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Overview[]

Guild Bases are a type of outpost that can be created by a Guild Leader. To create a guild base, a Leader, Lieutenant, or Officer must use a Chime of Dwelling on a wall. However, any other members can use Dwelling Charm (purchasable in Guild Bases for 80 Notes2 Notes, and Guild Offices in towns for 50 Notes2 Notes, with 10 uses). A small animation highlighting the creation of a door, and a sign with the guild's name above it, will play.

Entering the guild base for the first time, you will be met with a glowing outline of an NPC. Speaking to them, prompts the option of hiring them for 500 Notes2 Notes.

  • Once hired, the Treasurer can be interacted with to hold the Notes donated to the Guild. Treasury can be used to upgrade or purchase Room Slots and hire certain NPCs depending on the Room Slot. WARNING, hiring the treasurer will increase the prices of all the rooms, without the treasurer the 2nd room is 2,100 notes, with them it is 4,100 notes.

Currently, there are 10 NPCs that can join your Guild Base with a certain amount of rooms purchased; making it both an achievement and benefit to the Guild.

  • The Mystic, which can be hired in the Song Room after building 3+ rooms for 2,000 Notes2 Notes.
  • The Barber, which can be hired after building 6+ rooms for 3,000 Notes2 Notes.
  • The Banker, which can be hired in the Trophy Room after building 6+ rooms for 10,000 Notes2 Notes.
  • The Gunsmith, which can be hired in the Armory for 1,000 Notes2 Notes.
  • The Antiquarian, which can be hired after building 9+ rooms for 10,000 Notes2 Notes.
  • The Librarian, which can be hired after building the Library for 1,000 Notes2 Notes.
  • The Artisan, which can be hired after building the Trophy Room for 10,000 Notes2 Notes.
  • The Blacksmith, which can be hired after building the Armory for 1,000 Notes2 Notes.
  • The Chef, which can be hired after building the Mess Hall for 2,000 Notes2 Notes.
  • the Songwright which can be hired in the Song Room after building 9+ rooms for 20,000 Notes2 Notes.
  • The Leader may expand the Guild Base by using either their personal notes on hand or the Guild's Treasury—with each expansion becoming staggeringly higher in price than the previous purchase. Should the Leader choose to they may remove rooms from the guild base by using the Chime of Dwelling inside of it (they are also able to exile members in the same menu).

The pricing list is as follows: (Assuming you have the Treasurer)

Room Price Notes2 Total Spent Notes2
Room 1 2,600 Notes2 2,600 Notes2
Room 2 4,100 Notes2 6,700 Notes2
Room 3 6,600 Notes2 13,300 Notes2
Room 4 10,500 Notes2 23,800 Notes2
Room 5 16,800 Notes2 40,600 Notes2
Room 6 26,900 Notes2 67,500 Notes2
Room 7 43,000 Notes2 110,500 Notes2
Room 8 68,800 Notes2 179,300 Notes2
Room 9 110,000 Notes2 289,300 Notes2
Room 10 176,000 Notes2 465,300 Notes2
Room 11 281,500 Notes2 746,800 Notes2
Room 12 450,400 Notes2 1,197,200 Notes2
Extension 500,000 Notes2 1,697,200 Notes2

Rooms[]

Guildbasesroomnodes

A guild base can be increased in size through different rooms. Most provide practical uses, while others purely cosmetic. To build an XL, you will need two adjascent empty rooms.

Preview Name Cost Size Description
Mess Hall
2,000 Notes2
2 Rooms
[XL]
A large cafeteria with 2 long tables. This is a room that allows the hiring of a chef that will make food.
They sell: Fish Stew, Mushroom Omelettes, Cheese and Glazed Fish for 20 notes each, and sell Mushroom Bisques for 25 notes each.
Training Hall
Training Hall
1,000 Notes2
2 Rooms
[XL]
An arena meant for dueling your guild members. This room is purely cosmetic.

Attribute Training Gears are sold in this room.

GuildBase TrophyRoom
Trophy Room
5,000 Notes2
1 Room
Allows the hiring of an Artisan for 10,000 Notes2. For 800 Notes2 (a 200 Notes2 discount), allows the Player to merge attributes and appearance of an Item through smelting. Allows the hiring of a Banker for 10,000 Notes2 notes to access your Safe Deposit Box, a box that allows you to transfer items across your slots. You cannot turn in Artifacts to the Guild Banker.
GuildBase Quarters
Quarters
1,000 Notes2
1 Room
If you die or join in the server and the guild base is active you can spawn in the room. A room with a Campfire, Crafting Station, and some beds.
(You cannot cook at the campfire)
Laboratory
Laboratory
1,500 Notes2
1 Room
A room that features a cauldron where you can brew potions, along with various cosmetic empty plant pots.
GuildBase SongRoom
Song Room
2,000 Notes2
1 Room
Allows the hiring of a Mystic for 2,000 Notes2. A room that features a mantra table for the Player to modify their mantras with modifiers, along with a campfire to rest & recall mantras, and the ability to purchase Attunement Training Gears. The Mystic can be used by non-Guild members, and costs 20 notes for all players including Guild members.

This room also allows the hiring of a Songwright for 20,000 Notes2, which allows you to upgrade mantras for a more expensive price than the Attunement Trainers (albeit being more convenient).

GuildBase Armory
Armory
2,500 Notes2
1 Room
Allows the hiring of a Blacksmith for 1,000 Notes2, allowing the Player to craft outfits, repair their current outfit, turn in schematics, and turn in ores for profit. Allows the hiring of a Gunsmith for 1,000 Notes2, allowing the Player to craft bullet casings.
GuildBase FishingRoom
Fish Pond
1,000 Notes2
1 Room
A room featuring a small pond for fishing and a purchasable Fishing Rod for 35. There isn't a fishing spot. The water from the Fish Pond is drinkable through a Canteen.
Library Guild Base
Library
2,000 Notes2
2 Rooms
[XL]
Allows the hiring of a Librarian for 1,000 Notes2, whom the Player can donate/withdraw lore books to/from. Only one of each book can be stored, and they are listed by their title, followed by the name and surname of the book's first donator. You are still able to unlock the instrument's musics from your library's donated songbooks. Only Guild members can access the Library collection. (There is a 1 minute 15 second cooldown on turning in books) You can buy Book Training Gears like How to Make Friends for 25 Notes each.
Greaterarenaextension
Arena Extension
500,000 Notes2
16 Rooms (4x4)
[XXL]
A giant room consisting a large circular arena in the center to fight your guildmates, as well as a campfires in each of the four corners. The ceiling in the Arena Extension is much higher than all other rooms, and the central arena dips into the ground by about one room's height.
Guild Base Donator Books

Library's Donated Books

Guild Base Bandit Raid

Bandits raiding a Guild Base.

Trivia[]

  • You will gain a small amount of experience for each unique guild base you visit
  • You do not need to have every single guild base room in order to buy the Arena Extension.
    • You simply need to buy either room in the back middle left/middle right (the "back" being 3 purchased rooms deep).
  • Carriable items (Artifacts, Summer Company crates, Sacks, etc.) that are placed inside a Guild Base will stay even if the entrance is moved, making it viable to safely transfer items across the map without the risk of players targeting you for your artifacts (so long as you hide the door or have a second guildmate), if you travel to another server like going to Eastern Luminant or The Depths from Etrean Luminant, every carriable items inside the guild base will despawn unless there is another guildmate in the lobby still having the guild base active.
  • The Thundercall Talent "Grand Skewer" is disabled while inside, as it can fling people out of the base.
    • Ironically, the functionally identical Ironsing Mantra "Rocket Lance" is not disabled.
  • Although enemies aren't supposed to spawn inside the guild base, bandits can still spawn inside, and you can still fish up enemies such as Mudskippers or Lionfish from the Fish Pond.
  • You can also use the guild base to climb high walls using the door (since you can hang onto it)
  • To prevent people from entering your guild base put mobs beside the door or a Navaen hostage.
  • Guild bases are very useful. They can be placed anywhere besides The Depths, any Voidzone, Dungeons, The Monkey's Paw and in territories which you are considered an enemy. They can offer healing, protection against enemies, a safe place to train with your guildmates, and to fish without any disturbance.
  • They are also very convenient, and allow you to access NPCS which you usually have to travel around the map for, including the Chef, Songwright, etc.
  • There is a small area above Monkey's Paw which is considered to be part of the Aratel Sea, allowing you to place a guild base.
  • If you glitch out of the Guild Base and are thrown into the void outside, you will spawn outside of your guild base.
  • All the books will be saved if you delete the library.
  • As training Charisma requires an audience, you can always train charisma inside your guild base as all of the guild NPCS are counted as an audience.
  • The trees in the Quarters room can be cut down for wood with a lumber axe at the right angle.
  • As stated by Arch_Mage[Citation Needed], there is an unknown feature that can permanently turn all NPCS in your guild base into long white haired moustache Felinors.
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