Guild Airships

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 does not start off with an airship - they are optional, and must be purchased with platinum or Astral Shards. 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.

Airship Showroom
The Airship Showroom is located in the center of the west edge of The Harbor, adjacent to the Airship Portal there. (On your map, it appears as a green star.) Here (and only here), airships can be viewed, purchased and/or upgraded. Note that only Guild Officers (including the Leader) can purchase or upgrade an airship, although once you have one any member can contribute platinum or astral shards, which may be used later to upgrade a lesser model to something else.

Once inside the showroom, speak to one of the two NPC Airship Vendors (Vordrik d'Lyrandar), and you can scroll through the various models available. You can also deposit platinum and/or astral shards to the Guild's account, which are required to make the purchase itself. Once you select the model you want (and there is enough on deposit to purchase it), the "Upgrade" button will be highlighted, and you can press that to make your purchase.

With any purchase or upgrade, you are also immediately asked to (re-)name your ship. This is free, but the name must be chosen before leaving the vendor.

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
Airship towers are your main access to and exit point from Guild Airships. There are a number of them throughout Stormreach, one in most of the major city zones. All towers have similar architecture and are very tall, and so can usually be spotted from quite a long way off. On your 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 - aka "Falconer's Spire", in the northern part of the Market, between the entrance gates 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 (on the northeast ziggurat), just 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
 * City of Sharn - Clifftop Tower district, far east side

Note that a tower can be seen from House Cannith 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:
 * Eveningstar Cavern - Middle portal
 * Barrel's Bottom (aka Three Barrel Cove, a shack at the far south end)
 * Eberron Halls of Heroes
 * The clickable objects for exiting Ravenloft taverns (Blood on the Vine Tavern and the Blue Water Inn) and Van Richten's Tower.

Beacons
A 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.

Step or Jump Off
You can reach several locations if you jump/step off the airship from different points.
 * The Marketplace step off the stern/east or the bow/west - long fall to the Marketplace (Feather Fall recommended).
 * The Harbor step off starboard/north - in water close to the Stormreach Lighthouse.
 * The Harbor jump off with Feather Fall portside/south until you hit an invisible wall - in water close to the Stormreach Lighthouse
 * House Deneith step off port side/south - close to the questgiver for Black Loch and the Farshifters to Sorrowdusk Isle, Ataraxia's Haven and Three Barrel Cove
 * House Deneith step off port side/south, hit the water and then start swimming - pond close to The Pit
 * House Jorasco jump off with Feather Fall starboard side/north until you hit an invisible wall - coldwake pond close to the questgiver for The Graverobber
 * House Kundarak step off starboard side/north, hit the water and then start swimming - in water at the pier close to the questgiver for Haywire Foundry and the Farshifter to Ataraxia's Haven and Three Barrel Cove.

Models

 * Note to Free To Play players - Airships cost a minimum of 50,000 platinum (or 500,000 gold). Free-to-Play characters have a money cap, so if buying with platinum, rather than Astral Shards, a character must be Level 7 or higher to hold enough platinum to purchase the cheapest ship (@ 50k pp), Level 10 to purchase the next cheapest (@ 360k pp), and Level 12 or higher to purchase any others. Since there is no Astral Shard cap, a character of any level can hold and spend the AS to buy ships with that currency. Alternatively you can also place platinum within Guild Deposit in small increments until the figure reaches the Ship model fee.

Naming
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:

Amenities
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, right).

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. Not all amenities seem to drop as loot, see list: Guild Airships/List of amenities available from quests.

Amenities details
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
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

 * * Indicates amenity is also available through a consolidated State Room amenity; see next, below.

Room consolidation
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.

To achieve this consolidation, an airship must have an open slot for a State Room.

Note that these three State Rooms...
 * Lvl 14 Bath House
 * Lvl 40 Green Steel Crafting Hall
 * Lvl 41 Cannith Crafting Hall

...provide unique services, and are not consolidations of Hold Rooms.

Historic amenities
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.

Cosmetic customization
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