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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 Notes, and Guild Offices in towns for 50 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 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. However, 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 Notes.
  • The Barber, which can be hired after building 6+ rooms for 3,000 Notes.
  • The Banker, which can be hired in the Trophy Room after building 6+ rooms for 10,000 Notes.
  • The Gunsmith, which can be hired in the Armory for 1,000 Notes.
  • The Antiquarian, which can be hired after building 9+ rooms for 10,000 Notes.
  • The Librarian, which can be hired after building the Library for 1,000 Notes.
  • The Artisan, which can be hired after building the Trophy Room for 10,000 Notes.
  • The Blacksmith, which can be hired after building the Armory for 1,000 Notes.
  • The Chef, which can be hired after building the Mess Hall for 2,000 Notes.
  • the Songwright which can be hired in the Song Room after building 9+ rooms for 20,000 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 Total Spent
Room 1 2,600 2,600
Room 2 4,100 6,700
Room 3 6,600 13,300
Room 4 10,500 23,800
Room 5 16,800 40,600
Room 6 26,900 67,500
Room 7 43,000 110,500
Room 8 68,800 179,300
Room 9 110,000 289,300
Room 10 176,000 465,300
Room 11 281,500 746,800
Room 12 450,400 1,197,200
Extension 500,000 1,697,200

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
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
2 Rooms
[XL]
An arena meant for testing attacks and abilities. There are 2 dummies which can be used to test damage, the left tests your base damage, the right includes pve scaling. Hitting either dummy will cause it to display damage counters, showing how much you dealt. If a dummy is lit on fire, you can extinguish the fire by hitting it, or waiting a while.

Training Gears are sold in this room.

Trophy Room
5,000
1 Room
Allows the hiring of an Artisan for 10,000 . For 800 (a 200 discount), allows the Player to merge attributes and appearance of an Item through smelting. Allows the hiring of a Banker for 10,000 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.
Quarters
1,000
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
1,500
1 Room
A room that features a cauldron where you can brew potions, along with various cosmetic empty plant pots.
Song Room
2,000
1 Room
Allows the hiring of a Mystic for 2,000 . 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 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 , which allows you to upgrade mantras for a more expensive price than the Attunement Trainers (albeit being more convenient).

Armory
2,500
1 Room
Allows the hiring of a Blacksmith for 1,000 , 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 , allowing the Player to craft bullet casings.
Fish Pond
1,000
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 (not currently working).
Library
2,000
2 Rooms
[XL]
Allows the hiring of a Librarian for 1,000 , 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 Training Gears here
Arena Extension
500,000
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 gain weapon and attunement exp from hitting dummies in the Training Hall (this later has been patched)
  • 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.
  • The PVE dummy in the training hall can be used to build up Chain of Perfection stacks.
  • 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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