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
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 (see below) can also be used to travel to your Guild Airship.
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, which shows on mouse-hover as "Airship Access".
Airship Towers are located in:
- The Harbor - West-central, between the Auctioneer and the long bridge near the Marketplace gate
- The Marketplace - Northern part, between the entrances to House Deneith and House Jorasco
- House Deneith - In the northwest, near all the class trainers
- House Jorasco - In the southeast of that area, just to the west of the entryway to the Delera's Graveyard
- House Kundarak - South of the House Kundarak Bank, to the west of the Tharashk Arena quest entrance
- House Phiarlan - South side, next to the entrance of the Bogwater Tavern
- The Twelve - In the north, next to the Wagon Camp
Note that the House Cannith tower can be seen towards the southeast, but is inaccessible.
There are also several locations that do not have a visible tower, but still provide access. Airships can also be boarded at:
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.
|Windspyre Sparrow||Light|| Classic
|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
|Level 40||360k pp||1 + Cargo bay||7||1|| 2 Bacon.|
Sensible navigation deck and roomy holds; a reliable classic.
|Windspyre Gryphon||Heavy|| Classic
|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
|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
|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
|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
|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
|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.
Known issues with Airship names:
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.
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 = 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.
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.
|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|
|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|
|Paradoxical Puzzle Box||Hold Room||16||80,000|| +2 Dexterity|
|Old Sully's Grog Cellar||Hold Room||17||85,000|| +2 Charisma|
|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
|Armory*||Hold Room||25||125,000|| +[2/4/6] Guild bonus to Armor Class|
Repair Vendor (half-price repairs)
|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|
|Arcane Sanctum*||Hold Room||28||140,000|| +1 Guild bonus to Saves vs. Enchantments|
+25 Guild bonus to Maximum Spell Points
+1 Spell Penetration
|Trapsmith's Workshop*||Hold Room||29||145,000|| +5% Fortification Bypass|
|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 (Cannith crafting vendor)
|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 also available through a consolidated State Room amenity; see next, below.)
|35||Collegium of the Twelve||
|55||Grand Reliquary I||
|85||Grand Reliquary II||
|120||Grand Reliquary III||
|150||Grand Reliquary IV||
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 Grand Reliquary amenity overrides the superior benefits that can be obtained by using the smaller amenities that it consolidates, even if you have the smaller amenities installed. If you have space for the smaller amenities, do not purchase or install the Grand Reliquary amenity.
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.
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.
Pre U22 Cargo hold contracts.
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|
|495 DDO Points||495 DDO Points||495 DDO Points||495 DDO Points|
- Official Airship Purchase and Amenity Guide