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Merchant ships (also called Trade ships) are part of Ashes of Creation naval content.[2][3][4]

A merchant ship interacts with a harbor in a very similar fashion to the way that Caravans interact with the caravansary, but they have much larger capacity and they stop at other harbors in a very similar functionality to the way the caravans stop at caravansaries. Harbors have a disembarkation zone that lives near the harbor. So if you make your merchant ship to that zone as well, it will get guided into the harbor and will be safe. But when you launch that caravan from a harbor it is much like a land caravan. The only difference is that Merchant ships cannot become land caravans. They must stay as merchant ships.[2]Steven Sharif
  • Merchant ships can only be launched and received at harbors in a similar way that land caravans can only be launched and received at a caravansary.[2]
    • Harbors have a disembarkation zone that merchant ships can cross to be guided into the harbor.[2]
  • Unlike raft caravans, merchant ships cannot transition into land caravans.[2]
  • Merchant ships have a much larger capacity than caravans.[2]
  • It is possible to launch decoy caravans and merchant ships.[5]

Hijacking ships

Certain ships can be hijacked, destroyed and looted, but the ships themselves cannot be permanently captured.[6][3]

Naval content

Naval content refers to content above and below the sea.[9][10]

Enhanced naval content was unlocked as part of the $1,500,000 Kickstarter stretch goal.[14]

There will not initially be naval content (such as a Dark Lake) in the Underrealm, but this may be something that gets added in future expansions.[15]

There won't be class abilities that are specific to naval content, but some utility skills (such as underwater breathing) may be of some benefit.[16]

Visuals

See also

References