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Guild Airships

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Outside View of Airship Showroom

A Guild Airship is a private area in the game where access is limited only to guild members (and any guests who are temporarily invited there). Access to airships is available via various points in each area of the game.

An airship provides 2 main advantages to characters who can visit them, guild members and invitees alike - faster movement around the different areas of Stormreach and beyond, and various ship amenities, which must be custom-added by guild Officers.

A guild can acquire a guild airship from the airship vendor in the western area of the Harbor, just south of the Auctioneer. There are a number of different models, and many have different Guild Levels required to purchase them. Some models can be purchased with Platinum, but others can only be purchased with Astral Shards - these tend to be larger (allowing more amenities) than the equivalent models purchased with platinum.

Embarking and disembarking[edit]

In many city zones, there is an airship tower that may be used to board Guild Airships. They also serve as the disembarkation point when leaving the Airship. Airships may be disembarked by talking with the captain and selecting a location on the menu, by using the teleport spell, or simply by jumping over the edge*. Depending on the amenities selected, airships may also be crewed with Navigators or equipped with Farshifter's Chambers which allow more destinations.

(* After a long, looong fall, you will land in a random location somewhere around Stormreach - often the Harbor (possibly in the water itself) or Market, but not always. Landing in water is safe (once you surface), but anywhere else will usually be enough kill most characters. Featherfall is recommended to avoid this inconvenience.)

Airship Beacons can also be used to travel to your Guild Airship.

Airship towers[edit]

Airship towers all have similar architecture and are very tall, and so can usually be spotted from quite a long way off. On your mini-map, they are marked with a lime-green anchor.

Airship Towers are located in:

Note that the House Cannith tower can be seen towards the southeast, but is inaccessible.

Beacons[edit]

Icon DDOStore AirshipBeacon.png

A Guild Airship Beacon is a purchasable item from the DDO Store allowing you to open a portal (except from within Raid Dungeons) for you and others to go to your Guild Airship. Non-Guild Members can be sent an invite so they can partake of your Guild Airship amenities.

Other boarding locations[edit]

Airships can also be boarded at:

Models[edit]

Name Class Hull
Type
Guild
Level
Required
Cost Lower
Decks
Hold
Rooms
State
Rooms
Extra Features
Windspyre Sparrow Light Classic
Skiff
Level 10 50k pp 1 + Cargo bay 4 0 1 bacon.
This rugged, nimble model will get you into the air.
Windspyre Falcon Medium Forcastled
Sloop
Level 40 360k pp 1 + Cargo bay 7 1 2 Bacon.
Sensible navigation deck and roomy holds; a reliable classic.
Windspyre Gryphon Heavy Classic
Galleon
Level 70 1,800k pp 2 + Cargo bay 10 2 3 Bacon, 2 Crew Quarters.
One of Lyrandar's oldest hull designs. A true work-ox.
Volant Signet Light Cloudfort Level 100 1,850k pp 2 + Cargo bay 15 3 4 Bacon, Crew Quarters, Hot Tub.
Bold 'Sharn' style foc's'le and high swooping navigation deck.
Volant Manifest Medium Levistage Level 130 1,900k pp 3 + Cargo bay 18 4 5 Bacon, 3 Crew Quarters, Hot Tub.
Planar-resonanced windspars afford its size and elegance.
Volant Alcazar Heavy Grand
Couatl
Level 150 1,950k pp 3 + Cargo bay 22 5 6 Bacon, 2 Crew Quarters, 2 Hot Tubs.
Only two extant models boast the distinctive double rings.
Stormglory Bolt Light Pinioned
Skiff
Level 1 1,000 AS 1 + Cargo bay 5 1 2 Bacon.
What it lacks in size, it makes up for in spry elegance.
Stormglory Tempest Medium Arc-Leaf
Sloop
Level 1 1,650 AS 1 + Cargo bay 8 2 3 Bacon.
Its much-admired graceful curves are behind its aerodynamics.
Stormglory Typhoon Heavy Advanced
Galleon
Level 1 2,000 AS 2 + Cargo bay 13 3 3 Bacon, Crew Quarters, Hot Tub.
Before new ship lines arrived, it was king of the skies.
Daedalean Glaive Light Cloudfort Level 1 2,650 AS 2 + Cargo bay 16 4 4 Bacon, Crew Quarters, Hot Tub.
The 'Cloudfort hull receives an opulent upgrade.
Daedalean Trefoil Medium Levistage Level 1 3,300 AS 3 + Cargo bay 20 5 5 Bacon, 2 Crew Quarters, 2 Hot Tubs.
In its own class for sky worthiness. A grand behemoth.
Daedalean Kraken Heavy Grand
Couatl
Level 1 4,000 AS 4 + Cargo bay 26 7 6 Bacon, 1 Ham, 3 Crew Quarters, 3 Hot Tubs.
The two-ringed engine's raw power, in true luxury.

Naming[edit]

Airships can be given a name after purchase by talking to one of the Airship Vendors in the Airship Showroom. The first (re)name is free. Afterwards, renaming an airship costs 15 AS.

Known issues with Airship names:

Quote:
Originally Posted by Cordovan (Contribs • Message• Cordovan) Source on July 22, 2014
We are investigating an issue where airships purchased prior to the release of Update 22 may not be seeing their first guild airship rename to be free. Additionally, there is an issue with some folks who have incorrect ship names (like a string table error) being unable to get a free airship rename. We hope to get this issue fixed for Update 23.

Amenities[edit]

Level Duration
1 3 hours
35 3.5 hours
55 4 hours
90 4.5 hours
125 5 hours

The main function of the amenities is to provide various buffs to guild members before questing. Many of the various buffs offered are typed as Guild bonus so they stack with the more common Enhancement bonuses (and also with the older Legacy buffs, which can be emplaced in the Cargo Hold). However, some amenities can also provide convenient services, such as mail, banking, vendors, and even crafting facilities. Each Amenity is acquired and placed separately, so the amenities each airship offers can be completely customized, although top-level guilds tend to have (almost?) all possible amenities available.

Post-U22 amenities occupy either Hold rooms (smaller) or State rooms (larger). Some amenities may be purchased with platinum while others must be purchased with Astral Shards. Once purchased, the amenities do not expire like pre-U22 amenities. Amenities may be swapped in and out as desired, and are not lost if removed or replaced. Unlike pre-U22 amenities, they do not have to be visited individually to be acquired; there is now an "amenity bar", a clock-work device conveniently located centrally on the main deck, that will apply all available buffs when used. Post-U22 buffs do not disappear on death, unlike pre-U22 buffs. These buffs start with 3 hours duration and raises up to 5 hours depending on guild level as shown in the table at right. (Bug: The in-game list of Guild Rewards states that the final duration increase is at level 140; however, it actually kicks in at 125.)

Amenities have different minimum guild-level requirements. As a guild progresses, guild Officers can improve the airship by adding newly available amenities, and can also replace the airship with a larger model that holds more amenities. Some amenities can also be upgraded, replacing lesser versions with improved ones that offer a higher bonus in the same category. Some groups of smaller amenities (those fitting in several Hold rooms) can be replaced with single larger amenities (occupying one State room) that combine the effects of all the smaller amenities.

Before placement, amenities take the form of "deeds", items that take 1 storage slot in a backpack, bank or storage chest. After placement, they become visible somewhere on the airship. taking the form of some colorful room or another. Some amenities can be purchased with platinum, others only with Astral Shards, although they can also (rarely) be found as drop-loot from chests in quests (and so also irregularly in either the Auction House or Shard Exchange). Although anyone can acquire an amenity deed from a chest or by Auction, only Officers can install (or move/uninstall) Amenities on a Guild airship.

Amenities details[edit]

Different amenities can fit only into different "hook points" on an Airship. The hook points are represented by different rooms on the ship, and different models of airships have different numbers of small or large rooms for large or small amenities.

  • Hold Room Hook Point - Small Room
  • State Room Hook Points - Large Room
  • Cargo Hold - Small hook points, Large Hook Points, Crew Hook Points (compatible with pre-U22 amenities)

The bonuses of many amenities scale based on Character Level, and are listed in the format "A/B/C", where A, B & C are the numeric values of the bonuses. Any bonus that cannot be divided by 3 does not scale at level cap.

  • [A/B/C]
    • A = Level 1-10
    • B = Level 11-20
    • C = Level 21-30

Elemental Absorption does not scale. Other bonuses may or may not scale please verify.

Tiered amenities are upgraded one by one, so that you have to pay cumulative cost for the higher tier. For example, to get a Shrine of Experience V, you have to pay 1,510 (95 + 195 + 325 + 400 + 495) AS, not 495 AS.

Amenities deeds[edit]

Otto's Irresistable Dancehall Deed

Airship Amenity Deeds can appear in quest arc end reward lists (the drop rate is quite low...). They can also rarely be found in treasure chests.

  • Amenity Deeds which can appear are normally purchasable with Astral Shards, from the First Mate on the airship.
  • Deeds are inventory items that can be used by anyone in a guild to add the corresponding amenity to the guild's available deed inventory. (This does not add that amenity to the ship itself - see next.)
  • Amenities will not automatically show up on the airship. An officer would still need to actually place the amenity on a hookpoint.
  • Deeds for an amenity your guild already has will not be consumed and remain in your inventory.
  • Upgradable tiers of amenities must have previous tier available through deeds or purchase, before an Amenity Deed can be used. E.g., Can't place Grand Reliquary III without Grand Reliquary I and II. Upgrades are purchased at the placed amenity, not via the First Mate.
  • Airship Amenities deeds are listed under Miscellaneous in both the Auction House and Shard Exchange.

Amenities list[edit]

Type Size Guild Level Cost (PP) Cost (AS) Description
Sign of the Silver Flame I* Hold Room 10 50,000   +[5/10/15] Guild bonus to Fire Resistance, and Fire/Light Spell Power
Shrine to the Devourer I* Hold Room 10 50,000   +[5/10/15] Guild bonus to Acid/Cold Resistances and Spell Power
Stormreaver Memorial I* Hold Room 10 50,000   +[5/10/15] Guild bonus to Sonic/Electricity Resistances and Spell Power
Shrine of Experience I Hold Room 10   95 +1% Guild bonus to experience from quests
The Orien Express Hold Room 10   60 Auction House
Bank
Mailbox
Three Finger Thad's Hold Room 10 50,000   General Vendor
Armor Pawn Broker
Weapons Pawn Broker
Clothing Pawn Broker
Farshifter's Chambers Hold Room 11   90 Access to a Stormreach Teleporter.
(One way only; you will end up at a destination Teleporter, but you can't get back to the ship via one.)
Farshifter to other locations via captain or amenity. Destination is similar to existing Farshifter amenity.
Chronoscope Hold Room 12 60,000   +[1/2/3] Guild bonus to Reflex saving throws
+40% Enhancement bonus to movement speed while in public areas (Does not stack with Phiarlan's Pendant of Time or Haste).
Sellswords' Tavern Hold Room 13   150 Barkeep
+[1/2/3] Guild bonus to all abilities for hirelings
Hireling Vendors Levels 4-Epic
Bath House State Room 14 70,000   +20 Healing Amplification
Range of Unconsciousness +[5/10/15]
-10% damage while helpless
Floating Rock Garden Hold Room 15 75,000   +2 Strength
+2 Wisdom
Paradoxical Puzzle Box Hold Room 16 80,000   +2 Dexterity
+2 Intelligence
Old Sully's Grog Cellar Hold Room 17 85,000   +2 Charisma
+2 Constitution
Throne Room Hold Room 18   180 +[1/2/3] to Bluff, Diplomacy, Haggle, Intimidate, Listen
Guild Storage I Hold Room 19   150 Gain four storage chests. Two can be used by any guild members and two can only be used by Guild officers. Capacity 20 each chest.
Shrine of Experience II Hold Room 20   195 Upgrade +2% Guild bonus to experience from quests.
Tactical Training Room* Hold Room 21 105,000   +[2/4/6] Damage on critical hits (before multiplier)
+1 bonus to the DC of Trip, Sunder, and Slicing blow feats
+2 To-Hit with physical attacks.
Danger Room Hold Room 22   180 +[1/2/3] to Disable Device, Hide, Open Lock, Search, Spot
Forbidden Library Hold Room 23   195 +[1/2/3] to Concentration, Heal, Repair, Spellcraft, Use Magic Device
Archery Range* Hold Room 24 120,000   Seasoned Archer: +2% Guild bonus to Doubleshot
Deneith Ammunition Vendor
Ammunition Vendor
Masterwork Bolts (no arrows though)
Armory* Hold Room 25 125,000   +[2/4/6] to Guild bonus to Armor Class
+[5%/10%/15%] Fortification
Repair Vendor (half-price repairs)
Vendor Items: Adamantine Maul (50k pp), Lumps of Coal
Otto's Irresistible Dancehall Hold Room 26   180 +[1/2/3] to Balance, Jump, Move Silently, Perform, Swim, Tumble
Crusader's Chapel* Hold Room 27 135,000   +[5/10/15] Guild bonus to Positive/Negative Spell Power
Divine Vendor
Arcane Sanctum* Hold Room 28 140,000   +1 Guild bonus to Saves vs. Enchantments
+25 Guild bonus to Maximum Spell Points
+1 Spell Penetration
Arcane Vendor
Trapsmith's Workshop* Hold Room 29 145,000   +5% Fortification Bypass
Trapsmith Vendor
Shrine of Experience III Hold Room 30   325 Upgrade +3% Guild bonus to experience from quests.
Wild Grove* Hold Room 31 155,000   +2 Extra Wild Empathy per rest
+[1/2/3] to all ability scores for summoned/charmed creatures.
Grandmaster's Dojo* Hold Room 32 160,000   +2 Will Save
+1 DC to Stunning, Sap, and Hamstring
Black Abbot's Shadow Hold Room 33 165,000   +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 (Does not stack with Protection from Evil).
Proving Ground State Room 34 170,000   Provides bonuses from Tactical Training Room, Archery Range, Armory, & Grandmaster's Dojo. +2 Will Save, +[2/4/6] Guild bonus to Armor Class, +[5%/10%/15%] Fortification, +2% Guild bonus to Doubleshot,
+[2/4/6] Damage on Critical Hits, +1 DC to Trip, Sunder, Slicing Blow, Stunning, Sap, and Hamstring +2 To-hit with physical attacks, Deneith Ammunition Vendor, Ammunition Vendor, Repair Vendor (half-price repairs)
Collegium of the Twelve State Room 35 175,000   Provides bonuses from Crusader's Chapel, Arcane Sanctum, Trapsmith's Workshop, & Wild Grove.
+2 Extra Wild Empathy per rest, +3 to all ability scores for summoned/charmed creatures, +5% Fortification Bypass.
+[5/10/15] Guild bonus to Positive and Negative Spell Power, +1 Guild bonus to Saves vs. Enchantments,
+25 Guild bonus to Maximum Spell Points, +1 Spell Penetration, Divine vendor, Trapsmith vendor, Arcane vendor
Bash the Breakables Cargo Bay Hold Room 36 180,000   +1 Guild bonus to the level of your treasure from chests.
Banquet Hall Hold Room 37   75 Spirit Binder
Heal and regain Spell Points over 1m 30s
Concert Hall Hold Room 38 190,000   +1 Guild bonus to save vs. Enchantments
+1 Extra Bard Song per day
+1 Extra Action Boost per day
Archwizard Hold Room 39 195,000   +1 Guild bonus to Difficulty Checks of your spells.
Green Steel Crafting Hall State Room 40 200,000   Altar of Fecundity, Altar of Invasion, Altar of Subjugation, Altar of Devastation
Shrine of Experience IV Hold Room 40   400 Upgrade +4% Guild bonus to experience from quests.
Cannith Crafting Hall State Room 41   125 Item Deconstructor
Crafting Device - Bound Shards
Crafting Device - Unbound Shards
Crafting Device - Bound Items
Crafting Device - Unbound Items
Jannice d'Cannith
Game Hunter Hold Room 42 210,000   +[1/2/3] Fortitude Saves
+5% damage to helpless enemies
Fencing Master Hold Room 43 215,000   +2% Guild bonus to Character Maximum Dodge
Guild bonus to Maximum dexterity bonus to armor.
Ninja Assassin Hold Room 44 220,000   +0.25(W) Weapon Damage
+6 To-Hit bonus when Flanking
Hag Apothecary Hold Room 45 225,000   +20 Maximum HP
+1 Fortitude Saves vs. Poison
+1 Fortitude Saves vs. Disease
Guild Storage II Hold Room 50   125 Upgrade Upgrade each of your four storage chests to hold 40 items each.
Grand Reliquary I State Room 55   180 Provides bonuses for Sign of the Silver Flame, Shrine to the Devourer, and Stormreaver Memorial.
+[5/10/15] Guild bonus to Acid/Cold/Electricity/Fire/Sonic Resistances and Spell Power
Shrine of Experience V Hold Room 60   495 Upgrade +5% Guild bonus to experience from quests.
Sign of the Silver Flame II* Hold Room 65 325,000 Upgrade   +[5/10/15] Guild bonus to Fire Resistance and Fire/Light Spell Power.
+5% Guild bonus to Fire Absorption
Shrine to the Devourer II* Hold Room 70 350,000 Upgrade   +[5/10/15] Guild bonus to Acid/Cold Resistances, and Spell Power.
+5% Guild bonus to Acid/Cold Absorption
Guild Storage III Hold Room 75   95 Upgrade Upgrade each of your four storage chests to hold 60 items each.
Stormreaver Memorial II* Hold Room 80 400,000 Upgrade   +[5/10/15] Guild bonus to Sonic/Electricity Resistances and Spell Power.
+5% Guild bonus to Sonic/Electricity Absorption
Grand Reliquary II State Room 85   275 Upgrade Provides bonuses for Sign of the Silver Flame, Shrine to the Devourer, and Stormreaver Memorial.
+[5/10/15] Guild bonus to Acid/Cold/Electricity/Fire/Sonic Resistances and Spell Power.
+5% Guild bonus to Acid/Cold/Electricity/Fire/Sonic Absorption
Sign of the Silver Flame III* Hold Room 90 450,000 Upgrade   +[5/10/15] Guild bonus to Fire Resistance and Fire/Light Spell Power.
+10% Guild bonus to Fire Absorption
Shrine to the Devourer III* Hold Room 95 475,000 Upgrade   +[5/10/15] Guild bonus to Acid/Cold Resistances and Spell Power.
+10% Guild bonus to Acid/Cold Absorption
Guild Storage IV Hold Room 100   55 Upgrade Upgrade each of your four storage chests to hold 80 items each.
Stormreaver Memorial III* Hold Room 110 550,000 Upgrade   +[5/10/15] Guild bonus to Sonic/Electricity Resistances and Spell Power.
+10% Guild bonus to Sonic/Electricity Absorption
Grand Reliquary III State Room 120   325 Upgrade Provides bonuses for Sign of the Silver Flame, Shrine to the Devourer, and Stormreaver Memorial.
+[5/10/15] Guild bonus to Acid/Cold/Electricity/Fire/Sonic Resistances and Spell Power.
+10% Guild bonus to Acid/Cold/Electricity/Fire/Sonic Absorption
Sign of the Silver Flame IV* Hold Room 125 625,000 Upgrade   +[5/10/15] Guild bonus to Fire Resistance and Fire/Light Spell Power, +15% Guild bonus to Fire Absorption
Shrine to the Devourer IV* Hold Room 130 650,000 Upgrade   +[5/10/15] Guild bonus to Acid/Cold Resistances, and Acid/Cold Spell Power.
+15% Guild bonus to Acid/Cold Absorption
Stormreaver Memorial IV* Hold Room 140 700,000 Upgrade   +[5/10/15] Guild bonus to Sonic/Electricity Resistances and Spell Power.
+15% Guild bonus to Sonic/Electricity Absorption
Guild Storage V Hold Room 150   15 Upgrade Upgrade each of your four storage chests to hold 100 items each.
Grand Reliquary IV State Room 150   395 Upgrade Provides bonuses for Sign of the Silver Flame, Shrine to the Devourer, and Stormreaver Memorial.
+[5/10/15] Guild bonus to Acid/Cold/Electricity/Fire/Sonic Resistances and Spell Power.
15% Guild bonus to Acid/Cold/Electricity/Fire/Sonic Absorption

* Indicates amenity is available through a consolidated State Room amenity.

Room consolidation[edit]

Minimum
Guild
Level
State
Room
Equivalent
Hold Rooms
(w/ Lvl)
34 Proving Ground
  • Tactical Training Room (21)
  • Archery Range (24)
  • Armory (25)
  • Grandmaster's Dojo (32)
35 Collegium of the Twelve
  • Crusader's Chapel (27)
  • Arcane Sanctum (28)
  • Trapsmith's Workshop (29)
  • Wild Grove (31)
55 Grand Reliquary I
  • Sign of the Silver Flame I (10)
  • Shrine to the Devourer I (10)
  • Stormreaver Memorial I (10)
85 Grand Reliquary II
  • Sign of the Silver Flame II (65)
  • Shrine to the Devourer II (70)
  • Stormreaver Memorial II (80)
120 Grand Reliquary III
  • Sign of the Silver Flame III (90)
  • Shrine to the Devourer III (95)
  • Stormreaver Memorial III (110)
150 Grand Reliquary IV
  • Shrine to the Devourer IV (125)
  • Sign of the Silver Flame IV (130)
  • Stormreaver Memorial IV (140)

Starting at Guild Level 34 (with the Proving Ground), State Room amenities can be purchased which combine the functions of multiple Hold Rooms into a single amenity, potentially freeing up Hold Room hook points for other uses.

Note that the Lvl 14 Bath House, Lvl 40 Green Steel Crafting Hall and Lvl 41 Cannith Crafting Hall provide unique services, and are not consolidations of Hold Rooms.

An airship must have an open slot for a State Room to achieve this.

Historic amenities[edit]

Airship amenities used to use a different system - in U22, Guild Airships were changed. However, those amenities are still available should Guild Officers desire them - and there are several that could still be useful, depending - ymmv.

Consequently, there are two classes of amenities, pre-U22 and post-U22. Pre-U22 amenities occupied "crew", "small", or "large" hookpoints. Pre-U22 amenities are rented by purchasing contracts which last for a number of real-life days. Buffs last one hour of clock time and disappear on character death. These continue to function as previously but are now located in the cargo hold.

Quote:
Originally Posted by Vargouille Source on June 10, 2014
All old amenities remain available for purchase with Update 22, and can be used in the cargo hold, so for now you can still get at these chests and items as you've always been able to.

Pre U22 Cargo hold contracts.

Quote:
Originally Posted by Vargouille Source on July 9, 2014
We currently expect cargo hold contracts to continue to be available until Update 23 at least.

Cosmetic customization[edit]

Some parts of the airship can be recolored using dyes from the DDO Store. They are permanent until a new dye is used. They can only be applied by Guild Officers and Guild Leaders. To apply, stand on your airship and use the dye.

PLEASE NOTE - currently the following items / upgrades will disappear if ship applied to is upgraded


Elemental Ring Hull Paint Interior Stain Sail Cloth
295 DDO Points 295 DDO Points 295 DDO Points
  • Brown
  • Brown
  • Standard (Tan)
495 DDO Points 495 DDO Points 495 DDO Points 495 DDO Points
  • Blue
  • Green
  • Orange-Red
  • Purple
  • Red
  • White
  • Blue
  • Brown
  • Green
  • Maple
  • Purple
  • Red
  • Blue
  • Green
  • Maple
  • Purple
  • Red
  • Blue
  • Green
  • Orange
  • Purple
  • Red
  • White

Developer quotes[edit]

Quote:
Originally Posted by Tolero Source on June 13, 2014
Greetings! Next week during a game update we will be making adjustments to prices for the Astral Shard cost of the Typhoon and the three new Astral Shard based Airships. Guilds who purchased the Typhoon, Glaive, Trefoil, or Kraken airships between Wednesday’s patch and today’s price change announcement can receive help from our GMs via the ingame help menus for the difference in shards between the U22 price and next week's updated price.

Our pricing model on the newer airships was intended to allow guilds to make a direct purchase, but was adjusted after Lamannia to account for players who may end up buying more than one of the airships over time, since we had to remove the build-in “upgrading” functionality. However, that adjusted pricing did *not* account for the fact that we were previously giving players credit for their platinum-based airships. It was not our intention to raise the price on the Typhoon for guilds who had been saving up prior to U22. Additionally we want to lower the price on the upper end of the astral shard ships – the Kraken offers double the value of the Typhoon, and we want the shard price to be more reflective of that for our guilds. We are going to adjust the Astral Shard prices on the newer ships and the Typhoon next week as follows:

Typhoon – Old Shard Price: 2650 New Shard Price: 2000
Glaive – Old Shard Price: 3300 New Shard Price: 2650
Trefoil – Old Shard Price: 4000 New Shard Price: 3300
Kraken – Old Shard Price: 5650 New Shard Price: 4000

Thank you for participating in the guild airship system!

Quote:
Originally Posted by Vargouille Source on June 6, 2014
The old amenities will remain available with the launch of Update 22. They'll stop being available eventually, but that won't happen before all new amenities are dropping in loot or available for plat.

See also[edit]

External links[edit]