Guild hall

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A guild hall is a private region for your guild that you can build up and decorate over time. The proprietors in your guild hall are the primary source of upgrades for you to improve your guild.

— Guild interface

Guild halls are areas for guilds to play, battle, socialize, and progress together. Once owned, they can be quickly accessed from anywhere in the game via the guild panel.

Guild Initiative Headquarters[edit]

Guild Initiative Headquarters

The Guild Initiative is an arm of the Tyrian Explorer's Society. We operate with the endorsement of the five major nations of Tyria and the Captain's Council here in Lion's Arch.

— Dougal Keane

The Guild Initiative Headquarters acts as a miniature guild hall and is available for all guilds. It is an instanced area accessed by entering the portal next to the Guild Bluff Waypoint in the Postern Ward area of Lion's Arch.

Accessing the Headquarters for the first time will grant your guild its first Guild Upgrade Prerequisite.

Icon Upgrade Description Reward
Guild Initiative Registration icon Guild Initiative Registration Access the Guild Initiative's central office in Lion's Arch. Access to more Guild Upgrades.

Upgrade Prerequisites do not give new services but instead unlock access to better upgrades. The most common prerequisite upgrades are Building renovations.

Inside the Headquarters you will find the following services:

By speaking to Grímur Oddursson you can purchase the first Guild Upgrades in exchange for Favor and Gold.

Icon Upgrade Favor Coins Description Reward
General Merchant icon General Merchant 25 Favor 30 Gold coin Adds a merchant with harvesting and salvage tools to the guild's private locations. 10 GXP
Repair Anvil icon Repair Anvil 25 Favor 20 Gold coin Adds a repair anvil to the Guild Initiative Headquarters and the guild's hall, if they have one. 10 GXP
Guild Vault: Stash icon Guild Vault: Stash 1,000 Favor 50 Gold coin Grants access to a 50-slot guild vault and gold storage. 10 GXP

Purchasing upgrades will grant your guild Guild Experience (GXP). For every 100GXP that your guild earns it will gain 1 Guild Level. The higher your Guild Level the more upgrades will be available.

Available guild halls[edit]

Gilded Hollow[edit]

Gilded Hollow

In the depths of the Maguuma jungle, beneath a city of gold, there lies a hidden cavern. It is a place of ancient and powerful magic. Built unknowable years ago by the Exalted, it has been long abandoned. Yet power still hums within the walls. We don’t know what magic enchants the cavern. Nor do we know its purpose. All we know is that the chamber holds valuable clues to the city’s mysterious past. Choose the Gilded Hollow, seek power in the depths, and forge your future within its walls. Delve into the depths…and find a home.

Kogga [Guild Explorer]

The Gilded Hollow is a monolithic cavern containing the remnants of an outpost of a lost golden city in the heart of the jungle.

Icon Guild Hall Explorer (map icon).png Kogga [Guild Explorer] Requirement
Expedition to the Gilded Hollow.png Travel to the Gilded Hollow entrance tunnel, located beneath the golden city at the center of the Auric Basin. Meet Kogga inside the hollow and clear the Mordrem infestation there to claim this guild hall. 100 Gold coin
150 Favor
Getting there
  • In Auric Basin, drop into the pit in the center of Tarir, head north, and then east to the exalted portals.
Unique features

Lost Precipice[edit]

Lost Precipice

On a high cliff overlooking wild and untamed jungle, there is an ancient fortification. It is a place of beauty and reverence. Scholars don’t know who built the Lost Precipice, nor why it was forsaken. Its walls, once bright with mosaics and strange runes, are crumbling and cold. For now, the wind whispers down crumbing hallways, speaking secrets to those who dare to listen. Choose the Lost Precipice, seek its mysteries, and discover the past while you build your future. Rise to the heights…and find a home.

Sarah McKenzy [Guild Explorer]

The Lost Precipice is a hidden canyon refuge on the border between the Maguuma Jungle and the wastelands to the north.

Guild Hall Explorer (map icon).png Sarah McKenzy [Guild Explorer] Requirement
Expedition to the Lost Precipce.png Travel to the sunken shrine that marks the hidden entrance to the Lost Precipice, in the northwest part of the Verdant Brink. Meet Sarah McKenzy inside the precipice and clear the Mordrem infestation there to claim this guild hall. 100 Gold coin
150 Favor
Getting there
  • In Verdant Brink, glide northwest from the cliffs west of Mellagan's Valor. The entrance is within a stone archway by the point of interest.
Unique features

Windswept Haven[edit]

Windswept Haven

Deep in the Elonian desert, there's an ancient place long abandoned. This hidden oasis has been magically spared from the chaos and warfare raging all around it. The lost history of this forsaken hideaway is just waiting to be unearthed. Windswept Haven is a place out of myth and memory. There are tales told of treasures hidden beneath its sands. Help me claim Windswept Haven, so we can uncover its buried secrets together. Come with me and secure a new home for your guild in Elona

Hashim [Guild Explorer]

The Windswept Haven is an oasis within the Crystal Desert region. This Guild Hall was added with the launch of Path of Fire.

Guild Hall Explorer (map icon).png Hashim [Guild Explorer] Requirement
Expedition to the Windswept Haven.png Travel to the Windswept Haven entrance tunnel, located northwest of Garden of Seborhin in Vabbi. Meet Hashim and drive the Mordant Crescent out to claim this guild hall. 100 Gold coin
150 Favor
Getting there
  • In Domain of Vabbi, go north east from Waypoint (tango icon).png Vehjin Palace Waypoint
Unique features

Claiming a guild hall[edit]

Speak to the relevant Guild Hall Explorer at the Guild Initiative Headquarters in Lion's Arch; each NPC represents a different Guild Hall. They also offer a cinematic of their Guild Hall. If you meet the necessary requirements, you can initiate an "expedition" to claim the hall of your choice. That expedition remains open until you successfully take over the hall; you can keep trying without having to pay again.


The player initiating a claim to a new guild hall requires the following:


Once you arrive at the Guild Hall you will need to complete an event to clear the map of hostiles.


This guide has been written from the perspective of a Heart of Thorns guild hall, however the event plays out similarly for each Guild Hall - the foes within the Windswept Haven are however substituted for Awakened.

First phase - Groups of foes, with one foe with a breakbar: The expedition begins with five waves of Mordrem Maws that spawn in random locations around the map and must be defeated within a short time limit (3 minutes and 30 seconds). The number of Mordrem Maws that spawn per wave scales based on the number of players in the instance. Spread out in teams of 5-10 players each and assign commanders to cover various areas of the map. When you reach a Mordrem Maw, it will have a shield up protecting it; kill the Mordrem Vinetender to bring down the shield. If players fail to defeat all of a wave's Mordrem Maws within the time limit, the map-wide air toxicity will raise, as indicated by a bar in the upper right corner. If the air toxicity bar fills completely, the expedition fails. However, you can repeat this step as many times as needed.

Second phase - Legendary foe(s): After you have cleared five waves of Mordrem Maw, a Legendary Mordrem Commander Axe, or multiple legendary mobs of the same name, will spawn. The number and rank that must be defeated depend on the number of players present. The Vinewrath Knights are heavily armored, however their armor can be removed by breaking the Defiance bar. Otherwise they function similarly to Legendary Axemaster Hareth. Some Vinewrath Knights are not easily fought in melee so you may need the use ranged weapons.

Victory - The Crystal Chamber: After all Vinewrath Knights are defeated, the Vinewrath blocking the crystal 'throne' will wither away and a guild leader with appropriate permissions can interact with the crystal to claim the hall for your guild. Once you've claimed a guild hall, you are sent into the guild hall proper and it is time to begin upgrading.

For completing the expedition you will earn another Guild Upgrade Prerequisite and unlock access to the Guild Hall.

Icon Upgrade Description Reward
Guild Hall Obtained icon Guild Hall Obtained Complete the Event and claim the Guild Hall. Access to the Guild Hall and more Guild Upgrades.

You can teleport to your Guild Hall at any time by going to the Guild panel Menu Bar icon.png Guild Interface and selecting "Guild Hall" to the right side by your Guild Level.

General claiming tips[edit]

  • Many consider the expedition to Windswept Haven to be the most challenging of the three. Boon removal is a good idea, to counter the Awakened Defilers and Canids.
  • As noted above, there is no cost to an attempt; you only pay once per claim.
  • The events scale at squad sizes of multiples of 10s, so nine players will find it easier than ten and twenty will find it worse than nineteen.
  • Generally, it helps to create sub-squads to target each spawn.
  • The squad may include people who do not belong to the guild. If you need help, make a request in the neighboring map (i.e. Verdant Brink, Auric Basin, or Domain of Vabbi) or using the LFG tool.

Changing guild halls[edit]

Changing halls is the same as claiming the original: someone with the relevant permissions must speak to the destination's Guild Hall Explorer, and you must make an additional payment of 100 Gold coin. Your team must also successfully complete the expedition event. It is a good idea to remove all decorations, as otherwise they remain at the same map coordinates, which will be inconvenient in the new hall. The new hall retains all improvements and upgrades as the original and there is no limit to how many times you can change, other than the cost.

Guild Upgrades[edit]

Primary article: Guild upgrade

After claiming your guild hall, many further upgrades are available that add buildings, improvements, and other features. Each upgrade has a different set of requirements that may include items, favor, gold, or Aetherium. These requirements must be met before the upgrade can be activated. Any guild member can look at the list of available upgrades however only a guild member with guild upgrade permissions can actually activate the upgrade.

The first steps on upgrading a guild hall should be done in the following recommended order as the rest of the upgrades are highly dependent on each other. The sequence of upgrades becomes more flexible as you progress. The upgrades listed here are in a recommended order.

Getting started on upgrading your Guild Hall[edit]

  1. Tavern Restoration 1 — The first upgrade you must complete for the Guild Hall is the Tavern Restoration 1. Talk to Gamli Aðalsteinnson for this upgrade.
  2. Mine Excavation 1 — Completing this allows your guild to start mining Aetherium used to create Guild Upgrades. Your guild must be level 2 to start this upgrade.
  3. Aetherium Capacity 1 — In order to get the required Aetherium for Workshop Restoration 1 you need to increase the Aetherium cap.
  4. Workshop Restoration 1 — Unlocks Scribe and the rest of the buildings. In addition to other upgrades for the respective buildings.

From here, the order does not matter. You do need to keep in mind prerequisites of upgrades however.



Guild upgrades will be primarily grouped around the six main buildings, each of which is associated with elements of guild gameplay. Locations vary.

  • Arena Proprietor (map icon).png Guild Arena — an area for guild members to use as a combat sandbox and customize it with obstacles and traps
  • Market Proprietor (map icon).png Guild Market — associated with finance, mercantilism, and unlocks a new tier of guild weapons and armor for your weaponsmith and armorer
  • Mine Proprietor (map icon).png Guild Mine — allows guilds to gather and store aetherium
  • Tavern Proprietor (map icon).png Guild Tavern — associated with socialization and effects
  • Workshop Proprietor (map icon).png Guild Workshop — associated with gathering and the guild crafting discipline, Scribe
  • War Room Proprietor (map icon).png War Room — allows guilds to interact with claimed objectives in World versus World with features such as air ship strikes


Guild enhancements add a selectable personal enhancements available at the bartender in the tavern. Either Heart of Thorns or Path of Fire is required to use guild enhancements. Only one can be activated at a time. Unlocking additional enhancements raises the percentages of each enhancement.



With the exception of the guild hall explorer, all guild halls share the same NPCs, although they appear at different locations.


Guild Initiative service NPCs may appear and disappear depending on the current level of the guild that you are representing. The options offered will vary depending on your Guild permissions and whether your account has either expansion unlocked.

Influence Exchangers


Certain objects only appear after the corresponding guild hall upgrade has been completed.




  • Guilds without a guild hall can use the Guild Initiative Headquarters in Lion's Arch to gain some of the bonuses before unlocking the hall itself.
  • Players do not need an expansion to enter the guild hall - provided it has been claimed by their guild.
  • You can enter a guild hall of a guild that you have joined even if you are not representing through the Guild Panel UI. You are required to represent if you want to access any guild services available.
  • To enter another guild's hall, you must walk up to the entrance portal of the respective area while being grouped with one of the other guild's members already inside their guild hall. However, you will not be able to access any guild services.
  • Upon claiming a new guild hall, your current upgrades are transferred to the new guild hall and the old guild hall becomes inaccessible.
  • You can invite non-guild members to help claim a guild hall. As long as they are in a party with someone of the guild, they can join the same instance. To do this they must walk through the portal, meaning you can only enter with players who have access to that area. This includes not only having the corresponding expansion, but also any masteries required to access the entrance.
  • The Maximum Guild Hall Level is Level 69 with a Guild XP of 6,985 out of 7,000 Experience.
  • It is possible to arrange a sale of account bound items that are used for guild hall vendors or upgrades. A seller who (temporarily) joins the guild can transfer the account bound items to the guild NPCs.

External links[edit]