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- SEAFARING SAFETY
- This scroll is for those interested in learning how to safely live your life at sea, either doing trades or monster hunting.
- Trans seafaring is recommended to captain, although this is not necessary to crew and have fun!
- For captains:
- SAFETY AND TRADE (CUTTERS, SEASTRIDERS AND GALLEYS)
- Know your ship, sinking is expensive
- • Cutter
- ○ Slowest
- ○ Change direction fastest
- • Seastrider
- ○ Medium speed
- ○ Change direction slower then cutter, faster than galley
- • Galley
- ○ Fast
- ○ Turns very slowly
- Captain preparedness
- • PREFORM SEAPRAYER RITUAL
- ○ Do this at your figurehead
- ○ This is used of you die from an attack but your ship did not sink
- • Set SHIP RETURN HERE
- ○ This will allow you to return to you ship after it has been salvaged
- • Have an etched token of Charybdis
- ○ Purchased from Maelstrom in Tasur'ke
- § ASK MAELSTROM WARES
- § This token allows you to return to Tasur'ke but will cost half of you endurance and willpower
- or
- § A BRONZE TOKEN OF CHARYBDIS (artefact)
- Ship preparedness
- • check stores and tokens
- • Check strongbox
- • Check flag
- • Check figurehead for power
- • Use ship auras if you have them (clan MBS, CLHELP SPPS)
- Know how to fire each weapon and what each weapon does!
- • HELP SHIP WEAPONS
- • Curing will interrupt firing
- ○ You can turn curing off
- OR
- ○ You can set curing
- § CURING SIPHEALTH 50
- § CURING MOSSHEALTH 45
- *it is a good idea to make a reflex for firing each weapon that includes, ship repair hull, sip health, and ship info.
- *firing a flare at a seamonster may stop it for a short time.
- Keep you figurehead charged! You need this to invoke seaspells (discussed later).
- • Max power 10000
- • Each seaspell costs power
- • Sailing increases power
- • Hungering a seamonster increases power
- ○ If you sail a cutter you may be able to get a fellow sailor to pull a monster and allow you to hunger (INVOKE HUNGER SEAMONSTER) the final shot.
- ○ It takes more than one monster to fully power the figurehead
- Keep your ship repaired often! SHIP REPAIR HULL, SHIP REPAIR SAILS, SHIP REPAIR ALL
- Pirates can HOOK and tether so you cannot get away. Pirates and seamonsters can set a ship afire. Tethering and fires can happen in multiple rooms on a ship.
- Have rope
- Wield a bucket and wield and axe
- • Keep the bucket filled to douse fires
- ○ Find a way HIGHLIGHT fires
- ○ FILL BUCKET WITH WATER
- ○ DOUSE ROOM or DOUSE SAILS
- ○ Magi can cast flood, but must cast quake if room set on fire again
- ○ Sylvan may have an ability to rain
- • Wield the axe to chop tethers
- ○ CHOP TETHER
- Join the Muurn Boating Society and
- The Sefyric Mariners Guild.
- • Observe these clans
- • Be careful of what you say, there could be spies!
- Always know the pirates to watch out for check QWC and look for them before sailing.
- • Jinsun
- • Kinilin
- • Kuriel
- • Artanis
- • Shoju
- • And more
- ALWAYS KNOW WHERE YOU ARE IN RELATION TO THE CLOSEST HARBOUR!
- Know Pirate Ships! There is a fairly current list in the MBS clan - CLHELP ESHIPS
- • Be able to highlight these somehow
- • Have seaspells invested HELP SEASPELLS
- • Recommended
- ○ Shield (INVOKE SHIELD, if you have it invested)
- ○ Wavecall(wavecall <direction> one to eight spaces, examples; WAVECALL EAST 1)
- § This will use power from the figurehead and endurance from you
- ○ Windboost
- • Visualize what you will do if you see them
- ○ Shield!!
- ○ Wavecall
- ○ Call for help on MBS!
- § Know your location
- □ So help knows where to reach you
- □ So your ship can be found if sunk
- § Know what ship is attacking
- □ So your help can target
- ○ Example: help the nocturne attacking S of Topoa
- • Stand and fight
- ○ Ask for training!
- SEAMONSTER HUNTING (SEASTRIDERS AND GALLEYS)
- Know the Above, pirates will look for times when you are vulnerable!
- Know where the seamonsters regularly spawn and watch for random pops!
- • CLHELP SEAMONSTERS
- *ships can usually sail away from monsters in open water, use wave call to gain some distance. Be sure that you have lost the monster, they can follow you and sink you in a harbour. Do not assume that just because you cannot see it anymore it is gone, be sure!
- Know what your capabilities are and what ship type you should command or crew on. Typically you need a seastrider to hunt level 2 seamonsters. If you learn how to kite, it is possible to hunt level 3 monsters. A galley can be used for level 2 and level 3.
- As a captain you should know that it is easier to hunt with more than one, so invite your friends. They can either be other crew or other ships. If hunting alone (by yourself) you can alternate between firing the thrower and firing the ballista as soon as you gain balance (playing a sound here can help here).
- DISCLAIMER; THIS DOES NOT COVER ALL OF SEAFARING, IT IS JUST A BRIEF SUMMARY
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