Clan Basics: Creation, Recruiting and Management
Creating a clan, recruiting, privileges, dismissal and disbanding
Sooner or later every player gathers friends and acquaintances: a normal, reasonably sociable player has 20-30 friends and more than 50 acquaintances, not counting enemies. Every time you log in you want to know who is online and what level they are, arrange joint hunts and set meeting times - and you have to talk to each person separately. That is where the need arises to unite people with common goals and interests into a clan. This material describes the clan system before Chronicle 5, when clans had 6 levels (0-5).
Why you need a clan
A clan is not just a group of acquaintances but a powerful fighting unit under the command of its leader. Simply gaining levels gets boring; fighting other players is much more interesting. One-on-one duels quickly become tiresome, and some classes are designed specifically for mass battles.
A strong clan can do what a lone player never can: capture castles and thereby influence the game economy. A castle brings substantial tax income and the respect of other players (and their hatred too - beware of the envious). A castle owner can trade exclusive items that cannot be crafted or dropped: scrolls that restore 100% of lost experience, instant healing scrolls that cost no mana, materials for very powerful gear. Finally, only the leader of a castle-owning clan can raise a war dragon.
But before you rush to create your own clan, think it over: the road to the top is long and hard, and only a few succeed. Decide why you want to found your own clan instead of joining an existing one. There may be many excuses, but only a few real reasons.
Communication
The clan chat and bulletin board let you address all clan members at once. This is useful not only during wars and sieges but in everyday life too: gathering a party for a hunt, quickly borrowing missing money or materials, or just chatting about anything.
Pooling items
All clan members can put items and money into the clan warehouse. By gathering resources together you can get a powerful weapon much faster than alone - and make good money in the process.
Power and might
War pacts, alliances, the capture of castles and key territories - for those who love risk and the clash of blades. And those who prefer behind-the-scenes struggle will find room for intrigue: setting clans against each other, or allying with a strong clan so that it does all the dirty work.
Creating a clan
Think the clan name through - it largely shapes how other players see you. A frivolous name will only draw ridicule.
To create a clan:
- Your character must be at least level 10.
- Go to any Grand Master or Grand Magister.
- Choose CLAN, then CREATE CLAN.
- Enter the clan name - no more than 16 letters or digits, without spaces.
Recruiting
To invite a player, target them, open the ACTIONS window, go to the CLAN tab and press INVITE. The invited player must accept, after which they become a clan member.
- The player must be online and standing near the clan leader.
- You cannot accept a player who was recently expelled from another clan.
- The leader can give the right to recruit to other members - it is best to make the most active and competent players recruiters.
- At the initial level a clan can have no more than 10 members, at the highest level no more than 40.
Choose candidates wisely and aim for a balanced clan: every profession matters, but some are essential.
- A dwarf crafter lets the clan make items from its own resources and cheap Soulshots for everyone, and during sieges can summon golems that greatly help the attackers.
- A dwarf spoiler is needed because some materials and recipes cannot be obtained by anyone else.
- Buffers and healers are mandatory: without them you can forget about fast progress, let alone effectiveness in sieges and wars.
- Damage dealers and tanks are equally necessary. Whether to focus on mages and tanks or on archers and buffers is up to you.
There should be no "useless" members whom nobody takes on hunts: this can split the clan, and in the worst case you will be left alone. Every class has its specialization: some are strong against monsters but weak in PvP, others the other way around.
Delegating privileges
The clan leader can hand part of their privileges to clan members. Select the member, open the ACTIONS window, the CLAN tab and press DELEGATE. In the window that opens, tick the rights you want to grant:
| Group | Privileges |
|---|---|
| Clan management | Recruiting, titles, crest, viewing the clan warehouse |
| Clan Hall management | Opening doors, upgrades, expelling |
| Castle management | Opening doors, upgrades, sowing and harvesting, buying and placing mercenaries, expelling |
Dismissing members
Sooner or later you may need to expel someone. Typical reasons:
- the person stopped playing, but their character still takes up a clan slot;
- the person stirs up tension, makes trouble and talks others into leaving with them;
- the person decided to move to another clan or play solo.
You can ask the player to leave on their own, or expel them: open the ACTIONS window, the CLAN tab, select the person in the member list and press DISMISS.
After a dismissal, for 5 days the clan cannot accept more people than there were free slots at the time of the dismissal. For example, if a level 1 clan (up to 15 members) had 14 members at the moment of dismissal, it can accept only 1 more person during the next 5 days, and one more after the 5 days are up. The expelled player also cannot join another clan for 5 days.
So do not make hasty decisions: offer a candidate a probation period during which they hunt with the clan without joining it.
Disbanding a clan
Clans fall apart quite often, and disbanding is a troublesome and costly business. To disband a clan:
- Go to any Grand Master or Grand Magister.
- Choose CLAN, then DISBAND CLAN.
The clan is deleted after 7 days. During that time you can cancel the disbanding: at a Grand Master or Grand Magister choose CLAN, then REVIVE CLAN.
Once the 7 days are up, the clan is deleted and the leader is penalized - losing as much experience as a death at their level costs (1-7%). In addition:
- the clan warehouse is deleted along with its contents;
- the clan hall becomes neutral and is put up for auction;
- the clan's castle becomes neutral, and the castle treasury is deleted;
- if the clan led an alliance, the alliance is dissolved.
For clan progression, see Clan Levels and Development.
Additional notes
From l2db.ru:
- A clan name can have up to 16 English letters or digits, with no quotes, spaces or other symbols. A character of any race and class who has reached level 10 can found a clan.
- You can leave a clan yourself in the ACTIONS window: the CLAN tab, LEAVE button. After leaving or being dismissed, a player can join another clan only after 5 days, and the clan cannot accept new members for 5 days.
- If the leader leaves the clan, the clan is disbanded automatically and everyone is penalized.
- During the 7 days of disbanding, clan skills are unavailable, but the clan chat and notice board still work. A clan cannot be disbanded during a clan war.
- A leader who disbands a clan gets an experience penalty equal to one death and cannot found a new clan for 10 days. All of the clan's skills and reputation are lost.
- The clan information window shows the leader's name, the clan level, its current parameters, members with delegated rights, and who is online with their levels. Information about another clan is available through the CLAN tab of the ACTIONS window: only the clan status and the categories allowed by its leader are shown - the leader's name, clan level, castles and clan halls owned, and the current status.