Sailing
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Sailing is the process of using boats or ships to travel. Many such craft are available on Arelith to rent or own.
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Ship Access
To use a ship first you must gain access to one by finding and using a Ship Sign and then you must find where the ship is anchored and board the ship using the Docks.
Ship Signs
Ships are purchased or rented by finding their sign on land. These signs remain stationary in a single location no matter where the ship is at. Clicking on the sign of a ship you own shows options similar to Quarters on land, such as changing name and allowing faction access and ownership.
Docks
To board a ship, find and click on the Dock placeable. Anyone can use the Dock placeable which lists all the ships currently anchored off that particular Dock. Selection of a specific ship in the list then presents the user with the option to board individually or board a party. If you have permission to access the ship (see purchasing or renting above) you and/or your party will board the ship.
On board the ship are several NPCs allowing the user to control the ship. The Navigator character sets the course for the ship and allows the owner to take other actions at sea. They also provides information about ownership while away from the ship's sign. The Boatswain character can lower the skiff or dinghy to bring the user and/or party to shore.
In addition, most ships contain internal areas and a storage chest like Quarters on land.
Ship System
The Ship System functions on a Naval Grid (grid), with ships having a physical location on the Naval Grid (grid square) itself. Navigation is the traversal of a ship across the Naval Grid.
The grid represents the area of the Trackless Sea surrounding Arelith, with Arelith in its center grid square. The center grid square ("Origin," at 0,0) is considered "safe-waters," and within that center grid square you can travel to all Arelith-specific ports and encounter some Random Events like NPC vessels and Locations. However, any Player vs Player Ship Interaction is disabled within the center grid square (Arelith).
Outside of the center grid square, you will encounter the wider Trackless Sea; here Ships navigate a large grid with fixed Landmarks and encounter Random Events based on the region of the map the ship is currently located at.
Random Events
Ships traveling at sea will often come under attack by NPC monsters or discover a variety of randomized destinations which are available to find at sea. Some of these contain treasure and resources and provide new foes and challenges.
The Challenge Rating (CR) of these events will increase with further distance from the center grid square (Arelith). Sailing deep waters is now consistently dangerous, but can also be rewarding as some encounters will only be found so far from friendly coasts.
Landmarks
Landmarks are fixed and always spotted when in the same grid square and can be docked at
- Example: Red Dragon Island).
Ship Usage
When sailing outside of Arelith on the Trackless Sea you must choose a Cardinal Direction to move your ship towards. This will move your position between grid squares on the map and the duration it takes to travel 1 grid square in distance depends on a number of factors:
When reaching a new grid square on the map the ship will continue to travel along its given direction automatically and you have to order it to stop in that grid square if you wish to stay there. As explained above, some grid squares offers unique Landmarks and region specific Random Events so staying there is always a valid option. The Ship's Navigator lets you plot a Direction.
Most ships have a map placable one can use. Interacting with this map lets you view the Trackless Sea grid and the ship's current location on this grid.
Spyglass / Vicinity
Another feature is the Spyglass option. This option lists everything your ship has spotted and found in the surrounding area. It can be a Landmark, Random Event or another Player Ship.
Player ship spotting mechanic takes a few things into consideration such as:
The Spyglass can be accessed from the Navigator and the Navigator will also report any findings each tick.
Player vs Player Ship Interaction
The Trackless Sea is open for Player vs Player ship combat, but any direct interaction between ships can only be done if their locations are close enough to each other.
Ships are only valid targets to another ship if they fail a Hide check, and are physically close to one another on the grid. Furthermore, hostile actions such as Grappling and Weapons are only allowed if a target ship is within 1-grid square distance (non-diagonal) of one's current location.
If a ship is diagonal from another ship's location, it may be spotted and one can scout its direction to try and pursue it but it can't be engaged by any hostile means until pursued and directly adjacent again.
Weapons
Weapons behaves like fixtures and you simply place them on the Deck of a Ship to make use of them. Each weapon has its own type of projectile that is required to fire them. Valid targets are spotted within a straight, non-diagonal, vicinity of the ship as already explained above.
Grappling
You can always grapple a ship that is within vicinity but the more Health and Speed a target ship has the more difficult it will be to grapple it. This is why its always better to weaken a ship first with weapons before grappling.
Ship Abilities
Some ships have unique abilities that can be triggered from the Navigator. If a Ship has multiple abilities the cooldown of all abilities will be the last ability activated. Only one ability can be activated at a time. (Ex.: a "Horn Blast" which provides minor buffs to the attacking crew and debuffs to the defending crew.)
Jump Overboard
This option allows for a Constitution save vs death to appear in a random location. This location can be anything from the standard islands to another player run ship if it is out.
The Jump Overboard option is an interactable square on the deck of the ship
Additional Features
Ship to Ship Communication
Ships on the same grid square, outside of the center grid square (Arelith) can use the Shout channel to communicate with each other.
Critical Ship Alerts
Critical Ship Alerts will now alert players below deck or in other areas linked to a ship.
Ship Management
Weaponry
Some ships can now hold ship weapons. Smaller ships are unable to use weapons but larger ones can and this comes in 4 Tiers:
- Tier 1 - Light Ballista
- Tier 2 - Heavy Ballista
- Tier 3 - Mangonel
- Tier 4 - Bombard
Ships have a Max Tier strength in how weapons can be deployed on them. For instance a Ship with a Max Tier of 3 can hold a Mangonel but not a Bombard. Alternatively It could also hold 3 Light Ballistas (Tier 1) that together becomes a total of a Tier 3 or 1 Light Ballista and 1 Heavy Ballista. This offers different loadouts one can experiment with. The penalty of using weapons on a ship is losing speed. For each Tier strength a ship will lose 7% speed, so a fully maxed weapon loadout at Tier 4 would give a 4 x 7 = 28% penalty to Ship's Speed.
Upgrades
A ship can be upgraded by spending resources and gold at a Shipwright NPC. Higher Tiers require more rare and sometimes very unique resources or items. Currently we only have two upgrades:
- Hull - Increases a Ship's Hitpoints
- Sails - Increases a Ship's Speed
Destruction
A ship can be destroyed and sink if its Health goes below 0. When this happens all players on board the ship will fall into the sea much like the "Jump Overboard" feature. A destroyed ship is useless until the next server reset where it will be brought back again. However, the penalty of losing a ship will also decrease all its Upgrades by 1 Tier and destroy any deployed weapons on deck.
- Note: You can repair your ship's hull at a Shipwright NPC.
Persistant Location
Ships are now storing their location persistently by Landmark or Dock. Meaning each time a ship reach a new harbor (Not Random Event locations) it will spawn there next reset. Rentable ships are excluded from this.
Weather
The weather will change depending on region of the Trackless Sea a ship is currently located at: e.g colder in the North, warmer in the South. Weather has a large impact on many features of the Ship System. For instance a thick fog will make it more difficult to spot ships and target them and tailwind will increase the speed of a ship.