» Contents
» (0) Quickstart
» (1) Introduction
» (2) Installation & setup
» (3) Creating a character & starting to play
» (4) The world
» (5) Item and flag details, elements
» (6) Monster details
» (7) Character details
» (7.9a) Guild halls
» (8) Tactics & strategy
» (9) Miscellanous

(7.9) Parties, Iron Teams, guilds
(7.10) Magic devices, skill and ability
(7.9a) Guild halls                                                              
A guild may have a guild hall. That is a house owned by the guild, which will
persist until the guild is disbanded or it is sold by the guild master.
Note that a guild that is leaderless for more than a week is automatically
disbanded! (See (7.9) above for more info.)

To get a guild hall, the current guild master must buy a house and transfer
ownership to the guild. He does this by standing next to the house door,
pressing 'h' key for house operations, and then choose '(2) Change house owner'
followed by '(2) Guild'.
Note that 'list' houses (store-like houses) are not allowed to become guild
halls. You need to pick the other type of house (the one with open area inide).

After the ownership has been changed to the guild, the house no longer counts
to houses owned by the guild master. So it does not affect his house limit nor
will it be wiped if the guild master dies.

The guild master is the only person who can change back ownership of the guild
hall or even sell it if the guild for example wants to migrate to a bigger
guild hall.

The approximate guild hall location can be viewed by all guild members by
pressing SHIFT+P and then choosing 'e)'.

The door of a guild hall is displayed in violet colour to all eligible members.
Note that a guild hall can, same as party-accessible houses, have restrictions
put on it such as minimum level required to enter, et cetera. These can only be
installed or changed by the current guild master.
(7.9) Parties, Iron Teams, guilds
(7.10) Magic devices, skill and ability