Guild Hall

Quick Facts


Dragons of Norrath



Level Range:
1 - 120

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The guild portal is activated by speaking to the gnome in the Guild Hall. You will need to purchase a focus stone from him and then hand it back in order to focus the portal on a specific location. Once the portal is focused, step on the crystal platform to bring up a yes/no dialog box. Clicking yes should teleport you away. (See this quest entry for portal details and destinations.)

Mana/Health regen pool: Walking into the back right room in the Guild Hall will cause you to regenerate health, mana, and endurance at twice your normal rate. You should see a text message when you enter the area of the pool as well as a particle effect on your character.

Buff Timers: Buff timers are paused while in the Guild Hall.

Guild Tradeskill Objects: Various tradeskill tools are located in the Guild Hall for easy access by guild members.

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Paying Escrow
# May 30 2022 at 6:28 AM Rating: Excellent
112 posts
In order to keep your Guild Hall as-is, so it doesn't poof on you, you have to pay the Escrow. Or at least ensure you have enough funds in your Escrow account to keep it going.

To pay the Escrow, from inside the Guild Hall, click the default door (not the wooden door) to get to the Guild Hall front yard. Near the (NE?) corner of the yard, there is a stone kiosk. Standing in your yard, click the kiosk. If you're not standing in your yard, you won't be able to manage it.

On the kiosk window, click the manage button. This brings up the Real Estate Management window. At the top right corner, it shows you how much time you have remaining in your Escrow account. You'll want this to be many many years in the future. People forget. Just sayin. The Default Upkeep field allows you to choose your preferred currency. Use the dropdown to select the currency. In the kiosk window, the Upkeep field tells you how much it costs per week in your preferred currency.
To add money to escrow, choose your preferred currency and click the Add Week (or Add Day) button. If you plan on adding a lot of money to Escrow, you will need to press that button A LOT. On my Guild Hall, I set the time left to 1000 weeks, so I was clicking for about 10 minutes.

When you're finished, close both windows and click on the front door of your Guild Hall to get back in.

Hope that helps.

parcel problems
# Feb 10 2013 at 1:45 AM Rating: Decent
8 posts
i would like to add in order to buy a guildhall space in a town. You need to have at least 10 people in your guild. Some people make guilds just for twinks or extra space. So, you can ask 10 friends to join you to buy the space. Then put down your guildhall. After that they can drop guild and return to their other guild. Just thought this might help people. Since, I wanted a parcel merchant in my guildhall. But I couldn't add one til I place a guildhall in a town. Hope this helps someone
5 Guild Hall types as of VoA
# Aug 16 2012 at 4:10 PM Rating: Decent
342 posts
It should be noted that, in addition to the original (old) Guild Hall, there are now 4 Guild Hall variations for use in the Neighborhood zones (since VoA went live). Below are some quick details to get anyone started. There is also a discussion with more info here at Alla's.

The old, static Guild Hall is now accessible from the Guild Lobby by clicking the door to the RIGHT of the Magus (facing North). This is the FREE Guild Hall and only costs you platinum to set the teleport destination.

Neighborhood Guild Halls

If you purchase a Guild Plot in one of the Neighborhood zones (there are 4 GH plots per "Sunrise Hills" zone instance) and then drop one of the 4 place-able Guild Halls, you may access this either directly from the Neighborhood zone, or from the LEFT door in the Guild Lobby. Both doors should have floating labels indicating which is which. You may also use a purchased Anchor to "teleport" directly to the Guild Hall (if you have permission to place items).

The Neighborhood Guild Halls all have upkeep costs (ie. platinum or other currency) and can cost extra when certain items are placed in them. The expense if overall fairly cheap, but newer Guilds with limited currency may wish to use the free one for a while. You will only lose the ability to decorate and customize your Guild Hall. All 4 of the Neighborhood Guild Halls can be purchased alone, or as a "Complete xxx Guild Hall Package" with all the NPCs, etc. You can always buy the NPCs and tradeskill objects later for very cheap platinum cost. These custom halls allow you to have just about EVERY possible tradeskill device in the game.

The first two custom Guild Halls (Standard and Modest) are purchasable with platinum.

The Standard Guild Hall is identical to the old default one except many objects have been removed so you can place them where you choose (ie. bankers, counters, tradeskill items, etc.) It can hold 1000 items.

The Modest Guild Hall is a new zone design with large square rooms and plenty of space to design. It holds 1500 items. While it is much brighter than the Standard one, it does not have much built-in decor nor a balcony with stairs. Very cheap to buy and try out though. I think it was like 1k plat.

The Grand Guild Hall is nearly IDENTICAL to the Modest except for more rooms in the back (down a short staircase) and it is purchased with STATION CASH (SC). Most players suggest NOT buying this one unless you simply cannot afford the Palatial hall and need more rooms. I believe it holds 1500 items just like the Modest.

The Palatial Guild Hall is very elaborate. It has a completely unique design with many rooms, upstairs and downstairs with multiple ways to get between, and a huge cathedral room with a stage. This item is only purchased via Station Cash (SC) and is the most expensive.

Be aware that when you purchase the Complete packages, it will expand to 4 packs that require an inventory slot when each is expanded. You can keep and use the containers once emptied as they make nice bank items due to their unique icon. Read SoloistMonk's post about the initial experience in buying and setting up a custom Guild Hall.

Edited, Aug 21st 2012 11:39am by Kuponya
Feerrott, The Dream
# Sep 04 2011 at 2:02 PM Rating: Excellent
173 posts
Feerrott, The Dream should be added as a connecting zone. Since House of Thule you can use the Guild Hall Portal to zone to the new Feerrott.
Uses a: "Crystalized Shard of the Dream of the Feerrott"
not an instance anymore?
# Oct 16 2010 at 11:35 PM Rating: Good
54 posts
Has anyone else notice that the guild hall doens't appear to be an instance anymore? Or at least they have given you the illusion of zoning while it loads? Since the new expansion it seems this way.
Statue in guild hall
# Sep 25 2009 at 5:18 PM Rating: Decent
20 posts
Anyone know why or for what reason the statue was placed behind the augment pool? The statue was not part of the original Guild Hall zone, it was added later. Been wondering about it ever since it was put there....
Re: Statue in guild hall
# Nov 30 2009 at 1:30 AM Rating: Decent
2,689 posts
See this:

Yther Ore.
Friar Bijou wrote:
Help me Obi-Wan Yther!!!
Zomes that you can Zone to from the GH?
# Aug 28 2009 at 12:14 AM Rating: Decent
22 posts

Does Anyone know every single Zone that you can Zone to from the Guild Hall?
Please list all of the Zones that you can Zone to leaving your Guild Hall.

I dont know why these Zones arent listed here as connecting Zones for this Zone.
Your Help would be very much appreciated and I'm sure that Many people from here out will also find your help very useful also.

Thank You in Advanced.
Re: Zomes that you can Zone to from the GH?
# Aug 28 2009 at 1:35 AM Rating: Decent
2,689 posts
See Zeflmin Werlikanin

Arcstone Arcstone Spirit Sapphire
Plane of Time Broken Timestone
Wall of Slaughter Chipped Shard of Slaughter
Plane of Sky Cloudy Stone of Veeshan
Dragonscale Hills Dragonscale Faycite
Barindu Etched Marble of Barindu
Greater Fayddark Forest Emerald of Faydark
Iceclad Ocean Frozen Shard of Iceclad
Plane of Hate Fuligan Soulstone of Innoruuk
Goru`kar Mesa Goru'kar Mesa Sandstone
Commonlands Grassy Pebble Of The Commonlands
North Karana Karana Plains Pebble
Katta Castrum (TBS) Katta Castrum Powerstone
Lavastorm Mtns Lavastorm Magma
Sontebrunt Mtns Moss Agate of Stonebrunt
Toxxulia Forest Opal of Toxxulia
Twilight Sea Shadowed Sand of the Twilight
Dreadlands Shattered Bone of the Dreadlands
varies according to Guild Banner placemnt Splinter from a Guild Standard
Undershore Undershore Coral
Cobalt Scar Velium Shard of Cobalt Scar

Yther Ore.
Friar Bijou wrote:
Help me Obi-Wan Yther!!!
# May 11 2005 at 3:03 PM Rating: Decent
Was on EQTraders lookin at what would be easiset to get research from 195 to 200, and found this:


You can only put ONE point into spell research with your Guild Trainer at level 16. At level 19 you will be able to put more points in
Skill cap for research is (level-15)*5.
the maximum level you can currently reach through Practice Research skill-ups is 184. The remaining 16 points to reach 200 will have to be practice points, bought at your Guildhall, or obtained through Advanced (50+ spells) Research.""

Where in the GH can I "buy" these points??
# May 12 2005 at 2:19 AM Rating: Default
244 posts
your GUILDHALL means any area where one of your guild masters area. for example rangers can goto the one in PoK, or go home to kelethin and see master trueshot.
Mulila Forestwarden
110th season RANGER

aaror-95th lvl cleric
tahnorma-110th lvl shammy
kutekittie 93rd lvl beastlord
darkmulila 81st lvl necromancer
and a few other classes like druid, enchanter, magician, and rogue
Torvonnilous forever =)

"never turn down a good fight and always help friends in need =)"
RE: Research
# Aug 26 2005 at 3:53 PM Rating: Decent
Trade skills are no longer trainable past 21. This was done before DoN came out when it was decided that the 250 cap was to be taken off. You now have to either do research combines or practice runes. There are plenty of combines that will get you too 200 while making spells for non-INT classes. Hope that helps.

Edited, Fri Aug 26 17:03:41 2005
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