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How to steal a ship

Steal a ship by forcing an NPC vessel to surrender, winning the fight on its deck and choosing Claim in the prize window. A claimed ship becomes your own sailing vessel. Merely winning the fight or taking its cargo does not put the ship in your Fleet.

For a first capture, consider a Pirate Sloop. Taking a pirate avoids the piracy penalties attached to lawful ships. A sloop becomes a Large Boat; capture a Pirate Brigantine if you want a crewed Small Ship. Both still require a deck fight.

Before you set sail

This guide covers NPC vessels encountered on the sea. Bank ships are furnished interiors managed through Banks; they are separate from the vessels captured by boarding. See Ships — Buying and selling for purchasing a starting boat.

Preparation Purpose
A seaworthy sailing boat Lets you approach a target and return to your own deck after boarding
Guns on your starting boat Let you force a surrender yourself; a Large Boat has swivel guns, while a Rowboat has none
Personal weapons, armour and healing The capture ends with a fight against the captain and defenders on deck
Spyglass Helps identify the target before you fire, including pirates using false colours
Repair funds A prize keeps its damage and may need substantial work before its next battle
Crew funds A claimed crewed ship has no crew; hire replacements at a shipwright

Owning an armed ship is useful, but it is not the only route. If pirates board your boat, you can defeat their raiding party and then board their surrendered vessel. You can also board a surrendered ship from the water; see Boarding without a ship alongside.

Choose the ship you want to keep

The encounter's name does not determine the name of the hull you receive. These common Bay encounters become the following owned vessels.

Target Owned hull Piracy penalty in the Bay
Pirate Sloop Large Boat None for attacking or capturing a pirate
Pirate Brigantine Small Ship None for attacking or capturing a pirate
Corsair Galley Large Galley None for attacking or capturing a pirate
Pirate Flagship Carrack None for attacking or capturing a pirate
Coasting Trader Large Boat Attacking and capturing a lawful ship are piracy
Merchant Galleon Small Ship Attacking and capturing a lawful ship are piracy

Navy vessels are lawful too. Compare ship statistics before choosing a larger target. Pirate crews remain hostile even though defeating them is lawful, and a flagship's captain is a stronger commitment than a small sloop's crew.

Step by step: disable, board and claim

  1. Find and identify the target. Inspect ships with the Spyglass before attacking. Check the vessel's faction and hull, and look for other hostile ships that could interrupt the approach.
  2. Take the helm and bring your guns to bear. Look toward the battery you want to use, hold Attack to aim, then release to fire. The display shows the firing arc and range. Use the mouse wheel while aiming to change ammunition; see Naval combat — Firing and ammunition.
  3. Force the target to surrender. Reduce its hull to 25% or less, or remove all of its ship crew. The vessel strikes its colours and stops fighting. Cutting its sails alone does not make it boardable.
  4. Stop firing when it surrenders. Further attacks can sink a vessel you intended to keep. Cancel an aim you are still holding before trying to board.
  5. Approach until the boarding prompt appears. At the helm, the base boarding reach is 32 m of water beyond the ships' combined half-beams. Captain's Stars can extend it. Face the vessel you mean to board and use Activate, the interaction control named by the prompt.
  6. Let the grapples bring the ships alongside. Your sails lower and your boat slows while the target is drawn alongside. You do not need to stop first or ram the target to begin boarding. The game moves you onto the enemy deck.
  7. Defeat the captain and the defenders. Win by killing the captain and defeating at least 70% of the boarding defenders, or by defeating every defender. The remaining defenders surrender when you win. Stay near the ship: moving more than 160 m from it abandons the boarding fight.
  8. Review the prize window. Take cargo and, if useful, choose one benefit for your original ship. Read Looting before you claim before stripping repair materials from a vessel you want to keep.
  9. Choose Claim under Fate. The captured vessel becomes your own boat where it lies. A crewed ship's title goes into Holdings → Fleet. A captured Large Boat remains at the capture location. Remaining cargo stays in the captured vessel's hold.
  10. Check the capture before sailing away. Confirm the new ship's condition and location. The game normally returns you to your original boat after the claim; claiming a ship does not automatically switch you to its helm. Arrange repairs and hire crew before taking the prize into another battle.

Saving is blocked during boarding and while you stand on an NPC sea vessel's deck, including an unsettled prize. Finish the capture and return to an owned vessel or shore before saving.

Use ammunition to preserve the prize

Choose ammunition for the part of the ship you need to disable. These are tactical uses; exact damage depends on the gun, hit location and upgrades.

Ammunition Main target Use during a capture
Round Shot Hull Reduce the hull toward the surrender threshold; stop as soon as the ship strikes its colours
Grapeshot Crew Thin the defenders while causing less hull damage; exhausting the ship's crew also forces surrender
Chain Shot Sails Slow a fleeing target so you can close the distance; sail damage alone does not force surrender
Heated Shot Fire Can burn hull, sails and crew; use cautiously when you want to preserve the vessel

The ship's crew bar and the defenders in the boarding fight are separate. Losses at sea reduce the boarding muster, but the game still creates defenders for the deck fight. Emptying the crew bar does not give you an uncontested claim.

A crewed ship can send hands to help you board. Available crew, morale, standing orders and the First Mate affect that support. An uncrewed Large Boat supplies no allied boarding hands; see Ship crews.

Another route: repel the pirates first

Pirates can grapple your vessel and send a raiding party onto your deck. This gives you a way to capture a ship without first shooting its hull down yourself.

  1. Defeat the raiding party on your own deck. On crewed vessels, the attack can use the Warm Ashes raid sequence, so finish the raid rather than assuming the first enemies are the whole fight.
  2. Wait for the victory message. The defeated raider's ship is left surrendered alongside.
  3. Face that ship and use the boarding prompt to cross onto it.
  4. Win the boarding fight on the pirate ship, then choose Claim in its prize window.

Repelling a raid does not transfer ownership. You still need to board the pirate ship and claim the prize. Some legendary ships can send another wave before the raid is over; see The Eltheric Ocean — Legendary ships.

Boarding without a ship alongside

A surrendered NPC vessel can also be boarded on foot from a nearby deck or while swimming. Look toward the vessel and use Activate within the base 14 m reach beyond its half-beam. There is no grapple haul from your own boat on this route; you go directly onto the enemy deck.

You still have to win the boarding fight. If you have no owned boat nearby, cargo goes into your pack as capacity allows, and the benefits intended for a captor's ship are unavailable. Claiming can give you an owned deck to remain on; scuttling or casting the prize adrift can be refused when there is no safe return deck.

Looting before you claim

The prize window separates the hold, an optional benefit for your original ship and the captured ship's fate. Taking cargo does not spend your benefit choice. You may select only one benefit from each prize, and you can claim without selecting one.

Benefit Applies to Amount
Timber and cordage Original ship's hull Up to 40% of maximum hull, limited by missing condition
Timber and cordage Original ship's sails Up to 40% of maximum sails, limited by missing condition
Powder and shot Original ship's guns Reloads every battery
Powder and shot Original ship's fire barrels Refills the barrel stock if that hull carries fire barrels
Press the crew Original ship's missing crew Restores 60% of losses, rounded up
Burn the papers Notoriety in the relevant crown's waters Removes up to 15 points
Hand the crew to the crown Notoriety after taking a pirate Removes up to 15 points in the relevant crown's waters

Timber and cordage takes the restored materials out of the prize. The hull and sail points actually restored to your original ship are deducted before the captured ship's remaining condition is transferred. Skip this benefit if preserving the new vessel matters more than repairing your current one. Taking Powder and shot also leaves the claimed vessel without fire barrels.

Pressing captured crew replaces losses on your original vessel. It does not staff the ship you are about to claim.

Fate control Result
Claim Keep the vessel as your own boat
Scuttle Set the vessel sinking
Cast adrift Release the taken vessel without adding it to your Fleet
Leave Close the window and return to your original deck when available; the prize remains unsettled

Closing the window with the back control also leaves the prize unsettled, but can leave you on its deck. Face the prize and use Activate within reach to reopen it. Choose Claim before leaving the encounter if you want permanent ownership.

After claiming: make the ship usable

Captured feature Result after claiming
Hull type Becomes the corresponding owned sailing hull
Hull condition Keeps its remaining percentage, after any timber taken for your original boat; never starts below one hull point
Sail condition Keeps its remaining percentage, after any cordage taken
Cargo Items still in the prize's hold move into the claimed ship's hold
Crew Starts at zero, including on crewed hulls
Position Remains where it was captured
Crewed ship title Added to Holdings → Fleet

Hire crew at a shipwright. A crewed prize with no hands aboard does not perform automatic crew repairs. Use repairs to restore condition, then review Fleet management and Ship cargo and cabins before setting out.

Captured vessels have a lower recorded value than purchased vessels. These are title values, not guaranteed sale offers.

Captured hull Recorded value (gold)
Large Boat 2,000
Small Ship 25,000
Carrack 37,500
Large Galley 50,000

Each value is 25% of that hull's base purchase price. Condition, refits and the shipyard's trading offer affect resale; see Ships — Buying and selling for the sale requirements. Capturing an expensive hull does not award its full shop price in gold.

Piracy penalties

In the Iliac Bay, merchants and navy ships are lawful targets for the piracy system. Taking pirates is lawful and can improve legal and knightly reputation.

Action against a lawful vessel Notoriety change Piracy charge
First shot that lands +30 Yes; once for that vessel's first hit
Win the boarding fight +15 Yes; a second charge
Sink the vessel +20 No additional charge from sinking alone
Notoriety rule Value
Maximum 100 per crown
Daily reduction 12 per game day
Navy attacks on sight 50 or higher with that crown
Navy witness range 650 m from a lawful vessel you hit

For example, shooting and then capturing one lawful ship adds 45 notoriety before reductions. Starting from zero, that is below the navy's 50-point threshold, but a nearby navy can still react immediately if it witnesses your attack. Cargo taken from a lawful ship in the Bay is marked as stolen goods.

A letter of marque does not remove the rival crown's piracy charges or notoriety. It lets the commissioning crown reward action against a rival; attacking the commissioning crown's own ship revokes the letter. Beyond the Veil Map, Eltheric Ocean Map captures do not incur the Bay crowns' piracy charges or notoriety. See Naval combat — Piracy and Notoriety.

If boarding or claiming does not work

Problem What to check
No boarding prompt The target must have surrendered and still be afloat; get closer and finish any active gun aim
Sails are destroyed but boarding is unavailable Force surrender through hull damage or crew losses; sail damage alone is insufficient
Several surrendered ships are close together Face the intended target before using Activate
Defenders remain after the captain dies Continue until at least 70% of the boarding defenders are defeated
Raid victory gave you no ship Board the raider's surrendered vessel, win its deck fight and choose Claim
Prize window says Sail on This is a voyage-ambush reward window; it does not offer the normal claim action
Claim is missing or refused The normal claim route needs the Come Sail Away boat system available; a failed claim leaves the prize unsettled
New ship does not repair itself A crewed capture starts with no hands; hire crew or use a shipwright
Captured ship is absent from Fleet Large Boat captures stay where taken; crewed ship titles belong in Holdings → Fleet

This capture route is for NPC sea vessels. Open-sea PvP has separate wreck and cargo-looting rules; looting another player's wreck does not award that player's ship title.

Checked against app-v0.1.13063. The boarding, prize and ownership-transfer rules come from the released game source linked below.

Sources (13)