Shipwrighting
One vessel, built once, for the length of the account. Where your bank space comes from now.
Shipwrighting is the long build. Your account has exactly one ship, and you spend a career finishing it on the Slipway, stage by stage. It is the trade that pays back in the least glamorous and most useful currency in an idle RPG: permanent storage. Every Hold expansion you complete adds twelve bank slots and a tab, for good.
How Shipwrighting works
The hull comes first, in five structure stages: laying the keel, raising the frames, planking the hull, laying the deck, and finally mast and rigging. Each stage wants parts you make yourself: planks milled from logs, rope twisted from Rope Ends, sailcloth sewn from shreds, tar boiled from Tar Clumps and Kindling's Ash, and ship fittings forged from bronze, iron and steel.
Once the hull stands, the ship opens into rooms and capacity. The Hold takes five expansions, between Shipwrighting 16 and 45, and each one adds twelve bank slots and a tab permanently, which is how shelf space works in Tideward now: something you build toward rather than something you buy. The Galley (25) and the Chart Room (30) follow, then the Careening Berth (72) and the Armory (99), with a long run of fitting-out builds in between.
Nothing you bought before is lost. Slots and tabs purchased under the old system stay counted exactly as they were.
Inputs
- Logs, bars and Kindling's Ash
- Wrack from Beachcombing: Rope Ends, Sailcloth Shreds, Tar Clumps, Iron Fittings
- A Shipwrighting level at or above the stage you are attempting
Outputs
- Shipwrighting XP
- Permanent bank capacity, twelve slots and a tab per Hold expansion
- The Galley, the Chart Room and the rooms beyond
- A finished vessel
Tips for training Shipwrighting
- The Hold is the reason to train this. Bank space is the constraint that bites hardest in a long idle career, and this is the trade that lifts it permanently.
- Keep Beachcombing running alongside. The Slipway stalls on wrack far more often than it stalls on level.
- The first Hold Expansion takes nothing from the shore or a fight: Bronze fittings come from Mining 1 ore and a Forging 1 bar.
- Anything you bought under the old bank-slot system is grandfathered. Building the Hold adds to it rather than replacing it.
Skills that pair with Shipwrighting
The 28 trades aren't isolated. Shipwrighting works best alongside these:
Frequently asked about Shipwrighting
Can I build more than one ship?
No. The account has one vessel, deliberately. Shipwrighting is a monument you finish once rather than a production line you repeat.
Is this really where bank space comes from?
Yes. Each of the five Hold expansions adds twelve slots and a tab, permanently. Slots and tabs you purchased before the change stay counted.
Is Shipwrighting in the free game?
Yes. The Slipway, the hull stages, the Hold, the Galley and the Chart Room are all in the free game, because the Hold is where your bank space comes from. Only the two storerooms aboard, the Lockers and the Armory, ride the one-time $9.99 unlock, along with Scrimshaw and Chartwork. Beachcombing is free too.
Train Shipwrighting wherever you play.
Tideward is free in beta, no account needed: on TestFlight for iPhone, iPad, Mac, Apple TV, Vision Pro, and Apple Watch, and on Google Play for Android phones and tablets. Join before launch and you are a Founding Tester: first crack at every build and a vote on the roadmap, plus the Founder's Mark profile icon on TestFlight.