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Xiadais
06-11-2014, 02:57 PM
Here are some of the amenities, only up to level 80, and only the first tier for ones that upgrade.

Note that most buff numbers are taken from the Llama Land (https://www.ddo.com/forums/showthread.php/441927-List-of-the-new-Guild-Amenities) thread by Madja. This is mostly for final costs and levels, and non-buff benefits. Note that I have not tested any of this.



Name
Level
Cost
Max Benefits


Arcane Sanctum
28
140k
+1 Save vs Enchantments, +25 SP, +1 Spell Pen


Archery Range
24
120k
+2% Doubleshot, Ammo vendors


Archwizard
39
195k
+1 Spell DC; Vendors: Spell component + inscription


Armory
25
125k
+6 AC, +15% Fortification


Banquet Hall
37
75 AS
Spirit Binder, Hireling buff


Bash the Breakables Cargo Bay
36
180k
+1 loot level


Bath House
14
70k
+10% Healing Amp, DR while unconscious, unconscious range


Black Abbot's Shadow
33
165k
Protection From Evil; +1 Turn Undead, LoH, Smite


Cannith Crafting Hall
41
125 AS
Crafting Stations, Crafting component vendor


Chronoscope
12
60k
+3 Reflex, +40% public movement speed (enhancement bonus)


Collegium of the Twelve
35
175k
Arcane Sanctum, Trapsmith's Workshop, Wild Grove, Crusader's Chapel


Concert Hall
38
190k
+1 Bard Song, +1 Action Boost, +1 Save vs. Enchantments


Crusader's Chapel
27
135k
+15 Positive SP, +15 Negative SP


Danger Room
22
180 AS
Skills: +3 DD, OL, Search, Spot, Hide


Farshifter's Chambers
11
90 AS
Teleports, including Hall of Heroes


Fencing Master
43
215k
+2% Max dodge, +2 Max Dex Bonus for armor


Floating Rock Garden
15
75k
+2 STR, WIS


Forbidden Library
23
195 AS
+3 Concentration, UMD, Heal, Repair, Spellcraft


Game Hunter
42
210k
+3 Fortitude, +5% Damage vs. Helpless


Grand Reliquary I
55
180 AS
Sign of the Silver Flame I, Shrine to the Devourer I, Stormreaver Memorial I


Grandmaster's Dojo
32
160k
+2 Will, +1 DC: Stun, Sap, Hamstring


Green Steel Crafting Hall
40
200k
Crafting stations


Hag Apothecary
45
225k
+20 HP, +1 Fort vs Poison and Disease


Ninja Assassin
44
220k
While flanking: +0.25[W], +6 Attack bonus


Old Sully Grog's Cellar
17
85k
+2 CON, CHA


Otto's Irresistible Dance Hall
26
180 AS
+3 Balance, Jump, Tumble, Swim, Perform, MS


Paradoxical Puzzle Box
16
80k
+2 DEX, INT


Proving Ground
34
170k
Tactical Training Room, Archery Range, Armory, Grandmaster's Dojo


Sellsword's Tavern
13
150 AS
Hireling Vendors, Bartender, Hireling buff (+3 abilities)


Shrine of Experience I
10
95 AS
1% Experience


Shrine to the Devourer I
10
50k
+15 Cold and Acid Resist + Spellpower


Sign of the Silver Flame I
10
50k
+15 Fire and Light Resist + Spellpower


Stormreaver Memorial I
10
50k
+15 Elec and Sonic Resist + Spellpower


Tactical Training Room
21
105k
+6 Seeker, +2 To-Hit, +1 DC: Trip, Sunder, Slicing Blow


The Orien Express
10
60 AS
Mailbox, Bank, Auctioneer


Three Finger Thad's
10
50k
General Vendor, Brokers


Throne Room
18
180 AS
+3 Bluff, Diplomacy, Intimidate, Haggle, Listen


Trapsmith's Workshop
29
145k
Trap Crafting Station + Vendor, 5% Fortification Bypass


Wild Grove
31
155k
Buffs summons (+3 abilities), +2 Wild Empathy uses




And, here are the new buff typings of some Legacy buffs, listed by name:
Gurval: All guild
Vaeri: Profane attack, guild saves, guild natural armor
Halgor d'Kundarak: All guild
Felicia d'Deneith: Sacred AC, untyped DR/- (because DR isn't typed...)
Lavora d'Jorasco: Guild healing amp
Erestiel d'Phiarlan: Morale skills, Guild DC's (enchantment + illusion)
Attribute shrines: All guild
Energy resist shrines: Enhancement bonus
Training dummy: Guild (and the button / buff bar gets it)


In other words, Legacy buffs that have non-guild-typed bonuses or bonuses that otherwise aren't duplicated in the new system:
Vaeri (profane attack, guild natural armor)
Felicia d'Deneith (sacred AC; DR)
Erestiel d'Phiarlan (morale skills, although Heroism/GH covers that)
Energy resistance shrines (enhancement, exactly as they used to be)
Gurval (damage, save vs. fear)
Halgor d'Kundarak (5 balance and haggle)

And not available anymore:
Altar of Epic Rituals (?)

KoboldKiller
06-11-2014, 05:02 PM
Thank you for posting this.

elvesunited
06-13-2014, 09:18 AM
Initial thoughts:

Some interesting new options. I immediately went for Proving Grounds and Bash's breakables. ( +1 Chest Loot, who could say no to that? )

A few thoughts though:

I'm hoping that the farshifter can do everything that the navigator can. But for an improvement I would like to see the alternative transport options available from the top deck.

I notice that the maximum guild resists are now 15. Given pre-22 amenities will eventually be removed that will cause character types who don't resist abilities of their own to have one of their primary resist sources halved in effectiveness. ( multiple Burning Blood casts can ruin the day of the mightiest barbarian )

I'd pay for a top deck amenity. It's now so empty. Gives me the creeps.

Greantun
06-13-2014, 10:00 AM
I'm hoping that the farshifter can do everything that the navigator can. But for an improvement I would like to see the alternative transport options available from the top deck.


The farshifter was always the "tier 3 navigator," and still is. Now you get tier3 right away, and can transport to any location even if you haven't finished the explorers.

If you have the farshifter, you can use the captain to transport (there is a new conversation option on the screen that says something like "Use the Farshifter locations"). So this is still available from the top deck.

What isn't available is the use of the teleporter, including the new hall of heroes teleport. You still have to travel to the amenity to use that.

elvesunited
06-14-2014, 04:44 AM
So I started a new bard character, got a group together, and invited them to my guild's airship for buffs.

And the magefire cannon in the proving grounds wipes out half the group including myself. What the heck? Any other amenities I should be careful around?

Arcanegrin
06-15-2014, 02:07 AM
So I started a new bard character, got a group together, and invited them to my guild's airship for buffs.

And the magefire cannon in the proving grounds wipes out half the group including myself. What the heck? Any other amenities I should be careful around?

I got killed by the danger room today, so careful in there, live traps and exploding barrels.

Tscheuss
06-15-2014, 02:15 AM
So I started a new bard character, got a group together, and invited them to my guild's airship for buffs.

And the magefire cannon in the proving grounds wipes out half the group including myself. What the heck? Any other amenities I should be careful around?

The magefire cannon can be enabled/disabled with a nearby control box. :)

Where the Training Dummy could be used to test your offense, now there are toys to test your defense, too. :D

Postumus
06-15-2014, 02:17 AM
I got killed by the danger room today, so careful in there, live traps and exploding barrels.

LOL, me too. :)

Too funny.

Postumus
06-15-2014, 02:19 AM
The farshifter was always the "tier 3 navigator," and still is. Now you get tier3 right away, and can transport to any location even if you haven't finished the explorers.

If you have the farshifter, you can use the captain to transport (there is a new conversation option on the screen that says something like "Use the Farshifter locations"). So this is still available from the top deck.

What isn't available is the use of the teleporter, including the new hall of heroes teleport. You still have to travel to the amenity to use that.

I really like what they did with this amenity.

At first I was dubious, but the fact that it works with the captain and at the amenity location is very convenient.

EllisDee37
06-15-2014, 02:33 AM
I'm loving the cargo hold. On Wednesday one of my guildies stocked it full, with somewhat random placement of the buffs.

On Friday a guildie splurged and picked us up a ton of the new style buffs.

So tonight, with the legacy buffs expired (3 days when first placing them) I was able to go through essentially the data the OP put together and place only the buffs that still had value.

Along the right wall I put the four convenience amenities (tavern, mail, ah, bank) and along the left wall I put all five energy resists. Yay, sonic resist! hehheh. Then I ringed the inner circle with the crew members who still gives bonuses, tossed an xp and stone of change right behind them, and voila, ship buffs done.

They're super convenient all right next to each other like that. I hope they never go away because I do so love having the ah, bank, mailbox and a bartender (with an actual tavern area) all right next to each other.