Gilroy's m59 Reference
FAQ


Guild Halls: How do I get one and what do they do?



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.).



///Mayhem, 101


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