Ships
From UO Second Age
Revision as of 00:11, 2 February 2019 by 104.57.181.226 (Talk)
Sailing Vessels
Ship | People | Hold Size | Cost | Description |
---|---|---|---|---|
Small Ship | 12 | 400 Stones | 10,177 GP | This is the smallest ship available, it is highly manoeuvrable, especially in crowded ports. A great ship if you want to travel alone or with a few friends, but with any more than a few it is quite a tight fit. However if it is just you and your cargo this makes a fine ship. |
Small Dragon Ship | 12 | 400 Stones | 10,177 GP | Similar to the small standard ship in size and performance, however the prominent dragon head on the prow shows that this ship is built for war. |
Medium Ship | 15 | 400 Stones | 11,552 GP | This is the typical midsize ship. It is a good blend of manoeuvrability, and room. A great ship if you want to bring a small to medium adventuring party to Hythloth and bring back a few loads of treasure. This ship is also good for shipping large amounts of ore or ingots from the more remote mountains to the cities. |
Medium Dragon Ship | 15 | 400 Stones | 11,552 GP | Similar to the medium standard ship in size and performance, however the prominent dragon head on the prow shows that this ship is built for war. |
Large Ship | 18 | 400 Stones | 12,927 GP | If you need to move large numbers of people or great quantities of cargo, this is the ship for you. This is the largest ship sailing the seas of Britannia. |
Large Dragon Ship | 18 | 400 Stones | 12,927 GP | Similar to the large standard ship in size and performance, however the prominent dragon head on the prow shows that this ship is built for war. If you want a ship to bring your army to bear on an enemy, this is the ship for you. |
"People" indicates how many individual tiles compose the ship's deck (tiles being the map squares that characters occupy)--the tillerman is not counted. Prices are approximates and may vary due to economic conditions, etc. Sorted by size. Descriptions courtesy of Captain Enosh Flam.
- Boats can be purchased in deed form from a shipwright. These deeds are unblessed
- To launch the boat double click the deed and target open water.
- You will receive a key on your person and a key in your bank box. These keys are also unblessed and can be stolen.
- Anyone in possession of an original (not a tinkered copy) of the boat key may target the key with the recall spell to recall directly to the boat
- You cannot Gate Travel to a boat using the key but you can Gate Travel to another valid location from the boat.
- Anyone in the possession of a key may "drydock" the boat by first dropping anchor, stand next to the boat on a dock, then double click the tillerman. (NOTE: This eliminates all keys to the boat)
- The drydocking process results in a miniature boat in your pack which is blessed and your ship may be relaunched using the same process as with the deed.
Commands are:
- "(Direction*)" Move ship in desired direction.
- "Drift left", "Left" Moves ship to the left.
- "Drift right", "Right" Moves ship to the right.
- "Drop anchor", "Raise anchor" Toggles ship movement on or off.
- "Furl sail", "Stop" Stops current ship movement.
- "One (direction*)", "(Direction*) one" Moves ship one tile in desired direction and stops.
- "Set name xxxxx" Changes Ship's name, where "xxxxx"=name. (must have key). You can also double-click on the tillerman while standing on the boat to change it's name (much like naming a new rune).
- "Remove Name" unnames the ship. (must have key)
- "Slow (direction*)" Moves ship slowly in desired direction (see below for possible directions).
- "Turn around","Come about" Turns ship around and proceeds.
- "Turn left", "Port" Rotate ship left. Changes the orientation of the ship.
- "Turn right", "Starboard" Rotate ship right. Changes the orientation of the ship.
- "Unfurl sail", "Forward" Moves ship forward.
- Directions: Forward left, forward right, backward left, backward right, back left, back right, backwards, backward, back.
A person on the boat in possession of a key to the ship may always control the boat. Otherwise the person standing closest to the tillerman may control the boat. Ghosts may control the boat, but only if there is no living player on board.
- Boats decay in 14 days, and can only be refreshed by opening the plank or double clicking the tillerman (must have key)
- Items do not decay on boats, but if it's possible to get close enough, they may be lifted by someone not standing on the boat.