2-5 Hours (depending on guild level) buff but you can renew them whenever you get on the ship.
Some of the buffs are very important:
These are the ones we should get:
Chronoscope
Hold Room
12
60,000
+[1/2/3] Guild bonus to Reflex saving throws
+40%
Enhancement bonus to movement speed while in public areas (Does not stack with
Phiarlan's Pendant of Time or
Haste).
Bath House
State Room
14
70,000
+20
Healing Amplification
Range of Unconsciousness +[5/10/15]
-10% damage while helpless
Proving Ground
State Room
34
170,000
Provides bonuses from Tactical Training Room, Archery Range, Armory, and Grandmaster's Dojo. +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 Arcane Sanctum, Trapsmith's Workshop, Wild Grove, and Crusader's Chapel.
+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
(Very important, it pays itself)
Hold Room
36
180,000
+1 Guild bonus to the level of
your treasure from chests.
There are a ton more, but these are the low level basics.
Note that our shitty ship has:
Windspyre Sparrow
Light Classic
Skiff
Level 10
50k
pp
1 + Cargo bay
Hold rooms: 4
State rooms: 0