Vanilla ship comparison
| Ship | Cargo | Role | Notes |
|---|---|---|---|
| Raft | Minimal | Emergency only | Fragile, slow — don't ore-run |
| Karve | 4 slots | Early exploration | Fine until Swamp iron hauls |
| Longship | 18 slots | Ore runs workhorse | Build docks with depth + stairs |
| Drakkar | High | Ashlands seas | Heat / charred waters readiness |
Wind & Moder
Moder's Forsaken power grants favourable wind for hauls. Without it, tack — never AFK on the open ocean with a full hold. Moder wind still applies to OdinShip vessels the same way.
Dock & landing
- Deep water to the keel; stairs/ramp to deck height
- Stave cores / ward overnight so raids don't sink the fleet
- Cart + longship checklist: empty inventory, repair hammer, nails, food, portal home on shore
Serpents
Night/storm oceans. Harpoon (watch durability) → drag ashore for meat, scales, trophy. Carry repair materials. Scales → Serpent Scale Shield; meat → Serpent Stew.
On Brandan's server
OdinShip adds canoes → War Ship, Carpenter's Table materials, ballista bolts, and Fish Extract (+carry up to +250 — stacks with Magni). Pathfinder boosts boat discovery radius; ServerSideMap shares the fog. Cargo ships stay relevant until Obsidian / Black Marble portals.