Project Permanence

Guides / Sailing

Sailing

The town sits on an island in the Sea. Take your free dinghy out from the sailing dock, find ports and islands, and work through the Harbourmaster's chapters to unlock bigger ships.

Start here/sail at the sailing dock in town (Anchor Bay)

How it works

Use /sail at the sailing dock and talk to the Shipwright to launch your ship. Everyone starts with a dinghy. There are five ports: Anchor Bay in town, Saltmarsh, Coral Key, Frostwatch and Driftwood Isle. Each makes one trade good and wants another, and its Port Trader buys and sells them.

Out at sea you fill in a Sea Chart, discover named islands and meet islanders who give gifts, requests and sea parcels. Some fish only bite out in the open Sea, well away from the town island. There's no PvP at sea, and you can't build or claim on the islands.

The loop

  1. Sail out in your dinghy and find other ports and named islands.
  2. Load the good a port makes and sell it where it's wanted. Thirty-two or more of a wanted good counts as a trade run.
  3. Fish the open Sea, deliver parcels for islanders and keep your chart growing.
  4. Finish a Harbourmaster chapter for coins, then pay the Shipwright in coins and materials for the next ship.

Where it leads

Five chapters take you from dinghy to sloop, cutter, brigantine and galleon. Cutters and bigger ships with guns draw pirates you can sink for plunder, and the last chapter asks you to earn an islander's trust and bring down the Kraken. Friendly islanders open shops, and Trusted ones let you grow crops in their camp's plot bed.

In game, /guide explains every system and /menu opens them all.