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Captain's Quarters

Every player ship has a hidden captain's quarters below deck — a small private room with three chests, reached through the ship's hatch. Stash the loot from a voyage where boarders can't grab it off the deck, duck out of sight, set a trap for anyone who follows you down, or — if you've cleared an enemy crew — climb into their quarters and plunder it.

NPC ships are unaffected — their hatch is still just a loot chest. The captain's quarters are a player-ship feature.

Going below

Stand anywhere on your ship and use any of these — they all do the same thing:

Way How
Hatch (double-click) Double-click the deck hatch.
Hatch (context menu) Single/right-click the hatch and choose Captain's Quarters.
Command Type [gobelow.
Boat menu Click CAPTAIN'S QUARTERS in the ship (VESSEL) menu, next to EMBARK.

The command and the menu button always use the ship you're standing on — so an old boat menu left open from another vessel can never drop you into the wrong quarters.

There's no cost to go below.

Coming back up

The quarters have a ladder at the far end. Double-click it and you climb back up to your ship's deck — even if the ship has sailed on while you were below.

Sailing while you're below

  • The ship keeps its heading. Whatever direction the ship was sailing when you went below, it keeps sailing — it won't stop just because the captain stepped away from the deck.
  • You can't give new steering orders from below. Forward, turn, stop and the like only work from the deck — climb back up to change course.
  • Your ship abilities still work. You can fire the ship's abilities from the quarters (drag-a-line cannon shots still need the deck) — handy for arming a trap before a raider drops in after you.
  • You're still "at sea" for talents. Your Ocean-tree bonuses stay active while you're in the quarters.

Who can go below

  • You and your allies (party / guild / alliance) can descend any time.
  • An enemy can only descend once every one of your deck crew is dead — then the quarters are theirs to plunder. So your crew are the lock on your cargo.
  • You can't duck below while in combat.

The dangers

  • If your ship sinks while you're below, you drown — you're killed and wash ashore in town, and everything in the quarters goes down with the ship. Keep an eye on the hull.
  • The quarters are lawless, like the open sea — full PvP. If a raider clears your crew and climbs down, it's a straight fight.
  • No escape by magic — it's a closed room. You can't recall, gate, or teleport in or out of the quarters, and you can't mark a rune down there. The only way in or out is the hatch / ladder. So a cornered captain can't recall to safety, and a raider can't recall away mid-plunder — whoever's down there settles it there (or rides the ship down). You're never stranded, though: the ladder always takes you back to the deck, and sinking or dry-docking puts you ashore / on the dock.
  • A raider in your quarters pins your ship. Just like an enemy on the deck, a non-friendly player or pet in your captain's quarters stops the ship from moving — and it stays stopped even if you climb back to the deck. If you're below and a raider follows you down to loot, you won't be able to sail away until the quarters are cleared. Deal with them, or you're dead in the water.
  • You hear them coming. While you're below, you'll be warned — "You hear unfamiliar footsteps on the deck above..." — the moment a stranger boards the ship above you, so you're never caught completely unaware. Anyone in your party/guild/alliance is "familiar" and triggers no warning.
  • Plunderers can take as long as they like and make multiple trips to haul out a full quarters — there's no timer.

Taking on water

When your hull springs a leak (it drops past 75% / 50% / 25% health) two puddles appear — one on the deck and one in the captain's quarters below. Each puddle slows the ship 10%, so a badly flooded hull wallows. Double-click a puddle to bail it (you're frozen for a few seconds while you scoop the water out); bail both — deck and below — to get the full speed back.

Stashing & recovering loot

  • Drop items into the three chests to keep them off the deck.
  • The chests keep their contents across a server restart, tied to your ship — log back in after a restart and the loot is still in the quarters, ready to climb down to. (It's tied to the ship, so the same chests come back to the same hull.)
  • If your ship sinks, the quarters loot goes down with it — restart or not, a sunk hull's chests are gone for good.
  • Dry-docking the ship at a Dockmaster empties the chests onto the ground at the dock for you to pick up — the same way the ship's hatch loot is handled today.
  • If you log out in the quarters, you'll return where the ship is when you log back in — even across a restart, the ship climbs you back onto its deck. If the ship was sunk while you were offline, it's gone — use the Help → Stuck option (or recall) to get back to town.