Difference between revisions of "Shipfitting"

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Revision as of 20:26, 1 September 2019

While the construction of ships is the province of a shipwright, it is the Shipfitting expert who transforms a generic, bog-standard craft into a truly inspiring vessel worthy of the most fearsome pirate captains or magnanimous mariners.

The skill of Shipfitting concerns itself with all manner of ship-related improvements, whether it be the creation and manipulation of various naval equipment and weapons, girding the vessel against the horrors of the deep, or even decorating the hull and sails in a colourful shades. Transcendent shipfitters can even deconstruct entire ships!

To become a professional shipfitter, you must be trained by one of the ship commissioners found around the world.

The skill of Shipfitting is a trade skill and available to all adventurers.


Ship Commodities

Shipfitters use special commodities for their craft which are outlined below.

Ship Commodity Commodities Needed
Shipcloth 50 Cloth
Shipiron 50 Iron + 10 Steel
Shipwood 50 Wood + 10 Iron
Shiplines 50 Rope + 10 Iron
Pitch 50 Wood + 10 Animal Fat*

*Animal Fat is obtained from butchering wild animals.


Ship Equipment

Shipfitters can craft the following ship equipment.

Keyword Equipment Name Commodities Needed
baittank Bait Tank 40 shipiron + 5 pitch
beacon Beacon of Iocolas 20 shipiron + 50 goldbar + 50 stone
trunk Captain's Trunk 5 shipwood + 5 shipiron
standard_desk Cartographers Desk 5 shipwood + 5 shipiron
large_desk Cartographers Desk (L) 15 shipwood and 15 shipiron
bell Diving Bell 20 shipwood + 10 shiplines + 10 pitch
leadline Leadline 10 leather + 40 rope
shipaxe Ship's Axe 15 wood + 15 iron
sextant Mariner's Sextant 15 shipiron
salvagecrane Salvage crane 15 shipwood + 15 shipiron + 10 shiplines
dredgecrane Multipurpose crane 20 shipwood + 25 shipiron + 15 shiplines
buoy Emergency Buoy 3 shipcloth + 3 shiplines
float Wooden float 3 shipwood + 3 shiplines
loudhailer Loudhailer 10 wood + 5 cloth

Abilities in Shipfitting

Preparation Prepare commodities for maritime use
Syntax: PREPARE [1-5] <commodity>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: As a shipfitter, commodities that were suitable on land are no longer of use to you. You will need to prepare your materials to withstand year after year of exposure to the harsh conditions of a vessel at sea.
Note: {{{note}}}
Equipment Construction of ship equipment
Syntax: SHIPFIT CONSTRUCT <equipment>
SHIPFIT UPGRADE <equipment>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Ship equipment is the backbone of any naval voyage, and a must-have for all captains. Using your prepared commodities, you may construct basic equipment for use upon a vessel. See HELP SHIP EQUIPMENT for types and uses.
Note: {{{note}}}
Weapons Construction of ship weapons
Syntax: SHIPFIT CONSTRUCT <weapons>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: With seamonsters, pirates, and the many other dangers of the open sea, ship weapons are a necessity to protect your cargo. Using your prepared commodities, you may construct ship weapons for the defence of a vessel, or the hunting of others at sea. See HELP SHIP WEAPONS for types and uses.
Note: {{{note}}}
Relocation Movement of equipment and weapons
Syntax: SHIPFIT RELOCATE <equipment>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: For the foolish, the forgetful, or the indecisive, you may have a ship's crew assist you in the relocation of a weapon or piece of equipment that has already been constructed. Uprooting equipment or weapons in such a manner will cause minor damage to the ship, which will take one shipwood and one shipiron to repair.
Note: {{{note}}}
Dismantle Break down ship weapons and equipment
Syntax: SHIPFIT DISMANTLE <equipment>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: For those who find themselves without need of a piece of equipment or weaponry, you may disassemble the offending article, returning some of the commodities used in its construction in the process.

Note: Dismantling a float will not return any commodities.

Note: {{{note}}}
Flair Aesthetic ship customisation
Syntax: SHIPFIT DYE SAILS <colour>
SHIPFIT <PAINT
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Beyond the mere function of lesser shipfitters, add true flair to a ship, personalising it to suit your own tastes. Dyeing sails, painting, and staining will require pigments and ship commodities, while trimming a hull will require ship commodities and material samples. This ability will also allow a shipfitter to sample materials.
Note: {{{note}}}
Restoration Restore a ship to its original state
Syntax: SHIPFIT RESTORE <SAILS
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Inherited a second-hand ship with gaudy platinum trim and an alarmingly pink hull? Have no fear! A suitably knowledgeable shipfitter may restore any ship to its original state, though it will require ship commodities to do so.
Note: {{{note}}}
Scrimshaw Turn their loss into your gain
Syntax: SHIPFIT CARVE KEY
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: The pastime of many a bored mariner, scrimshaw is primarily an artform, but those knowledgeable enough can use the fingerbones of a sailor to craft a skeleton key. Five fingers will be enough to find a suitable specimen. Rumours say that, if done correctly, such a key can unlock any treasure of the sea.
Note: {{{note}}}
Girding Disguise your ship from seamonsters
Syntax: SHIPFIT GIRD HULL
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: The dragons of the deep are no laughing matter, and their putrid stench carries for miles. One knowledgeable enough in the ways of shipfitting can use their scales to disguise a ship, such that wandering seamonsters will not rise from the deeps to investigate their passing. Doing so will require two hundred handfuls of scales.

Note well: This will not prevent an already-present seamonster from attacking your ship, it will only prevent new seamonsters from rising to the surface.

Note: {{{note}}}
Deconstruction Dismantle an entire ship
Syntax: SHIPFIT DISMANTLE SHIP <ship>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: For those wizened enough to wish to retire from the sea, you may deconstruct a ship in its entirety, returning a portion of the commodities used for construction.

This is not possible on a ship owned by an organisation, or on a ship with artefacts, or for a ship outfitted with resetting equipment.

Note: {{{note}}}