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June 24, 2014 at 5:21 pm #4947SinaefayMember
To make it easier to see this, I started a new thread for the ship buffs we are missing (only those that cost shards, nothing else).
June 24, 2014 at 5:23 pm #4949ClariceMemberCurrent state of ship rooms and state rooms
Hold rooms (23 hold spaces required)
Shrine of experience (upgrades to level V)
The Orien Express
Three Finger Thad’s
Farshifter’s Chambers
Chronoscope
Sellswords’ Tavern
Floating Rock Garden
Paradoxical Puzzle Box
Old Sully’s Grog Cellar
Throne Room
Otto’s Irresistable Dancehall
Danger Room
Forbidden Library
Black Abbot’s Shadow
Bash the Breakables Cargo Bay
Banquet Hall
Concert Hall
Archwizard
Game Hunter
Fencing Master
Ninja Assassin
Hag Apothecary
Guild Vault (upgrades to IV) (when available)State Rooms (6 State Rooms required)
Proving Ground (Archery Range, Armory, Grandmaster’s Dojo, and Tactical Training Room)
Collegium of the Twelve (Arcane Sanctum, Crusaders Chapel, Trapsmiths workshop and Wild Grove)
Grand Reliquary (upgrades to IV) (Sign of the Silver Flame, Shrine to the Devourer, and the Stormreaver Memorial)
Bath House
Cannith Crafting Hall
Greensteel Crafting HallUpdated: Bolded shows we have on the ship
June 24, 2014 at 5:29 pm #4950SinaefayMemberHere are the cost on the amenities we dont have (in alphabetical order):
Banquet Hall – 75 shards
Cannith Crafting Hall – 125 shards
Danger Room – 180 shards
Farshifter’s Chambers – 90 shards
Forbidden Library – 195 shards
Grand Reliquary I (upgrades to IV) (Sign of the Silver Flame, Shrine to the Devourer, and the Stormreaver Memorial) – 180 shards
Otto’s Irresistable Dancehall – 180 shards
Sellswords’ Tavern – 150 shards
The Orien Express – 60 shards
Throne Room – 180 shardsMy first question here is which ones of these would you like us to get first. I would strongly suggest getting Banquet Hall first as it will allow us to bind in our ship.
June 24, 2014 at 11:45 pm #4951ArganteMemberBinding in the ship sounds great, I’ll go for that.
June 25, 2014 at 12:52 am #4952edgarallanpoeMemberI just bought the Banquet Hall and the Danger room. I also put in 100 shards today. I’ll pick up some more stuff later in July after my daughters wedding.
June 26, 2014 at 4:57 pm #4964ClariceMemberBelow are the rooms we can still get for the ship and what they provide. I personally vote for the forbidden ;library next, if we get the shards as it will add +3 to UMD which I would find useful on all my characters and I think most others would.
I know Jan would like peoples opinion so I added what the rooms doClar
The Orien Express
Auction House, Bank, and MailboxFarshifter’s Chambers
Teleporter access to the Hall of Heroes, provides Farshifter to other locationsSellswords’ Tavern
+1/2/3 to all abilities for Hirelings, Hireling Vendors, Barkeep
Throne Rooms
+1/2/3 to Bluff, Diplomacy, Haggle, Intimidate, and Listen skills
Otto’s Irresistable Dancehall
+1/2/3 to Balance, Jump, Move Silently, Perform, Swim and Tumble skillsForbidden Library
+1/2/3 to Concentration, Heal, Repair, Spellcraft, and Use Magic Device skillsJune 26, 2014 at 6:30 pm #4965MyrorMemberThere already is an auction house, bank and mailbox. How is Orien Express different? Of which the more important part of the question is; where on the ship would they be placed if you wanted to go and use them?
June 26, 2014 at 11:17 pm #4968SinaefayMemberThe current auction house, mailbox and bank are the old ship amenities. These will cease to be sold in a nearby future update, and if one plans to use them we would have to stock up on these ahead of that update. I can honestly say that I dont have spare space for that, and I doubt many others do either, as we would need thousands of each for them to last (these contracts dont stack).
As for placing it, we can place them on deck 1-4 in any holdroom. I would say on a deck with tavern generation and vendors would probably be best.
My ranking of which ones to get would be as follows:
1. Forbidden Library
2. Farshifter’ Chambers
3. Throne Room
4. Orien ExpressJune 27, 2014 at 8:53 am #4971WishMemberi would opt for having the useful stuff on deck 4, it is sligtly smaller so it takes slightly less time to get round and alows us to see other guildies ( a big part of having an airship imo)
4 holds and one state so: Tavern, bank, farshifter, banquit hall(assuming you spawn there) for the state room slot idk, one of the crafting ones? maybe the twelve one so there is a faster way to buy spell comp than house K?
Edit: the banquet hall seems to be broken so would replace it with three fingered thad’s as he has brokers.
June 27, 2014 at 9:44 am #4974SinaefayMemberThe Banquet Hall gives Tavern Regen on entire deck and top deck (currently broken), in addition to allowing you to bind on the ship (also not working atm).
We can put it on any deck IMO, as you always end up at the same point on a deck when going there. I was going to start a new thread regarding this, as this thread is about amenities we have and dont, but as brought up…
So, as you always enter a deck at the same spawn point, we just need to put it near the entry point and then can put useful stuff on that deck. My to-be suggested plan was to put the convenience amenities on the same deck, which would be Banquet Hall (Tavern regen and bind point), Three Finger Thad’s (general vendor, dont care about the brokers myself), Collegium of the Twelve (Divine and Arcane Vendors), Orien Express (Mailbox, Bank and Auctioneer), Farshifter’s Chamber and any other useful amenity that includes something more than just a buff.
June 30, 2014 at 2:08 pm #4985ClariceMemberAll Amenities Gained
The Orien Express 60 AS
Auction House, Bank, and Mailbox
Sellswords’ Tavern 150 AS
+1/2/3 to all abilities for Hirelings, Hireling Vendors, BarkeepOtto’s Irresistable Dancehall 180 AS
+1/2/3 to Balance, Jump, Move Silently, Perform, Swim and Tumble skills
Of the 3 remaining rooms I would vote for the dance hall next, I personally am not worried about the Sellswords’ Tavern as I don’t use Hirelings. but
people may feel differently, Let us know !Also remember that the XP shrine upgrading isn’t cheap and requires Astral shards.
Shrine of Experience I 95 AS +1% Guild bonus to XP
Shrine of Experience II 195 AS Upgrade +2% Guild bonus to XP
Shrine of Experience III 325 AS Upgrade +3% Guild bonus to XP
Shrine of Experience IV 400 AS Upgrade +4% Guild bonus to XP
Shrine of Experience V 495 AS Upgrade +5% Guild bonus to XPAnd those who say we already have ah bank etc., remember these will disappear once Turbine fix things, and I don’t think anyone wants to hold a few hundred purchase orders on their characters.
State Rooms
Cannith Crafting Hall 125 AS
Item Deconstructor, Crafting Device – Bound Shards, Crafting Device – Unbound Shards, Crafting Device – Bound Items, Crafting Device – Unbound Items, Jannice d’Cannith (Craftswoman and Vendor)Grand Reliquary fully upgraded 1200 AS
Seems totally unnecessary as we have a ship which can hold the individual rooms, as seems more of a spacesaver (astral shard sink) than anything else . so un needed -
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