The Defiant can be extensively upgraded through the game, across a variety of categories.
Colors[edit | edit source]
The flags you fly on the mast of your ship, declaring your origin and allegiance, allowing ships to tell friend from foe... And slip by unmolested.
|The Watcher of Dyrwood||These are the personal colors of the Watcher of Dyrwood.|
||Maritime flags declare a ship's origin and allegiance and are used to distinguish friend from foe on the high seas. These are the colors of the Huana, which bear the wayfinder's emblem.|
|Príncipi sen Patrena||This is the flag of the Principi sen Patrena. Though universally selfish and fiercely independent, the Principi fly these colors to avoid inadvertently attacking one another in their quest for plunder.|
|Vailian Trading Company||Maritime flags declare a ship's origin and allegiance and are used to distinguish friend from foe on the high seas. These are the colors flown by ships of the Vailian Trading Company. Though the ducs bels are acknowledged, the scales of the Company are conspicuously placed above the five suns.|
|Royal Deadfire Company||Maritime flags declare a ship's origin and allegiance and are used to distinguish friend from foe on the high seas. This is the ensign of the Royal Deadfire Company.|
|Crookspur||This is the flag flown by vessels loyal to the slavers of Crookspur.|
|Pirate||Not an item||-|
|Rathun||Not an item||-|
||Maritime flags declare a ship's origin and allegiance and are used to distinguish friend from foe on the high seas. These are the colors of the mysterious Obsidian Order.
From Fig page:
|Maritime flags declare a ship's origin and allegiance and are used to distinguish friend from foe on the high seas. These are the personal colors of Myrlesfen the Truly Insane, captain of the Ironclad.|
|Black Isle Bastards
|Maritime flags declare a ship's origin and allegiance and are used to distinguish friend from foe on the high seas. These are the colors of the infamous Black Isle Bastards. Having turned their backs on their family names, these bastards of noble houses sought recognition, fame, and riches in the Deadfire. However, they found only death at the hands of the Watcher.|
|Maritime flags declare a ship's origin and allegiance and are used to distinguish friend from foe on the high seas. These are the colors of the wayward pirates, the Purple Foxes. While they dreamed of returning home to the White That Wends, they met their fate in the Deadfire.|
|Maritime flags declare a ship's origin and allegiance and are used to distinguish friend from foe on the high seas. These are the personal colors of the greedy and tenacious Rafiq Redbeard. Though he survived mutiny and brutal blood sport, he found only demise in the Deadfire.|
Ship types[edit | edit source]
There are four ship bases available, affecting its appearance and performance. Ships can only be swapped out while at Neketaka.
|Sail health||Hull health||Speed||Crew||Hit chance|
|Dyrwoodan Sloop||20||50||1 turn for maneuvers||5||55%||Free|
|Voyager||25||60||1 turn for maneuvers||5||55%||20,000||When the Huana of old set out on grand seafaring voyages, they did so in outrigger canoes. These multihull boats were fast and durable enough for explorers to reach the corners of the known world. The voyager represents the evolution of the outrigger design. The twin hulls provide excellent stability even in rough seas, and large triangular sails make the vessel exceedingly fast. Though it lacks the hull strength and cargo space of larger vessels, the voyager is highly maneuverable and presents a difficult target for enemy gunners. Due to a lack of dedicated gundecks, the ship's cannons are mounted on the main deck. Twin chase guns allow the voyager to engage enemies directly ahead while a single aft-facing cannon provides a firing arc to the rear.
Requires at least 5 crew to operate.
|Dhow||40||65||2 turns for maneuvers||7||60%||35,000||The dhow has changed little since its inception in the days of Old Vailia, where it performed a variety of roles from fishing vessel to warship. Its triangular sails and sleek, efficient hull strike a balance between speed, maneuverability, and durability. Its armament, while modest, is quite capable of standing up to both faster and tougher vessels. Though the design has fallen out of favor in the Vailian Republics, the humble dhow has had a resurgence in Deadfire with the arrival of the Príncipi, who sail the craft with the skill and tenacity of their Old Vailian forbearers.
Requires at least 7 crew to operate.
|Galleon||40||100||2 turns for turns
3 turns for jibe
|8||60%||100,000||This impressive ship has become the symbolic vessel of the Vailian Republics. Originally constructed as dedicated cargo craft, many early galleons fell prey to pirates and privateers. Such a ship represents a considerable investment of capital. To deal with ever-present threats, modern shipwrights have sacrificed some of the galleon's impressive cargo space to facilitate expanded gundecks, turning the vessel into a heavily armed and versatile warship. Its heavy timber hull has been likened to the walls of a castle, though such protection comes at the cost of speed and maneuverability.
Requires at least 8 crew to operate.
|Junk||60||70||2 turns for turns
3 turns for jibe
|9||70%||120,000||The junk represents a method of shipbuilding unique to the storm-beaten seas of Rauatai and serves as the workhorse of the kingdom's naval and merchant fleets. Outfitted with large, battened sails, this vessel can achieve surprising speed despite its size. The spacious hull is divided into several watertight bulkheads to prevent flooding, and each compartment houses a well-armed gundeck. The junk boasts cargo space and armament unparalleled by even Vailian galleons. Its tall hull and rigging, however, present a large target for enemy gunners, and the softwood hull affords little protection from cannon fire.
Requires at least 9 crew to operate.
|Submarine||N/A||80||2 turns for maneuvers||6||60%||The "Blade of Takōwa". Requires siding with Rauatai during The Coming Storm, obtained after completing The Final Maneuver.|
|Longship||40||50||2 turns for turns
3 turns for jibe
|5||40%||Unobtainable - ship type used by the Rathun.|
Stat table[edit | edit source]
|Name||Stats||Maneuver rate||Cannon slots||Crew slots/jobs||Supply limits||Misc.|
|Min crew size||Sail health||Hull health||Combat speed||Travel speed||Hittability||Port / Stbd||Jibe||Port||Stbd||Fore||Aft||None||Captain||Boatswain||Navigator||Helmsman||Deckhand||Cannoneer||Cook||Surgeon||Reserve||Ammunition||Medicine||Repair||Defenders||Minimum deckhand ranks||Minimum helmsman ranks||Close to board damage multiplier||Close to board defensive damage multiplier|
Click "Expand" to show legend
- Min crew size: If the ship has less crew than this, it will receive harsh penalties
- Sail health: The ship's maximum sail health.
- Hull health: The ship's maximum hull health.
- Combat speed: The number of meters this ship can move per round in combat.
- Travel speed: The adjustment to overland map travel speed when using this ship (0 is default. 100 is double the default).
- Hittability: Base percent chance to hit a ship of this type.
- Maneuver turns: The number of turns it takes for an action to complete.
- Crew slots/jobs: Number of crew members in each job this ship supports. "None" means no job. If they are in the active crew with this job, they are in the Crew Cabin.
- Supply limits: Upper limit of each supply that this ship can carry.
- Defenders: Number of defenders that can be spawned for combat on this ship.
- MinimumDeckhandRanks: The ship will move at half speed if it doesn't have at least this many ranks of deckhands assigned.
- MinimumHelmsmanRanks: The ship will have penalties if it doesn't have at least this many ranks of helmsmen assigned.
- CloseToBoardDamageMultiplier: Multiplies Close to Board damage when this ship is closing to board.
- CloseToBoardDefensiveDamageMultiplier: Multiplies Close to Board damage when this ship is being closed on.
Major upgrades[edit | edit source]
Hull[edit | edit source]
|Carvel Hull||-||Default hull type||Using a fixed plank technique which eliminates overlap, these smooth hulls require extensive caulking and support. This increases hull strength allowing for additional sail plans and masts for larger ships, while decreasing the time needed to repair damaged sections of the hull.|
|Birdshit Hull||-5% travel speed||Equipped at the start of the game if you broke your pledge to Hylea during the final act of Pillars of Eternity.||A "gift from above," this hull treatment is a sign of Hylea's displeasure. The bird dung is detrimental to the hull and provokes not-so-hushed curses from the deckhands responsible for swabbing the deck. Simply maintaining such a mess is a waste of time and resources.|
|Aedyran Hull Treatment||+5 hull health||1,000||Neketaka, Dunnage||A fine mix of practicality and extravagance, this hull treatment is the standard of the Aedyran Imperial Navy. Polished with an oil extracted from the internal glands of lagufaeth and reinforced with copper rivets, this hull is designed to withstand the rigors of prolonged journeys while exuding Aedyran class.|
|Warship Reinforcements||-2m Combat Speed
+15 Hull Health
-2% Travel Speed
|3,500||Neketaka, Dunnage||Additional support beams within the hold, coupled with iron bolts, provide resilience against splintering and improves the integrity of the entire hull. The extra weight displaces more water, slightly limiting of the speed and maneuverability of the vessel.|
|Bardatto Hull||+5 hull health
+2% travel speed
|5,000||Reward for completing A Sinking Feeling||Support beams, crafted from the wood of several delemgans, allow for a lighter weight system which allows the ship to sit higher on the water. While the construction process is illegal in many ports, the design is sturdy and light, allowing for greater maneuverability in the ocean.|
|Improved Warship Reinforcements||+15 Hull Health||7,500||Additional support beams within the hold, coupled with durgan steel bolts, provide resilience against splintering and improves the integrity of the entire hull. The lessened weight of the durgan steel offsets the extra weight of the additional supports.|
|Merchant's Hold||-||9,000||Several interior beams and supports can be removed from the hold of a ship while allowing it to remain seaworthy. Although the design weakens the hull integrity slightly, it is favored among some merchants and explorers, allowing the ship to maximize the weight of the cargo it can carry.|
|The Red Dream||-10m combat speed
+40 hull health
|16,000||Dunnage||At the height of his power, the Grand Vailian emperor Matenici III commissioned his royal shipwrights to build him a vessel that could not be sunk. Try as they might, the greatest engineers, craftsmen, and artisans in the empire were unable to deliver on such a demand. As failures mounted, so thinned the emperor's patience. Eventually Matenici implemented a policy of executing those he deemed responsible for repeatedly failing to carry out his will, a crime he equated to high treason. Shipwrights began to refer to the cursed project as the "Red Dream of Mad Matenici."
The decades-long venture ended with the emperor's untimely death by the hand of his chief minister. While ultimately unsuccessful, the project did yield substantial advances in the field of hull reinforcement. Contemporary shipbuilders call the construction method the "Red Dream" in acknowledgement of the blood shed by their forbearers.
There are rumors of a pirate captain sailing a ship by the name of Red Dream within the waters of the Deadfire as well. Whether this is true or merely another sea story remains to be seen.
|Boneframe Hull||+5m combat speed
+5% travel speed
|25,000||Neketaka||Reinforced with structural supports and bolts, both crafted of troll bone, these hulls are miraculously easy to repair. The lightweight bone allows for increases in speed and maneuverability.|
|Blackwood Hull||+15m combat speed
+15 hull health
+5% travel speed
|64,000||Neketaka||Blackwood trees are exceedingly rare. The corrupted trees are only found among the shadowy groves of the mênpŵgra. It is said the enigmatic Rathun Raiders use blackwood in the construction of their terrifying longships. A blackwood hull, coupled with durgan steel reinforcements, is not only exceptionally light but nearly as hard as stone. There is no sturdier timber in the Deadfire.|
|Infested Hull||-||Permanently equipped to The Floating Hangman||This hull is a casualty of hard wear and dangerous neglect. Wood rot has spread throughout. Shipworms have burrowed a labyrinthine tunnel system from end to end. The weight of barnacles alone would threaten to drag down a lesser ship, but this one holds together by some anomaly of magic, nautical engineering, or both.|
Sails[edit | edit source]
Affect travel speed and sail health.
|Linen Sails||-||Default sail type||The most common sail on the sea. The linen sail has been in use for generations the world over. Woven from flax, linen sails are sturdy but a bit heavy. Many captains prefer the reliability coupled with the steady supply of this sail.|
|Birdshit Sails||-5% travel speed||Equipped at the start of the game if you broke your pledge to Hylea during the final act of Pillars of Eternity.||These linen sails have been caked with the droppings of a multitude of seabirds. The crew aloft complains unendingly about the mess - and the smell. The drying shit weighs down the sails and interferes with proper reefing and unfurling.|
|Sails of Berath||+5m combat speed
-2 sail health
+5% travel speed
|500||Scavenger Hunt reward, or Well-traveled Supplier||These grim sails are adorned with the symbol of Berath, god of the cycle of life and death. They are surprisingly lightweight and catch even the slightest breeze, as though compelled to draw the ship inexorably forward to whatever fate awaits.|
|Cottonweave Sails||+5m Combat Speed
-2 Sail Health
+5% travel speed
|1,000||Port Maje, Neketaka, Dunnage||First invented by the Rautaui, the cottonweave sail is lighter than its linen counterpart. This makes it ideal for larger sails and relatively inexpensive to create.|
|Vithrack Silk Sails||+5 sail health||1,250||Neketaka, Dunnage||Pure vithrack silk sails are a rarity, so many sails of this type are a master-crafted weave of cotton and vithrack silk. The adhesive nature of the silk aids crew members climbing in the rigging, allowing for faster jibing and tacking. The silk also increases the overall strength of the sail.|
|Trollstitch Sails||+10 sail health
+5% sail speed
|2,250||Dunnage||These linen sails are reinforced with braided troll hair fiber, increasing the overall strength. The extra weight makes it more difficult to jibe and tack, lowering the ship's maneuverability in combat. The regenerative properties of the troll hair add considerable durability to the canvas and riggings.|
|Valera Sails||+5m combat speed
+5 sail health
+5% travel speed
|4,500||Reward for completing A Bigger Fish||Before becoming privateers, the Valera family were proud sail-makers. Valeran sails were known for using a strong, but light, combination of linen and cotton that did not sacrifice speed for durability.|
|Palm Sails [SWP]||+20m combat speed
-7 sail health
+20% travel speed
|8,500||Neketaka, Dunnage||These sails are made of flexible, lightweight palm leaves often used on Huana war canoes. They might not endure a beating from enemy fire, but they catch the wind with a mighty snap that promises to speed a boat away from danger.|
|Gulskin Sails||-5m combat speed
+30 sail health
|9,000||Splintered Reef||These rare sails require the hides of dozens of guls, cured in a solution of luminous adra before being painstakingly stitched together. It is said the sails tend to unexpectedly stir or twitch, even on a windless night. Whether truth or sailor's tale, these macabre sails are highly prized by infamous pirate captains. They have an uncanny ability to take a beating, as well as strike fear into the hearts of the sailors they are hunting.|
|Stormwind Sails||+15m combat speed
+15% travel speed
|12,500||Dunnage||These sails are rumored to be crafted by a secretive group of elven animancers out of Revua, in the Vailian Republics. The rumors hint at some process that requires primal wind, an enigmatic energy associated with storm blights. The technique for crafting these sails is a closely-guarded secret, but the sails themselves have become quite popular among smugglers and wealthy merchant captains.|
|Mageweave Sails||+5m combat speed
+5 sail health
+5% travel speed
|18,000||Neketaka||The archmage Minoletta first designed the mageweave sail as a gift to a former companion, Jhorius Mastermate. While expensive, the process has been replicated by several wizards and these prized sails have become popular within the elite of the Aedyran Navy.|
|Dragonwing Sails||+10m combat speed
+15 sail health
+10% travel speed
|40,500||Neketaka||Despite the name, these sails are usually crafted from the wings of large drakes. Exceedingly rare and equally costly, these sails are unmatched in durability.|
|Ragged Sails||-||Permanently equipped to The Floating Hangman.||These sails are torn to the point of uselessness and hang on the masts like funerary shrouds. It's a mystery how they catch the wind, much less hold an approximate shape. In spite of appearances, they cling to their function with a Death Guard's relentlessness.|
Guns[edit | edit source]
Affects damage dealt to enemy ships. Unlike sails or hull, these can be purchased and replaced individually.
|Dyrwoodan Hog Nose||4-7||150m-400m||3 turns||1,000||Equipped to The Defiant on start. Port Maje, Neketaka, Dunnage||This type of cannon was made popular during the final years of the War of Defiance. It is inexpensive to construct, lightweight, and reliable. The short, broad barrel earned its derisive nickname from Aedyran commanders on both land and sea. Lord Commander Sigfryd Rulth, of the Aedyran Overland Regiment is famously quoted, "I am unsure which is more stubborn - a Dyrwoodan fighting his betters, or the hog nose he fights us with."
The range of the hog nose is limited, but its light weight is advantageous to a ship's overall speed and maneuverability.
|Aedyr Channel Gun||4-7||350m-600m||4 turns||1,125||Neketaka, Dunnage||Guns such as these are deployed in great numbers along the Aedyran Straights of Jölska, where numerous coastal forts defend the network of waterways from pirate raiders and enemy ships. It is a more complicated device than its Dyrwoodan contemporaries and takes longer to reload but can engage targets at much longer range. While not designed for use aboard ships, the gun has proven a capable maritime weapon in the Deadfire nonetheless.|
|Iron Thunderer||6-9||200m-500m||4 turns||1,200||Port Maje, Neketaka, Uto's Gunsmithy, Dunnage, Reward for The Shipwright's Plight (at a 200cp discount)||The Iron Thunderer demonstrates numerous advancements in cannon construction made necessary by constant seaborn conflict in the Deadfire. The gun boasts superior range and firepower to those of similar Dyrwoodan weapons. Its ammunition, while heavier, is not overly cumbersome for gunnery crews. Its versatility and reliability have made the Iron Thunderer the staple naval gun of the region.|
|Haeferic's Nose||8-11||200m-600m||4 turns||1,500||Acquired after first visit to Neketaka, only if you bound the souls to the cannons in Durgan's Battery during The White Forge in The White March - Part I.||Taken from the halls of Durgan's Battery, this dwarven cannon was never intended for use on the high seas. It fires heavy iron shot over a vast distance and is capable of inflicting great damage to enemy ships. The ammunition is cumbersome, however, and the weapon's prodigious bulk prevents use of a traditional gun carriage. This makes reloading an arduous affair. Adjusting aim with the gun is time-consuming, so it is generally calibrated to fire at a fixed distance, which requires a target to be within a narrow optimum range.|
|Imperial Long Gun||6-9||300m-600m||6 turns||1,650||Neketaka, Dunnage||As the standard artillery piece of the Aedyran Imperial Navy, the Imperial Long Gun has proven to be a highly effective, if specialized weapon. Its long barrel and innovative pitching gun carriage gives the cannon an impressive reach but limits its ability to fire at nearby targets. This drawback is in line with Aedyran naval doctrine, which emphasizes engaging enemy vessels at long range with precise fire.|
|Royal Bronzer||8-11||150m-400m||5 turns||1,800||Uto's Gunsmithy||Engineered by the Rauatai during the mid-2700s, the Royal Bronzer was equipped with a longer bore to stabilize fire and use the full potential of the explosive power of the gunpowder.
While these cannons are traditionally found on ships of the Rauataian navy, some were gifted to the newly rechristened Royal Deadfire Company after the Rauataian government put their full support into the company in 2814.
|Submarine Cannon||8-11||150m-400m||5 turns||1,800||Permanently equipped to the Blade of Takōwa.||This cannon is the pinnacle of Rauataian nautical technology. Made of precisely-machined brass, the gun is immune to rust and unlikely to corrode. By necessity it is a breechloading weapon - the first of its kind - which allows the gunnery crew to reload the gun from without the safety of the submersible, though the ship must be surfaced to fire. A watertight muzzle cap keeps out the sea while the vessel is submerged and a lensed gunsight allows a cannoneer to accurately engage targets at long distances.|
|Vailian Hullbreaker||10-13||0m-250m||4 turns||1,900||Port Maje||Favored by wealthy merchants and smugglers, these cannons are designed to prevent boarding. While at long range, a vessel armed with hullbreaker cannons is at distinct disadvantage. At close range the hullbreaker is without equal. Some of the most daring captains have been known to tuck tail and flee after taking a single broadside from these devastating cannons.|
|Double Bronzer||12-15||250m-350m||8 turns||2,100||Neketaka, Dunnage||The naval engineers of Rauatai developed this twin-barreled naval gun in an effort to maximize the number of guns a ship could carry. While both barrels fire relatively small shot, the combined impact of both projectiles produces damage no single-barreled weapon can match. The weapon has limited range and is laborious to reload, even for a trained gun crew, but its effects are devastating. Adjusting aim with the gun is time-consuming, so it is generally calibrated to fire at a fixed distance, which requires a target to be within a narrow optimum range.|
|Wyrmtongue||6-9||0m-400m||5 turns||3,000||Neketaka, Uto's Gunsmithy||The recent rediscovery of the alchemical formula for Magran's Breath, an ancient Engwithan form of liquid fire, has allowed the production of new and devastating weapons. Artillery foundries developed this cannon for naval use, as fire is particularly dangerous aboard a ship. Primed with a concentrated mixture of Magran's Breath and runepowder, the gun fires cannonballs wreathed in flame. This prototype has inferior range to most shipboard guns, but up-close it is capable of setting entire decks, riggings, and crews alight with nigh-unquenchable flame.|
|Magranite Firethrower [SWP]||6-9||0m-75m||2 turns||3,000||Neketaka, Dunnage||This marvel of engineering spits a stream of ignited oil at enemy ships, which makes for a devastating surprise to any close-range attacker at sea. Early experiments with firethrowers yielded mixed results, as human or mechanical error often resulted in uncontrollable conflagrations consuming any ship brave enough to wield the volatile weapon. More recent designs have reduced the element of risk and incorporated much-needed safety features.|
|Rathun Fireshot||9-12||0m-400m||3 turns||Cannot be obtained||Using Firecaller magics, this fearsome dragonhead prow spews deadly fireballs at the enemies of the Rathun, setting fire to sails and timbers.|
Minor upgrades[edit | edit source]
Most minor upgrades only affect the speed of your ship both in and out of combat.
Helm[edit | edit source]
|Standard Helm||-||Default helm||This wooden ship's wheel utilizes a system of ropes and chains to control the position of the rudder, which provides the vessel with basic maneuverability. It takes a talented helmsman to effectively pilot a ship, and this is the tool of their trade.|
|Ymyran Steel Helm||+5m combat speed||14,000||Neketaka, Dunnage||Crafted from the finest woods and Ymyran steel, this helm and rudder upgrade increase the maneuverability of any vessel.|
|Lurker Helm and Rudder [SWP]||+5m combat speed||14,000||Neketaka, Dunnage||Traditional wood is a staple of maritime engineering, but some shipwrights have taken to using the bark of vine lurkers whenever possible. The material is flexible, hardy, naturally weatherproofed, and oozes a unique sap that lubricates for easy steering. The only problem is harvesting the raw materials.|
Lanterns[edit | edit source]
|Standard Lanterns||-||Default lanterns||Lanterns are vital to the crew during night watch, both to provide visibility as well as to prevent collisions with passing ships.|
|Scavenger's Lanterns||+5% travel speed||4,000||Scavenger Hunt reward, or Well-traveled Supplier||Illicit maritime salvagers often do their business under the cover of darkness. Lanterns such as these focus a modest amount of light in a specific direction, allowing vessels to move stealthily.|
|Arcane Lanterns||+10% travel speed||8,000||Neketaka, Dunnage||Powered by enchanted stones, these lanterns provide ample illumination while sailing at night, providing increased visibility. They require neither flame nor oil, and "burn" with a powerful, cool light.|
| Blight Lanterns
|+10% travel speed||8,000||Neketaka, Dunnage||An erratic fire leaps violently against the glass of this lantern. Dispensing with the traditional oil and wick of most naval lights, this vessel is actually a small prison containing a single flame blight. Distressed and frustrated, the blight concentrates its escape attempts against the only visible aperture: the window, which makes for a most effective beam to light the way.|
Anchor[edit | edit source]
|Standard Anchor||-||Default anchor||This common, iron anchor is used to tether a ship to the seabed to prevent it from drifting. Its considerable weight, vital for its task, is a detriment to a vessel's speed but a necessary burden all the same.|
|Ymyran Steel Anchor||+5m combat speed
+5% travel speed
|18,000||Neketaka, Dunnage||Crafted from lightweight Ymyran alloys, this anchor lowers the weight of the ship allowing for better speed and maneuverability.|
| Living Steel Anchor
|+5m combat speed
+5% travel speed
|18,000||Neketaka, Dunnage||Though mundane steel anchors are the maritime standard, those who can afford anchors of living steel are less burdened for using materials infused with soul essence. Ships incorporating living steel are more maneuverable without sacrificing functionality.|
Miscellaneous[edit | edit source]
|Captain's Quarters||3,000||Neketaka, Dunnage||Upgrades the cabins of the captain to be more luxurious.|
|Menagerie||3,000||Neketaka, Dunnage||A pen created to house all of the extra pets that can't be taken on adventures.|
Gallery[edit | edit source]
|Ship duel close graphic|
|Interface top-down view|
|World map (day)|
|World map (night)|
Behind the scenes[edit | edit source]
- Ship upgrades that don't seem to be used in-game include:
- Fishing Net - perhaps used to gain food for the crew while out at sea.
- Deep Water Capable - Given to you by Zamar. Possibly indicating that there were plans to limit travel through deep water? Likely just a quest flag. Needs verification
- Trophies: Arkemyr's Storybook, Ship in a Bottle, Explorer's Globe.