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Rooms & Flow

Every room aboard, what it does and how Flow powers it.

Rooms#

Every room carries a badge with a picture of what it does (a ship's wheel for the Helm, a cannon for a Battery Deck), colored by kind: red weapons, blue defense, violet magic, gold navigation, green care, brown stores. Hover any room in battle to see what it does in a fight, who is in it, and its damage.

Airships have spare decks: at a shipwright, build new rooms on the empty tiles (the corridors with portholes).

A Battery Deck has 2 weapon mounts, a 3rd at level 4 and a 4th at level 8 (the extra guns stand raised behind the pair); the other levels add weapon Flow only. A ship can also build more than one Battery Deck. Mount and swap guns on the ship sheet (Arms).

Not enough Flow for everything

Your ship has less Flow than your systems can hold, so some start unpowered. Click a system icon (bottom left) to add Flow, or right-click to remove it. Use Flow Surge (2 crystal) for +2 temporary Flow for 30s.

Lost power

System or Hearth damage reduced your Flow, shutting a system down. Send crew to repair the damage, or click system icons to reroute Flow.

Flow
Ship power. Generated by the Hearth to run your ship's systems, weapons, and constructs. Click any system to add Flow or right-click to remove it. You rarely have enough Flow to power everything at once, so route Flow to the systems you need most.
System
A room that requires Flow to work, such as the Helm, Drive, Ward Loom, or Battery Deck. Damaged systems lose Flow; completely wrecked systems stop working until repaired.
Hearth
Generates Flow (ship power) using crystal. Upgrading the Hearth gives your ship more total Flow.
Keel
Keeps the ship airborne. Always requires 1 Flow. If it loses power or is wrecked, the ship starts sinking and must be repaired before the timer runs out.
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.
Top deck
The top row of rooms on a ship. Weather hazards (wind gusts, rain, hail, frost, cinders, lightning) only hit top-deck rooms.

Every room#

RoomWidthWeightMax levelFlow per levelBuild cost
Keel20 t410
Hearth24 t2500
Helm11 t3130
Drive23 t8140
Ward Loom22 t4270
Battery Deck22 t6150
Casting Room22 t3155
Construct Bay23 t8165
Boarding Harpoon12 t3140
Infirmary22 t3150
Deluge Tanks13 t3145
Bulkheads11 t3130
Lookout11 t3125
Quarters12 t1025
Galley11 t1030
Cargo Hold21 t1020
Smuggler's Nook11 t1040
Still Room11 t1045
Refinery24 t1055
Tinker's Bench12 t1050
Vitality Chamber12 t5070
Prison12 t3045
Boarding ramp10 t100

Keel

System1 Flow per levelLevels 1–4

Keeps the ship airborne (always requires 1 Flow). If unpowered or wrecked, you start sinking and must repair it before the timer runs out (40–75s depending on difficulty). Higher levels add damage buffer bars.

Upgrades: 45 silver → 60 silver → 80 silver

Hearth

Room4 tLevels 8–25

Generates your ship's Flow (power). Each point of damage here reduces available Flow by 1 until repaired. Mages standing inside the Hearth or in any room directly connected to it (next door or linked by a ladder) regenerate mana 50% faster.

Helm

System1 Flow per level1 tLevels 1–3Build: 30 silverCrew station

Must be manned and powered or you cannot dodge at all. Also required to change combat range or Break Away.

Upgrades: 25 silver → 40 silver

Drive

System1 Flow per level3 tLevels 1–8Build: 40 silverCrew station

Adds +5% evasion per powered level and charges Break Away. Stationing a Rigger here boosts evasion further.

Upgrades: 15 silver → 20 silver → 25 silver → 30 silver → 38 silver → 46 silver → 55 silver

Ward Loom

System2 Flow per level2 tLevels 1–4Build: 70 silverCrew station

Weaves ward layers around the ship. Each layer stops one spell shot, but a tier II spell needs 2 layers up, tier III needs 3, and tier IV ignores wards. Stationing a crewmate here weaves lost layers faster.

Upgrades: 50 silver → 75 silver → 100 silver

Battery Deck

System1 Flow per level2 tLevels 1–6Build: 50 silverCrew station

Powers weapons mounted in this room. Stationing a Gunner here speeds up weapon charging. Damage here unpowers weapons.

Upgrades: 15 silver → 22 silver → 30 silver → 38 silver → 46 silver

Casting Room

System1 Flow per level2 tLevels 1–3Build: 55 silverCrew station

Stationed mages cast spells at enemy rooms (or your own rooms to hit boarders) or toggle Counterspell to block incoming shots/disks (50% base chance; 75% / 100% with training). 1 mage seat per level.

Upgrades: 40 silver → 60 silver

Construct Bay

System1 Flow per level3 tLevels 2–8Build: 65 silver

Controls your constructs (wisps, crabs, golems, weevils, hounds) automatically—no crewmate is needed inside. Each active construct uses Flow up to the room's level; if unpowered, constructs stop.

Upgrades: 18 silver → 24 silver → 30 silver → 36 silver → 42 silver → 50 silver

Boarding Harpoon

System1 Flow per level2 tLevels 1–3Build: 40 silver

Click the Harpoon button, then one of their rooms: at Close range (or grappled) the harpoon winds and fires. A hit costs them 1 hull, breaches the room and attaches a boarding line from here to there, and the ships are grappled. Your crew cross by the line from this room only, as many at once as its level, and come home by walking back into that breach. When they patch it, the line is cut and anyone still over there is stranded. A line works both ways: their crew may climb yours back from that breach into this room (keep a crewmate here), and yours may climb theirs. Stoneskin turns it. The room also stows the boarding gear: if their ship goes down with your crew aboard, they come home hurt instead of falling with her.

Upgrades: 25 silver → 35 silver

Infirmary

System1 Flow per level2 tLevels 1–3Build: 50 silver

Heals crew standing inside every second during battle, and heals all crew between passages. At level 3, mages recover from 0 mana (Hollow) twice as fast.

Upgrades: 30 silver → 45 silver

Deluge Tanks

System1 Flow per level3 tLevels 1–3Build: 45 silver

Extinguishes fires in target rooms on a cooldown, briefly shorting out systems in soaked rooms.

Upgrades: 25 silver → 35 silver

Bulkheads

System1 Flow per level1 tLevels 1–3Build: 30 silver

Your door system. While it has power, the doors you close are locked: fire stops at them, and boarders must hack through (12 s a door at level 1, 22 s at 2, 35 s at 3; at level 3 a drop-bar slows whoever breaks through). Unpowered or wrecked, closed doors are only shut. Click a door to close or open it, or use Close doors.

Upgrades: 20 silver → 30 silver

Lookout

System1 Flow per level1 tLevels 1–3Build: 25 silver

Look inside (the button, bottom right, or V) shows their whole ship: their crew and what they are doing, their mages' mana and spells, and the power in each system. It looks for 10 s at level 1 (15 s at level 2), then rests 25 s (15 s). At level 3 it never stops looking. It needs Flow, not crew; unpowered or wrecked, it sees nothing.

Upgrades: 25 silver → 35 silver

Quarters

Room2 tLevels 1–1Build: 25 silver

No battle role — bunks for your crew. It can still be hit, set on fire and boarded.

Galley

Room1 tLevels 1–1Build: 30 silver

No battle role — the crew eat here between fights. It can still be hit and set on fire.

Cargo Hold

Room1 tLevels 1–1Build: 20 silver

No battle role — holds your crates. It can still be hit and set on fire.

Smuggler's Nook

Room1 tLevels 1–1Build: 40 silver

No battle role — a hiding place for crates and people from inspectors.

Still Room

Room1 tLevels 1–1Build: 45 silver

An idle mage standing here regains mana three times faster.

Refinery

Room4 tLevels 1–1Build: 55 silver

No battle role — refines crystal into flasks between passages.

Tinker's Bench

Room2 tLevels 1–1Build: 50 silver

No battle role — a gnome, or a Tinker (an uncommon find), builds devices here between passages with the Tinkering skill.

Vitality Chamber

Room2 tLevels 1–5Build: 70 silver

Holds any crewmate who falls, at 0 HP, until they wake (from level 3, back aboard during the fight: 45 s after falling, 25 s at level 4, 10 s at level 5). It needs no Flow; boarders standing in it hold the waking back.

Upgrades: 45 silver → 60 silver → 80 silver → 110 silver

Prison

Room2 tLevels 1–3Build: 45 silver

No battle role of its own: it holds prisoners taken in earlier fights. An enemy who falls within 3 rooms of one of your crew, aboard the same ship, may be taken alive for this cell after the fight. If it is breached in a fight, or burning when the fight ends, each prisoner has a 1 in 4 chance to break out.

Upgrades: 35 silver → 50 silver

Boarding ramp

RoomLevels 1–1

An open boarding ramp. Crew pass through; nothing to break.

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