Ship
For a long time, ships were absent from BatMUD, however they have now returned in a far more useful form than before. They have introduced naval battles and allow sailing from continent to continent while offering recovery, almost unlimited space for loots and very expensive "summon chest/teleport without error" feature.
Contents
Overview and features
Captaining any ship provides you with the ability to build sailor reputation for stat bonuses; this also grants access to a few special areas. Captaining a good ship will tremendously speed up your ability to travel from region to region. Melemkor<analytics uacct="UA-3466433-3" ></analytics> dismisses ideas of ships offering place where to store sailor chests thus allowing you to live in ship like real marines did, but it is anticipated that he come around sooner or later.
Size
Ships are currently available in six size classes. Boats and Sloops are the smallest and relatively useless, but are a good place to learn about how ships work without investing millions of gold. Class three and higher are the expensive luxury vessels, each having certain advantages and disadvantages when compared to the others.
List of ship types in order: Boat < Sloop < Schooner < Frigate < Warship < Dreadnought
Modules & upgrades
There are a large number of modules and upgrades for ships; after all, a ship without any crew or abilities is little more than a big bucket floating in the water.
There are three places to go when looking to upgrade your ship. A merchant when you want to add new modules, reinforce or "upgrade" your ship. At Silverlake you can upgrade existing modules and enhcance existing features. Lastly Bob Stance is the one to meet if you want a dimension vault.
As there is lot magic involved with ships, its required to dry dock her before making any changes.
Cargo hold
Most other rooms on a ship can't safely hold items. Cargo holds are the only room onboard a ship you can drop items in. If you somehow manage to drop something in another, it will tend to fall overboard. Each cargo hold is to carry 1000 kg worth of materials or 150 items.
Forges
Class 4 ships can have mobile forges and workbenches placed in their cargo holds, to the limit of one forge per hold. They take up 250kg of hold space, but can contain 500kg worth of materials. All of the forges can be bought from Silverlake for 47,850-123,500 gold. If you would like to rearrange their placement in your cargo holds, it will cost one tenth of the current forges cost.
Crew quarters
Adding in quarters for crew to live in is required before you can actually hire them. Each of the types of crew gets its own style of living area, and each separate quarters allows up to five of that crew type to be hired.
Sailors
Sailing speed is directly affected by how many sailors you have.
Cannonneers
Its critcal to have enough hands to man a cannon unless you want to blow your own ship apart.
Speed magis
Altough the name would suggest that speed mages would affect overall speed of the ship, they actually only afect the ships flight speed. The more you have, the faster she flies.
Lift magis
Flight height is affected by how many mages you got floating her.
Defence magis
The ones that keep your ship protected from harm.
Assault magis
Best ones to take opponents defence magic down.
Galley
A galley is where you can store provisions in drink cabinets, food lockers, and water barrels. The food and booze stored in those items saves.
Drink cabinet
A Drink Cabinet can be added to a galley, and allows you to store saveable booze over boot. 10,000-11,130 gold.
Food locker
The term "Chill Chest" is fairly accurate here, Food Lockers can be added to a galley and allow you to store saveable foodstuffs over boots on board your ship. 10,000-11,130 gold.
Water barrel
Sold at the bakery for 10,000-10,620 gold, these barrels can be placed in any galley and provide a nearly inexhaustible supply of water for your voyages.
Ogre Pistol
Ogre pistols are cannons, which when combined with cannoneer crew and shot form the primary offensive force of most ships. Beware that they are prone do misfiring, which can have unpleasant consequences for your ship and crew. They cost in the range of 25-50k gold on any given day at Silverlake.
Brig
A jail on ship.
Unrestricted upgrades
There are couple upgrades that that can be placed on any module.
Golems
Ship golems act as guards, their purpose is to toss people overboard via a Gangplank. Their ability at blocking an enemy from moving, speed of tossing, and ability to detect intruders are based on their material. Golems will never toss unless a friends list is defined for them and the character in question is not on the friends list, it is even safe to have aura of hate on while in the same room as one. Stone golems are inept and weak, whereas quicksilver golems are durable, toss people nearly instantly and can see invisible. Golems, like normal crew, do essentially no damage in combat, nearly any character can destroy your entire crew given enough time to wear down their hit points. Golems must follow a path of upgrades, beginning at stone, and moving to iron, then steel, then quicksilver. Golems require that you have deposited 100kg of whatever material they will be made of before they can be made. Golems can only be placed in one type of room, either deck, transport chamber, or cargo holds, and which room the golem shop supports varies whenever it's open, which isn't all that often. Stone golems cost from 53k-125k and each upgrade costs another 53k-125k, not counting the cost of material.
Furniture
Aside from the descriptive items you can add into ship rooms for free, Silverlake has a shop that sells furniture that can be added to various ship rooms. The buyer selects the type of item, it's quality, and the materials involved and then can bolt the furniture in rooms that support it once it has been made. To the best of knowledge they are only useful for show. Prices range roughly from 8k for the shoddiest work to 30k for extremely fancy items.
Sailor Reputation (arr)
Sailor reputation can be seen with 'arr'. The stat bonuses depend on the branch of the sailors guild and the arr level. Pirates can choose between intelligence, dexterity, and strength. Marines can choose between wisdom, dexterity, and constitution. Merchant Navy members can choose between wisdom, intelligence, and charisma. The maximum bonus is +10 to one stat. Gaining reputation in the Merchant Navy is related to the quality of the ship and how much it used. There are ten things that can be done to gain reputation during a boot. Some are common activities, others almost never done. It is said that by doing maximum reputation each day, it takes three RL years to gain maximum reputation. Marines and Pirates have no limit on how much reputation they can earn a day, but they earn reputation only through combat.
List of Arrs:
- 0) Clearing your throat, you barely whimper an 'aarrrr.'
- 1) A pitiful squeak of an 'aaarrrr' escapes your parched lips.
- 2) After a slight grunt, you give a strangled 'Aaarrrrr.'
- 3) Focusing hard, you pull forth a quiet 'AAarrrrr.'
- 4) Puffing up your chest, you let out a decent 'AAArrrrr.'
- 5) With the barest of efforts, you bark out a resounding 'AAAARRrrrr.'
- 6) Eyes blazing, you give forth an undeniable 'AAAARRRrrrrr.'
- 7) An 'AAAARRRRRrrrr!' bellows out of your throat, strong enough to make hardened warriors tremble!
- 8) You glare about, and then you let out a piercing 'AAAARRRRRrrrr!!'
- 9) With a long, low 'AAAARRRRRrrrrrr!!!', you prove that you are not someone to be taken lightly...
- 10)
Other information
- http://flaprider.dyndns.org/~hair/batmud/ships/ Hair<analytics uacct="UA-3466433-3" ></analytics>
- http://www.megami.com/bat_help_ships.php
'sailor help'
The following commands are available for use (all preceeded by 'sailor'): info - Receive some information about the Marine Authority. align - Show your current status with the Marine Authority. stat - Adjust your sailor stat bonus. choose <navy/mnavy/pirate> - Change your alignment. Note: Some bonuses may be lost if you change alignment. credits - Check how many credits you have stored at the Marine Authority. ships - List all ships you own. ship <shipname> - Specify what your 'current' ship is. Note: this setting only matters for those who own more than 1 ship. signal [shipname] - Signal your ship to come to you. gangway [dir] - Operate your ship's gangway. emotes - List your available emotes. guild leave - Remove yourself from the Guild of Sailors. shiptasks [num] - View the current tasks for ships. shipyard [info/shipquests/jobinfo/check/update/orders/modules] - Access some shipyard commands, if you have a shipyard. You have access to the '<alignment>' channel for sailors.