Room (Guild Hall)

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Install a Room

A Room is an area that can be installed in a Guild Hall.

Some rooms require Wing Expansions - once the required wing(s) are installed, a room is "unlocked" and can be installed anywhere there is an Empty Room available.

List of Rooms

Empty Rooms

Wing Expansions add Empty Rooms (2 or 3, depending on what type of wing is installed). There are a few modifications available.

Note: mouseover icons for the room's official description, just like in-game. This works for the image too.

Click an image to see a larger version of that image with more visible details.

Name Requirements Installation Cost Visual
An empty Guild Hall room with standard flooring and plenty of space for furniture!
Empty Room


Either 1F Wing 0 Crowns
An empty Guild Hall room with standard flooring and plenty of space for furniture!
An empty Guild Hall room with a checkerboard pattern on the floor.
Empty Checkerboard Room


Either 1F Wing 14,500 Crowns
An empty Guild Hall room with a checkerboard pattern on the floor.
An empty Guild Hall room with industrial flooring and plenty of space for furniture!
Empty Industrial Room


Either 1F Wing 14,500 Crowns
An empty Guild Hall room with industrial flooring and plenty of space for furniture!
An empty Guild Hall room with mixed flooring and plenty of space for furniture!
Empty Patchwork Room


Either 1F Wing 14,500 Crowns
An empty Guild Hall room with mixed flooring and plenty of space for furniture!
An empty room with an 8x8 chess board in the corner and a row for spectators.
Empty Chess Room


Either 1F Wing 14,500 Crowns


Featured Rooms


These rooms come with special features such as interactive menus and/or their own decorations, which cannot be moved.

They still have some space for Furniture.

Note: mouseover icons for the room's official description, just like in-game. This works for the image too.

Click an image to see a larger version of that image with more visible details.

Name Requirements Installation Cost Visual
A utilitarian room equipped with two Alchemy Machines and a General Goods Merchant.
Alchemy Room


Main article: Alchemy Room
Either 1F Wing 42,500 Crowns
A utilitarian room equipped with two Alchemy Machines and a General Goods Merchant.
A businesslike room providing access to Haven Auction House.
Auction Room


Main article: Auction Room
Either 2F Wing 98,000 Crowns
A businesslike room providing access to Haven Auction House.
A trendy room where Bechamel can add or remove Accessories from your favorite equipment.
Bechamel's Makeover Studio


Main article: Bechamel's Makeover Studio
Either 3F Wing 325,000 Crowns
A trendy room where Bechamel can add or remove Accessories from your favorite equipment.
A lively room featuring a Coliseum ticket booth, a Coliseum Rewards Supervisor, and a Krogmo Alchemy Machine.
Coliseum Room


Main article: Coliseum Room
Either 3F Wing 295,000 Crowns
A lively room featuring a Coliseum ticket booth, a Coliseum Rewards Supervisor, and a Krogmo Alchemy Machine.
A monster hunting lodge curated by the great hunter, Armero. Contains a guild alchemy machine containing monster trophy recipes. Guild alchemy machines use resources from the Guild Treasury and deposit results into the Guild Treasury.
Hunter's Lodge


Main article: Hunter's Lodge
Both 3F Wings 475,000 Crowns
A monster hunting lodge curated by the great hunter, Armero. Contains a guild alchemy machine containing monster trophy recipes. Guild alchemy machines use resources from the Guild Treasury and deposit results into the Guild Treasury.
A busy room where Punch and Vise can be called upon to unbind and rework your equipment.
Punch & Vise's Workshop


Main article: Punch & Vise's Workshop
Either 4F Wing 725,000 Crowns
A busy room where Punch and Vise can be called upon to unbind and rework your equipment.
A simple room providing access to a private guild training hall, perfect for learning new skills or keeping old ones current.
Private Training Hall


Main article: Private Training Hall
Either 4F Wing 980,000 Crowns
A simple room providing access to a private guild training hall, perfect for learning new skills or keeping old ones current.
A peaceful garden home to a number of Snipes. Perfect for both relaxing and spinning wildly in place.
Tranquil Snipe Garden


Main article: Tranquil Snipe Garden
Either 5F Wing 1,500,000 Crowns
A peaceful garden home to a number of Snipes. Perfect for both relaxing and spinning wildly in place.

Doors

Install a Door

Doors were introduced with release 2012-12-12.

Doors restrict access to guild members of specific guild ranks (not to be confused with Player Rank), limiting access to the area for the rank it is named after and up.

Doors can be installed via the Room Console.

Like rooms, they must be re-installed and paid for in full (again) if they are removed but desired elsewhere (or desired in the same place later).

Tip: block the small joining hallway with furniture to avoid installing two doors, if cheap restriction is desired. Tip: block the small joining hallway with furniture to avoid installing two doors, if cheap restriction is desired.

Note: mouseover icons for the door's official description, just like in-game.

Name Requirements Cost Type
Removes any doors presently installed and leaves the room open for anyone to enter.
Open Doorway
Either 1F Wing 0 Crowns Door - Room
Installs a force barrier at the entrance of the room that can only be passed by guild members of Member rank and up.
Member Door
Either 1F Wing 50,000 Crowns Door - Room
Installs a force barrier at the entrance of the room that can only be passed by guild members of Veteran rank and up.
Veteran Door
Either 1F Wing 50,000 Crowns Door - Room
Installs a force barrier at the entrance of the room that can only be passed by guild members of Officer rank and up.
Officer Door
Either 1F Wing 50,000 Crowns Door - Room
Installs a force barrier at the entrance of the room that can only be passed by guild members of Guild Master rank and up.
Guild Master Door
Either 1F Wing 50,000 Crowns Door - Room

Notes

Name a Room

Rooms do not have upkeep.

Despite being called a "War Room," the 2F Central War Room is actually an Expansion.

The Auction House is connected to the game's actual Auction House, it is not a different, or purely private, auction house. Same goes with the other featured rooms - vendors are the same as the ones encountered in Haven. They do not offer special discounts or selections. The only reason to install a featured room (other than for aesthetics) is for convenience.

Adding Rooms

To have any actual "rooms", you must first install a Wing Expansion. All wing-type expansions add Empty Rooms, ledges, and hallways that can be decorated with furnishings that have been stored in the Guild Treasury.

Specific rooms are added by modifying an existing Empty Room while in Design Mode. Access the computer-like object (similar to the one in the image to the right) that is on the left-hand side of the room's entrance - this is the "Room Console" and is much like the Command Console.

The Room Console displays the room's name when not in Design Mode, and is normally green. In Design Mode, it is blue and brings up a menu that lets you change the room's name, install a different room, or install a door.

Empty Rooms can be named - or have text added to them descriptively - to further customize your Hall. (Featured rooms like the Hunter's Lodge cannot have custom names).

To change a room to another type of room, simply install the room you desire via the Room Console. Be careful, as you might be "removing" something important:

Removing Rooms

To quickly "remove" or "blank" a room, simply install an "Empty Room" in the space. This costs 0 crowns.

When a room is installed, an installation fee is paid. Should the room be removed, uninstalled, blanked, etc. for any reason, the installation fee must be paid in full (again) to install the room again.

Icon-alert.png If a required expansion is removed, any rooms, themes, and environments, but not upgrades or furnishings, that were 'unlocked' as a result of installing the expansion are removed.

As a rule of thumb, only items that are stored in the Treasury will be kept if the Guild Hall is returned to base size.

See Also

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