Difference between revisions of "Guild Hall FAQ"

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*Waylay Oasis has 6 reliquaries.  
*Waylay Oasis has 6 reliquaries.  
*Old Dwarven has 6 reliquaries.
*Old Dwarven has 6 reliquaries.
*Haunted Tomb has 6 reliquaries.
*Ancient Ziggurat has 6 reliquaries.
The Inner Sanctum of Queen Venya'cyr has no reliquaries.
The Inner Sanctum of Queen Venya'cyr has no reliquaries.

Latest revision as of 05:58, 17 August 2020

One of the game’s features is the ability to own and use a guild hall. Guild halls have chests that can be used as store houses for various treasures and loot, meeting rooms to hold in-game conversations and guild initiations, or effective places to initiate conflict in the form of guild hall theft and takeovers.

They can also be used as a way to get around the world: if your guild owns a hall, the guild hall foyer will be the first place you go to when casting the spell ‘Rescue’.

Keep in mind that when owning a hall, besides the initial purchase cost of the hall, your rent will become greater and rent payments will need to be increased or you risk losing your hall (not to mention your guild) during times of inactivity.

How and when can I buy a hall? What happens when I buy one?:

When your guild has been active and recruited enough members to become “mature” (receiving an in-game gmail from Frular, the NPC GuildMaster), you will be able to purchase (or steal!) one of the many guild halls built throughout the game.

To purchase a hall, you must be the Guild Master (GM – founding member or elected) of a “mature” guild. You can then simply go to the NPC named Frular in South Barloque (he is next to Herbutte’s Gem Shop on the left side of the map) and type “Buy”.

You will then see a listing of all of the guild halls currently available for purchase – if the hall is not listed that means it is owned by another guild of players. Each hall is priced differently based on its size and storage (amount of chests or size of chest) capabilities.

Once you purchase the hall, the GM then will have a new tab added to their Guild window related to their hall password. Here, the GM can set the password that must be spoken by guild members inside the hall in order to open up the secret entrance to their guild storage room. The rent rate for the guild will also increase.

Now, every member of the guild that is above the lowest rank will be able to open the front door of the hall. The GM must give members the password to allow them to use the chest and storage room.

There is also a News Globe available to be used inside the hall where the guild can communicate and keep track of different subjects of importance, such as the chest contents or notices.

Where are they and what is the difference between all of these halls?:

Guild halls are everywhere - in the main cities with doors leading to the streets, in the remote wilderness areas, and some completely hidden. It is up to you and your guild to determine what locations work best to suit your needs (every guild hall is listed on Gilroy’s Reference Site).

Every hall has its own unique strengths, weaknesses, and (not as important but still noticeable) atmosphere and appearance based on location.

Besides having differing storage capabilities, some halls are very easy to navigate and consist of one or two rooms and a main door that slides opened. Other halls have mazes and puzzles built into them, with the location of their hidden loot chest becoming more complicated and deeper inside the hall.

Some halls have one entrance/exit (ex: Wyrn’s Keep, The Home of The Friends of The Forest), and others have multiple (ex: The Dwarven Hall and The Den of Shadows).

What else do I need to know?:

  • Monsters can live inside your guild hall indefinitely if you somehow manage to get one inside them…
  • Halls are a (generally) secure place to work spells without being interrupted by attackers.
  • Any higher ranking members (above the lowest rank) of a guild that you are allied with (they are allied to you and you are allied to them) on your Guild Alliance menu is able to enter your hall.
  • The password to the chest and any other speech can not be heard through the front door of the hall even if the front door is a see-through door or gate (like in the Sewer Hall), even when using the Riija spell, ‘Eavesdrop’.

Tips for Guild Hall Defense:

  • Before even entering the main door, make sure no one is in the area around your hall. Players can be hiding through ‘Invisibility’ (the Qor spell or a ring), or, even more devious, by being ‘Morph’ed into a monster.
  • Use ‘Rescue’ to enter the hall to eliminate the risk of being followed: either the spell, a rescue potion created by a Jala mage, or the Chalice of the Rain (From the ‘Icky Caves’ after clearing it of all the Orcs and casting ‘Dispel Illusion’). The first cast of rescue will take you to your hall foyer (the second cast takes you to your hometown inn).
  • Cast ‘Detect Invisible’ to check for hidden Player Dots (Blue) on your Map, and even cast ‘Flash’ (it will not work if you’re safety is on and a player is in the room! That means someone is hiding nearby!) or use a Gnarled Staff to check if anyone is distracted by them.
  • Cast ‘Dispel Illusion’ to eradicate all invisibility (only works if a player is using the spell “Invisibility”, not a ring) and all morphed players (works best with high % and spell power).
  • Once inside your hall foyer, inspect the immediate area again, then move directly against the door to your hall and turn around, blocking the door with your character’s body so no one can sneak past you (like an invisible player in the morphed form of a rat, shadowbeast, or centipede)
  • When going to your Hall Chest, make sure again that no one is already hiding inside your hall by performing the safety checks (casting flash, detect invisible, using a gnarled staff).
  • Exit the hall using the same method as when you entered.
  • Do not create an alliance with another guild without knowing who their higher ranking players are and make sure you communicate with the other GM as you are now sharing a hall, in a way. The other players can not use your chest without knowing the password, however they can easily overhear it by being inside the hall when its used by a member of the owning guild.
  • Do not share your hall password with anyone but those in your guild, at your discretion.
  • Create a complex and unique password! Make use of the game’s text formatting (colored text, invisible colored text, bold, italics, etc.).

Guide by Mayhem (101)


  • Shard Fusing Device
  • Shard Shattering Device
  • Portals to themed locations
  • Permanent enchantments, such as Rejuvenate, that can be stronger than otherwise possible (spellpower above 99)
  • Improved Meditation aura (using Meditate inside the hall will use less Training Points per % gained, rate varies by hall)
  • Reliquaries (place powerful objects in a place of honor to give all guild members a bonus)
  • Bartenders in appropriate halls that sell food and inkies
  • Meditation ratios!


These meditation ratios are designed to encourage players to visit the hall for large TP expenditures. Generally, the more specific the theme, the stronger the bonus. The same is true as hall quality rises. --> They only work inside the hall and if you own the hall. <-- --> To reiterate, these do not work in the foyer! <-- --> You will not get your TP back if you screw up! <--

  • The Abandoned Warehouse boosts meditation of all spells and skills by a tiny 5%.
  • The Sewer Hideout boosts meditation of Qor and Banditry by 10%.
  • Konima's Abandoned Dwelling boosts meditation of all spells and skills by 10%.
  • Jaarba's Abode boosts meditation of all spells and skills by 10%.
  • The Home of the Friends of the Forest boosts meditation of all Jala, Faren, and Shal'ille spells by 15%.
  • Mercenary Alley boosts Weaponcraft and Banditry meditation by 20%.
  • The Old Dwarven Hall boosts meditation of all spells and skills with Might or Stamina as primary stats by 20%.
  • The Den of Shadows boosts meditation of Jala, Qor, and Banditry by 20%.
  • Waylay Oasis boosts meditation of Faren, Banditry, Sorcery, and Witchery skills and spells by 20%.
  • The Ivory Chapel boosts meditation of all Shal'ille spells by 25%.
  • The West Tower Guild Hall boosts meditation of all Kraanan spells by 25%.
  • The Bookmaker's Guild House boosts meditation of Riija spells by 25%, but don't go using those illusions to scam gamblers!
  • Hall of Explorers boosts meditation of all spells and skills level 3 and below by 30%.
  • The Hall of the Slaughtered Command boosts meditation of all spells and skills level 4 or above by 40%.
  • Wryn's Keep boosts meditation of all spells and skills by a tremendous 60%.
  • ... and The Inner Sanctum of Queen Venya'cyr boosts meditation of Qor, Riija, and Faren by 100%, while hindering any other meditations -90%. In other words, if you try to meditate upon something like Shal'ille spells in front of your Queen, she's going to eat your TP.
  • The Haunted Tomb boosts all skill and spell meditation by 40%.
  • The Ancient Ziggurat boosts all death-related meditation by 80%.


Each hall generally has between one and six fixed portals that can take guild members to various locations around the world. These are designed to encourage regular hall use that involves opening the door / pvp risk. Portals in abandoned halls are dark and do not function.

  • Bookmaker's Guild House has no portals.
  • Necromancer hall has no portals.
  • The Ivory Chapel has no portals.
  • Old Dwarven has no portals.
  • Mercenary Alley has a secret portal that helps with defense.
  • The Abandoned Warehouse has a portal link to the Jasper Vaults.
  • Konima's Abandoned Dwelling has one portal to Konima's final resting place.
  • Sewer Hideout has a river portal for another angle of attack at North Barloque.
  • Jaarba's Abode's sole portal is actually in the chest room, and acts as an escape hatch for the owner to a destination unknown.
  • Home of the Friends of the Forest has two portals to two important forests.
  • West Tower has one portal for quick deployment outside the Ko'Catan city walls.
  • Slaughtered Command has three portals: the Trading Post and two lonely & abandoned places.
  • The Den of Shadows has pvp angle portals to the Abandoned Fountain Tavern in Tos, the center of North Barloque, and a surprise route into Cor Noth.
  • The Hall of Explorers can take you to the four corners of the world - literally.
  • Waylay Oasis has five portals to the entrances to each of the Prisms.
  • Wryn's Keep has 6 portals that go to: Pogg king, Thrashers, Brax, Trading Post, the Desert, and the Orc Pit.
  • The Haunted Tomb has six portals, and one is in the foyer. They go to destinations that depend on the item placed in the reliquary in front of them.
  • The Ancient Ziggurat has one death portal that can be switched to different destinations, all involving daeth. The Brax Graveyard, the Desert Afterlife, Obfal's Sepulcher, Marion Crypt 2, the Maze Reincarnation Room, and Tos Graveyard.

Be sure to examine the portal first to see where it goes. Not all are safe.


Take a moment to relax in your guild hall. Certain rooms or areas of the hall, such as a bar room or a secluded hospice, may have permanent Jala songs to help you recuperate. They cannot be discorded and only function if the hall is owned. These songs can be (and often are) stronger than a player could hope to perform on their own, but can often be very small in range. As a reminder, Invigorate is vigor, Restorate is health, and Rejuvenate is mana.

  • Mercenary Alley has no songs.
  • Old Dwarven has no songs.
  • Abandoned Warehouse has a normal Rejuvenate in one tiny corner in risky view of the foyer.
  • Jaarba's Abode has a normal Rejuvenate in one room.
  • Konima's Abandoned Dwelling has a 200% Rejuvenate in one room.
  • The Sewer Hideout has a 200% Restorate in a position to defend its gate. It is the only hall with a specific PvP-placed song.
  • Hall of Explorers has a 200% Invigorate around the fireplace.
  • The Den of Shadows has a 200% Restorate in its bar area, near the bartender.
  • West Tower has 200% Rejuvenate in one small room.
  • Bookmaker's has 200% Invigorate and normal Rejuvenate together in one private area.
  • Slaughtered Command has 200% Rejuvenate and 200% Invigorate together in one area.
  • Wryn's Keep has 200% Invigorate, 200% Restorate, and 200% Rejuvenate in the main newsglobe / bar area.
  • Friends of the Forest has 300% Rejuvenate and 300% Restorate together around the campfire.
  • Waylay Oasis has 300% Invigorate, 300% Restorate, and 300% Rejuvenate together in one major chamber.
  • Ivory Chapel has 300% Invigorate, 300% Restorate, and 300% Rejuvenate together. It is the only hall whose songs reach the foyer, in accordance with Shal'illes giving teachings. Anyone may partake of the benefits.
  • Haunted Tomb has a 150% Rejuvenate and a 150% Restorate.
  • Ancient Ziggurat has a 100% Rejuvenate, a 200% Melancholy, and a 300% Spellbane.


Guild halls now have a varying number of Reliquaries based upon hall quality and theme. Some halls, like the Old Dwarven Hall, have as many as 6 Reliquaries. Some have none.

Relics are a new class of treasure that have no effect on players themselves, but which can be placed in Reliquaries to give the entire guild bonuses. Be wary, however, for the magics of the Reliquaries usually require that they exist in the main areas of the hall. If any thieves or intruders manage to gain entrance to the hall, they can typically steal these valuable Relics without conquering the hall or guessing the chest password.

Armor relics include various types of ancient gear, from gold plate to greaves bearing the King's lions. As one example, an ancient helmet gives 20 defense to all guild members while in a Reliquary. Ancient gold armor grants all guild members half a point of melee weapon damage. For some reason, ancient greaves grant one and one fifths points of damage to punches. There are many examples of armor relics. You will recognize them when you find them in treasure in the upcoming maze (they are not available quite yet).

(feature coming soon): Other relics will soon include objects of current power, such as Major Heartstone Shards, God Gifts, Magic Spirit Helms, and more. You'll have to discover for yourself what powers they grant while in a Reliquary.

(coming soon): The most notable relic guild masters must be aware of is the tear drop of wisdom. Each tear drop of wisdom in a hall reliquary increases the experience gain of the guild's members by 10%. In the example of the Old Dwarven Guild Hall, that means that if one was lucky or wealthy enough to acquire six tear drops of wisdom, the guild's members would gain experience 60% faster from any source.

  • Hall of Explorers has no reliquaries.
  • The Ivory Chapel has no reliquaries.
  • Abandoned Warehouse has 1 reliquary.
  • The Sewer Hideout has 1 reliquary.
  • Friends of the Forest has 1 reliquary.
  • Konima's Abandoned Dwelling has 2 reliquaries.
  • Jaarba's Abode has 3 reliquaries.
  • West Tower has 3 reliquaries.
  • Bookmaker's Guild House has 3 reliquaries.
  • Den of Shadows has 4 reliquaries.
  • Slaughtered Command has 6 reliquaries.
  • Wryn's Keep has 6 reliquaries.
  • Waylay Oasis has 6 reliquaries.
  • Old Dwarven has 6 reliquaries.
  • Haunted Tomb has 6 reliquaries.
  • Ancient Ziggurat has 6 reliquaries.

The Inner Sanctum of Queen Venya'cyr has no reliquaries.