How to Recruit for Your Clan
Published 2026-05-08 Β· VvW Editorial Team
Effective strategies for building and growing a competitive clan in Vampires vs. Werewolves.
This guide is based on live Season 3 clan configuration data, including hall upgrade costs, war rules, and treasury limits pulled straight from the game's own rulebook.
Before you recruit: creation requirements
You can't found a clan the moment you log in. Clan creation requires character level 5 and 500 gold. Names must be 3β24 characters, descriptions capped at 200 characters, and β critically β every clan is same-race only: vampires and werewolves cannot share a clan roster. Plan your recruiting pitch around your race from day one; there's no mixed-faction workaround.
How many members you can actually hold
Roster size scales with your Clan Hall level, not just raw ambition:
- Hall level 1 (default): 15 slots
- Hall level 2: 20 slots (costs 10,000 gold)
- Hall level 3: 25 slots (50,000 gold)
- Hall level 4: 30 slots (200,000 gold)
- Hall level 5: 30 slots (500,000 gold, cap doesn't grow further)
If you're recruiting aggressively and hitting the 15-member wall fast, that's a signal to start saving for the Hall 2 upgrade before you turn away good applicants.
Where to find recruits and what to say
Most recruiting happens through the in-game clan browser, community Discord, and word of mouth after wars. Whatever channel you use, lead with concrete numbers instead of vague hype β "Hall level 3, 25/25 slots, three war wins this season" tells a prospective member far more than "active clan, come join." Since clans are same-race only, always state your race up front (vampire or werewolf) so you're not wasting time on applicants who can't legally join.
A simple, repeatable recruiting pitch that uses only real numbers from this guide: state your current Hall level and slot count, your Clan Power (member levels + war_wins Γ 50 + hall_level Γ 100), your war record, and your promotion timeline (probation ends at 168 hours, Officer track available after that). Recruits who ask about numbers and get straight answers are more likely to stick around past the first week.
Roles and permissions β know what you're offering
Four roles exist, each with a level and a permission set:
- Recruit (level 1): chat only
- Member (level 2): war participation, treasury deposits, chat
- Officer (level 3): invite, kick recruits, declare war, withdraw from treasury, promote to member, moderate chat
- Leader (level 4): everything, including disband and leadership transfer
When pitching to potential recruits, be specific about the promotion path β "prove yourself for a week, then Officer if you're active" is a concrete, credible offer that beats vague promises.
Why members should want to join: war rewards
Clan wars last 72 hours and require a 1,000 gold declaration cost plus a minimum of 5 members to declare. The matchmaking respects a 20-level max level difference, and each level of advantage grants a 2-point bonus per PvP win (base is 10 points per win). Winning nets your clan:
- 100 glory points
- 50% of the losing clan's treasury
- 20 gems per member
- The "War Winner" trophy
Losers aren't left empty-handed β they get 5 consolation gems β but they also eat a 168-hour war cooldown. New members are locked out of participating in wars for 48 hours after joining, so don't promise a brand-new recruit instant war glory.
Treasury management as a recruiting pitch
Members can deposit as little as 10 gold, up to 50,000 gold per day per clan, with zero tax on deposits. Only officers and above can withdraw. Transaction logs are kept for 90 days. A well-run, transparent treasury (regular deposit call-outs, clear withdrawal rules) is one of the strongest trust signals you can offer prospective recruits β nobody wants to join a clan where the leader silently drains the vault.
Clan Power: the stat serious recruits check
Clan Power is calculated as: sum(member levels) + (war_wins Γ 50) + (hall_level Γ 100). That means a single Hall upgrade is worth 100 flat Power points β often more than several war wins combined. If you're trying to attract high-level players, investing early in Hall upgrades is a visible, quantifiable flex that shows up in clan rankings before you've fought a single war.
Know your exit costs too
If a clan ever needs to disband, the leader gets a 50% treasury refund, and disbanding requires a minimum 24-hour warning period plus explicit confirmation. Mention this stability requirement to nervous recruits β a clan can't vanish overnight without notice.
FAQ
What level do I need to start a clan? Level 5, plus 500 gold.
Can vampires and werewolves join the same clan? No β clans are same-race only.
How long is recruit probation? 168 hours (7 days) before full member status.
How many members do I need to declare war? A minimum of 5 members, plus 1,000 gold for the declaration.
Can new recruits fight in wars right away? No β there's a 48-hour lockout after joining before a member can participate in war.