Guild Hall (Fun)

Description (Fun)
Introduced in Chapter 367 Special Building



Guild Hall Level 0
150 meters across +10 Room Slots Total 16 Room Slots +5 Room slots by Achievment


 * Guild Heart 0
 * Gives 10'000 Mana
 * "The Guild Heart is the central power source of all things inside the Guild Hall. It provides electricity, water, and everything else through mana conversion wherever a fitting outlet is built. It provides and can store up to a maximum of 10’000 mana, which can only be used for things relating to the Guild Hall, automatically refilling at midnight of your current time zone. May be recharged manually or by consuming money from the Guild Funds " Costs no Room Slot.
 * Mini-Boss in a secret Room gave an upgrade for +50 Mana was not installed according to Funatic


 * I.D. Gate 0
 * Enables John to open I.D. inside the Guild Hall Barrier. Cost 1 Room Slot to build and 250 Mana per day.


 * Harbour 0
 * Cost 7 Room Slots enable to connect water vehicles to the Guild hall.
 * Ships -add them


 * Guild Bank 0
 * 3 Room Slots. loaning mechanic and storage space of 100


 * Security Station 0
 * 1 Room Slot. spawns up to three level 25 golems in the shape of floating orb sentries


 * Cleaning Station
 * 1 Room Slot. spawns little white slimes


 * Menagerie 0
 * 2 Room Slots. 3 Biomes (forest, plains and farm animals to be exact)


 * Animals 0
 * cute little slime blobs
 * Otototo, an angelic otter, a being with feathered wings as its front-legs, that could fly like a winged serpent but also swim like an otter.


 * Transport Station 0
 * Enables the Placement of Teleportation Pads or Stations Costs 1 Room Slot this Room Slot was bought with GP.


 * Transmutation Forge
 * Special building form the 3th Perk of the Wealth Category. Allows to transform money into crafting material

Guild Hall Level 1
~300 meters across +90 Room Slots 101 Room Slots Total.
 * Guild Heart 1
 * Gives 25'000 Mana


 * I.D. Gate 1
 * 3 instead of one Door/Gate Upgrade Cost 1 Room slot. 2 Room slots total.


 * Harbour 1
 * Upgrade cost 13 Room Slots. 20 Room slots total. More ships can be anchored.


 * Ships -add them


 * Housing Tower 1
 * " a five-story high spire with a large head. It had a medieval feel to it, John fighting to make the dark red brick a colour that harmonized nicely with the grey stone around, with windows on every story and a magic powered elevator shaft running down the middle to give access to all the floors. It had everything that one needed for independent living and more. northern and western tip of the star fort, one for Magoi and his wife, the other for Magnus. That cost a total of 20 Room Slots, but the Magus’ family now had a place to live." 20 Room slots total.


 * Guild Bank 1
 * Upgrade costs 7 Room slots.10 Room slots total.2500 Mana Consumption. storage they had increased from 100 to 300; access from everywhere in the Guild hall and up to 3 different accounts per guild member.


 * Security Station 1
 * Upgrade 4 Room Slots.5 Room slots total. spawns up to five level 30 golems in the shape of floating orb sentries. Five Deployment points.


 * Cleaning Station 1
 * Upgrade 4 Room Slots. 5 Room slots total. spawns little white slimes now outposts are possible.


 * Menagerie 1
 * Upgrade cost 3 Room Slots.5 Room Slots total. 5 Biomes (forest, plains, farm animals, tropical and desert) and a small meeting area for the pets.


 * Animals
 * cute little slime blobs
 * Otototo, an angelic otter, a being with feathered wings as its front-legs, that could fly like a winged serpent but also swim like an otter.
 * Slime Chest from a secret room.


 * Storefront 1
 * 10 Room slots total. To sell Loot instead over the Abyss Auction


 * Transport Station 1
 * Upgrade costs 4 Room slots. two additional Teleporters can be placed.


 * Transmutation Forge
 * Special building form the 3th Perk of the Wealth Category. Allows to transform money into crafting material. work on two things simultaneously and the array of creatable materials also increased but only to low-tier magical materials.


 * Mana Factory 1
 * costs 5?. Supplies 2500 Mana by itself and can be used to charge Mana batteries or the Guild Heart by Mana donors.


 * Mine 1
 * 10 Room slots total. Spawns Ore Cores. Cost 5000 Mana daily to operate.


 * Farm
 * costs 5?.
 * chicken coop 1 Room slot.
 * a basic greenhouse 1 Room slot
 * a cowshed 2 room slots.


 * Traning Room
 * To train Guild members up to Level 50. Third Perk from Conquest.

Guild Hall Level 2
~400 meters across +150 Room Slots 257 Room Slots Total.


 * Guild Heart 2
 * Gives 50'000 Mana


 * Palace
 * 40 Room Slots and 10'000 Mana Consumption per day.
 * Upgrade Version fo the Fort no definite Information given before it seems it was just the Copy of the Real World Structure below Lady Liberty. Now as an improved version that is a mixture between Palace, Cathedral, and Tower. 3 storeys and quote: "The whole thing was a massive mixture between the wet dreams of a renaissance painter and a neo-roman architect with a dash of futurism."


 * I.D. Gate 1
 * 3 instead of one Door/Gate Upgrade Cost 1 Room slot. 2 Room slots total.No Upgrade in this iteration.


 * Harbour 1
 * Upgrade cost 13 Room Slots. 20 Room slots total. More ships can be anchored. No upgrade in this iteration.


 * Ships -add them


 * Housing Tower 1
 * " a five-story high spire with a large head. It had a medieval feel to it, John fighting to make the dark red brick a colour that harmonized nicely with the grey stone around, with windows on every story and a magic powered elevator shaft running down the middle to give access to all the floors. It had everything that one needed for independent living and more. northern and western tip of the star fort, one for Magoi and his wife, the other for Magnus. That cost a total of 20 Room Slots, but the Magus’ family now had a place to live." 20 Room slots total. Moved near the Park.


 * Guild Bank 2
 * Upgrade costs 15 Room slots.25 Room slots total.5000 Mana COnsumption. storage they had increased from 300 to 500; access from everywhere in the Guild hall and adjacent barriers e.g. NY City Barrier up to 3 different accounts per guild member.


 * Security Station 2
 * Upgrade 5 Room Slots.10 Room slots total.1500 Mana Consumption. spawns up to six level 35 golems in the shape of floating orb sentries. Seven deployment points.


 * Cleaning Station 2
 * Upgrade 5 Room Slots. 10 Room slots total. spawns little white slimes up to 25. now 5 outposts are possible.


 * Menagerie 2
 * Upgrade cost 5 Room Slots.10 Room Slots total. The upgrade increases the Mana Consumption by 500 Mana exact Consumption unknown. 5 Biomes (forest, plains, farm animals, tropical and desert) and a small meeting area for the pets.


 * Animals
 * cute little slime blobs
 * Otototo, an angelic otter, a being with feathered wings as its front-legs, that could fly like a winged serpent but also swim like an otter.
 * Slime Chest from a secret room.


 * Storefront 1
 * 10 Room slots total. To sell Loot instead over the Abyss Auction. No change besides some minor upgrades because of Tier 2 Barrier.


 * Transport Station 2
 * Upgrade costs 5 Room slots.10 Room SLots total. 4 additional Teleporters can be placed. The first Long-Range Station is acquired. Teleportation upgrade is done again a room slot is bought.


 * Transmutation Forge 2
 * Special building form the 3rd Perk of the Wealth Category. Allows to transform money into crafting material. work on two things simultaneously and the array of creatable materials also increased but only to low-tier magical materials. Upgrade to low to mid-strength materials.


 * Weather Tower
 * 25 Room Slots and 10'000 Mana Consumption.Only the beginning of Weather manipulation.


 * Mana Factory 2
 * Upgrade 10 Room slots. costs 5?.Total 15x3=45 Room Slots. Supplies 5000 Mana by itself and can be used to charge Mana batteries or the Guild Heart by Mana donors. Build two more; three in total.


 * Mine 2
 * Upgrade 15 Room Slots.25 Room slots total. Spawns Ore Cores up to three elemental infusions but rarely. Cost 10'000 Mana daily to operate.


 * Farm 2
 * costs 5?. 4000 Mana Consumption per day.
 * chicken coop 1 Room slot.
 * a basic greenhouse 1 Room slot
 * a cowshed 2 room slots.
 * a medium greenhouse for 2 Room Slots.
 * a small pig shelter for 3 Room Slots


 * Traning Room
 * To train Guild members up to Level 50. Third Perk from Conquest. No Upgrade.


 * Logging 1
 * Growns mundane Trees like oaks overnight. Wooden equivalent to the mine.
 * 4 Room Slots and 500 Mana left.

Guild Hall Level 3
1000 meters across * +500 Room Slots 757 Room Slots Total.752 counted asked Funatic about it.*


 * Guild Heart 3
 * Gives 200'000 Mana


 * Palace
 * 40 Room Slots and 10'000 Mana Consumption per day.
 * Upgrade Version fo the Fort no definite Information given before it seems it was just the Copy of the Real World Structure below Lady Liberty. Now as an improved version that is a mixture between Palace, Cathedral, and Tower. 3 storeys and quote: "The whole thing was a massive mixture between the wet dreams of a renaissance painter and a neo-roman architect with a dash of futurism."


 * I.D. Gate 1
 * 3 instead of one Door/Gate Upgrade Cost 1 Room slot. 2 Room slots total.No Upgrade in this iteration.


 * Harbour 3
 * 25 Room slots total. More ships can be anchored. 25'000 Mana Maintenance.


 * Ships -add them


 * Housing Tower 1
 * " a five-story high spire with a large head. It had a medieval feel to it, John fighting to make the dark red brick a colour that harmonized nicely with the grey stone around, with windows on every story and a magic powered elevator shaft running down the middle to give access to all the floors. It had everything that one needed for independent living and more. northern and western tip of the star fort, one for Magoi and his wife, the other for Magnus. That cost a total of 20 Room Slots, but the Magus’ family now had a place to live." 20 Room slots total. Moved near the Park.


 * Guild Bank 3
 * Upgrade costs 15 Room slots.40 Room slots total.15'000 Mana Consumption. storage they had increased from 300 to 500; access from everywhere in Fusion territory up to 3 different accounts per guild member. Dimension Pocket for the Guild Hall and adjacent Barrier.


 * Security Station 3
 * Upgrade 10 Room Slots.20 Room slots total.5000 Mana Consumption. spawns up to 8 level 40 golems in the shape of floating orb sentries. 10 deployment points.


 * Cleaning Station 2
 * Upgrade 10 Room Slots. 20 Room slots total.5000 Mana Consumption. spawns grey slimes up to 40. now 5 outposts are possible.


 * Menagerie 3
 * Upgrade cost 5 Room Slots.15 Room Slots total.5'000 Mana Maintenace 5 Biomes (forest, plains, farm animals, tropical and desert) and a small meeting area for the pets." allowed them to roam around the direct surroundings as well" ref>Chapter 660 Birthday Newman Finale – Federation(Funatic)


 * Animals
 * cute little slime blobs
 * Otototo, an angelic otter, a being with feathered wings as its front-legs, that could fly like a winged serpent but also swim like an otter.
 * Slime Chest from a secret room.


 * Storefront 1
 * 10 Room slots total. To sell Loot instead over the Abyss Auction. No change besides some minor upgrades because of Tier 2 Barrier.


 * Transport Station 3
 * 10 Room Slots total. 7 Teleporters can be placed. 1 first Long-Range Station is acquired (Washington D.C.). Two endless Teleportaition stations Servitude Island and Berlin


 * Transmutation Forge 3
 * Special building form the 3rd Perk of the Wealth Category. Allows to transform money into crafting material. work on two things simultaneously and the array of creatable materials also increased but only to low-tier magical materials. Upgrade to low to mid-strength materials.Again better materials


 * Weather Tower
 * 50 Room Slots and 40'000 Mana Consumption. Weather manipulation within the season.


 * Mana Factory 3
 * 15 Room slots. Total 15x6=90 Room Slots. Supplies 25'000 Mana by itself and can be used to charge Mana batteries or the Guild Heart by Mana donors. Build two more; three in total.


 * Mine 3
 * Upgrade 10 Room Slots.35 Room slots total. Spawns Ore Cores up to three elemental infusions but rarely. Cost 25'000 Mana daily to operate. Now spawns monsters on the lower levels.


 * Farm 3
 * costs 30. 10'000 Mana Maintenance: per day.
 * chicken coop 1 Room slot.
 * a basic greenhouse 1 Room slot
 * a cowshed 2 room slots.
 * a medium greenhouse for 2 Room Slots.
 * a small pig shelter for 3 Room Slots
 * "with several different kinds of grain (some of which he had never heard before) and added some animal shelters that would supply different kinds of meat."


 * Traning Room
 * To train Guild members up to Level 50. Third Perk from Conquest. No Upgrade.


 * Logging 3
 * Total 30 Room Slots 20'000 Mana Maintenance:
 * Growns mundane Trees like oaks overnight. Wooden equivalent to the mine.


 * Oil Tower
 * 20 Room Slots 20'000 Mana Maintenance: per day.
 * creates oils or refines oily substances if provided.


 * Herb House
 * 20 Room Slots 10'000 Mana Maintenance:
 * Ingredients for his cologne and Marijuana for Jane.


 * Fishery
 * 50 Room slots 60'000 Mana Maintenance: per day.
 * Spawns fish.


 * Silicate Island
 * Room Slot Cost: 35. Mana Maintenance: 25’000
 * Produce Crystals like the Lodging for Tree´s


 * Mana Storage
 * Room Slot Cost: 15. Mana Production: 5’000
 * " Just for the extra safety, he also put down this building. Although its own production was much lower, It could save up to 1 million Maybel (that being the official term for what John called MP). The mana could only be used to fuel Guild Hall things, but it would still serve as a nice safety line should something go wrong. Some of the Buildings had potential extra costs, after all."


 * Perfumery
 * Room Slot Cost: 15. Mana Maintenance: 10’000
 * " The last in John’s ‘I want this cologne!’ line of Buildings. When fed with the necessary ingredients, it would combine them into a well-smelling blend automatically. The end-product could be adjusted and, because it had all the necessary compartments, manual labor there was perfectly possible as well."


 * Scanner
 * Room Slot Cost: 5. Mana Maintenance: 5000
 * " Easily enough described, the Building scanned incoming vessels in the Harbour for potential dangers. It would alert John to the amount of people on board and any potentially harmful substances. It would also, and that was the really important part, tell John if and where any sort of scrying magic was being used in the confines of his Guild Hall."


 * Elemental Islands
 * Room Slot Cost: 60. Mana Maintenance: 30’000
 * " Those were actually 6 Buildings that roughly did the same. They had three functions. Number one, they attracted wild elementals to the place, making it a place where summoners could travel to make contracts. Also a place where John’s elementals could mingle with their kind for a little bit without John having to actually let them go back to their plane. Number two, they would increase the drop rate of elemental infused materials for all Buildings that John had in the Production district. Number three, they actually produced pure elemental essence of their respective element themselves. John had no idea what to do with that, but it sounded quite valuable. Really, the first two reasons had him already sold on them."


 * Midnight Forest
 * Room Slot Cost: 5. Mana Maintenance: 5’000
 * " The majority of the forest was not a building. It was just a bunch of trees, just like Newman Shire to the south of it. However, John did place a Fairy Lantern there. It supposedly attracted nature spirits. More interestingly, it made it so it was always midnight in that particular corner of the Guild Hall. It was just a cheap thing that sounded really interesting."

"With that, John still had 134 Room Slots and 42’000 mana to go. He blew all of it quite easily on getting some worthwhile looking Storefronts in the Commercial area, as well as some nice-looking houses in the Residential district, that now actually could be one. The mana was a bit short, but he fixed that by only giving those things the bare necessities. The standard houses and stores were not entitled to the cooling chambers, indoor pools and whatever other luxuries there were in the Palace and Magoi’s tower."
 * Embassy (No Cost): Place next to the border of the Central district and just across the street from the Guild Bank. As it would be a reliable method to contact distanced guild members in the future, it was mostly of value to John and his administration.