Allods Online: Surviving Astral Travels

Some scenarios and terms in this guide may be applicable only to Patch 2.0 or higher.

On Allods Patch 1, Astral travellers only had to deal with Astral Layer 1 and ship devices were fairly easy to obtain: hunt for crystals and turn them over to the Ship NPC (along with 100 gold or so).

Come Allods Patch 2, a new Layer of the Astral was introduced. Travellers were given the option of Teleporting to drifting allods through the use of the Astrolabe, but this also uses up a Teleport Charge which becomes more expensive with each use- the other option was old school or “manual” Astral Travelling.

This guide will beat some common sense into you, the reader, since an exploding astral ship will take about 2 days and a few hundred gold to repair.

Finish the Riddles : Applicable only to level 45 or higher players. Finishing all of the Riddles will allow you to access Layer 2 of the Astral. To finish them, however, you must have access to all areas in Kirah by completing most of the chain quests there.
Get your own ship: It is just plain lazy to hitch a ride on someone else’s ship every darn time. Follow the Free Trader’s, Demon Hunter’s and Historian’s quests to obtain their license, which will then be presented to the Ship Creation NPC at your capital’s port along with 1500 gold. You will not instantly get a ship, but if you are a lot less lazy than you should be, your ship will be finished in about a month (do the daily Ship Construction quests). (See endnote)
Recruit reliable crew members: If you do not have a permanent party, at least get people who are willing to man different parts of the ship, those who are willing to learn, and those who will not go AFK for the whole ride.
Learn your Astral Ship terminology: It is plain stupid to say “go left!” every time, for you might get the response “which left? yours or mine? ” at some point.

Basic Ship Terminology:

  • Hangar– the enclosed structure that holds an aircraft or, in this case, an Astral ship for protective storage. One may teleport to the hangar through their faction’s capital or through the Terrace Hangar at the Master’s Citadel (Isle of Revelation).
  • Jump Pad – found on a slightly elevated area at the bow of the ship
  • Hull – the body of the ship. Each ship has hitpoints; if the hull is directly damaged, those hitpoints are decreased.
  • Bow or Fore – the front side of the ship
  • Stern or Aft – the back side of the ship
  • Port – the left side of the ship. No matter where someone is facing, even if their “left” is different, the port is always the port.
  • Starboard – the right side of the ship. No matter where someone is facing, even if their “right” is different, the starboard is always the starboard.
  • Decks – horizontal sections of the ship
  • Bridge Deck – contains the Scanner. A staircase in it leads to the area where fallen crew are resurrected or assembled after exiting a drifting allod.
  • Upper Deck – the widest deck of the ship where the Upper Cannons can be found.
  • Lower Deck – the middle deck of an Astral Ship where the Visor, Lower Cannons, Artilleries, Driver area and Reactor area can be found. The visor is in a room that can be accessed from the Lower Deck through staircases.
  • Orlop – the lowest deck of the ship. This contains the Repair Goblins and the Treasure Room.
  • Treasure Room – all treasures picked up from drifting allods are put here. It has a maximum capacity of TWENTY items only; it could have any combination of Rare (jug) and Epic/Legend (chest), but the total is always twenty. Chests are heavier than Jugs; so if you have three Chests, the ship will be slower as compared to having three Jugs onboard.

Astral Ship Terminology:

  • Astrolabe – the Magic Astrolabe that allows the ship owner to teleport the ship directly from a hangar to a drifting allod (has no cooldown but uses up one Teleport Charge) or to teleport between sectors (15 minutes cooldown but does not use up Teleport Charges).
  • Access to the Pilot Chart and Teleport Charge – a maximum of 20 Access and 20 Teleports are allowed each week. Access is free and is given along with the Keys, while Teleport Charges are bought from an NPC at the hangar. You cannot buy any more Teleport Charges if: you have 20 Charges already or if you do not have an Access.
  • Keys to the 2nd layer – a maximum of 20 keys are given every week. These will expire if not used; required to enter a small allod in layer 2.
  • Astral Den – it opens three times a day for four hours per schedule. This is an instance (i.e. different for each ship) where you will encounter one Fierce Demon that will yield a 2nd Gen ship device upon its death. One ship may enter the Den only once per schedule (i.e. maximum of three times for each ship within the day). The Den opens up randomly in any Layer 2 sector, so check the Layer 2 map before setting off to find the Astral Den.
  • Astral Emanation (AE) – all ships get only 15AE when they exit the hangar. AE is obtained from the Item Shop or from killing Astral Demons. Using the Scanner requires AE.
  • Energy – the amount of heat that a ship device emits, limited by the Maximum Load of the Reactor.
  • Hub – the current “map” in the Astral where the ship is sailing
  • Layer – each Layer of the Astral contains different sectors. Layer 1 contains Pure sectors with level 41 or lower mobs; First Generation ship devices are found here. Layer 2 contains Saturated and Dim sectors with level 44 or 45 mobs, and Fierce Demons and the Astral Den which contain 2nd Generation ship devices. Layer 2 may be accessed manually through wormholes, or by using the Astrolabe to teleport to a Layer 2 sector.
  • Knot (KN) – the speed of a ship. Maximum KN is determined by the Motor type, and may lower if the ship is heavy.
  • Route – the path to another hub
  • Sector – There are three types of sectors: Pure, Saturated and Dim. Pure is the Patch 1 sector while Sat and Dim are the Patch 2 sectors. They can all be accessed through wormholes or by teleporting with the Astrolabe. Within each type of sector, there are many sectors named after precious metals and elements; each sectors contains different maps in their small allods.

Astral Ship Crew:

  • Cannoneer – those who man the cannons (Upper and Lower) and the artillery. Anyone can be a cannoneer, just do not miss because each miss lengthens the time that you have to fight a demon since cannons cannot be fired continuously.
  • Driver (Helmsman) – anyone can be a Driver. Do not stay at the Helm, Motor or Turbine if you are going AFK; temporarily give the task to someone else.
  • Navigation/Navigator (Navi) – there should always be a designated ship navigator. Do not, and I mean do NOT, put noobs or idiots on this spot. The navigator uses the scanner to look for allods, to lock a route for a jump and to plot different routes between hubs.
  • Visor –  the visor is optional since demons and ships can be easily seen after each jump. If you’re fighting in the astral though, the visor device’s abilities may be important.

Know your ship devices: Here’s a general list of Astral Ship devices, terminologies and some pointers as well. As a general rule, use at least “Rare” ship devices (aside from cannons where certain Uncommon ones are better than Rare or Epic) and pick a device that has a fairly high Strength (device HP) but does not have very high Weight:

  • Artillery – offensive devices of the ship. These can only attack targets that are in front; artilleries fire a continuous beam at the target, with each pulse using up twice the energy for twice the damage. The artillery must be stopped manually by pressing “Stop”, otherwise it might damage the reactor. Charged artilleries have the highest damage.
  • Cannon – the main offensive devices of the ship, found at the sides of the lower and upper decks. Pick a cannon with long to mid range, high attack and moderate cooldown; watch the heat since firing high-Energy cannons at the same time might stress the reactor.
  • Helm – the steering wheel of the ship. Aside from the usual turns, it can also perform sharp turns. The most important attribute is high Maneuverability.
  • Motor – controls the speed of the ship and also allows the Astral Ship to exit the hangar and also to perform an interhub “jump”. Maximum speed is either 15 KN, 18 KN or 21 KN. Motors with low speed usually have high Normal Weight Load (total weight of all devices and treasures on the ship) while those with high speed typically have low Normal Weight Load.
  • Reactor – the heart of the ship. Reactors with high Power (cooldown) are recommended to prevent Burst/Shutdown/Explosion of the reactor; those named “Pulsing” usually have the highest Power.
  • Repair Goblins – they are carried individually to devices that have to be repaired. As of Patch 2, Goblin repairs are AoE effects; that is, they can repair multiple devices at a time. Repairmen have high repair rate but low speed, Tinkerers have high speed but low repair rate while Mechanics are balanced.
  • Scanner – used for navigation. Any scanner with “Pirate’s” on its name is recommended for treasure hunting since the AE that is used for locking jumps is smaller than usual.
  • Shield – used to shield the crew from toxic astral atmosphere and the ship from incoming attacks. Some demons’ attacks go through shields and damage the ship directly. Choose high-Power shields for the bow and stern (e.g. Resilient) and high-Recovery shields for the port and starboard. Bow and stern shields are rarely damaged; they can instead be used to “Balance” (Visor ability) all shields onboard, restoring the Power of damaged port and starboard shields.
  • Turbine – raises or lowers the ship for a while and allows it to exit from a drifting allod. Choose a turbine with average weight and Strength.
  • Visor – used to scan for demons and other ships within the same hub. Ideally, use a visor with Cooling and Balancing abilities.

Some Device Abilities:

  • Boost – an ability of an Astral Ship motor. It disables most if not all other devices on the ship aside from the reactor as it boosts the motor speed up far beyond its maximum, however this strains the reactor to its maximum load. Use with caution.
  • Cool – the ability of a Cooling visor. It rapidly cools the reactor.
  • Disable – the ability of a Pirate’s visor. It disables one device on an enemy ship.
  • Reverse – the ability of a Reversal visor. It automatically turns the ship 180 degrees; it causes damage to the Motor if the motor is currently on when Reverse is used.
  • Large Allods – a scanner ability that searches for a large allod (hangar) within the sector
  • Small Allods – a scanner ability that searches for a drifting allod within the sector.
  • Change – switches to another hub that is connected by routes to the ship’s current hub
  • Hold – holds the route to a certain hub for interhub jump; hold lasts 40 seconds.
Note about Ship Construction: An item called “Sealed Shipbuilder’s License” is given away in some events. This will allow the user to instantly purchase a ship (no 30-day construction time, but you still have to pay 1,500 gold).

4 Comments (+add yours?)

  1. Noks
    Jul 30, 2011 @ 11:01:44

    thanks Dindeen been looking for something like this. about getting an “instant” ship though, LU has provided a reward scroll – Sealed Shipbuilder’s License (from recruitment and call to arms event) that will give you a license to instantly purchase a ship for 1.5k gold without the contracts and the 30-something days contruction. 🙂

  2. Name
    Jul 05, 2011 @ 20:58:05

    good work!

  3. ytz
    Jun 13, 2011 @ 16:51:31

    awesome, awesome guide!!!

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