Player owned ports - a STARTERS guide
Table of Contents
- 1.0 - Introduction
- 2.0 - The basics
- 3.0 - Ship upgrades
- 4.0 - Port building upgrades
- 5.0 - Random event rewards
- 6.0 - Regions
- 7.0 - Credits
1.0 - Introduction
Player owned ports, it is a minigame introduced in runescape about a week and a half ago (on december 11th '12), and it is time for a guide to get all those who haven't started yet started.
Up front: The requirements to start managing your port are high. You need at least 90 in one of the following skills:
On a note: There are other skill requirements to making the reward items. E.g. 90 smithing for tetsu and fletching requirements for scrimshaws. Luckally you can play the minigame and gather the resources without the requirements for making the reward items.
So, you are at least 90 in one of the skills mentioned above, and you wanna try this thing out? This is where you go:
Fig. 1: Starting entrance for player owned ports
Some possible ways to get there (the first three are recommended, the last two are for lower levels who happen to have one skill 90+):
- Via your own planted spirit tree
- Lodestone network - port sarim teleport
- Cabbage port - explorer's ring
- Walk from falador
- Walk from draynor village, get there via amulet of glory
So, after the tutorial you can immediately do two things: 1) speak to meg, and 2) buy port resources from the black marketeer.
Meg is a D&D which resets every week. You have to answer three of her questions after which she wil vanish. After the reset (every wednesday) she comes back with the results of her adventures, and gives you a reward according to how helpfull your answers were. She can be found south-west of the portal.
The black marketeer can be found north west of the portal, and sells port resources for RS gp. Since it is never is bad to have more port resources it is advised you buy his goods EVERY day, since you can only buy his goods once a day. It is explained later, but you should set your captains to search the highest region they can before the reset at midnight, because then the marketeer can sell you higher lvled goods.
2.0 - The basics
What does this minigame essentially mean? It is easy: You send out ships with crewmembers to complete missions, and in return (should you succeed) you obtain materials which you can use to upgrade the port, crew and ship. However, all is not that simple. Your ship and crewmembers each have three distinct skills, and a fourth complementary one, being:
- Complementary: Speed
Fig. 2: Required voyage stats - ps. don't worry about the high reqs shown, for starters they are way lower.
As you can see in the figure, you can get a voyage which requires only one skill, but higher stats in that skill. It is also possible to get voyages which require stats in two or even three of the distinct skills. A speed requirement is not possible, speed only affects the time the voyage takes. Each voyage has a base time it takes to complete, which is determined by the type of mission (e.g. regular, scroll mission or trade good mission) and the region where the voyage is in. For this is only a beginners guide I will not cover all the regions, suffice to say that you unlock new regions when you complete voyages, and these regions are further away and thus have a longer base traveling time.
Different regions also offer different port resources and different crewmembers. The later a region is unlocked, the better the crewmembers from there are, and the better the shipupgrades are which you can buy with the port resources from that region.
There are a few ways to get better skill stats to meet the requirements for your voyages. These are:
- Hiring better crew members
- Leveling up your current crew members
- Crewmembers with traits (inherent, or obtained via voyages)
- Random bonusses
- Upgrading your ship
- Upgrading buildings which boost your ship's stats (shipwright)
- The first one is easy. If you unlock a new region, you also unlock the ability to hire the crewmembers from that region, which posess higher base stats then crewmembers from lower regions.
- The second one is easy as well. If you send out crewmembers on a voyage they gain xp, and at some point they level up. When they level up, their stats increase by 10% of their base stats. This means if you have a crewmember with 0 morale, 0 seafaring and 70 combat, if they level up they will gaint +7 combat (10% of 70). When they level up again, from lvl 1 to 2, they will still only gain 7, since the base stat is unaffected.
- The third one - traits. These are sometimes already shown before hireing the crewmember, but usually they only show after you've hired the crewmember. They can affect your crewmember in positive as well as negative ways. For a list of these traits I refer to other guides e.g. runescape wiki.
- Fourth one, random bonusses: As the name states, these are random. They do not show before you've hired a crewmember.
Fig. 3: Ways to get a higher stat in a skill
When you first start, you need to hire yourself a crew, this can be done in the crew roster interface:
Fig. 4: Crew roster button and interface
In this interface the crew members that are in your port and for hire at that moment are shown. Each day you get 15 rerolls, which you can use to roll for a new crewmember, upon which the ability to recruit the previous crewmember is lost. You can do this by clicking the green round button in the upper right corner for each crew member. Also every day there is ONE captain in your port for hire. This is important because you cannot sent a ship without a captain.
So, to start travelling, you first need to hire a captain and a crew (each ship consists of 5 crewmembers and one captain, alongside a ship). The total stats for each ship are a combination of your ship's stats, your crew's stats and certain modifiers. You want to come as close to the required stats for the mission as possible to have the highest chance to complete the mission.
For missions the following counts: The chance of succes is equal to the lowest required stat you have. So say you have 50% morale, 89% combat and 97% seafaring, your lowest filled stat is morale with 50%, and your chance of succes thus is 50%. In this sense, it is best to try to meet requirements evenly, meaning you fill all up as much as possible, but around the same value (e.g. 75%, 73% & 81% - if you have a 3 skill voyage).
For the stats of possible crew members for your region I redirect you to rswiki: http://runescape.wik...ayer-owned_port
I suggest the following crew set-up (remember, this is just for starters):
- 2x good captain
- 5x crew member with best possible stat in morale
- 5x crew member with best possible stat in combat
- 5x crew member with best possible stat in seafaring
- 10 specialists, meaning crewmembers with inherent traits which help with certain missions.
I really want to state clearly that these ten crewslots are not that important (except for the first mate) for lower regions. It is better to save resources than to waste them I'd say.
In the beginning, you will not be able to get this set-up, so two or three of each will have to suffice.
So, now you have your captain, your crew and a ship. You can now select a mission and tweek your crew according to the mission stats, and hit send voyage!
3.0 - Ship upgrades
So, in the previous section you hired a crew. This is important, if you are just starting. However, ship upgrades give you more worth for your goods (at least for lower regions)! Since obtained goods are limited (limited goods per voyage, limited voyages per day) it is wise to use them carefull.
There are four important ship upgrade hotspots, and a fifth one which only affects speed - which is not really relevant when just starting.
These hotspots are:
- Rams/Figureheads (bonus to Combat or Morale)
- Deck Items 1 (bonus to Combat, Morale, or Seafaring)
- Deck Items 2 (bonus to Combat, Morale, or Seafaring)
- Hulls (bonuses to Combat, Morale, Seafaring, and Speed)
- Rudders (bonus to Speed)
Of these four relevant upgrade hotspots, there is an order to which is most usefull:
- Deck items 1 & 2 - if you upgrade an item in deck items 1, it automatically unlocks in deck items 2. So you get two items for the price of 1! And you can use these deck items on every ship at the same time, so the more ships you have, the better this one becomes. Always upgrade your deck items whenever you have the chance.
- Hulls - After deck items, the hull upgrades give you the most extra stats for the goods you pay for them
- Rams/Figureheads - These upgrades are on par with upgrading your crew, and are limited to only combat and morale as well, so when you have upgraded all the Deck items and hulls, it is time to start upgrading your crew, and depending on the situation the Rams/Figureheads.
4.0 - Port building upgrades
If you are just starting, there are only four port upgrades that are worth your while (very low cost vs decent gains):
- Upgrade your bar to a refitted bar (higher chance of better crew members)
- Upgrade your office to a refitted office (gives you an additional ship slot!)
- Upgrade your shipwright to a refitted shipwright (Ship's stats boosted by 2%)
- Upgrade your warehouse to a refitted warehouse (bonuses to gained rewards)
For the possible building upgrades I link for rswiki again and again and again: http://runescape.wik...d_port/Upgrades
5.0 - Random event rewards
After you complete a voyage, it is possible to get a random event. I will refer to rswiki again for how to complete these random events (click here), but I will cover the rewards here:
Fig. 5: Random event rewards
As you can see in the above figure, there are a few rewards that affect your ship. Other than the rewards shown above, you can also get a captain reroll, special voyages reroll, regular voyages reroll or crewmember reroll. This means that you can gain stat boosting items, or items that increase the number of rerolls you have a day from these random events.
The captain reroll, special voyage reroll and regular voyage reroll rewards are quite straightforward. You can reroll the visiting captain, you can reroll the special voyages you got that day (even after you've already completed all your special voyages, thus increasing the number of special voyages), and increase the number of regular voyages.
The other rewards are easily understood from figure 5 I think. The upper row are ONE TIME affectors of your stats. The lower row are items which affect your ship indefinitely - the lifeboat lowers the chance of crewmember death, and the other two are clearly shown in the figure.
6.0 - Regions
Regions: As you travel more distance (every trip you gain distance), you get closer to unlocking the next region. In this next region you can get different resources/goods with which you can buy better crew members and ship upgrades. However, the voyages to these better regions also take longer, and the required stats are also raised!
After you have unlucked the skull region (first unlockable region), you can open the port management:
Fig. 6: Port management interface
In the port management you can select the region you want missions for (sometimes you wish to not do the highest region you can go to because you are in need of lower resources or you want to level up your crew with lower leveled voyages)
And also you can select which scrolls to look for - which you need to make the possible rewards.
Also, if you get to the higher regions, the voyage time is thus high that you can not complete only voyages in the highest region. You will have to do a few high lvled voyages and then switch back to the quicker, lower lvled voyages (lower regions).
Allright, a quick word on regular en special voyages:
Regular voyages - you have a limited amount of rerolls, which means a limited amount of voyages per day. It is best to complete the lower leveled voyages first, to level up your crew and gain resources to upgrade your ship/crew. At the end of the day, do the harder missions.
Special voyages - the more skills you have 90+, the higher the chances of getting these (more possibilities). If you have more than 1 skill 90+, then it is possible to get joint missions between two different persons. However, you can only do one special mission per person per day. So say you have got a joint mission between the waler and the convict, and a mission for just the waler, then you can only complete one of these two, since the other one will dissapear.
6.0 - Credits
I would like to thank Hemostacks for his contributions, which were very helpfull. Other than that nothing xd
All Guides are Copyright © Zybez RuneScape Community Guides forum and the original author, 2001-2011+; All Rights Reserved.
All Guides submitted to Zybez RuneScape Community become property of the Zybez Guides forum. Use on any other website without the author's permission is PROHIBITED!
This is only a first draft, suggestions are always welcome. I don't know when I have time to update it, but we'll see. It is just meant for starting up, not how to manage your port for for months on end :).
Edited by zhyiou, 05 January 2013 - 08:49 AM.