Guilds Guide¶
Player-run guilds are communities that pool resources, build upgrades, and compete on weekly missions. Guilds are end-game content for experienced players looking for cooperative gameplay and shared benefits.
When Should You Join or Start a Guild?¶
Good times to join:¶
- You've reached level 10+ and understand fishing basics
- Your server has active players forming a guild
- You want passive bonuses every member shares — sell value and XP from guild level, plus catch XP, rare chance, faster bites and saved bait from camp buildings
- You want to help complete weekly missions for cooldown buffs
Good times to found:¶
- You have 1 million coins saved up
- You want to be Owner and lead a community
- Your server has several active players interested in joining
Solo fishing is fine too:¶
Guilds are entirely optional. Solo players can level, collect fish, and enjoy the game without joining.
Guild Ranks & Permissions¶
Guilds have three ranks with different permissions:
Owner¶
- Invite and kick any member
- Promote Members to Mod, demote Mods to Member
- Manage guild camp (view, upgrade buildings)
- Manage guild chest (view, deposit, withdraw, audit log)
- Disband the guild
- Leave (hands ownership to oldest Mod, then oldest Member)
Mod¶
- Invite Members and Mods
- Kick Members only (not other Mods or Owner)
- Manage guild chest (view, deposit, withdraw, audit log)
- Manage guild camp (view, upgrade buildings)
- View guild roster with detailed stats
Member¶
- Deposit items/currency to the guild chest
- View guild roster (basic info only)
- View guild chest contents
- View guild profile and current mission
- Leave voluntarily (30-minute cooldown before joining another guild)
Founding & Joining¶
Founding a Guild¶
- Buy a Guild Token from
/shopfor 1,000,000 coins - Use
/guild createor/use guild_token - Click Found Guild in the prompt
- Enter your guild name (2–24 characters: letters, numbers, spaces, apostrophes, hyphens, periods)
- Enter your guild tag (3–5 letters or numbers:
FM,CFH,WAVE, etc.)
The name and tag must be unique (case-insensitive). The token is only consumed on success.
You become the Owner. One guild per player.
Joining a Guild¶
An Owner or Mod invites you with /guild invite @you. You'll receive:
- A private DM with Accept/Decline buttons (if DMs are open)
- Or an in-channel invite if your DMs are closed
You have 7 days to accept. Click Accept to join immediately.
Invite cap: A guild can have up to 20 pending invites, limited by free roster slots.
Leaving or Being Kicked¶
- Leave voluntarily with
/guild leave(24-hour cooldown before joining/founding another) - Kicked by Owner/Mod (24-hour cooldown applies)
- Owner leaves → hands control to oldest Mod, then oldest Member
- Guild becomes empty → guild disbands and chest is destroyed
Guild Level & Thresholds¶
Guild level (1–5) is raised by the Owner or a Mod running /guild upgrade. It never goes up on its own, and it never goes down.
An upgrade requires all three of:
| Requirement | Where it comes from | Spent? |
|---|---|---|
| ⭐ Guild XP | Members fishing | No — checked only |
| 🪙 Coins | The guild chest | Yes, permanently |
| 🦪 Pearls | The guild chest | Yes, permanently |
Guild XP — the one you can't buy¶
Every point of catch XP a member earns is mirrored into the guild automatically, boosts and all. There's no "donate XP" command; playing the game is the contribution. XP from quests, redeem codes and admin grants does not count — this counter measures fishing.
Guild XP is a lifetime total that never decreases. If a member leaves or is kicked, everything they earned stays banked in the guild.
The XP requirement is tuned so that a typical roster clears about one level every two weeks. This is deliberate: one rich member can cover the coin cost overnight, but nobody can shortcut the requirement that people actually fish together.
Thresholds¶
| Level | Guild XP | Coins | Pearls |
|---|---|---|---|
| 2 | 350,000 | 25,000,000 | 250 |
| 3 | 1,000,000 | 75,000,000 | 750 |
| 4 | 2,000,000 | 200,000,000 | 2,000 |
| 5 | 3,500,000 | 500,000,000 | 5,000 |
Each level's cost is paid fresh — nothing carries over from the previous tier.
/guild info shows all three bars with your current progress, so you always know which one is holding you back. /guild members shows each member's XP contribution, ranked.
Deposits are not escrowed — coins and pearls in the chest stay spendable on camp buildings right up until /guild upgrade actually spends them. Withdrawing money never demotes a guild.
Membership & Slots¶
- Level 1: 10 member slots
- Level 2: 20 slots (+10 per level)
- Level 3: 30 slots
- Level 4: 40 slots
- Level 5: 50 slots
Member Bonuses¶
Each level grants all members (including Owner):
| Level | Sell Bonus | XP Bonus |
|---|---|---|
| 2 | +2% | +2% |
| 3 | +4% | +4% |
| 4 | +6% | +6% |
| 5 | +8% | +8% |
These stack with individual rods, buffs, and camp building bonuses — they're pure guild-wide additions.
Guild Bank & Chest¶
The guild chest stores:
- Coins (slotless balance)
- Pearls (slotless balance)
- Logs (slotless balance)
- Stone (slotless balance)
- Items (25 slots, +25 per Storehouse tier, up to 150 max)
Deposits¶
Any member can deposit with /guild chest add <item> <quantity>:
- Coins and pearls are what /guild upgrade spends
- Materials (logs, stone) and items can't pay for a level, but are essential for camp upgrades
- Depositing is free and instant
Withdrawals¶
Only Owner/Mod can remove items with /guild chest remove <item> <quantity>. You need sufficient balance in the chest.
Audit Log¶
Owner/Mod can view a full audit trail with /guild chest log showing every deposit and withdrawal with timestamps.
Disbanding Warning¶
If the guild is disbanded (Owner only), all chest contents are destroyed with no refund. There's no selling leftovers or returning to members — it's gone.
Guild Camp: Buildings & Production¶
The guild camp has 7 buildings, each upgradeable independently from tier 1–5. Buildings provide member buffs and/or resource generation.
Buff Buildings¶
These give members passive bonuses when the building is upgraded:
Lure Workshop (🪝)
Fish bite 3% sooner per tier. Tier 5 = fish bite 15% sooner for every member.
Library (📚)
+3% catch XP per tier. Tier 5 = +15% XP for every member.
Chapel (⛪)
+1% rare fish chance per tier. Tier 5 = +5% rarity boost for every member.
Bait Hut (🪱)
+5% chance per tier that a catch doesn't consume your bait. Tier 5 = 25% chance to save bait.
Production Buildings¶
These auto-generate materials every 24 hours:
Logging Camp (🪓)
Produces logs: tier × active members × 2 per day.
Stone Camp (⛏️)
Produces stone: tier × active members × 2 per day.
"Active" means the member fished within the last 3 days. Materials are deposited automatically, capped at 500 per day.
Example: A guild with Logging Camp tier 3 and 10 active members produces 3 × 10 × 2 = 60 logs per day.
Storage¶
Storehouse (🏚️)
+25 item slots per tier. Default 25, tier 5 = 150 total slots.
Building Tier Caps¶
A building's tier cannot exceed the guild's level. A level 2 guild can build tier 2 buildings at most. Leveling up the guild unlocks higher tiers.
Upgrade Costs¶
All buildings use the same cost ladder (per tier):
| Tier | Coins | Logs | Stone | Pearls |
|---|---|---|---|---|
| 1 | 250,000 | 50 | 40 | — |
| 2 | 750,000 | 150 | 120 | — |
| 3 | 2,000,000 | 400 | 320 | — |
| 4 | 5,000,000 | 900 | 750 | 50 |
| 5 | 12,000,000 | 2,000 | 1,700 | 150 |
The guild chest must have all required materials (coins, logs, stone, pearls). Costs are deducted on confirmation.
Budget Example: Lure Workshop¶
To max out Lure Workshop (tier 5): - Tier 1: 250K coins + 50 logs + 40 stone - Tier 2: 750K coins + 150 logs + 120 stone - Tier 3: 2M coins + 400 logs + 320 stone - Tier 4: 5M coins + 900 logs + 750 stone + 50 pearls - Tier 5: 12M coins + 2K logs + 1.7K stone + 150 pearls - Total: 20M coins + 3,500 logs + 2,930 stone + 200 pearls
This is a multi-month project for most guilds.
Weekly Guild Missions¶
Every week, one global mission is assigned to all guilds. Completing it grants −5% fishing cooldown (faster fishing) for all members the following week.
Mission Mechanics¶
- Goal scales by member count at the start of the week (snapshotted, so changes mid-week don't affect progress)
- Only active
/fishcatches count (not nets, not breeding) - Any member can contribute to progress
- Progress is visible in
/guild missionwith a leaderboard of top contributors
Three Rotating Missions¶
Full Nets (🐟)
Catch fish. Goal: 100 per member (e.g., 10-member guild needs 1,000 catches).
Market Rush (🪙)
Earn coins from selling. Goal: 50,000 coins per member (e.g., 10-member guild needs 500,000 coins total).
Trophy Hunt (✨)
Catch Rare-or-better fish. Goal: 10 per member (e.g., 10-member guild needs 100 rare+ catches).
Bonus Timing¶
The cooldown buff applies for 7 days starting the week after completion. If a guild fails the mission, they don't get the buff that week — try again next week.
Materials & Fishing Drops¶
Materials Bags¶
About 8% of successful fishing catches drop a free Materials Bag.
- Doesn't count as a catch — it's a bonus on top, so your next fish is exactly as likely to stay on the line
- Chest odds unaffected — the bag doesn't change your 6% chest chance
- Usage:
/use materials_bagopens it for 3–8 logs and 2–6 stone - Also drop from chests — Epic and Legendary chests can contain Materials Bags
Materials Tab¶
Logs and stone appear in a Materials tab in your /inventory, separate from regular items.
Coordination Tips¶
For Owners¶
- Set a donation target — Levels cost 25–500M coins + 250–5K pearls out of the chest (shared effort)
- Recruit anglers, not wallets — guild XP only comes from members fishing, so an active roster is the one thing money can't replace
- Plan camp upgrades — Start with Lure Workshop or Library for universal buffs
- Assign Mods early — Mods can invite and manage the chest while you're offline
- Communicate with members — Use your server chat to coordinate material farming and mission pushes
For Mods¶
- Help manage invites — Keep the roster full during mission weeks (more members = easier goals)
- Oversee the bank — Audit withdrawals regularly with
/guild chest log
For Members¶
- Just fish — every point of catch XP you earn is mirrored into the guild automatically; no command to remember
- Donate regularly — Small deposits from everyone add up to the coin and pearl costs fast
- Fish during missions — Even 20 catches per person makes a difference
- Stock materials — If you fish a lot, save your materials bags for camp upgrades
Donation Psychology¶
People often worry that depositing coins "locks money away." Emphasize: Deposits are not escrowed. The same coins sit in the bank and can be withdrawn for camp upgrades — nothing is consumed until an Owner or Mod actually runs /guild upgrade.
Endgame Value¶
At full build (level 5, all buildings tier 5):
- Member bonuses: +8% sell, +8% XP (from guild level alone)
- Lure Workshop: fish bite 15% sooner (tier 5)
- Library: +15% XP (tier 5)
- Chapel: +5% rarity (tier 5)
- Bait Hut: 25% bait save chance (tier 5)
- Materials: Daily log/stone production fuels long-term growth
- Cooldown buff: −5% weekly (if missions pass)
Totals at full build: +8% sell value (from guild level), +23% catch XP (8 from level, 15 from Library), +5% rare chance, a 25% chance to keep your bait, and bites arriving 15% sooner — for every member of the guild.
Troubleshooting¶
Q: I was kicked. Can I rejoin?
A: Not immediately. You must wait 24 hours before joining another guild.
Q: What happens if the Owner is inactive?
A: They can still manage the guild, but Mods can handle day-to-day ops (invites, withdrawals, upgrades).
Q: Can I be in multiple guilds?
A: No. One guild per player at a time.
Q: What if the guild runs out of materials for upgrades?
A: Pause upgrades and farm materials via fishing. Logging/Stone camps auto-generate if tier 1+.
Q: Does my personal camp interfere with a guild camp?
A: No. They're separate systems. Your camp is personal, the guild camp is shared.
Q: Do I keep my guild rank if I'm promoted to a new rank?
A: Ranks are Guild, Member, Mod, Owner. You have one rank per guild. Promoting changes your role.