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Guild Base System

ギルド拠点のシステム

World & HistoryBasics

YGGDRASIL guild bases constantly drain gold. Bases of castle class and above spawn POP monsters automatically and let guilds create their own NPCs; the "Ariadne" check system forbids sealing off entrances, and a guild collapses if its guild weapon is destroyed.

  • Bases consume gold continuously according to their size and facilities, including the costs of activating traps and hiring mercenary monsters; a fierce assault by a hostile guild can bankrupt one; there is a daily allowance of free repairs, and repairs are cheap on Nazarick's upper floors but expensive on the 9th
  • Perks of castle-class and larger bases: POP monsters of level 30 or below spawn automatically (undead cost nothing to maintain, and larger creatures cost more); NPCs can be designed freely within the base's "NPC creation levels," and fallen NPCs can be revived without penalty for a corresponding fee
  • NPC creation levels: 700 for the weakest castles (500 in the Web novel), and 3,000 for the hardest bases, of which there are nine, one in each world; the total can be raised with cash items, World Items, or by the guildmaster taking a special class
  • The "Ariadne" system: the entrance must connect unbroken to the heart, and walking distance and the number of doors are checked; uploading a base that breaks the rules makes guild assets drain rapidly (Vol. 7)
  • Guild weapon: one per guild, able to hold enormous amounts of data; if it is destroyed, the guild collapses and its members bear a "[Symbol of Failure]" over their heads forever; some classes are open only to those who bear the brand or who have destroyed a guild weapon
  • Placing the "Cauldron of the Dagda" lets a guild deploy more monsters than its self-sufficiency limit allows (Web novel); city-type bases collect taxes and are easier to maintain

Notes

Author's Twitter: capturing another guild's base does not change the ownership of the items inside, and the NPCs remain hostile to the conqueror.

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