Post by Xxsuperheroxx on Sept 15, 2022 18:22:08 GMT -6
Stronghold
The Stronghold is an adventure zone introduced in Module 7: Strongholds. Every guild has their own unique Stronghold instance that only members of that guild can enter. Characters of any level can enter, but the mobs on the map are level 80.
Each guild's stronghold starts with a level 1 Guild Hall, but other structures can be built and upgraded over time by doing quests and donating to the Stronghold's Coffer.
Lore
When a player character first arrives at the stronghold, the Steward greets them. He introduces the non-player characters who help run the stronghold, such as the Cleric and Builder. The Steward also hints that the stronghold has an interesting past and promises to reveal more over time. Different quests are presented from time to time as the Stronghold is improved, revealing more of the lore.
Coffer
The Stronghold Coffer holds all the resources guild members have donated. Every Stronghold structure built or upgraded uses resources in the Coffer. Upgrading the Guild Hall, or building and upgrading a Warehouse, increases the maximum capacity of the Coffer.
Donating items to the Coffer adds resources to the Coffer, as well as giving Guild Marks. To donate an item to the Coffer talk to The Mimic.
See Coffer for donation values and maximum capacity.
Structures
Guild Hall
Every Stronghold starts with a rank 1 Guild Hall. Upgrading the Guild Hall increases the Coffer capacity, unlocks more plots to build on, and increases the maximum rank to which other structures can be upgraded.
Great Hall
The Great Hall is the building at the heart of your Stronghold. Inside is a large meeting area with 4 tables and 40 sittable chairs. You can donate Decorations to The Decorator and place them at over 90 locations in the Great Hall. The Great Hall is available at Guild Hall Rank 1 and does not need to be built.
Marketplace
The marketplace is located inside the Stronghold Keep, and consists of 4 NPC stores:
The Generalist is a standard NPC vendor and sells various potions and other items.
The Gemmonger sells Slayer and Ward Overload enchantments.
The Barmaid sells various Food buffs
The Outfitter sells Guild, Dragonflight, and Lionsmane equipment, artifacts and accessories.
The marketplace is available after the Stronghold Guild Hall is upgraded to Level 2 and as the Marketplace structures are upgraded, more and better goods can be purchased.
(i.e.: armor and equipment cannot be purchased from the Outfitter until the Marketplace is upgraded to at least Level 2)
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Production Structures
Production structures automatically generate resources over time. Each structure has a maximum capacity and must be tended by a character to transfer the resources to the coffer. The structure can then continue to generate resources. The resources are required for the construction of many structures (for example, higher ranks of the Marketplace and the Guild Hall require Stone). Each structure has a corresponding Support structure that increases the rate of production.
Farm
A Farm produces Food over time. An Animal Pen can increase the rate of production.
Lumberyard
A Lumberyard produces Wood over time. A Milling Yard can increase the rate of production.
(*Requires 50 Building Materials)
Mine
A Mine produces Metal over time. A Smelter's Yard can increase the rate of production.
Quarry
A Quarry produces Stone over time. A Masonry Guild can increase the rate of production.
(*Requires Level 3 Guild Hall)
Warehouse
A Warehouse does not produce any resources, but increases the maximum capacity of the Stronghold's Coffer instead.
Support Structures
Support structures increase the rate of production of the Stronghold's Production structures, or increase the effectiveness of PvP towers.
Animal Pen
An Animal Pen increases the production of Food, and maximum storage capacity of a Farm.
Masonry Guild
A Masonry Guild increases the production of Stone, and maximum storage capacity of a Quarry.
Milling Yard
A Milling Yard increases the production of Wood, and maximum storage capacity of a Lumberyard.
Siege Smithy
A Siege Smithy increases the effectiveness of your catapults in Stronghold Siege PvP battles. Unlocks the Enhance Overload: Stamina Drain Ward Boon at Rank 3, and the Enhance Overload: PvP Ward Boon at Rank 5.
Siege Workshop
A Siege Workshop increases the effectiveness of your ballista emplacements in Stronghold Siege PvP battles. Unlocks the Enhance Overload: PvP Slayer Boon at Rank 3, and the Enhance Overload: Stamina Drain Boon at Rank 5.
Smelter's Yard
A Smelter's Yard increases the production of Metal, and maximum storage capacity of a Mine.
Boon Structures
Boon structures unlock boons for members of the guild. Constructing the first boon structure requires a Guild Hall of Rank 5 or higher. Upgrading the boon structures unlocks more boons, and increases their effectiveness. An NPC at each Boon Structure also gives a daily quest.
Barracks
At rank 1 unlocks the Experience Points Bonus Boon
At rank 3 unlocks the Power Bonus Boon
At rank 5 unlocks the Incoming Healing Bonus Boon
Explorer's Guild
At rank 1 unlocks the Treasure Hunter Boon
At rank 3 unlocks the Control Resist Bonus Boon
At rank 5 unlocks the Group Stat Bonus Boon
Mercenary Outpost
At rank 1 unlocks the Enhance Overload: Companion Ward and Slayer Boon
At rank 3 unlocks the Critical Hit Resistance Bonus Boon
At rank 5 unlocks the Critical Severity Bonus Boon
Stable
At rank 1 unlocks the Defense Bonus Boon
At rank 3 unlocks the Armor Penetration Bonus Boon
At rank 5 unlocks the Mount Speed Bonus Boon
Temple
At rank 1 unlocks the Lifesteal Bonus Boon
At rank 3 unlocks the Revive Sickness Boon
At rank 5 unlocks the Group Heal Potion Bonus Boon
Training Yard
At rank 1 unlocks the Enhance Overload: Slayer Boon
At rank 3 unlocks the Glory Bonus Boon
At rank 5 unlocks the AoE Resistance Bonus Boon
Wizard's Workshop
At rank 1 unlocks the Hit Points Bonus Boon
At rank 3 unlocks the Healing Potion Bonus Boon
At rank 5 unlocks the Enhance Overload: Ward Boon
PvP Structures
Archer Tower
The Archer Tower will attack nearby enemies in a Stronghold Siege, damaging and slowing them.
Sorceror's Tower
The Sorceror's Tower will attack nearby enemies in a Stronghold Siege, damaging and draining their action points.
Underdark Spore Tower
The tower generates powerful healing mushrooms. Mushrooms respawn every varies minutes.
Special Vendor
A special vendor can be built at the North Terrace Vendor plot.
Tarmalune Trader
The Tarmalune Trader sells items for Tarmalune Trade Bars, equivalent to the Tarmalune Tradebar Merchant
Granitehome Trader
The Granitehome Trader sells common profession Assets and Resources.
Waterdhavian Trader
The Waterdhavian Trader is a Salvage vendor where you can salvage items.
Temporary Structures
Temporary structures only last a set amount of time before disappearing.
Recruiter
A Recruiter is a Production Structure that generates 100 [Influence] per hour. The Recruiter lasts 1 week.
Bloomery
A Bloomery is a store that sells Profession and Masterwork Profession Resources. The Bloomery lasts 1 week.
Goldsmith
A Goldmsith is a store that sells Profession and Masterwork Profession Resources. The Goldsmith lasts 1 week.
Assayer
An Assayer is a Production Structure that generates 3 [Gold] resources every 5 hour. The Assayer lasts 1 week.
Atelier
An Atelier is a store that sells Profession and Masterwork Profession Resources. The Atelier lasts 1 week.
Mysterious Merchant
The Mysterious Merchant is a store that sells random Decorations and Equipment. The Mysterious Merchant lasts 1 week.
Gemcutter
A Gemcutter is a Production Structure that generates 144 [Gems] per hour. The Gemcutter lasts 1 week.
Tenterground
A Tenterground is a store that sells Profession and Masterwork Profession Resources. The Tenterground lasts 1 week.
Tannery
A Tannery is a store that sells Profession and Masterwork Profession Resources. The Tannery lasts 1 week.
Jubilee Trader
During the Protector's Jubilee event a Jubilee Trader can be built where a traveling trader will produce Stronghold resources. The Jubilee Trader lasts 24 hours. There are nine possible traders:
Trader from Neverwinter Wood produces Dark Gifts
Trader from Hluthvar produces Treasures of Tyranny
Trader from Turmish produces Gold
Trader from Neverwinter produces Influence
Trader from Chult produces Gems
Trader from Cormyr produces Surplus Equipment
Trader from Caer Konig produces Frozen Treasures
Trader from Sharandar produces Fey Trinkets
Trader from Tethyr produces Astral Diamond Chests
Boons
Stronghold Boons are separated into 4 categories: Offense, Defense, Utility, and PvP, and you may only have one boon from each category active a time.
To be able to activate Stronghold boons, Boon Structures must be built. Higher ranks of the corresponding structures give larger benefits from the boons. Any member of the Stronghold's guild may activate any boon that has been unlocked.
Offense Boons
Defense Boons
Utility Boons
PvP Boons
Quests
Non-Repeatable Quests
Introductory Quests
Storyline Quests
As the Guild Hall's rank increases more storyline quests become available. All storyline quests are level 70.
The Stronghold is an adventure zone introduced in Module 7: Strongholds. Every guild has their own unique Stronghold instance that only members of that guild can enter. Characters of any level can enter, but the mobs on the map are level 80.
Each guild's stronghold starts with a level 1 Guild Hall, but other structures can be built and upgraded over time by doing quests and donating to the Stronghold's Coffer.
Lore
The Stronghold
Steward's Notes
You won't find a better Stronghold in all of Faerûn. This Stronghold seems like it was built to stand the test of time. It's now our task to do the same to the surrounding land... while making a hefty profit, of course.
Keep an eye out for various problems in the area. The Many-Arrow Orc tribe had several camps out in the area at one point, and my people are reporting other oddities in the area.
If you see something, deal with it, that's why you're called an adventurer after all.
Steward's Notes
You won't find a better Stronghold in all of Faerûn. This Stronghold seems like it was built to stand the test of time. It's now our task to do the same to the surrounding land... while making a hefty profit, of course.
Keep an eye out for various problems in the area. The Many-Arrow Orc tribe had several camps out in the area at one point, and my people are reporting other oddities in the area.
If you see something, deal with it, that's why you're called an adventurer after all.
When a player character first arrives at the stronghold, the Steward greets them. He introduces the non-player characters who help run the stronghold, such as the Cleric and Builder. The Steward also hints that the stronghold has an interesting past and promises to reveal more over time. Different quests are presented from time to time as the Stronghold is improved, revealing more of the lore.
Coffer
The Stronghold Coffer holds all the resources guild members have donated. Every Stronghold structure built or upgraded uses resources in the Coffer. Upgrading the Guild Hall, or building and upgrading a Warehouse, increases the maximum capacity of the Coffer.
Donating items to the Coffer adds resources to the Coffer, as well as giving Guild Marks. To donate an item to the Coffer talk to The Mimic.
See Coffer for donation values and maximum capacity.
Structures
Guild Hall
Every Stronghold starts with a rank 1 Guild Hall. Upgrading the Guild Hall increases the Coffer capacity, unlocks more plots to build on, and increases the maximum rank to which other structures can be upgraded.
Great Hall
The Great Hall is the building at the heart of your Stronghold. Inside is a large meeting area with 4 tables and 40 sittable chairs. You can donate Decorations to The Decorator and place them at over 90 locations in the Great Hall. The Great Hall is available at Guild Hall Rank 1 and does not need to be built.
Marketplace
The marketplace is located inside the Stronghold Keep, and consists of 4 NPC stores:
The Generalist is a standard NPC vendor and sells various potions and other items.
The Gemmonger sells Slayer and Ward Overload enchantments.
The Barmaid sells various Food buffs
The Outfitter sells Guild, Dragonflight, and Lionsmane equipment, artifacts and accessories.
The marketplace is available after the Stronghold Guild Hall is upgraded to Level 2 and as the Marketplace structures are upgraded, more and better goods can be purchased.
(i.e.: armor and equipment cannot be purchased from the Outfitter until the Marketplace is upgraded to at least Level 2)
-------------------
Production Structures
Production structures automatically generate resources over time. Each structure has a maximum capacity and must be tended by a character to transfer the resources to the coffer. The structure can then continue to generate resources. The resources are required for the construction of many structures (for example, higher ranks of the Marketplace and the Guild Hall require Stone). Each structure has a corresponding Support structure that increases the rate of production.
Farm
A Farm produces Food over time. An Animal Pen can increase the rate of production.
Lumberyard
A Lumberyard produces Wood over time. A Milling Yard can increase the rate of production.
(*Requires 50 Building Materials)
Mine
A Mine produces Metal over time. A Smelter's Yard can increase the rate of production.
Quarry
A Quarry produces Stone over time. A Masonry Guild can increase the rate of production.
(*Requires Level 3 Guild Hall)
Warehouse
A Warehouse does not produce any resources, but increases the maximum capacity of the Stronghold's Coffer instead.
Support Structures
Support structures increase the rate of production of the Stronghold's Production structures, or increase the effectiveness of PvP towers.
Animal Pen
An Animal Pen increases the production of Food, and maximum storage capacity of a Farm.
Masonry Guild
A Masonry Guild increases the production of Stone, and maximum storage capacity of a Quarry.
Milling Yard
A Milling Yard increases the production of Wood, and maximum storage capacity of a Lumberyard.
Siege Smithy
A Siege Smithy increases the effectiveness of your catapults in Stronghold Siege PvP battles. Unlocks the Enhance Overload: Stamina Drain Ward Boon at Rank 3, and the Enhance Overload: PvP Ward Boon at Rank 5.
Siege Workshop
A Siege Workshop increases the effectiveness of your ballista emplacements in Stronghold Siege PvP battles. Unlocks the Enhance Overload: PvP Slayer Boon at Rank 3, and the Enhance Overload: Stamina Drain Boon at Rank 5.
Smelter's Yard
A Smelter's Yard increases the production of Metal, and maximum storage capacity of a Mine.
Boon Structures
Boon structures unlock boons for members of the guild. Constructing the first boon structure requires a Guild Hall of Rank 5 or higher. Upgrading the boon structures unlocks more boons, and increases their effectiveness. An NPC at each Boon Structure also gives a daily quest.
Barracks
At rank 1 unlocks the Experience Points Bonus Boon
At rank 3 unlocks the Power Bonus Boon
At rank 5 unlocks the Incoming Healing Bonus Boon
Explorer's Guild
At rank 1 unlocks the Treasure Hunter Boon
At rank 3 unlocks the Control Resist Bonus Boon
At rank 5 unlocks the Group Stat Bonus Boon
Mercenary Outpost
At rank 1 unlocks the Enhance Overload: Companion Ward and Slayer Boon
At rank 3 unlocks the Critical Hit Resistance Bonus Boon
At rank 5 unlocks the Critical Severity Bonus Boon
Stable
At rank 1 unlocks the Defense Bonus Boon
At rank 3 unlocks the Armor Penetration Bonus Boon
At rank 5 unlocks the Mount Speed Bonus Boon
Temple
At rank 1 unlocks the Lifesteal Bonus Boon
At rank 3 unlocks the Revive Sickness Boon
At rank 5 unlocks the Group Heal Potion Bonus Boon
Training Yard
At rank 1 unlocks the Enhance Overload: Slayer Boon
At rank 3 unlocks the Glory Bonus Boon
At rank 5 unlocks the AoE Resistance Bonus Boon
Wizard's Workshop
At rank 1 unlocks the Hit Points Bonus Boon
At rank 3 unlocks the Healing Potion Bonus Boon
At rank 5 unlocks the Enhance Overload: Ward Boon
PvP Structures
Archer Tower
The Archer Tower will attack nearby enemies in a Stronghold Siege, damaging and slowing them.
Sorceror's Tower
The Sorceror's Tower will attack nearby enemies in a Stronghold Siege, damaging and draining their action points.
Underdark Spore Tower
The tower generates powerful healing mushrooms. Mushrooms respawn every varies minutes.
Special Vendor
A special vendor can be built at the North Terrace Vendor plot.
Tarmalune Trader
The Tarmalune Trader sells items for Tarmalune Trade Bars, equivalent to the Tarmalune Tradebar Merchant
Granitehome Trader
The Granitehome Trader sells common profession Assets and Resources.
Waterdhavian Trader
The Waterdhavian Trader is a Salvage vendor where you can salvage items.
Temporary Structures
Temporary structures only last a set amount of time before disappearing.
Recruiter
A Recruiter is a Production Structure that generates 100 [Influence] per hour. The Recruiter lasts 1 week.
Bloomery
A Bloomery is a store that sells Profession and Masterwork Profession Resources. The Bloomery lasts 1 week.
Goldsmith
A Goldmsith is a store that sells Profession and Masterwork Profession Resources. The Goldsmith lasts 1 week.
Assayer
An Assayer is a Production Structure that generates 3 [Gold] resources every 5 hour. The Assayer lasts 1 week.
Atelier
An Atelier is a store that sells Profession and Masterwork Profession Resources. The Atelier lasts 1 week.
Mysterious Merchant
The Mysterious Merchant is a store that sells random Decorations and Equipment. The Mysterious Merchant lasts 1 week.
Gemcutter
A Gemcutter is a Production Structure that generates 144 [Gems] per hour. The Gemcutter lasts 1 week.
Tenterground
A Tenterground is a store that sells Profession and Masterwork Profession Resources. The Tenterground lasts 1 week.
Tannery
A Tannery is a store that sells Profession and Masterwork Profession Resources. The Tannery lasts 1 week.
Jubilee Trader
During the Protector's Jubilee event a Jubilee Trader can be built where a traveling trader will produce Stronghold resources. The Jubilee Trader lasts 24 hours. There are nine possible traders:
Trader from Neverwinter Wood produces Dark Gifts
Trader from Hluthvar produces Treasures of Tyranny
Trader from Turmish produces Gold
Trader from Neverwinter produces Influence
Trader from Chult produces Gems
Trader from Cormyr produces Surplus Equipment
Trader from Caer Konig produces Frozen Treasures
Trader from Sharandar produces Fey Trinkets
Trader from Tethyr produces Astral Diamond Chests
Boons
Stronghold Boons are separated into 4 categories: Offense, Defense, Utility, and PvP, and you may only have one boon from each category active a time.
To be able to activate Stronghold boons, Boon Structures must be built. Higher ranks of the corresponding structures give larger benefits from the boons. Any member of the Stronghold's guild may activate any boon that has been unlocked.
Offense Boons
Power Bonus Barracks, Rank 3 Increases Power by 1000/2000/3000/4000/5000/6000/7000/8000. Lessened effects at levels less than 70.
Group Stat Bonus Explorer's Guild, Rank 5 For every player in your group that has this buff it will increase a stat by 400/800/1200/1600/2000/2400. 1 - Deflect, 2 - Recovery, 3 - Critical Strike, 4 - Armor Penetration, 5 - Power.
Critical Severity Bonus Mercenary Outpost, Rank 5 Increases Critical Severity by 2.5%/5%/7.5%/10%/12.5%/15%.
Enhance Overload: Companion Ward and Slayer Mercenary Outpost, Rank 1 Increases the damage bonus of a Companion
Slayer Enchantment, and damage reduction bonus of a Companion Ward Enchantment by 2%/4%/6%/8%/10%/12%/14%/16%/18%/20%.
Armor Penetration Bonus Stable, Rank 3 Increases Armor Penetration by 1000/2000/3000/4000/5000/6000/7000/8000. Lessened effects at levels less than 70.
Enhance Overload: Slayer Training Yard, Rank 1 Increases the damage bonus of a PvE Slayer Enchantment by 2%/4%/6%/8%/10%/12%/14%/16%/18%/20%.
Enhance Overload: Ward Wizard's Workshop, Rank 5 Increases the damage reduction bonus of a PvE Ward Enchantment by 2%/4%/6%/8%/10%/12%.
Group Stat Bonus Explorer's Guild, Rank 5 For every player in your group that has this buff it will increase a stat by 400/800/1200/1600/2000/2400. 1 - Deflect, 2 - Recovery, 3 - Critical Strike, 4 - Armor Penetration, 5 - Power.
Critical Severity Bonus Mercenary Outpost, Rank 5 Increases Critical Severity by 2.5%/5%/7.5%/10%/12.5%/15%.
Enhance Overload: Companion Ward and Slayer Mercenary Outpost, Rank 1 Increases the damage bonus of a Companion
Slayer Enchantment, and damage reduction bonus of a Companion Ward Enchantment by 2%/4%/6%/8%/10%/12%/14%/16%/18%/20%.
Armor Penetration Bonus Stable, Rank 3 Increases Armor Penetration by 1000/2000/3000/4000/5000/6000/7000/8000. Lessened effects at levels less than 70.
Enhance Overload: Slayer Training Yard, Rank 1 Increases the damage bonus of a PvE Slayer Enchantment by 2%/4%/6%/8%/10%/12%/14%/16%/18%/20%.
Enhance Overload: Ward Wizard's Workshop, Rank 5 Increases the damage reduction bonus of a PvE Ward Enchantment by 2%/4%/6%/8%/10%/12%.
Defense Boons
Incoming Healing Bonus Barracks, Rank 5 Increases Incoming Healing by 5%/7%/9%/11%/13%/15%.
Control Resist Bonus Explorer's Guild, Rank 3 Increases Control Resist by 2%/4%/6%/8%/10%/12%/14%/16%.
Critical Hit Resistance Bonus Mercenary Outpost, Rank 3 Increases damage resistance to Critical Hits by 2%/4%/6%/8%/10%/12%/14%/16%.
Defense Bonus Stable, Rank 1 Increases Defense by 800/1600/2400/3200/4000/4800/5600/6400/7200/8000. Lessened effects at levels less than 70.
Lifesteal Bonus Temple, Rank 1 Increases Lifesteal by 800/1600/2400/3200/4000/4800/5600/6400/7200/8000. Lessened effects at levels less than 70.
AoE Resistance Bonus Training Yard, Rank 5 Increases damage resistance from Area of Effect attacks by 2.5%/5%/7.5%/10%/12.5%/15%.
Hit Points Bonus Wizard's Workshop, Rank 1 Increases Hit Points by 3,200/6,400/9,600/12,800/16,000/19,200/22,400/25,600/28,800/32,000. Lessened effects at levels less than 70.
Control Resist Bonus Explorer's Guild, Rank 3 Increases Control Resist by 2%/4%/6%/8%/10%/12%/14%/16%.
Critical Hit Resistance Bonus Mercenary Outpost, Rank 3 Increases damage resistance to Critical Hits by 2%/4%/6%/8%/10%/12%/14%/16%.
Defense Bonus Stable, Rank 1 Increases Defense by 800/1600/2400/3200/4000/4800/5600/6400/7200/8000. Lessened effects at levels less than 70.
Lifesteal Bonus Temple, Rank 1 Increases Lifesteal by 800/1600/2400/3200/4000/4800/5600/6400/7200/8000. Lessened effects at levels less than 70.
AoE Resistance Bonus Training Yard, Rank 5 Increases damage resistance from Area of Effect attacks by 2.5%/5%/7.5%/10%/12.5%/15%.
Hit Points Bonus Wizard's Workshop, Rank 1 Increases Hit Points by 3,200/6,400/9,600/12,800/16,000/19,200/22,400/25,600/28,800/32,000. Lessened effects at levels less than 70.
Utility Boons
Experience Points Bonus Barracks, Rank 1 Rewards 3%/6%/9%/12%/15%/18%/21%/24%/27%/30% bonus XP.
Treasure Hunter Explorer's Guild, Rank 1 Rewards 3%/6%/9%/12%/15%/18%/21%/24%/27%/30% bonus Gold. Rank 6 and up: Doubles the amount of resources earned from explorer's charts.
Mount Speed Bonus Stable, Rank 5 Increases Mount Speed by 3%/7%/10%/14%/17%/20%.
Group Heal Potion Bonus Temple, Rank 5 Causes healing potions to heal your group members at 25%/35%/45%/55%/65%/75% effectiveness.
Revive Sickness Temple, Rank 3 The time Revive Sickness lasts is reduced to 4:30/4:00/3:30/3:00/2:30/2:00/1:30/1:00
Glory Bonus Training Yard, Rank 3 Rewards 9%/12%/15%/18%/21%/24%/27%/30% bonus Glory.
Healing Potion Bonus Wizard's Workshop, Rank 3 Increases healing from Healing Potions by 6%/12%/18%/24%/30%/36%/42%/48%.
Treasure Hunter Explorer's Guild, Rank 1 Rewards 3%/6%/9%/12%/15%/18%/21%/24%/27%/30% bonus Gold. Rank 6 and up: Doubles the amount of resources earned from explorer's charts.
Mount Speed Bonus Stable, Rank 5 Increases Mount Speed by 3%/7%/10%/14%/17%/20%.
Group Heal Potion Bonus Temple, Rank 5 Causes healing potions to heal your group members at 25%/35%/45%/55%/65%/75% effectiveness.
Revive Sickness Temple, Rank 3 The time Revive Sickness lasts is reduced to 4:30/4:00/3:30/3:00/2:30/2:00/1:30/1:00
Glory Bonus Training Yard, Rank 3 Rewards 9%/12%/15%/18%/21%/24%/27%/30% bonus Glory.
Healing Potion Bonus Wizard's Workshop, Rank 3 Increases healing from Healing Potions by 6%/12%/18%/24%/30%/36%/42%/48%.
PvP Boons
Enhance Overload: PvP Ward Siege Smithy, Rank 5 Increases the damage reduction bonus of a PvP Ward Enchantment by 2%/4%/6%/8%/10%/12%.
Enhance Overload: Stamina Drain Ward Siege Smithy, Rank 3 Decreases the Stamina drained by any Mark of Stamina Drain by 5%/10%/15%/20%/25%/30%/35%/40% of your maximum Stamina.
Enhance Overload: Stamina Drain Siege Workshop, Rank 5 Increases Stamina drained by any Mark of Stamina Drain by 5%/10%/15%/20%/25%/30% of the target's maximum Stamina.
Enhance Overload: Slayer Siege Workshop, Rank 3 Increases the damage bonus of a PvP Slayer Enchantment by 2%/4%/6%/8%/10%/12%/14%/16%.
Enhance Overload: Stamina Drain Ward Siege Smithy, Rank 3 Decreases the Stamina drained by any Mark of Stamina Drain by 5%/10%/15%/20%/25%/30%/35%/40% of your maximum Stamina.
Enhance Overload: Stamina Drain Siege Workshop, Rank 5 Increases Stamina drained by any Mark of Stamina Drain by 5%/10%/15%/20%/25%/30% of the target's maximum Stamina.
Enhance Overload: Slayer Siege Workshop, Rank 3 Increases the damage bonus of a PvP Slayer Enchantment by 2%/4%/6%/8%/10%/12%/14%/16%.
Quests
Non-Repeatable Quests
Introductory Quests
4 - 70 The Stronghold The Messenger
4 - 70 Meet the Team The Steward
20 - 70 The Stronghold Routine The Steward
20 - 70 For Love of the Stronghold The Steward
4 - 70 Meet the Team The Steward
20 - 70 The Stronghold Routine The Steward
20 - 70 For Love of the Stronghold The Steward
Storyline Quests
As the Guild Hall's rank increases more storyline quests become available. All storyline quests are level 70.
Travel with Care The Ranger 1
My Fae Lady Master of Coin 3
What Lurks in the Corners The Cleric 5
Welcome to Homestead The Steward 7
A New Sheriff The Ranger 9
A Steward and His Mimic The Steward 11
Luskan's History The Cleric 13
The Great Detective The Detective 15
Armed and Ready The Steward 17
A Mother's Obsession, A Father's Love The Steward 19
My Fae Lady Master of Coin 3
What Lurks in the Corners The Cleric 5
Welcome to Homestead The Steward 7
A New Sheriff The Ranger 9
A Steward and His Mimic The Steward 11
Luskan's History The Cleric 13
The Great Detective The Detective 15
Armed and Ready The Steward 17
A Mother's Obsession, A Father's Love The Steward 19