Guild Hall (EQ2)
| Game Update #48 |
|---|
| Breaking Ground |
| Live: 9/3/2008 |
| Contents [hide] |
Overview
Discussed since launch, Guild Halls were announced at the "Into the Future" panel at the 2007 SOE Fan Faire. After taking player input for almost a year, Guild Halls were unveiled at the 2008 SOE Fan Faire.
Concept Art
Fan Faire 2008 Guild Hall Forum
Guild Hall Tiers
Tier 1
- Guild Level 30
- Appear in all five starting cities
- Originally planned to use existing 5-room houses, these will now have original art
- Item limit: 750
- Purchase: 50p
- Upkeep: 50g, 50k status
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Tier 2
- Guild Level 50
- In North Freeport (Large building near Stone Stair Byway) and South Qeynos (former Hall of Thunder)
- Item limit: 1000
- Purchase: 250p
- Upkeep: 2.5p, 100k status
Tier 3
- Guild level 70
- Appear out in Antonica and Commonlands
- Accessed via mariner's bell on the dock
- Item limit: 1500
- Purchase: 1,000p
- Upkeep: 10p, 200k status
- Exiles can use T3 guild halls. The Antonica and Commonlands halls are faction independent. Anyone may purchase them.
Access
Access to Guild Halls uses the same system as player housing
- Officer+ defaults to Trustee
- Member+ defaults to Friend
- Applicant+ defaults to Visitor
- Guild Access may be set on a rank or individual level in the guild permissions window
- Visiting access is defaulted to None
Escrow System
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| Guild Hall Escrow Window | ![]() |
The Escrow System is how guild members donate money and status to the upkeep of the guild hall and its Amenities.
- Players can deposit any amount of coin or personal status through the Housing Window.
- No withdrawal, contributions, become property of the guild.
- Guild hall upkeep is deducted from escrow (if possible), otherwise it is deducted from the player pushing the "pay upkeep" button.
- Amenities are purchased using escrow deposits and funds.
- The player housing items do not contribute to status reduction.
Amenities
Amenities are how you get neat stuff for your guild hall.
- Level 30 guilds start with 15 amenity slots.
- At levels 35, 45, and 55 you gain 2 amenity slots.
- At levels 40, 50, and 60 you gain 3 amenity slots.
- Starting at level 62 you get 1 amenity slot every other level. (Every even level) A level 80 guild would have 30 amenity slots.
- All amenities are available right away. It is up to your guild to decide which ones you want to buy.
- Tier 1 and 2 have a maximum amount of amenities it can hold, regardless of guild level.
- Tier 1: 15
- Tier 2: 25
- Two forms of Amenitites: Hirelings (NPC's) and Amenities (objects)
- Purchased by a guild member with Trustee access (defaulted to Officer+)
- Appear at a pre-determined location and can be moved by someone with Friend access.
- Cannot be picked up, but can be removed via the purchase window.
- When selling a guild hall (by buying a new one), you lose all Amenities, but their purchase price is refunded to Escrow.
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| The Amenities Window gives full information on Amenities, including whether or not one has been purchased. | ![]() |
- Special note on Tradeskill devices: originally on the Amenities list, it's been decided to allow guilds to place regular tradeskill devices in the guild hall so they weren't using so many Amenities slots on them. This has reduced the original 40+ Amenities to 30.
Note: All amenities costs may change before hitting the live servers.
Information updated from Test Server 24/09/08
For information on specific amenities please visit our Guild Hall Amenities page.
Changes
It is important to note that the week after Fan Faire Greg "Rothgar" Spence posted the following on the Official Forums:
Since our unveiling of Guild Halls at Fan Faire we've heard lots of feedback, over 60 pages worth! This morning we discussed a lot of this feedback and have decided to make some changes.1. Zone Art
One of the issues that concerned you was that the Tier 1 guild hall made use of the existing 5-room house. Initially this was added to give us another tier that originally wasn't in the plan. However, we can certainly understand that the effort and cost involved in obtaining your first guild hall is significant, especially for smaller guilds. Tim "Haohmaru" Heydelaar, our zone art lead, made a huge commitment to guild halls this morning and agreed to building a new 5-room guild hall using the brand new zone geometry and textures that are used in the larger guild halls. He will also be making changes to the Tier 2 guild halls, adding a new atrium and expanding their size slightly over what we showed you at Fan Faire. The Tier 1 and 2 guild halls will still be located inside the city. If you're concerned about travel, see #3 below.
2. Pricing
For some of the smaller guilds the pricing of entry-level guild halls was a barrier. We've decided to leave the pricing of the Tier 3 guild halls alone, but have lowered the price of the Tier 1 and 2 guild hall. Below is the new pricing table.
Tier 1 Purchase: 50p (Lowered from 100p) Upkeep: 50g, 50k status (Lowered from 1p, 100k status)
Tier 2 Purchase: 250p (Lowered from 500p) Upkeep: 2.5p, 100k status (Lowered from 5p, 150k status)
Tier 3 Purchase: 1,000p Upkeep: 10p, 200k status
3. Accessibility
Many people were concerned that guild halls located in other cities would not be very accessible. You will have several methods to get to your guild hall very easily, regardless of its location. First, you'll be able to purchase a house item from the city status merchant that will allow you to port from your personal house straight to your guild hall. Secondly, we've reduced the cost of the "Call to Guild Hall" amenity greatly. It will now only cost 1p, 250k status to purchase instead of 10p, 2 million status. In addition we've lowered the recast timer on Call to Guild Hall so you can use it every 15 minutes instead of once per hour.
4. Tradeskill Tables
Another concern was having to purchase amenities for each tradeskill table when you already have them available in your personal home. This made it difficult for small guilds because they'd have to use most of their amenity slots for tradeskill devices. We've decided to allow you to place your existing tradeskill tables in the guild hall and have removed them from the amenity list. Now smaller guilds will be able to use those slots for new features like the supply depot and harvester or convenience features like the fuel merchant and writ giver. Keep in mind that this removes 7 amenities so the original count of 40+ amenities at launch is now around 35.
We hope that these changes will have a positive impact and resolve some of the concerns expressed so far. Smaller guilds should have a much easier time getting into a Tier 1 guild hall and now have an easier upgrade path moving into the Tier 2. The amount of upkeep required to maintain a guild hall still greatly depends on the choice of amenities you decide to purchase.
We're always interested in hearing your feedback so let us know what you think of these changes.
Zoltaroth posted on the Official Forums:
So the feature that Rothgar is talking about here is one I finsihed up working on today. Basically it gives you the ability to scale the size of house items in both player houses and in guild halls. So you can now use those really tiny fireplaces and scale them up to something epic in a guildhall, or scale down those ponds for use in smaller homes.
Jindrack posted on the Official Forums:
The harvesting hirelings only gather common materials, not rares or imbue material. Rares are left for the players to gather in the wilds of Norrath.We have been deciding on how many pulls the hirelings can do in two hours so I'd like to get all your feedback on it. So how many pulls do you think is fair for a hireling to do in 2 hours?
Some notes on it. Hirelings don't get a "Nothing Found" result on a pull. They have the player's standard chance to harvest a 1, 3, or 5 yield per pull. They have a balanced chance of which of their targeted nodes they will harvest from per pull roll. So the miner has a 50-50 chance that each pull comes from either the Ore node or the Gem node, he can't be told to only get Gem harvests. On average he should return an equal amount of gem commons and ore commons. They don't actually go out into the world and consume nodes, they simulate their pulls by sending their "crew" out into the lands.
Player Feedback
The current feedback thread is here: Official Forums.
Guild Halls World Event
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