
  • The network records ordinary teleportation requests and grants priority to Honorary Badge holders. 962
  • The Guild approved the Golden Castle's Super Teleportation Array connection, providing access to coordinates across the Central Continent, subcontinents, and the Holy Continent. 1112
  • Some unregistered arrays can bypass the Guild's tracking system and leave no standard teleportation record. 839 1391

Points, Missions, and Exchanges

Wizard Guild points serve as a shared currency for missions, resources, equipment, and services.

  • Level 3 authority grants access to private exchange rooms and higher-level items, including Magic Towers and Two-way Teleportation Array Discs. 877
  • Wizard organizations such as the Lightning Faction can synchronize their mission boards and points with the Guild, effectively operating as local extensions of the system. 884
  • The Guild's exchange system can provide strictly controlled strategic resources, including Large Teleportation Arrays, to qualified users with sufficient authority and points. 1042
  • Honorary Badge holders receive priority access to Guild arrays and resource purchases. 962

Facilities and Security

  • Liante City's branch is partially enclosed by a thirty-six-magic-tower array and includes a white granite dome structure. 422
  • Guild entrances use scanning measures to keep ordinary people away from areas saturated with magic power. 422
  • Quest halls use array-driven boards to display active assignments and are staffed entirely by wizards. 424
  • The headquarters possesses major defensive arrays, scanning arrays, Enforcement Department personnel, and a large concentration of Legendary Wizards. 1392
  • The Guild developed specialized magic-array methods to counter spiritual sense, though such measures require complicated coordination and are rarely practical in ordinary combat. 1392

Military Role

The Wizard Guild organized the Central Continent's long-term defense against God's Country. It divided the battlefield into primary, secondary, tertiary, and remote zones; the primary battlefield served as its most dangerous and important defensive line. 897

During its major resource-point offensive, the Guild assembled Rule Wizards, High-level Wizards, Barbarian Berserkers, Great Priests, and other forces to seize resource points from God's Country. Abel contributed 2,000 Powerful Potions and 2,000 Mana Potions without accepting payment. 1157

When God's Country consolidated its defenses, the Guild shifted from direct assaults to building fortified positions near the remaining resource points. Under Rule Wizard Hume's direction, dwarf engineers erected a major fortress with teleportation and defensive arrays in six hours. 1160

The Guild suffered severe losses after its conflict with Abel drove potion supplies away and prompted Rule Wizards indebted to him to withdraw from the front lines. 1219 1241 Later, its fortresses were attacked by Legendary Holy Knights, forcing a retreat toward the Doomsday Defense Wall and causing major casualties among wizards stationed at resource points. 1256

Policies Toward Other Races and Deities

The Guild historically restricted the emergence of non-allied deities. The appearance of a new deity was treated as a major matter, and the Guild maintained formal methods for identifying divine entities. 1040

The God of War was sealed in a secret location within the Guild; according to the Guild's system, the deity could not escape unless the Guild itself was destroyed. 1040 The Guild tolerated limited changes in Barbarian faith because the declining Barbarian population was no longer considered a major threat and Barbarian Professionals remained valuable frontline support. 1108 1168

The Dwarf race served as the Guild's principal logistical and engineering base. Dwarves manufactured many of the Guild's magic arrays, weapons, equipment, mechanisms, and major constructions. 1304 This relationship deteriorated after the Guild's treatment of dwarf engineers and its attempted intervention in Dwarf religious affairs, eventually leading the Dwarves to become vassals of Elder Abel instead. 1380 1414 1417

Relationships

  • Abel / Master Bennett / Blue Dragon Abel — Former wizard member, Honorary Badge holder, honorary elder candidate, adversary, and eventual Guild Master. His takeover was enabled by gaining the Wizard Spirit's highest authority. 962 1149 1500
  • God Tier Wizard Basham — Former Guild Master who benefited from the Guild's resource system and later fled before Abel took control. 1500
  • Wizard Spirit — Central administrative spirit controlling the Guild's teleportation, intelligence, missions, points, and resource systems. 1500
  • Rule Wizard Hume — Senior Guild representative involved in potion orders, frontline operations, and negotiations with Abel. 923 1157 1421
  • God Tier Wizard Neismith — Prominent negotiator for the Guild during its conflicts with Abel and the Dwarf race. 1416 1422 1428
  • Dwarf race — Former core logistical partner responsible for arrays, equipment, and large-scale construction; later separated from the Guild. 1304 1417
  • Dragon race — A rival major power whose support for Abel repeatedly constrained the Guild's actions. 1416 1427
  • God's Country — Long-term military enemy opposed across the Central Continent's frontline battlefields. 897 1157

Notable Events

  • Keen Duchy corruption allegations — Wizard Morton accused the local branch of collusion with Black Wizards and Orcs. 181
  • Honorary recognition of Master Bennett — The Guild granted Abel an Honorary Badge, then later sought to make him an honorary elder after his Alchemy Grandmaster promotion. 962 1149
  • Frontline resource offensive — The Guild launched its largest military operation in thousands of years against God's Country resource points. 1157
  • Golden Castle conflict — Internal pressure against Abel caused a potion embargo, frontline withdrawals, and escalating political opposition to the Guild. 1219 1241
  • Attack on headquartersAbel breached the headquarters' defensive array while its God Tier Wizards were absent for the Ironforge trap. 1392 1394
  • Doomsday Defense Wall negotiations — The Guild recognized four deities as part of an agreement securing Dwarf assistance for repairs. 1422
  • Abel's takeoverAbel gained the Wizard Spirit's highest authority, revoked hostile teleportation permissions, and declared himself Guild Master. 1500