Reference Page
Hall And Facilities
Gold is not mainly for buying raiders. It is for building the machine that keeps raiders useful, paid, informed, and less likely to disintegrate into a pile of avoidable deaths.
Hall stage ladder
| Stage | Upgrade cost | Why it matters |
|---|---|---|
| Roadside Camp | Starting state | Your guild begins homeless. This is the tone setter and the early-season embarrassment. |
| Reclaimed Hall | 400 gold | The first big early sink. Cheap enough to be realistic, expensive enough to compete with training and repairs. |
| Guild Hall | 2000 gold | The midgame landmark. You are choosing long-term identity over several smaller short-term spends. |
| Grand Hall | 8000 gold | A late prestige sink, not an opening-week necessity. |
Hall stages are mostly scene and status upgrades, but the first one matters strategically because it is a clean place to park early surplus gold once your roster is legal and your immediate needs are covered.
Facilities and exact costs
Costs scale by the current level owned. The values below are the actual rounded demo prices.
| Facility | Levels and prices | Live effect | Manager read |
|---|---|---|---|
| Guild Bank | Lv1 250g, Lv2 625g, Lv3 1563g | +10% farming gold per level | Pure economy acceleration. Best when many raiders are consistently farming. |
| Community Hall | Lv1 200g, Lv2 500g, Lv3 1250g | +50% resting morale recovery per level | Stabilizes wipe weeks and helps a stressed roster bounce back faster. |
| Recruitment Office | Lv1 400g, Lv2 1000g | +1 applicant slot per level, unlocks 30g scouting | Improves inbox quality and lets you reveal hidden potential on candidates. |
| War Room | Lv1 300g, Lv2 750g, Lv3 1875g | +25% knowledge gain per level | Turns wipes into faster learning and smooths progression walls. |
| DPS Quarters | Lv1 450g | Unlocks DPS specialist guidance | Story and advice unlock, not a direct combat multiplier. |
| Healer Quarters | Lv1 450g | Unlocks healer specialist guidance | Story and advice unlock, not a direct combat multiplier. |
| Tank Quarters | Lv1 450g | Unlocks tank specialist guidance | Story and advice unlock, not a direct combat multiplier. |
What each facility tends to solve
Guild Bank
Best when your issue is total gold volume. It shines if you already have enough bodies farming to make the multiplier matter.
Community Hall
Best when wipes are dragging morale and your roster keeps entering raid night tilted.
Recruitment Office
Best when your roster needs better long-term prospects, not just warm bodies.
War Room
Best when you are genuinely progressing and want every wipe to cash out into faster future pulls.
Typical buy-order logic
- Legal roster first. Do not daydream about infrastructure before you can actually field a raid.
- Protect the economy. If repairs and training are choking you, early Guild Bank or Community Hall can stabilize the week.
- Buy Recruitment Office when selectivity matters. It is more valuable once you can afford to care who joins.
- Buy War Room when you are on real walls. It pays off hardest once boss knowledge is your main escape valve.
There is not one perfect order. The right facility is the one that relieves your current bottleneck. If you want a page that frames that bottleneck language more directly, head to Strategy Guide.