Knights of Chaos
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SHIP BOARD

Syntax: [ ship board <direction or ship name> ]

Now, it says you can just use the name of the ship to board it, but I've never seen it work. Simply type 'ship board <direction>' and you'll board it. Only the Merdraco overlaps ships that are already docked, and if it's there and that happens, you'll board the Merdraco by default.



SHIP EXIT

Syntax: [ ship exit <direction> ]

Same thing as ship board, except this time you leave the ship. You will not be able to board another ship with this command, and you can exit while the ship is moving, though this is HIGHLY STUPID. You'll be left in the ocean and the ship moves way faster than you do. On top of that, if you left your ship, have fun finding it again.



SHIP INFO

Syntax: [ ship info ]

Self-explanatory. This lists all you could ever want to know about a ship, including the last time it was used.



SHIP SCAN

Syntax: [ ship scan ]

Just like the wizard eye spell, except it's not a spell and it only works from your ship. All ships have this capability, and the type of ship won't increase the range. Darkness will still affect the visibility.



SHIP LOOKOUT

Syntax: [ ship lookout ]

This command gives you a list of other nearby ships and sea creatures. Helpful in searching for possible enemies in a SPK zone. If the all argument isn't used, lookout won't display ships docked at shipyards.



SHIP TARGET

Syntax: [ ship target <ship or mob name or number> ]

Puts the target into your sights to fire one of your weapons. You can check targeting using the ship info command.



SHIP WEAPON

Syntax: [ ship weapon <weapon bank name> uninstall ]

Displays all relevant information on the weapons which are installed. This command can also be used to uninstall weapons which you no longer use. Different weapons have different benefits and drawbacks, so it's a good idea to keep an eye on your weapon status, as well as ammunition.



SHIP FIRE

Syntax: [ fire <weapon bank name> ]

This fires the weapon selected at the ship, or mob, you're currently targeting. There are no guarantees you'll hit the ship you fire at, and you must be within your weapon's range to have a chance. Before firing, you need to have the appropriate ammunition as well as at least 10% morale.



SHIP LOCATE

Syntax: [ ship locate ]

If you lose track of where your ship is in your travels, this command can be used at any shipyard to get the sextant coordinates, or the harbor which it's docked at. This command costs a marginal amount of gold.



SHIP DIRECTION

Syntax: [ ship direction <direction name> ]

This turns the ship. You will need to have the title equipped, and the ship can only be travelling at SLOW or STOP speeds or else the command will fail.



SHIP SPEED

Syntax: [ ship speed <speed> ]

This sets the ship's speed. How fast you're going not only affects the number of squares traveled per tick, but how much damage you take from colliding. Stop, of course, stops you. Slow is 1 square, and then there is half, full, and flank speeds in the order of slower to faster. The type of ship you have will influence your speeds at anything greater than slow, and the more expensive your ship is, the faster it will go. The exceptions are the sail-type vessels, whose speeds are influence by the wind factor. Anyone planning on sticking with a sail-type vessel needs to invest a good deal of practice points into the control wind spell. With a sail-type vessel, it is best for you to set the wind to the opposite direction of what you wish to travel. If the wind stops, you will maintain a speed rating roughly to that of Full, if you are at Flank speeds. If you were about to collide with an island with any amount of ocean between you and it, your ship will close with it at point blank range for 1 tick, before colliding. This allows you a chance to change your vector and avoid it. Obviously, it will do more damage to your ship if you crash into it at a greater speed. Slow speed impacts are roughly 1-2 hull points, and it increases at each speed setting.



SHIP ENGINE

Syntax: [ ship engine <engine type> ]

A relatively new command, a steam ship can switch to sail for whatever purpose it wants. Sail ships, however, must stay with sail. There may be an upgrade in the future so that they can buy steam engines.



SHIP RIGGING

Syntax: [ ship rigging <rigging type> ]

You can have 'normal', 'combat', or 'weather' rigging type. This setting will help your ship determine what task it is best suited for. Setting the rigging to normal will allow you to sail normally and setting it to combat for example, will make it suitable for battling other ships and allow you to fire. weapons at them. Weather rigging will give you additional control of your ship, but reduce your maximum speed by half.



SHIP COURSE

Syntax: [ ship course <course name or number> ]

With this, you can make your ship sail a pre-made course. With this command, you can order your ship onto a course, cancel it, reroute a course, or just bring up a list of all the courses you have mapped. You will have to make your own course, and you will need both your title and sextant in hand when ordering your ship onto a course. There is a question of ships changing direction while at Full and Flank speeds, while on a course, but if there is an obstacle that was not there when you mapped your course, you will need to manually avoid it or else your ship will ram it. The Merdraco, for example, uses a course.



SHIP MARK

Syntax: [ ship mark <'add' or 'remove'> <course name or number> ]

This command is what you use to make your course. You will also need both your title and sextant equipped in order to mark out your course. Keep in mind that your ship is stupid and will not automatically avoid any obstacles you decide to map it through.



SHIP CARGO

Syntax: [ ship cargo, ship cargo dump <cargo type> <amount> ]

This command, without any parameters, gives you a list of all the resources you have in your cargo, and lets you dump a specific type of cargo of the amount provided.



SHIP SALVAGE

Syntax: [ ship salvage ]

If a ship is destroyed with cargo on board, the cargo is often left behind in the water in the form of a trunk. Using the ship salvage command will take the remaining cargo and put it into the holds of your ship.



SHIP ANCHOR

Syntax: [ ship anchor ]

You can only anchor your vessel in shallow water, and anchoring will make your ship stay put until you come back for it. Anchoring at a dock is the only way you can take advantage of the dock's facilities. You cannot anchor at a reef, or in the Maelstrom. Some parts of some docks do not have services (mainly Pirate's Cove and Seahag), so you may need to dock at a few places in order to get repaired/refueled. If you do not anchor your ship, and you have set it to Stop, currents can blow your ship around, and often. The nexus of these currents seem to be the Maelstrom, so if you forgot to anchor your ship for more than a day, you might as well check Decara for your ship. Refer to Gossip if you think your ship took a trip down there. Also keep in mind that your ship CAN be destroyed this way.



SHIP CHRISTEN

Syntax: [ ship christen <ship title> ]

You can only christen a ship once, and that's when it's first made. After that, the name stays put even if it switches owners. The same rules apply with this as it does with restringing.



SHIP PLANK

Syntax: [ ship plank <victim name> ]

Perhaps the most fun of all the ship commands, this gives you the ability to ditch someone or something out to sea that's on your ship. This does no damage to them and you will need the title in your hand to do this. Once a person is planked they may not ship board for 2 real life minutes.



SHIP REPAIR

Syntax: [ ship repair ]

This only works when your ship is anchored at a dock. This will repair all damage on your ship for a fee, to the maximum. If your ship has been sunk before, your hp will be 5 less than max because of the new change. Repairing will not recover that. Repairing will also repair your shield as well. The prices vary and are visible each time you dock.



SHIP REFUEL

Syntax: [ ship refuel ]

Whether you refuel each time you go out, or refuel once a month, it works the same way as repairing. Only steam ships have this option, and if a steam ship should run out of fuel, it can still go to sail to get to dock.



SHIP DRYDOCK

Syntax: [ ship drydock ]

A useless command, but it is designed to hold your ship out of the water to protect it from damaging elements, which have not been implemented, for a one-time/use fee.



SHIP RECOVER

Syntax: [ ship recover ]

This is what you do at any shipwright after you've wrecked your ship. The surviability of your lifeboat doesn't matter, it is the most expensive of all the ship commands (except the purchase of the ship). Keep in mind that each time you recover your ship from destruction, it will permanently lose 5 hull points.



SHIP CONTRACT

Syntax: [ ship contract <number of crew members> ]

Used when your ship is anchored at any town's pier, this will bring aboard the number of crew members specified. They will cost a certain amount of money, depending on how many you hire. Crews are required for efficient speeds of your ship, as well as firing and reloading weapons. The help file states they take a share of loot, but this is unimplemented at the moment.



SHIP YARDINFO

Syntax: [ ship contract <number of crew members> ]

This command can be used at any shipwright to get the costs of maintenance, (fuel, crew, docking, etc.)



SHIP LAUNCH

Syntax: [ ship launch ]

If drydocked, this command will launch your ship again.



SHIP TRANSFER

Syntax: [ ship transfer <victim name> ]

You must have the title in your hand, and the person standing with you at the same shipwright. All this will do is transfer the title to the other person, so the ship you had is now theirs. There is no fee for this, and you can do it as often as you like.



SHIP FLAG

Syntax: [ ship flag <flag name> ]

One of the additions to your ship is a flag mount. There are a wide variety of flags your ship can have, and this command will allow you to choose which one you would like to have. This is helpful since you won't always know where your ship is and, if you have a flag, that would really simplify your search (using survey).
For a list of flags click here.



TIPS
When sailing, macros/aliases are highly recommended. Personally, ship courses aren't a good way to get around, because you can start to learn how the area is laid out and become better at sailing if you do it yourself. If making an alias, I would do something like this: Command: qn Action: ship speed slow, ship direction north. Or also: Command: qslow Action: ship speed slow.

This will help you move around faster/better. The Q part is up to you, it was just a random letter that I liked using. Also, as another tip, until you are familiar with your ship, try not to go faster than Half around dock areas. They tend to sneak up on you and they are rather obstacle-heavy, especially around Rune.

If you're travelling to the underworld, the Maelstrom is located southeast of Irda Isle. You have to go to the middle and stop your ship. You can anchor here, and it's suggested. You will take damage from this, but avoid Decara's docks, for they charge twice as much.


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