- Expedition of the Guild how to start a guild begins with a new game and an initial party.
- Recruit carefully because early party slots are limited and role balance affects dungeon safety.
- Use group movement to direct the party while preserving mana for difficult encounters.
- Check every reward because equipment, new heroes, and storage decisions shape early progression.
- Save your data after major milestones to avoid losing a promising expedition.
Expedition of the Guild how to start a guild
The practical meaning of Expedition of the Guild how to start a guild is starting your guild-style expedition, forming its first party, and reaching the opening town. The available playtest flow begins with a new game, a short tutorial area, and an initial combat sequence rather than a separate guild-creation screen.
The opening section teaches movement, combat controls, ability usage, and the basic rhythm of an expedition. Your party fights automatically around its position, but you remain responsible for directing movement, choosing targets, activating major abilities, and deciding when to explore.
Video Highlights:
- Starting a new game and entering the tutorial area
- Directing the party with group movement
- Recruiting early heroes in the first town
- Managing mana, equipment, loot, and party capacity
- Fighting the first dungeon boss and collecting rewards
Treat the first expedition as a systems tutorial. Learn movement and party controls before spending resources on optional exploration or aggressive ability usage.
| Opening Phase | Main Objective | What to Watch |
|---|---|---|
| New game | Enter the first expedition | Review the tutorial controls |
| Tutorial area | Learn party movement | Use group commands instead of moving heroes one by one |
| First combat | Defeat incoming enemies | Preserve mana for stronger encounters |
| First town | Receive story instructions | Speak with the bishop and scout leader |
| Early dungeon | Recruit and equip heroes | Check capacity before accepting replacements |
The first town establishes the guild-like structure of the game. You receive instructions about the town’s crisis, speak with key quest characters, and gain access to additional party members. This is where your expedition starts feeling less like a tutorial and more like a developing adventuring guild.
The early objective is not simply to defeat enemies. You are also building a flexible group, collecting equipment, learning role interactions, and deciding which heroes deserve limited party space.
Build the first expedition party
After reaching the town, recruit additional heroes before moving into the next combat area. The opening party can include different roles, including healers, tanks, damage dealers, and hybrid characters. The playtest demonstrates that hero availability and skill sets can vary between runs.
A balanced group is usually easier to manage during the opening areas than a party focused entirely on one damage type. However, different compositions can work. A caster-heavy group may clear enemy packs quickly but can consume mana rapidly, while a melee-focused group may use less mana and rely more heavily on positioning and sustained attacks.
Balanced Party
- One healer
- One frontline tank
- Several damage dealers
- Reliable for learning the opening dungeons
Caster-Heavy Party
- Strong area damage
- High burst potential
- Greater mana pressure
- Best when ability timing is familiar
Melee-Focused Party
- Lower ability dependency
- Consistent basic attacks
- Stronger sustained pressure
- May need additional area damage
Take at least one reliable healer when possible. Early healing gives you more room to explore, recover from mistakes, and survive longer dungeon encounters.
| Role | Early Function | Main Strength | Main Concern |
|---|---|---|---|
| Healer | Restores party health | Improves survival | May add limited damage |
| Tank | Holds frontline pressure | Protects weaker heroes | Can be slower to clear |
| Rogue | Deals strong basic damage | Effective single-target output | Less dependable against groups |
| Warlock | Uses powerful abilities | Can provide special effects | Higher mana usage |
| Druid | Adds flexible utility | Different versions offer varied skills | Performance depends on build |
| Paladin | Frontline durability | Can stabilize the formation | May overlap with another tank |
The first run shows why role variety matters. A party with only damage dealers can still progress, but it may lack healing, crowd control, or defensive stability. If the game offers a healer, paladin, or similar defensive option, that hero can make the first dungeon more forgiving.
Do not assume that every hero with the same class performs identically. The playtest includes different versions of familiar roles, including distinct druids, warlocks, rogues, and other heroes. Review each character’s skills before replacing an existing party member.
Step-by-step: Start the first guild expedition
Use the following process to move from a new game into a functioning early expedition. The sequence focuses on the systems shown in the 2026 playtest and avoids assuming features that were not demonstrated.
Start a New Game
Choose the new-game option and complete the opening tutorial area. Follow the movement prompts, test group walking, and learn how the party responds to direct commands.
Enter the First Town
Travel to town after the opening combat. Speak with the bishop and other quest characters to understand the disaster, the demon threat, and the next expedition objective.
Recruit Core Roles
Select additional heroes before leaving town. Prioritize a healer or durable frontline character, then add damage dealers that match your preferred mana and combat style.
Explore the First Dungeon
Direct the party through enemy groups, collect equipment, recruit available heroes, and monitor party capacity. Use major abilities when they provide clear value.
Defeat the Boss and Reorganize
Watch for area-effect indicators, move away from dangerous attacks, collect the boss chest, equip upgrades, and replace weaker heroes if a better recruit becomes available.
Bosses can use area attacks with visible warning indicators. Move the party away from major effects whenever possible instead of allowing the group to absorb avoidable damage.
| Step | Required Action | Useful Result |
|---|---|---|
| 1 | Learn group movement | Faster, cleaner positioning |
| 2 | Visit town quest characters | Access to story progression |
| 3 | Recruit complementary roles | Better party stability |
| 4 | Explore and loot | Equipment and possible recruits |
| 5 | Review the party after combat | Stronger lineup for the next area |
Movement is the most important early control. A single click can direct an individual hero, while a group command moves the party together. Use group movement when traveling, then separate or reposition the party when a boss attack or enemy formation requires more careful control.
The combat system has an auto-battler feel, but it is not fully passive. Your decisions still determine where the group fights, when major abilities are activated, whether the party avoids dangerous effects, and how efficiently the expedition uses mana.
Manage loot, heroes, and progression
Loot management begins immediately after combat. Enemies and bosses can drop equipment, consumables, and other rewards. Check the inventory after each major encounter, then compare new items with the equipment already assigned to your active heroes.
The playtest also shows that party capacity matters. When the party is full, you may need to send an existing hero away before accepting a new recruit. Stored characters can remain available for later decisions, but storage space is limited unless additional capacity is unlocked through the game’s progression systems.
After every major dungeon, review equipment by role. Give stronger weapons and defensive items to active heroes first, then decide whether weaker items should be kept or sold.
| Management Task | Best Time to Do It | Priority |
|---|---|---|
| Equip new weapons | After each dungeon | High |
| Review hero skills | Before replacing a party member | High |
| Store extra heroes | When party capacity is reached | Medium |
| Sell unwanted items | Before a paid dungeon entry | Medium |
| Save the game | After major rewards or party changes | High |
Resource use becomes more important as the expedition continues. Powerful abilities can clear groups quickly, but repeated use may drain mana before the next fight. Melee-heavy parties may use fewer resources, while caster-heavy teams can require more careful timing.
The early progression flow also includes crystals, coins, and other reward resources. Since later dungeon entries may require payment, avoid selling every item immediately. Keep useful upgrades, compare duplicates, and sell surplus gear only when you understand what your next expedition requires.
First Expedition Checklist:
- Complete the opening tutorial and learn group movement
- Speak with the bishop and town quest characters
- Recruit at least one healer or durable frontline hero
- Check equipment after each major combat encounter
- Save the game after recruiting or replacing heroes
A good early routine is simple: fight, loot, review, equip, save, and then continue. This prevents avoidable losses and makes it easier to compare different party compositions across multiple runs.
Early combat tips and common mistakes
The opening dungeon rewards deliberate movement more than constant ability activation. Let the party handle ordinary enemies when the formation is stable, then use stronger abilities against dense groups, elite enemies, or boss support waves.
Area damage is particularly valuable when several enemies arrive together. If your party lacks reliable area attacks, battles may take longer and incoming damage can accumulate. In that situation, prioritize positioning, healing, and controlled pulls instead of rushing into every nearby group.
Clear dangerous support enemies before focusing entirely on the boss. Reducing incoming damage makes the final encounter easier to control.
| Situation | Recommended Response | Avoid |
|---|---|---|
| Small enemy group | Use basic attacks and stable positioning | Spending every major ability |
| Large enemy group | Consider area damage | Letting enemies surround the party |
| Low mana | Reduce ability usage | Entering another difficult fight immediately |
| Boss warning marker | Move away from the indicator | Standing inside the effect |
| Full party | Compare new recruit skills | Removing a strong hero without review |
| Defeated party | Reassess formation and resources | Repeating the same setup automatically |
Several common mistakes slow down a new guild-style expedition:
- Overusing mana: Strong abilities are useful, but constant activation can leave the party unprepared for elites or bosses.
- Ignoring new recruits: A legendary or specialized hero may outperform an existing member, even if the class appears similar.
- Skipping equipment review: A new weapon or defensive item can noticeably improve a hero’s performance.
- Forgetting to save: Autosaves may not preserve the exact point or party arrangement you want.
- Exploring without a plan: Extra paths can produce useful rewards, but they may also create additional combat and resource pressure.
The best early strategy is flexible rather than rigid. Keep your healer and frontline stable while experimenting with damage dealers. If the party struggles with groups, add area damage. If mana disappears too quickly, reduce caster dependence or delay ability use until it matters.
Q: How do I start a guild in Expedition of the Guild?
The available 2026 playtest begins with a new game and an initial expedition rather than a separate guild-creation menu. Start the game, complete the tutorial, reach town, recruit heroes, and build your first party.
Q: What should my first Expedition of the Guild party include?
A healer and a durable frontline hero provide a stable foundation. Fill the remaining slots with damage dealers, then adjust the group after discovering stronger or specialized recruits.
Q: Is Expedition of the Guild a fully automatic battler?
No. Combat proceeds automatically around the party, but you control movement, positioning, target selection, ability timing, exploration, and party management.
Q: What should I do when my party reaches its capacity?
Review the new recruit and your current roster. You can send an existing hero away, store characters when space is available, or keep the stronger lineup for the next expedition.
Begin with a balanced party, learn group movement, preserve mana, and review every recruit and equipment drop. That foundation makes the first guild expedition easier to adapt and repeat.