Ship Mob Factions

Ship Mob Factions can be broken into 3 groups. Good, Evil and Fae Crabs. Good MF's can help you fight off Evil MF's if they are near your ship when trouble strikes.

How do we get MF's? If your ship is out of combat for 10 minutes one of the evil MF's will spawn somewhere on your ship. Your deckhands don't get paid enough to fight them, so instead they will run and hide and shout all about it letting you know something is afoot. Be mindful of the timer. It can happen that your deckhands don't notice the MF for a while, and before you know it you have lost control of the situation!

Good MFs

Sea Griffins
Griffons will appear from time to time near your ship. They are identifiable by their yellow color on the map. You will notice that your ship has gained a speed boost.

They will often land on your ship and lay eggs. If this happens, they will fight aggressively to protect their young from other hostile creatures.

A serpent hunter can dismiss this mob faction, Ship Dis Griffon

Emerald Kah
Emerald Kah will appear at random and circle your ship, they can help fight MF's but will not do so unless you ask them. To gain their help, one player must be in combat and another must shout HELP from the crows nest. When there is nothing more to do, they will jump off the ship and either circle you again or “ride the bow”. This will give a massive speed boost.

A serpent hunter can dismiss this mob faction, Ship Dis Kah.

Evil MFs

Ruby Kah
If your ship gets rammed by a serpent a few times and appears to be beyond saving once per day, you will spawn Ruby Kah. They are both helpful and dangerous. It is possible but rare that they may spawn after 10 minutes of no combat.

****Serpents will not attack you while they are on board. This allows you to repair your ship and get back in the fight.****

Ruby Kah will attack you if you do any of these things.

  • A player above deck casting a spell
  • A player above deck moves with fish or meat (put meat/fish in a container or drop it)
  • A player above deck breathes AT ALL - move slowly!
  • A player above deck that shouts
  • A player above deck firing a gun
  • A player above deck in a room with 4+ players
  • A player mounted

If they detect you doing any of these things, they will drag you into the rigging and very likely kill you.

You can get rid of them by killing them or forcing them to leave. To force them to leave, get below beck and fire your guns at whatever serpent is near. Once you hit the serpent 10–15 times, you will be prompted that the Ruby Kah have left.

Tips to defeat Ruby Kah

  • Do not use a form bigger than 3 people or they will attack you.
  • Move slowly.
  • Do not cast unless you are fighting.
  • Take your time. It's difficult but not impossible to defeat this MF.

Night Sirens
As the name implies this MF will only spawn at night. They will instantly kill male players! However, you will get a warning before they board the ship so male players can run and hide below deck. (it is rumored if you can't see them, they can't bewitch you). ***Spoiler***it's not a rumor! Blind yourself if there are no female players around to help you. Sirens tend to hang out on the bow of the ship.

Sea Rams
Sea rams will circle your ship before attempting to ram you. If you head directly into the pod of searams or directly away there is a chance they will board instead of ram you. Ramming you will cause light damage to your ship. Once aboard, this MF will damage your ship over time. You will notice red patches in the ocean before they board you.

When you kill a sea ram there is a chance of spawning baby sea rams who will immediately leave the room and try to head below deck. To prevent them from accessing the hold and causing damage, keep your hatches closed. If they make it below, they will head to the hold and try to burrow out, damaging your ship.

Sea Termites
Termites are one of the more hazardous MFs to ships. The queen will sneak aboard and find an area she can quietly start spawning workers. You will only be aware of their presence once they start spreading and eating your ship; Only at this time will you start seeing messages of their presence. They can totally destroy your below deck rather quickly if left unchecked. You will not be able to have workers pump; they will be too scared.

Find and kill the queen ASAP!!!! The longer she's alive, the more termites will spawn. Once a termite is attacked instead of workers, guards will start spawning. Workers will not track you if you flee from them. Guards, on the other hand, will. They have more HP and higher DPS so once again, find and kill the queen ASAP. Once she's killed, you can mop up the rest of the termites.

Fire moths
Fire moths are another MF that only appear at night. Initially, they will head up into the rigging. They will destroy your sails fairly quickly. They are very predictable and fairly easy to defeat.

Fire moths can spawn babies when they die, but the good news is they are easy to kill. If not engaged right away, the baby moths will head to the deck. They are ironically afraid of heights. The babies can also wander below deck, so keep your hatches closed.

Aquoderms
Aquoderms can be one of the most challenging MF's to defeat. They will initially board your ship in low numbers and head below decks. The trouble starts if one of them makes it to the crows nest. If this happens, they will call for more aquoderms. You will see this and might be your first indication they are on your ship if you missed the first message.

The very first thing you should do once aware of their presence is to shield all the rooms up the main mast to keep them from the crows nest. Check back often to make sure they have not made it to the crow's nest. These beasts will get stronger every time they defeat a player, so try to stay alive!

They can be killed anywhere on the ship, but a good tactic is to trap them in the hold and close the hatches. This tactic is especially useful if you have many aquoderms on board. Open and close the hatch until one moves into your room and kill them one by one.

NOTE: Aquoderms will drop "An aquoderm's lung", used to cast breath under the ocean

Kraken
Kraken consists of two parts, the head and the arms. The head of the Kraken will not move, and the arms will only spread a couple of rooms away in any direction. Kill the arms before attempting to kill the head. When you attack an arm it will attempt to drag you towards the head. If it does, flee and attack a different arm.

NOTE: The Kraken head will drop "A Kraken's swim bladder", used to move quickly under the ocean.

Fire Sticks
Fire sticks are very aggressive and will attack on sight. If you cast a spell in the same room, they will explode and set fire to your ship. This should be avoided.

They will not damage your ship unless they explode, so they can safely be ignored for a time if needed. They move in formation, so it is a good idea if you have too many to handle to trap them in the hold and let them out slowly and kill them with melee.

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