Ship gameplay

Look up ship commands, hulls, weapons, crews, and the cargo economy.

This is the staff and balance reference for ships as players experience them: where to buy them, every command, the hull, weapon, equipment and crew catalogues, the cargo economy, and what everything costs. The engine behind it (lifecycle, heartbeat, combat maths, persistence, NPC AI) is in SHIPS.md.

All numbers are copied from src/ships/ship_variables.c, ship_cargo.c, ship_shop.c and src/specs/specs.assign.c at commit 2209da668. Prices are shown in platinum. The tables store copper, and 1000 copper is 1 platinum. A "tick" is one second. The "hours" the shipwright quotes are mud hours of 75 seconds, so 75 ticks make one quoted hour.

Players read the in-game help ship topics and help ships (see SHIPS.md for where those have drifted from the code).

Contents

Where ships are sold

A shipwright is a room with ship_shop_proc. You can buy a first ship at any of them. Every other service needs your ship docked in that room. The ten ports are the shipwrights that also trade cargo, and they are the only places customs inspects a docking ship.

Room Location (area file) Port
559633 A Fiord Inlet Harbor (surface.wld) Flann
635260 Slow, Leisurely River (newbiemaps.wld) Dalvik
88846 A Small Pier (menden.wld) Menden
82669 The Myrabolus Ship Yard (mira.wld) Myrabolus
66689 End of The Docks (torrhan.wld) Torrhan
9967 The Sarmiz'Duul Ship Yard (sarmiz.wld) Sarmiz'Duul
22441 The Northern Docks (stormport.wld) Storm Port
49090 On the Merchant Dock (desert.wld) Venan'Trut
43158 The Construction Pier, Thur'Gurax Port (shipy.wld) Thur'Gurax
83786 The Ship Yard of Deramuth Port (alatorin.wld) Deramuth
43118 The Pier of Hull Construction, Canderthal Harbor (shipy.wld)
43198 The Hull Construction Pier, Fenaline Shipyard (shipy.wld)
1719 The Docks of Quietus Quay (quietus.wld)
55410 The Dockyard On A Large Pier (wh.wld, Winterhaven)
8287 The Far East Sea Dock (sylvandawn.wld)
76659 A Pier (jade.wld)
584171 The Shores of Black Sand (surface.wld)
258421 The Azure Waters of a Stormy Sea (surface2011.wld)
140854, 133051 The Ocean (Duris3.wld)
70501 A Gaping Hole in the Side of a Pirate Ship (raxquest.wld)

Ships can also dock at any ROOM_DOCKABLE room they maneuver into. That gives no services beyond a safe berth.

Commands

At a shipwright

Anyone can list and buy a first hull. Everything else acts on your own ship, which (except for list, summon and sell ship) must be docked in this room and not undocking. Maintenance blocks buy hull, buy cargo, buy contraband, sell and summon. Battle stations block sell and summon.

Command Effect
list [hulls|weapons|equipment|cargo] Catalogues. Hull prices are shown as upgrade differences if you own a ship. list cargo shows this port's prices and the profit on your hold.
buy hull <n> <name> First ship. <n> is the list number. The name takes colour codes.
buy hull <n> Change hull class. The hold must be empty and the fit-out legal for the new hull. Everyone is put ashore and weapons carry over.
buy weapon <n> <fore|rear|port|starboard> Mount a weapon on an arc.
buy equipment <n> Fit a ram, levistone or diplomat's flag.
buy cargo <crates> / buy contraband <crates> Load this port's goods. Contraband needs reputation (see Contraband).
buy rename <name> Rename the ship for 10% of the hull's list price.
buy swap <slot> <slot> Swap two slots, mounting position included.
sell cargo / sell contraband / sell <slot> Sell goods, a weapon or a piece of equipment. The diplomat's flag cannot be sold while you carry cargo.
sell ship Disabled.
repair all Everything at once.
repair sail, repair armor <side|all>, repair internal <side|all>, repair weapon <slot> Individual repairs.
reload all / reload <slot> Refill ammunition.
summon ship / summon time Send for the ship, or ask how long it will take (see Summoning).

At a crew hall

A crew hall is a room with crew_shop_proc. You must own a ship.

Command Effect
list Crews and chiefs on offer here, then your current crew sheet.
hire <n> Hire the numbered crew or chief. The price is paid in coins.

On board

Bridge commands work in the room with the control panel (the bridge). order, lock and fire need the captain, a group-mate of the online captain, or an immortal. Any passenger may use look and scan.

Command Effect
look ship / look status Main status display: armour, internals, sail, crew, slots, target, heading and speed.
look crew, look cargo, look weaponspec Crew sheet, manifest and coffers, weapon specifications.
look contacts / look c Ships within 35 rooms (+0–2 for scout crews). Docked ships beyond 5 rooms are hidden.
look tactical [<x> <y>] / look t Hex chart centred on the ship, or on a point within contact range.
look sight <slot> / look weapon <slot> Displayed hit chance for one weapon against the locked target.
look commands This list, in game.
look show Raw ship dump.
scan [<id>] Lookout report on the target or a contact within 20 rooms: armour, weapons, flag.
order heading <0-360|n|ne|e|se|s|sw|w|nw|h> Set the course (h holds the current heading).
order speed <n|max|med|min> Set the speed. Open sea only.
order sail <heading|n|e|s|w> <0-35> / order sail off Autopilot to a room up to 35 away.
order maneuver <n|e|s|w> / order m Move one room in a harbour or zone water, at speed ≤ 20. Docks on entering a dockable room.
order undock Leave port (30 ticks) or weigh anchor (13 ticks).
order anchor Stop and anchor. The crew repairs faster.
order ram / order ram off Arm or disarm ramming (needs a target and speed ≥ 20).
order jettison <cargo|contraband> [n] / order j Throw goods overboard. About half float as crates.
order salvage [n] Hook floating crates aboard. The ship must be stopped.
order fly / order land Levistone flight.
order signal <id> <message> Message a same-race ship within 20 rooms.
order maproom Show the room the ship is in.
order <anything else> Falls through to the normal order command for followers.
lock <id> / lock off Choose or clear the gunnery target. Docked ships cannot be locked.
fire <slot|fore|port|starboard|rear> Fire one weapon or a whole arc.
get money / get coins The owner collects salvage and bounty from the coffers.
look out View outside the ship, from any interior room.
disembark Leave by the entrance or an outer-edge room. Cruisers and Dreadnoughts only through the docking bay. Not while flying.

From outside, enter <ship keyword> boards a ship in the same room. The keywords are ship, the class name and the owner's name. You cannot board a ship that is flying, a warship that is moving, or any other ship going faster than 9, unless it is sinking.

Immortal commands

Command Effect
world cargo [reload|reset|save|update] Show both price grids, re-read the market, flatten it to 1.0, write it, or force a drift tick.
set ship <owner> frags <n> Set ship frags.
set ship <owner> guns|repair|sail <amount> Train a crew skill. These do not queue a save, so the change persists on the next save or at shutdown.
setbit ship <owner> <field> <value> Set a raw field: armor0–armor3, mxarmor0–mxarmor3, intern0–intern3, mxintern0–mxintern3, sail, money, frags, maxspeed, capacity, air, crew, chief or clearchiefs.
rename ship <owner> <new name> Rename without charge.
fire pirate|hunter|escort [level] At any panel, spawn an NPC ship of that type near this ship.
lock ai_off|ai_pirate|ai_hunter|ai_escort|ai_advanced|ai_basic Attach, retype or remove an NPC brain on the ship at this panel.
Hold object 1223, then look cargo / look ships Cargo price grid, or every ship with its room and state.
Object 1203, say ship all|owner <old> <new>|delete <owner> List ships, transfer ownership, or delete a ship.

Immortals also skip build times, undock in 2 ticks, summon instantly (even at battle stations), maneuver without cooldown, board moving or flying ships, and bypass the contraband requirements and the captain check. An immortal on an NPC ship's bridge counts as its captain, so the AI keeps running after the captain dies.

Hulls

list hulls numbers hulls from 1 (class index + 1). Merchants carry cargo. Warships carry none but have more armour and mounts for their weight.

# Hull Kind Price Min level Hull weight Max load Cargo Contraband People Max speed Turn/tick Accel/tick Free fit-out weight Free cargo weight Max sail Rooms
1 Sloop merchant 100 0 10 5 1 0 1 100 50° 35 0 0 20 2
2 Yacht merchant 300 0 25 12 3 0 2 100 45° 28 2 0 40 3
3 Clipper merchant 1,500 20 110 55 10 1 5 88 30° 22 8 6 90 4
4 Ketch merchant 2,500 25 150 75 20 3 8 78 20° 17 10 8 100 4
5 Caravel merchant 4,000 30 200 100 35 6 10 68 13° 13 13 12 110 7
6 Carrack merchant 8,000 35 260 130 50 9 15 58 8° 10 16 24 120 8
7 Galleon merchant 12,000 40 330 165 70 12 20 50 6° 8 19 40 130 10
8 Corvette warship 9,000 31 165 82 0 0 6 74 20° 20 13 0 120 5
9 Destroyer warship 15,000 36 220 110 0 0 8 64 13° 14 16 0 130 8
10 Frigate warship 22,000 41 285 142 0 0 10 55 8° 10 20 0 140 9
11 Cruiser warship 36,000 46 400 200 0 0 15 48 5° 8 25 0 160 12
12 Dreadnought warship not for sale 51 600 300 0 0 20 40 4° 6 32 0 200 15
13 Large Ship NPC only — 51 600 300 0 0 20 40 4° 6 32 0 200 2
  • A price of 0 means not for sale to mortals. buy hull never accepts the last class. The epic-point cost column is 0 for every hull, so no hull purchase uses the epic-transaction path today.
  • Hull weight sets the repair stock, frags for sinking the ship, crash hits, summon price, ram size and levistone weight. Its square root (√hull) scales stamina costs and the size bonus to be hit.
  • Max load is the weight budget for weapons, equipment and cargo (each crate weighs 2). Weight above the free allowances slows the ship linearly (see SHIPS.md). The _slots column in the source is unused: every hull has 16 slots.
  • The Magical Automatons crew, Mirabolan Merchants (+10% cargo) and the speed-bonus crews change these figures. The helm's SEADOG innate adds 2 to max speed.

Arcs, mounts and armour

Each arc lists its maximum number of weapon mounts, the maximum weapon weight on that arc, its armour and its internal structure. Two arcs with armour and internals both at zero sink the ship. One makes it immobile.

Hull Mounts F/P/R/S Arc weight F/P/R/S Armour F/P/R/S Internal F/P/R/S
Sloop 0/0/0/0 0/0/0/0 2/3/1/3 1/1/1/1
Yacht 1/1/1/1 3/5/3/5 6/8/4/8 3/4/2/4
Clipper 1/2/1/2 10/13/10/13 29/36/18/36 14/18/9/18
Ketch 1/2/1/2 13/20/13/20 40/50/25/50 20/25/12/25
Caravel 1/3/1/3 17/26/17/26 53/66/33/66 26/33/16/33
Carrack 1/3/1/3 21/31/21/31 69/86/43/86 34/43/21/43
Galleon 2/3/1/3 26/35/26/35 88/110/55/110 44/55/27/55
Corvette 1/3/1/3 13/32/13/32 50/63/37/63 22/27/13/27
Destroyer 2/3/1/3 27/38/27/38 67/84/50/84 29/36/18/36
Frigate 2/3/2/3 31/44/31/44 87/109/65/109 38/47/23/47
Cruiser 2/4/2/4 35/50/35/50 122/153/91/153 53/66/33/66
Dreadnought, Large Ship 3/5/2/5 51/75/51/75 183/229/138/229 79/99/49/99

The in-game list shows weapons as F/S/R/P, fore, starboard, rear and port. Port and starboard are always equal.

Weapons

list weapons numbers weapons from 1. Damage is per fragment. n× means n fragments per shot, each landing separately.

# Weapon Price Weight Ammo Range Damage Spread Sail hit Hull / sail damage Armour pierce Reload Flight at max range
1 Small Ballista 50 3 60 0–8 2–4 10° 12% 100% / 50% 10% 30 7
2 Medium Ballista 100 6 50 0–10 4–6 10° 14% 100% / 50% 10% 30 8
3 Large Ballista 500 10 30 0–12 6–9 10° 16% 100% / 50% 10% 30 10
4 Small Catapult 500 10 30 4–15 4× 2–3 160° 20% 100% / 100% 2% 30 18
5 Medium Catapult 800 13 20 5–20 5× 2–4 260° 20% 100% / 100% 2% 30 24
6 Large Catapult 1,200 17 12 6–25 6× 2–5 360° 20% 100% / 100% 2% 30 30
7 Heavy Ballista 1,000 15 6 0–4 15–22 10° 0% 100% / 0% 15% 30 3
8 Light Beamcannon 4,000 7 40 0–20 16→4 by range 10° 10% 100% / 30% 15% 45 0
9 Heavy Beamcannon 5,000 9 40 0–23 22→5 by range 10° 10% 100% / 30% 15% 45 0
10 Mind Blast Cannon 4,000 5 50 0–20 crew stun 360° — — — 45 0
11 Fragmentation Cannon 5,000 7 20 0–16 5× 4–6 90° 50% 50% / 100% 0% 45 12
12 Long Tom Catapult 5,000 9 6 12–32 8× 3–6 360° 20% 100% / 100% 3% 45 36
  • Spread scatters where each fragment lands around the firing bearing, so 360° weapons can hit any arc.
  • Reload is in ticks, cut by up to about 15% by gunnery skill and lengthened by fatigue. Flight is in pulses (quarter seconds) and scales with range.
  • Ballistic weapons (catapults and the Long Tom) care most about closing speed. Direct-fire weapons care most about crossing speed (see SHIPS.md).
  • A flying ship is 4 squares up, and ranges include that: a surface ship three squares away is five from it, and a weapon that reaches 4 or less cannot hit it from the water. Two flying ships are level with each other.
  • A warship's sails take 85% of every sail hit (warship.sails.damage.reduction), before Ship Damage Control.
  • The Mind Blast Cannon does no damage. A hit stuns the crew for 5 + 15 × range factor ticks (no steering, firing, reloading or repair) and knocks everyone aboard down inside mid-range.
  • Capital weapons (Light and Heavy Beamcannon, Mind Blast, Fragmentation, Long Tom) are limited to one capital item per ship, and the levistone counts too. They also require ship frags or gunnery skill of at least 1600, 1800, 1700, 1900 and 2000 respectively.

Where each weapon can go:

Weapon Arcs Hulls
Small Ballista all four Yacht and up
Medium Ballista all four Clipper and up
Large Ballista all four Ketch and up
Small Catapult fore, rear Clipper and up
Medium Catapult fore, rear Ketch and up
Large Catapult fore, rear Caravel, Carrack, Galleon, Destroyer and up (not Corvette)
Heavy Ballista port, starboard Caravel, Carrack, Galleon, Destroyer and up (not Corvette)
Light Beamcannon all four Ketch and up
Heavy Beamcannon all four Carrack, Galleon, Destroyer and up
Mind Blast Cannon all four Clipper and up
Fragmentation Cannon fore, rear Ketch and up
Long Tom Catapult fore, rear Carrack, Galleon, Frigate, Cruiser, Dreadnought

"And up" follows the list order, so "Destroyer and up" means Destroyer, Frigate, Cruiser and Dreadnought.

Equipment

One of each item per ship. It occupies a slot but no arc.

# Equipment Price Weight Hulls Effect
1 Bronze Plated Ram hull weight (Galleon: 330) (hull + 10) / 24 Clipper and up Extra fore hit when ramming, halves fore-arc crash damage taken.
2 Zentharium Levistone 5,000 (needs 1000 ship frags) (hull + 50) / 40, 0 while flying Clipper and up order fly: 60 ticks of flight at 4 squares' altitude, 600 ticks to recharge. Capital.
3 Diplomat's Flag free 0 all Pirate ambushes become far rarer (1 in 60,001 per tick instead of 1 in 1,001 with the shipped properties). Cruising NPC ships will not choose you as a target, though ambushers spawned for you still attack. Those ambushers lose any mind blast cannon. Cargo sales pay 10% less.

Equipment installs instantly: its table weight is 0, and install time is computed from that weight.

Crews and chiefs

A ship always has one crew. Its three skills (deck, guns, repair) train with use and never fall below the crew type's base. Hiring a new crew keeps your training, less 1–5%, floored at the new base. Chiefs speed up training in their department, add to its modifier, and raise the crew to their minimum skill four times faster. See SHIPS.md for the formulas.

Hiring a crew needs the price in coins and either ship frags of at least the crew's "frags" figure or current deck, guns and repair skills all at or above the new crew's base. Hiring a chief needs the price and either the frags or your crew's skill in the chief's department at or above the chief's minimum.

Crew halls on the good side (43220, 43222, 133075, 28197) turn away racewar-evil characters. Evil-side halls (43221, 9704, 22481, 22648) turn away good characters. Room 77 lists every crew and chief.

Crews

Crew Level Base deck/guns/repair Stamina Modifiers deck/guns/repair Price Frags Bonus Hired at
Amateur Crew 1 0/0/0 500 0/0/0 — — Every new ship starts with it.
Sturdy Whalers 1 0/0/0 750 0/0/0 1,000 0 43220 Bar of Endless Seas (shipy)
Strongarms of Ghore 1 0/0/0 780 0/0/0 1,000 0 43221 Tavern of Cairme BloodFang (shipy)
Evermeet Coasters 1 100/120/120 625 0/1/1 2,000 90 43222 Martinek's Clam House (shipy)
Tharnadian Riggers 1 150/80/100 600 1/0/0 1,600 80 133075 (Tharnadia)
Sarmiz'Duul Scallywags 1 150/100/80 600 1/0/0 1,600 80 9704 The Old Scallywag Pub
StormPort Bucaneers 1 100/140/100 625 0/2/0 2,000 100 22481 Storm Port inn
Tekan Madcaps 2 550/450/400 700 1/1/0 5,000 350 28197 Verspin, A Private Room
Juggernaught Deserters 2 500/500/350 725 1/1/0 5,000 360 22648 Stronghold (temporary room)
Quietus Powder Monkeys 2 500/800/400 750 0/2/0 6,000 500 Scout +1 1734 Quietus, A Dark Tavern
Torrhan Black Gang 2 550/450/750 750 0/0/2 6,000 450 Hull repair ×2 66735 Tilby's Tavern
Winterhaven Seamans 3 1350/1250/1350 800 1/0/1 9,000 900 55418 Winterhaven backroom
Venan'Trut Royal Shipwrights 3 1250/1300/1750 900 0/0/4 10,000 1000 Speed +1, hull repair ×2 49051 Venan'Trut tap room
Jade Teikoku Norikumiin 3 1350/1500/1500 900 1/2/2 10,000 1000 Sail repair ×3 76859 Jade Shipworks Guild
Mirabolan Merchants 3 1550/1300/1250 850 2/0/0 11,000 1000 Cargo +10% 82641 Myrabolus tavern
Boyard Naval Guard 3 1450/1650/1300 900 1/3/0 11,000 1100 Weapon repair ×3 38107 Boyard shipping office
Corwell Sea Dogs 3 1500/1550/1250 800 2/2/0 12,500 1200 Scout +1 54240 tent at the Fiord
Ceothian Seafarers 3 1600/1350/1250 800 3/0/0 12,500 1200 Scout +2 81021 Ceothia, Golden Cat Inn
Magical Automatons 4 3000/3000/2000 1500 3/3/2 40,000 3000 Scout +2, speed +1 Erzul (automatons quest), or room 77

The "level" shown is the table level + 1, and the table level also adds to all three modifiers. Crews with no price cannot be hired by mortals: the Northshore Pirates, Twilight Cove Bucaneers, Marauders of the Four Winds, Dark Sun Syndicate and Scions of the Abyss crew NPC ships. The Automatons come from the automatons quest: fuse two moonstone fragments with the core from Cyric's Revenge, then ask erzul automatons.

Chiefs

Chief Department Min skill Training bonus Modifier Price Frags Hired at
Deck Cadet deck 200 +10% +1 800 120 43222, 133075
Rugged Helmsman deck 200 +10% +1 800 120 9704, 22481
Gunner Cadet guns 250 +10% +1 1,200 150 43220, 133075
Experienced Canoneer guns 250 +10% +1 1,200 150 1734
Shipwright Tyro repair 220 +10% +1 1,000 130 43220
Dock Carpenter repair 220 +10% +1 1,000 130 9704
Old Quartermaster deck 800 +25% +2 3,000 540 1734, 82641, 55418
Master Gunner guns 1000 +35% +2 4,000 700 54240, 22481
Veteran Boatswain repair 900 +30% +2 3,500 640 43221, 66735, 55418
Chief Mate deck 2000 +50% +3 7,500 1350 81021, 133075
Elite Gunner guns 2500 +70% +3 9,000 1640 76859, 38107
Expert Engineer repair 2200 +60% +3 8,000 1480 49051, 76859

All chiefs are also listed in room 77. A new chief replaces the current chief of the same department.

Cargo and contraband

Ports and goods

Each port produces one cargo and one contraband commodity. "Port" and "commodity" share the same index.

# Port Cargo Base price Contraband Base price Frags for contraband
0 Flann Cured Meats 42 Ancient Books and Scrolls 192 150
1 Dalvik Exotic Foods 46 Exotic Herbs 202 150
2 Menden Pine Pitch 40 Exotic Oils 176 100
3 Myrabolus Elven Wines 56 Elvish Antiquities 196 150
4 Torrhan Bulk Lumber 36 Rare Magical Components 214 200
5 Sarmiz'Duul BlackSteel Ingots 44 Rare Dyes 183 100
6 Storm Port Bulk Coal 38 Rough Diamonds 220 200
7 Venan'Trut Silk Cloth 52 Rough Rubies 204 150
8 Thur'Gurax Copper Ingots 48 Underdark Mithril 190 150
9 Deramuth Dwarven Mithril 69 White Dragon Eggs 312 250

Appetites

cargo_location_mod[] is the heart of the trade game. It gives each port's appetite, as a percentage, for every other port's goods. Rows are the port buying from you, columns the goods' origin:

Buyer ↓ / goods → Fla Dal Men Myr Tor Sar Sto Ven Thu Der
Flann — 254 190 214 225 311 211 249 272 267
Dalvik 254 — 286 178 235 257 275 296 201 273
Menden 190 286 — 246 271 290 179 185 297 203
Myrabolus 214 178 246 — 273 287 290 247 239 234
Torrhan 225 235 271 273 — 308 224 254 203 294
Sarmiz'Duul 311 257 290 287 308 — 243 276 314 238
Storm Port 211 275 179 290 224 243 — 231 271 249
Venan'Trut 249 296 185 247 254 276 231 — 252 165
Thur'Gurax 272 201 297 239 203 314 271 252 — 292
Deramuth 267 273 203 234 294 238 249 165 292 —

The same matrix applies to contraband. Every value is the sailing distance printed by calculate_port_distances() (now dormant), so the matrix is symmetric and longer runs pay more. Deramuth ↔ Venan'Trut (165) is the shortest route and Sarmiz'Duul ↔ Thur'Gurax (314) the longest.

Prices

Per crate, where mod is the live market modifier for that port and commodity:

  • Buying at the producing port: base × mod[port][port].
  • Selling at another port: 1.5 × base(origin) × appetite / 100 × mod[port][origin].
  • Selling back to the producing port: half its current asking price.

Adjustments on a sale:

Adjustment Cargo Contraband
Warship hull ("obviously stolen") −40% −40%
Diplomat's Flag −10% none
SEADOG innate +10% none
Nexus bonus (NEXUS_BONUS_CARGO) applied to the total applied to the total

Cargo purchases also apply the EPIC_BONUS_CARGO discount. Players see cargo prices from a delayed copy of the market, refreshed every ship.cargo.updateDelayedPrices.secs, so nobody can trade on a move the moment it happens. Immortals and contraband use live prices.

Market movement

  • Buying multiplies the port's own modifier by 1 + buyAdjustMod × crates. Selling multiplies the buyer's modifier for that commodity by 1 − sellAdjustMod × crates. Contraband moves several times further per crate.
  • Every ship.cargo.update.secs each modifier drifts towards its neutral point by (distance + 0.1) × rate, without overshooting. The neutral point is sellPriceMod for a port's own goods and buyPriceMod for everything else, both 0.6 as shipped, so an untouched market settles at 60% of the formula prices.
  • Every modifier is held inside its band, minPriceMod–maxPriceMod (cargo 0.54–0.69 around its 0.60 neutral point, contraband 0.85–1.3), on load, after each trade and after each drift. A heavy trade stops at the edge of the band instead of crashing or inflating the price.
  • world cargo reset puts every modifier to 1.0, which the cargo band then holds at 0.69 until drift brings it back to 0.60.

Capacity, jettison and salvage

  • A crate weighs 2. The free space is the lesser of the hull's cargo rating (+10% with Mirabolan Merchants) minus the load, and the remaining weight budget divided by 2.
  • buy cargo and buy contraband stack onto an existing slot of the same goods and record the invoice, so list cargo can show profit. Only then do they take an empty slot.
  • Jettison drops crates over water, and each has a 50% chance to float as a salvageable crate. Sinking ships jettison their whole hold. NPC ships under fire jettison some cargo.
  • Salvage needs the ship stopped. Warships have no cargo rating, so they may hold up to max load / 5 salvaged crates instead. Salvaged crates carry no invoice.
  • Summoning clears all cargo (see Summoning).

Contraband

  • Buying needs ship frags at least the commodity's requirement, or crew skills of deck ≥ 4×, guns ≥ 1× and repair ≥ 2× that requirement. Warships cannot buy contraband, and neither can a captain at the maximum alignment, 1000 (MINCONTRAALIGN). The allowance is the hull's contraband rating scaled down when the ship is weight-limited.

  • Customs runs when a ship docks at a port by maneuvering. It also runs on summon arrival, but a summoned hold is already empty. A port never confiscates its own contraband. For each crate of every other kind, the confiscation chance is:

    text
    c = ship.contraband.baseConfiscationChance (35) + crates_in_slot / 2 - sqrt(ship frags) / 5
    c = c + (100 - c) x (1 - hold load / hold capacity)
    capped at 100; a negative result becomes 5
    

    A full hold of ordinary cargo hides contraband best. Every confiscation is logged to the status log and LOG_SHIP.

Costs and timings

Build and install time accumulates on the ship's maintenance timer. The ship cannot sail, and cannot be summoned or sold from, while it runs. The Trader achievement (10,000 crates sold) halves hull, weapon and equipment times. Immortals skip them.

Action Cost Time
First hull list price (the Sailor's Tattoo takes 100 off, or makes the Frigate free under CHAOS_STARTER_FRIGATE) 75 × class id / 4 ticks (Sloop 18, Galleon 131, Cruiser 206)
Hull change new list price − 90% of the old (a negative result is refunded) 75 × (new / 2 − old / 3) ticks up, 75 × (old / 2 − new / 3) down (0-based class indices, integer division). ×5 during ocean PvP.
Weapon list price weight × 75 ticks
Equipment see Equipment instant
Rename 10% of hull list price
Swap slots free
Sail repair 2 per point 75 + points ticks
Armour or internal repair 1 per point 75 + points ticks per command
Damaged weapon repair 1 per damage point 75 ticks
Destroyed weapon repair half list price 150 ticks
Reload 1 per round 75 ticks per weapon
Sell a weapon pays 90% of list (10% if damaged)
Sell equipment pays 90% of list (ram: 90% of hull weight)
Summon hull weight × 0.05 (the prompt quotes double) see below

Summoning

summon ship sends for the ship from anywhere, including Davy Jones' Locker. The ship must not be sinking or at battle stations, and the caller must be raidable. The summons clears the hold (except for immortals), puts everyone ashore and parks the hull in the transit room. On arrival the ship docks at the calling shipwright, customs runs, and the hold is cleared again, immortals included. Travel time uses the ship's speed with an empty hold:

Hull Travel time
Sloop, Yacht 50 / max(speed, 2) mud hours. ×2 from Davy Jones' Locker, ×2 during ocean PvP.
Larger hulls 70 / max(speed − 20, 2) mud hours. +15 during ocean PvP.
Any capped at 60 mud hours (75 minutes). Immortal: immediate.

A sunk ship arrives with no sail. Its speed counts as 2, so fetching a wreck from the Locker takes about 62 minutes.

A summons still under way at a reboot or copyover is lost. The ship comes back where it last docked (Davy Jones' Locker for a wreck) and can be summoned again. The fee is not refunded.

Timers at sea

Timer Ticks
Undock / weigh anchor 30 / 13 (immortal 2)
Maneuver cooldown 5
Battle stations after the lock is cleared 180
Ram cooldown 50 after a hit, 25 after a miss (−up to 15% for skill)
Gun crew recovery after ramming 25
Mind blast stun 5–20
Levistone flight / recharge 60 / 600
Sinking: player / NPC / Cyric's Revenge 75–150 / 1000–1500 / 7500
NPC despawn after losing its target 300, extended while players watch

Ship Damage Control

The Ship Damage Control epic skill protects its owner's ship while the owner is aboard: every sail and hull hit from another ship is cut by 4% plus a fifth of the skill (14% at 50, 24% at 100), never below 1 point. Spells and other damage a character deals to a hull are not reduced. The headless commodore (mob 2733, in Headless) teaches it from epic.skills.minLevel (default 30) in 10-point lessons. The first lesson costs 240 epic points and 16,000 platinum, and the price rises with the skill. New Chaos characters with starter epic skills enabled start with it at 100.

Sinking consequences for the owner

A player ship is never destroyed by sinking. It becomes a sloop with every slot emptied, is docked at Davy Jones' Locker, and keeps its frags and crew. It has no sail unless an NPC sank a larger hull. The crew loses some training, and the ship loses its share of the victor's frags (nothing if an NPC made the kill). Insurance pays a share of the old hull's list price to the owner's bank, or to an auction-house pickup if they are offline:

Hull Insurance
Sloop nothing
Sunk by an NPC 90%
Merchant 75%
Warship 50%

Runtime properties

Read with get_property() from lib/duris.properties (section [ships]).

Property Shipped Code default Effect
ships.pirate.load.chance 1000 7200 Per-tick ambush odds are 1 in (value + 1) for a moving, untargeted ship.
ships.pirate.diplomat.load.chance 60000 30000 The same, with a diplomat's flag.
ship.sinking.rewardDivider 8 7 Divides salvage and bounty.
ship.cargo.update.secs 1800 1800 Market drift interval.
ship.cargo.updateDelayedPrices.secs 3600 1800 Delay on the prices players see.
ship.cargo.buyAdjustMod / sellAdjustMod 0.001 / 0.002 0.003 / 0.005 Market move per cargo crate bought or sold.
ship.contraband.buyAdjustMod / sellAdjustMod 0.003 / 0.010 0.015 / 0.025 Market move per contraband crate.
ship.cargo.sellPriceMod / buyPriceMod 0.6 / 0.6 1.0 / 1.0 Neutral points the cargo market drifts to.
ship.contraband.sellPriceMod / buyPriceMod unset 1.0 / 1.0 Neutral points for contraband.
ship.cargo.autoSellAdjustRate / autoBuyAdjustRate 0.05 / 0.05 0.05 / 0.05 Drift speed for cargo.
ship.contraband.autoSellAdjustRate / autoBuyAdjustRate 0.05 / 0.05 0.05 / 0.05 Drift speed for contraband.
ship.contraband.baseConfiscationChance 35 0 Base customs chance per crate.
ship.cargo.minPriceMod / maxPriceMod 0.54 / 0.69 none The band a cargo modifier is held in, on load, after each trade and after each drift: 0.90–1.15 of the 0.60 neutral point.
ship.contraband.minPriceMod / maxPriceMod 0.85 / 1.3 none The same band for contraband.
warship.sails.damage.reduction 0.85 1.0 Multiplies every sail hit a warship takes, before Ship Damage Control.

Related environment switch: CHAOS_STARTER_FRIGATE (see CONFIGURATION.md and CHAOS_MODE.md).