A short guide to the new ship
For Corwin, a guide to the new ship, which covers all the places you'll need to use. Stay off 2nd lower deck, as we had to put the "Danger" room back to get the trapper buffs.
1. Load onto ship, head to west door straight ahead of you, and select 1st lower deck.
2. Arrive on 1st lower deck (you'll be facing south, with exit ladder behind you).
3. Go forward & turn left (east) & enter Crafting area (normally Cannith).
4. Go to left and into hall to west.
5. When it dead ends, you can go left to bank, auctioneer, and mail box; or right to tavern which also has all the hireling vendors.
6. Once you're done with that area, head back to the crafting area and keep going south to the other side of the ship. At end, on your right (west), you will find the farshifter (don't need to use him here, captain has all his functions), but there is a teleporter behind him that will take you to all the teleporter locations, including House C, IQ, & Hall of Heroes, which you cannot get from captain.
7. Go bac to crafting area, head east (right) to the Proving Grounds, which has 4 training dummies, the House D vendor, & a general ammo vendor. It also has the secondary buff bar, which is directly in front of you as you come in from the west (the only one that currently works with pets). If you keep going east, you will end up at the end of the ship which has a second exit (ladder).
At this point you can take the ladder to the cargo hold which contains all the legacy buffs from our old ship. You can:
8. Regenerate & change spells at old tavern, since the new tavern isn't working right yet.
9. Use training dummy in front of bar & regenerate while you're at it.
10. Get legacy resist buffs (which stack with new ones)
11. Use XP shrine.
12. Access the guild chest.
12. Take ladder to top deck, have your toon use the buff bar there (one on 1st lower deck doesn't give all the buffs).
You're done. Go questing.