MidgardPlus

New in 1.56

Living Water

The sea comes alive, and something big lives in it.

The Kraken, octopus swarms, wrecks with loot and survivors, Sea King raiders, rogue waves and whirlpools. Everything here starts off. The name in brackets is the setting to ask your admin for.

The Kraken

  • It rises late: far out on the ocean, late in the game, the Kraken comes up and fights your ship with water jets, slams and dives.Setting: Living Water
  • Cut her free: it wraps the hull, and you hack the tentacles to get loose.
  • It comes looking: with Sea gets busier on, the Kraken only rises on its own late in the game after a long time at sea. Bait still calls it any time.Setting: Sea gets busier
  • Hulls hold up: a ship only sinks when her hull hits zero, and the Kraken goes easier on hulls, so a plated longship can last the fight.

Deep water

  • Octopus spawn: small octopus swarm deep water.
  • Wrecks: wrecks drift with loot, and survivors you can pull aboard.
  • Calm trips: a quick trip stays calm, with jumping fish, shoals by the boat, gulls over wrecks and the odd whale.
  • Busy voyages: stay out longer and Viking traders and fishing boats come by to trade, then octopus swarms, raiders and serpents.

The sea gets busier

  • Sea time: every ship builds up sea time on deep water, faster far from land and as more bosses go down.Setting: Sea gets busier
  • Home is calm: sea time drains away near shore or in your harbour, and a note in the corner tells you when the sea grows restless.
  • Early on: before Bonemass the sea never gets past busy.

Sea King raiders

  • They hunt you: once Bonemass is down, raider karves and longships chase your ship, shoot, ram, hook alongside and board.Setting: Sea King raiders, Living Water
  • Board them back: take their ship and the hold is yours.

The sea fights back

  • Rogue waves: long voyages after Bonemass bring rogue waves you see coming. Take them on the bow.Setting: Sea hazards
  • Whirlpools: sail out of them. Each hazard has its own frequency setting.
  • Ice and wreckage: floating wreckage, and drift ice in cold seas, holes a hull that rams it fast.
  • Waterspouts: after Moder they twist up in storms and pull at anything close.

Longship upgrades

  • At the mast post: iron or kraken plating, a tarred sail, a sea chest, a bow ballista and an iron ram.Setting: Living Water
  • Want your own ship: the Shipyard builds one plank by plank. See the Shipyard page.

More new in 1.56