Guild Base System
YGGDRASIL guild bases continuously drain gold; castle-class bases and above auto-spawn POP monsters and let guilds create NPCs; the "Ariadne" check system forbids sealing off entrances, and the guild collapses if its guild weapon is destroyed.
- Bases consume gold continuously by size and facilities, including trap activation and mercenary monster costs; a fierce assault by a hostile guild can bankrupt one; there is a daily free repair allowance, with repairs cheap on Nazarick's upper floors and expensive on the 9th
- Perks of castle-class bases and above: auto-spawning POP monsters of level 30 or below (undead have zero upkeep, larger creatures cost more); NPCs can be freely designed within the "NPC creation levels", and fallen NPCs can be revived without penalty for a corresponding fee
- NPC creation levels: 700 for the weakest castle class (500 in the Web novel), while the hardest 3,000-level bases number nine, one in each world; they can be increased with cash items, World Items, or the guild master taking a special class
- The "Ariadne" system: the entrance must connect continuously to the heart, with walking distance and number of doors checked; uploading in violation causes guild assets to drain rapidly (Vol. 7)
- Guild weapon: one per guild, able to carry enormous data; if destroyed the guild collapses and its members bear a "Loser's Brand" over their heads forever; some classes can only be taken by those bearing the brand or who have destroyed a guild weapon
- Placing the "Cauldron of the Dagda" allows deploying monsters beyond the self-sufficiency limit (Web novel); city-type bases collect taxes and are easier to maintain
Notes
Author's Twitter: capturing someone else's base does not change ownership of the items inside, and the NPCs remain hostile to the conqueror.
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