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Ship Ownership & Commands

So, you're looking to sail the high seas? In this guide, you'll find out more than just the basics of ship ownership and maintenance.

Before buying that ship, you may want to ask yourself what kind of use you're hoping to get out of your new purchase. What are some reasons for buying a ship? There are a lot of good uses for a ship -- but the main reason most people buy one is for the ability to get to places you normally couldn't get to by walking and recall alone (not everyone has a rune to Valor Isle, for example). This ability makes ships particularly useful in the lost lands, as we'll see later.

The main thing to remember is that ships make a lot better transportation than they do storage lockers, for both their deck and hold remain vulnerable to theft in one or more forms. Once you leave your ship, you may also lose anything you left behind stored within it. Ships are first and foremost a form of travel, and remain a poor substitute for owning or sharing a home. Remember, anything left on the deck of the ship is subject to decay. Only items stored in the hold are safe.


Buying a Ship:

Heck yes, I want to sail the world to see the sights and kill things! Where do I sign up?

You can start at the provisoner's, or the buildings near the town docks -- you're looking for a "shipwright". You can buy a ship from the shipwright for around 12-15k, depending on the size (small, medium and large). Large ships hold a few more people on them at once, while smaller ships are a bit easier to dock. And you can also choose between regular ships (on which you may find it a bit easier to see over the bow), and dragon ships (they have a carved dragon placed on the front of the ship). The choice is yours.

While you're there, you'll also want to pick up a "Map of the World" from the mapmaker. This will make shipboard navigation much, much easier. You may also wish to buy some smaller, more detailed maps as well (like a map for Haven, a map for Britain, etc). These maps make it easier to land exactly where you wish, but aren't really necessary. (Note: Currently, maps only work in Trammel and Felucca. There are no maps for the Lost Lands, Malas, or Tokuno).

You may also want to pick up a Sextant from the tinker's shop. A sextant will give you your exact position in the world with a simple double-click... some people swear by the devices, for they come in handy if you get lost while at sea. And it's easy to get lost at sea, because if you lose connection while on board you don't know what shore you're going to end up on when you reconnect.


Launching Your New Ship:

I have the deed for my ship, now what? After you find a safe spot with an unobstructed path to the open sea, double-click on the deed and attempt to place the ship (this may take a few tries, if the shoreline is rugged). When you finish launching your ship, you will find a key in your pack (and another in your bank box). When you turn your eyes to your new ship, you will find both planks locked and the anchor lowered.

Like a home, your ship key may be used to enter your ship. But unlike a home, you need to use the key manually on the lock (by double-clicking on the key, and targeting the plank. The planks are located on the sidewalls of your boat, next to the mast; there is one on each side). Once the plank has been unlocked, you can double-click on the plank to lower it. After lowering the plank, you are then free to jump up onto the ship (even from a great distance away -- you don't have to be right next to the ship). To jump on the ship, double click the extended plank.

Alternatively, if you are a magic user, you can simply cast the recall spell and target the master key in your backpack instead of a rune. You will then recall onto the deck of your boat. Sailors with little magery skill may wish to carry a few recall scrolls just for that.

When on board with your key, you should be very wary about the possibility of dying with your key on your body. If you are on a sea serpent killing expedition and expect that you may die, place the ship's key in the hold (singly -- not on a key ring). This will ensure that only you, with your spare key in the bank, will be able to access the ship again.

Leaving your ship is a bit different, in that you do not need to unlock the plank. You merely need to lower the plank, then lower yourself to the ground. You may also find that entering and leaving a ship is, sometimes, a bit tricky. You should try to stand as close to the ground/plank as you can, and then double-click on the spot you wish to jump to. If this fails, try holding down the right mouse button -- then double-click on the extended plank (or ground) with your left mouse button.


Mastering the Tillerman:

He's a scrawny little runt, aint he? Well, not to worry -- he's invulnerable. Think of him as a squeaky, voice-activated rudder. You can name your ship/tillerman by using your key on him, and give him a bit of personality ... but that's about as far as it goes :)

To move the ship, you need to master a few basic commands: forward, back, left, right, forward left, forward right, port, starboard, stop, raise anchor and lower anchor. There are additional commands (which you can check out under the Commands section), but this will get you about 90% of the way.

When you're ready to go, the first command you should give is "raise anchor". After that, glide around the port for a while until you're able to master the basics. There are default macros already set up for boat commands. Simply hold down CTRL and ALT and press the numbers on your number pad (with numbers lock off). For example, CTRL + ALT + 8 is Forward.

Plot Map There is one other way to move your ship around, and that's by charting a course on your "Map of the World" (or, if you prefer, a close-in detail map). Double-click on your map to open it, then click on the "Plot course" text along the top. Take a look at your current position, and where you want to go -- and then plot a course. Be sure to avoid all the major islands, and be prepared to take control of the ship manually when you cross a server line -- this "turbulent water" is very upsetting to the tillerman.

Each pin that you stick in the map is a position to which your tillerman will sail. You should try to stick as few pins in the map as possible, while still charting a course that will take you around anything which would obstruct your ship's progress. (Note: When charting a course you do not need to set a pin at your current location, you only need to set pins where you want your ship to go).

After the course is set, hand your map to the tillerman. This will make him very, very happy. He may even decide to tell you a story or two. You should do your best to ignore him (remember, he's invulnerable. Can't be killed).

Once he has been given a map, there are several ways to control the tillerman (again, see the Commands section). The easiest way is simply to tell him to "start". The tillerman will do his best to make it to your final destination, travelling to each of the map points in turn. If he gets stuck, you will have to take control manually for a while and work your way around the obstacle. Once past it, you may resume your course by simply telling him to "continue".

Once the tillerman has set on a course, you should not "clear" the map and attempt to chart a new course. This will cause the tillerman to forget where he's going. :)


Maintaining and Docking Your Ship:

Once you find a good spot to dock your ship, lower the anchor to keep it from drifting and then simply lower the plank and walk off. Double-check to ensure that both planks are locked (lest someone loot your ship's hold), and remember where you left it. The items you leave in the hold (up to 400 stones) are relatively safe, but anything left on the deck will decay in a few hours or can be looted by another ship owner. A ship left on the sea will decay within a week or so, so be sure to go back to visit it and open the plank at least once a week.

An alternate way of maintaining your ship is to drydock it. In order to do this, you must completely empty out your hold and wipe all items from the deck of your ship and drop the anchor. Then you must be standing on land in order to drydock your ship. Make sure you have the key to the ship in your backpack. From the shore you then use the tillerman (by double-clicking on him), confirm the drydock command, and your ship will turn into a tiny vessel inside your backpack. You can take it with you wherever you go, and launch it again in another area. Please note: all keys to that ship in your bank and backpack will then be deleted and any keys to that ship not in your possession will become invalid. When you launch the miniature vessel again a new set of keys will be created. Knowing all this you can understand that there is a safe way to buy and sell used ships, just transfer the miniature vessel to be sure there will be no 'old' keys that could be used to illegally reposes the ship. You will be pleased to hear that a drydocked boat cannot be stolen and will even remain with you if you should die (as long as you leave it in your main backpack, not in a bag in your backpack!).


Battle at Sea:

There's more to sailing a ship than mere travel! Ship-borne battles require a different strategy than land-based battles, for several reasons:

- Archery and Magery are far more useful at sea than melee weapons. If your lone weapon is a sword or mace, you will find it more difficult to strike your target (and get in that last "killing blow") over the edge of the ship.

- Your movements are very limited; you must command the tillerman in order to maneuver or escape. This is where intuitive keyboard macros come in very handy :-)

- A high hiding skill (over 50%) comes in very useful at sea, as you can avoid most battles until you decide to initiate them yourself. This gives you time to position yourself, ready weapons and spells, and plan some basic strategy.

- Recalling away from a losing battle is a final option. You can always recall off your boat key to get back on your boat.

- If you die on board and no one can resurrect you, you are in trouble :-) You may be able to be find a wandering healer near the shore who can restore your life, but you may also end up having to jump off the ship and walk. But please take note that while ghosts can command the tillerman and lower the plank, they cannot do either of these things once they leave the ship. In order to get back on your ship after leaving as a ghost, you will need another key to your ship (be sure to keep your master key in the bank, it's not worth the risk of losing it). Thus, you may find it wise to prepare a second set of keys before taking any risky journeys at sea.


Because of this, it is essential that you pick your battles. Don't fight creatures that you are certain you can't beat, because escape is difficult and getting yourself resurrected is often very frustrating. This is another good reason to take a friend or two along with you when you hunt on your ship -- It reduces the danger, and having a friend along to chat with on a long sea voyage helps keep you sane :-)

When you have multiple people on board your ship you should assign one person to stand near the tillerman and keep control of the helm, leaving the others free to fight. This is wise for two reasons: you can maneuver and escape more easily, and no longer have to worry about spamming the tillerman with multiple (and conflicting) commands. (Note: Remember -- when you're running be sure to command the ship forward, forward right or forward left. If you run the ship backwards, that mean-looking water elemental just might chase you down).


Adventure at Sea:

There are some interesting places to take your ship and explore:

- The Isle of Fire. The path from the Hythloth to Humility is well-worn, but the rest of the island is often a pretty desolate place. You will find a temple at the center of the isle, but beware the dragons and drakes that have claimed it for their home!

- The Valor islands. There are a few interesting structures to check out here as well. In one of these, you can find a temple which will transport you to the lost lands.

- Britain Isles. The islands just south of Britain offer little in the way of monsters, but you can find an entrance to the lost lands on one of them (in the smaller of the two marble buildings).

- Other small islands. There are a few other islands listed on the maps, but there are also a few that aren't. They don't even show up on the radar map, but they're out there waiting to be found...


There are plenty of other ways to adventure at sea, if you're willing to look for them. Recall and Gate may be the transport of choice for most, but the call of the sea has its own allure...