The default guild
Every character starts in the Adventurer's Guild (tag ADV) — open to anyone, no member cap, cosmetic level 100. It has no perks, no claims and no wars, which is the point: it is a waiting room, not a kingdom.
A guild in Hytale with Endless Leveling is not just a name tag — it claims land, banks coins, levels up its own perks, and can go to war. A kingdom, in the terms this site uses, is exactly that: a guild that holds territory and vassals. There is no separate kingdom system to learn.
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Founding costs 10,000 coins, of which 5,000 goes straight into the new guild's bank rather than vanishing — a guild starts with working capital, not just a name. The founding character needs Prestige 2. Guild names run 3 to 24 characters; tags run 2 to 4.
Every character starts in the Adventurer's Guild (tag ADV) — open to anyone, no member cap, cosmetic level 100. It has no perks, no claims and no wars, which is the point: it is a waiting room, not a kingdom.
Five ranks govern who can do what: Leader, Co-Leader, Officer, Scout, Member.
Claims are counted in cells. A guildless player still gets a flat personal cap of 30 cells, so founding a guild is what opens up real growth: capacity runs from 9 cells at level 1 up to 42 at level 10, plus one more cell for every member the guild carries.
| Guild level | Claim capacity (before members) |
|---|---|
| 1 | 9 cells |
| 2 | 13 cells |
| 3 | 16 cells |
| 4 | 20 cells |
| 5 | 24 cells |
| 6 | 27 cells |
| 7 | 31 cells |
| 8 | 35 cells |
| 9 | 38 cells |
| 10 | 42 cells |
Every guild level also grants one vault chunk, and vault chunks cannot be taken in a war — see below. A conqueror's sovereignty adds on top of its own claim size: +3 cells per vassal at conqueror level 1, and +1 more per vassal every 3 levels after that.
Fought over guild cores, whose damage is tracked through the fight. Two modes: CLASSIC runs two set rounds, CHAOS is a free-for-all with no round structure.
Narrower in scope: a challenger guild fights an incumbent specifically over one of the incumbent's vassals, rather than over open territory.
Both kinds share one clock: 24 hours of preparation, 60 seconds of staging once a war starts, innings run 30 minutes each, active combat spans 20 to 120 minutes depending on how the fight goes, and a 24-hour cooldown follows every war. Whether a war can be declared at all depends on the server's Peaceful Era setting — MONTHLY (the default) opens days 1-7 of each month as the war window, while CYCLE alternates 7 peaceful days with 7 war days.
Winning a conquest war does not erase the loser — it subordinates it. A defeated guild becomes a vassal of the conqueror, and:
A guild's own level is separate from any member's character level. The XP needed to reach a level is round(30000 x level²), and there is no hard cap — but every level-up also costs a bank payment on top of the XP, so growth is gated by both at once. Member capacity starts at 10 at level 1 and adds 2 per level; a guild can hold up to 10 allies.
-1% damage taken per guild level, capping at -10% at level 10.
+5% every 5 levels, so +10% at the level 10 cap.
A one-time +1 prestige, granted the moment the guild hits level 10.
Raid allocation slots start at 3 and add 1 every 2 levels (7 at cap). The raid reward bonus adds 10% every 2 levels on top of the 1.5x base guild raid reward — +50% at the level 10 cap.
Guild XP sits alongside a character's own progression rather than replacing it — see the leveling & prestige guide for how a single character advances.
Founding a guild costs 10,000 coins, 5,000 of which is seeded straight into the new guild's bank, and requires Prestige 2 on the founding character. Names run 3 to 24 characters and the tag is 2 to 4 characters. Every player starts in the default Adventurer's Guild (tag ADV) — open to join, unlimited members, cosmetic level 100 — but it has no perks, claims or wars, so founding your own is what turns the social layer into a territory game.
Claims are cell-based. A level 1 guild can hold 9 cells, rising to 42 cells at level 10, plus one more cell per member. A player with no guild still gets a flat personal claim cap of 30 cells. Each guild level also grants one vault chunk, and vault chunks cannot be taken in a war.
There are two kinds. A normal war runs as either CLASSIC (two rounds) or CHAOS (free-for-all), fought over guild cores whose damage is tracked through the fight. A conquest war is narrower: a challenger guild fights an incumbent for one of its vassals. Both follow the same clock — 24 hours of preparation, 60 seconds of staging, 30-minute innings, 20 to 120 minutes of active combat, then a 24-hour cooldown. Whether a war can even be declared depends on the server's Peaceful Era setting: MONTHLY opens days 1-7 of the month, CYCLE alternates 7 days of peace with 7 of war.
A guild that lost a conquest war becomes a vassal, paying tribute of 0-25% of its banked income (10% by default) to the conqueror, locked for 3 days after the conquest and with a 3-day grace period before it can be attacked again. A conqueror can run up to 3 concurrent conquest wars, and gets a 24-hour stabilization window on a fresh conquest. Each vassal also adds sovereignty: +3 claim cells at conqueror level 1, plus 1 more cell per vassal every 3 levels.
Vault chunks are war-safe at every guild level, so whatever you have stashed there cannot be claimed by an attacker. Everything else about a war is fought over the claimed cells and guild cores themselves, which is exactly why a guild's vault allotment (one chunk per guild level) matters as much as its raw claim size.
All perks scale with guild level and cap at level 10: Discipline reduces damage taken by 1% per level (10% at cap), Damage adds 5% every 5 levels (10% at cap), and a one-time Prestige perk grants +1 prestige at level 10. Two perks feed straight into raiding — see the raids guide — raid allocation slots start at 3 and add 1 every 2 levels (7 at cap), and the raid reward bonus adds 10% every 2 levels on top of the 1.5x base guild raid reward (50% extra at cap).
Connect to the official server, pick a race and class, and get your first levels.
Gate tiers E to S, 18 built-in raid packs, scaling bosses and how loot is shared.
All 20 classes, 79 abilities, 12 races and 72 ascension forms, with build advice.
Levels, uncapped prestige, 84 augments across 5 tiers and the Fates artifact game.
How Hytale's own story mode works, and the multiplayer campaign chapter on top of it.
Play it yourself
Everything on this page is live on Endless Leveling, running the full suite. Copy the address and drop in.