Guild Airship

From DDO Compendium
Overview

A Guild Airship is a private area in which members of a specific guild have access to amenities and quick travel. There are points across the system in which you can access a guild airship.

Airships are an optional part of a guild, and must be purchased. You can travel to the Airship Showroom, next to the Auctioneer in The Harbor. There are several models available with different room and prices. See information about each model with the links on the right.

Embarking and disembarking

In public areas, there is an tower that may be used to board Guild Airships. These towers are denoted on the map with a green anchor. They also serve as the disembarkation point when leaving the Airship. You can talk to the captain on the Airship to disembark to several locations.

One of the more interesting ways of leaving the airship is to jump off the side. You will fall for quite awhile, and then be randomly teleported somewhere in Stormreach. If you do not have falling protection, you will be injured from the fall.

Airship Towers are located in:


There are also several portals that will allow you teleport to the airship, but are not the towers:


Only members of the guild has access to the Airship, either for themselves, or for someone who is not a member of the Guild, but is in a party with them.

To give someone else access, until they disembark or log out, they need to first be in a party with the guild member. Once that happens, they can stand next to a one of the above Embark locations, and the Guild member can right-click on their name in the party, and send them a invite to the Airship.

Amenities

Amenities provide various buffs to guild members before questing. They are typed as Guild bonus so they stack with the more common Enhancement bonuses. There are also amenities that have conveniences, such as mail, banks, vendors, and crafting devices.

Amenities occupy either Hold rooms or State rooms. Hold Rooms hold smaller amenities while State Rooms hold bigger amenities. The State Room amenities are sometimes a consolidation of multiple Hold Rooms.

Amenities are purchased or retrieved as a random drop in the form of deeds. You can place a deed on an appropriate Hookpoint.

To receive the benefit of an amenity, either:

  • Use the "Get Buffs" object within the specific amenity
  • Use the Amenity Bar, located on the top deck of the ship
    • This will give you all the buffs from all the amenities currently active on the ship

The table below has the basic information about each amenity available. Several ammenities give you a higher value, the higher level your character is. For example, when the table shows +[5/10/15], that indicates that you will get:

  • +5 when the character is level 1-10
  • +10 when the character is level 11-20
  • +15 when the character is level 21-30


You can click on the name of the amenity to get more detailed information

Amenity Description TypeGuild LevelCost
Sign of the Silver Flame I +[5/10/15] Guild Bonus to Fire Resistance
+[5/10/15] Guild Bonus to Fire and Light Spell Power
Hold Room10
50,000 Platinum
Shrine to the Devourer I +[5/10/15] Guild Bonus to Acid and Cold Resistance
+[5/10/15] Guild Bonus to Acid and Cold Spell Power
Hold Room10
50,000 Platinum
Stormreaver Memorial I +[5/10/15] Guild Bonus to Sonic and Electric Resistance
+[5/10/15] Guild Bonus to Sonic and Electric Spell Power
Hold Room10
50,000 Platinum
Shrine of Experience I +1% Guild Bonus to ExperienceHold Room10
95x Astral Shards
95
The Orien Express Auctioneer
Banker
Orien Mailbox
Hold Room10
60x Astral Shards
60
Three Finger Thad's General Vendor
Armor Pawn Broker
Weapons Pawn Broker
Clothing Pawn Broker
Hold Room10
50,000 Platinum
Farshifter's Chambers Stormreach Teleporter
Extra locations when talking to the captain
Hold Room11
90x Astral Shards
90
Chronoscope +[1/2/3] Guild Bonus to Reflex Saves
+40% Enhancement bonus to movement speed while in public areas. (Same as Phiarlan's Pendant of Time)
Hold Room12
60,000 Platinum
Sellswords' Tavern Barkeep
+[5/10/15] Guild Bonus to all Hirelings abilities
Hireling Vendors
Hold Room13
150x Astral Shards
150
Bath House +20% Healing Amplification
+[5/10/15] Unconsciousness Range
-10% Damage while Helpless
State Room14
70,000 Platinum
Floating Rock Garden +2 Strength
+2 Wisdom
Hold Room15
75,000 Platinum
Paradoxical Puzzle Box +2 Dexterity
+2 Intelligence
Hold Room16
80,000 Platinum
Old Sully's Grog Cellar +2 Charisma
+2 Constitution
Hold Room17
85,000 Platinum
Throne Room +[1/2/3] to Bluff, Diplomacy, Haggle, Intimidate and ListenHold Room18
180x Astral Shards
180
Guild Storage I 4 Storage Chests - 20 slots each
2 for any Guild Member, 2 for Guild Officers only
Hold Room19
150x Astral Shards
150
Shrine of Experience II Upgrade: Shrine of Experience I
+2% Guild Bonus to Experience
Hold Room20
195x Astral Shards
195
Tactical Training Room +[2/4/6] Damage on Critical Hits
+1 Bonus to the DC of Trip, Sunder and Slicing Blow
+2 to Hit with physical attacks
Hold Room21
105,000 Platinum
Danger Room +[1/2/3] to Disable Device, Hide, Open Lock, Search and SpotHold Room22
180x Astral Shards
180
Forbidden Library +[1/2/3] to Concentration, Heal, Repair, Spellcraft and Use Magic DeviceHold Room23
195x Astral Shards
195
Archery Range +2% Guild bonus to Doubleshot
Deneith Ammunition Vendor
Hold Room24
120,000 Platinum
Armory +[2/4/6] Guild bonus to Armor Class
+[5/10/15]% Fortification
Repair Vendor
Hold Room25
125,000 Platinum
Otto's Irresistible Dancehall +[1/2/3] to Balance, Jump, Move Silently, Perform, Swim and TumbleHold Room26
180x Astral Shards
180
Crusader's Chapel +[5/10/15] Guild bonus to Positive and Negative Spell Power
Divine Reagent Vendor
Hold Room27
135,000 Platinum
Arcane Sanctum +1 Guild bonus to Saves vs. Enchantments
+25 Guild bonus to Maximum Spell Points
+1 Spell Penetration
Arcane Reagent Vendor
Hold Room28
140,000 Platinum
Trapsmith's Workshop +5% Fortification Bypass
Trapsmith Vendor
Hold Room29
145,000 Platinum
Shrine of Experience III Upgrade: Shrine of Experience II
+3% Guild Bonus to Experience
Hold Room30
325x Astral Shards
325
Wild Grove +2 Uses of Wild Empathy
+[1/2/3] to all ability scores for summoned and charmed creatures.
Hold Room31
155,000 Platinum
Grandmaster's Dojo +2 Will Save
+1 DC to Stun, Sap, and Hamstring
Hold Room32
160,000 Platinum
Proving Ground Has all the same bonuses as the Tactical Training Room, Archery Range, Armory, and Grandmaster's Dojo
+[2/4/6] Damage on Critical Hits
+1 Bonus to the DC of Trip, Sunder and Slicing Blow
+2 to Hit with physical attacks
+2% Guild bonus to Doubleshot
Deneith Ammunition Vendor
+[2/4/6] Guild bonus to Armor Class
+[5/10/15]% Fortification
Repair Vendor
+2 Will Save
+1 DC to Stun, Sap, and Hamstring
State Room34
170,000 Platinum
Collegium of the Twelve Has all the same bonuses as Crusader's Chapel, Arcane Sanctum, Trapsmith's Workshop, and Wild Grove
+[5/10/15] Guild bonus to Positive and Negative Spell Power
Divine Reagent Vendor
+1 Guild bonus to Saves vs. Enchantments
+25 Guild bonus to Maximum Spell Points
+1 Spell Penetration
Arcane Reagent Vendor
+5% Fortification Bypass
Trapsmith Vendor
+2 Uses of Wild Empathy
+[1/2/3] to all ability scores for summoned and charmed creatures.
State Room35
175,000 Platinum
Bash the Breakables Cargo Bay +1 Guild bonus to the level of your treasure from chestsHold Room36
180,000 Platinum
Black Abbot's Shadow +1 use per rest of Turn Undead, Lay On Hands, and Smite Evil
Against Evil Creatures: +4 Deflection bonus, +1 Enhancement bonus to Saving Throws
Hold Room33
165,000 Platinum
Banquet Hall Spirit Binder
Heal and regain Spell Points over time
Lasts 1 Minute 30 Seconds
Hold Room37
75x Astral Shards
75
Concert Hall +1 Guild bonus to save vs. Enchantments
+1 Extra Bard Song per day
+1 Extra Action Boost per day
Hold Room38
190,000 Platinum
Archwizard +1 Guild bonus to Difficulty Checks of your spellsHold Room39
195,000 Platinum
Green Steel Crafting Hall Heroic Green Steel Crafting Devices:
Altar of Fecundity
Altar of Invasion
Altar of Subjugation
Altar of Devastation
State Room40
200,000 Platinum
Shrine of Experience IV Upgrade: Shrine of Experience III
+4% Guild Bonus to Experience
Hold Room40
400x Astral Shards
400
Cannith Crafting Hall Cannith Crafting Devices:
Item Deconstructor
Crafting Device - Bound Shards
Crafting Device - Unbound Shards
Crafting Device - Bound Items
Crafting Device - Unbound Items
Crafting Vendor
State Room41
125x Astral Shards
125
Game Hunter +[1/2/3] Fortitude Saves
+5% Damage to the Helpless
Hold Room42
210,000 Platinum
Fencing Master +2% Guild bonus to Maximum Dodge
+2 Guild bonus to Maximum dexterity bonus to armor.
Hold Room43
215,000 Platinum
Ninja Assassin +0.25[W] Weapon Damage
+6 to Hit when Flanking
Hold Room44
220,000 Platinum
Hag Apothecary +20 Maximum Hit Points
+1 Fortitude Saves vs. Poison
+1 Fortitude Saves vs. Disease
Hold Room45
225,000 Platinum
Guild Storage II Upgrade: Guild Storage I
Each of the 4 chests now holds 40 items each
Hold Room50
125x Astral Shards
125
Grand Reliquary I Has all the same bonuses as Sign of the Silver Flame I, Shrine to the Devourer I and Stormreaver Memorial I
+[5/10/15] Guild Bonus to Fire Resistance
+[5/10/15] Guild Bonus to Fire and Light Spell Power
+[5/10/15] Guild Bonus to Acid and Cold Resistance
+[5/10/15] Guild Bonus to Acid and Cold Spell Power
+[5/10/15] Guild Bonus to Sonic and Electric Resistance
+[5/10/15] Guild Bonus to Sonic and Electric Spell Power
State Room55
180x Astral Shards
180
Shrine of Experience V Upgrade: Shrine of Experience IV
+5% Guild Bonus to Experience
Hold Room60
495x Astral Shards
495
Sign of the Silver Flame II Upgrade: Sign of the Silver Flame I
+[5/10/15] Guild Bonus to Fire Resistance
+[5/10/15] Guild Bonus to Fire and Light Spell Power
+5% Guild bonus to Fire Absorption
Hold Room65
325,000 Platinum
Shrine to the Devourer II Upgrade:Shrine to the Devourer I
+[5/10/15] Guild Bonus to Acid and Cold Resistance
+[5/10/15] Guild Bonus to Acid and Cold Spell Power
+5% Guild bonus to Acid and Cold Absorption
Hold Room70
350,000 Platinum
Guild Storage III Upgrade: Guild Storage II
Each of the 4 chests now holds 60 items each
Hold Room75
95x Astral Shards
95
Stormreaver Memorial II Upgrade: Stormreaver Memorial I
+[5/10/15] Guild Bonus to Sonic and Electric Resistance
+[5/10/15] Guild Bonus to Sonic and Electric Spell Power
+5% Guild bonus to Sonic and Electric Absorption
Hold Room80
400,000 Platinum
Grand Reliquary II Upgrade: Grand Reliquary I
Has all the same bonuses as Sign of the Silver Flame II, Shrine to the Devourer II and Stormreaver Memorial II
+[5/10/15] Guild Bonus to Fire Resistance
+5% Guild bonus to Fire Absorption
+[5/10/15] Guild Bonus to Fire and Light Spell Power
+[5/10/15] Guild Bonus to Acid and Cold Resistance
+[5/10/15] Guild Bonus to Acid and Cold Spell Power
+5% Guild bonus to Acid and Cold Absorption
+[5/10/15] Guild Bonus to Sonic and Electric Resistance
+[5/10/15] Guild Bonus to Sonic and Electric Spell Power
+5% Guild bonus to Sonic and Electric Absorption
State Room85
275x Astral Shards
275
Sign of the Silver Flame III Upgrade: Sign of the Silver Flame II
+[5/10/15] Guild Bonus to Fire Resistance
+[5/10/15] Guild Bonus to Fire and Light Spell Power
+10% Guild bonus to Fire Absorption
Hold Room90
450,000 Platinum
Shrine to the Devourer III Upgrade:Shrine to the Devourer II
+[5/10/15] Guild Bonus to Acid and Cold Resistance
+[5/10/15] Guild Bonus to Acid and Cold Spell Power
+10% Guild bonus to Acid and Cold Absorption
Hold Room95
475,000 Platinum
Guild Storage IV Upgrade: Guild Storage III
Each of the 4 chests now holds 80 items each
Hold Room100
55x Astral Shards
55
Stormreaver Memorial III Upgrade: Stormreaver Memorial II
+[5/10/15] Guild Bonus to Sonic and Electric Resistance
+[5/10/15] Guild Bonus to Sonic and Electric Spell Power
+10% Guild bonus to Sonic and Electric Absorption
Hold Room110
550,000 Platinum
Grand Reliquary III Upgrade: Grand Reliquary II
Has all the same bonuses as Sign of the Silver Flame III, Shrine to the Devourer III and Stormreaver Memorial III
+[5/10/15] Guild Bonus to Fire Resistance
+10% Guild bonus to Fire Absorption
+[5/10/15] Guild Bonus to Fire and Light Spell Power
+[5/10/15] Guild Bonus to Acid and Cold Resistance
+[5/10/15] Guild Bonus to Acid and Cold Spell Power
+10% Guild bonus to Acid and Cold Absorption
+[5/10/15] Guild Bonus to Sonic and Electric Resistance
+[5/10/15] Guild Bonus to Sonic and Electric Spell Power
+10% Guild bonus to Sonic and Electric Absorption
State Room120
325x Astral Shards
325
Guild Storage V Upgrade: Guild Storage IV
Each of the 4 chests now holds 100 items each
Hold Room125
15x Astral Shards
15
Sign of the Silver Flame IV Upgrade: Sign of the Silver Flame III
+[5/10/15] Guild Bonus to Fire Resistance
+[5/10/15] Guild Bonus to Fire and Light Spell Power
+15% Guild bonus to Fire Absorption
Hold Room125
325,000 Platinum
Shrine to the Devourer IV Upgrade:Shrine to the Devourer III
+[5/10/15] Guild Bonus to Acid and Cold Resistance
+[5/10/15] Guild Bonus to Acid and Cold Spell Power
+15% Guild bonus to Acid and Cold Absorption
Hold Room130
650,000 Platinum
Stormreaver Memorial IV Upgrade: Stormreaver Memorial III
+[5/10/15] Guild Bonus to Sonic and Electric Resistance
+[5/10/15] Guild Bonus to Sonic and Electric Spell Power
+15% Guild bonus to Sonic and Electric Absorption
Hold Room140
700,000 Platinum
Grand Reliquary IV Upgrade: Grand Reliquary III
Has all the same bonuses as Sign of the Silver Flame IV, Shrine to the Devourer IV and Stormreaver Memorial IV
+[5/10/15] Guild Bonus to Fire Resistance
+15% Guild bonus to Fire Absorption
+[5/10/15] Guild Bonus to Fire and Light Spell Power
+[5/10/15] Guild Bonus to Acid and Cold Resistance
+[5/10/15] Guild Bonus to Acid and Cold Spell Power
+15% Guild bonus to Acid and Cold Absorption
+[5/10/15] Guild Bonus to Sonic and Electric Resistance
+[5/10/15] Guild Bonus to Sonic and Electric Spell Power
+15% Guild bonus to Sonic and Electric Absorption
State Room150
395x Astral Shards
395