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Naval Combat and Salvage: Difference between revisions

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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|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 (like Furious Assault, Hold Fast, Bad Rations) have 50% effectiveness.
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 available on the [[Acquiring and Controlling Ships#Overview Tab|Ship Gump]] or relevant [[Acquiring and Controlling Ships#Actions and Abilities Hotbar|Hotbar]]. This brings up a targeting gump allowing you to select which hit point type (Hull, Sails, or Guns) to restore.
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.


The repair process requires the ship to remain completely '''stationary for 10 seconds'''. An overhead message ("*Repairing Hull*", etc.) confirms the action. The amount of HP restored depends on the ship's specific repair stats, viewable on the [[Acquiring and Controlling Ships#Stats Tab|Stats Gump]]. If the repairing player moves or is killed before the 10 seconds elapse, the repair 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.
 
Repair frequency is limited during combat. By default, you can only perform one repair action every '''5 minutes''' while actively engaged. This cooldown can be shortened by [[Ship Upgrades|Upgrades]] that improve the 'Ship Repair Cooldown' stat. Once your ship has been out of combat for '''60 seconds''' and any existing repair cooldown has finished, you can repair continuously without restriction.


== Ship Boarding ==
== Ship Boarding ==
[[File:shipboardingrope1.png|thumb|left|A successful boarding action connects two ships with ropes.]]
[[File:shipboardingrope1.png|thumb|right|A successful boarding action connects two ships with ropes.]]
[[File:shipboardingparty.jpg|thumb|right|Crewmembers (Orange names) engage enemies during a boarding action.]]
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 your crew to engage theirs directly, providing access to [[Doubloons]] often carried by defeated enemy crewmembers. It's strategically important, as sinking a ship before looting its crew forfeits this potential wealth.
 
A boarding attempt can be initiated by the Captain when an enemy ship's '''Sail OR Gun HP drops below 50%'''. This requires using a [[Boarding Rope]], which is crafted using the [[Tailoring]] skill, and selecting the "Send Boarding Party" command. While only the Captain can initiate, other players who have enabled "Auto-Join All Boarding Parties" via the [[Acquiring and Controlling Ships#Players Tab|Players Gump Tab]] will automatically join, along with any readied [[Ship Crewmembers|Crew]] and followers.
 
Upon successful boarding, designated party members leap onto the enemy deck. Crewmembers will automatically attack the nearest foe; their names and health bars appear '''Orange''' while boarding. The chance of a successful boarding action starts at 0% (when enemy Sails/Guns are at 50%) and scales up towards 100% as the '''lower''' of the enemy's Sail or Gun HP approaches 0%. This base chance is further increased by the attacking ship's 'Boarding Chance Bonus' stat provided by [[Ship Upgrades|Upgrades]]. A ship can only attempt to board once every '''20 seconds''' and must be stationary for at least '''0.1 seconds''' prior.


If a crewmember is defeated during boarding, they become '''Incapacitated''' ('''Grey''' name/bar, Skull icon) and must undergo a 'Recovery Cooldown' before returning to duty. Note that embarking onto or boarding a ship cancels active targeting cursors and resets melee swing timers. Additionally, Explosion spells or potions cast from one ship deal only 25% damage if the caster moves to another vessel before detonation.
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 can occur when ships are blocked and stationary.]]
[[File:shipramming1.png|thumb|right|Ramming requires specific conditions to execute.]]
Captains can inflict direct Hull damage by ramming under specific conditions: the ramming ship must have been stationary for '''5 seconds''', not have rammed within the last '''10 seconds''', and be physically blocked from moving in 6 directions. In PvP, ramming deals Hull damage equal to '''30%''' of the target's Max Hull HP, while the ramming ship takes damage equal to '''5%''' of its own Max Hull HP. If an NPC ship gets stuck against a player ship (PvE), it will automatically attempt to ram, dealing '''20%''' of the player ship's Max Hull HP as damage to the player, while the NPC ship takes 5% of its own Max Hull HP in damage.
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|left|Notification confirming the Doubloon payout upon your ship sinking.]]
[[File:shipsinking1.png|thumb|right|Notification confirming the Doubloon payout upon your ship sinking.]]
[[File:shipsinking2.png|thumb|right|Notification showing the Doubloons awarded to enemies who sank your ship.]]
When Hull HP reaches zero, a ship sinks.
When a ship's Hull Hit Points reach zero, it sinks. This triggers several immediate consequences:
*  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 (based on registration and installed components) directly into their bank.
*  '''10%''' of the ship's Total Value is distributed to enemy player ship Holds (scaled by damage).
*  '''10%''' of the ship's Total Doubloon Value is distributed amongst enemy player ships that contributed to the sinking, proportional to their damage dealt (distributed to Holds).
*  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 detach and become '''"Wayward Salvage"''' within the [[#Ship Salvage System|Salvage System]].
*  The Ship Deed and all remaining components go '''immediately''' to the [[#Ship Salvage System|Salvage System]].
*  The Ship Deed itself, along with all non-detached components, is transferred '''immediately''' to the [[#Ship Salvage System|Salvage System]].
In PvP, any [[#Looting Ship Upgrades and Crewmember Contracts (Pending Salvage)|Pending Salvage]] is transferred to the sinking enemy ship(s).
Crucially in PvP, any [[#Looting Ship Upgrades and Crewmember Contracts (Pending Salvage)|Pending Salvage]] aboard the sunk ship is '''lost''' and transferred to the enemy ship(s) that sank it, distributed based on damage contribution.


== 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.]]
The Salvage System is the crucial mechanism for recovering sunk ships and associated items. It is accessed via [[Salvage Foreman]] NPCs found at town docks by saying '''"Salvage"''', '''"Recover"''', or '''"Buy"''' nearby, or by using their context menu (Shift-Click). Items remain in the system and are recoverable for '''30 days''' before being permanently deleted.
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 ===
You can earn Salvage Credits by dragging unwanted [[Ship Crewmembers|Crewmember Contracts]] onto a Salvage Foreman. The credits received depend on the contract's rank (Novice: 100, Adept: 250, Veteran: 500, Expert: 1000, Master: 2000). These credits are automatically used first when paying recovery fees within the Salvage Menu.
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|center|The main interface for managing salvaged items and ships.]]
[[File:shipsalvagemenu.png|thumb|right|The main interface for managing salvaged items and ships.]]
The menu displays recoverable items associated with your account.
The menu displays recoverable items.


==== Recovering Sunk Ship Deeds ====
==== Recovering Sunk Ship Deeds ====
[[File:shipsalvagemenu1a.png|thumb|left|Paying the Doubloon fee (less any credits) re-registers the ship.]]
[[File:shipsalvagemenu1a.png|thumb|right|Paying the recovery fee re-registers the ship.]]
[[File:shipsalvagemenu1b.png|thumb|left|Options after recovery fee is paid.]]
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.
To retrieve a sunk ship deed (with its attached components), you must pay a Recovery Fee equal to its '''Total Doubloon Value'''. Clicking the large diamond button initiates payment, prioritizing [[#Salvage Credits|Salvage Credits]] before drawing the remainder in [[Doubloons]] from your bank. Successful payment '''re-registers''' the ship instantly. Its status changes to "Available" (Green text), and buttons appear allowing you to send the recovered Deed to your Bank Box, Backpack, or potentially a [[Dockmaster]]. The small orb button lets you preview the ship's details without committing to payment.


==== 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" refers to the upgrades or crewmembers that detached with a 1% chance upon sinking. Recovering these specific items is '''free''' but normally involves a '''7-day waiting period''', during which they appear with Pink text. After 7 days, they automatically become available for retrieval.
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|left|Expediting requires sacrificing a similar item from your backpack.]]
[[File:shipsalvagemenu2b.png|thumb|right|Expediting requires sacrificing a similar item.]]
[[File:shipsalvagemenu2c.png|thumb|left|Once expedited, the item becomes immediately available.]]
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.
If you don't want to wait 7 days for Wayward Salvage, you can Expedite its recovery. Clicking the large diamond Expedite button prompts you to target an item in your backpack for consumption (deletion). To expedite a '''Wayward Upgrade''', you must consume '''any''' Ship Upgrade. To expedite a '''Wayward Crewmember''', you must consume a Crewmember Contract of '''equal or higher rank'''. Once expedited, the Wayward item becomes immediately available for retrieval. The small orb button allows previewing before expediting.


=== Looting Ship Upgrades and Crewmember Contracts (Pending Salvage) ===
=== Looting Ship Upgrades and Crewmember Contracts (Pending Salvage) ===
[[File:shipsalvageloot1.png|thumb|left|Notification upon receiving 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'''.
[[File:shipsalvageloot2.png|thumb|left|Pending Salvage count shown in the Ship Overview.]]
Upgrades/Contracts looted at sea are not physical items but become '''"Pending Salvage"''' attached to your ship.
*  '''Sources (PvM):''' Items that ''would'' have been in [[Message in a Bottle|MIB]]/[[Salvage Crate]]s, unlocked NPC Ship Holds, or on [[Ocean Mini-Boss]]/[[Bosses|Boss]] corpses become Pending Salvage, often distributed based on damage contribution.
*  '''Acquisition:''' Pending Salvage count is shown in the [[Acquiring and Controlling Ships#Overview Tab|Ship Overview Gump]] but is inaccessible at sea.
*  '''Transfer on Docking:''' Upon [[Acquiring and Controlling Ships#Docking the Ship|docking]], all Pending Salvage moves to the Captain's [[#Ship Salvage System|Salvage System]] and is '''immediately retrievable'''.
*  '''Transfer on Sinking (PvP):''' See [[#Ship Sinking]].


=== Yielding Salvage ===
=== Yielding Salvage ===
[[File:shipsalvageyieldloot1.jpg|thumb|right|Yielding transfers your entire Pending Salvage load to a targeted friendly ship.]]
[[File:shipsalvageyieldloot1.jpg|thumb|right|Yielding transfers Pending Salvage to another ship.]]
The "Yield Salvage" command (on the [[Acquiring and Controlling Ships#Overview Tab|Overview Gump]]) allows you to transfer your '''entire''' current load of Pending Salvage to another player's ship within 6 tiles. This is useful for consolidating loot or helping allies. Both ships receive notifications. Attempting to yield with zero Pending Salvage will announce this fact, useful for proving emptiness if required.
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}}
{{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

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 (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

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 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

Ramming requires specific conditions to execute.

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

Notification confirming the Doubloon payout upon your 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

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

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 main interface for managing salvaged items and ships.

The menu displays recoverable items.

Recovering Sunk Ship Deeds

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

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 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 docking, all Pending Salvage moves to your Salvage System and is immediately retrievable.

Yielding Salvage

Yielding transfers Pending Salvage to another ship.

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.

Navigation

Overview of ship mechanics, lawless zones, key concepts, Doubloons, and links to detailed ship topics.
Details on crafting, registering, placing, controlling ships via Gump/Hotbars, ship types, speeds, docking, and shipping crates.
Information on recruiting, managing, professions, stats, and the Loyalty system for NPC crewmembers.
Covers acquiring and applying Themes, Paints, Cannon Hues, Abilities, Outfittings, Specialty Items, and Crew Supplies via Pending Salvage.
Explains combat rules, ship repair, boarding, ramming, sinking consequences, Doubloon distribution, and the ship/item recovery Salvage system.
Return to the main page of the Wiki.