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Airship Purchase and Amenity Guide

Welcome! I’m Ghanna d’Lyrandar, and I’m here to help you select the right airship for you and your guild! There are four lines of airships in Dungeons & Dragons Online, which are:

  • Windspyre (Sparrow, Falcon, and Gryphon)
  • Volant (Signet, Manifest, and Alcazar)
  • Stormglory (Bolt, Tempest, and Typhoon)
  • Daedalean (Glaive, Trefoil, and Kraken)

The Windspyre and Volant line of airships are available to purchase for platinum, provided that your guild meets the required minimum level, while the Stormglory and Daedalean airships are available to purchase for Astral Shards, and have no minimum level nor “upgrade path” – simply select the airship you wish to purchase and it’s yours!

Here is a comparison of the benefits each ship has to offer:

Airship Name

Minimum Level Required

Holds

State Rooms

Decks (all also include Cargo Bay)

Windspyre Sparrow

10

4

0

1

Windspyre Falcon

40

7

1

1

Windspyre Gryphon

70

10

2

2

Volant Signet

100

15

3

2

Volant Manifest

130

18

4

3

Volant Alcazar

150

22

5

3

Stormglory Bolt

1

5

1

1

Stormglory Tempest

1

8

2

1

Stormglory Typhoon

1

13

3

2

Daedalean Glaive

1

16

4

2

Daedalean Trefoil

1

20

5

3

Daedalean Kraken

1

26

7

4

All airships can be purchased by visiting the Airship Showroom in The Harbor, and then speaking to either Vordrik or Taelyn d’Lyrandar (they both sell the same ships.)

The Airship Showroom can be found in The Harbor

The Airship Vendors in the Airship Showroom can also be used to deposit Platinum and/or Astral Shards into the guild’s coffers! Remember, once deposited, it is not possible to withdraw the funds, so check your numbers before hitting “Deposit!” The guild’s balance can be used to purchase Airships and Airship Amenities, though only a guild’s Leader or Officers can purchase an airship! 

Once a new airship is purchased, you are trading in your old airship for a newer, shinier model! This means that once an airship has been purchased, you no longer have access to your old airship, so choose carefully before buying a ship! Once purchased, your airship is automatically upgraded, and existing amenities that have been placed will be automatically placed onto your new airship (although they can be swapped out or changed at any time by visiting your airship.)

Guild Leaders and Officers can purchase airships and amenities, and only guild Leaders and Officers can place amenities on airships. However, all guild members can deposit funds, use amenities, enjoy the Buff Bar, and take a dip in the Hot Tub (if your ship has one!) Favor-locked NPCs in amenities require the character to have met the favor requirement to use. The airship captain can be found on the top deck, and can take you to locations unlocked by airship amenities in addition to many other locations.

The Airship Hookpoint Button can be found near the entrance to every airship level

Leaders and Officers can place and purchase new amenities by first selecting the Hookpoint Access Button located near the entrance to an airship floor. Once the hookpoints are visible, a Leader or Officer can place an existing amenity, or purchase a new amenity, by clicking on the hookpoint where they wish to place an amenity, and then select the amenity to place or purchase. If purchasing an amenity, note the selector at the bottom of the UI which allows you to either use your character’s Personal Funds, or your Guild Currency.

The Airship Amenity UI

Old (pre-Update 22) guild airship amenities are placed in the Cargo Hold of your airship, and largely function as they did before. The Buff Bar does not automatically grant you old airship amenity buffs. New airship amenities never expire, and can be placed and re-placed without ever needing to purchase them again. The amenities that are available to be placed at a hookpoint location depend on the type of location (Hold, State Room, etc.)

New airship amenities do not disappear upon death, and last significantly longer! Here is a list of currently-available Airship Amenities, with their Size, Guild Level Requirement, and Benefit:

Amenity Name Size Guild Level Required Description
Arcane Sanctum Hold 28 +1 Guild Bonus to Saves vs. Enchantments +25 Guild Bonus to Maximum Spell Points +1 Spell Penetration, Arcane Vendor
Archery Range Hold 24 +2% Guild Bonus to Doubleshot, Deneith Ammunition Vendor, Ammunition Vendor
Archwizard Hold 39 +1 Guild Bonus to Difficulty Checks of your spells
Armory Hold 25 +2/4/6 Guild Bonus to Armor Class, +5/10/15% Fortification, Repair Vendor
Banquet Hall Hold 37 Airship Spirit Binder, Health and Spell Point Regeneration over time
Bash the Breakables Cargo Bay Hold 36 +1 Guild Bonus to the level of treasure from regular chests (same functionality as Jewel of Fortune)
Bath House State 14 +10% Healing Amplification, +5/10/15 to range of Unconsciousness, -10% damage while Helpless
Black Abbot's Shadow Hold 33 +1 use per rest of Turn Undead, Lay on Hands, and Smite Evil. Against Evil creatures, gain a +4 Deflection Bonus to Armor Class, and +1 Enhancement Bonus to Saving Throws.
Cannith Crafting Hall State 41 Cannith Crafting Altars, Craftswoman and Vendor
Chronoscope Hold 12 +1/2/3 Guild Bonus to Reflex Saving Throws, +40% Enhancement Bonus to movement speed in public areas
Collegium of the Twelve State 35

+2 Extra Wild Empathy per rest, +3 to all ability scores of summoned or charmed creatured, +5% Fortification Bypass, +5/10/15 Guild Bonus to Positive and Negative Spell Power, +1 Guild Bonus to Saving Throws versus Enchantments, +25 Guild Bonus to maximum Spell Points, +1 Spell Penetration, Divine Vendor, Trapsmith Vendor, Arcane Vendor 

NOTE: Provides the combined bonuses from the Arcane Sanctum, Trapsmith's Workshop,Wild Grove, and Crusader's Chapel. 

Concert Hall Hold 38 +1 Guild Bonus to Saving Throws versus Enchantments, +1 Extra Bard Song per day, +1 Extra Action Boost per day
Crusader's Chapel Hold 27 +5/10/15 Guild Bonus to Positive and Negative Spell Power, Divine Vendor
Danger Room Hold 22 +1/2/3 to Disable Device, Hide, Open Lock, Search, and Spot skills
Farshifter's Chambers Hold 11 Teleporter access to the Hall of Heroes, provides Farshifter to other locations
Fencing Master Hold 43 +2% Guild Bonus to a character's Maximum Dodge and Maximum Dexterity Bonus from armor
Floating Rock Garden Hold 15 +2 Strength, +2 Wisdom
Forbidden Library Hold 23 +1/2/3 to Concentration, Heal, Repair, Spellcraft, and Use Magic Device skills
Game Hunter Hold 42 +1/2/3 to Fortitude Saving Throws, +5% damage to Helpless enemies
Grand Reliquary I State 55

+5/10/15 Guild Bonus to Acid/Cold/Electricity/Fire/Sonic Resistance and Spell Power

NOTE: Provides the combined bonuses from the Sign of the Silver Flame, Shrine to the Devourer, and the Stormreaver Memorial

Grand Reliquary II State 85 Adds +5% Guild Bonus to Acid/Cold/Electricity/Fire/Sonic Absorption
Grand Reliquary III State 120 Adds additional +5% Guild Bonus to Acid/Cold/Electricity/Fire/Sonic Absorption (for a total of +10%)
Grand Reliquary IV State 150 Adds additional +5% Guild Bonus to Acid/Cold/Electricity/Fire/Sonic Absorption (for a total of +15%)
Grandmaster's Dojo Hold 32 +2 Will Saving Throws, +1 DC to Stunning, Sap, and Hamstring
Greensteel Crafting Hall State 40 Provides Greensteel crafting altars
Hag Apothecary Hold 45 +20 Maximum Hit Points, +1 Fortitude Saving Throws vs. Poison and Disease
Ninja Assassin Hold 44 +.25 (W) Weapon Damage, +6 To Hit while Flanking
Old Sully's Grog Cellar Hold 17 +2 Charisma, +2 Constitution
Otto's Irresistable Dancehall Hold 19 +1/2/3 to Balance, Jump, Move Silently, Perform, Swim and Tumble skills
Paradoxical Puzzle Box Hold 16 +2 Dexterity, +2 Intelligence
Proving Ground State 34

+2 Will Saving Throws, +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

NOTE: Provides combined bonuses from the Archery Range, Armory, Grandmaster's Dojo, and Tactical Training Room

Sellswords' Tavern Hold 13 +1/2/3 to all abilities for Hirelings, Hireling Vendors, Barkeep
Shrine of Experience I Hold 10 +1% Guild Bonus to XP from quests
Shrine of Experience II Hold 20 Adds +1% (for a total of 2%) Guild Bonus to XP from quests
Shrine of Experience III Hold 30 Adds +1% (for a total of 3%) Guild Bonus to XP from quests
Shrine of Experience IV Hold 40 Adds +1% (for a total of 4%) Guild Bonus to XP from quests
Shrine of Experience V Hold 60 Adds +1% (for a total of 5%) Guild Bonus to XP from quests
Shrine to the Devourer I Hold 10 +5/10/15 Guild Bonus to Acid/Cold Resistances and Spell Power
Shrine to the Devourer II Hold 70 Adds +5% Guild Bonus to Acid/Cold Absorption
Shrine to the Devourer III Hold 95 Adds additional +5% Guild Bonus to Acid/Cold Absorption (for a total of +10%)
Shrine to the Devourer IV Hold 130 Adds additional +5% Guild Bonus to Acid/Cold Absorption (for a total of +15%)
Sign of the Silver Flame I Hold 10 +5/10/15 Guild Bonus to Fire Resistances and Fire/Light Spell Power
Sign of the Silver Flame II Hold 65 Adds +5% Guild Bonus to Fire Absorption
Sign of the Silver Flame III Hold 90 Adds +5% Guild Bonus to Fire Absorption (for a total of +10%)
Sign of the Silver Flame IV Hold 125 Adds +5% Guild Bonus to Fire Absorption (for a total of +15%)
Stormreaver Memorial I Hold 10 +5/10/15 Guild Bonus to Sonic/Electricity Resistances and Spell Power
Stormreaver Memorial II Hold 80 Adds +5% Guild Bonus to Sonic/Electricity Absorption
Stormreaver Memorial III Hold 110 Adds +5% Guild Bonus to Sonic/Electricity Absorption (for a total of +10%)
Stormreaver Memorial IV Hold 140 Adds +5% Guild Bonus to Sonic/Electricity Absorption (for a total of +15%)
Tactical Training Room Hold 21 +2/4/6 Damage on Critical Hits, +1 to the DC of Trip, Slicing Blow, and Sunder, +2 To Hit with physical attacks
The Orien Express Hold 10 Provides an Auction House, Bank, and Mailbox
Three Finger Thad's Hold 10 Provides Armor Pawn Broker, Clothing Pawn Broker, General Vendor, and Weapons Pawn Broker
Throne Room Hold 18 +1/2/3 to Bluff, Diplomacy, Haggle, Intimidate, and Listen skills
Trapsmith's Workshop Hold 29 +5% Fortification Bypass, Trapsmith Vendor
Wild Grove Hold 31 +2 Extra Wild Empathy per rest, +3 to all ability scores for summoned and charmed creatures

We hope you enjoy your new airship, and that it gives you endless miles of adventure and travel!

 

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