Player-owned port

The Player-owned port is a high-level members minigame that was released on 11 December 2012. This minigame involves players building their own port in order to manage a fleet of ships, staffed by recruited crew members. These ships explore the Wushanko Isles on the player's behalf and return with exotic items and supplies that are otherwise unavailable. Players can start by heading to Port Sarim. South-west of the Rusty Anchor pub is a portal that players can use to enter their port.

Level requirements
There is no requirement to enter your player-owned port, but playing the minigame requires at least level 90 in at least one of the following skills: Fishing, Slayer, Runecrafting, Herblore, Prayer, or Thieving. More content is unlocked for each of the requirements met. In addition to the skill requirements to play the minigame, levels of 93 Cooking, 90 Smithing, 90 Crafting, 90 Runecrafting, or 85-95 Fletching are required to create the various reward items available. Level 85 Defence and Constitution are required to make use of the reward armour.

Meg, a Distraction and Diversion within the port, has no level requirement and thus is available to all members.

Tutorial
If the player meets the level requirements to play the minigame, upon entering the port, they will see a cut-scene followed by a brief interactive tutorial. Playing through the tutorial is recommended because it teaches the mechanics of hiring crew, equipping your ships, sending them out on voyages, upgrading your port, and collecting rewards. At the end of the tutorial, the player receives a Captain's log, which the player can use to check progress and status of many aspects of the minigame when they are not in the port. They are then free to begin playing the minigame itself.

How it works
Player-owned ports is a management-based minigame in which the player manages a port, sending out ships to complete voyages to the Wushanko Isles, commonly known in the West as the Eastern Lands. Each voyage will have Adversity in one or more of the following stats: Morale, Combat, and Seafaring. Next to each Adversity affecting the success of the chosen voyage, a green indicator bar shows the percentage of that Adversity that the player has overcome. Players choose a captain, crew members, and ship upgrades for each voyage that will provide stats to overcome the voyage's Adversity. Those stats may be boosted by port upgrades that have been purchased. Effects earned from the port's random event minigames may be used to provide an additional one-time boost.

The green indicator bars on the voyage and shipyard interfaces indicate the chance of a successful outcome. The chance of a successful voyage is equal to the least filled indicator. Thus, if two indicators show 100% and one shows 56%, the chance of success is only 56%. If a mission is not successful, the ship may be damaged, the crew may be lost at sea, and resources will not be gained. If the chance of success is low, you are warned that harsher penalties will be incurred if the voyage fails. When the chance of success is high, it is possible to have a partial success and gain some resources even if the voyage fails.

The fourth stat, Speed, is different from the other three. Speed does not affect the success of a voyage, but affects the amount of time that it takes to complete a voyage.

Resources gained from voyages may be used to unlock ship upgrades, upgrade the port buildings, or hire more crew. Ship upgrades and a varied crew roster allow for more varied and more difficult voyages to be successfully completed. Port upgrades allow you to have more ships operating at a time, boost resources gained from successful voyages, boost ship stats, or improve your chances to attract special adventurers and higher quality captains or crew.

Visiting adventurers and captains for hire, rerolls for voyages and crew for hire, and the Black Marketeer's resources all reset daily at the first login after 00:00 UTC. Any unused special voyages will be lost if they have not set sail by 00:00 UTC; the only unstarted voyages that can be carried over are those visible in the three standard voyage slots, which can be carried over indefinitely until used or rerolled.

Buildings
Buildings and decorations can be built or upgraded to offer bonuses to different areas of the port's operations.


 * Bar: Upgrading the Bar increases the chances of attracting adventurers and attracting better captains.
 * Office: Upgrading the Office unlocks additional ship slots.
 * Workshop: Upgrading the Workshop unlocks the ability to make reward items. The Hook must be unlocked before the Workshop can be upgraded. Upgrading the Workshop provides a bank chest in the port.
 * Lodgings: Upgrading the Lodgings increases the chances of attracting higher quality crew.
 * Shipwright: Upgrading the Shipwright boosts the base stats of your ships.
 * Warehouse: Upgrading the warehouse increases the rewards from voyages.
 * Totem Hotspots (4): Building a totem allows the player to choose a bonus, depending on which totem is built: extra chance of scroll missions; increased xp from missions; increased rewards from voyages; increased chances of a port random event; or increased trade-related goods received.
 * Icon Hotspots (3): Building an icon increases the chances that a specific adventurer will appear, depending on which icon is built. A player can build more than one of the same icon, although it is unknown if this will increase the chances any further.
 * Portal: Upgrading the portal is simply a cosmetic change.

Interfaces
The port interfaces can be seen at the top of the screen while at the port. Players can use the buttons to set up their voyages, upgrade buildings, check their resource stock, and see how far they've advanced with the map.

NPCs

 * John Strum, The Partner, is the former portmaster
 * Duncan, The Navigator, helps with the management of the port
 * Surula, The Barmaid, sells beer and "gossips" (gives a high level bonus voyage) every Thursday
 * Felix, The Black Marketeer, sells resources to the player for gold coins
 * Meg, The Adventurer, seeks the player's advice
 * Seasinger Umi, a siren training to become a seasinger

The Name


The player may customise each ship's name by bringing up an interface by clicking on the pencil icon next to that ship's icon. This can be done whether the ship is in port or at sea, and can be done for each ship slot regardless of whether it has been unlocked (viewable in Captain's Log). Each name has three parts that can be changed individually, either manually or randomly. The list of available names and the interface by which changes are made and applied are shown on their respective pages above.

Upgrades
Once unlocked, ships are already built for the player. Using resources, players can upgrade their ships using five customizable hotspots: Clicking on the hotspot gives players a list of possible upgrades. Each option shows its specific stats, its resource costs to buy, and either a grey or gold padlock if the upgrade has not been purchased, or a green check-mark if it has been purchased and is currently in use on that ship (purchased, currently unequipped upgrades will show neither padlock or checkmark). The stats displayed are coloured green if the upgrade would improve that stat from the current equipment, white if there would be no change in that stat, or red if it would cause a degradation in a particular stat.
 * Rams/Figureheads (bonus to Combat or Morale)
 * Deck Items 1 (bonus to Combat, Morale, or Seafaring)
 * Deck Items 2 (bonus to Combat, Morale, or Seafaring)
 * Rudders (bonus to Speed)
 * Hulls (bonuses to Combat, Morale, Seafaring, and Speed)

Once an upgrade is purchased, players can use them on any ship, even at the same time. Upgrades do not have to be purchased in the order displayed in the interface. If the player has the resources to purchase an upgrade, the padlock symbol will be gold. If the player has insufficient resources, then the padlock symbol will be grey. The upgrade options for the two deck hotspots are identical, and upgrades unlocked in one hotspot are automatically unlocked in the other.

Captains and Crew
A player recruits captains and crew through the Crew Roster Interface. This is also where the player may get the most detail about individual captains or crew members. A player may have a maximum of 5 captains and 25 crew members at any given time.

Captains and crew members are assigned to ships through the Shipyard Interface by clicking on the plus sign under the ship stats at the top of the window. At any given time, a ship may have only 1 captain, but may have up to 5 crew members assigned to it. Captains and crew members add their stats (Morale, Combat, Seafaring, and Speed) to those of the ship to determine a voyage's chance of success. They may also possess other traits that affect the rewards for success or penalties for failure.

Captains and crew members become better through experience gained by successfully completing voyages. The farther you progress into the Wushanko Isles, the better will be the captains and crew available for hire. Although there are free captains and crew members available, replacing them with better crew members hired using chimes and port resources will be critical to advancing through the game.

Voyages
After equipping and crewing a ship, players send it out into the Eastern seas to attempt to accomplish a voyage. The length of a voyage varies depending on the distance travelled, difficulty of the voyage, and the combined speed statistics of the ship and crew. The estimated time of arrival (ETA) for each ship on a voyage can be seen by clicking on the vessel while inside the port. With the proper setup, some voyages only take 15 minutes while others last hours.

Once a ship has returned, players receive a notification in their chatbox. Players must return to their port to check on the success of the voyage. Voyages can be successful or unsuccessful. Some successful voyages bring back resources such as Chimes, Bamboo, Black Slate, and Jade. Other voyages may bring back trade goods such as Ancient Bones, Spices, Chi, Plate, or Lacquer. Other successful voyages bring adventurers to the port, unlock new islands, or bring back parts of elusive scrolls for high level armour, food, or scrimshaws. A failed voyage may be a partial success with some of the reward still earned. However, partial success missions do not show any reward in the window and the player must check the value before and after a voyage to confirm if they got any of the reward. In addition, failed voyages may result in damage to the ship, loss of a crew member (including the Captain), or both. Equipping a ship with a Lifeboat increases the chance that a crew member lost overboard makes it back to Port.

Standard voyages
Players are given 15 new standard voyages each day. Only 3 voyages are displayed at any one time, and the rest are held in reserve. When a player sends a ship on a voyage it is removed from the list, and one of the reserve voyages fills its place. If a player does not want to attempt a voyage, they may click the green reroll button in the corner of the voyage slot to immediately forfeit it and replace it with one of the reserve voyages. The voyage counter is reset at 00:00 UTC. Any standard voyages left in the three voyage slots will carry over to the next day, but the remainder are lost. Be sure to manage your daily allotment of voyages otherwise you may end up with none until the voyage counter resets.

A Barmaid's Tip
Once on each Thursday, players may visit the port's bar and speak with Surula the barmaid to hear some gossip about a voyage with increased rewards. This voyage will be placed in the third slot in the standard voyage interface. If there was a voyage already in that slot, it will be overwritten, so it may be wise to free up the third slot before speaking to Surula. The tip must be obtained before 00:00 UTC or it will be too late, but once the voyage is in the slot it can be carried over like any other standard voyage. The mission received can be influenced by using the port management interface to select the desired region before speaking to Surula. The possible missions are as follows:

Players begin with only The Arc unlocked. Progress toward unlocking additional regions advances as your ships undertake voyages, logging more distance travelled. Distance is travelled and progress is made regardless of the success or failure of a voyage.

Each region unlocked is progressively farther away than the last. For example, to unlock the Skull region, a distance of 5,000 must be travelled; however, to unlock the Hook region, a distance of 40,000 must be travelled. The Captain's log, given by navigator Duncan, shows your total distance travelled on the Port statistics page.

As each additional region unlocked is farther from the port, their voyages have higher requirements for success and longer voyage times, but give better resources to reward success. Unlocking a region also unlocks new crew members from that region, with better base stats to help overcome the higher adversity.

Distance Traveled
NOTE: Each time a player unlocks a new region, the previous region will have its standard voyage distance halved. (The distance is only halved once and not halved for each subsequent region reached.) The distance of the voyage you are attempting is unknown until the ship returns but will certainly fall under one of these base formulas.

The further the region is located to the east, the bigger the voyage distance will be in that region. Voyages in the Skull region have double voyage distance than voyages in The Arc, and so on.

If a players set focus on the region then they can get long, standard, easy and very easy missions from that region and standard missions from earlier regions. Adventure missions don't seem to be affected by what region player has chosen to focus on.

Random port events (Minigames)
When the player receives a random event, they will be alerted by a message in the chat box, immediately after a successful voyage. There will also be a yellow quest-looking icon that appears both above the appropriate person's head and on the minimap. Depending on which event is received, the player will have to go and talk to either Surula The Barmaid or Felix the Black Marketeer to start the event. Disconnecting or logging out during a Random port event will cause you to lose the event, but as long as you have not yet started the event, it will still be available the next time you log in. Additionally, if you get the notice of The Death Lotus assassin event but buy his daily goods first, you will also lose the event but Felix will continue to have the gold star above his head indicating that the mini-game event should still be there. (A bug report has been submitted for this error.)

When checking on multiple voyages, each has an independent chance of generating a random event, which means that it is possible to get multiple random events after checking more than one voyage result. However, after completing one random event, the other random events will be erased. Thus, it is important to exit back into the Port after checking each voyage so as to eliminate the possibility to waste random events.

Each of these minigames gives minor rewards in the manner of "effects" (see below) which can be added to ship characteristics before a voyage.

Note: If the player has a Solomon's Store pet at the time that they are awarded the opportunity to play, they will be presented with the standard dialogues, but after clicking "Yes" in the confirmation dialogue asking if they want to play, nothing happens. Once the pet is "sent home" (via right-clicking on the pet), clicking the "Yes" button in the confirmation dialog will then take the player into the mini-game as normal. If the player has a regular pet following them, they will receive a message in chat stating that they cannot have a follower or summoning familiar while playing the mini-game. It is unknown yet if this is a bug/glitch or is intended behaviour. This applies for Surula's minigame, "Last Orders", and for the Felix the Black Marketeer's minigame, "A Simple Favor", as well.

Felix The Black Marketeer: A Simple Favour
Felix's random event presents the message: "The Black Marketeer had a little trouble with some assassins. Speak to him to relive the event." In this minigame, the player helps the Black Marketeer work off his debt to the Death Lotus Assassins. The player takes control of Felix and must find 5 ninjas hiding in various barrels around the dock, then locate and identify each ninja's victim.

Only one ninja and his or her victim can be searched for at a time. The player first searches for a ninja's barrel (these are easy to identify because the top is open so you can see the ninja hidden inside). If the player doesn't find a ninja within a set period of time, an arrow will appear pointing to one. Once the player has found a ninja, the ninja will give a clue hinting at who the intended victim is (one of the Wandering Strangers). The player, still controlling Felix, must then identify the correct victim; if the player guesses wrong, the ninja will give further clues to help the player narrow his search. Clues can specify what the target is wearing ("The target is wearing a hat"), colour or style of clothing ("No, the top is the wrong colour", "That's not my target, the top was a different style", or gender ("Well, that's not right. Completely the wrong gender for a start"). There are no penalties for misidentifying the victim, and no apparent time limits or limits on the number of guesses, so if desired, the player can ignore the clues and simply try all the wandering strangers.

Surula's Bar: Last Orders
Surula's random event presents the message: "The Barmaid had a tricky time while the Ship was away. Speak to her to relive the events." For this minigame, the player takes control of Surula and must serve beer to 20 clients in the bar area, upstairs, and nearby outside, all in fewer than 10 minutes. Surula can hold only 2 beer glasses at once and over the time she serves the clients, she will have to keep getting more from her bar in order to continue, as there are twenty clients to be served.

Note: Once you have served beer to a client, the "Serve Patron" option will no longer be available for that client.

Random event rewards

 * Effects: Most effects provide a one-time boost to a single ship, increasing one stat by 10% for a single voyage. These effects stack, e.g. you may use 2 Seasinger's Cry for +20% Seafaring. The Lifeboat, Lotus-Tint Spectacles, and Fortune of the Sea provide permanent boosts to a single ship. These effects do not stack, e.g. you cannot apply Lotus-Tint Spectacles twice to the same ship to gain a doubled XP bonus. However, you can apply all three of Lifeboat, Lotus-Tint Spectacles, and Fortune of the Sea to a single ship. Both one-time and permanent effects are applied before the voyage by clicking the "Add Effects" button when choosing a ship from the Voyage List interface, then selecting the Effect(s) to be applied to the selected ship.


 * Port resources
 * Captain rerolls instantly brings in a new visiting captain. Accessed from the Visitors drop-down menu. This replaces the currently available captain if there is one. Only two captain rerolls may be held at a time.
 * Crew reroll: Accessed from the Crew Roster interface. Adds 5 crew rerolls to your daily allowance.
 * Voyage rerolls add 5 voyages/rerolls to your daily allowance.
 * Visiting Adventurer rerolls will attract another visiting adventurer to the port, giving you some of their Special Voyages. This will be in addition to any other adventurers received on that day. Three Adventurer rerolls may be held at a time.

The stat boosts provided by one-time effects are applied based on your crew's total stat rather than to the stat required for a mission. For example, if your seafaring stat is 2000 and the voyage needs 2500, you will have an 80% chance of success. If you apply a +10% seafaring boost, your seafaring stat will increase from 2000 to 2200 (a 10% increase) which gives an 88% chance of success.

You can determine which permanent effects have been applied to a given ship by selecting that ship in the Voyage List interface (while the ship is in port) and clicking "Add Effect". Any effects which have been applied to that ship will be labelled "Active".

Note: The maximum number of any given reward that can be stored is 3. Originally, it was possible to increase the chance to get rarer or more valuable rewards simply by not using the more common or less useful rewards. This has been changed in a patch.

Strategies
In the Arc and Skull regions, focus on completing every voyage successfully. Because there are a limited amount of standard and special voyages per day, it's more important to complete the voyages that pose the least risk (highest success rate) with one ship, before attempting higher risk voyages once more upgrades are acquired or until crew members level up from easier voyages.

If you have no voyages left which you can get over 50-60% it may be better to send out expendable crew members than to reroll a voyage as even failed voyages (aside from story missions) will increase your travel distance, and progress you further to unlock new areas. However, be aware that any failed voyage, regardless of success rate, can result in loss of resources or crew members, or in your ship needing lengthy repairs. The Black Marketeer can fix your ship without you having to wait the required time but will charge (RuneScape) coins for the service.

To maximize the number of voyages each day, be sure to send out all Special Voyages and have no more than 3 standard voyages remaining when the port resets. Avoid rerolling voyages as this will take away from your total voyages for the day.

Increasing voyage success rate means using a balanced combination of crew member and ship upgrades. Voyages require 1 or more of the following stats: Morale, Seafaring, or Combat. Using crew members, ship upgrades, or items that affect those stats will increase the success rate.

The strongest skill of basic crew members can be identified easily by looking at the colour of their bandana: Crew members with red bandanas will specialize in Combat; blue bandanas in Seafaring; green bandanas in Morale. Using a Brimhaven Pirate with only 150 Combat won't increase the success rate of a voyage which requires Morale. However, if success rate is adequate, even without a full crew, it still may be beneficial to include additional crew members to fill the voyage. Any crew member that is part of a successful voyage gains experience and can level up, increasing their stats. Those bolstered stats can improve the success rate on future voyages, so it's useful to try to level up your crew members whenever possible. In order to maximize crew stats, it is best to train crew members with better base stats. For example, it is more effective to have a level 3 Catherby Fisherman with 200 Seafaring than a level 3 Smuggler with 100.

Ship upgrades are also particularly important for the success of a voyage, especially because any upgrade unlocked can be used on any ship you own on all future voyages. Five upgrades can be applied to the ship, but of them the rudder does not affect the success rate. It is recommended to change what you have on your ship first to meet the mission requirements, then change your crew members.

Effects earned from random events, which can occur after checking the status of a returning voyage, can also bolster ship stats for one voyage.

Voyages to further portions of the east may take more time, but in time you'll be able to manage 3 or 4 ships to speed up the rate at which you complete your daily voyages. Rudder upgrades, captains that specialize in speed (at the cost of specializing in a main attribute) and some varieties of crewmen can also improve voyage speed.

One should decide about the voyages that are given. Arc voyages take 21 minutes (without speed boosts). Skull voyages take 1 hour extra, and Hook voyages take 2 hours extra. If one needs resources quickly, and have just hired new crew members (like replacing your whole crew with Pincer region crew members), they should level up quickly by doing Skull or Hook missions to level up before taking on any special, Bowl, Scythe or Pincer missions. This means you should have a 2 ships concentrating on the high level missions and a ship concentrating on the low/moderate level missions for some extra resources when the need arrives.

Resources may also be a factor in deciding which missions to take and which regions to explore. You will want a large amount of chimes, bamboo and slate to make your port up-to-date. Chimes are used for recruiting crew, upgrading your ship, and upgrading the Warehouse, which will result in extra resources from a successful voyage. You will need a large amount of bamboo and slate to upgrade the Office (which results in more voyages, thus meaning higher resource rate), bar (for a better captain), or Workshop (to create the reward items: armour, scrimshaws, and Rocktail Soup).

After that, you could focus on increasing your supply of resources. Resources can be needed if the ship's crew mutinies or the ship is damaged (either in combat or rough seas/rocks) as this results in a loss of some random resources for repairs. On the other hand, if no resources are available gold pieces can be used to repair a boat via the Black Marketeer instead, so you may prefer to concentrate on what you need for upgrading, rather than stockpiling resources to pay for possible repairs that may never be needed.

Rewards
Rewards from the player-owned port are available to players with high levels in the appropriate skills. Rewards include experience in Fishing, Herblore, Prayer, Runecrafting, Slayer, and Thieving, provided you have at least level 90 to begin with. Players with level 90 in Crafting, Runecrafting, or Smithing can earn the ability to make the best non-dungeoneering armor for ranging, magic, or melee, respectively, requiring level 85 Constitution and Defense to wear. Players with at least level 85 Fletching can earn the ability to make Scrimshaws, the only items that can currently be used in the pocket slot. Players with 93 Cooking can earn the ability to make the highest healing tradable food in the game.

Ship Updates
Whilst on a voyage, you may occasionally receive random updates about your ship, which do not impact on your ships voyage in any way. These include random observations, notices, etc.

Music Unlocked

 * Sea Folk - When you enter the port for the first time.
 * Sea Hear - When you enter the port for the first time.
 * Sea You Late Oar - When you enter the port for the first time.
 * Shanty Instrumental - When you enter the port for the first time.
 * Stick Your Oar In - When you enter the port for the first time.
 * Stick Your Ale In - Walk north from the portal entrance and go near the bar.

Trivia
Trivia for the ship update messages is shown on the ship updates page.
 * The bag of winds is named after the bag given by Aeolus, the god of wind, to Odyssues in The Odyssey.
 * The Chinese word in the top left of the Archipelago map is "端口" (duānkǒu) which is the wrong translation of port. Duānkǒu refers to a computer port or interface. The correct translation should be "港口" (gǎngkǒu), though  Jagex could have intended to use the word as a pun.
 * The Chinese word in the bottom left of the Archipelago map is "指南針" (zhǐnánzhēn), meaning compass.
 * When attempting to drop an item at the port, players receive an in-game message saying "The Port Sarim Private Docks Authority thanks you for not littering."
 * When attempting to burn logs at the port, players receive an in-game message saying: "Port Sarim safety regulations forbid the dumping, abandoning or burning of flammable materials on the dockside."
 * High Level Alchemy cannot be cast anywhere within the Player-owned port area.
 * If you attempt to setup a cannon in the port, you will receive the message: "Cannons belong on ships, not the dockside."
 * "The islands: "Isle of Juniper", "The Islands That Reflect the Moon", "Haranu" and "Tokoko" resemble the country of New Zealand, twice, one sideways and the other upside down. Many of the islands also resemble the Hawaiian islands.
 * Sailor's flavour text may read "Gives love a bad name" which could be a reference to the song "You Give Love a Bad Name" by the band Bon Jovi, an 80's and 90's American classic rock band.
 * Sailor's flavour text may read "Seventh child of a seventh child." This may be a reference to the folk belief, around since the Middle Ages, that the seventh son of a seventh son is born with tremendous magical and/or healing powers.
 * Sailor's flavour text may read "Is the reason the rum is gone." This is a reference to the hit movie Pirates of the Caribbean: Curse of the Black Pearl in which Jack Sparrow says "But why is the rum gone?".
 * The Whaler's storyline is a reference to Moby Dick, the novel by Herman Melville.
 * Shuma the whale, the subject of The Whaler's pursuits, is a reference to the famous orca Shamu, whose name is used as the title of the SeaWorld orca shows.
 * Some voyages have a requirement of 9001, a possible reference to the Dragon Ball Z meme.
 * Although very rare, it is possible to fail missions with a 100% success rate. It is currently unknown whether or not this is a glitch.
 * Currently there is a glitch, that will move characters into table or chairs or the closed space behind sarula. This happens when players who are standing on the second floor of the bar open their shipyard tab and then close it. This action will sent the player back tot their orginal posistion, only on the floor below instead of the second floor.