Seafaring

From AchaeaWiki
Revision as of 02:55, 31 January 2017 by Sarapis (talk | contribs)
Jump to navigation Jump to search

With the advent of ships and transoceanic exploration, the skill of Seafaring was unveiled to give adventurers abilities with which to truly excel and prosper whilst navigating the extensive oceans and seas surrounding the continent of Sapience. It is unique among all skills through a number of respects, and many intrepid circumnavigators have joined the Sefyric Mariner's Guild, a high clan dedicated to exploring the furthest reaches of the sea.

Firstly, access to Seafaring is acquired only by obtaining a Fully Attested Marque of Unquestioned Seaworthiness. Secondly, general Seafaring abilities are attained as usual through lessons learned up to the transcendent level. Finally, training in Seafaring involves specialisation in various vocational paths - Deckhand, Weapons, Helm, Watch, and Command - each of which is given a set of unique abilities. These abilities are not gained through simple progression of skill ranks but rather by the usage of accumulated Seafaring Promotion Points (SPPs) received from advancement through the aforementioned skill ranks.

Ranks (I, II, III, IV, and V) are assigned within each of the five Seafaring specialisations. It is by reaching these ranks under the tutelage of the five Seafaring specialists that abilities within each specialisation are gained. Each following rank requires an additional number of SPPs equal to the value of that rank number to be utilised in order for the rank to be achieved, such that rank I requires one SPP, while reaching rank II from rank I requires two more SPPs, and so on, totalling 15 SPPs needed to reach rank V. Transcendence in Seafaring bestows about 32 SPPs, which may be used in any manner, whether that be two rank V specialisations and two SPPs used elsewhere, or eight SPPs spread out equally in four specialisations.

General abilities in Seafaring

Ability Description
Sealegs Walk with confidence aboard a ship.
Syntax: Passive
Works on/against: N/a
Cooldown: N/a
Resource: N/a
Details:

You have gained your sealegs and are less troubled by the heaving of the ocean while upon a ship. Your sealegs ability is improved with higher skillrank in Seafaring. This is a passive ability; you do not need to enable nor disable it.

Crossplank Cross a plank extended over water to another ship.
Syntax: SHIP CROSS [GANG]PLANK
Cooldown: N/a
Resource: N/a
Details:

Your balance is now steady enough to traverse a gangplank set over the water between your ship and another. This requires the ship the be adjacent to another ship, for both to be grappled, and for the Captain to SHIP EXTEND PLANK. SHIP WITHDRAW PLANK is the obvious counterpart to the Captain's command.

Shipwho Sense who is aboard the ship.
Syntax: SHIPWHO
Cooldown: N/a
Resource: N/a
Details:

Sense who is aboard the same ship as you.

Dodging Avoid anti-personnel ship ammo.
Syntax: Passive
Cooldown: N/a
Resource: N/a
Details:

Your dexterity aboard a ship has increased to the point that you are sometimes able to dodge anti-personnel ammunition fired at your ship from other ships. Your likelihood to dodge increases as your skillrank in Seafaring grows. This is a passive ability; you do not need to enable nor disable it for it to work.

Harbourinfo Discern information about a harbour from aboard your ship.
Syntax: HARBOUR INFO [SEAMARK]
Cooldown: N/a
Resource: N/a
Details:

Your seafaring skills have been honed to the point that you can discern information about a harbour from aboard your ship via use of a spyglass to analyse a seamark denoting a harbour. A harbour's seamark can be found using HARBOUR INFO in the harbour proper, or while docked in the harbour. Not all harbours may bear a specific seamark, however.

Rigging Climb up into the rigging above.
Syntax: CLIMB RIGGING
CLiMB DOWN RIGGING
CLEAR RIGGING
Cooldown: N/a
Resource: N/a
Details:

Climb up the ropes to a place on the rigging above the deck, from any deck location. (You can use SWING UP and SWING DOWN as well.) In addition, you may use clear rigging to attempt to disentangle the rigging from unwanted obstructions.

Deepseafishing Fish for the biggest there be.
Syntax: CAST LINE [SHORT|MEDIUM|LONG]
Cooldown: N/a
Resource: N/a
Details:

You are able to fish off your ship, using "huge" bait only. See HELP FISHING for more information.

Seaprayer Return to your ship after death.
Syntax: PERFORM SEAPRAYER RITUAL
PRAY TO SEA SPIRITS
Cooldown: N/a
Resource: N/a
Details:

First, you must PERFORM SEAPRAYER RITUAL while upon a ship where you have at least boarding permissions and there is a consecrated figurehead mounted to the ship. Then, if you chance to die, you have the option to PRAY TO SEA SPIRITS to return to that ship after you walk the Halls of Thoth, rather than embracing death. You can only have one ship designated for return via seaprayer at a time.

Deepseadiving Dive deep for the sea's hidden treasures.
Syntax: SHIP ENTER BELL - Available to all with deepseadiving.
SHIP LOWER BELL - The Captain can order the bell lowered into the ocean.
SHIP RAISE BELL - The Captain can raise the bell back up to the deck.
Cooldown: N/a
Resource: N/a
Details:

Using a diving bell, dive for treasure in the deep seas. Once the bellis lowered fully divers can go DOWN to access the ocean floor and UP from the arrival location to enter the bell once more.

Be ware. There are many perils to be encountered at sea, ignorance high amongst them. Should a ship move, either by intention or currents, any divers on the ocean floor will perish. Should a careless Captain raise the diving bell while divers remain on the ocean floor, the unfortunate divers will perish.

Shipreturn Return to your ship from afar (captains/owners only).
Syntax: SHIPRETURN CLEAR - clears where you will shipreturn to.
SHIPRETURN GO - shipreturn now, from same plane.
SHIPRETURN HERE - designates where you will shipreturn to.
SHIPRETURN WHERE - reminds you where you'll shipreturn to.
Cooldown: N/a
Resource: N/a
Details:

Return to your ship from afar. (Captains and owners only.)

Homeport A seaspell to return you to safe harbour.
Syntax: INVOKE HOMEPORT
Cooldown: N/a
Resource: N/a
Details:

This powerful seaspell will return your vessel to the harbour that it last departed. Once cast, the spell will summon a powerful storm to transport you great distances.

Be warned, using the Homeport ability will come at a great cost, destroying your figurehead in the process (or draining and dismounting resetting ones). Your vessel must be in prime condition to withstand the rigours of this journey, and any damage to this ship while returning will cause the spell to fail.

Deckhand Ability Description
Cooking Improve crew morale and performance culinarily.
Mast Climb the ship's mast to the crow's nest.
Sailmaintenance Repair and maintain the ship's sails.
Hullmaintenance Repair and maintain the ship's deck and hull.
Sounding Using the leadline to see if deep sea diving is feasible.
Salvageops Recover sunken ships.
Forceboarding Lead a party onto another ship, uninvited.


Ship Weapons Ability Description
Fireweapon Basic use of shipboard weapons.
Status An overview of all the ship's weapons.
Grappling Snare another ship with clawed hooks.
Weaponmaintenance Ship's weapons repair and upkeep.
Weaponaiming Greater accuracy when firing.
Weaponenhancement Improvements to ship's weapons.
Ammoenhancement Improvements to ship ammunition.


Ship Helm Ability Description
Helm Basic directional control for ships.
Sighting Determining longitude with a sextant.
Steadygoing Maximising steadiness while under weigh.
Stationhold Holding (almost) perfectly still at sea.
Evasives Manoeuvres to avoid enemies and enemy weapons.
Bearings Finding the right way to go.
Mapscribe Create a map to where you are.
Jink Slide around obstructing ships.
Shipmeld Summon the ship's sea spirit and share in its powers.
Whirlpool A seaspell to create a watery inconvenience.
Emergencies Manoeuvres to get you out of the worst situations.


Ship Watch Ability Description
Mast Climb the ship's mast to the crow's nest.
Bearings Finding the right way to go.
Spyglass Gain greater detail on your surroundings.
Shipscan Check all ships within range.
Shipmeld Summon the ship's sea spirit and share in its powers.
Shipcloak Conceal your ship from detection for a time.
Shipwarning Notice movement nearby, at cost.
Wavecall A seaspell to summon an immense wave for instant movement.
Barrier Summon a prismatic barrier for all allies aboard.
Anticipate Know when a ship changes course or manoeuvre.


Command specialisation abilities

Ability Description
Command Basic command ability. Crew works better/faster!
Syntax: SHIP ASSUME COMMAND
SHIP APPOINT <person> CAPTAIN
Works on/against: N/a
Cooldown: N/a
Resource: N/a
Details:

Assume command of a ship which you are permitted to captain.

Appoint another approved captain (or yourself) to the captain's position.

Keelhaul Special treatment for one special persona aboard.
Syntax: KEELHAUL <unlucky target>
Works on/against: Adventurers
Cooldown: N/a
Resource: N/a
Details:

Send the unfortunate soul to a watery doom.

(Your ship will need to be underweight.)

Fleetsense Details on ships of the same ownership or fleet.
Syntax: FLEETSENSE
Works on/against: N/a
Cooldown: N/a
Resource: N/a
Details:

Get information on the ships upon which you may act as captain.

Commscreen Screen communication from the mainland.
Syntax: SHIP COMMSCREEN CHECK
SHIP COMMSCREEN RAISE
SHIP COMMSCREEN LOWER
Works on/against: N/a
Cooldown: N/a
Resource: N/a
Details:

Raise a communications screen between your ship and the mainland.

Sailsgird Seaspell to protect your ship's sails.
Syntax: INVOKE PROTECTION FOR SAILS
Extra Information: Power cost: 100
Cooldown: N/a
Details:

A seaspell to gird the sails of your ship to temporarily reduce damage from regular wear and tear as well as weapon attacks.

Hullgird Seaspell to protect your ship's hull.
Syntax: INVOKE PROTECTION FOR HULL
Extra Information: Power cost: 100
Cooldown: N/a
Details:

A seaspell to gird the hull of your ship to temporarily reduce damage from regular wear and tear as well as weapon attacks.

Rainstorm Seaspell to extinguish shipboard conflagrations.
Syntax: INVOKE RAINSTORM
Extra Information: Power cost: 50
Cooldown: N/a
Details:

While shipmelded, you can invoke this seaspell to douse all deck and sails fires at once.

Windboost Seaspell to direct nearby winds.
Syntax: INVOKE WINDBOOST
Extra Information: Power cost: 150
Cooldown: N/a
Details:

A seaspell to temporarily boost your ship's speed.

Etch Etch a Token of Charybdis for emergency mainland returns.
Syntax: ETCH TOKEN
SHIP RESCUE ME
Cooldown: Unless you have the bronze token artefact, you can only activate one token per IC month.
Details:

By obtaining a Token of Charybdis and etching upon it, you can call upon the Spirit of Charybdis, the Whirlpool, to help your passage back to safe shore should you find yourself in dire straits. See HELP SHIPRESCUE for more information.

Shield Seaspell to protect a ship from some attacks.
Syntax: INVOKE SHIELD
Extra Information: Power cost: 200
Cooldown: N/a
Details:

A seaspell to weave a shield around your ship to protect it from damage attacks. Can be shattered by a wavescythe seaspell.

Wavescythe Seaspell to break a ship's shield.
Syntax: INVOKE WAVESCYTHE <target ship>
Extra Information: Power cost: 200
Cooldown: N/a
Details:

A seaspell to shatter the magical shield of a ship within a small radius.