Guild Base

Guild Base is some sort of privilege bestowed upon a guild once they defeated a dungeon which has the potential of becoming their territory.

Overview
Some dungeons are usually served as a potential territory of being the home base for guilds through conquering one. In other words, dungeons could be used as guild base and some have various amount of levels embedded into it.

Meanwhile, the guild in particular would also be allow to take command over the NPC customization. However, like funds, not only does the diligence of the guild needs to be accounted for, but also the quality of the dungeon base.

Furthermore, guilds could only own one dungeon at a time and no more than that alone. If they wanted to claim another dungeon, they would first need to relinquish their claim on their present one. Additionally, discovering a dungeon could affect the world ranking of a guild.

Funding
If a guild base’s innate income was not sufficient to cover maintenance costs of the dungeon, the guild members would have to earn that money themselves. In addition to NPCs, trap activation and the like were expensive as well. Being attacked by an enemy guild could incur incalculable expenses for the defenders, and might even force them into bankruptcy.

NPC Data Storage
The collective maximum level for all Custom NPCs combined is the NPC Data Storage. Higher-risk dungeons gave higher levels if conquered. This maximum can be increased by upgrading to an higher-ranked dungeon, using cash, etc. In YGGDRASIL, there were only nine dungeons in the game which offered more than 3000 levels of NPC Data Storage. A city-based dungeon as the lowest-ranked guild headquarter provides only 700 level to be shared between Custom NPCs. However, it could be funded through tax collecting.

List of Guild Bases

 * Great Tomb of Nazarick

Trivia

 * If a guild conquered a dungeon during their first try, it is possible for additional levels to be added as bonus to its original amount.
 * Guild Bases are usually the prime target for invasion by players of opposing guilds and the cause for a Guild War to happen.
 * In YGGDRASIL, NPCs made to protect a guild base could not leave it under any circumstances. However, it would seem this ironclad restriction had been overturned once a dungeon such as the Great Tomb of Nazarick is transfer to the New World.
 * Ainz stated that setting up a base in a city would make some of the areas hard to defend against.