Airships (Guild Halls)

Airship Models

There are 6 models of airships divided into 2 lines:

     
Cost
   
Ammenities
 
Class
GLevel
Lateral / Outright
Passengers
Crew
Small
Large
Windspyre Line    
             
Sparrow  
Light
20
50k plat
30
30
4
0
Falcon  
Medium
50
360k plat
40
40
8
2
Gryphon  
Large
80
1.8mil plat
60
60
12
4
               
Stormglory Line    
             
Bolt  
Light
35
120 / 200 AD
35
35
6
2
Tempest  
Medium
50
200 / 330 AD
50
50
10
4
Typhoon  
Large
70
400 / 770 AD
70
70
14
6

 

There are two lines of airships: The Windspyre line is a functional airship whereas the Stormglory line is more focused on luxury. Whereas the Windspyre line can be purchased for platinum, the Stormglory can only be purchased with Astral Diamonds.

There’s no upgrade discount/trade-in between the light to medium or medium to large models, but there is a lateral discount from a medium to a medium and so on. See the above chart for the lateral upgrade price versus the outright purchase price.

Astral Diamonds

Astral Diamonds, or AD, are only obtainable through purchase from the DDO Store. Holger Mets from DDO-Daily.com posted the breakdown of AD costs.


Qty
TP
$
Per Each
5
200
2
40
25
875
8.75
35
50
1,500
15
30
100
2,500
25
25

 

If you really want to buy a Stormglory, get a Windspyre of the same weight class and do a lateral trade in. Here’s the real life cost, assuming one person is buying the TP:


 
Real Cost $
Buy:
Light  
$33.75
1x 100AD and 1x 25AD
Medium  
$50
2x 100AD
Heavy  
$100
4x 100AD

Crew Hookpoints

You can have up to 14 crew members depending on your ship. Their services are contracted, not a one-time purchase.

Who? GL plat Description
Silver Flame Priest   178.8 Silver Flame Purity (Constant Protection from Evil effect for duration of 1 hour, through deaths)
House D Defender   202 Sentinels Bulwark (DR 1/-, natural AC +1)
Clan Gnashtooth Kobold Shaman   378.7 Blessing of the Three Dragons (+1 Sacred bonus to saves, a +1 Profane bonus to attack, and a +1 stacking bonus to Natural Armor)
House J Healer   227 Divine Glory (healing amp +10%)
Training Dummy   253.6 Can be attacked, 100% fort true neutral construct. ??? HP. Person that gets the killing blow gets Hours of Practice buff (+2 to attack for 1 hour, lasts through death).
Scholar of the Twelve   282.1 Lore of the Twelve (+1 stacking spell penetration, +1 DC on evocations/conjurations that you cast)
House K Battlemaster   312.5 Dwarven Stoutness (+1 natural AC, +5 stacking bonus to balance/haggle)
Navigator: Pawlo Mapmaker   312.5 Allows transport to any public area for which you have completed the associated Explorer quest
Darguun Hobgoblin Warrior   344.6 Dhakaani Vigor (+4 stacking saves vs. fear, +2 stacking damage to your physical attacks)
House P Entertainer   344.6 Phiarlan Inspiration (+1 stacking to all skills, +1 DC on enchantments/illusions that you cast)
Navigator: Artleblart   1767.7 Allows transport to any public area for which you have started (or completed) the associated Explorer quest
Twelve Planescaller   4099.6 Gives your navigator the ability to make interplanar trips
Xorian Navigator: Xathrizopkrsis   4871.3 Allows transport to any public area
  • Emy
    #1 written by Emy  3 years ago

    Have they said how we get in & out of the airships? Is it like the portable hole and you can go from where ever, or do you need to go to a mooring point?

    • Walt Snider
      #2 written by Walt Snider  3 years ago

      There are buildings in each house (including 12), MP and Harbor by which to enter/exit. I can’t remember if Meridia has one too.

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