Stronghold

=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 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.
 * 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.

(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 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 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. The Mysterious Merchant lasts 1 week.

Gemcutter A Gemcutter is a Production Structure that generates 144 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.

Storyline Quests
As the Guild Hall's rank increases more storyline quests become available. All storyline quests are level 70.

Masterwork Profession Quests
All Masterwork Profession quests are level 70 and require a Guild Hall of Rank 10 or higher

Stronghold Team Quests
Master of Coin, The Builder, and The Cleric offer 1 or 2 daily quests each day on a rotating basis. The Ranger offers a daily quest (Defending the Stronghold), and an hourly quest (Stronghold: Keeping the Peace). These quests reward various Shard of Power for donating to the Coffer.

Boon Structure Daily Quests
Each Boon Structure has an NPC that gives a level 70 daily quest that rewards Influence. The quest given depends on the rank of the Boon Structure, with higher ranks giving a higher tier quest worth more Influence.

NPCs

 * Jundus
 * Master of Coin
 * The Artisan
 * The Builder
 * The Cleric
 * The Decorator
 * The Detective
 * The Mimic
 * The Ranger
 * The Sheriff
 * The Steward
 * The Travelling Merchant
 * Travelling Wizard

Points of interest

 * Abandoned Homestead
 * Ancient's Lake
 * Devil's Hideaway
 * Dragon Hills
 * Fae Canopy
 * Grim Forest
 * Maiden's Lane
 * Misty Hills
 * The Millabout
 * Whimpering Canyon

Heroic Encounters
Completing Heroic Encounters in the Stronghold rewards to donate to the Coffer. Major and Epic encounters can also reward Resonance Stones, or equipment (including Companion only equipment). The first encounter completed each day gives 150 Influence, the second gives 120, third gives 75, fourth gives 35, and fifth gives 20. The first Epic encounter completed each day rewards 10.

Enemies
At Guild Hall rank 1 the primary enemy in the Stronghold consists of Orcs of the Many-Arrows tribe. Upon upgrading the Guild Hall to rank 5 the Orcs are replaced by Foreign Mercenaries, at Guild Hall rank 9 the enemies are Barbarians of the Uthgardt Tribe, at Rank 13 the enemies are the Undead Horde, and Thayans at Rank 17. At any Guild Hall rank there are Beasts in Maiden's Lane and Ancient Lake, Devils in Devil's Hideaway, Drakes in Drake Hills, and Spiders in Fae Canopy and Misty Hills.

Beasts:
 * Axe Beak
 * Dire Bear
 * Dire Wolf
 * Owlbear

Devils:
 * Imp
 * Erinyes
 * Legion Devil

Drakes:
 * Ambush Drake
 * Guard Drake
 * Hunting Drake
 * Rage Drake

Spiders:
 * Blade Spider
 * Bristle Spider
 * Deathjump Spider
 * Spiderling
 * Spitting Spider

Many-Arrows Orcs:
 * Battletested Orc
 * Eye of Gruumsh
 * Hill Giant
 * Goblin Sharpshooter
 * Ogrillon Sentry
 * Orc Shaman
 * Orog Cleaver
 * Ogre

Foreign Mercenaries:
 * Deathpledged
 * Fang of Yeenoghu
 * Huntsman
 * Iron Golem
 * Mercenary Archer
 * Seasoned Officer
 * Sorceress
 * Strider Rider

Uthgardt Tribe Barbarians:
 * Barbarian Lord
 * Berserker
 * Fighter
 * Huntsman
 * Raider
 * Shadow Wolf
 * Shaman
 * Stormcaller

Undead Horde:
 * Battle Wight Commander
 * Bone Golem
 * Deathlock Wight
 * Gravehound
 * Skeletal Giant
 * Soldier
 * Zombie Archer

Thayans:
 * Acolyte
 * Controlled Blue Slaad
 * Controlled Death Slaad
 * Controlled Red Slaad
 * Dread Protector
 * Iron Golem
 * Knight
 * Red Wizard
 * Servitor
 * Shocktroop Devil