Guild Airship
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.
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:
- The Harbor
- The Marketplace
- House Deneith
- House Jorasco
- House Kundarak
- House Phiarlan
- The Twelve
- Sharn - Cliffside Docks District
There are also several portals that will allow you teleport to the airship, but are not the towers:
- Eveningstar Cavern
- Barrel's Bottom
- Hall of Heroes
- Airship Beacon
- The exit portal in:
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 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
Amenity | Description | Type | Guild Level | Cost |
---|---|---|---|---|
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 Room | 10 | 50,000 |
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 Room | 10 | 50,000 |
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 Room | 10 | 50,000 |
Shrine of Experience I | +1% Guild Bonus to Experience | Hold Room | 10 | 95 |
The Orien Express | Auctioneer Banker Orien Mailbox | Hold Room | 10 | 60 |
Three Finger Thad's | General Vendor Armor Pawn Broker Weapons Pawn Broker Clothing Pawn Broker | Hold Room | 10 | 50,000 |
Farshifter's Chambers | Stormreach Teleporter Extra locations when talking to the captain | Hold Room | 11 | 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 Room | 12 | 60,000 |
Sellswords' Tavern | Barkeep +[5/10/15] Guild Bonus to all Hirelings abilities Hireling Vendors | Hold Room | 13 | 150 |
Bath House | +20% Healing Amplification +[5/10/15] Unconsciousness Range -10% Damage while Helpless | State Room | 14 | 70,000 |
Floating Rock Garden | +2 Strength +2 Wisdom | Hold Room | 15 | 75,000 |
Paradoxical Puzzle Box | +2 Dexterity +2 Intelligence | Hold Room | 16 | 80,000 |
Old Sully's Grog Cellar | +2 Charisma +2 Constitution | Hold Room | 17 | 85,000 |
Throne Room | +[1/2/3] to Bluff, Diplomacy, Haggle, Intimidate and Listen | Hold Room | 18 | 180 |
Guild Storage I | 4 Storage Chests - 20 slots each 2 for any Guild Member, 2 for Guild Officers only | Hold Room | 19 | 150 |
Shrine of Experience II | Upgrade: Shrine of Experience I +2% Guild Bonus to Experience | Hold Room | 20 | 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 Room | 21 | 105,000 |
Danger Room | +[1/2/3] to Disable Device, Hide, Open Lock, Search and Spot | Hold Room | 22 | 180 |
Forbidden Library | +[1/2/3] to Concentration, Heal, Repair, Spellcraft and Use Magic Device | Hold Room | 23 | 195 |
Archery Range | +2% Guild bonus to Doubleshot Deneith Ammunition Vendor | Hold Room | 24 | 120,000 |
Armory | +[2/4/6] Guild bonus to Armor Class +[5/10/15]% Fortification Repair Vendor | Hold Room | 25 | 125,000 |
Otto's Irresistible Dancehall | +[1/2/3] to Balance, Jump, Move Silently, Perform, Swim and Tumble | Hold Room | 26 | 180 |
Crusader's Chapel | +[5/10/15] Guild bonus to Positive and Negative Spell Power Divine Reagent Vendor | Hold Room | 27 | 135,000 |
Arcane Sanctum | +1 Guild bonus to Saves vs. Enchantments +25 Guild bonus to Maximum Spell Points +1 Spell Penetration Arcane Reagent Vendor | Hold Room | 28 | 140,000 |
Trapsmith's Workshop | +5% Fortification Bypass Trapsmith Vendor | Hold Room | 29 | 145,000 |
Shrine of Experience III | Upgrade: Shrine of Experience II +3% Guild Bonus to Experience | Hold Room | 30 | 325 |
Wild Grove | +2 Uses of Wild Empathy +[1/2/3] to all ability scores for summoned and charmed creatures. | Hold Room | 31 | 155,000 |
Grandmaster's Dojo | +2 Will Save +1 DC to Stun, Sap, and Hamstring | Hold Room | 32 | 160,000 |
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 Room | 34 | 170,000 |
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 Room | 35 | 175,000 |
Bash the Breakables Cargo Bay | +1 Guild bonus to the level of your treasure from chests | Hold Room | 36 | 180,000 |
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 Room | 33 | 165,000 |
Banquet Hall | Spirit Binder Heal and regain Spell Points over time Lasts 1 Minute 30 Seconds | Hold Room | 37 | 75 |
Concert Hall | +1 Guild bonus to save vs. Enchantments +1 Extra Bard Song per day +1 Extra Action Boost per day | Hold Room | 38 | 190,000 |
Archwizard | +1 Guild bonus to Difficulty Checks of your spells | Hold Room | 39 | 195,000 |
Green Steel Crafting Hall | Heroic Green Steel Crafting Devices: Altar of Fecundity Altar of Invasion Altar of Subjugation Altar of Devastation | State Room | 40 | 200,000 |
Shrine of Experience IV | Upgrade: Shrine of Experience III +4% Guild Bonus to Experience | Hold Room | 40 | 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 Room | 41 | 125 |
Game Hunter | +[1/2/3] Fortitude Saves +5% Damage to the Helpless | Hold Room | 42 | 210,000 |
Fencing Master | +2% Guild bonus to Maximum Dodge +2 Guild bonus to Maximum dexterity bonus to armor. | Hold Room | 43 | 215,000 |
Ninja Assassin | +0.25[W] Weapon Damage +6 to Hit when Flanking | Hold Room | 44 | 220,000 |
Hag Apothecary | +20 Maximum Hit Points +1 Fortitude Saves vs. Poison +1 Fortitude Saves vs. Disease | Hold Room | 45 | 225,000 |
Guild Storage II | Upgrade: Guild Storage I Each of the 4 chests now holds 40 items each | Hold Room | 50 | 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 Room | 55 | 180 |
Shrine of Experience V | Upgrade: Shrine of Experience IV +5% Guild Bonus to Experience | Hold Room | 60 | 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 Room | 65 | 325,000 |
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 Room | 70 | 350,000 |
Guild Storage III | Upgrade: Guild Storage II Each of the 4 chests now holds 60 items each | Hold Room | 75 | 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 Room | 80 | 400,000 |
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 Room | 85 | 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 Room | 90 | 450,000 |
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 Room | 95 | 475,000 |
Guild Storage IV | Upgrade: Guild Storage III Each of the 4 chests now holds 80 items each | Hold Room | 100 | 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 Room | 110 | 550,000 |
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 Room | 120 | 325 |
Guild Storage V | Upgrade: Guild Storage IV Each of the 4 chests now holds 100 items each | Hold Room | 125 | 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 Room | 125 | 325,000 |
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 Room | 130 | 650,000 |
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 Room | 140 | 700,000 |
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 Room | 150 | 395 |