Kiln
A fire-forge ship
Setting your own ship on fire on purpose.
Layouts#
Every airship has a registered layout (A) and up to four alternatives unlocked through the Ledger. Each changes rooms, weapons, crew and stores.
Layout A · Forge
The Kiln Battery and a spare ember battery.
Kiln Battery
Ember Battery I
Starting crew: Emberkin, Deckhand; Emberkin, Gunner; Mage (Fire)
Starting stores: 10 crystal · 15 silver · 8 provisions · 2 bolts · 1 flasks
Layout B · Ember line
Two ember batteries instead of the Kiln Battery, and a second ward layer: many small fires rather than one great one.
Put out 15 fires in one run with the Kiln.
Ember Battery I, Ember Battery I
Starting crew: Emberkin, Deckhand; Emberkin, Gunner; Mage (Fire)
Starting stores: 10 crystal · 15 silver · 8 provisions · 2 bolts · 1 flasks
Layout C · Glassworks
Fire and water: the Kiln Battery with a ballista beside it, Deluge Tanks and a water Striker in place of the fire one.
Win with the Kiln.
Kiln Battery, Ballista
Starting crew: Emberkin, Deckhand; Emberkin, Gunner; Mage (Water)
Starting stores: 12 crystal · 15 silver · 8 provisions · 8 bolts · 1 flasks
Layout D · Brander
Boards through her own smoke: a Boarding Harpoon, Bulkheads, Wrecking Bars, two ember batteries and three Emberkin fighters; no Casting Room. A Vitality Chamber brings her boarders back.
Defeat 8 enemy crew in one run with the Kiln.
Ember Battery I, Ember Battery I
Starting crew: Emberkin, Marine; Emberkin, Marine; Emberkin, Deckhand
Starting stores: 12 crystal · 15 silver · 8 provisions · 2 bolts · 1 flasks
Layout E · Crucible
The forge turned to flask-making: a Refinery beside the Kiln Battery, and three flasks to start; no spare battery and no Cargo Hold.
Reach Act III with the Kiln.
Kiln Battery
Starting crew: Emberkin, Deckhand; Emberkin, Gunner; Mage (Fire)
Starting stores: 16 crystal · 15 silver · 8 provisions · 2 bolts · 3 flasks
Data from Magehold Fairwinds v1.9.26. Spotted something out of date? Discord
