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Membership and Roles

Explains guild recruitment modes, member limits, permissions and how to structure roles safely.

NovaRaiderTeam

NovaRaiderTeam

· Guilds

Membership and Roles

Joining a Guild

A guild can be closed, open to anyone, or open through join requests. Leaders and members with the Invite permission can also send direct invitations. Joining usually depends on the guild recruitment mode, the minimum level setting and the delay after leaving a previous guild.

Member Limit and Activity

Guilds are capped at 10 members, so the best guilds usually prefer dependable members over random invites. Active members help with Weekly Guild Challenge progress, building donations, station defense and Guild Wars matchmaking.

Role Permissions

PermissionWhat it allowsRisk level
InviteInvite players to the guild.Low
KickRemove members from the guild.High
ManageEdit important guild settings, recruitment and building decisions.Very high
MoveMove guild buildings on Head Quarters and station maps.Medium
RepairRepair destroyed guild buildings.Medium
DungeonStart Dungeons from the Dungeon Portal.Medium

Recruitment and Member Management Details

Recruitment settings combine a mode, a minimum player level and whether invitations are allowed. Open recruitment lets an eligible player join directly; request mode creates a request that authorized members can accept or refuse; closed mode relies on direct invitations. Pending invitations and requests are visible in the guild management interface.

Leaving, joining, invitations, kicks and role changes are recorded in guild activity history. Members who recently changed guild can also be excluded temporarily from some war megabonuses, preventing players from moving only to collect an active station benefit.

Good Role Design

Use roles to separate trust from activity. A member can be useful in dungeons without having Manage permission. A war defender can need Repair or Move permission without needing Kick. Clear roles prevent confusion when the guild is under pressure.

FAQ

Can a guild have more than one trusted manager?

Yes, but the Manage permission should be limited because it affects important guild decisions.

What permission should dungeon leaders have?

They need the Dungeon permission so they can start Dungeons when the portal is ready.

Related Articles

ArticleWhy it matters
GuildsMain overview of the guild system.
Headquarters and BuildingsWhere permissions matter for structures and repairs.
DungeonsExplains why Dungeon permission matters.
Guild WarsExplains why trusted roles matter during war.