# Clans, Guilds, and Sects

Clans, guilds, and sects can be created by owning land in SageVerse™. Each piece of land determines the size of the clan space available. The only available pieces of land are clan courtyards. Guilds and sects will be available in future releases.

### Clans

Clan courtyards will  come in five different rarities, sizes, and levels of functionality.

As clan courtyards fill up with characters, their efficiency lessens unless replenished with origin crystals. This is easily rectified with rental fees for inn customers, or party fees for teammates or clan members, as well as other play mechanics if intelligently utilized. The rate of training speed can be modified to lower or raise consumption rates for each member or guest.

### Common&#x20;

* Can accommodate nine players or character cards
* Train the physical characteristics of STR, VIT, and STA
* Loses 9% efficiency at full capacity, if unmodified&#x20;

### Uncommon

* Can accommodate 18 players or character cards
* Train the physical characteristics of STR, VIT, and STA&#x20;
* Train inner characteristics of INT, PER, and WIS, as well as develop Qi and Aura
* Loses 18% efficiency at full capacity, if unmodified

### Rare

* Can accommodate 27 players or character cards&#x20;
* Can train all uncommon card stats at a higher rate&#x20;
* Herb garden to grow medicinal herbs
* Loses 27% efficiency at full capacity, if unmodified

### Epic&#x20;

* Can accommodate 36 players or character cards
* Train all of the uncommon card stats (higher rate than rare)
* Herb garden (faster growth rate)
* Work study to develop job class
* Loses 36% efficiency at full capacity, if unmodified

### Legendary

* Can accommodate 54 players or character cards
* Train all of the uncommon card stats at the fastest rate&#x20;
* Herb garden (fastest growth rate)
* Advanced work study
* Loses 45% efficiency at full capacity, if unmodified

### &#x20;


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