Player-owned port/Strategies

The Eastern Lands are waiting to be discovered! This strategy guide should help you stay on the right track when picking crew and other useful items that you may want to take part in.

Crew
The crewmembers are always an important part of your ship when sending out a voyage. You want as many units as possible, to gain a variety of units which can be helpful. This is helpful on missions that have high requirements (like some missions such as Bounty Hunter, which requires 10,000 combat).

Players who start off get a few units, and a free captain as shown above. When hiring captains, you should try to see which captains will fit your needs. You should have at least 1 Morale, Combat and Seafaring captain to make sure missions go smoothly. Speed captains are not required because it only affects the voyage time, which is not helpful in higher voyages. Arc captains are usually free (unless you get the 100/200 stats which is 100 Chimes). When hiring crew, see which part of the group is low/missing. For example, if you have a large number of Brimhaven pirates, it is recommended to get Varrock chefs or Catherby fishermen to account for the combat.

Voyages
Voyages vary when you get them. When a player unlocks a region, the starting voyages are typically easy to finish with requirements that you should be able to pass. As your crew grows and you gain upgrades, the voyages become much more harder then the usual ones. You should avoid doing voyages with a low sucess rate, as if you fail the ship is more likely to take damage and potentially lose a crewmember or captain.

Some voyages cannot be partially completed. This example is shown in Experience voyages (Hook+ with 90+ in Runecrafting, Slayer, Fishing, Herblore, Thieving or Prayer). Forgotten scrolls (Skull+), cannot be partially failed either as the player only recieves 1 part of the scroll.

Some voyages can be done with a partially completed mission. This however, reduces chimes and the mission's resource greatly (unknown how much the reduction is). Morale voyages can end quickly; this means a mutiny has erupted and it will cost resources. Combat/Seafaring voyages will not suffer the same effect and have an equal chance of partially finishing as with Morale.