Difference between revisions of "Feather Mail"

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##Sailing out of the centre port instead of the outer exit will decrease sail cool down time from 12 hours to 9 hours.
##Sailing out of the centre port instead of the outer exit will decrease sail cool down time from 12 hours to 9 hours.
##You can’t exit by accident through the port until at least step 20.
##You can’t exit by accident through the port until at least step 20.
##You can exit by port before step 20 if you use a directional command to direct the ark onto the port cell.
##You can exit by port before step 20 if you use a directional command to direct the ark onto the port cell, otherwise your hero(ine) will sail away from it.
##Assuming you are above 20 steps, if you sail into the cells surrounding the port icon, even if you are pointed to sail past port, unless you use a vc to sail past, on the next turn you exit and leaving uses 1 supply.   
##Assuming you are above 20 steps, you will only exit the port if you sail directly onto it or you use a voice command to direct onto it. If your ship is pointed to pass by it, you won't exit.   
#Exiting by the outer edge
#Exiting by the outer edge
##You can’t exit by accident through the outer edge until at least step 20.
##You can’t exit by accident through the outer edge until at least step 20.

Revision as of 03:15, 19 December 2017

Deities of Godville
Feather Mail 
Hero Postal Worker
Personality Dutiful
Gender Female
Blue Feather Guild

Newly Templed Users Guide

This guide is not intended to be a definitive manual of all things relating to post-temple Godville. There are other guides and people with far more knowledge about the little details. This guide is intended to help you navigate your first couple of days and get your feet wet with a dungeon or two. Getting a temple can make you feel a bit like a noob again, hopefully this takes some of the edge off.

Let’s start with: Congratulations on your first temple! Now what?

Now that you have a temple, some regular game play aspects have changed.

  • Using an encourage or punish when you have 3000+ gold will NOT melt a brick
  • Your hero(ine) will still collect bricks now and again, they will show up in your inventory and will be sold like regular bold items (usually for ~1000 gold, but it varies)
  • You can now perform miracles (more in specifics in arena/dungeons/dig bosses, but the godwiki on miracles is pretty good)
  • If you send to the arena, you will duel with other people with temples, but your standings will remain in the juniors league until the end of season (more on arena differences later)
  • Pre-temple your hero(ine)s town routine was usually Heal>Sell>Buy>Waste>Pray. Now, it will be Heal>Sell>Buy>Savings OR Waste>Pray, except in Godville (more on that later too)
  • Good news, healing a pet is now easier. Go dungeoning while your hero(ine) is praying in town. If you earn ~450 gold per level, there’s a very strong chance your pet will be healed.

How do I get my temple to give me charges?

Now that you have a temple, the routine when your hero(ine) walks into Godville will be different than it used to be (arriving via the arena or canceled quest won’t count). The following will apply, but only in Godville.

  • Any time your hero(ine) has 10k or more
    • Your hero(ine) will “sacrifice” gold and convert it to experience
      • This will happen as they enter Godville
    • You will see a comment about it in the third eye such as: “I placed ten bags of gold on the sacrificial altar…”
    • The only time this won’t happen is on days the news forecast prevents sacrifice
    • You will not get a charge, log, or coins on this visit
  • When your hero(ine) has less than 10k
    • You have a chance of getting a charge, log, coins or nothing
      • This will happen as they enter Godville
    • You will not see a comment in the third eye, but you will see a diary entry
    • The timing/rotation/earning of these items is not completely documented, but if you received a charge you probably shouldn’t expect to collect a second charge within 8 hours of the first. Logs will be similar.
    • After collecting a charge, if you return and aren’t eligible for another charge, you have a good chance to collect a log.
    • After collecting a log, if you return and aren’t eligible for another charge or log, you have a good chance to collect 2-4k in coins.
    • After collecting coins, if you return within 60 minutes and aren’t eligible for another charge or log, you will get nothing.

Dungeons, oh my!

Dungeons are a different type of gameplay to what has been experienced so far. You and 2-4 others travel around a labyrinth. As you move you reveal more of the map and will encounter semi-randomly placed walls, bosses, traps, healing rooms, prayer rooms, and treasure hints. Your goal is to maneuver through it and find the treasure within 100 steps (unless the rule specific to that dungeon says otherwise). Most times the treasure will be found in an area diagonally from the entrance and located 5 to 6 steps east or west and 5 to 6 steps north or south (check out this hot spot map to see for yourself). The treasure includes coins, items, and logs. A log is guaranteed twice per day but you may get lucky and get a bonus log.

We highly recommend doing your first dungeon(s) with someone who has driven a dungeon before. We recommend using a computer instead of using the phone app so you can see the map and remote on the same screen. If you use Firefox or Chrome and haven't already done so, we recommend downloading an addon called the UI+, which will make reading the map much easier. If you don't have it already, try it. You can read more about the features of the UI+ here.

When you send / intro to what you will see:

  • It will cost 50% gp to send to a dungeon and if you aren’t fully healed, you’ll get a ~30% hp boost.
  • Take 7-10 charges with you. Dungeons often cost much less (including no charges at all), but if you are less than level 45 and new at this, you may have to heal more to stay alive.
  • You will be presented with grid filled with question marks that is actually a dungeon map

BF Beginner Dungeon Map.JPG This image is colored by the UI+ add on. Without the UI+, the map will have icons, but fewer colored tiles.

  • Your team (the @ symbol) will start at the “E” (or a door icon).
  • The map movements are turn based, much like a boss battle, where 30s or so will elapse before you can move again. You will be able to move one square each turn or “step”.
  • As you move through the map, more squares will be revealed:
  • #” is a wall in the dungeon
  • ?”’ are areas you can walk
  • X” is the ‘nook’ and what it contains is usually described in the first diary entry when arriving
  • !” is a point of interest (trap, healing, trap, prayer room, trap, boss, trap or treasure)
  • “💀” is the location a boss was defeated.
  • “🕳” is a location of a trap that was stepped on.
  • Other icons are discussed under "Treasure Hints!" in the section on driving.
  • After 12-25 steps (usually) you should receive a first hint to the location of the treasure, other hints will come later. Hints will only appear on squares when you step on them for the first time. There are more on hints in the driving section later.
  • Some squares have boss-is-in-adjacent-cell warnings in the diary entry. If you then step on the boss square you will enter a battle with a boss monster which is very similar to battles with dig bosses.

Ending a dungeon without landing on treasure:

  • If you travel for 20+ turns and then step on the “E”, you will exit the dungeon without the treasure. There is no penalty for leaving.
  • If the treasure is not reached in 100 steps, the dungeon will end automatically. There is no penalty for taking too many steps.
  • At least 2 people must be above 1hp to successfully reach the treasure room or the dungeon will end, the team will be ‘retrieved’, and a penalty in gold/loot will be taken.

Some basic dungeon strategies for riding along on your first few dungeons:

  • Driving/controlling movements on the map:
    • “Driving” is done by sending directional voice commands (north, east, south, west) at 5% gp each. On PC or on phones, you can send commands to move by pressing the square you want to move to.
    • Allow one person to drive as multiple commands in different directions on the same turn will confuse the heroes and they may not go where intended.
      • Special case: If someone is actively sending commands in the wrong direction, two people can overrule the wrong voice consistently if they send the same command as each other, 2 against 1.
    • If no one drives, the heroes will wander on their own. You do not need to send a command at every step. The heroes are likely to continue in the same direction as in the previous step, but if you are trying to avoid a trap or a boss, be safe and send a command.
    • A common dungeon etiquette is to let the first person who starts driving continue to drive, but if someone with more dungeon experience than you wants to drive, let them take over (at least for your first few dungeons). Don’t assume that if they aren’t sending lots of voice commands that the driver has stopped driving, they may be conserving gp until they know they have to make a move.
  • Spend your gp wisely:
    • On the map:
      • You cannot use heal/pray voice commands, directions only.
      • Encourage can heal you or the whole team a little, or fail.
      • Punish can hurt you or the whole team, or fail.
      • Miracles can heal you a lot or the whole team, or give you a bold item.
    • Fighting a boss (similar to dig boss):
      • Encourage/punish are more likely to succeed during a boss fight than on the map so encourage to heal before the end of a fight.
      • Miracles can give you exp, damage the boss’s loot, or you get hit twice, pray, and heal in one turn. Miracles in boss fights are not efficient for the amount of gp spent. Stick with encourage/punish
  • Stay alive!
    • Try to keep at least 150hp at all times when on the map. Some traps can take over 100hp in a single hit.

How to drive if you end up as driver on your first few runs:

  • Lookup your dungeon type!
    • In the first step of your dungeon there will be a description of your dungeon and what’s in the nook (if there is one). If there is no description other than the names of the heroes, than the dungeon is ‘normal’.
    • the different types of dungeons
    • Most dungeons drive similarly except for a few:
      • Disobedience - heroes move in the direction opposite of the command given
      • Migration - Bosses don’t follow the predictable skill/treasure pattern mentioned later
      • Jumping - Heroes occasionally take 2 steps which can go over walls or straight onto bosses
  • Nooks!
    • If there’s a nook and prize for reaching it is good, you can try heading there first.
  • No Nook!
    • Any direction is pretty much fine until a hint shows up. You can let them wander a bit with a little nudge here or there to keep them away from bosses, from re-stepping on traps, or going back over ground they already covered.
  • Distance from “E”
    • While not always true, a good starting point is to assume the treasure will be located diagonally from the entrance and the area of highest probability is 5-6 squares east or west and 5-6 squares north or south of the entrance.
  • Bosses
    • Bosses make good hints
    • If you step on a boss hint (shows as yellow if using the add on), a boss will be on a square adjacent (but not on corner) with the square you are on.
      • To avoid the boss, step back to the previous square and try going around
      • If going back is a bad idea (such as a nasty trap square or you are short on steps) you can try making a direction change as it has a better chance of missing the boss. For instance, if you were heading North, rather than staying North, you could turn East or West.
    • If you land on a boss in a dungeon which is NOT Migration:
      • 1-skilled boss means you’re pretty far from the treasure.
      • 2-skilled boss means you’re getting closer.
      • 3-skilled boss means you’re probably 1-2 steps away from treasure. The boss guarding the treasure is called the Treasure Boss, or TB. Rarely there are more than one 3-skilled bosses in the same dungeon
  • Treasure hints!
    • Periodically you will get arrows pointing in the general direction of the treasure that show on the map. If using the UI, it will colour eligible “?” squares in red. The further from the arrow tip, the wider the search region.
    • Arrows can be one direction: ↑, ↓, ←, →, ↖, ↘, ↗, ↙
    • Arrows can be ‘double minded’ and ambiguously show the treasure in 2 directions:
      • < – northeast or southeast
      • ∧ – southwest or southeast
      • > – northwest or southwest
      • ˅ – northwest or northeast
      • ⌋ – north or west
      • ⌊ – north or east
      • ⌉ – south or west
      • ⌈ – south or east
    • Hints can also be like playing hot or cold:
      • ✵ – 19+ steps (freezing)
      • ❄ – 14-18 steps (cold)
      • ☁ – 10-13 steps (mild)
      • ♨ – 6-9 steps (warm)
      • ☀ – 3-5 steps (hot)
      • ✺ – 1-2 steps (burning)

Dig Bosses

  • Don’t bother with miracles in boss battles.
    • IF you manage to get a heal or hit, the value to gp use is not as good as just encouraging/punishing.
    • In some cases the only result you will get is destruction of the boss’ loot.
    • In many cases you will drain a small amount of exp, so small it’s not worth it.


  • You will battle templed opponents (seniors and other templed juniors), but your standings will be in the juniors division until the end of season.
  • Your standings are still influenced by your templed duels.
  • Templed duelers often have more charges to spare
  • Miracles in the arena
    • Miracles count as actions
    • Miracles in the arena will have one of the following outcomes
      • Drain exp from the opponent
      • Damage the opponent’s armour
      • Drain the opponent’s gp and transfer it to you (10%-25%)
      • Perform a combined heal, hit, pray
      • Destroy the opponent’s loot
    • Miracles used against you while unpleasant, will rarely be as detrimental to the fight as a punish/encourage would have been.
    • Miracles used by are you usually a waste of gp/action if trying to win and are considered by many to be rude. Really, don’t bother with these.

Blue Feather would like to thank GodArivelle , GodUrsina , GodEnoch Metatron  and GodParthenogenesis  for their writing, editing and informational contribution to the Newly Templed Guide.

Sailing Guide

🎶"I like big booty and I can not lie

Those other heroes can't deny

When a heroine sails in with a itty small chest

And a golden oyster in your face

You get sprung."🎶 ~ Isoptera

This guide is not intended to replace the existing sailing wiki, which has a large amount of information already: Sailing Wiki This guide provides additional or more detailed information than the wiki on some topics.

Some terminology used in this guide:

  • ‘nimals - manimals (♂) or fenimals (♀), applicable to either
  • Treasure - 💰 an activateable bag or stash of coins that is found on an island
  • Crate - 📦 can be an activateable bag or a single high-value bold item. These are not the subject of map hints. These will occupy spaces on the ark, but no icon will be left on the map when found.
  • Booty - manimals, fenimals and/or treasure. Does not refer to crates.
  • Cell - one hexagon
  • Step - one turn of activity as indicated in the sail journal. It is not a distance.
  • Beastie - any sea monster. All 2names are beasties, not all beasties are 2names
  • 2name - sea monsters that have 2 names separated by a space that, when defeated, will give a booty item.

Basics (for people who haven’t sailed or haven’t sailed very much)

  1. When you send to sail, your hero is teleported to Godville, but is not healed. You will not sacrifice. When returning, you will heal, sell, buy, loiter, and pray. There will be no wasting/savings step.
  2. If you return with an activateable bag it will cost 50%gp to open (except on days where activateables can be opened for 25%gp).
  3. Activateable bags from treasure can contain 10-20 items, 8-23K in coins and may contain a log.
  4. Activateable bags from crates contain 5-8 items and will also have 5-10K in coins and/or a log.
  5. Crates can also yield a single bold item instead of an activateable bag. These items can sell for around 7K.
  6. 'nimals will come with coins (8-12K) or an activateable bag. Which type will only be revealed when the hero has reached port and is unloading their ark.
  7. Make sure you have a lot of room in your inventory before you open an activateable that you got from sailing or your loot from the box will be truncated to your inventory size.
  8. If you send at full health and with no items in your inventory, your hero will sell your activateable items you collected from sailing immediately on their return (often before you can open them)
  9. At present, no one has reported their sailing activateable item being used for fishing, being lost in a boss fight, thrown away, or otherwise discarded. It's uncertain if they are treated differently than other activateables or if opportunities are rare and therefore an event hasn't been seen yet.
  10. If you send to sail at quest ending, no matter when you send in the in-town sequence, the hero will not sell after returning from sail. The hero will instead heal - kill time - then pray.
  11. If you don’t match, your hero will find the time good for prayer and earn back 45%-55% gp.
  12. Sailing does not use hero hp as a health indicator. All arks start fully healed and fully stocked.
  13. Sailing queue lasts up to 15 minutes (occasionally 20) before timing out.
  14. There is a pop up on send indicating sending during the first 15 minutes of the hour has a greater chance of matching. From experience, matching seems better if you send 5-10 minutes before the hour (catches the early senders) or 5-10 minutes after the hour (catches the later senders).
  15. The bold line on the edge of your ship icon represents the direction the ark is headed.
  16. There are at least 5 booties per map.
  17. Unlike dungeons, maps are hexagonal and the cells are hexagons instead of squares.
  18. Maps are divided into six triangles (referred to as slices) that have their point at the port and their base at the outer area of the map.

Map Terminology for this Guide:

  1. Maps are also divided by visible ‘rings’ which indicate a radius distance from port.
    1. The first ring is shown at 7 cells from port
    2. The second ring is shown at 14 cells from port
    3. The third ring starts at 21 cells from port
  2. The centre area is the area around port up to the first ring.
  3. The middle ring is the area between the first ring and the second ring
  4. The outer ring is the area between the second and third ring
  5. A slice is the triangle with the point at port and its base at the outer edge of the map. If needing to refer to a specific slice, they can be called by their compass points (N, NE, SE, S, SW, NW)
  6. A section is the area bound by two of the rings on two sides and the edge of the slice on the other two sides.

Wandering the Map

  1. Islands are explored one segment at a time, therefore larger islands take more steps to claim than others. An additional step may be required to turn the ark towards the island before it can be explored. Island exploration can be sped up by clicking on the island and using 5gp
  2. The exception to the above point is when a lighthouse has revealed segments of an island. All of the visible segments will be explored in 1 step.
  3. Islands with food will give 8-13 supplies†
  4. Islands giving repairs will give 8-33hp†
  5. Islands giving gp will give 23-46gp†
  6. Reefs (⁂) can give 3-5hp damage. Damage varies from reef to reef, but a single reef will deal the same amount of damage every time it is sailed over.
  7. Whirlpools (🌀) will cause 10-15 damage to go through. Going through a whirlpool you have just come through may result in returning to your previous location or to another whirlpool on the map. There are 4 whirlpools per map, but only 3 on a hurry sail.
  8. The lower a ship’s health, the more likely it will navigate away from reefs automatically.
  9. If you touch two islands at the same time, the order is random, unless you send a directional command to select an island.
  10. If you touch a stationary beastie and an island at the same time, the beastie will be engaged first and the island will be engaged second.
  11. If you touch a roaming beastie and an island, the battle may not engage immediately. Some (or all if small) of the island may be explored first. For shy, roaming beasties the odds of not engaging right away are better.

† These numbers are early estimates based on a few values seen while sailing

Booty / Crate Locations

  1. Crates are not 'booty' as they follow different game mechanics than booty.
    • Crates are not referred to by hints
    • They will not be doubled up on a double up treasure map
    • They will not show as icons on the map
    • They will be thrown away to make room for booty
    • Crates can be found on any unexplored island (prayer, healing, ?’s, or supplies) or given up by regular beasties
  2. Not every booty will be marked by a hint before it is found.
  3. Booty can be found on any unexplored island (prayer, healing, ?’s, or supplies)
  4. The centre area (with the exception of the first ring) won’t contain any booty except on a 50 step map or if there are scattered beasties.
  5. Statistically, the outer ring has more opportunities for booty than the middle ring.
    • ~28.5% of booty is found in the middle ring†
    • ~70.5% of booty is found in the outer ring†
    • ~1.5% of booty is found between the outer ring and the outer edge.†
  6. The middle ring can contain manimals or treasure, but no fenimals (except for a 50 step or a scattered beasties type sails).
  7. Stats for type of booty if found in the middle ring on a 100 step sail: 60% chance of treasure and 40% chance at manimal (without scattered beasties)†
  8. Stats for type of booty if found in the outer ring on a 100 step sail: 45% chance of treasure, 24% chance of manimal, and 31% chance of fenimal.†
  9. It is rare (or not possible?) to find more than one booty in the same section. However, it is uncertain which section is counted when booty is found on a demarcated ring (7, 14, 21) or the demarcated boundary of a slice. Therefore, a section should not be assumed empty if there is booty sitting on one of the boundary lines.
  10. Distance between booty in different sections can be small (7 cells).

†Stats are based on a survey of over 700 booty locations, but it should be noted that not all booty items are found in each map and therefore the stats will be biased towards where people looked for booty.


  1. Hints that look like !’s come in triplets and can be identified as a set by their colour. When explored, one is always empty, one always has a beastie, and one is a booty (island or 2name). Note: when the beastie or 2name is roaming, which is the 'empty' hint may not be easy to identify.
  2. Clustered Hints:
    1. When two ! hints are on the same island that contained a booty, there is a strong chance that both sets of hints were referring to the same booty and are therefore no longer active.
    2. When two hints are adjacent, but one is in the water and the other on land, they do not refer to the same booty.
    3. When two hints occur on the water, it’s possible they were both referring to a roaming beastie and marked the places where the beastie was at the time the hints occurred. If no roaming beastie was found, it’s possible one or both hint sets are still in play.
  3. When a ! hint is created it does not necessarily refer to the closest booty, regardless of what the text in the chronicle said. Only arrow or hot and cold hints point to the closest, undiscovered booty.
  4. Hot/Cold hints indicate the treasure is within a certain radius of that point. Unlike dungeon hints of the same type that count steps, the sailing hot/cold hints do not account for islands in the way. For ease of reference, the icon translations are below.
    • 11 or more No treasure nearby ✵
    • 10-11 Treasure in a radius of 11 cells ❄
    • 8-9 Treasure in a radius of 9 cells ☁
    • 6-7 Treasure in a radius of 7 cells ♨
    • 4-5 Treasure in a radius of 5 cells ☀
    • 1-3 Treasure in a radius of 3 cells ✺

Ending a Sail

  1. Exiting by port:
    1. Sailing out of the centre port instead of the outer exit will decrease sail cool down time from 12 hours to 9 hours.
    2. You can’t exit by accident through the port until at least step 20.
    3. You can exit by port before step 20 if you use a directional command to direct the ark onto the port cell, otherwise your hero(ine) will sail away from it.
    4. Assuming you are above 20 steps, you will only exit the port if you sail directly onto it or you use a voice command to direct onto it. If your ship is pointed to pass by it, you won't exit.
  2. Exiting by the outer edge
    1. You can’t exit by accident through the outer edge until at least step 20.
    2. The outer edge distance is not fixed. It can vary in distance between sails, within the same sail map, even within the same slice. Exiting can be as close as ring 20 or as far away as ring 24.
    3. No supply is used in the step the ship disappears from the map. Providing, of course, the edge is where you think it is.

Using Influences

  1. Punishes:
    1. Outside battles, using punish to create supplies will generate 3 to 5 supplies (when successful) in addition to replacing the one consumed on that step.
    2. Punish will not generate supplies while in battle, it will hurt the beastie (an additional 10-15hp), damage the ark, or do nothing. You will continue using your supplies on each turn. Two name battles can be 5-7 turns if no influence is used.
    3. Backfiring on the map may result in nothing or damaging the ark (could be as high as (?hp))
  2. Encourages:
    1. Outside battles, using encourage to fix the ark will generate 3 to 12 hp (when successful).
    2. Inside battle it will fix the ark 10-15hp, heal the beastie some, or do nothing.
    3. Backfiring on the map may result in nothing or damaging supplies (could be as high as 10 supplies taken)
  3. Miracles:
    1. Outside battles, using a miracle will: generate a hint, act like a lighthouse and reveal a small area of the map around the ark, increase the likelihood the nearest island will be fruitful or, if you hit a beastie next, that the beastie will give something.
    2. Inside battles miracles don’t do anything.

Fighting a Beastie or Pirate

  1. Normal beasties have increasing hp as they get farther from port (except on scattered beasties type sail, then they can be anywhere). HP can range from 10 to 50. 2name beasties have HP ranging from 50 to 64.
  2. In most cases advancing to a cell adjacent to a beastie or ark will cause fighting to begin. In some cases, especially with shy beasties, it may not start at first contact and the ark will advance an extra step in the direction it was heading before engaging the beastie. If you plan on engaging and taking an extra step will take you onto a reef or into a second beastie, you can force the engagement to occur by clicking on the beastie.
  3. Fights with beasties/pirates can sometimes be retreated from by clicking on a cell that will take the ark away from the opponent. If the first attempt to retreat was not successful, additional attempts can be made. Sometimes all retreat attempts will fail. Successful attempts cost 5gp, unsuccessful attempts do not cost gp.
  4. When retreating from roaming beasties/pirates the opponent may advance in the same direction that you retreated to, that the fight continues without further notice.
  5. For stationary opponents, retreating to the "ortho-" position [60 degrees] has the lowest odds of success (even if it works, the fight continues). Retreating to the "meta-" position [120 degrees] will work better and "para-"/opposite direction works the best. It is similar for roaming opponents once engaged in the fight, but they may follow you and continue the battle regardless of where you move to.
  6. Reefs will damage beasties if you engage one while they are sitting on it.
  7. Roaming beasties can also travel by whirlpool. It is unknown if they are damaged in transit.
  8. During battles, the order of participant’s activities are random within a step. Therefore it’s possible for a beastie or a pirate to strike before your influence goes through. If the battle is concluded before your influence occurs, you are not charged the gp
  9. Defeating a beastie may give supplies, a hint, repair, or nothing. The numeric value of the outcome varies and may be affected by the beastie size.
    1. Small beasties (less than 20hp) may give some food, repair or nothing.
    2. Larger beasties (greater than 40hp) may give a hint, food, repair or nothing.
    3. The larger in size they are, the more likely they will provide something on death.
  10. Defeating another ark may give supplies, repair, or nothing. If you get supplies, the amount will not exceed a portion of the supplies they had when they sank. If they were carrying a booty item, you may (in addition to the supplies/repair/nothing option) get that booty item. If they were carrying 2 booty items, you only have a chance of getting one booty (the first one they collected) in addition to supplies, repair, or nothing. You will not get both their booty items.
  11. When two-name beasties are roaming, their ! hints may not exactly match their location.

Tips to Sail on 1-2 Charges

Conserving Charges While Sailing

  1. Be willing to leave/starve without getting booty - Some sail maps and/or sail types will not be favourable to you. Weigh the cost of using a charge to try and make an unlucky sail profitable vs spending that charge on a future sail. For instance, using a charge to fight a 2name has a strong chance of ending in booty. Using a charge to travel into the next slice to check if that hint is viable is not a sure thing.
  2. Don’t get greedy - Getting the first booty without using a charge is fairly common, getting a second without spending more than 1 charge isn’t. In 25 sails I averaged 24 runs with a single booty, 2 with double booty and 1 without booty. For the runs where booty was found, I averaged 46% without using a charge, 33% using 1 charge and 21% using 2-3 charges. This means that most sail runs can be profitable using 0-1 charge, so if you need to spend 2 charges to get a second booty, those 2 charges could have funded several future sail runs. I’ve also found going for a second booty was not only more costly, it’s also more risky. I’ve sunk with booty aboard because my influences backfired/weren’t enough to compensate. If you are booty-orientated more than you are charge saving-oriented, then it might be worth 2 more charges to make each run more profitable, but I’ve found it’s just easier to wait for the next sail.
  3. Send when you have full gp. - The more buffer space you have before you have to unpack your first charge, the less likely you’ll need one. Sailing offers more chances at replenishing gp than dungeoning, but it’s not guaranteed to come early (or at all). There could be some navigation demands in the early part of the sail, before you’ve had a chance to reach some prayer islands.
  4. Don’t use gp to generate supplies - Sailing can go from inexpensive to charge-sucking as soon as you start needing to generate supplies with gp. Not only can you backfire, the return is 4-6 units compared to the 8-13 you’d get from an island. Reconsider sticking around if you have dwindling supplies. A charge used to resupply to ‘check that hint just over there’ might be quickly followed up by 3 more charges before the sail is over.
  5. When you have 75% gp or more encourage/punish before clearing a prayer island - While prayer islands don’t always deliver gp, when they do, they often give more than 25% gp, so using some of your gp to make room while topping up on supplies or health (whichever you need more) is worth the risk.
  6. Check your ark health before hitting a 2name - If your ark is less than 80hp, there’s a good chance you won’t make it through a 2name fight without using influence. If you are less than 50hp, your ability to successfully battle a 2name, with influence, starts decreasing substantially.
  7. Check your supplies before hitting a 2name - Influences switch to fight outcomes once a fight starts and supplies can't be generated and they won't be given at the end of the fight. A 2name may take 5-7 steps to be defeated if no gp is used to hurry up the process.
  8. Keep an eye on your distance to an exit - Remember that the outer edge can be as far away as 24 rings from port and isn’t all the same all the way around. You could have a long hike even if you saw someone exit closer than that nearby. If you are trying to exit without buying supplies, you may find you end up a couple of supplies short.
  9. When health is low, autopilot might fight against you - When your health gets lower, your ark may start avoiding reefs. Moving backwards to the cell you were just on is not uncommon. If you are low on supplies and you can’t afford the auto-piloting, send directional commands if you need to get over a reef.
  10. Use reefs when you can - If you engage a roaming beastie or another ark and it is sitting on a cell with a reef, the reef will do damage to the beastie/ark every turn. This might be more advantageous than sending multiple, consecutive voice commands to try and outrun them.
  11. Use directional commands sparingly:
    1. Arks that touch islands will explore them eventually. There isn’t any need to click the island and use 5gp to get them to explore it.
    2. Most times, following visiting an island, your ark will display the direction it will go next through the bold line at the edge of your icon. If it’s not a bad direction, don’t steer. If you’ve cleared the island and your bold line is still pointing towards the island, your next move will be a surprise. If there are directions (such as backwards or onto a beastie) that would be very disadvantageous, use a command to control where you go.
    3. Hitting islands indirectly, instead of dead on has a better chance in resulting in a favourable port or starboard turn instead of a bounce off backwards or remaining pointed at the island and getting a surprise result.
    4. If there’s a distant cell you want to visit off to your port or starboard direction, you have a 3 cell window of opportunity to chose to turn in order to connect with it (because every cell can be engaged on edge, dead on, and on edge again). Waiting until the last chance increases the probability you might hit an island on your current trajectory and that your ark might turn the right way on its own accord, not to mention anything you might get for hitting the island.
    5. If you engage a beastie, your ark will always carry on in the direction the beastie was in unless also touching an explored island. Send or don’t send direction commands accordingly.
    6. Not every reef needs to be avoided, but picking which ones to avoid or not is up to experience (and luck). If you are heading to a hint, you might want to avoid reefs close to the hint in the event the point of interest is a 2name or beastie.

Tips For Before/After Sailing When Being Thrifty

  1. Consider selling treasure bags - Selling a treasure bag usually results in a gold return lower than what you’d get for opening and then selling the items. However, selling a treasure bag does give some return and on a no-charge sail, that’s reasonable return. If the forecast is for getting 2x for activateables, selling your treasure items might be better than opening them.
  2. Send when your hero is in town, having completed a quest - When you return from sailing, your hero won’t sell your items, therefore you can wait until after they pray if you need gp to activate one of your items. If you do this and there’s a chance the booty item might fill your inventory with items, don’t open it when you hit the road or you’ll be sent right back to Godville, sacrifice included.
  3. Don't send at full health and no sellable artifacts - Doing so means the treasure bag will be sold before you are able to open it. The less health your hero has and the more artifacts you have increase the time you have to earn gp, either from the cap or from overheard voices if you only need a few % to make it.

Other Tips

  1. Healing pets: Sailing can be useful in healing a pet as it will take you to town, you can skip sacrifice in Godville, and it removes the wasting step in the town sequence. It does not remove the buying step where your hero can spend money on equipment or skill upgrades. If you aren’t sailing to collect loot and are looking solely for the trip to town with skipped waste, you can exit after step 2 when the directional commands are returned. Remember, to exit before step 20 you will have to send a directional command to steer your ark onto port.
  2. If you collect a third booty, your hero will get rid of your first booty to make room.
  3. If you are on a sail with mystery islands that respawn, the islands will not change type. For instance, if you find an island contained supplies, on the next visit it will either contain supplies or nothing, it won't change to a prayer/hint/health island.

Sailing Ethics

There are no ethics in sailing. Really. There are no codes of conduct that everyone agrees on. Some people are anti-pirating and other people think that just because the treasure is in your ship doesn’t mean it’s not theirs. Therefore, never expect any of the other sailors to treat you according to your concept of what is right or wrong while sailing. With that said, if people participate in an activity with other people regularly enough some practices (usually mutually rewarding) tend to develop amongst participants to create a sort of ‘norm of acceptable behaviour’ that is neither altruistic or purely selfish. For sailing, here’s the sort of norm I’ve come to practice/see practiced by many of the active sailors I’ve encountered.

  1. AFK’s are fair game and have no claim to anything - I don’t see many people wanting to waste gp just to sink afk’s, but if they have booty and they look easy to pick off, well no one is shedding a tear when they go down. If they are sailing in a territory and there’s a good hint, actives can go in and take it. If the AFK is a friend, use your own judgement.
  2. It’s a big sea, spread out - Just because three/four of you start out in adjacent slices or only a few spaces apart in a scatter start doesn’t mean it makes any sense to stay that way. Slices usually look much the same when starting out, so if any is as good as the other, move over a slice or half to give the middle person some room (the altruistic reason). Moving over also means that the middle person is less likely to push into your slice to poach clues near your border, forcing you to move over when it’s less convenient (selfish reason).
  3. Stay out of someone else’s slice - As the sail progresses, most active arks are going to pick an area to start exploring, hopefully after giving each other some distance if they are following item b. Once an area is selected, concepts of territory start to come up, with expectations that if any hints land in that territory, they belong to the person in that territory. So, how big can these territories with invisible boundaries be? Well, each ark would like theirs to be as large as possible and the other ark’s to have as small as possible, but in practice it averages out to be be about one slice-width . That doesn’t mean the area has to be within a slice on the map, just that the space on either side of the ark in the port-to-edge direction they are going is ~½ of a slice. When a different ark enters that invisible space to start checking hints, the resident ark is going to view that as ‘poaching’. Sinking poachers is an acceptable practice. Sinking poachers who already have booty and were looking for a second is profitable.

    Exceptions to “stay out of someone’s slice” include cases where the ark on the slice is afk (see rule a.) or if the ark appears to be leaving the section and not coming back. There’s another case where you can poach and they may not like it, but no one else on the map is going to judge it that way; if they have some other, reachable hints that look viable and you’ve already exhausted the chances your slice was going to turn up something.

    The altruistic reasons for respecting virtual territories is obvious. From a selfish perspective, people will fight harder, hold grudges longer, and even do self-damaging things if it means getting back at you for taking something they thought was ‘theirs’. Early in the game it’s less effort and long term hassle to search elsewhere, wait for a new hint to show up that’s in your slice, or take a whirlpool into their section and pillage after they have left/died.

Blue Feather would like to thank GodArivelle , GodAthomick , GodTsarczar , GodSaturio  and GodParthenogenesis  for writing, reviewing and contributing directly to this Sailing Guide. Additional thanks to GodKingdada 's early work on sailing and the Russian Godville wiki for verification of some material. Stats used in this guide were collected from many sailor's chronicles, many of which were provided or collected by GodLord77 .