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  1. SEAFARING SAFETY
  2.  
  3. This scroll is for those interested in learning how to safely live your life at sea, either doing trades or monster hunting.
  4.  
  5. Trans seafaring is recommended to captain, although this is not necessary to crew and have fun!
  6.  
  7. For captains:
  8.  
  9. SAFETY AND TRADE (CUTTERS, SEASTRIDERS AND GALLEYS)
  10.  
  11. Know your ship, sinking is expensive
  12. • Cutter
  13. ○ Slowest
  14. ○ Change direction fastest
  15. • Seastrider
  16. ○ Medium speed
  17. ○ Change direction slower then cutter, faster than galley
  18. • Galley
  19. ○ Fast
  20. ○ Turns very slowly
  21.  
  22. Captain preparedness
  23. • PREFORM SEAPRAYER RITUAL
  24. ○ Do this at your figurehead
  25. ○ This is used of you die from an attack but your ship did not sink
  26. • Set SHIP RETURN HERE
  27. ○ This will allow you to return to you ship after it has been salvaged
  28. • Have an etched token of Charybdis
  29. ○ Purchased from Maelstrom in Tasur'ke
  30. § ASK MAELSTROM WARES
  31. § This token allows you to return to Tasur'ke but will cost half of you endurance and willpower
  32. or
  33. § A BRONZE TOKEN OF CHARYBDIS (artefact)
  34.  
  35. Ship preparedness
  36. • check stores and tokens
  37. • Check strongbox
  38. • Check flag
  39. • Check figurehead for power
  40. • Use ship auras if you have them (clan MBS, CLHELP SPPS)
  41.  
  42. Know how to fire each weapon and what each weapon does!
  43. • HELP SHIP WEAPONS
  44. • Curing will interrupt firing
  45. ○ You can turn curing off
  46. OR
  47. ○ You can set curing
  48. § CURING SIPHEALTH 50
  49. § CURING MOSSHEALTH 45
  50. *it is a good idea to make a reflex for firing each weapon that includes, ship repair hull, sip health, and ship info.
  51. *firing a flare at a seamonster may stop it for a short time.
  52.  
  53. Keep you figurehead charged! You need this to invoke seaspells (discussed later).
  54. • Max power 10000
  55. • Each seaspell costs power
  56. • Sailing increases power
  57. • Hungering a seamonster increases power
  58. ○ 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.
  59. ○ It takes more than one monster to fully power the figurehead
  60.  
  61. Keep your ship repaired often! SHIP REPAIR HULL, SHIP REPAIR SAILS, SHIP REPAIR ALL
  62. 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.
  63. Have rope
  64. Wield a bucket and wield and axe
  65. • Keep the bucket filled to douse fires
  66. ○ Find a way HIGHLIGHT fires
  67. ○ FILL BUCKET WITH WATER
  68. ○ DOUSE ROOM or DOUSE SAILS
  69. ○ Magi can cast flood, but must cast quake if room set on fire again
  70. ○ Sylvan may have an ability to rain
  71. • Wield the axe to chop tethers
  72. ○ CHOP TETHER
  73.  
  74. Join the Muurn Boating Society and
  75. The Sefyric Mariners Guild.
  76. • Observe these clans
  77. • Be careful of what you say, there could be spies!
  78.  
  79. Always know the pirates to watch out for check QWC and look for them before sailing.
  80. • Jinsun
  81. • Kinilin
  82. • Kuriel
  83. • Artanis
  84. • Shoju
  85. • And more
  86.  
  87. ALWAYS KNOW WHERE YOU ARE IN RELATION TO THE CLOSEST HARBOUR!
  88.  
  89. Know Pirate Ships! There is a fairly current list in the MBS clan - CLHELP ESHIPS
  90. • Be able to highlight these somehow
  91. • Have seaspells invested HELP SEASPELLS
  92. • Recommended
  93. ○ Shield (INVOKE SHIELD, if you have it invested)
  94. ○ Wavecall(wavecall <direction> one to eight spaces, examples; WAVECALL EAST 1)
  95. § This will use power from the figurehead and endurance from you
  96. ○ Windboost
  97. • Visualize what you will do if you see them
  98. ○ Shield!!
  99. ○ Wavecall
  100. ○ Call for help on MBS!
  101. § Know your location
  102. □ So help knows where to reach you
  103. □ So your ship can be found if sunk
  104. § Know what ship is attacking
  105. □ So your help can target
  106. ○ Example: help the nocturne attacking S of Topoa
  107. • Stand and fight
  108. ○ Ask for training!
  109.  
  110. SEAMONSTER HUNTING (SEASTRIDERS AND GALLEYS)
  111.  
  112. Know the Above, pirates will look for times when you are vulnerable!
  113.  
  114. Know where the seamonsters regularly spawn and watch for random pops!
  115. • CLHELP SEAMONSTERS
  116. *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!
  117.  
  118. 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.
  119.  
  120. 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).
  121.  
  122. DISCLAIMER; THIS DOES NOT COVER ALL OF SEAFARING, IT IS JUST A BRIEF SUMMARY
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