Wikia

EverQuest 2 Wiki

Guild Halls

76,461 pages on
this wiki
Talk 23
Qeynos T3 guild hall at night

Qeynos T3 or T4 guild hall at night with the centre courtyard amenity statue visible

Freeport T3 guild hall at night

Freeport T3 or T4 guild all at night with the centre courtyard amenity statue visible

T3-restored-highkeep-guild-hall-library

A Restored High Keep Hall.

See also Guild for an overview of the general benefits of being in a guild.
See Guild Hall Amenities for a table that lists all the benefits of having a hall by type only.

General information Edit

Guild Halls are places where your guild members can come, hang out, chat, and do a whole lot more. They are like a huge, shared status item. Guild halls vary in size, layout, lighting, and textures on the floors, walls, and ceilings.

There are two overall styles of guild halls, regardless of their location: one style for "evil" halls and one for "good" halls.

  • All "evil" halls will have the same colors and style elements as the Freeport hall (pictured above here) and are located in "evil" aligned cities.
  • All "good" halls will have the same colors and style elements as the as the Qeynos hall (pictured above here) and are located in "good" aligned cities.

Tiers Edit

There are four tiers of Guild Halls available from Tier 1 (T1), a basic five room guild hall to Tier 4 (T4), a castle like environment as shown in the images to the right. To see pricing information and level requirements, please refer to the Cost section.

Location Edit

Guild Halls are found in a number of locations. There is no restriction against a good-aligned guild leader buying an "evil" guild hall, or an evil-aligned buying a "good" guild hall. The guild leader might want to take into consideration the alignment of the majority of players before making a decision.

The following is a list of available locations.

Name or address Tier Zone in from /waypoint Description of location
Qeynos Guild Hall, Tier 1 1 North Qeynos ( 331, -20, 5 ) /waypoint 331, -20, 5 Building between the Claymore statue and the Castle steps
Qeynos Guild Hall, Tier 2 2 South Qeynos ( 483, -11, 111 ) /waypoint 483, -11, 111 Building northwest of the gate to North Qeynos
Qeynos Guild Hall, Tier 3 3 Antonica ( 441, -37, 823 ) /waypoint 441, -37, 823 Bell placed on the southwest Antonica dock
Qeynos Guild Hall, Tier 4 4 Antonica ( 441, -37, 823 ) /waypoint 441, -37, 823 Bell placed on the southwest Antonica dock
Kelethin Guild Hall 1 Greater Faydark, Kelethin ( 357, 131, 411 ) /waypoint 357, 131, 411 Acorn in the blank area on the map southeast of Silver Leaf Inn
Freeport Guild Hall, Tier 1 1 South Freeport ( -24, -7, 197 ) /waypoint -24, -7, 197 Westernmost building, all the way on the top
Freeport Large Guild Hall 2 North Freeport ( -14, -18, -261 ) /waypoint -14, -18, -261 Northwest building, close to the gate to Stonestair Byway
Freeport Guild Hall, Tier 3 3 Commonlands ( -1055, -144, -683 ) /waypoint -1055, -144, -683 Bell placed on the northeast Commonlands docks
Freeport Guild Hall, Tier 4 4 Commonlands ( -1055, -144, -683 ) /waypoint -1055, -144, -683 Bell placed on the northeast Commonlands docks
Neriak Guild Hall 1 Neriak ( -626, 13, 272 ) /waypoint -626, 13, 272 Spinning teleporter inside the Hex Tower, south of Christanos Plaza.
Gorowyn Guild Hall 1 Gorowyn ( 2830, 122, 1236 ) /waypoint 2830, 122, 1236 All the way west in Gorowyn's housing area (take the first elevator halfway up then go south, up, and around in a counter-clockwise circle)
New Halas Guild Hall 1 New Halas ( -362, 181, -190 ) /waypoint -362, 181, -190 Up the snowy steps in the New Halas housing district and next to the Manors of Mithaniel.
Restored High Keep Guild Hall (Tier 2) 2 Commonlands or Antonica Docks Click the Hall transport on the Commonlands or Antonica Docks.
Restored High Keep Guild Hall (Tier 3) 3 Commonlands or Antonica Docks Click the Hall transport on the Commonlands or Antonica Docks.

To get a /waypoint you can also press Alt+W and the Guild Hall should be listed under "Houses".


How To Get There Edit

If your guild already has a hall:
  1. Click on the EQ2 button on the bottom left of you UI (User Interface)
  2. Choose Housing & Leaderboards from the list.
  3. Click on the My Houses tab
  4. Scroll down and locate the guild hall on the list and click the button to travel there.
To buy a hall:
  • The Freeport Tier 3 and Tier 4 guild halls are accessible by a bell on the Commonlands dock, next to the main transport globe.
  • The Qeynos Tier 3 and Tier 4 guild halls are accessible by a bell on the Antonica dock, next to the main transport globe.
  • The Restored High Keep Halls (T3 and T4) can be accessed from either The Commonlands or Antonica.
  • Kelethin , New Halas and Gorowyn ,which all have T1 halls tolerate visitors of any alignment. (Apart from the uppermost platform in Kelethin).

If your guild has the Guild Translocation Beacon amenity inside the hall, you can click it and receive the Call to Guild Hall spell that can be used to teleport you back to the hall later. The Call to the Guild Hall is similar to the Call to Home ability that every character (of every class and race) has when created.

Additional way to get to the hall include:
Magic door to guild hall

Buying the Magic Door from a City Merchant

  • Visit a City Merchants and can buy one for 30g 100,000 status and place it in your one of your homes .
  • Ask a guild mate if they have one in a house that you can visit and use.
  • Click the EQ2 button and chose Housing & Leaderboards and look for published homes with "portal" in the title. For example a player named Joe might have a house published with the title Joe's Spooky Portal Hub. Using this method to enter will always return you to the zone you were in when you went into the published house.
  • Sneak into the city via the sewer system if your level is too low compared to the city guards. Be aware that this final solution is very time consuming and unless you've done it many times and very easy to fail at completing, forcing one to start over. It is not impossible though at any level, but requires extreme patience to avoid guards! (See the section above this for guild hall locations.)


To leave the guild hall, you can:
  • Go to the door and click to exit as you would with a house. This will drop you outside where the hall is located though so if you're a low level evil character in the middle of Qeynos or vice versa, be prepared!
  • Type /house and chose Exit from the options in the House window. Using this method of exit is often helpful, as it is a good time to make your contribution to the hall's upkeep costs, which is done from the same window.
  • Use any of the travel-themed Guild Hall Transportation Amenities your guild may have, like a druid to cast a portal for members, a mariner's bell, a globe and so on. For the most part, any form of world travel you find in most major cities and large zones can be purchased in some form for the halls. There are even some extra travel options a guild might have, like a portal that takes you directly to your character's house.
  • You can always use you normal Call to Home ability to return to your home city.

Moving Edit

When you move to a different guild hall the following happens:

  • When attempting to buy the new guild hall you will get a pop-up box where you have to confirm that you really want to move.
  • The coin for the purchase will be taken from your inventory, not from the guild's escrow.
  • The status for the purchase will be taken from the guild's current escrow.
  • 100% of the existing escrow is transferred to the new guild hall.
  • 75% of the purchase price of the old guild hall is transferred to the new guild hall's escrow.
  • All prepaid upkeep is lost.
  • All house items, including amenities, are transferred via shipping crate. However, amenities from a larger hall that are not permitted for purchase and use in a smaller hall will be lost. For example, the giant outdoor statues that auto-place in T3 and T4 halls can not be used in smaller halls and are, in essence, "lost".
  • All commodities from the Harvesting Supply Depot are retained.

Amenities Edit

The maximum number of amenity slots as of 2016 is 40.

Guild level Number of Amenities
30 5
35 7
40 10
45 12
50 15
55 17
60 20
62 21
64 22
66 23
68 24
70 25
72 26
74 27
76 28
78 29
80 30
90 35
95 37
100+ 40

Amenities are useful or fun features and items you can purchase for your guildhall. For example, you can purchase a Druid Ring to place in the hall for easy travel or a Bartender NPC (for fun).

The number of amenities you can purchase depends on your guild's level.

Guild halls don't place a restriction on the number of amenities based upon the size of the hall, but rather based upon the guild's level.

  • At level 30, when you can purchase a guild hall, the guilds starts with maximum of 5 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.
  • A level 80 guild has 30 amenity slots. (See table to the right.)
  • At level 90 a guild gains 5 amenity slots
  • At 95 a guild gains 2 more.
  • At level 100 a guild gains the final two slots, which is the maximum as of 2016.

Almost all amenities are available right away, although there are a few decoration amenities which are restricted to tier 2 and tier 3 halls.

It is a fairly large list and the items are all very tempting, so it is up to your guild to decide which ones you want to buy. Amenities can only be purchased by either the guild leader or a trustee and most add additional costs to the overall upkeep of the hall. Unlike the upkeep cost for the guild hall, the purchase price for amenities can only come from the guild hall's escrow account. Amenities are refunded at half their purchased coin and status price when removed.

For a list of the amenities, see Guild Hall Amenities .

Amenities are broken into two groups: Hirelings and Objects.

Hirelings Edit

Hirelings are NPCs which serve a specific purpose, such as a banker or a merchant of some sort. Hirelings can be renamed (their default being their occupation) and have their appearance customized.

In order to customize the appearance of a hireling, you must purchase at least one Uniform Mannequin. After the mannequin's appearance is set, you can use the Uniform drop down in the hireling's "Customize" menu.

Objects Edit

Objects are non-NPC objects, like the mailbox, etc. All of the objects can be moved to just about any point in your guild hall, with some exceptions. Some objects have fixed positions (you have no choice in their final location) and some objects can be resized (e.g. you can make a gnome sized or an ogre sized mailbox). If you place a movable object in a spot where a fixed object will go, then purchase the fixed object, it will not be easy to get the movable object out of the way afterward. To move it, type /house (or access the guild hall access menu), General Tab -> Collect an Item button. After finding it in the list you can either retrieve or move the item.

Cost Edit

The cost shown in the table below reflects the weekly cost to maintain an "empty" guild hall. The initial purchase amount is taken directly from the guild leader upon sale of the property.

Tier Minimum Guild Level Maximum House Items Purchase Cost Weekly Upkeep
1 30 750 (850 w/ Dimensional Pocket Expander*) 25p 25g 50,000 status
2 50 1000 (1,100 w/ Dimensional Pocket Expander*) 100p 1p 100,000 status
3 70 1,500 (1,600 w/ Dimensional Pocket Expander*) 500p 5p 200,000 status
4 95 2,000 (2,100 w/ Dimensional Pocket Expander*) 1,000p 10p 400,000 status

Note: A Dimensional Pocket Expander may only be applied by the guild leader. Just being flagged as a Trustee will not allow the item to be used.

For example, a level 50 guild owning a Tier 1 guild hall and having one Far Seas Express Mailbox and a Guild Hall Translocation Beacon would cost 27g 51,250 status to maintain per week. Also note that you can not reduce your guild hall's weekly coin or status payment by using coin or status reduction items; they can be placed in the guild hall but will have no effect on the weekly upkeep payment.

Guild hall housing and deposit window

Example of the the Guild's escrow

When you press the "Pay Upkeep" button the cost is taken from the guild's escrow. If there is not enough coin or status in the escrow it will attempt to take what is missing from your inventory. If you don't have enough to make up the balance, you will get a message saying that you can't afford to pay the upkeep.

The guild hall's escrow can be contributed to by anyone by using the deposit tab on the housing window. Depending on your access level, you can get this up from outside before entering the guild hall or by clicking the door once inside. Alternately, you can type /house anywhere inside the guild hall.

You can pay your upkeep for up to 12 weeks in advance.

Around Wikia's network

Random Wiki