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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.

SettingWay, of her best
Astern30% astern
Hove to0%
Quarter Ahead25%
Half Ahead50%
Three-Quarters Ahead75%
Full Ahead100%
🧭
She answers her helm only with WAY ON: hove to, she will not come round at all. Her rate of turn falls with her speed, but her way falls faster, so the slower she sails the tighter she turns. At Full a Small Boat turns in about 2.7 cells and a Britannian Man-o'-War needs 5.9; at Half those are 1.9 and 4.2. Sternway steers her too, so a ship backed off a headland can still bring her head round.

Ship keys

The defaults. Every one can be moved in Options → Hotkeys → Ships, and they may share letters with your land keys.

ActionKeyWhat 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 / OffFLets her guns fire of themselves at anything in range, or holds them.
Offensive AbilityQThe ability in her offensive slot.
Defensive AbilityEThe ability in her defensive slot.
Cast / Haul the SeineSpaceA 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 DownEscTakes her guns off another sailor's ship they are laid on. Otherwise the key does what it always does.
Aim at Hull / SailsTLays 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.
BoardSpaceThrows 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
🌙
The sea keeps the world's clock, and after dark it is a moonlit sea lit by every ship's lanterns, lighthouse and burning wreck. Night changes only what you see — nothing the ocean does is different after dark.

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.

HarbourWho may dock
Your own mooringYou, always — and only here is a ship fitted out, crewed, repaired or taken out
Skara BraeBenefactor standing with the town (1,000)
MoonglowBenefactor standing with the town (1,000)
Buccaneer's DenBenefactor standing with the town (1,000)
Nujel'mBenefactor standing with the town (1,000)
CoveBenefactor standing with the town (1,000)
TrinsicBenefactor standing with the town (1,000)
Serpent's HoldBenefactor standing with the town (1,000)
JhelomBenefactor standing with the town (1,000)
Pirate Bay, outside Buccaneer's DenA safe cove, not a dock: trade for rare guns from her deck
🏠
A voyage ends only when she docks or sinks. Navigate Home sails her to your own mooring by itself, round the coasts and wide of the monster fleets — any helm key takes the wheel back. Close the page or lose the connection and she is stowed where she lay, hold and all, to be taken up again from Set Sail.

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.

WhereHow fastWhat it costs
At sea1% 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 best1 Wreckage per 40 hull, or 1 plank per 4
At the dock2% of her hull a minute, by itselfNothing
At the dock, paidAt once1 Wood Plank per 4 hull and 1 Iron Ingot per 20
📦
Plunder goes into her HOLD, not your pack, and comes ashore into house storage only when she docks at home. At a town's dock it stays aboard — unless you pay Silver to ship it home. Everything in the hold goes down with her if she sinks, so a full hold is worth sailing home carefully.

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.

FlagPlunder and crew XPThe 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
☠️
A murder at sea is a murder. A Black flag who sinks an innocent Blue ship that did not fire first takes a murder count ON LAND, with the grey that comes with it.

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.

WaterFish
Along the coastsFish, Dullfish and Shadowfish
InshoreFish, Dullfish, Shadowfish and Copperfish
OffshoreDullfish, Shadowfish, Copperfish and Bronzefish
The deepCopperfish, Bronzefish, Goldfish and Agafish
The open sea, round the mapGoldfish, Agafish, Verifish and Valorfish

More on the High Seas