Ship Maintenance #
Where a run is actually won. Everything you spend Gold, Wood and Iron on lives here: patching the hull, buying guns, widening the hull's health pool, stocking special ammo, and deciding which modules sit in which slot. Cards grey out with the reason when you cannot afford them — "Need 25 Wood", "Hull at 100%" — so nothing is a dead end you have to guess at.
- Hull bar, topCurrent and maximum HP. Green above 60%, yellow 30–60%, red below.
- The ship, centreYour module grid. Empty slots are outlines; fitted modules show their art. This is where a module from the carousel gets mounted.
- ACTIONS rail, rightRepair (+5 HP a time), buy a cannon, and +50 max HP. Each shows its price and greys out with a reason when you are short.
- DAILY SHIPWRIGHTOne rotating module offer, refreshed daily on a timer shown in the panel. Its rarity is rolled 60/30/10 Common/Uncommon/Rare.
- AMMOChain, Grape and Fire shot, bought in batches. Prices scale up with expedition depth, so restocking late costs more than stocking early.
- MODULES carousel, bottomEvery module you own but have not fitted. Pick one here, then place it on a slot. Modules you no longer want can be dismantled for a small Wood refund.
- REBUILD HULLOnly after you have been sunk, and it takes over the screen until it is paid. The bill covers the upgrades you had bought, never the base hull — a stock ship always rebuilds free. Wreck twice in one voyage and a salvage surcharge stacks on top. If you cannot afford it you are not stuck: dismantling a module or downgrading the hull refunds salvage AND shrinks the bill, and a fully stripped ship is back to free.
- Repair
- 10 Gold + 2 Wood per 5 HP
- Cannon
- 100 Gold + 50 Iron
- Hull upgrade
- 100 Gold + 25 Iron + 50 Wood for +50 max HP
- Ammo
- Chain 30g / 10 shots · Grape 20g / 10 · Fire 35g / 6
- Rebuild surcharge
- +5% per wreck this voyage