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== Rules of Engagement == | == Rules of Engagement == | ||
The open ocean is a '''Lawless Zone''' where [[Player versus Player|PvP]] is always enabled. Be aware that your ship and crew can flag you for combat; if your [[Ship Crewmembers| | The open ocean is a '''Lawless Zone''' where [[Player versus Player|PvP]] is always enabled. Be aware that your ship and crew can flag you for combat; if your [[Ship Crewmembers|crew]] attack another player, you are considered hostile. Damage dynamics are adjusted at sea: attacks from '''Players, Tamed Creatures, and Summons''' targeting enemies on a '''different ship''' deal '''50% reduced damage'''. Conversely, your own '''[[Ship Crewmembers|NPC Crew]]''' inflict '''50% increased damage''' in ship battles. Poison effects are similarly scaled down between ships. While player spells and weapons can damage ships, cannons remain the primary tool for naval warfare. Non-damaging spells like Curse/Weaken will not interrupt spellcasting on ships. Buff/Debuff abilities used by NPC ships have 50% effectiveness. | ||
== Ship Repairing == | == Ship Repairing == | ||
[[File:shiprepairinggump1a.png|thumb|right|Selecting Hull, Sails, or Guns to repair via the targeting gump.]] | [[File:shiprepairinggump1a.png|thumb|right|Selecting Hull, Sails, or Guns to repair via the targeting gump.]] | ||
Sustaining damage to your ship's Hull, Sails, or Guns necessitates repairs using [[Ship Repair Kits]] (crafted via [[Tinkering]]). To initiate repairs, use the "Repair Ship" command | Sustaining damage to your ship's Hull, Sails, or Guns necessitates repairs using [[Ship Repair Kits]] (crafted via [[Tinkering]]). To initiate repairs, use the "Repair Ship" command (Gump/Hotbar). This brings up a targeting gump allowing you to select which hit point type to restore. The repair process requires the ship to remain '''stationary for 10 seconds'''. An overhead message ("*Repairing Hull*", etc.) confirms the action. The amount repaired depends on the ship's specific repair stats. If the repairing player moves or is killed before completion, the attempt fails. | ||
During combat, repairs are limited to '''once every 5 minutes''' by default. This cooldown can be shortened by [[Ship Upgrades|Upgrades]] improving the 'Ship Repair Cooldown' stat. Once out of combat for '''60 seconds''' (and any cooldown resolved), repairs can be performed continuously. | |||
== Ship Boarding == | == Ship Boarding == | ||
[[File:shipboardingrope1.png|thumb| | [[File:shipboardingrope1.png|thumb|right|A successful boarding action connects two ships with ropes.]] | ||
Boarding enemy vessels allows direct engagement and looting of [[Doubloons]] from defeated crew. Sinking a ship before looting forfeits this wealth. A boarding attempt can be initiated by the Captain using a [[Boarding Rope]] (crafted via [[Tailoring]]) when an enemy ship's '''Sail OR Gun HP drops below 50%'''. Other players opt-in via "Auto-Join All Boarding Parties" to participate alongside readied [[Ship Crewmembers|Crew]] and followers. | |||
Boarding enemy vessels allows | |||
A boarding attempt can be initiated by the Captain when an enemy ship's '''Sail OR Gun HP drops below 50%'''. | |||
Upon success, party members jump to the enemy deck. Crew attack autonomously (appearing '''Orange''' while boarding). Boarding chance scales from 0% (at 50% enemy Sail/Gun HP) up to 100% as the lower of the two approaches 0%, further modified by the ship's 'Boarding Chance Bonus' stat. Boarding attempts have a '''20-second cooldown''' and require the ship be stationary for '''0.1 seconds''' prior. Defeated crew become '''Incapacitated''' ('''Grey''' icon) and enter a 'Recovery Cooldown'. Boarding cancels targeting cursors and resets melee swing timers. Explosion damage is reduced to 25% if the caster moves ships before detonation. | |||
== Ship Ramming == | == Ship Ramming == | ||
[[File:shipramming1.png|thumb|right|Ramming | [[File:shipramming1.png|thumb|right|Ramming requires specific conditions to execute.]] | ||
Captains can inflict | Captains can inflict Hull damage by ramming if stationary for '''5 seconds''', haven't rammed in '''10 seconds''', and are blocked from moving in 6 directions. In PvP, ramming deals '''30%''' of target's Max Hull HP dmg, while the rammer takes '''5%''' of their own Max Hull HP dmg. In PvE, if an NPC rams a player, the player takes '''20%''' Max Hull HP dmg, and the NPC takes 5%. | ||
== Ship Sinking == | == Ship Sinking == | ||
[[File:shipsinking1.png|thumb| | [[File:shipsinking1.png|thumb|right|Notification confirming the Doubloon payout upon your ship sinking.]] | ||
When Hull HP reaches zero, a ship sinks. | |||
When | * The Captain receives '''80%''' of the ship's Total [[Doubloons|Doubloon]] Value in their bank. | ||
* The Captain receives '''80%''' of the ship's Total [[Doubloons|Doubloon]] Value | * '''10%''' of the ship's Total Value is distributed to enemy player ship Holds (scaled by damage). | ||
* '''10%''' of the ship's Total | * Each installed [[Ship Upgrades|Upgrade]] and [[Ship Crewmembers|Crewmember]] has a '''1% chance''' to become '''"Wayward Salvage"''' in the [[#Ship Salvage System|Salvage System]]. | ||
* Each installed [[Ship Upgrades|Upgrade]] and [[Ship Crewmembers|Crewmember]] has a '''1% chance''' to | * The Ship Deed and all remaining components go '''immediately''' to the [[#Ship Salvage System|Salvage System]]. | ||
* The Ship Deed | * In PvP, any [[#Looting Ship Upgrades and Crewmember Contracts (Pending Salvage)|Pending Salvage]] is transferred to the sinking enemy ship(s). | ||
* | |||
== Ship Salvage System == | == Ship Salvage System == | ||
[[File:shipssalvageforeman1.png|thumb|right|Interact with Salvage Foremen at docks via context menu or keywords.]] | [[File:shipssalvageforeman1.png|thumb|right|Interact with Salvage Foremen at docks via context menu or keywords.]] | ||
This system allows recovery of sunk ships and items via [[Salvage Foreman]] NPCs at docks (say "Salvage", "Recover", "Buy", or use context menu). Items remain recoverable for '''30 days'''. | |||
=== Salvage Credits === | === Salvage Credits === | ||
Earn credits by dragging unwanted [[Ship Crewmembers|Crewmember Contracts]] onto a Foreman (Novice: 100, Adept: 250, Veteran: 500, Expert: 1000, Master: 2000). Credits are used first for recovery fees. | |||
=== Using the Ship Salvage Menu === | === Using the Ship Salvage Menu === | ||
[[File:shipsalvagemenu.png|thumb| | [[File:shipsalvagemenu.png|thumb|right|The main interface for managing salvaged items and ships.]] | ||
The menu displays recoverable items | The menu displays recoverable items. | ||
==== Recovering Sunk Ship Deeds ==== | ==== Recovering Sunk Ship Deeds ==== | ||
[[File:shipsalvagemenu1a.png|thumb| | [[File:shipsalvagemenu1a.png|thumb|right|Paying the recovery fee re-registers the ship.]] | ||
Retrieve a sunk deed (with attached components) by paying its '''Total Doubloon Value''' via the Large Diamond button (uses Credits first, then bank Doubloons). This '''re-registers''' the ship instantly. It becomes "Available" (Green text), allowing retrieval to Bank, Backpack, or [[Dockmaster]]. The Small Orb previews details. | |||
==== Recovering Wayward Salvage ==== | ==== Recovering Wayward Salvage ==== | ||
[[File:shipsalvagemenu2a.png|thumb|right|Wayward items show a 7-day delay timer in Pink text.]] | [[File:shipsalvagemenu2a.png|thumb|right|Wayward items show a 7-day delay timer in Pink text.]] | ||
Wayward Salvage (items detached on sinking) is recovered for '''free''' but normally has a '''7-day wait''' (Pink text). | |||
==== Expediting Wayward Salvage ==== | ==== Expediting Wayward Salvage ==== | ||
[[File:shipsalvagemenu2b.png|thumb| | [[File:shipsalvagemenu2b.png|thumb|right|Expediting requires sacrificing a similar item.]] | ||
Bypass the wait by clicking the Expedite button and consuming an item: '''any''' Ship Upgrade for a Wayward Upgrade, or an equal/higher rank Crew Contract for a Wayward Crewmember. The item becomes immediately Available. | |||
=== | === Looting Ship Upgrades and Crewmember Contracts (Pending Salvage) === | ||
Looted Upgrades/Contracts become '''"Pending Salvage"''' attached to your ship, not physical items. Sources include MIB Crates, NPC holds, and Boss kills (distribution often based on damage). Pending Salvage count is shown in the Overview Gump. Upon [[Acquiring and Controlling Ships#Docking the Ship|docking]], all Pending Salvage moves to your [[#Ship Salvage System|Salvage System]] and is '''immediately retrievable'''. | |||
=== Yielding Salvage === | === Yielding Salvage === | ||
[[File:shipsalvageyieldloot1.jpg|thumb|right|Yielding transfers | [[File:shipsalvageyieldloot1.jpg|thumb|right|Yielding transfers Pending Salvage to another ship.]] | ||
The "Yield Salvage" command ( | The "Yield Salvage" command (Overview Gump) transfers your '''entire''' Pending Salvage load to another player ship (within 6 tiles). Both ships get notifications. Yielding with zero announces emptiness. | ||
{{Navbox Ships}} |
Latest revision as of 04:47, 27 March 2025
Engaging enemies on the high seas involves unique rules, repair challenges, boarding maneuvers, and the ever-present risk of sinking. This page covers ship combat mechanics and the crucial Salvage system for recovering from defeat. Return to the main Ships page.
Rules of Engagement
The open ocean is a Lawless Zone where PvP is always enabled. Be aware that your ship and crew can flag you for combat; if your crew attack another player, you are considered hostile. Damage dynamics are adjusted at sea: attacks from Players, Tamed Creatures, and Summons targeting enemies on a different ship deal 50% reduced damage. Conversely, your own NPC Crew inflict 50% increased damage in ship battles. Poison effects are similarly scaled down between ships. While player spells and weapons can damage ships, cannons remain the primary tool for naval warfare. Non-damaging spells like Curse/Weaken will not interrupt spellcasting on ships. Buff/Debuff abilities used by NPC ships have 50% effectiveness.
Ship Repairing

Sustaining damage to your ship's Hull, Sails, or Guns necessitates repairs using Ship Repair Kits (crafted via Tinkering). To initiate repairs, use the "Repair Ship" command (Gump/Hotbar). This brings up a targeting gump allowing you to select which hit point type to restore. The repair process requires the ship to remain stationary for 10 seconds. An overhead message ("*Repairing Hull*", etc.) confirms the action. The amount repaired depends on the ship's specific repair stats. If the repairing player moves or is killed before completion, the attempt fails.
During combat, repairs are limited to once every 5 minutes by default. This cooldown can be shortened by Upgrades improving the 'Ship Repair Cooldown' stat. Once out of combat for 60 seconds (and any cooldown resolved), repairs can be performed continuously.
Ship Boarding

Boarding enemy vessels allows direct engagement and looting of Doubloons from defeated crew. Sinking a ship before looting forfeits this wealth. A boarding attempt can be initiated by the Captain using a Boarding Rope (crafted via Tailoring) when an enemy ship's Sail OR Gun HP drops below 50%. Other players opt-in via "Auto-Join All Boarding Parties" to participate alongside readied Crew and followers.
Upon success, party members jump to the enemy deck. Crew attack autonomously (appearing Orange while boarding). Boarding chance scales from 0% (at 50% enemy Sail/Gun HP) up to 100% as the lower of the two approaches 0%, further modified by the ship's 'Boarding Chance Bonus' stat. Boarding attempts have a 20-second cooldown and require the ship be stationary for 0.1 seconds prior. Defeated crew become Incapacitated (Grey icon) and enter a 'Recovery Cooldown'. Boarding cancels targeting cursors and resets melee swing timers. Explosion damage is reduced to 25% if the caster moves ships before detonation.
Ship Ramming

Captains can inflict Hull damage by ramming if stationary for 5 seconds, haven't rammed in 10 seconds, and are blocked from moving in 6 directions. In PvP, ramming deals 30% of target's Max Hull HP dmg, while the rammer takes 5% of their own Max Hull HP dmg. In PvE, if an NPC rams a player, the player takes 20% Max Hull HP dmg, and the NPC takes 5%.
Ship Sinking

When Hull HP reaches zero, a ship sinks.
- The Captain receives 80% of the ship's Total Doubloon Value in their bank.
- 10% of the ship's Total Value is distributed to enemy player ship Holds (scaled by damage).
- Each installed Upgrade and Crewmember has a 1% chance to become "Wayward Salvage" in the Salvage System.
- The Ship Deed and all remaining components go immediately to the Salvage System.
- In PvP, any Pending Salvage is transferred to the sinking enemy ship(s).
Ship Salvage System

This system allows recovery of sunk ships and items via Salvage Foreman NPCs at docks (say "Salvage", "Recover", "Buy", or use context menu). Items remain recoverable for 30 days.
Salvage Credits
Earn credits by dragging unwanted Crewmember Contracts onto a Foreman (Novice: 100, Adept: 250, Veteran: 500, Expert: 1000, Master: 2000). Credits are used first for recovery fees.
Using the Ship Salvage Menu

The menu displays recoverable items.
Recovering Sunk Ship Deeds

Retrieve a sunk deed (with attached components) by paying its Total Doubloon Value via the Large Diamond button (uses Credits first, then bank Doubloons). This re-registers the ship instantly. It becomes "Available" (Green text), allowing retrieval to Bank, Backpack, or Dockmaster. The Small Orb previews details.
Recovering Wayward Salvage

Wayward Salvage (items detached on sinking) is recovered for free but normally has a 7-day wait (Pink text).
Expediting Wayward Salvage

Bypass the wait by clicking the Expedite button and consuming an item: any Ship Upgrade for a Wayward Upgrade, or an equal/higher rank Crew Contract for a Wayward Crewmember. The item becomes immediately Available.
Looting Ship Upgrades and Crewmember Contracts (Pending Salvage)
Looted Upgrades/Contracts become "Pending Salvage" attached to your ship, not physical items. Sources include MIB Crates, NPC holds, and Boss kills (distribution often based on damage). Pending Salvage count is shown in the Overview Gump. Upon docking, all Pending Salvage moves to your Salvage System and is immediately retrievable.
Yielding Salvage

The "Yield Salvage" command (Overview Gump) transfers your entire Pending Salvage load to another player ship (within 6 tiles). Both ships get notifications. Yielding with zero announces emptiness.