Okay, I've seen the new airship. It's massive! First lower deck is where the new amenities go; cargo hold is where all our old stuff is. The big button on the main deck grants you all the buffs from the lower deck but not the cargo hold - so for now you'll still have to run round like before, but they're closer together so it's still faster.
Our airship gets 8 new Hold Room hookpoints and 2 State Room hookpoints. Yep, the hookpoints are entire rooms now! I've splashed out on an Arcane Sanctum Hold Room (125k plat!) to see what they're like. For that you get bonus to saves versus enchantments, bonus to spell points, and +1 to spell penetration. Also, a vendor that sells potions, spell components, inscription materials, and related stuff.
Not many hookpoints, and quite a lot of rooms to choose from, so we're going to have to work out between us which ones we go for. The first mate will accept donations into a ship fund, from which officers can draw to buy amenities. Costs are a mixture of platinum and astral shards. Most of the Hold Rooms are in the range of 120k platinum pieces, which seems cheap for a permanent fixture. But some rooms can be upgraded apparently, so the cost rises with each tier. (So I'm told.)
See
http://ddowiki.com/page/Guild_Airships (about half way down) for a list of the amenities.
Notes:
- The old 6 stat shrines appear to be replaced by 3 rooms. That seems like quite a lot of space taken up to me.
- The Danger Room gives up to +3 to rogue skills. Sounds good to me, but it scales with level and uses astral shards.
- Some rooms like the XP shrine are upgradeable. You pay a fee for the level 1 room, then upgrade it one level at a time, with the cost rising each time. So maxing it out is pretty expensive.
- I'm seeing 2 State Room hookpoints, but wiki says there should only be 1. It might be they are two access points for the same room or something, so we might actually be limited to 1 state room, I don't know.
- Some of the state rooms give you the features of several Hold Rooms bundled together. If you want more than one of the set, might free up some hookpoints by going for the stateroom instead.
- The interesting state rooms look like Collegium of the Twelve and Grand Reliquary. Those would be my personal picks.
- Once you've bought a room it becomes part of the ship's inventory, and you can swap rooms in and out as you feel like it (so long as you're an officer). So even though we can only have 8 Hold Rooms active, we can buy the others and stick them in storage if we want. Rooms like green steel crafting we could just keep in storage and swap them in only when we want to make something.
- If you collect buffs from a room, when you swap it out you keep the buff. So if you were very patient you might be able to collect more buffs than you're normally allowed.
- Not only do the new buffs last for hours and not disappear if you die, but they also pause in public areas too!
Available at our level are:
Archery Range: doubleshot buff + ammo vendor
Archwizard: spell dc buff + inscribe scrolls (eh?) + spell component vendor
Armory: ac and fort buffs
Banquet Hall: spirit binder and hp/sp regen over 1m30 [75 astral shards!]
Bash the Breakables Cargo Bay: +1 to loot level buff
Black Abbot's Shadow: buff against evil, plus extra turn undeads, lay on hands and smite evil
Chronoscope: buff for reflex save, and run speed boost in public areas (like warp time trinket)
Concert Hall: extra bard songs and action boosts per rest, and boost to save-vs-enchant
Crusader's Chapel: bonus to pos and neg spell power.
Danger Room: buffs for disable device, hide, open lock, search and spot (180 shards!)
Farshifter's Chambers: teleports you to various locations, plus a Stormreach Teleporter (90 shards!)
Fencing Master: buffs to max dodge and max dex bonus to armour
Floating Rock Garden: buff for STR and WIS
Forbidden Library: buff to concentration, heal, repair, spellcraft and umd (+3 max) (195 shards - seems very pricey!)
Game Hunter: up to +3 to fort saves and +5% damage to helpless enemies
Grandmaster's Dojo: +2 will save, and bonus to stunning, sap and hamstring
Hag Apothecary: buff for up to +20hp and +1 fort saves vs poison and disease
Ninja Assassin: buff gives +0.25(W) damage and +6 to-hit when flanking
Old Sully's Grog Cellar: +2 CON and CHA
Otto's Irresistable Dancehall: +1 to +3 balance, and +3 jump, move silently, perform, swim and tumble
Paradoxical Puzzle Box: +2 DEX, +2 INT
Sellswords' Tavern: hireling vendors, bartender, boosts to hireling stats
Shrine of XP (upgradeable): %age xp buff (95 shards for first tier. About 1510 shards in total for a 5% buff)
Shrine to the Devourer (upgradeable): cold/acid stuff - see Grand Reliquary below
Sign of the Silver Flame (upgradeable): fire/light stuff - see Grand Reliquary
Stormreaver Memorial (upgradeable): lightning/sonic stuff - see Grand Reliquary
Tactical Training Room: +2 to +6 critical hit damage (before multiplier), +2 attack bonus for physical damage, and +1 trip, sunder and slicing bonus
The Orien Express (60 shards): auction, bank, mailbox
Three Finger Thad's: general vendor and pawn brokers
Throne Room (180 shards): +1 to +3 bluff, diplomacy, haggle, intimidate, listen
Trapsmith's Workshop: +5% fortification bypass and a trapsmith vendor
Wild Grove: 2 extra wild empathy uses, +3 to abilities for summoned creatures
State Rooms (max 2 or maybe just 1)
Bath House: buff for healing amp, reduces damage while unconscious and extends the unconscious->dead hp range.
Cannith Crafting Hall (125 shards): all the cannith crafting vendors and workstations
Collegium of the Twelve: everything from Arcane Sanctum, Trapsmith's Workshop, Wild Grove and Crusader's Chapel in one room.
Grand Reliquary (upgradeable) (180 shards for tier 1): apparently gives 5%/10%/15% to elemental resists and spell power, and upgrades add elemental absorption
Green Steel Crafting Hall: greensteel crafting stations
Proving Ground: everything from Tactical Training Room, Archery Range, Armory and Grandmaster's Dojo in one room.