The High Seas
Sailing
Your ship sails in real time on one ocean shared by every captain on the shard. This is how she handles, what the weather does to her, where she can put in, and the rules of the flag you fly.
The helm
Sails are SET, not held: Up sets one more step and Down takes one in, and she holds it with no key down. Left and Right are held — she turns for as long as you hold them.
| Setting | Way, of her best |
|---|---|
| Astern | 30% astern |
| Hove to | 0% |
| Quarter Ahead | 25% |
| Half Ahead | 50% |
| Three-Quarters Ahead | 75% |
| Full Ahead | 100% |
Ship keys
The defaults. Every one can be moved in Options → Hotkeys → Ships, and they may share letters with your land keys.
| Action | Key | What it does |
|---|---|---|
| Turn to Port | ← | Held: she comes round to port, relative to her own head, for as long as it is down. |
| Turn to Starboard | → | Held: she comes round to starboard for as long as it is down. |
| More Sail | ↑ | One step more sail a press — Quarter, Half, Three-Quarters, Full Ahead. She holds it with no key down. |
| Less Sail / Astern | ↓ | One step less a press. Below Hove to she backs astern. |
| Auto-Fire On / Off | F | Lets her guns fire of themselves at anything in range, or holds them. |
| Offensive Ability | Q | The ability in her offensive slot. |
| Defensive Ability | E | The ability in her defensive slot. |
| Cast / Haul the Seine | Space | A Fishing Trawler's net over the stern, and hauled in again. May share its key with Board: on a Trawler the key casts the net, on every other ship it boards. |
| Stand Guns Down | Esc | Takes her guns off another sailor's ship they are laid on. Otherwise the key does what it always does. |
| Aim at Hull / Sails | T | Lays her guns on her targets' hulls to sink them, or on their sails to slow them. Most of every hit goes where they are laid. |
| Board | Space | Throws her grapples at the crippled ship alongside — her sails shot under half — and sends her crew across. Shares Space with the seine by default: a Fishing Trawler casts her net on it instead (her Board button still boards). |
The wind
- One wind
- The same over the whole ocean, for every captain and every monster ship
- Running before it
- Up to +20% way with it dead astern in a fresh breeze
- Beating into it
- Up to -20% dead into it; on the beam, about what she would make anyway
- How hard
- From a light air to a fresh breeze — the chevrons on the arrow count its strength
- When it changes
- It holds for about 10 minutes, then comes round to a new heading over 45 seconds
- The arrow
- Green with her, yellow against her, blue on her beam
Storms
- Where they come from
- They form in the open sea off the map, roll across it on the wind and blow out on the far side
- How long
- 5 to 8 minutes to pass over a ship; about an hour on the water in all
- Rough seas
- 25% less way at the heart of one
- A rolling deck
- Every gun throws 100% wider
- Poor sight
- Lookouts and spyglasses see 60% less — and monster ships see less of you
- Lightning
- A blue ring closes round her mainmast 1.5 seconds before it strikes, for 7% of her hull. It follows her — there is no outrunning it
- Shelter
- Any harbour. Monster ships are never struck
Harbours
Every harbour has a lighthouse and a ring 42 cells round its anchorage. Inside the ring no monster hunts her and no gun fires, and — out of the fight — she may Dock. Docking at a town is travel: you step ashore in that town, and your ship lies at its quay until you set sail from there again.
| Harbour | Who may dock |
|---|---|
| Your own mooring | You, always — and only here is a ship fitted out, crewed, repaired or taken out |
| Skara Brae | Benefactor standing with the town (1,000) |
| Moonglow | Benefactor standing with the town (1,000) |
| Buccaneer's Den | Benefactor standing with the town (1,000) |
| Nujel'm | Benefactor standing with the town (1,000) |
| Cove | Benefactor standing with the town (1,000) |
| Trinsic | Benefactor standing with the town (1,000) |
| Serpent's Hold | Benefactor standing with the town (1,000) |
| Jhelom | Benefactor standing with the town (1,000) |
| Pirate Bay, outside Buccaneer's Den | A safe cove, not a dock: trade for rare guns from her deck |
Mending
Repair is always on. Wreckage from the hold is burnt first, then plain Wood planks stowed on the Shipyard's Timber tab. Both weigh against her hold, stay aboard from voyage to voyage, and go down with her if she sinks. Her carpenters keep only enough Wreckage to mend her hull 2 times over; the rest is left to drift.
| Where | How fast | What it costs |
|---|---|---|
| At sea | 1% of her hull a second once the guns have been quiet 30s, building by +100% over 60s of unbroken mending, +50% hove to — 2.5% a second at best | 1 Wreckage per 40 hull, or 1 plank per 4 |
| At the dock | 2% of her hull a minute, by itself | Nothing |
| At the dock, paid | At once | 1 Wood Plank per 4 hull and 1 Iron Ingot per 20 |
Your colours
Chosen as she sets sail and flown the whole voyage. Your guns never turn on another captain by themselves — click a ship to engage her, and Esc to stand down. A ship fired on may answer for 60 seconds whatever her colours.
| Flag | Plunder and crew XP | The rules |
|---|---|---|
| Peace Flag | -75% | No ship may fire on you, and you may fire on none. The pirate crews leave you be |
| Blue Flag | -25% | You may fire on criminal and murderer ships, and on pirates. Pirates may fire on you |
| Black Flag | +20% | Anyone not at peace may fire on you, and it is no crime. Sink an innocent and you take a murder count, on land too |
Fishing from a Fishing Trawler
- The net
- Space puts a seine over the stern; tow it round a shoal and close the ring by crossing your own float line
- The line
- Runs for 45 seconds; she makes 28% less way while towing
- A ring
- At least 3.5 cells across and no more than 70; up to 4 shoals at once
- What you keep
- Whatever your Fishing Pole reaches — a shoal shows its fish on the water, so you can see what you can land
- Between casts
- 5 seconds
- Shoals seen from
- 42 cells
What swims where
The richer fish swim further from land.
| Water | Fish |
|---|---|
| Along the coasts | Fish, Dullfish and Shadowfish |
| Inshore | Fish, Dullfish, Shadowfish and Copperfish |
| Offshore | Dullfish, Shadowfish, Copperfish and Bronzefish |
| The deep | Copperfish, Bronzefish, Goldfish and Agafish |
| The open sea, round the map | Goldfish, Agafish, Verifish and Valorfish |
More on the High Seas
Ships
Every hull, what she costs to build, her timber and rolls, upgrades, spyglasses and Shipyard fees.
Guns & Abilities
Cannons by metal, shot, the Ferryman's rare guns, the twelve ship abilities and how boarding works.
Crew
Where crew come from, their trades and naval ranks, levelling and promotion costs, feeding them, and the Crew Pub.
Foes & Plunder
The monster fleet and where it sails, the pirate crews, The Ferryman, and what every wreck gives up.