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Guild Hall upgrades, Council seats and staff

Hall level controls beds; four Council seats plus the Envoy's chair seat the five callings; Armoury controls how long loot can wait; staff multiply specific systems rather than everything. Read those limits together before buying upkeep, then prepare the year-end queue so several major decisions do not arrive as a surprise.

Checked against v3.0.0

Beds, Council seats and free racks

ROSTER

6 + 3L

L is Hall level, capped at level 6. The Inn specialisation adds two beds.

COUNCIL

4 + Envoy

Four seats for Physician, Master-at-Arms, Quartermaster and Loremaster, plus the Envoy's chair. Hall level does not add seats.

STASH

8 + 8A

A is Armoury level, capped at 3, scaled up to 1.5× by Quartermaster skill; the Quartermaster's Store adds 16. Excess gear adds upkeep.

Council: hire for the system under pressure

Physician

Recovery: +0.5 × skill ratio

Death softening: +0.3 × skill ratio

Master-at-Arms

Training: +0.6 × skill ratio, capped at +90%

Delve growth: +0.25 × skill ratio

Quartermaster

Upkeep: −0.25 × skill ratio

Recruit fee: −0.3 × skill ratio, floor 0.5

Envoy

Brokerage: skill ratio

Own chair outside the four seats; reads quest odds exactly from skill 50

Loremaster

Scry: +0.5 × skill ratio

Recruit quality: +1.0 × skill ratio

Skill ratio means skill ÷ 100. External staff hires travel for one to three days. A retired hero selected directly into the Council takes the seat without that travel step. Quartermaster reduces upkeep and recruitment fees; it does not reduce wages.

Every specialist of skill 50 or more also works their calling's skill on top of these bonuses, and each skill sharpens at 80: the Physician's Triage Call, the Quartermaster's Commission, the Master-at-Arms' Retrain (1.5×, 1.75× at 80), the Envoy's Open the Books and the Loremaster's Read the Rival. A retired delver on the council keeps their traits, and the line they held adds one small bonus.

The other Hall wings

The Stonehouse keeps Witness Stones and improves recruitment and local scrying; the Beacon supports musters; the Counting House protects a payroll reserve; the Stillroom, which replaced the separate Larder and Apothecary, stores food and the makings for remedies; the Academy raises aspirants. Each upgrade adds upkeep, except the Counting House: every guild gets its first level free, it costs nothing to keep, and its reserve earns 1%, 1.5% or 2% interest a payday by level.

Gold alone no longer buys levels. A wing's level 2 opens at 60 renown and level 3 at 230. The Guild Hall needs 60 for level 2, then 130, 230, 360 and 530 for levels 3 to 6. A Merchant Prince can build one rank early at twice the price.

An empty or unavailable passive Physician or Master-at-Arms seat reduces recovery or passive training by 30%, 24%, 18%, 10% or 4% in tiers one through five. Backwater has no vacancy penalty. Staff assigned to their active duty stop providing their passive bonuses.

At the top level, every wing picks one of two paths

Eighteen paths in all. Pick against the bottleneck you expect to keep, not the one you have this week.

Tavern Wing

The Stables: quests, escorts and vault roads take a quarter fewer days

The Inn: two more beds, spare rooms let for gold each payday

Infirmary

Surgeons' Ward: one in four delvers who would die is carried home gravely wounded

Long Ward: wounds close up to 3× as fast; about one in seven would-be deaths comes home

Training Ground

Sparring Ring: two more benches, ten in all

Master's Yard: bench work at 1.7× instead of 1.45×

Armoury

Master Forge: better forged pieces, in five days

Quartermaster's Store: sixteen more free racks, gear sells for a tenth more

Stonehouse

Deep Lore: the stones pull 50% harder on the recruit board

Wall of Names: a death costs friends half the morale and stress

Beacon

War Horn: 50% more renown from musters

Muster Roll: see who marches, holding back costs half, 50% more muster gold

Counting House

The Vault: reserve holds 50% more and pays half a point more interest

Letters of Credit: new levels cost 15% less, two more paydays of grace in debt

Stillroom

Great Larder: shelf of 60, rations cut delve cost by 48%

The Stall: sells whatever fills the shelf past half each payday

Academy

More Berths: two more aspirant berths a year

Bloodlines: a generational talent is six points likelier at the intake

Quartermaster rack: every 30 days, skill changes the ceiling

SKILL < 55

Rare maximum

SKILL 55–79

Mythic maximum

SKILL 80+

Legendary maximum

Without a Quartermaster the rack still opens with three items, Rare at most. With one, it carries five items below skill 70 and six at 70 or higher. Its price multiplier ismax(0.78, 1 − skill ÷ 450). The Armoury remains the storage side of the decision: filtering, bulk selling and auto-equip help manage the larger stash, but do not remove the upkeep charged for gear beyond the free racks.

Retirement: one candidate per batch

When a retirement batch is processed, the game ranks the departing heroes by role rating. The highest-rated one becomes the Council or Patronage candidate. Do not plan four staff vacancies around four simultaneous retirees; the batch offers a single selected candidate.

Four seasons make one 120-day year

Greentide, Highsun, Emberfall and Deepwinter each last 30 days. The year-end gate fires when the calendar crosses the next 120-day boundary. Keep gold, beds and unresolved Oaths ready before that boundary rather than treating the last fixture as the only deadline.

Year-end queue: what the current bundle shows first

  1. 1. Celebration, then championship
  2. 2. Farewells, then kept-vow result
  3. 3. Season review, then staff offer
  4. 4. Heir, then aspirant Oaths
  5. 5. Intake, then queued event
  6. 6. Ordinary pending Oath last

This is modal priority, not a promise that every item exists every year.

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