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 |
Guild Storage I | Hold | 19 | 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. |
Guild Storage II | Hold | 50 | Upgrades capacity to 40 for each chest. |
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!