YOUR COMPANION, FROM THE HOLD TO THE HORIZON

STAGE · Getting around

Ships and passage

Draft — Draft: checked against the game source, not yet read through end to endAvailable from the start

Book passage aboard a friendly ship at a port, follow its sailed route, and stay aboard until the voyage ends.

Book passage

Find a friendly vessel moored at a port berth and activate it. If the hull carries passengers, its master offers the ports you know that are beyond the berth's immediate landfall range. The offer is ordered by distance. You cannot book a destination you have not discovered.

Only a Large Boat, Small Ship or Carrack carries a passenger. A Rowboat is too small, and a Large Galley does not moor for passage. The game quotes the fare before you accept. Its price is based on the voyage's map distance and is charged even if you own a ship.

During the voyage

The ship sails the route; it does not teleport you. Stay aboard until the journey ends. If you step ashore, go over the side or enter another place, the passage ends and your goods come ashore with you. If a fight interrupts the voyage while you remain aboard, the captain resumes sailing after a pause.

Passage serves travel within the Bay. Ships beyond the Veil sail the Eltheric Ocean and cannot carry you back to Bay ports by this service. Owning and outfitting a ship opens later; see The Harbormaster's Word later.

Fares and prices

A port passage's fare is 25 gold plus 25 more for each full 24 map pixels of the voyage's longest map distance. Short hops are cheap; a long crossing climbs in 25-gold steps. The fare is the same whether or not you already own a ship.

Hulls are sold at a port's Shipyard, cheapest first:

HullPriceSold as
Rowboat4,000 goldParts for your pack; launch it at any water
Large Boat8,000 goldA deed in your Fleet
Small Ship100,000 goldA deed in your Fleet
Carrack150,000 goldA deed in your Fleet
Large Galley200,000 goldA deed in your Fleet

The shipyard also buys hulls back and handles refits, and its Crew Hall hires named hands. See Owning a ship later for the Fleet, the hold and upkeep.

Travelling on the map under Immersive Travel, which is on for shared rooms online, adds its own daily rates. A carriage trip pays 1 gold for each whole day on land plus one more day's fee. A ship trip adds 15 gold for each sea day when you do not own the ship, plus 10 gold for each sea day for the captain and crew, which you pay even when the ship is yours. Sea days are counted as full 24 map pixels plus one.

Common mistakes

  • Expecting passage to be free because you own a ship. The port fare is charged regardless; only the map's 15-gold daily rental disappears.

  • Trying to book a landlocked destination. Passage reaches ports; inland places need another route.

  • Ignoring the daily rates. A ship trip on the map is not one flat fare; the captain's 10 gold is charged for every sea day.

  • Confusing a crowded quay with a berth. Activate a moored ship, not the dock around it.

Next

Sources & checked facts
  • src/systems/naval/passage.js: PASSAGE_HULLS, passagePixels, passageFare, passageDestinations, PASSAGE_LEAVE_M, passage lifecycle

  • src/systems/travel/travel.js: calculateTripCost (the ship fare: 25 per 24 ocean pixels plus 25)

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

  • src/systems/shipyards.js: SHIPYARD_HULLS, PARTS_HULLS, REFIT_RESALE, SALE_FLOOR

  • src/systems/immersiveTravel.js: carriageTripCost (daily carriage, ship and captain rates)

  • src/systems/modSettings.js: General.DailyCarriageFee, ShipTravel.DailyShipCost, ShipTravel.DailyCaptainFee

  • src/systems/online/onlineLane.js: immersive-travel whole-mod online rules

  • src/systems/travel/travelRoute.js: VOYAGE_LANDFALL_PX

  • src/scenes/naval/passageHost.js, src/scenes/world.js: passage lifecycle and online travel boundaries

  • Research: handbook/research/V1.md (ships and passage)

Facts used on this page

  • Online daily carriage fee: 1 gold
    src/systems/modSettings.js · modSetting(immersive-travel, General.DailyCarriageFee)
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