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Naval Combat and Salvage: Difference between revisions

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Created page with "Category:Ships Category:Combat Category:PvP Category:PvM <noinclude>Category:Guides</noinclude> This page covers the mechanics of ship-to-ship combat, repairing damage, boarding actions, sinking, and the crucial Salvage system for recovering lost vessels and items in UO Outlands. Return to the main Ships page. == General Combat Rules == * Ocean areas are '''Lawless Zones'''; PvP is unrestricted. * Players are flagged PvP if their Ship Crew..."
 
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<noinclude>[[Category:Guides]]</noinclude>
<noinclude>[[Category:Guides]]</noinclude>


This page covers the mechanics of ship-to-ship combat, repairing damage, boarding actions, sinking, and the crucial Salvage system for recovering lost vessels and items in UO Outlands. Return to the main [[Ships]] page.
Engaging enemies on the high seas involves unique rules, repair challenges, boarding maneuvers, and the ever-present risk of sinking. This page covers ship combat mechanics and the crucial Salvage system for recovering from defeat. Return to the main [[Ships]] page.


== General Combat Rules ==
== Rules of Engagement ==
*  Ocean areas are '''Lawless Zones'''; PvP is unrestricted.
The open ocean is a '''Lawless Zone''' where [[Player versus Player|PvP]] is always enabled. Be aware that your ship and crew can flag you for combat; if your [[Ship Crewmembers|crew]] attack another player, you are considered hostile. Damage dynamics are adjusted at sea: attacks from '''Players, Tamed Creatures, and Summons''' targeting enemies on a '''different ship''' deal '''50% reduced damage'''. Conversely, your own '''[[Ship Crewmembers|NPC Crew]]''' inflict '''50% increased damage''' in ship battles. Poison effects are similarly scaled down between ships. While player spells and weapons can damage ships, cannons remain the primary tool for naval warfare. Non-damaging spells like Curse/Weaken will not interrupt spellcasting on ships. Buff/Debuff abilities used by NPC ships have 50% effectiveness.
*  Players are flagged PvP if their [[Ship Crewmembers|crew]] attack another player.
Damage from '''Players, Tamed Creatures, and Summons''' to enemies on '''different''' ships is reduced by '''50%'''.
'''[[Ship Crewmembers|NPC Crewmembers]]''' deal '''+50% increased damage''' in ship battles.
Poison damage follows similar reductions. <!-- Specify reduction if known -->
*  Cannons are the primary damage source. <!-- Add cannon details if missing from Gump/Hotbar pages - Types, Loading, Firing Modes -->


== Ship Repairing ==
== Ship Repairing ==
[[File:shiprepairinggump1a.png|thumb|right|Ship Repair targeting gump.]]
[[File:shiprepairinggump1a.png|thumb|right|Selecting Hull, Sails, or Guns to repair via the targeting gump.]]
Ships have three HP types: Hull, Sails, and Guns. Damage requires repair using [[Ship Repair Kits]] (crafted via [[Tinkering]]).
Sustaining damage to your ship's Hull, Sails, or Guns necessitates repairs using [[Ship Repair Kits]] (crafted via [[Tinkering]]). To initiate repairs, use the "Repair Ship" command (Gump/Hotbar). This brings up a targeting gump allowing you to select which hit point type to restore. The repair process requires the ship to remain '''stationary for 10 seconds'''. An overhead message ("*Repairing Hull*", etc.) confirms the action. The amount repaired depends on the ship's specific repair stats. If the repairing player moves or is killed before completion, the attempt fails.
*  '''Initiating Repair:''' Use the "Repair Ship" command ([[Acquiring and Controlling Ships#Overview Tab|Gump]]/[[Acquiring and Controlling Ships#Actions and Abilities Hotbar|Hotbar]]). A targeting gump appears.
 
*  '''Targeting:''' Select which Hit Point type (Hull, Sails, Guns) to restore.
During combat, repairs are limited to '''once every 5 minutes''' by default. This cooldown can be shortened by [[Ship Upgrades|Upgrades]] improving the 'Ship Repair Cooldown' stat. Once out of combat for '''60 seconds''' (and any cooldown resolved), repairs can be performed continuously.
*  '''Process:''' Requires the ship to remain stationary for '''10 seconds'''. Overhead message indicates repair type ("*Repairing Hull*").
*  '''Effectiveness:''' Amount repaired depends on ship stats ([[Acquiring and Controlling Ships#Stats Tab|Stats Gump]]) for Hull/Sail/Gun Repair Amount.
*  '''Interruption:''' Repair fails if the repairing player is killed or moved before completion.
*  '''Cooldown:'''
**  Can only repair '''once every 5 minutes''' while in combat (by default).
**  Cooldown can be reduced by the ship's '''Ship Repair Cooldown''' stat (from [[Ship Upgrades|Upgrades]]).
**  After being out of combat for '''60 seconds''' (and the last repair cooldown resolved), repairs can be performed continuously.


== Ship Boarding ==
== Ship Boarding ==
[[File:shipboardingrope1.png|thumb|left|Boarding rope connecting ships.]]
[[File:shipboardingrope1.png|thumb|right|A successful boarding action connects two ships with ropes.]]
Boarding allows direct engagement with enemy crew and access to loot ([[Doubloons]]) on their corpses. Sinking a ship with live crew forfeits this loot.
Boarding enemy vessels allows direct engagement and looting of [[Doubloons]] from defeated crew. Sinking a ship before looting forfeits this wealth. A boarding attempt can be initiated by the Captain using a [[Boarding Rope]] (crafted via [[Tailoring]]) when an enemy ship's '''Sail OR Gun HP drops below 50%'''. Other players opt-in via "Auto-Join All Boarding Parties" to participate alongside readied [[Ship Crewmembers|Crew]] and followers.
*  '''Initiation Condition:''' Can be attempted when enemy ship's '''Sail OR Gun HP''' drops below '''50%'''.
 
*  '''Tool:''' Requires using a [[Boarding Rope]]. <!-- How are these obtained/crafted? -->
Upon success, party members jump to the enemy deck. Crew attack autonomously (appearing '''Orange''' while boarding). Boarding chance scales from 0% (at 50% enemy Sail/Gun HP) up to 100% as the lower of the two approaches 0%, further modified by the ship's 'Boarding Chance Bonus' stat. Boarding attempts have a '''20-second cooldown''' and require the ship be stationary for '''0.1 seconds''' prior. Defeated crew become '''Incapacitated''' ('''Grey''' icon) and enter a 'Recovery Cooldown'. Boarding cancels targeting cursors and resets melee swing timers. Explosion damage is reduced to 25% if the caster moves ships before detonation.
*  '''Participants:''' Only the Captain can initiate. Players must opt-in via "Auto-Join All Boarding Parties" ([[Acquiring and Controlling Ships#Players Tab|Players Gump Tab]]) to participate. Followers and readied [[Ship Crewmembers|Crew]] join automatically.
*  '''Process:''' Use the "Send Boarding Party" command ([[Acquiring and Controlling Ships#Overview Tab|Gump]] / [[Acquiring and Controlling Ships#Crewmember Hotbar|Hotbar]]). Selected members jump to the enemy vessel.
*  '''Combat:''' Crewmembers attack nearest enemy autonomously. Boarding crew have '''Orange''' names/HP bars.
*  '''Cooldown:''' Can only attempt boarding once every '''20 seconds'''. Ship must be stationary for '''0.1 seconds''' before attempting.
*  '''Success Chance:'''
**  Base chance starts at 0% when enemy Sails/Guns are at 50% HP.
**  Increases up to 100% as the '''lower''' of the enemy's Sail/Gun HP approaches 0%.
**  Improved by the attacking ship's '''Boarding Chance Bonus''' stat (from [[Ship Upgrades|Upgrades]]). (Example: 25% bonus + 50% base chance = 62.5% effective chance).
**  Success chance is announced to the attacking crew upon attempt.
'''Crew Incapacitation:''' Crewmembers reduced to 0 HP become '''Incapacitated''' ('''Grey''' name/bar, Skull icon). They enter a '''Recovery Cooldown''' ("Recovery in X") before returning to their ship.
*  '''Restrictions:''' Embarking/Boarding cancels targeting cursors and resets melee swing timers. Explosion Potions/Spells cast on one ship deal only '''25% damage''' if the caster moves to another ship before detonation.


== Ship Ramming ==
== Ship Ramming ==
[[File:shipramming1.png|thumb|right|Ships colliding during a ram attempt.]]
[[File:shipramming1.png|thumb|right|Ramming requires specific conditions to execute.]]
Allows inflicting direct Hull damage by collision. Only the Captain can initiate.
Captains can inflict Hull damage by ramming if stationary for '''5 seconds''', haven't rammed in '''10 seconds''', and are blocked from moving in 6 directions. In PvP, ramming deals '''30%''' of target's Max Hull HP dmg, while the rammer takes '''5%''' of their own Max Hull HP dmg. In PvE, if an NPC rams a player, the player takes '''20%''' Max Hull HP dmg, and the NPC takes 5%.
*  '''Conditions:'''
**  Ramming ship must be stationary for at least '''5 seconds'''.
**  Must not have rammed in the last '''10 seconds'''.
**  Must be unable to move in 6 other directions (i.e., blocked).
*  '''Damage (PvP):'''
**  Target ship suffers Hull Damage = '''30%''' of its Max Hull HP.
**  Ramming ship suffers Hull Damage = '''5%''' of its own Max Hull HP.
*  '''Damage (PvE - NPC Ramming Player):'''
**  NPC ships auto-ram if stuck next to a player ship.
**  Player ship suffers Hull Damage = '''20%''' of its Max Hull HP.
**  NPC ship suffers Hull Damage = '''5%''' of its own Max Hull HP.


== Ship Sinking ==
== Ship Sinking ==
[[File:shipsinking1.png|thumb|right|Notification of receiving Doubloons when your ship sinks.]]
[[File:shipsinking1.png|thumb|right|Notification confirming the Doubloon payout upon your ship sinking.]]
[[File:shipsinking2.png|thumb|right|Notification that enemies received Doubloons from sinking your ship.]]
When Hull HP reaches zero, a ship sinks.
When a ship's Hull HP reaches 0, it sinks.
The Captain receives '''80%''' of the ship's Total [[Doubloons|Doubloon]] Value in their bank.
'''Captain's Payout:''' Captain immediately receives '''80%''' of the ship's Total [[Doubloons|Doubloon]] Value (Registration Cost + Upgrade/Crew Costs) in their [[Bank Box]].
*  '''10%''' of the ship's Total Value is distributed to enemy player ship Holds (scaled by damage).
'''Enemy Payout:''' '''10%''' of the ship's Total Doubloon Value is distributed among enemy player ships that dealt damage (scaled by damage share).
*  Each installed [[Ship Upgrades|Upgrade]] and [[Ship Crewmembers|Crewmember]] has a '''1% chance''' to become '''"Wayward Salvage"''' in the [[#Ship Salvage System|Salvage System]].
'''Wayward Salvage Chance:''' Each installed [[Ship Upgrades|Upgrade]] and [[Ship Crewmembers|Crewmember]] has a '''1% chance''' to detach and become '''"Wayward Salvage"''' in the [[#Ship Salvage System|Salvage System]].
*  The Ship Deed and all remaining components go '''immediately''' to the [[#Ship Salvage System|Salvage System]].
'''Ship Deed Transfer:''' The Ship Deed itself, along with all remaining attached Upgrades and Crew, is '''immediately''' sent to the [[#Ship Salvage System|Salvage System]] (no 30-minute delay).
In PvP, any [[#Looting Ship Upgrades and Crewmember Contracts (Pending Salvage)|Pending Salvage]] is transferred to the sinking enemy ship(s).
'''Pending Salvage Loss (PvP):''' If sunk by enemy players, any [[#Looting Ship Upgrades and Crewmember Contracts|Pending Salvage]] on the sunk ship is transferred to the sinking enemy ship(s), distributed based on damage dealt.


== Ship Salvage System ==
== Ship Salvage System ==
Allows recovery of sunk ships, detached upgrades/crew, and looted items. Accessed via [[Salvage Foreman]] NPCs at town Docks.
[[File:shipssalvageforeman1.png|thumb|right|Interact with Salvage Foremen at docks via context menu or keywords.]]
 
This system allows recovery of sunk ships and items via [[Salvage Foreman]] NPCs at docks (say "Salvage", "Recover", "Buy", or use context menu). Items remain recoverable for '''30 days'''.
=== Accessing the System ===
[[File:shipssalvageforeman1.png|thumb|right|Salvage Foreman context menu.]]
*  Say '''"Salvage"''', '''"Recover"''', or '''"Buy"''' near a Salvage Foreman.
*  Shift-click Foreman and select "Salvage".
Items remain recoverable for '''30 days''' (up from 14).


=== Salvage Credits ===
=== Salvage Credits ===
*  Obtain credits by dragging unwanted [[Ship Crewmembers|Crewmember Contracts]] onto a Salvage Foreman.
Earn credits by dragging unwanted [[Ship Crewmembers|Crewmember Contracts]] onto a Foreman (Novice: 100, Adept: 250, Veteran: 500, Expert: 1000, Master: 2000). Credits are used first for recovery fees.
*  Credits awarded: Novice (100), Adept (250), Veteran (500), Expert (1000), Master (2000).
Credits are used automatically first when paying recovery fees.


=== Ship Salvage Menu ===
=== Using the Ship Salvage Menu ===
[[File:shipsalvagemenu.png|thumb|right|Main Ship Salvage Menu interface.]]
[[File:shipsalvagemenu.png|thumb|right|The main interface for managing salvaged items and ships.]]
The menu displays recoverable items.


==== Recovering Ship Deeds ====
==== Recovering Sunk Ship Deeds ====
[[File:shipsalvagemenu1a.png|thumb|left|Paying the recovery fee for a sunk ship.]]
[[File:shipsalvagemenu1a.png|thumb|right|Paying the recovery fee re-registers the ship.]]
[[File:shipsalvagemenu1b.png|thumb|left|Options after recovery fee is paid.]]
Retrieve a sunk deed (with attached components) by paying its '''Total Doubloon Value''' via the Large Diamond button (uses Credits first, then bank Doubloons). This '''re-registers''' the ship instantly. It becomes "Available" (Green text), allowing retrieval to Bank, Backpack, or [[Dockmaster]]. The Small Orb previews details.
*  Requires paying a Recovery Fee = '''Total Doubloon Value''' of the ship (Reg Cost + attached Upgrade/Crew Costs).
*  Click the Large Diamond button to pay (uses [[#Salvage Credits|Salvage Credits]] first, then bank [[Doubloons]]).
*  Paying the fee '''re-registers''' the ship with all components re-installed.
*  Ship status changes to "Available" (Green text).
*  Buttons appear to move the recovered Deed to your Bank Box, Backpack, or a [[Dockmaster]] (for dry dock?).
Small Orb button previews the ship's menu without paying/modifying.


==== Recovering Wayward Salvage ====
==== Recovering Wayward Salvage ====
[[File:shipsalvagemenu2a.png|thumb|left|Wayward Salvage with 7-day delay (Pink text).]]
[[File:shipsalvagemenu2a.png|thumb|right|Wayward items show a 7-day delay timer in Pink text.]]
*  "Wayward Salvage" = Upgrades/Crew detached during sinking (1% chance each).
Wayward Salvage (items detached on sinking) is recovered for '''free''' but normally has a '''7-day wait''' (Pink text).
*  Recovery is '''Free'''.
*  Requires a standard '''7-day waiting period''' before becoming "Available" (Pink text during delay). Automatically ready after 7 days.


==== Expediting Wayward Salvage ====
==== Expediting Wayward Salvage ====
[[File:shipsalvagemenu2b.png|thumb|left|Expedite requires consuming an item.]]
[[File:shipsalvagemenu2b.png|thumb|right|Expediting requires sacrificing a similar item.]]
[[File:shipsalvagemenu2c.png|thumb|left|Wayward Salvage available after expediting.]]
Bypass the wait by clicking the Expedite button and consuming an item: '''any''' Ship Upgrade for a Wayward Upgrade, or an equal/higher rank Crew Contract for a Wayward Crewmember. The item becomes immediately Available.
*  Bypasses the 7-day wait.
*  Click the Large Diamond Expedite button.
*  '''Expediting an Upgrade:''' Requires targeting and consuming (deleting) '''any''' Ship Upgrade from your backpack.
*  '''Expediting a Crewmember:''' Requires targeting and consuming a Crewmember Contract of '''equal or higher rank''' (any profession) from your backpack.
*  Expedited items become immediately "Available".
*  Small Orb button previews the Wayward item.


=== Looting Ship Upgrades and Crewmember Contracts (Pending Salvage) ===
=== Looting Ship Upgrades and Crewmember Contracts (Pending Salvage) ===
[[File:shipsalvageloot1.png|thumb|left|Notification of gaining Pending Salvage.]]
Looted Upgrades/Contracts become '''"Pending Salvage"''' attached to your ship, not physical items. Sources include MIB Crates, NPC holds, and Boss kills (distribution often based on damage). Pending Salvage count is shown in the Overview Gump. Upon [[Acquiring and Controlling Ships#Docking the Ship|docking]], all Pending Salvage moves to your [[#Ship Salvage System|Salvage System]] and is '''immediately retrievable'''.
[[File:shipsalvageloot2.png|thumb|left|Pending Salvage count in Ship Overview.]]
Upgrades/Contracts looted at sea are not physical items but become '''"Pending Salvage"''' attached to your ship.
*  '''Sources (PvM):'''
**  [[Message in a Bottle|MIB]]/[[Salvage Crate]]s: Items that *would* have been in the crate become Pending Salvage.
**  NPC Ship Holds (when unlocked): Items that *would* have been loot are randomly assigned as Pending Salvage to damaging player ships (scaled by damage).
**  [[Ocean Mini-Boss]]/[[Bosses|Boss]] Corpses: Loot items randomly assigned as Pending Salvage to damaging player ships (scaled by total player+crew+cannon damage).
*  '''Acquisition:''' Pending Salvage count shown in Ship Overview Gump. Inaccessible while at sea.
*  '''Transfer on Docking:''' When the ship [[Acquiring and Controlling Ships#Docking the Ship|Docks]], all Pending Salvage is transferred to the Captain's [[#Ship Salvage System|Salvage System]] and becomes '''immediately retrievable''' (like Expedited Wayward Salvage).
*  '''Transfer on Sinking (PvP):''' See [[#Ship Sinking]].


=== Yielding Salvage ===
=== Yielding Salvage ===
[[File:shipsalvageyieldloot1.jpg|thumb|right|Yield Salvage confirmation message.]]
[[File:shipsalvageyieldloot1.jpg|thumb|right|Yielding transfers Pending Salvage to another ship.]]
Allows transferring your '''entire''' current Pending Salvage load to another player's ship.
The "Yield Salvage" command (Overview Gump) transfers your '''entire''' Pending Salvage load to another player ship (within 6 tiles). Both ships get notifications. Yielding with zero announces emptiness.
*  Use the "Yield Salvage" button ([[Acquiring and Controlling Ships#Overview Tab|Overview Gump]]) and target a ship within 6 tiles.
*  Overhead text appears on both Tillermen/Holds. Receiving crew gets system message.
*  Attempting to yield with 0 Pending Salvage announces emptiness (can be used as proof).


<!-- Removed redundant {{ShipIndex}} template -->
{{Navbox Ships}}

Latest revision as of 04:47, 27 March 2025


Engaging enemies on the high seas involves unique rules, repair challenges, boarding maneuvers, and the ever-present risk of sinking. This page covers ship combat mechanics and the crucial Salvage system for recovering from defeat. Return to the main Ships page.

Rules of Engagement

The open ocean is a Lawless Zone where PvP is always enabled. Be aware that your ship and crew can flag you for combat; if your crew attack another player, you are considered hostile. Damage dynamics are adjusted at sea: attacks from Players, Tamed Creatures, and Summons targeting enemies on a different ship deal 50% reduced damage. Conversely, your own NPC Crew inflict 50% increased damage in ship battles. Poison effects are similarly scaled down between ships. While player spells and weapons can damage ships, cannons remain the primary tool for naval warfare. Non-damaging spells like Curse/Weaken will not interrupt spellcasting on ships. Buff/Debuff abilities used by NPC ships have 50% effectiveness.

Ship Repairing

Selecting Hull, Sails, or Guns to repair via the targeting gump.

Sustaining damage to your ship's Hull, Sails, or Guns necessitates repairs using Ship Repair Kits (crafted via Tinkering). To initiate repairs, use the "Repair Ship" command (Gump/Hotbar). This brings up a targeting gump allowing you to select which hit point type to restore. The repair process requires the ship to remain stationary for 10 seconds. An overhead message ("*Repairing Hull*", etc.) confirms the action. The amount repaired depends on the ship's specific repair stats. If the repairing player moves or is killed before completion, the attempt fails.

During combat, repairs are limited to once every 5 minutes by default. This cooldown can be shortened by Upgrades improving the 'Ship Repair Cooldown' stat. Once out of combat for 60 seconds (and any cooldown resolved), repairs can be performed continuously.

Ship Boarding

A successful boarding action connects two ships with ropes.

Boarding enemy vessels allows direct engagement and looting of Doubloons from defeated crew. Sinking a ship before looting forfeits this wealth. A boarding attempt can be initiated by the Captain using a Boarding Rope (crafted via Tailoring) when an enemy ship's Sail OR Gun HP drops below 50%. Other players opt-in via "Auto-Join All Boarding Parties" to participate alongside readied Crew and followers.

Upon success, party members jump to the enemy deck. Crew attack autonomously (appearing Orange while boarding). Boarding chance scales from 0% (at 50% enemy Sail/Gun HP) up to 100% as the lower of the two approaches 0%, further modified by the ship's 'Boarding Chance Bonus' stat. Boarding attempts have a 20-second cooldown and require the ship be stationary for 0.1 seconds prior. Defeated crew become Incapacitated (Grey icon) and enter a 'Recovery Cooldown'. Boarding cancels targeting cursors and resets melee swing timers. Explosion damage is reduced to 25% if the caster moves ships before detonation.

Ship Ramming

Ramming requires specific conditions to execute.

Captains can inflict Hull damage by ramming if stationary for 5 seconds, haven't rammed in 10 seconds, and are blocked from moving in 6 directions. In PvP, ramming deals 30% of target's Max Hull HP dmg, while the rammer takes 5% of their own Max Hull HP dmg. In PvE, if an NPC rams a player, the player takes 20% Max Hull HP dmg, and the NPC takes 5%.

Ship Sinking

Notification confirming the Doubloon payout upon your ship sinking.

When Hull HP reaches zero, a ship sinks.

  • The Captain receives 80% of the ship's Total Doubloon Value in their bank.
  • 10% of the ship's Total Value is distributed to enemy player ship Holds (scaled by damage).
  • Each installed Upgrade and Crewmember has a 1% chance to become "Wayward Salvage" in the Salvage System.
  • The Ship Deed and all remaining components go immediately to the Salvage System.
  • In PvP, any Pending Salvage is transferred to the sinking enemy ship(s).

Ship Salvage System

Interact with Salvage Foremen at docks via context menu or keywords.

This system allows recovery of sunk ships and items via Salvage Foreman NPCs at docks (say "Salvage", "Recover", "Buy", or use context menu). Items remain recoverable for 30 days.

Salvage Credits

Earn credits by dragging unwanted Crewmember Contracts onto a Foreman (Novice: 100, Adept: 250, Veteran: 500, Expert: 1000, Master: 2000). Credits are used first for recovery fees.

Using the Ship Salvage Menu

The main interface for managing salvaged items and ships.

The menu displays recoverable items.

Recovering Sunk Ship Deeds

Paying the recovery fee re-registers the ship.

Retrieve a sunk deed (with attached components) by paying its Total Doubloon Value via the Large Diamond button (uses Credits first, then bank Doubloons). This re-registers the ship instantly. It becomes "Available" (Green text), allowing retrieval to Bank, Backpack, or Dockmaster. The Small Orb previews details.

Recovering Wayward Salvage

Wayward items show a 7-day delay timer in Pink text.

Wayward Salvage (items detached on sinking) is recovered for free but normally has a 7-day wait (Pink text).

Expediting Wayward Salvage

Expediting requires sacrificing a similar item.

Bypass the wait by clicking the Expedite button and consuming an item: any Ship Upgrade for a Wayward Upgrade, or an equal/higher rank Crew Contract for a Wayward Crewmember. The item becomes immediately Available.

Looting Ship Upgrades and Crewmember Contracts (Pending Salvage)

Looted Upgrades/Contracts become "Pending Salvage" attached to your ship, not physical items. Sources include MIB Crates, NPC holds, and Boss kills (distribution often based on damage). Pending Salvage count is shown in the Overview Gump. Upon docking, all Pending Salvage moves to your Salvage System and is immediately retrievable.

Yielding Salvage

Yielding transfers Pending Salvage to another ship.

The "Yield Salvage" command (Overview Gump) transfers your entire Pending Salvage load to another player ship (within 6 tiles). Both ships get notifications. Yielding with zero announces emptiness.

Navigation

Overview of ship mechanics, lawless zones, key concepts, Doubloons, and links to detailed ship topics.
Details on crafting, registering, placing, controlling ships via Gump/Hotbars, ship types, speeds, docking, and shipping crates.
Information on recruiting, managing, professions, stats, and the Loyalty system for NPC crewmembers.
Covers acquiring and applying Themes, Paints, Cannon Hues, Abilities, Outfittings, Specialty Items, and Crew Supplies via Pending Salvage.
Explains combat rules, ship repair, boarding, ramming, sinking consequences, Doubloon distribution, and the ship/item recovery Salvage system.
Return to the main page of the Wiki.