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Naval Combat and Salvage: Difference between revisions

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Created page with "Category:Ships Category:Combat Category:PvP Category:PvM <noinclude>Category:Guides</noinclude> This page covers the mechanics of ship-to-ship combat, repairing damage, boarding actions, sinking, and the crucial Salvage system for recovering lost vessels and items in UO Outlands. Return to the main Ships page. == General Combat Rules == * Ocean areas are '''Lawless Zones'''; PvP is unrestricted. * Players are flagged PvP if their Ship Crew..."
 
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<noinclude>[[Category:Guides]]</noinclude>
<noinclude>[[Category:Guides]]</noinclude>


This page covers the mechanics of ship-to-ship combat, repairing damage, boarding actions, sinking, and the crucial Salvage system for recovering lost vessels and items in UO Outlands. Return to the main [[Ships]] page.
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.


== General Combat Rules ==
== Rules of Engagement ==
*  Ocean areas are '''Lawless Zones'''; PvP is unrestricted.
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|NPC 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.
*  Players are flagged PvP if their [[Ship Crewmembers|crew]] attack another player.
Damage from '''Players, Tamed Creatures, and Summons''' to enemies on '''different''' ships is reduced by '''50%'''.
'''[[Ship Crewmembers|NPC Crewmembers]]''' deal '''+50% increased damage''' in ship battles.
Poison damage follows similar reductions. <!-- Specify reduction if known -->
*  Cannons are the primary damage source. <!-- Add cannon details if missing from Gump/Hotbar pages - Types, Loading, Firing Modes -->


== Ship Repairing ==
== Ship Repairing ==
[[File:shiprepairinggump1a.png|thumb|right|Ship Repair targeting gump.]]
[[File:shiprepairinggump1a.png|thumb|right|Selecting Hull, Sails, or Guns to repair via the targeting gump.]]
Ships have three HP types: Hull, Sails, and Guns. Damage requires repair using [[Ship Repair Kits]] (crafted via [[Tinkering]]).
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.
*  '''Initiating Repair:''' Use the "Repair Ship" command ([[Acquiring and Controlling Ships#Overview Tab|Gump]]/[[Acquiring and Controlling Ships#Actions and Abilities Hotbar|Hotbar]]). A targeting gump appears.
 
*  '''Targeting:''' Select which Hit Point type (Hull, Sails, Guns) to restore.
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.
*  '''Process:''' Requires the ship to remain stationary for '''10 seconds'''. Overhead message indicates repair type ("*Repairing Hull*").
 
*  '''Effectiveness:''' Amount repaired depends on ship stats ([[Acquiring and Controlling Ships#Stats Tab|Stats Gump]]) for Hull/Sail/Gun Repair Amount.
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.
*  '''Interruption:''' Repair fails if the repairing player is killed or moved before completion.
*  '''Cooldown:'''
**  Can only repair '''once every 5 minutes''' while in combat (by default).
**  Cooldown can be reduced by the ship's '''Ship Repair Cooldown''' stat (from [[Ship Upgrades|Upgrades]]).
**  After being out of combat for '''60 seconds''' (and the last repair cooldown resolved), repairs can be performed continuously.


== Ship Boarding ==
== Ship Boarding ==
[[File:shipboardingrope1.png|thumb|left|Boarding rope connecting ships.]]
[[File:shipboardingrope1.png|thumb|left|A successful boarding action connects two ships with ropes.]]
Boarding allows direct engagement with enemy crew and access to loot ([[Doubloons]]) on their corpses. Sinking a ship with live crew forfeits this loot.
[[File:shipboardingparty.jpg|thumb|right|Crewmembers (Orange names) engage enemies during a boarding action.]]
*  '''Initiation Condition:''' Can be attempted when enemy ship's '''Sail OR Gun HP''' drops below '''50%'''.
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.
*  '''Tool:''' Requires using a [[Boarding Rope]]. <!-- How are these obtained/crafted? -->
 
*  '''Participants:''' Only the Captain can initiate. Players must opt-in via "Auto-Join All Boarding Parties" ([[Acquiring and Controlling Ships#Players Tab|Players Gump Tab]]) to participate. Followers and readied [[Ship Crewmembers|Crew]] join automatically.
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]] <!-- How obtained? --> 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.
*  '''Process:''' Use the "Send Boarding Party" command ([[Acquiring and Controlling Ships#Overview Tab|Gump]] / [[Acquiring and Controlling Ships#Crewmember Hotbar|Hotbar]]). Selected members jump to the enemy vessel.
 
*  '''Combat:''' Crewmembers attack nearest enemy autonomously. Boarding crew have '''Orange''' names/HP bars.
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.
'''Cooldown:''' Can only attempt boarding once every '''20 seconds'''. Ship must be stationary for '''0.1 seconds''' before attempting.
 
*  '''Success Chance:'''
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.
**  Base chance starts at 0% when enemy Sails/Guns are at 50% HP.
**  Increases up to 100% as the '''lower''' of the enemy's Sail/Gun HP approaches 0%.
**  Improved by the attacking ship's '''Boarding Chance Bonus''' stat (from [[Ship Upgrades|Upgrades]]). (Example: 25% bonus + 50% base chance = 62.5% effective chance).
**  Success chance is announced to the attacking crew upon attempt.
'''Crew Incapacitation:''' Crewmembers reduced to 0 HP become '''Incapacitated''' ('''Grey''' name/bar, Skull icon). They enter a '''Recovery Cooldown''' ("Recovery in X") before returning to their ship.
*  '''Restrictions:''' Embarking/Boarding cancels targeting cursors and resets melee swing timers. Explosion Potions/Spells cast on one ship deal only '''25% damage''' if the caster moves to another ship before detonation.


== Ship Ramming ==
== Ship Ramming ==
[[File:shipramming1.png|thumb|right|Ships colliding during a ram attempt.]]
[[File:shipramming1.png|thumb|right|Ramming can occur when ships are blocked and stationary.]]
Allows inflicting direct Hull damage by collision. Only the Captain can initiate.
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.
*  '''Conditions:'''
**  Ramming ship must be stationary for at least '''5 seconds'''.
**  Must not have rammed in the last '''10 seconds'''.
**  Must be unable to move in 6 other directions (i.e., blocked).
*  '''Damage (PvP):'''
**  Target ship suffers Hull Damage = '''30%''' of its Max Hull HP.
**  Ramming ship suffers Hull Damage = '''5%''' of its own Max Hull HP.
*  '''Damage (PvE - NPC Ramming Player):'''
**  NPC ships auto-ram if stuck next to a player ship.
**  Player ship suffers Hull Damage = '''20%''' of its Max Hull HP.
**  NPC ship suffers Hull Damage = '''5%''' of its own Max Hull HP.


== Ship Sinking ==
== Ship Sinking ==
[[File:shipsinking1.png|thumb|right|Notification of receiving Doubloons when your ship sinks.]]
[[File:shipsinking1.png|thumb|left|Notification confirming the Doubloon payout upon your ship sinking.]]
[[File:shipsinking2.png|thumb|right|Notification that enemies received Doubloons from sinking your ship.]]
[[File:shipsinking2.png|thumb|right|Notification showing the Doubloons awarded to enemies who sank your ship.]]
When a ship's Hull HP reaches 0, it sinks.
When a ship's Hull Hit Points reach zero, it sinks. This triggers several immediate consequences:
'''Captain's Payout:''' Captain immediately receives '''80%''' of the ship's Total [[Doubloons|Doubloon]] Value (Registration Cost + Upgrade/Crew Costs) in their [[Bank Box]].
The Captain receives '''80%''' of the ship's Total [[Doubloons|Doubloon]] Value (based on registration and installed components) directly into their bank.
'''Enemy Payout:''' '''10%''' of the ship's Total Doubloon Value is distributed among enemy player ships that dealt damage (scaled by damage share).
*  '''10%''' of the ship's Total Doubloon Value is distributed amongst enemy player ships that contributed to the sinking, proportional to their damage dealt.
'''Wayward Salvage Chance:''' Each installed [[Ship Upgrades|Upgrade]] and [[Ship Crewmembers|Crewmember]] has a '''1% chance''' to detach and 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]].
'''Ship Deed Transfer:''' The Ship Deed itself, along with all remaining attached Upgrades and Crew, is '''immediately''' sent to the [[#Ship Salvage System|Salvage System]] (no 30-minute delay).
*  The Ship Deed itself, along with all non-detached components, is transferred '''immediately''' to the [[#Ship Salvage System|Salvage System]].
'''Pending Salvage Loss (PvP):''' If sunk by enemy players, any [[#Looting Ship Upgrades and Crewmember Contracts|Pending Salvage]] on the sunk ship is transferred to the sinking enemy ship(s), distributed based on damage dealt.
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 ==
Allows recovery of sunk ships, detached upgrades/crew, and looted items. Accessed via [[Salvage Foreman]] NPCs at town Docks.
[[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.
=== Accessing the System ===
[[File:shipssalvageforeman1.png|thumb|right|Salvage Foreman context menu.]]
*  Say '''"Salvage"''', '''"Recover"''', or '''"Buy"''' near a Salvage Foreman.
Shift-click Foreman and select "Salvage".
Items remain recoverable for '''30 days''' (up from 14).


=== Salvage Credits ===
=== Salvage Credits ===
*  Obtain credits by dragging unwanted [[Ship Crewmembers|Crewmember Contracts]] onto a Salvage Foreman.
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.
*  Credits awarded: Novice (100), Adept (250), Veteran (500), Expert (1000), Master (2000).
*  Credits are used automatically first when paying recovery fees.


=== Ship Salvage Menu ===
=== Using the Ship Salvage Menu ===
[[File:shipsalvagemenu.png|thumb|right|Main Ship Salvage Menu interface.]]
[[File:shipsalvagemenu.png|thumb|center|The main interface for managing salvaged items and ships.]]
The menu displays recoverable items associated with your account.


==== Recovering Ship Deeds ====
==== Recovering Sunk Ship Deeds ====
[[File:shipsalvagemenu1a.png|thumb|left|Paying the recovery fee for a sunk ship.]]
[[File:shipsalvagemenu1a.png|thumb|left|Paying the Doubloon fee (less any credits) re-registers the ship.]]
[[File:shipsalvagemenu1b.png|thumb|left|Options after recovery fee is paid.]]
[[File:shipsalvagemenu1b.png|thumb|left|After payment, options appear to retrieve the deed.]]
*  Requires paying a Recovery Fee = '''Total Doubloon Value''' of the ship (Reg Cost + attached Upgrade/Crew Costs).
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.
*  Click the Large Diamond button to pay (uses [[#Salvage Credits|Salvage Credits]] first, then bank [[Doubloons]]).
*  Paying the fee '''re-registers''' the ship with all components re-installed.
*  Ship status changes to "Available" (Green text).
*  Buttons appear to move the recovered Deed to your Bank Box, Backpack, or a [[Dockmaster]] (for dry dock?).
*  Small Orb button previews the ship's menu without paying/modifying.


==== Recovering Wayward Salvage ====
==== Recovering Wayward Salvage ====
[[File:shipsalvagemenu2a.png|thumb|left|Wayward Salvage with 7-day delay (Pink text).]]
[[File:shipsalvagemenu2a.png|thumb|right|Wayward items show a 7-day delay timer in Pink text.]]
"Wayward Salvage" = Upgrades/Crew detached during sinking (1% chance each).
"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.
*  Recovery is '''Free'''.
*  Requires a standard '''7-day waiting period''' before becoming "Available" (Pink text during delay). Automatically ready after 7 days.


==== Expediting Wayward Salvage ====
==== Expediting Wayward Salvage ====
[[File:shipsalvagemenu2b.png|thumb|left|Expedite requires consuming an item.]]
[[File:shipsalvagemenu2b.png|thumb|left|Expediting requires sacrificing a similar item from your backpack.]]
[[File:shipsalvagemenu2c.png|thumb|left|Wayward Salvage available after expediting.]]
[[File:shipsalvagemenu2c.png|thumb|left|Once expedited, the item becomes immediately available.]]
*  Bypasses the 7-day wait.
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.
*  Click the Large Diamond Expedite button.
'''Expediting an Upgrade:''' Requires targeting and consuming (deleting) '''any''' Ship Upgrade from your backpack.
'''Expediting a Crewmember:''' Requires targeting and consuming a Crewmember Contract of '''equal or higher rank''' (any profession) from your backpack.
*  Expedited items become immediately "Available".
*  Small Orb button previews the Wayward item.


=== Looting Ship Upgrades and Crewmember Contracts (Pending Salvage) ===
=== Handling Looted Upgrades/Contracts (Pending Salvage) ===
[[File:shipsalvageloot1.png|thumb|left|Notification of gaining Pending Salvage.]]
As mentioned in [[Ship Upgrades#Acquiring Upgrades|Ship Upgrades]], components looted at sea become '''"Pending Salvage"''' rather than physical items. This includes items that would have been in [[Message in a Bottle|MIB]]/[[Salvage Crate]]s, NPC ship holds, or on Boss corpses (distributed based on damage contribution in group encounters). This Pending Salvage is tracked on your [[Acquiring and Controlling Ships#Overview Tab|Ship Overview Gump]] and becomes accessible only after docking. Upon docking, all Pending Salvage transfers to your [[#Ship Salvage System|Salvage System]] menu and is '''immediately available''' for retrieval, similar to expedited Wayward items.
[[File:shipsalvageloot2.png|thumb|left|Pending Salvage count in Ship Overview.]]
Upgrades/Contracts looted at sea are not physical items but become '''"Pending Salvage"''' attached to your ship.
*  '''Sources (PvM):'''
**  [[Message in a Bottle|MIB]]/[[Salvage Crate]]s: Items that *would* have been in the crate become Pending Salvage.
**  NPC Ship Holds (when unlocked): Items that *would* have been loot are randomly assigned as Pending Salvage to damaging player ships (scaled by damage).
**  [[Ocean Mini-Boss]]/[[Bosses|Boss]] Corpses: Loot items randomly assigned as Pending Salvage to damaging player ships (scaled by total player+crew+cannon damage).
*  '''Acquisition:''' Pending Salvage count shown in Ship Overview Gump. Inaccessible while at sea.
*  '''Transfer on Docking:''' When the ship [[Acquiring and Controlling Ships#Docking the Ship|Docks]], all Pending Salvage is transferred to the Captain's [[#Ship Salvage System|Salvage System]] and becomes '''immediately retrievable''' (like Expedited Wayward Salvage).
*  '''Transfer on Sinking (PvP):''' See [[#Ship Sinking]].


=== Yielding Salvage ===
=== Yielding Salvage ===
[[File:shipsalvageyieldloot1.jpg|thumb|right|Yield Salvage confirmation message.]]
[[File:shipsalvageyieldloot1.jpg|thumb|right|Yielding transfers your entire Pending Salvage load to a targeted friendly ship.]]
Allows transferring your '''entire''' current Pending Salvage load to another player's 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.
*  Use the "Yield Salvage" button ([[Acquiring and Controlling Ships#Overview Tab|Overview Gump]]) and target a ship within 6 tiles.
*  Overhead text appears on both Tillermen/Holds. Receiving crew gets system message.
Attempting to yield with 0 Pending Salvage announces emptiness (can be used as proof).
 
<!-- Removed redundant {{ShipIndex}} template -->

Revision as of 16:35, 26 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 NPC 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.

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 available on the Ship Gump or relevant Hotbar. This brings up a targeting gump allowing you to select which hit point type (Hull, Sails, or Guns) to restore.

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 Stats Gump. If the repairing player moves or is killed before the 10 seconds elapse, the repair attempt fails.

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 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

A successful boarding action connects two ships with ropes.
Crewmembers (Orange names) engage enemies during a boarding action.

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 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 Players Gump Tab will automatically join, along with any readied 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 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.

Ship Ramming

Ramming can occur when ships are blocked and stationary.

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.

Ship Sinking

Notification confirming the Doubloon payout upon your ship sinking.
Notification showing the Doubloons awarded to enemies who sank your ship.

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 Doubloon Value (based on registration and installed components) directly into their bank.
  • 10% of the ship's Total Doubloon Value is distributed amongst enemy player ships that contributed to the sinking, proportional to their damage dealt.
  • Each installed Upgrade and Crewmember has a 1% chance to detach and become "Wayward Salvage" within the Salvage System.
  • The Ship Deed itself, along with all non-detached components, is transferred immediately to the Salvage System.
  • Crucially in PvP, any 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

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.

Salvage Credits

You can earn Salvage Credits by dragging unwanted 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.

Using the Ship Salvage Menu

The main interface for managing salvaged items and ships.

The menu displays recoverable items associated with your account.

Recovering Sunk Ship Deeds

Paying the Doubloon fee (less any credits) re-registers the ship.
After payment, options appear to retrieve the deed.

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 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

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.

Expediting Wayward Salvage

Expediting requires sacrificing a similar item from your backpack.
Once expedited, 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.

Handling Looted Upgrades/Contracts (Pending Salvage)

As mentioned in Ship Upgrades, components looted at sea become "Pending Salvage" rather than physical items. This includes items that would have been in MIB/Salvage Crates, NPC ship holds, or on Boss corpses (distributed based on damage contribution in group encounters). This Pending Salvage is tracked on your Ship Overview Gump and becomes accessible only after docking. Upon docking, all Pending Salvage transfers to your Salvage System menu and is immediately available for retrieval, similar to expedited Wayward items.

Yielding Salvage

Yielding transfers your entire Pending Salvage load to a targeted friendly ship.

The "Yield Salvage" command (on the 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.