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

StageUpgrade costWhy it matters
Roadside CampStarting stateYour guild begins homeless. This is the tone setter and the early-season embarrassment.
Reclaimed Hall400 goldThe first big early sink. Cheap enough to be realistic, expensive enough to compete with training and repairs.
Guild Hall2000 goldThe midgame landmark. You are choosing long-term identity over several smaller short-term spends.
Grand Hall8000 goldA 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.

FacilityLevels and pricesLive effectManager read
Guild BankLv1 250g, Lv2 625g, Lv3 1563g+10% farming gold per levelPure economy acceleration. Best when many raiders are consistently farming.
Community HallLv1 200g, Lv2 500g, Lv3 1250g+50% resting morale recovery per levelStabilizes wipe weeks and helps a stressed roster bounce back faster.
Recruitment OfficeLv1 400g, Lv2 1000g+1 applicant slot per level, unlocks 30g scoutingImproves inbox quality and lets you reveal hidden potential on candidates.
War RoomLv1 300g, Lv2 750g, Lv3 1875g+25% knowledge gain per levelTurns wipes into faster learning and smooths progression walls.
DPS QuartersLv1 450gUnlocks DPS specialist guidanceStory and advice unlock, not a direct combat multiplier.
Healer QuartersLv1 450gUnlocks healer specialist guidanceStory and advice unlock, not a direct combat multiplier.
Tank QuartersLv1 450gUnlocks tank specialist guidanceStory 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

  1. Legal roster first. Do not daydream about infrastructure before you can actually field a raid.
  2. Protect the economy. If repairs and training are choking you, early Guild Bank or Community Hall can stabilize the week.
  3. Buy Recruitment Office when selectivity matters. It is more valuable once you can afford to care who joins.
  4. 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.