YOUR COMPANION, FROM THE HOLD TO THE HORIZON

STAGE · Gear and the sea

Owning a ship

Draft — Draft: checked against the game source, not yet read through end to endUnlocks at character level 5

Shipyards, hulls, crew, cargo and naval combat, introduced by The Harbormaster's Word.

Start at a port

The shipyard is the place to buy or sell a hull and arrange work on a ship. It offers the Rowboat, Large Boat, Small Ship, Carrack and Large Galley. The Rowboat is sold as parts that stay in your pack until launched in water. The other hulls are sold as deeds and recorded in your Fleet, with a port berth.

Use the shipyard to arrange refits and shipwright work. The Crew Hall is where you recruit named crew for your deck. Review the shipmaster's listed crew and costs before signing on; the source does not define one fixed fee for every recruit.

Cargo and a working crew

Your ship's hold gives you a place to carry goods at sea. Manage the hold, rigging, hull, guns, provisions and crew as part of your vessel's upkeep. Larger hulls have different crew and equipment needs, so compare the shipyard's specifications with the kind of voyage you plan.

The Harbormaster's Word is the level-5 introduction to the sea and ship ownership. Its quests ask you to sail, load a hold and strike your colors. For paid travel aboard another captain's vessel, see Ships and passage.

Fighting other captains

Naval Combat is forced on for shared rooms, so the sea you stand is the room's sea. At the helm, look to one side and hold Attack to aim a broadside, then release to fire. Another captain can do the same to you.

A ship reduced to a wreck is not a death: its captain keeps the hull's hold through the wreck. A wreck that the other captain boards gives up a prize — about one third of the hold's worth, at most eight of its most valuable pieces, held by the account service for the boarder to collect. Piracy is a crime, and pirates can board your ship and fight you on deck.

Online rules

Naval Combat is a DFO feature enabled for online play. Its encounter-density, boarding and prize choices are separately declared as player settings. Detailed Ships is forced on for shared rooms, so players there share the same ship decks. Ownership of personal ships comes through Come Sail Away, whose possession setting is player-owned online.

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Sources & checked facts
  • src/systems/questlines/qlLines.js: introSea, The Harbormaster's Word gate and steps

  • src/systems/shipyards.js: SHIPYARD_HULLS, PARTS_HULLS, shipyard services and crew hall

  • src/systems/comeSailAway/comeSailAwayHulls.js: HULL_NAMES, HULL_PRICES

  • src/systems/online/onlineLane.js: Detailed Ships room rule and Come Sail Away setting scope

  • src/systems/features.js: Naval Combat online declaration and player-owned parts

  • src/scenes/naval/navalPvp.js: SHIP-PVP broadsides, wreck and board seams, SEA_CAPTAIN_NEAR_M

  • src/net/sea/seaPrizeLaw.js: SEA_PRIZE_SHARE (one third), SEA_PRIZE_PIECES_MAX (8), SEA_PRIZE_HOLD_S (three days)

  • src/scenes/seaWreckHost.js, src/systems/naval/seaHoldGuard.js: wrecked hold and boarding

  • src/systems/features.js: Naval Combat's online switch and player-owned encounter settings

  • Research note: handbook/research/V1.md

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