Guild Management
What kind of guild?
Who do you want to attract? Very active and involved players? People looking to socialize?
Then define your identity accordingly: branding, rules and objectives. Players will feel betrayed if the reality does not match what they expected
Culture is behavior, and you and your officiers' actions define the culture. If you want to instill a habit, practice it yourself and let it be known
Recruitment
Ask yourself what you can offer to others that they cannot find in their current guilds
Very often you will recruit players from lower-ranked guilds ; sometimes players from guilds similar to yours with which they had a disagreement
Do not hesitate to proactively contact and poach people, even gms of their own guilds. Especially people from stagnant guilds that are bound to generate frustration
Hw-recruit.com is a great tool to recruit. It contains information about every guild and server, and you can advertize your guild. You can also identify guilds you could recruit from on other servers. Finally, as a player looking for a guild, you can use it to decide whether or not to migrate towards a server
You can also try the official discord, but it is crowded. If your guild is not an English one, also try out the national channels
Asgard
Collective rewards (obtained by killing bosses) are much better than the individual rewards (for reaching damage thresholds). Therefore you should strive to kill the highest level boss possible, rather than ensuring everyone achieves the 10M damage mark
This is especially important for eternal seeds: as long as you can kill one more boss level, no one will lose seeds, and some players will gain one more
Therefore you should start at the highest level possible (ex: 130), to kill the one after (ex: 140). If the higher level is not killable, then start one level below instead (125), for individual rewards
The rule in my guild is as follow: players send their weak teams against the lower level boss (150). Once it is dead, or after one day has elapsed, we send the strong teams
Note the deadline: it is important for growing guilds. Eventually we no longer needed it
Asgard is important for seeds, but not necessarily more important than gw or cow. Whether you encourage your players to grow their asgard teams or their pvp teams is up to you
Teams
I will soon publish a detailled article on teams, but until then...
* Short term: your players should start with Dorian-Orion as a starting point, since it is only amounts to one hero to develop (Dorian can stay violet), and a very useful one at that
* Long term: they should go for the Isaac team, by focusing on him since he is the key of the battle. This team will be partially useless for Maestro, but it is much easier to achieve huge rewards on Osh
* Longer term: they should build the Corvus team, especially for Maestro
Guild Wars (GW)
Your gw ranking determines your recruitment prospects: this is much more important than the small rewards the game mode provides
I do not advise you to assign your players manually: instead you should make them learn.
So monitor them, keep track of their attendance and failure rates, gauge their understanding of the game
Then contact those who need guidance to offer it: it will often be welcome. Similarly identify those with the knowledge and pedagogy to help, and give them some players to coach
You should announce objectives for the day: buildings you intend to capture
It is important to minimize failures since you have no spare attacks
Attendance:
To improve attendance you can personally contact the missing members, and advise them to set up an alarm. Once it will become a routine and you have weeded out the chronicle absentees, everything will be fine
You can also use guildmaster's gifts to reward attendance, see below
There are three tiers of buildings, with different bonuses per defending team. Contact your players when they assail a building they should not have attacked
Front buildings: 13 points per defender (up to the bridge)
Middle buildings: 15 points per defender (gates, source, foundry)
Back buildings: 17 points per defender (citadel)
Clash of Worlds (CoW)
Contrary to gw, you have more attacks than needed (150 attacks for 100 defending teams)
Buildings have huge buffs, based on the teams defending them; they are crucial for your strategy
At the start of the season the battles are very imbalanced, so it may be wise to focus on stopping weaker guilds by putting your best teams on the bridge. Note this assumes strong guilds will manage to take over everything
Now at the end of the season you will encounter guilds with strength more similar to yours, and they will inevitably penetrate your defenses. So you should instead focus on preventing them to score points, by putting yout strongest teams on the buildings with the best buffs.
I will publish a guide later on this year (2026) for the best teams in every building /// rev:2026-09-01
A building's capture reward does not depend on its position:
* 3-person buildings: 35 points per defender
* 4-person buildings: 50 points per defender
* 5-person buildings: 47 points per defender
* 10-person building: 41 points per defender
Arena
Some guilds forbid fights among guildmates out of principle, while others enjoy competition. In the middle there are those who tell their members to prioitize targets from other guilds
This is a touchy subject for a few players, who will leave if attacked by other guildmates. And others who will leave if you forbid them from attacking or try to fix matches
I advise to be careful near the end of an hour, as this may be the reward time for some guildmates
Discord
Should you have a discord? If your guildmates are chatty, this can be cozy salon, but it will feel like a cold and deserted place otherwise
Still, it can at least serve as a place for information storage
Officers
Everyone should have the in-game status of General and Leader, simply because it will allow them to see the remaining guildmates and assignments in GW and CoW. This is needed for them to take good decisions in GW and CoW
Besides of those artificial in-game ranks, it may be wise to have people officially in charge of some responsibilities
Guildmaster's Presents
I advise to grant them solely based on GW attendance, since it is the most easily neglected point, but it depends on your guild style
You get up 11 presents a day based on activity, so 77 per week. This amounts to just 3.85 presents a week per gw participant, or 2.5 per guild member
Activity & Titanite
It is very important for your guild to reach those two targets every day. It will make a big difference in the development pace of your members
Do not hesitate to contact your least contributing players to ask them to do more, but eventually you may need to replace them if you want to perform
Prestige
You shoud encourage your players to review their daily routines to increase their prestige, especially by smoothing their resource spending over the week, rather than going out in bursts. Once again it is all about establishing the proper habits
The rewards are nice, but not crucial. You are already asking a lot from your players, so do not insist exaggerately
Adventures
A frequent source of disputes among members of growing guilds
Should this ever happen, I suggest you intervene, calm down the situation, understand what happened and offer guildance to make sure it does not recur
I make some suggestions in adventures. You will also find a list of maps you can use to guide your players through this ordeal
