Player Owned Ports

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Introduction

Port Sarim's commercial docks have fallen into a state of disrepair after trade from the East dried up. One day, a ship docks, bearing travellers from the Eastern Lands; it appears that the trade routes have opened up once more.

Recruit a crew, hire captains, stock ships and repair an old port as you prepare to explore the Eastern Archipelago and uncover its many bounties, including exotic resources, rich lore and ancient scrolls containing long-lost knowledge.

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Requirements

Anyone can enter the Port, though to take command of the port from The Partner, you will need to meet at least one of the following requirements:

  • 90 Cooking
  • 90 Construction
  • 90 Fishing
  • 90 Herblore
  • 90 Hunter
  • 90 Prayer
  • 90 Runecrafting
  • 90 Slayer
  • 90 Thieving

If you meet all six of these requirements, you will be able to access all the special voyages which reveal the lore of the Eastern Lands.

To make use of the trade goods obtained from the East, you will need to meet the following requirements, based on the items you wish to craft:

  • Scrimshaws: 85 to 95 Fletching (cannot be boosted)
  • Rocktail Soup: 93 Cooking
  • Tetsu Armour: 90 Smithing
  • Death Lotus Armour: 90 Crafting
  • Sea Singer Armour: 90 Runecrafting
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Location

The commercial section of Port Sarim can be accessed via the Port Portal outside Brian's Battleaxe shop. The fastest way to reach the portal is to use the teleport provided by the Captain's log, which will take you directly there. Alternatively, you can make use of the Explorer's ring 3 or 4, the Port Sarim lodestone or the clan vexillum teleports as nearby alternatives.

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Entering the portal will bring you to the commercial docks, located in a different region from the main docks. Key locations and points of interest are noted in the map below, especially important if you need to meet the Black Marketeer for supplies, talk to the Barmaid for her gossip, or head down to make gear in the workshop.

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Tutorial

When you first visit the port, a cutscene will play to introduce you to The Partner. If you meet the requirements to take over the ownership of the port, you'll start the tutorial. This covers several basics, including crew recruitment, ship customisation and upgrading buildings. Once you have completed the tutorial, you will receive the Captain's log, a useful tool in detailing your progress, and gain full access to the port and be able to undertake daily voyages.

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Gameplay

Simply put, your goal in Player Owned Ports is to send ships on voyages to bring back treasure. This can take the form of port resources to further develop the port or recruit new crew, ancient recipes which teach you how to produce Eastern equipment, or tomes which grant a healthy dose of XP in various skills.

To succeed in voyages, you need your ship to be able to overcome the adversities it will face, through feats of Morale, Combat or Seafaring. You can improve the chances of succeeding in a voyage by fitting a ship with crew and equipment which excel in the stats that the voyage demands. For instance, loading up a ship with cannons and pirates will improve your chance of succeeding in Combat-based voyages, while smugglers and sturdy rigging will improve your chance of succeeding in a Seafaring-based voyage.

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Interface

Upon entering the port, a new interface will be added to the top of the game screen, through which you can access the multiple sections of the port, as well as view your resources and port visitors.

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Main Port Interface - displays your held resources and daily visitors

You can hover over the Resources tab to view your current stocks. Your Port Resources are goods used to recruit new crew, captains, unlock ship parts, and upgrade buildings. You obtain these as rewards from successful voyages. Your Trade Goods are goods used to create pieces of Eastern equipment, such as armour or scrimshaws. Like Port Resources, these are obtained as rewards from successful voyages. The maximum amount of resources and trade goods you can have is 200.000 per resource and 250 per trade good.

Hovering over the Visitors tab will show you your current visitors for the day. There are several types of visitors you can expect:

  • The Black Marketeer: Every day, the Black Marketeer will offer to sell you some Port Resources in exchange for coins. The amount of resources he stocks will be shown in this interface. If you wish to purchase his resources, you can meet him in the building west of the bar.
  • Captains for Hire: Every day, a new captain will show up whom you can hire. You can view his stats and recruit him from the Crew Roster interface.
  • Adventurers: After completing a initial special voyage to meet an adventurer, you will have a small chance of that adventurer showing up in your port every day. When an adventurer is in port, you can go on that adventurer's special voyages.

This interface also shows the number of adventurer and captain re-rolls you've earned, in the event that you wish to re-roll the daily visit from an adventurer or captain.

Finally, you can also view your ship statuses from the Ships Interface, located on your taskbar. From here, you can access the shipyard, or rename your ship.

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Voyages

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From the Voyages button, you can access the Voyages interface. Here you will be able to view the voyages available for your ships to sail on, the base rewards for completing them, and the difficulty and adversity values for each voyage.

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Voyages Interface - get a view of available voyages, their difficulty and their rewards

Standard Voyages are routine voyages that will unlock further parts of the Eastern Lands, and reward you with port resources and trade goods upon completion. You can also unlock new crew members for completing specific voyages. The Navigator will get you 15 new voyages per day, which will be added to your list at 0000GMT.

Special Voyages are much harder than the Standard ones, and become available based on several factors. First, you can unlock special voyages to meet adventurers if you have at least level 90 in the Fishing, Herblore, Prayer, Runecrafting, Slayer or Thieving skills. Second, once you have met an adventurer, that adventurer may sometimes show up in port, which will grant you access to special voyages that include that adventurer. Special voyages are made available on a daily basis at the same time as standard voyages, and rewards for successfully completing them include ancient scroll fragments, access to adventurer storylines, and XP tomes.

The Voyages Available number shows the amount of standard voyage re-rolls you have left for the day. These are deducted every time you re-roll a voyage or set out on one. You can re-roll a voyage you'd rather not embark on by clicking the green button next to the voyage's name. You can add more voyage re-rolls if you have earned re-rolls through random events; note however that you can't re-roll special voyages.

The Adversity section lets you gauge how difficult the voyage will be, the chance of success of a ship on that voyage, as well as the estimated time that the voyage will take. You can select a different ship from the menu above this to view that ship's stats as well as the chance it has of completing a voyage. Here, you can choose to add an effect to the ship you've chosen, which offers benefits such as improved stats or crew protection; you can also go to the crew roster or shipyard to optimise your crew and ship setups before you embark on your voyage.

Your chances of mission success are based on your ship's lowest statistic that the Adversity section lists. If you embark on a voyage that requires Combat and Seafaring, and your ship's Combat stat is lower, your success chances will be based on your ship's Combat stat against the voyage's Combat adversity.

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Hiring Crew

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To sail on a voyage, you first need to recruit a captain to lead a ship. You can also improve the chance of successfully completing a voyage by recruiting more crew members to sail with that captain. To this end, you can use the Crew Roster to provide an overview of your current crew and look out for new captains and crew to hire.

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Crew Roster Interface - view your current crew and potential recruits

From the Crew Roster, you're given a glance at all the current crew members you have recruited, as well as the potential new members you can recruit for the day.

On the left side of the interface, you can view your current crew, the levels they've reached, the ship they've been assigned to, as well as their stats. The circled number on the top-left of each crew picture shows the ship they've been assigned to (a - is displayed if they have not been assigned to any ship), while the number on the lower-right of the picture shows their current level.

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Clicking on a specific crew member allows you to view their individual stats, and if you hover over each stat name, you can get a full breakdown of each of their stat values.

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Level Boost shows any stats the crew member has gained by going on voyages. Each level gained by the crew member grants a boost to their stats equal to 10% of their base stat level.

Personal Bonus varies from crew member to crew member, and you won't be able to view a crew member's personal bonuses until you recruit them, though their personal statements can sometimes give you a clue to their bonus.

Traits also influence your crew member's stats - some of them are positive, increasing the related stat by 40, while others are negative and decrease the stat by 40 instead. Some traits don't modify a crew member's stats, but instead confer other benefits such as bonus experience or increased chances of random events occurring.

On the right side of the interface, available crew members and captains will be listed. Each entry shows that crew member's base stats, as well as any default traits he or she might have. The price of the crew member is also listed - if you don't have enough resources to recruit a crew member, the price value will be displayed in red.

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Once you have recruited a crew member, they will be added to your crew section. You can then check that crew member for any bonus stats and traits they might possess by hovering over each stat value.

The rerolls available number shows the amount of crew member re-rolls you have left for the day. These are deducted every time you re-roll a crew member or recruit one. You can re-roll a crew member you'd rather not recruit on by clicking the green button next to the crew member's name. You can add more crew member re-rolls if you have earned re-rolls through random events. The Navigator will get you 15 crew re-rolls per day, so use them wisely.

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The Shipyard

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Once you've got your crew sorted out, you can head down to the Shipyard to sort out a ship for the voyage ahead. Here, you can get an overview of your ship's stats, modify its components, and assign a captain and crew for the journey.

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The Shipyard Interface - view your ship's overall stats at a glance

At the top of this interface, you can view your ship's overall Morale, Combat, Seafaring and Speed stats, which will determine your chances of success and the time required for the voyage. At the bottom of the interface, you can view the actual chances of success and the estimated time required for your voyage. Hovering over each of the percentage bars will show you your ship's current stat value against the voyage's adversity value.

There are various ship components to deal with here, which are:

  • The Rudder section: this deals exclusively with boosting Speed. These components are the cheapest to upgrade; however, they will only influence the duration of your voyages, and not your success rate.
  • The Rams/Figureheads section: these deal exclusively with boosting Combat and Morale. This section's components are relatively cheap to upgrade, though the stat boosts they offer are small and focus on a single stat.
  • The Deck Items section: these deal with boosting Morale, Combat and Seafaring. This section's components are more expensive to upgrade, and their boosts focus on a single stat; however, the boost they offer is relatively large and good for their pricing. Additionally, you can have up to two deck items on a ship, meaning that a single upgrade can boost a single stat a great amount.
  • The Hull section: this boosts all your stats, and each component additionally caters to further focusing on a single stat. While the boosts offered are great and across all stats, this section is the most expensive to upgrade.

To modify ship components, click on the circle that corresponds to the component you wish to modify. A menu will appear and show you a list of possible components to use. You can view a component's stats by clicking on it. To use a component, select the Activate button at the bottom of the list.

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If you have not unlocked a component for use yet, a lock will be displayed next to it. A gold lock indicates a component you can afford to buy, while a silver lock indicates a component you cannot afford. If you wish to hide ship components which have become obsolete from upgrading, you can click the check button that says "Hide obsolete ship parts" which is just above the voyage success chance bar.

After sorting out your ship's components, you can assign crew members to the ship. Click the + button underneath the Crew heading to start assigning a crew. You'll have to first assign a captain, after which you can assign up to 5 crew members to the ship. To assign crew, simply drag their icon into an empty crew slot. You can also replace a crew member by simply dragging another member's icon onto that slot.

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Once you are satisfied with your ship's final statistics, you're ready to set sail. Hit the green Start Voyage button on the bottom bar, and lock in your confirmation to embark on your voyage. You'll then be presented with a screen that shows the estimated time until the ship returns.

In the event that your crew will face extra consequences for a voyage's failure, an additional confirmation screen will appear before the voyage informing you of the harsher penalties of failure. These additional penalties apply whenever you set sail on a voyage with less than a 35% chance of success.

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Feel free to do anything you want now - the voyage will occur in real time, and will complete whether you remain online or log out. When your ship arrives back in port, you'll get a notification in your chatbox, informing you of the voyage that the ship has completed.

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Return to the port and access the Shipyard, and view the results of the mission.

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There are several possible outcomes you can expect from a mission:

  • Success: The mission is completed, you obtain any rewards the voyage offered, and your crew gain some XP (and potentially level up).
  • Partial Completion: The mission is only partially completed; in this case, you may receive some or none of the base rewards of the voyage, and your crew will receive some XP.
  • Failure: Failure in a mission may have multiple consequences - you may lose a captain or crew members, or your ship may have been damaged during the voyage. You will have to recruit new crew members, and repair your ship by waiting a specified amount of time or by paying an amount of resources. If you are lucky, however, your crew and ship may escape from a failure unscathed.

Depending on your initial chance of succeeding on a mission, the gravity of failure may be reduced. For instance, sailing on a mission with a 90% success rate would mean your crew would most likely be able to achieve partial completion should the voyage fail, whereas sailing on a mission with a 25% success rate would more than likely result in heavy damage to your ship on failure.

At the end of any voyage, there is a small chance that you will experience a random event. See the Extra Features section from more information on these.

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Upgrading the Port

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When you've got a comfortable supply of resources, you can start upgrading the various buildings around the port. By making the place look much better, these building upgrades will improve the variety of people attracted, be they crew, captains or adventurers.

To begin upgrading the port, hit the Upgrade Buildings button on the main interface. You can then cycle through the various hotspots, which will show the cost of upgrading the building and the benefits conferred by the upgrade.

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Building Upgrading Interface - switch between buildings with the arrow buttons

The types of hotspots, and an outline of their benefits, are listed below:

  • The Bar: Improves the quality of captains attracted, and improves the chance of attracting an adventurer each day. At higher tiers, you can choose to focus on the types of captains attracted.
  • The Office: Grants additional ship slots for each tier upgraded.
  • The Workshop: You can only build this upon unlocking the Hook region. Gives you access to your bank inside the port. If you have the necessary scrolls it allows you to cook rocktail soup, craft and smith scrimshaws, and tetsu, death lotus and sea singer armour. At higher tiers, XP gained while creating items in the workshop is increased.
  • The Lodgings: Improves the quality of crew attracted. At higher tiers, you can choose to focus on the types of crew attracted.
  • The Shipwright: Increases the stats of your ships by a fixed percentage. At higher tiers, you can choose specific stats to improve further.
  • The Warehouse: Increases the port resource rewards from each successful voyage.
  • Totems: There are 5 types of totems, which either increase resource rewards, or improve the chances of obtaining trade goods, random events, scroll voyages or XP voyages. You can have up to 4 totems built in your port.
  • Icons: There are 6 types of icons, which each increase your chances of attracting a specific Adventurer. You can have up to 3 icons built in your port.
  • Portal: Changes the appearance of your entrance portal - this is a purely cosmetic feature.
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Port Management

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Once you have unlocked the Skull region, you will gain access to the Port Management tool. This allows the Navigator to determine which regions in the Archipelago and any ancient scrolls to focus on, which will in turn influence the variety of the daily voyages and crew you will receive.

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The Port Management Interface - select a scroll to focus on obtaining

Fragments of each ancient scroll are hard to locate, being scattered throughout the Eastern Lands. Here, you can select a specific scroll you wish to locate first, and after that any scroll missions you receive will have fragments of that scroll as a reward for success. Once you have found all 4 fragments of an ancient scroll, you will be able to make use of that recipe with trade goods, and can start searching for the next ancient scroll.

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The Port Management Interface - select a region to focus your voyages towards

This section of the interface allows you to have the Navigator focus on a specific region of the Archipelago. You will have a higher chance of a voyage heading to the region you choose to place your focus on, as well as having the associated port resource as a reward. For instance, focusing on the Skull region makes it more likely that a voyage will head to that region and have gunpowder as a reward.

You will always receive chimes as a reward from a voyage to any region. The port resource rewards unique to each region are listed below.

  • The Arc: Bamboo
  • The Skull: Gunpowder
  • The Hook: Slate
  • The Scythe: Cherrywood
  • The Bowl: Jade
  • The Pincers: Stainless steel
  • The Loop: Terracotta
  • The Shield: Azure
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The Eastern Archipelago

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The final button on the main interface brings up a map that displays the islands of the Eastern Archipelago. As you go on voyages, your crew will explore more and more of the Eastern Lands, discovering new regions once you pass certain milestone distances. The Navigator dutifully takes notes of each and every voyage, piecing together the information gathered to chart this map.

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A map of the Eastern Archipelago

Here, you can view the regions you've discovered, along with each island within that region. New islands you've uncovered through voyages will also be added to your map. A progress bar will roughly gauge your progress to uncovering the next region - as you go on longer and more difficult voyages, the total distance travelled by your crew will increase at a greater rate, helping you to unlock the next region faster.

The distance earned on a voyage varies based on its difficulty. Note that even if you fail a voyage, you will still be awarded the full distance that the voyage is worth. Additionally, completing a voyage of any region earlier than the furthest region you've unlocked will only award you half the distance normally earned.

Regions
Region Distance to Unlock Distance per Standard Voyage Distance per Special Voyage Distance per Unique Island
The Arc 0 175 to 250 250 to 500 500 (Cyclosis)
The Skull 5,000 420 to 600 600 to 1200 1200 (Siren's Shell)
The Hook 40,000 840 to 1200 1200 to 1800 1800 (Chimera Straits)
The Scythe 140,000 1680 to 2400 2400 to 3600 3600 (Winds' Home)
The Bowl 450,000 1920 to 4800 4800 to 7200 7200 (Crescent Isle)
The Pincers 1,200,000 2400 to 6000 6000 to 9000 9000 (The Shambling Lair)
The Loop 2,300,000 4800 to 6800 6800 to 10200 10200 (Light Under Sea)
The Shield 4,100,000 6000 to 8000 8000 to 12000 12000 (Exile's Point)

You can keep track of the distance your ships have travelled by referring to your Captain's log.

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Adventurers

While discharging your duties as portmaster, you may encounter several notable individuals. These adventurers each have their own storyline, which you can begin unlocking once you meet certain level requirements.

  • 90 Cooking: The Chef
  • 90 Construction: The Architect
  • 90 Fishing: The Whaler
  • 90 Herblore: The Biologist
  • 90 Hunter: The Trapper
  • 90 Prayer: The Missionary
  • 90 Runecrafting: The Occultist
  • 90 Slayer: The Assassin
  • 90 Thieving: The Convict
  • 90 Dungeoneering: The Exile
  • 90 Divination: The Memory
  • 90 Agility: The Tengu

Once you meet a level requirement for an adventurer, you have a chance of that adventurer's initial voyage appearing in your Special Voyages section. Set sail and succeed on this special voyage, and you will be able to meet the adventurer in person.

Once you've met the adventurer for the first time, there will be a chance of them showing up in your port every day. You can increase the chance of a specific adventurer showing up by building a related icon in your port. Additionally, for every adventurer already in the port, the chance of attracting a related adventurer increases.

When an adventurer is in port, you will be able to play through special voyages associated with the adventurer. These can be a bit more challenging than your standard voyages, and are much more rewarding, offering increased resource rewards, ancient scrolls, trade goods and XP tomes. You can also sail on story voyages with the adventurer, which will advance that adventurer's storyline. Note that story voyages do not reward you with any distance travelled - however, completing an adventurer's entire storyline will reward you with a sizeable amount of trade goods.

After completing a special or story voyage with an adventurer, the adventurer will leave the port, and you will have to wait until they show up again to undertake another voyage with them.

Adventurers are useful companions on voyages, and as such the adversity of a voyage with an adventurer will be lower than comparable standard voyages.

If you have two compatible adventurers in port at the same time, you will have the option of sending them off on a joint voyage. Once you have chosen to send an adventurer on a joint voyage, they will not be able to travel on their individual voyages, and vice versa. The joint voyages you can arrange are listed below:

  • The Whaler and the Biologist
  • The Missionary and the Occultist
  • The Assassin and the Convict

After reaching the Hook region, adventurers may find trade goods which you can send them on voyage to retrieve. The trade goods found are related to the adventurer sent on the voyage. Joint voyages will return double the trade goods normally received.

Trade Goods
Adventurer Trade Goods Amount Received per Voyage
Hook Scythe Bowl Pincers
The Assassin Spices 10 15 20 30
The Missionary Ancient Bones 1 2 3 5
The Biologist Ancient Bones 1 2 3 5
The Whaler Plate 1 2 3 5
The Occultist Chi 1 2 3 5
The Convict Lacquer 1 2 3 5
The Whaler and the Biologist Plate 2 4 6 10
The Missionary and the Occultist Chi 2 4 6 10
The Assassin and the Convict Lacquer 2 4 6 10

Additionally, completing the sixth storyline voyage of an adventurer in the Pincers region awards you with a sizeable amount of trade goods.

Storyline Finale Rewards
Adventurer Voyage Name Reward
The Assassin Pulling the Tooth 25 Lacquer
The Biologist People are the Deadliest Disease 25 Ancient Bones
The Convict Hail To The Khan 25 Plate
The Missionary God's Grace Upon You 25 Plate
The Occultist The Loophole 25 Chi
The Whaler The Whale Whisperer 100 Spices
The Exlie Weight On, Weight Offr 15 Lacquer and 10 Ancient Bones
The Memory Remember the Dead 20 Chi and 10 Koi Scales
The Tengu A Bird in the Hand 20 Plate and 10 Pearls

Once you have completed an adventurer's sixth story voyage in the Pincers region, that adventurer will be able to sail in a triple voyage with any other adventurers who have also completed their sixth story voyage. The adventurer combinations are the Assassin, Occultist and Whaler for the Quin storyline triple voyages, and the Biologist, Convict and Missionary for the Hyu-Ji storyline triple voyages. Completing these storylines by beating all three associated story voyages will award you with a hefty sum of two types of trade goods each.

Trio Storyline Finale Rewards
Storyline Voyage Name Reward
Hyu-Ji The Defiance of Hyu-Ji 50 Plate and 50 Lacquer
Quin Assault on Paradise 50 Chi and 50 Ancient Bones
Eastern Curiosities Recipe Number 132: Fresh idea 50 Koi Scales and 50 Pearls
Guardians of the World Guardians of the World 50 Plate and 50 Chi
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Extra Features

Random Events

At the end of each voyage, there is a chance that you will experience a random event. These are flashbacks of an event that took place in the port whilst the voyage was underway, and let you vicariously control the Black Marketeer or the Barmaid. Speak to the person involved after receiving the notification.

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A Simple Favour:

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Like a barrel of monkeys, only much less fun

The Black Marketeer needs to help 5 Death Lotus assassins take down their marks. To do this, you first need to find each assassin. They will be hidden in various barrels around the port, and only in upright barrels. It is also possible for there to be more than one assassin in each barrel. If you take too long to discover an assassin, a hint arrow will be added to your minimap to point you to the barrel an assassin is hiding in. Some possible locations of the hidden assassins are shown below:

Player-owned Port Assassins

Once you find an assassin, they will tell you the gender, shirt colour or trousers colour of their mark. You then need to head down to the main docks near the portal and identify a stranger matching that description. If you identify the correct person, the assassin will appear and kill them; if not, the assassin will tell you if their clothing is of the wrong style or colour, or if they are completely the wrong gender. You can keep trying until you succeed.

Upon aiding all 5 Death Lotus assassins, you will complete this random event.

Last Orders:

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There's always a sailor in every port, and some port in every sailor

The Barmaid is working a difficult shift, with a bar chock full of sailors thirsty for beer. You need to serve beer to twenty patrons, who could be in the bar (including upstairs!) or wandering in the general vicinity. You are also limited to carrying only a couple of beers at a time, with the number you're holding displayed in the upper-left corner of the game window.

Get beer from the bar and click on each patron to serve them; once they've gotten their drinks, the option to serve them will be removed, allowing you to easily identify who still needs a beer. Once you have served all twenty patrons, you will complete this random event.

Seasinger Umi: Finders Keepers:

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You must find the missing items from inside the barrels and crates in your warehouse. Speak to the Warehouse Worker to get a hint on what you need to find. There are 3 items to find in total.


Completing a random event offers you various rewards, varying from stat-boosting effects you can add to a voyage, to re-rolls for voyages, captains, adventurers and crew members.

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The Black Market

Every day, the Black Marketeer brings in a limited stock of port resources, and you can take these off his hands if you pay him sufficiently in coins. To buy or peruse the Black Marketeer's stock, meet him in the building west of the bar.

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The Black Market Interface

The Black Marketeer's stock varies based on the regions you've unlocked; he won't sell you jade, for example, until you have unlocked the Bowl region. The Black Marketeer's prices also vary based on the port resource he has in stock. Prices on the resources are listed below:

  • Chimes: 200gp per unit
  • Bamboo: 300gp per unit
  • Gunpowder: 400gp per unit
  • Slate: 500gp per unit
  • Cherrywood: 600gp per unit
  • Jade: 800gp per unit
  • Stainless steel: 1000gp per unit
  • Terracotta: 1400gp per unit
  • Azure: 1500gp per unit

If any of your ships are placed in dry dock due to damage from a failed voyage, the Black Marketeer can repair your damaged ship immediately for a fee. For each hour of dry dock time remaining, the Black Marketeer will charge 20,000 coins. Upon paying him, your ship will be completely repaired and ready to be redeployed.

The Trader

Every day, the trader will offer deals on selling trade goods to you in return for extra resources that you may have. The trader is located in the Lodgings building, and will sell to you every type of trade good, with varying prices (some higher tier items may only be purchased with Azure, for example).

Gossip

Every Thursday, you can talk to the Barmaid to hear any gossip she's picked up over the week. Your inquiries will be rewarded, and she will tell you about a more rewarding voyage you can embark on. You will have the option of replacing the third voyage on your Standard Voyage list with this voyage, if you wish to take it.

The Barmaid's voyages are usually of a higher difficulty than your other standard voyages, though if you succeed, the rewards you reap will be much greater than those from a regular voyage.

Captain's Log

The Captain's log is a handy reference book, allowing you to check the status and estimated time of arrival of your ships when out of port. You can also view the current visitors to the port, the resources you've amassed, the ancient Eastern scrolls you've found, and interesting statistics that document your progression through the minigame. The log also comes with a map of the Eastern Lands, which displays how close you are to unlocking the next region. Finally, you can use the log to teleport you directly to the Port Portal, giving you easy access to the port when your ships complete their voyages.

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Vital statistics displayed on the Captain's Log

Meg

Even if you don't have the level requirements to take over the ownership of the port, you can still talk to Meg. Every Wednesday, a bumbling adventurer named Meg will show up in the port. She's read all about your adventurers, and wants to follow in your footsteps now - to say that she's a fan of yours would be an understatement.

Meg
Yet another adoring fan

Speak to Meg in port to offer her advice for her adventures. She will ask you three questions, and you will have to choose the most appropriate response to help her. Once you've answered all of her questions, she'll head back into the adventuring world to continue her journey.

After you've sent Meg off for the week, she'll be back on the next Wednesday to share her takings with you. This comes in the form of a treasure chest that contains some coins and an XP lamp, and the size of the lamp and coin rewards is based on how well you had previously answered her questions.

You can refer to all of Meg's questions, and the different answers you can give, on this page

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Rewards

Rewards from voyages come in several varieties, from port resources and trade goods to XP tomes and ancient scrolls.

Rewards
Event Completed Potential Rewards
Standard Voyage Port Resources, Trade Goods, Unlock New Crew Members, Traits for Captains
Special Voyages Port Resources, Trade Goods, XP tomes, Ancient scrolls
Random Events Adventurer, Captain, Crew and Voyage re-rolls, Effects

Trade Goods

Trade goods are valuable resources, not used to maintain the port but rather to create various Eastern products. These are potentially obtained as rewards from voyages in the higher-levelled regions, starting from the Hook. You can have a maximum of 250 per trade good.

New Crew Members

Occasionally, you will have the option of embarking on a standard voyage to an uncharted island. Besides offering a good boost to your progress in discovering the next region, completing these voyages successfully will allow you to recruit a new type of crew member. These crew members are usually expensive but powerful, and are well worth seeking out.

New Crew Members
Region Potential New Crew Member
The Arc Cyclops
The Skull Siren Whalerider
The Hook Feral Chimera
The Scythe Sea Witch
The Bowl Judge of Dice
The Pincers Oxhead and Horseface
The Loop Whisp
The Shield Kharidian Exile

Captain Traits

Some voyages offer captain traits as a reward. Upon successfully completing this voyage, the captain who helmed the ship will gain an additional trait, which can provide a positive or negative bonus to their stats.

Captain Traits
Region Possible Trait Voyages
The Hook Eager, Plucky, Eagle-Eyed, Quick-Footed
The Scythe Loyal, Fast Learner, Tough as Nails, Opportunist
The Bowl Awe-Inspiring, Slayer, Seafarer, Workhorse
The Pincers Leader, Lookout, Seafriend, Tactician

XP Tomes

After unlocking the Hook region, some special voyages will offer XP tomes as a reward, which will provide XP in the associated adventurer's required skill.

Ancient Scrolls

Focusing on an Ancient scroll with the Port Management feature allows you to receive special voyages which carry that scroll as a potential reward. Collecting all 4 fragments of a single scroll will allow you to use Trade goods in your Workshop to produce the item the scroll describes.

When working with an ancient scroll, you can choose to produce items of superior quality. These sometimes require more trade goods, and will last a longer amount of time and provide better bonuses. The downside is that these are untradable; as such, you may wish to produce superior items for your own use and normal items to sell.

The items that can be produced, the trade goods and levels required to produce them, and their effects are shown in the tables below:

Armour Scrolls
Tetsu Armour
Item Smithing Level Trade Goods required Smithing XP Skill Requirements Stats Notes
Armour Life Bonus Class
Superior tetsu helm 90 40 Plate 10000 85 Defence
85 Constitution
776 1020 Melee Degrades after 12 hours of combat. Can be repaired for 600k coins.
Superior tetsu legs 90 60 Plate 20000 854 1530 Melee Degrades after 12 hours of combat. Can be repaired for 1200k coins.
Superior tetsu body 90 100 Plate 30000 893 2040 Melee Degrades after 12 hours of combat. Can be repaired for 2400k coins.
Tetsu helm 90 30 Plate 10000 85 Defence
85 Constitution
704 1008 Melee Turns to dust after 10 hours of combat.
Tetsu legs 90 50 Plate 20000 774 1512 Melee Turns to dust after 10 hours of combat.
Tetsu body 90 80 Plate 30000 810 2016 Melee Turns to dust after 10 hours of combat.
Death Lotus Armour
Item Crafting Level Trade Goods required Crafting XP Skill Requirements Stats Notes
Armour Life Bonus Class
Superior death lotus hood 90 40 Lacquer 10000 85 Defence
85 Constitution
776 1020 Ranged Degrades after 12 hours of combat. Can be repaired for 600k coins.
Superior death lotus chaps 90 60 Lacquer 20000 854 1530 Ranged Degrades after 12 hours of combat. Can be repaired for 1200k coins.
Superior death lotus chestplate 90 100 Lacquer 30000 893 2040 Ranged Degrades after 12 hours of combat. Can be repaired for 2400k coins.
Death lotus hood 90 30 Lacquer 10000 85 Defence
85 Constitution
704 1008 Ranged Turns to dust after 10 hours of combat.
Death lotus chaps 90 50 Lacquer 20000 774 1512 Ranged Turns to dust after 10 hours of combat.
Death lotus chestplate 90 80 Lacquer 30000 810 2016 Ranged Turns to dust after 10 hours of combat.
Sea Singer's Armour
Item Runecrafting Level Trade Goods required Runecrafting XP Skill Requirements Stats Notes
Armour Life Bonus Class
Superior sea singer's hood 90 40 Chi globe 10000 85 Defence
85 Constitution
776 1020 Magic Degrades after 12 hours of combat. Can be repaired for 600k coins.
Superior sea singer's robe bottom 90 60 Chi globe 20000 854 1530 Magic Degrades after 12 hours of combat. Can be repaired for 1200k coins.
Superior sea singer's robe top 90 100 Chi globe 30000 893 2040 Magic Degrades after 12 hours of combat. Can be repaired for 2400k coins.
Sea singer's hood 90 30 Chi globe 10000 85 Defence
85 Constitution
704 1008 Magic Turns to dust after 10 hours of combat.
Sea singer's robe bottom 90 50 Chi globe 20000 774 1512 Magic Turns to dust after 10 hours of combat.
Sea singer's robe top 90 80 Chi globe 30000 810 2016 Magic Turns to dust after 10 hours of combat.
Recipe Scrolls
Item Cooking Level Trade Goods required Other ingredients Cooking XP Heals Notes
Rocktail soup 93 1 Spices 1 Rocktail 500 2500 Heals full amount at level 95 Constitution. Can boost your LP to 110% of your maximum.
Scrimshaw Scrolls
Item Fletching Level Trade Goods required Fletching XP Skill Requirements Effects Notes
Log-splitting scrimshaw 85 10 Ancient bones 4000 70 Woodcutting 15% chance of instantly splitting any logs cut, turning them into additional Woodcutting XP. Turns to dust after 3 hours of use.
Rock-crushing scrimshaw 85 10 Ancient boness 4000 70 Mining 15% chance of instantly crushing any ore mined, turning them into additional Mining XP. Turns to dust after 3 hours of use.
Tree-shaking scrimshaw 90 10 Ancient bones 4000 80 Woodcutting Increases the chance of receiving a bird's nest by 300% Turns to dust after 3 hours of use.
Gem-finding scrimshaw 90 10 Ancient bones 4000 80 Mining Successful mining attempts may recover a diamond, dragonstone or onyx gem. Higher-levelled rocks improve this chance. Turns to dust after 3 hours of use.
Scrimshaw of cruelty 92 10 Ancient bones 4000 80 Ranged Successful ranged attacks have a small chance of causing a bleed or poison effect. Turns to dust after 3 hours of use.
Scrimshaw of the elements 92 10 Ancient bones 4000 80 Magic Every magic attack deals a small amount of additional elemental damage. Turns to dust after 3 hours of use.
Scrimshaw of vampyrism 92 10 Ancient bones 4000 80 Strength Successful melee attacks have a small chance of stealing the target's lifepoints. Turns to dust after 3 hours of use.
Scrimshaw of strength 95 10 Ancient bones 4000 85 Strength +2.5% Melee Crit Turns to dust after 3 hours of use.
Scrimshaw of magic 95 10 Ancient bones 4000 85 Magic +2.5% Magic Crit Turns to dust after 3 hours of use.
Scrimshaw of ranging 95 10 Ancient bones 4000 85 Ranged +2.5% Ranged Crit Turns to dust after 3 hours of use.
Superior log-splitting scrimshaw 85 10 Ancient bones 4000 70 Woodcutting 20% chance of instantly splitting any logs cut, turning them into additional Woodcutting XP. Turns to dust after 4 hours of use.
Superior rock-crushing scrimshaw 85 10 Ancient bones 4000 70 Mining 20% chance of instantly crushing any ore mined, turning them into additional Mining XP. Turns to dust after 4 hours of use.
Superior tree-shaking scrimshaw 90 10 Ancient bones 4000 80 Woodcutting Increases the chance of receiving a bird's nest by 400%. Turns to dust after 4 hours of use.
Superior gem-finding scrimshaw 90 10 Ancient bones 4000 80 Mining Successful mining attempts may recover a diamond, dragonstone or onyx gem. Higher-levelled rocks improve this chance. Turns to dust after 4 hours of use.
Superior scrimshaw of cruelty 92 10 Ancient bones 4000 80 Ranged Successful ranged attacks have a moderate chance of causing a bleed or poison effect. Turns to dust after 4 hours of use.
Superior scrimshaw of the elements 92 10 Ancient bones 4000 80 Magic Every magic attack deals a moderate amount of additional elemental damage. Turns to dust after 4 hours of use.
Superior scrimshaw of vampyrism 92 10 Ancient bones 4000 80 Strength Successful melee attacks have a moderate chance of stealing the target's lifepoints. Turns to dust after 4 hours of use.
Superior scrimshaw of strength 95 10 Ancient bones 4000 85 Strength +2.7% Melee Crit Turns to dust after 4 hours of use.
Superior scrimshaw of magic 95 10 Ancient bones 4000 85 Magic +2.7% Magic Crit Turns to dust after 4 hours of use.
Superior scrimshaw of ranging 95 10 Ancient bones 4000 85 Ranged +2.7% Ranged Crit Turns to dust after 4 hours of use.
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Credits

Original Guide by: Saradomin_Mage

Special thanks to: Anti Bit, Baraqiel, Howlin1, Robert_R, Teemupets, Tireless God, Xena Dragon

Thanks to: hi ur new, Omnitec, Pker Dude Jr, Quyneax, Sister Nicci, The Warrior, Whynotnow, Woox16, Miss Lioness

Last updated by: Miss Lioness

Last updated on: 14-Feb-2015


RuneScape 2007
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