Sails

Ships & Sailing

Choose a boat, learn the controls, and keep your ship afloat.

Choose your ship

Buy ships from a shipwright or check their crafting recipes. Cannon mounts are fitting points, not a count of guns already installed.

Canoe

Paddled · 4 seats
Hull health
750
Cannon mounts
0
Flies flags
No
Bottle pickup
5 sec
Cruise speed
Varies with paddlers

W / S to paddle; A / D to steer from the rear seat. Extra paddlers add thrust.

Ship & recipe

Armed Launch

Lateen sail
Hull health
1,500
Cannon mounts
0
Flies flags
No
Bottle pickup
15 sec
Cruise speed
14 m/s

F opens or closes the sail. Q / E adjusts its angle.

Ship & recipe

Sloop

Main sail + jib
Hull health
4,000
Cannon mounts
7
Flies flags
Yes
Bottle pickup
30 sec
Cruise speed
17.5 m/s

W / S adjusts the main sail; Q / E rotates it. R toggles the jib.

Ship & recipe

Schooner

Main sails + jib
Hull health
4,125
Cannon mounts
7
Flies flags
Yes
Bottle pickup
30 sec
Cruise speed
20.125 m/s

W / S adjusts the main sails; Q / E rotates them. R toggles the jib.

Ship & recipe

Brig

Square sails + jib + spanker
Hull health
6,000
Cannon mounts
12
Flies flags
Yes
Bottle pickup
60 sec
Cruise speed
21 m/s

W / S adjusts square sails; Q / E braces them. R toggles the jib; F toggles the spanker.

Ship & recipe

Galleon

Square sails + lateen mizzen
Hull health
7,000
Cannon mounts
12
Flies flags
Yes
Bottle pickup
75 sec
Cruise speed
19.95 m/s

W / S adjusts square sails; F toggles the lateen sail. Q / E rotates the sails.

Ship & recipe

Cruise speeds are full-health baselines in 25 m/s wind, not maximum speeds. Wind, sail setup, and hull damage affect actual speed. Canoe speed depends on paddlers.

Take the helm

Approach the wheel and press E. You must own the ship or have your crew’s Ship Access permission. Press Ctrl to leave. In a Canoe, press E near a seat to sit instead.

A / D
Steer left or right
W / S
Open / close the main sail group
Q / E
Rotate the sails
R
Toggle the jib, if fitted
F
Toggle the spanker or lateen sail, if fitted

1 Anchor

Lower or raise the anchor.

2 Flag

Show or hide your equipped flag.

3 Wheel lock

Lock or unlock the helm.

Default keyboard controls. Sail controls depend on the ship; see its card above. Sail and rudder settings stay where you leave them. Canoe steering returns to straight when released.

Read the wind

The colored background shows which directions are best to sail in for the current wind. The dial rotates with the wind, while the boat points forward. Use A / D to steer toward a greener heading. The gold marker shows where the wind comes from.

Square-sail display

Brig & Galleon

Example: wind from behind

Fore-and-aft display

Armed Launch, Sloop & Schooner

Example: wind from the right

Mast colors

The mast bar changes color as your sail catches the wind. Adjust the sail with Q / E and aim for green.

Red · Poor

The sail is catching the wind poorly.

Yellow · Fair

The sail is catching some wind.

Green · Good

The sail is catching the wind well.

Jibs and the Brig’s spanker trim automatically.

Ship combat

Hit the hull to damage the ship. Cannons and other mounted structures have their own health.

Cannons & ammunition

Each cannon shot consumes 1 ammunition item from your inventory. Press R while manning a cannon to cycle available ammunition, then left-click to fire.

High Explosive Shot deals 5× the direct-hit damage of a cannonball, with a longer reload and a slower projectile.

Cannon details →

Hits to sink a ship

From full hull health to zero. Cannon counts are direct hull hits; powderkeg counts are the minimum at maximum blast damage. Repairs, missed shots, blast distance, and server damage protection can change the outcome.

ShipHull healthCannonballsHigh Explosive ShotsPowderkegs, minimum
Canoe750413
Armed Launch1,500826
Sloop4,00020416
Schooner4,12521517
Brig6,00030624
Galleon7,00035728

Powderkegs

Damaged ships slow down

Hull damage reduces sail power and the ship’s cruise-speed assistance. The rudder keeps its steering strength. Repairing the hull restores sailing performance; actual speed still depends on wind and sail settings. This sailing slowdown applies to the five sail-powered ships.

Doors forced open at 25% hull health

At 25% hull health or below, mounted doors and gates are forced open and cannot be closed. Repair above the threshold to restore normal door controls; the doors stay open until someone closes them.

ShipDoors forced open at or below
Armed Launch375 hull health
Sloop1,000 hull health
Schooner1,031.25 hull health
Brig1,500 hull health
Galleon1,750 hull health

Most building placement is also blocked at critical health. Powderkegs are an exception and can still be placed on a critically damaged ship. The Canoe does not use this sailing-ship door restriction.

At zero hull health, the ship begins sinking and can no longer be repaired or bottled.

Repair the highlighted hull spot →

Look after your ship

Anchor in reachable water

Close your sails as you approach your stop, then lower the anchor. It must reach the seabed to hold. The five sailing ships have 270 m of chain; in deeper water, the anchor hangs and the ship can drift.

Repair the hull

Carry a Hammer and Wood. Hold the hammer to reveal the highlighted repair spot on the hull. Aim at that spot and swing; hitting elsewhere on the hull will not repair it. Each successful repair costs 1 Wood and restores up to 10 hull health. Damage reduces sailing speed; zero hull health starts sinking.

Hammer details

Fly a flag

Equip a flag in the ship inventory while at the helm, then press 2 to show it. The Sloop, Schooner, Brig, and Galleon can fly flags. The Canoe and Armed Launch cannot.

Browse flags

The boat marker on your map helps you find your ship again.

Pack your ship into a bottle

Deploying a bottled ship returns an Empty Bottle. Keep it to pick the ship up again.

Empty Bottle
  1. Leave the helm, canoe seat, or cannon.
  2. Remove cargo items from storage mounted on the ship.
  3. Hold an Empty Bottle, aim at your ship, and hold right-click until pickup finishes.

Only the player who placed the ship can bottle it. Crew access does not grant bottling permission. Keep aiming and holding; changing items or moving out of range cancels pickup. Sinking ships cannot be bottled.

What does the bottle keep?

The ship keeps its hull health, sail settings, customization items, mounted buildables, and their saved contents. Bottling does not repair damage. Cargo items block pickup and must be removed first.