Seafaring

Ships, sea discovery, ally treasure hunts, and a small combat contribution.

Related in Skills: How Skills Work | Animal Taming | Smithing | Farming | Hunting | Seafaring

Seafaring is the sailor's art. Coastal cities live by the sea, and this skill opens treasure, danger, and loot from the waves.

What it is for

  • Buy a ship: 5000 gold starts your naval career.
  • Ship upgrades: Improve sail, crow's nest, and cargo hold with gold. Higher parts unlock better names and performance.
  • Repairs: Sea events cost durability; repair before you are stranded.
  • Discovery quest: Sail alone from a sea geography city for random outcomes: pirate fights, sunken treasure, wood, iron, and leather from wrecks, honor rescues, even free equipment pulled from the depths. Grants +0.1 Seafaring per run.
  • Treasure hunt: Invite an ally by name from a sea city where your ship is docked, sail together, and share richer rewards (+0.5 Seafaring).
  • Sea travel: Characters with ships sync ship location when travelling to sea geography cities.
  • Nimareth crop: Supreme harvest grants permanent +5 Seafaring.

Sea city requirement

Both Discovery and Treasure Hunt require you to be in a city whose geography is sea. You cannot start discovery from inland or forest ports, send a treasure-hunt invite from land, accept an invite, or launch an approved hunt unless you are standing in a proper sea city. Plan your travel accordingly.

Skill titles

Deckhand → Amateur Sailor → Helmsman → Storm Chaser → Captain.

In combat

Seafaring adds the smallest direct combat bonus among the five skills. Sailors should not expect Seafaring alone to win murder duels. It still contributes a little to overall power, and the items and gold you fish out of the sea absolutely can.

Tips

  • Keep durability in mind before chaining discovery runs.
  • Treasure hunts need ally coordination; rejections send private messages.
  • Sea cities on the map are your only launch points for seafaring quests.

Failed voyages and the Cellars

A disastrous discovery sail or treasure hunt can land you in the city cellars when things go wrong. While captive, you cannot launch new voyages until you are free. See Captivity and the Cellars.