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 & recipeCruise 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 rightMast colors
The mast bar changes color as your sail catches the wind. Adjust the sail with Q / E and aim for green.
The sail is catching the wind poorly.
The sail is catching some wind.
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.
| Ship | Hull health | Cannonballs | High Explosive Shots | Powderkegs, minimum |
|---|---|---|---|---|
| 750 | 4 | 1 | 3 | |
| 1,500 | 8 | 2 | 6 | |
| 4,000 | 20 | 4 | 16 | |
| 4,125 | 21 | 5 | 17 | |
| 6,000 | 30 | 6 | 24 | |
| 7,000 | 35 | 7 | 28 |
Powderkegs
- Maximum hull damage
- 250
- Maximum base player / structure damage
- 6,000
- Blast radius
- 12 m
- Fuse after placement
- 5 sec
A placed keg arms automatically. Hull damage decreases with distance from the blast to the hull surface, reaching zero at 12 m. A keg destroyed by damage triggers a short 0.4-second fuse, which can cause chain reactions.
Player armor and building ownership modifiers can reduce the base player / structure damage.
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.
| Ship | Doors forced open at or below |
|---|---|
| 375 hull health | |
| 1,000 hull health | |
| 1,031.25 hull health | |
| 1,500 hull health | |
| 1,750 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 - Leave the helm, canoe seat, or cannon.
- Remove cargo items from storage mounted on the ship.
- 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.





