List of Disasters and Solutions


You will have to face of disasters during your trips and battles.

Some disasters can be controlled with skills or with items. Most can be stopped when you go to a town.

If you are in doubt, check this tutorial to learn how to use item or skills.

Note: This guide doesn't treat attacks by NPCs or players as disasters (Learn more how to avoid these attacks).

What are disasters?

Disasters are a mechanism of the game to make it more realistic and more historic accurate.

There are several types of disasters and they can be solved (or prevented) with the appropriate knowledge. 

Or they can be completely ignored (If you can). Did you know you can only have one disaster at a time? Sometimes it is better to have a silly disaster on than risk getting one worse (like fire or mutiny).

Disaster chance can also be lowered by EX items (with the "lower the risk of disasters skill").

Now to the list of disasters:

Incapacitation

The ship is unable to operate when its durability or number of sailors drops to zero.

Solution

Note: You can also ask a friend to tow you to the nearby city. If you use the shipwreck button you may lose cargo, Ducats and / or Items.

Malnutrition

The sailors succumb to malnutrition and loyalty decreases.

Causes

  • Lack of sailor's food.
  • Random (May be influenced by Sailor's low Ability).

Solution

  • Cooked Items like bagels.
  • Aide in Surgeon job.

Prevention

If ignored it may evolve to:

Causes scurvy if not treated.

Running out of food and water

Note: Malnutrition is not to be confused with sailing without water or food, which doesn't count as a visible disaster. It will reduce sailors loyalty and increase fatigue. You will lose crew if left untreated.

Workaround:

  • Survival skill reduces losing crew.
  • Frugality skill reduces provision consumption.

Solutions:

  • For food, use Fishing skill or "Convert" cargo to "Provisions".
  • For water: Use Procurement skill when rainning (or during a storm. Or "Convert" alcohol cargo to water.

Scurvy

Sailors fall sick one by one. Equipment durability may drop by one point.

Causes

  • High number of days at sea.
  • Random (May be influenced by Sailor's low Ability).

Solution

  • Lime Juice
  • Some Cooked Items like Grilled lamb with lime.
  • Pathology Skill
  • May be solved in time by a figurehead with crisis protection.

Prevention

Poor Sanitation

The ship deck becomes dirty. Equipment durability may drop by one point.

Causes

  • Random (May be influenced by Sailor's low Ability).

Solution

Prevention

If ignored it may evolve to:

Causes an infestation of rats (Mice) if the problem is overlooked.

Infestation of rats (Mice)

Mice eat off the food and foodstuff type of goods (It doesn't eat livestock).

Equipment durability may drop by one point.

Causes

  • Poor sanitation.
  • Random.

Solution

Prevention

If ignored it may evolve to:

Causes Plague if not treated.

Plague

Sailors fall sick one by one. May transfer to other fleet members on other ships.

Equipment durability may drop by one point.

Causes

  • Mice
  • High Fatigue
  • Random (May be influenced by Sailor's low Ability).

Solution

Prevention

Conflict

Conflict between sailors. Loyalty decreases.

Causes

  • Low loyalty.
  • Low ability.
  • Sailing without ducats.

Solution

Prevention

Aide in Surgeon job (100 trait points). Arbitration skill.

If ignored it may evolve to:

May cause a Mutiny if not solved.

Mutiny

Number of sailors decrease. Higher fatigue levels.

Causes

  • Conflict
  • Low loyalty
  • No food

By my experience it should be triggered more frequently when you have lower than 20 in loyalty. Sailing without food and water also seems to increase the frequency of this disaster.

Solution

Note: If you port your ship you will still lose the rebels.

Prevention

  • Aide in Surgeon job (100 trait points). Persuasion skill (May prevent losing crew).

Theft

Low loyalty can have less serious effects like theft.

Prevention

  • Sailing with decent (50+) sailor loyalty.

Homesickness

The sailors become homesick. Loyalty decreases.

Causes

  • Low Sailor's Ability.
  • Long periods at sea.

Solution

Prevention

  • Hire sailors with the best ability available.

If ignored it may evolve to:

May cause a Mutiny due to low loyalty if not solved.

Anxiety

Sailors succumb to anxiety. Loyalty decreases.

Causes

  • Low Sailor's Ability.
  • Sailing in hostile / no port permit areas
  • Long periods at sea.

Solution

Prevention

If ignored it may evolve to:

May cause a Mutiny due to low loyalty if not solved.

Frustration

Sailors become frustrated. Loyalty decreases.

Causes

  • Low Sailor's Ability.
  • Long periods at sea.

Solution

Prevention

If ignored it may evolve to:

May cause a Mutiny due to low loyalty if not solved.

Insomnia

Sailors have trouble sleeping. Loyalty decreases.

Causes

  • More common in areas with high waves.

Solution

Prevention

If ignored it may evolve to:

May cause a Mutiny due to low loyalty if not solved.

Fire

Ship durability drops due to fire. Cargo catches fire reducing it to ashes.

Equipment durability may drop by one point.

Causes

  • Flammable goods onboard (Foodstuff, Luxury goods, Spices, Medicine, Fibres, Fabrics, Fragrances, Sundries)
  • Cooking at sea (Using the cooking skill), or casting
  • Cannon shot
  • Random

Solution

Prevention

Leaking

A leak diminishes ship durability. Enemy hit probability becomes higher as the ship moves slower.

Equipment durability may drop by one point.

Causes

  • Other disaster like broad waves
  • Cannon shot
  • Enemy items used

Solution

Prevention

Disorder

Hit probability falls during battle at sea. Defense and attack rates fall during melee battles.

Causes

Solution

Note: There is a "great disorder" status that requires greater leadership skills to put down.

Smoke Bomb

Hit probability drops during sea battles.

Causes

  • Cannon shot
  • Enemy items used

Solution

Rudder Damaged

Turning the ship takes longer.

Causes

  • Sailing in a sea region with waves higher than your ship's WR.
  • Other disaster like (Storms, algae...)
  • Cannon shot

Solution

Prevention

Gust of winds (Damaged Sail)

The wind may change suddenly, changing the course of the ship and reducing its speed. Sails could also be damaged.

Note: Travel speed decreases while the sail is damaged.

Causes

  • Other disaster like Storms
  • Cannon shot
  • Random

Solution

Prevention

Sirens

Number of sailors decrease.

Causes

  • Sailing for some time in Siren's zone of influence. Read the disaster map to know where it is can happen.

Solution

  • Cotton Earplugs
  • May be solved in time by a figurehead with crisis protection.
Note: The first lost of sailors cannot be prevented.

Algae

The ship's speed drops to a minimum. Rudder can be damaged in some cases.

Causes

  • Sailing for some time in Algae's regions. Read the disaster map to know where it is can happen.

Solution

  • Eradication Skill
  • Aide in navigator job.
  • May be solved in time by a figurehead with crisis protection.

Prevention

Rough Seas (Broad-side and High Waves)

You will lose sailors due to high waves. The ship's speed may drop. Some claim the rudder may be damaged but I have never noticed it.

Causes

Solution

Prevention

Magnetic Field

The compass becomes useless.

Causes

  • Sailing for some time in Magnetic field's zone of influence. Read the disaster map to know where it is can happen.

Solution

  • Leaving the affected sea region.
  • May be solved in time by a figurehead with crisis protection.
  • Survey skill still works.

Hidden Reef

The ship ends up in a riffle losing durability.

Causes

  • Sailing for some time near the shore.

Solution

Storms (Rain and Snow)

A storm will disrupt sailing in the entire sea, affecting everyone in it.

It is entirely random and cannot be prevented. However, rainstorms seem to be more common in regions near the equator, while snowstorms only appear near the poles.

Solution

Effect prevention

You can sail during the storm if your ship has more than 11 in wave resistance (WR). Your sails may still be damaged.

Ice Floes

Common in the northeast passage (Artic). The ice will damage your ship's hull.

Solution

Effect mitigation

  • Do a complete sea charting of the sea region.

Kraken (Octopus)

A large octopus will attack your ship causing to your ship and killing your crew.

Causes

  • Sailing for some time in Kraken's zone of influence. Read the disaster map to know where it is can happen.

Solution

  • Kraken repellent
Not to be confused with the phantom monsters.

Sharks

Sharks will attack and kill your sailors. Standard and Heavy ships take no damage.

Causes

  • Sailing for some time in Shark's zone of influence. Read the disaster map to know where it is can happen.

Solution

  • Shark Repellent

Flying rats

Just kidding, it is gulls flying. Not really a disaster but it does have a scene and it may prevent some random (and positive) events, like drawing the effect of a tarot card.

It is also a random event.

Note: The ship is safe from disasters when there are gulls flying around the sail.

Dolphins

Dolphins will cure any disaster you are currently in (and will swim alongside you for a while).

Thanks to...

This guide was made thanks to players like you. 

Would you like to make a contribution to our UWO community? Why not become my patron?

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UWO Headquarters: List of Disasters and Solutions
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