Skip to content
Mageholdplaymagehold.com

Refit & shipwrights

Rooms, plating, fittings, weight and the Tinker's Bench.

Shipwrights#

No yard builds everything. Each town's shipwright offers its own five rooms, picked at random for that town (the same each time you come back), and the Harbor between acts offers a new five each time you reach it. So every voyage grows the ship differently, and sometimes the room you were hoping for is not on offer: build what this yard has, or sail on and look again. The Shipwright tab lists what a yard builds. Any yard fits plating, moves and removes rooms and primes the Hearth, and system upgrades can be bought anywhere.

The Tinker's Bench#

Anyone aboard with the Tinkering skill can work a Tinker's Bench between passages: open the Ship screen, the Crew tab, and the Bench's panel is under the crewmate's devices. Choose who works there. Every gnome has Tinkering N: the Bench is theirs first. Anyone else needs to be a Tinker (Tinkering hired), and a Tinker is an uncommon find: about one hiring hall in halls has one, never two, and they are a little easier to find in the Cogholds. No other crewmate comes with the skill.

A built device goes to storage (fit it to a crewmate on the same tab); an overclocked device does boost% more but may break when it is used.

Weight & fuel#

Rooms, plating, weapons, a few fittings, cargo and bolts past the first 20 all weigh something, and Ship → Cargo lists each one. Crew, crystal, provisions and constructs weigh nothing. Over 90% of lift you are Heavy: +1 crystal per passage and −5% evasion. Over 100% you are Overweight: she still flies, at +1 more crystal a passage for every tenth of her lift she is over, and −10% evasion in battle. Cargo jettisoned from the hold (Ship → Cargo) counts at once. Flying the High route costs +1 crystal but avoids ground batteries and many patrols. Ley currents make each passage cheaper.

Crystal grows scarce from Act III. In Acts IV and V dead air gives no lift: a passage into or out of dead weather costs 1 more. Refineries turn your crystal into flasks and run steam baths for the crew; anchorages burn it in the stoves for a second night's rest.

Your crystal rides in the racks along the Keel: 30 at Keel 1 and 10 more for every level above it. The Crystal Racks fitting holds 20 more.

The higher levels of the magical systems (the Keel, the Ward Loom, the Casting Room and the Construct Bay), and Hearth Flow past 10, are charged with crystal as well as silver: it comes out of your fuel.

Fitting
Passive ship upgrades (up to 4 equipped) that require no room or power. Each provides a permanent bonus.
Relic
Powerful permanent ship upgrades earned from completing quests. Relics take no fitting slots and have no equip limit.
Device
Equipment carried by a crewmate (1 slot per person, 2 for Gnomes) for passive bonuses or active abilities in battle and ground missions.
Armor
Room armor plating. Reduces damage from solid projectiles (bolts) hitting that room by its armor value. Spells and beams ignore armor.
Hull
Your ship's health. At 0 Hull, your ship is destroyed. Repair hull damage at port docks for silver.
Weight
What your ship carries against your Keel's lift: rooms, plating, weapons, a few fittings, cargo (questline crates too) and bolts past the first 20. Crew, crystal, provisions and constructs weigh nothing. Over her lift she is Overweight: more crystal per passage, less evasion. Full breakdown: Ship menu › Cargo tab.

Data from Magehold Fairwinds v1.9.26. Spotted something out of date? Discord