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).
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.
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#
| Room | Width | Weight | Max level | Flow per level | Build cost |
|---|---|---|---|---|---|
| Keel | 2 | 0 t | 4 | 1 | 0 |
| Hearth | 2 | 4 t | 25 | 0 | 0 |
| Helm | 1 | 1 t | 3 | 1 | 30 |
| Drive | 2 | 3 t | 8 | 1 | 40 |
| Ward Loom | 2 | 2 t | 4 | 2 | 70 |
| Battery Deck | 2 | 2 t | 6 | 1 | 50 |
| Casting Room | 2 | 2 t | 3 | 1 | 55 |
| Construct Bay | 2 | 3 t | 8 | 1 | 65 |
| Boarding Harpoon | 1 | 2 t | 3 | 1 | 40 |
| Infirmary | 2 | 2 t | 3 | 1 | 50 |
| Deluge Tanks | 1 | 3 t | 3 | 1 | 45 |
| Bulkheads | 1 | 1 t | 3 | 1 | 30 |
| Lookout | 1 | 1 t | 3 | 1 | 25 |
| Quarters | 1 | 2 t | 1 | 0 | 25 |
| Galley | 1 | 1 t | 1 | 0 | 30 |
| Cargo Hold | 2 | 1 t | 1 | 0 | 20 |
| Smuggler's Nook | 1 | 1 t | 1 | 0 | 40 |
| Still Room | 1 | 1 t | 1 | 0 | 45 |
| Refinery | 2 | 4 t | 1 | 0 | 55 |
| Tinker's Bench | 1 | 2 t | 1 | 0 | 50 |
| Vitality Chamber | 1 | 2 t | 5 | 0 | 70 |
| Prison | 1 | 2 t | 3 | 0 | 45 |
| Boarding ramp | 1 | 0 t | 1 | 0 | 0 |
Keel
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
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
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
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
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
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
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
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
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
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
Extinguishes fires in target rooms on a cooldown, briefly shorting out systems in soaked rooms.
Upgrades: 25 silver → 35 silver
Bulkheads
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
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
No battle role — bunks for your crew. It can still be hit, set on fire and boarded.
Galley
No battle role — the crew eat here between fights. It can still be hit and set on fire.
Cargo Hold
No battle role — holds your crates. It can still be hit and set on fire.
Smuggler's Nook
No battle role — a hiding place for crates and people from inspectors.
Still Room
An idle mage standing here regains mana three times faster.
Refinery
No battle role — refines crystal into flasks between passages.
Tinker's Bench
No battle role — a gnome, or a Tinker (an uncommon find), builds devices here between passages with the Tinkering skill.
Vitality Chamber
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
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
An open boarding ramp. Crew pass through; nothing to break.
Data from Magehold Fairwinds v1.9.26. Spotted something out of date? Discord