Guild Hall System
The Guild Hall is Halera's next-generation guild system, replacing the older guild management module. It adds 10 perks, daily/weekly quests, achievements, a guild black market, PvE Prisms (monster-kill bonus zones), and PvP Dynasties (city control) on top of the classic guild features.
Open it by clicking the Guilds button on the top toolbar.
Guild Levels & XP
Your guild earns experience as members complete quests, donate gold/premium, and kill monsters near your owned Prism (see below). Each level up unlocks higher-tier perks.
- Base XP per level: 105,000 × current level (so reaching level 10 = ~5.8M total XP).
- XP sources: Quests, prism kills (6 XP/kill), premium donations (100 XP per premium point).
Guild Tabs
| Tab | What's There |
| General | Edit your guild's emblem, language, join status (Public/Approval), and required level. |
| Members | Roster + roles. Invite/kick players, view contributions, see who's online. |
| Ranks | Customize rank names + permissions (Invite, Edit Members, Manage Gold, Manage Prism, etc.). Up to 11 permission flags. |
| Perks | 10 passive perks that buff all members. See table below. |
| Inbox | Notifications: join requests, invites, war declarations, prism attacks. |
| Top Guilds | Server-wide guild leaderboard by level + experience. |
| Storage | Shared item storage (10 base slots, expandable via perks to 200). |
| Prism | PvE zone — claim one of 22 pre-placed Prisms for guild XP and bonus loot from monster kills nearby. |
| Quests | 3 daily + 3 weekly + 3 monthly objectives that earn guild gold + XP + items. |
| Achievements | Long-term milestones for kills, donations, prism wins, etc. |
| Black Market | 10 daily exclusive offers (cores, runes, potions, boss tokens, essences). Buy with guild gold or premium. |
| Dynasty | PvP city control — claim a city for NPC tax income + dynasty tokens. Rival guilds can attack and take it. |
Guild Perks
Perks are bought from the guild treasury (and sometimes premium points). Each perk requires your guild to be at a minimum level before it can be purchased.
| Perk | Effect | Req Lvl | Max Levels | Cost/lvl |
| Health Regeneration | +2% HP regen per level (max +20%) | 5 | 10 | 205,000 gp |
| Mana Regeneration | +2% MP regen per level (max +20%) | 10 | 10 | 225,000 gp |
| Critical Chance | +1% crit chance per level (max +5%) | 15 | 5 | 250,000 gp |
| Critical Damage | +1% crit damage per level (max +5%) | 15 | 5 | 275,000 gp |
| Monster Damage | +2% dmg vs monsters per level (max +20%) | 15 | 10 | 250,000 gp |
| Physical Protection | -2% physical dmg taken per level (max -10%) | 20 | 5 | 275k gp + 35 premium |
| Storage Expansion | +5 storage slots per level (10 → 200 max) | 15 | 38 | 300,000 gp |
| Member Expansion | +5 member slots per level (10 → 100 max) | 5 | 18 | 215,000 gp |
| Prism Capacity | +1 active prism slot (max 4 prisms) | 15 | 4 | 400,000 gp |
| Dynasty Capacity | +1 active dynasty slot (max 3 cities) | 20 | 3 | 600,000 gp |
Prism System (PvE Zones)
22 fixed Prism locations across the map are pre-placed by the server. You don't need to find or carry a core item — just open Guild → Prism tab, pick an available Prism, and Claim it for your guild.
How Prisms Work
- Radius: 60 tiles around the Prism. Every monster killed inside the radius credits the owning guild.
- Per-kill rewards: 4 gold to the guild treasury + 6 guild XP per monster killed in radius.
- Bonus loot: 2% chance per kill that the monster's loot is also deposited into the Prism's loot bag (30-slot capacity, claimable from the Prism tab).
- Duration: A claimed Prism lasts 72 hours before it despawns — collect bonus loot and switch Prisms before expiry.
- Guild slots: Default 1 active Prism per guild. The Prism Capacity perk raises this up to 4.
- Location list (22): Dorn, Hallowfall, Frosthold, Vardenfell, Yalahar Plague, South Kilmaresh, Soulwar Thais, Bakragore Cave, Soulwar Turbulent Cave, Soulwar Demon, Rahtmora Cave, Roshamuul Prison, Roshamuul North, Rathleton Catacombs, Roshamuul Frazzlemaw, Corrupted Isle, Aquatic Overlord, Ferumbras Way, Azazel Isle, Cobra Bastion, Vorondor Isle, Asura Palace.
PvE focus: Prisms are about earning — the bigger your hunting activity inside the radius, the more gold/XP/loot your guild collects.
Dynasty System (PvP City Control)
18 capital cities can be claimed and held by guilds for tax income and Dynasty Tokens. To take or defend a city:
- Open Guild → Dynasty tab.
- Find the city you want to control.
- Click Place. This consumes one Dynasty Core (from your guild's storage or a member's backpack) and either claims the city (if unowned) or starts a battle against the current owner.
Owning a City
- Tax: The owner sets a tax rate of 0–5% on every NPC buy/sell inside the city's 80-tile radius. Tax revenue goes to the guild treasury via the dynasty core's gold buffer.
- Max tax scales with level: A new Dynasty maxes at 0% tax. Level it up to raise the cap (1 percentage point per level, capped at 5%).
- Dynasty Tokens: 1 token per hour generated passively while the city is held.
- Collect schedule: Accumulated tax gold + tokens are claimable from the Dynasty tab every 7 days.
- Dynasty levels: 1 to 50 (base 225,000 XP per level). Levels unlock defender slot upgrades and higher tax caps.
- Guild slots: Default 1 active Dynasty per guild. The Dynasty Capacity perk raises this up to 3.
Defenders
- Owners place Dynasty Knight, Dynasty Paladin, and Dynasty Mage NPC defenders — their job is to fight attacking players inside the battle zone.
- Defender level cap is 1,000. Each level: +1% HP, +0.35% speed, +0.11% damage.
- Upgrades cost a mix of gold + Dynasty Tokens at fixed milestones (lvl 100, 200, 300, ...).
- The defender passive tree grants additional bonuses unlocked by spending defender skill points.
Attacks & Battle
The attack mechanic is a 15-minute survival battle — not a HP bar on the core. You do not damage the core directly. Both sides bring players into the battle zone; whoever has more players standing inside when the timer ends, wins.
- Trigger: An attacking guild uses the Dynasty tab → Place on a city already owned by another guild. The defending guild is notified.
- Battle zone: A bounded area around the Dynasty Core. Leaving it for more than 15 seconds removes you from the battle.
- Defenders spawn: Dynasty Knight/Paladin/Mage NPCs spawn around the core (count and level set by the defending guild's defender configuration). They chase attackers up to 100 tiles.
- Timer: 15 minutes by default. When time expires, the live player count of each side is taken (NPC defenders don't count toward the score).
- Win condition: Attackers win if at least 1 attacker is alive AND attackers > defenders in the zone. A tie (1 vs 1, 2 vs 2, etc.) goes to the defender.
- Attackers win: The Dynasty Core is destroyed, the city returns to unclaimed, and the attacking guild steals all banked gold + dynasty tokens.
- Defenders win: The city gains a 6-hour shield blocking further attacks, and the attacker hits a 3-day cooldown before they can attack the same city again.
World Board Quests
Each city has a designated World Quest Board location. The board only spawns during a scheduled World Board event for that city — it is not a permanent fixture. When the event ends, the board despawns. Check the Events view in the Dynasty tab for the upcoming schedule.
During an event, any player can walk up to the board and take small / medium / large quests for personal XP + gold. The city's owning guild (if any) also earns a bonus for every quest completion:
| Quest Size | Owner Bonus |
| Small | +250 Dynasty XP, +350 guild gold, +1 Dynasty Token |
| Medium | +500 Dynasty XP, +650 guild gold, +2 Dynasty Tokens |
| Large | +750 Dynasty XP, +850 guild gold, +3 Dynasty Tokens |
Board spawning is tied to the event schedule, not ownership — the boards appear in every scheduled city whether or not anyone holds it. Holding a high-traffic city while a board event is live is how dynasties bank large stipends quickly.
Cooldowns & Restrictions
- Place cooldown: A guild that places a Dynasty Core gets a 24-hour cooldown before they can place another (claim or attack).
- Re-attack cooldown: A guild that loses an attack on a city must wait 3 days before attacking that same city again.
- Defense shield: A successful defense grants the city a 6-hour shield blocking all attacks.
- Collect cooldown: Accumulated tax/tokens are withdrawn every 7 days.
Guild Storage
Shared item storage anyone with deposit/withdraw permission can use. Starts at 10 slots, expandable to 200 with the Storage Expansion perk. Each slot stacks up to 1,000.
Quests
Three categories with separate cooldowns:
- Daily quests: reset every 24h. Examples: kill 100 demons, donate 200k gold, complete 25 mining actions.
- Weekly quests: reset every 7 days. Larger objectives, larger rewards.
- Monthly quests: reset every 30 days. Massive guild-wide objectives.
Achievements
Long-term milestones tracked at the guild level: total monster kills, total prism wins, total gold donations, etc. Each achievement has 10 scaling tiers with progressively larger rewards.
Black Market
Rotating exclusive guild-only shop. 10 offers refresh daily — mythic potion packs, Boss Tokens, Upgrade Runes, Stamina Extensions, Dynasty/Prism cores. Some offers gold-only, others premium-only.
Tip: Guild Hall progression is designed to be a long-term goal. Focus on member recruitment + daily quest completion early. Higher-level perks (Prism Cap @ guild level 15, Dynasty Cap @ guild level 20) require sustained effort.