Amenities list
Type Size Guild Level Cost (PP) Cost (AS) Description
Sign of the Silver Flame I* Hold Room 10 50,000 +[5/10/15] Guild bonus to Fire Resistance, and Fire/Light Spell Power
Shrine to the Devourer I* Hold Room 10 50,000 +[5/10/15] Guild bonus to Acid/Cold Resistances and Spell Power
Stormreaver Memorial I* Hold Room 10 50,000 +[5/10/15] Guild bonus to Sonic/Electricity Resistances and Spell Power
Shrine of Experience I Hold Room 10 95 +1% Guild bonus to experience from quests
The Orien Express Hold Room 10 60 Auction House
Bank
Mailbox
Three Finger Thad's Hold Room 10 50,000 General Vendor
Armor Pawn Broker
Weapons Pawn Broker
Clothing Pawn Broker (offers clickies in roughly 40% of cases)
Farshifter's Chambers Hold Room 11 90 Access to a Stormreach Teleporter. (Note that this is one-way only; you can choose to end up at any destination Teleporter, but you can't get back to the ship via one.)
Trathimis the Farshifter gives access to other locations, via the amenity or via the ship's Captain, Anceia d'Lyrandar, well beyond the default locations the Captain offers. Destination list is similar to those of Cargo Hold Farshifter NPCs.
Shrine to the Devourer III Hold Room 12 475,000 +[1/2/3] Guild bonus to Reflex saving throws
 Adds additional +5% Guild Bonus to Acid/Cold Absorption (for a total of +10%)
Sellswords' Tavern Hold Room 13 150 Barkeep
+[4/8/12] to PRR and MRR of hirelings, pets, and summoned/charmed creatures.
Hireling Vendors Levels 4-Epic
Bath House State Room 14 70,000 +20 Healing Amplification
Range of Unconsciousness +[5/10/15]
-10% damage while helpless
Floating Rock Garden Hold Room 15 75,000 +2 Strength
+2 Wisdom
Paradoxical Puzzle Box Hold Room 16 80,000 +2 Dexterity
+2 Intelligence
Old Sully's Grog Cellar Hold Room 17 85,000 +2 Charisma
+2 Constitution
Throne Room Hold Room 18 180 +[1/2/3] to Bluff, Diplomacy, Haggle, Intimidate, Listen
Guild Storage I Hold Room 19 150 Gain four storage chests, capacity 20 slots each (for 80 slots total). Two can be used by any guild members, and two are limited to access by Guild officers only.
Shrine of Experience II Hold Room 20 195 Upgrade +2% Guild bonus to experience from quests.
Tactical Training Room* Hold Room 21 105,000 +[2/4/6] Damage on critical hits (before multiplier)
+1 bonus to the DC of Trip, Sunder, and Slicing blow feats
+2 To-Hit with physical attacks.
Danger Room Hold Room 22 180 +[1/2/3] to Disable Device, Hide, Open Lock, Search, Spot
Forbidden Library Hold Room 23 195 +[1/2/3] to Concentration, Heal, Repair, Spellcraft, Use Magic Device
Archery Range* Hold Room 24 120,000 Seasoned Archer: +2% Guild bonus to Doubleshot
Deneith Ammunition Vendor
Ammunition Vendor
Masterwork Bolts (no arrows though)
Armory* Hold Room 25 125,000 +[2/4/6] Guild bonus to Armor Class
+[5%/10%/15%] Fortification
Repair Vendor (half-price repairs)
Vendor Items: Adamantine Maul (50k pp), Lumps of Coal
Otto's Irresistible Dancehall Hold Room 26 180 +[1/2/3] to Balance, Jump, Move Silently, Perform, Swim, Tumble
Crusader's Chapel* Hold Room 27 135,000 +[5/10/15] Guild bonus to Positive/Negative Spell Power
Divine Vendor
Arcane Sanctum* Hold Room 28 140,000 +1 Guild bonus to Saves vs. Enchantments
+25 Guild bonus to Maximum Spell Points
+1 Spell Penetration
Arcane Vendor
Trapsmith's Workshop* Hold Room 29 145,000 +5% Fortification Bypass
Trapsmith Vendor
Shrine of Experience III Hold Room 30 325 Upgrade +3% Guild bonus to experience from quests.
Wild Grove* Hold Room 31 155,000 +2 Extra Wild Empathy per rest
+[1/2/3] to all ability scores for hirelings, pets, and summoned/charmed creatures.
Grandmaster's Dojo* Hold Room 32 160,000 +2 Will Save
+1 DC to Stunning, Sap, and Hamstring
Proving Ground State Room 34 170,000 Provides bonuses from Tactical Training Room, Archery Range, Armory, & Grandmaster's Dojo. (i.e. +2 Will Save, +[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 (half-price repairs).)
Collegium of the Twelve State Room 35 175,000 Provides bonuses from Crusader's Chapel, Arcane Sanctum, Trapsmith's Workshop, & Wild Grove. (i.e. +2 Extra Wild Empathy per rest, +3 to all ability scores for summoned/charmed creatures, +5% Fortification Bypass. +[5/10/15] Guild bonus to Positive and Negative Spell Power, +1 Guild bonus to Saves vs. Enchantments, +25 Guild bonus to Maximum Spell Points, +1 Spell Penetration, Divine vendor, Trapsmith vendor, Arcane vendor.)
Bash the Breakables Cargo Bay Hold Room 36 180,000 +1 Guild bonus to the level of your treasure from chests.
Black Abbot's Shadow Hold Room 33 165,000 +1 use per rest of Turn Undead, Lay on Hands, and Smite Evil
Against Evil Creatures: +4 Deflection bonus, +1 Enhancement bonus to Saving Throws (Does not stack with Protection from Evil).
Banquet Hall Hold Room 37 75 Spirit Binder
Press Amenity bar (in room on or top deck) to regain Hit Points and Spell Points very quickly.
Concert Hall Hold Room 38 190,000 +1 Guild bonus to save vs. Enchantments
+1 Extra Bard Song per day
+1 Extra Action Boost per day
Archwizard Hold Room 39 195,000 +1 Guild bonus to Difficulty Checks of your spells.
Green Steel Crafting Hall State Room 40 200,000 Altar of Fecundity, Altar of Invasion, Altar of Subjugation, Altar of Devastation
Shrine of Experience IV Hold Room 40 400 Upgrade +4% Guild bonus to experience from quests.
Cannith Crafting Hall State Room 41 125 Item Deconstructor
Crafting Device – Bound Shards
Crafting Device – Unbound Shards
Crafting Device – Bound Items
Crafting Device – Unbound Items
Jannice d'Cannith (Cannith crafting vendor)
Game Hunter Hold Room 42 210,000 +[1/2/3] Fortitude Saves
+5% damage to helpless enemies
Fencing Master Hold Room 43 215,000 +2% Guild bonus to Character Maximum Dodge
Guild bonus to Maximum dexterity bonus to armor.
Ninja Assassin Hold Room 44 220,000 +0.25(W) Weapon Damage
+6 To-Hit bonus when Flanking
Hag Apothecary Hold Room 45 225,000 +20 Maximum HP
+1 Fortitude Saves vs. Poison
+1 Fortitude Saves vs. Disease
Guild Storage II Hold Room 50 125 Upgrade Upgrade each of your four storage chests to hold 40 items each.
Grand Reliquary I State Room 55 180 Provides bonuses for Sign of the Silver Flame, Shrine to the Devourer, and Stormreaver Memorial. (i.e. +[5/10/15] Guild bonus to Acid/Cold/Electricity/Fire/Light/Sonic Resistances and Spell Power.)
Shrine of Experience V Hold Room 60 495 Upgrade +5% Guild bonus to experience from quests.
Sign of the Silver Flame II* Hold Room 65 325,000 Upgrade +[5/10/15] Guild bonus to Fire Resistance and Fire/Light Spell Power.
+5% Guild bonus to Fire Absorption
Shrine to the Devourer II* Hold Room 70 350,000 Upgrade +[5/10/15] Guild bonus to Acid/Cold Resistances, and Spell Power.
+5% Guild bonus to Acid/Cold Absorption
Guild Storage III Hold Room 75 95 Upgrade Upgrade each of your four storage chests to hold 60 items each.
Stormreaver Memorial II* Hold Room 80 400,000 Upgrade +[5/10/15] Guild bonus to Sonic/Electricity Resistances and Spell Power.
+5% Guild bonus to Sonic/Electricity Absorption
Grand Reliquary II State Room 85 275 Upgrade Provides bonuses for Sign of the Silver Flame, Shrine to the Devourer, and Stormreaver Memorial. (i.e. +[5/10/15] Guild bonus to Acid/Cold/Electricity/Fire/Sonic Resistances and Spell Power, +5% Guild bonus to Acid/Cold/Electricity/Fire/Sonic Absorption.)
Sign of the Silver Flame III* Hold Room 90 450,000 Upgrade +[5/10/15] Guild bonus to Fire Resistance and Fire/Light Spell Power.
+10% Guild bonus to Fire Absorption
Shrine to the Devourer III* Hold Room 95 475,000 Upgrade +[5/10/15] Guild bonus to Acid/Cold Resistances and Spell Power.
+10% Guild bonus to Acid/Cold Absorption
Guild Storage IV Hold Room 100 55 Upgrade Upgrade each of your four storage chests to hold 80 items each.
Stormreaver Memorial III* Hold Room 110 550,000 Upgrade +[5/10/15] Guild bonus to Sonic/Electricity Resistances and Spell Power.
+10% Guild bonus to Sonic/Electricity Absorption
Grand Reliquary III State Room 120 325 Upgrade Provides bonuses for Sign of the Silver Flame, Shrine to the Devourer, and Stormreaver Memorial. (i.e. +[5/10/15] Guild bonus to Acid/Cold/Electricity/Fire/Sonic Resistances and Spell Power, +10% Guild bonus to Acid/Cold/Electricity/Fire/Sonic Absorption.)
Guild Storage V Hold Room 125 15 Upgrade Upgrade each of your four storage chests to hold 100 items each.
Sign of the Silver Flame IV* Hold Room 125 625,000 Upgrade +[5/10/15] Guild bonus to Fire Resistance and Fire/Light Spell Power, +15% Guild bonus to Fire Absorption
Shrine to the Devourer IV* Hold Room 130 650,000 Upgrade +[5/10/15] Guild bonus to Acid/Cold Resistances, and Acid/Cold Spell Power.
+15% Guild bonus to Acid/Cold Absorption
Stormreaver Memorial IV* Hold Room 140 700,000 Upgrade +[5/10/15] Guild bonus to Sonic/Electricity Resistances and Spell Power.
+15% Guild bonus to Sonic/Electricity Absorption
Grand Reliquary IV State Room 150 395 Upgrade Provides bonuses for Sign of the Silver Flame, Shrine to the Devourer, and Stormreaver Memorial. (i.e. +[5/10/15] Guild bonus to Acid/Cold/Electricity/Fire/Sonic Resistances and Spell Power, 15% Guild bonus to Acid/Cold/Electricity/Fire/Sonic Absorption.)