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Seven Seas — Guide

The five vessels

They differ enough that spotting a silhouette tells you what kind of stop you are in for.

  • A three-masted warship — the largest, with gun ports along both sides and a tall stern castle. Several decks to work through.
  • A galleon — broad and high, with full white sails and a deep hold.
  • An armed corvette — smaller and faster-looking, dark timber, still armed.
  • A junk — distinctive red sails and a very different hull shape from the western ships.
  • A small yacht — a single sail and one cabin; a short stop rather than a raid.

The crews

The ships are not deserted. Hostiles remain aboard, positioned around the decks and below, so boarding is an assault rather than a free collection round.

Come prepared the way you would for any structure of the same size - the warship in particular is a long fight if you drop in without armour, and fighting on a deck with open water on both sides punishes careless knockback.

Where they appear

They generate as part of the world in ocean biomes, so they appear naturally as you travel rather than needing to be summoned. Because generation happens as land and sea are created, ships turn up in ocean you have not visited yet; water you already explored stays as it was.

They are spaced widely enough that finding one still feels like a find. A boat or an elytra crossing will run into them far more often than coastal play will.