Player-owned port

The Player-owned port is a high-level, members minigame that was released on 11 December 2012 and expanded on 7 January 2014 and again on 26 January 2015. 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 the minigame by entering the portal south-west of the Rusty Anchor pub in Port Sarim or by entering the portal north-east of the Lodestone in Prifddinas.

Level requirements
There is no requirement to enter your player-owned port. Also using the weekly activity within the port, Meg, has no level requirement and thus is available to all members. But to make progress in the minigame and to send ships on journeys, the player is required to have level 90 in at least one of the following skills (note that boosts do not work):

More content is unlocked for each of the requirements met. In addition to the skill requirements to play the minigame, several other requirements have to be met in order to fully be able to use the minigame. See the table below for more information.

Note: To efficiently create reward items, a combination of skills is usually required. For example, making Rocktail Soup requires 93 Cooking; in order to quickly gather the Spices needed, 90 Slayer is required to attract The Assassin to the port. See the Rewards section for more details.

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, where you meet your first adventurer and John Strum and Duncan teach you the basics. 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, or to teleport to the player-owned port portal in Port Sarim. They are then free to begin playing the minigame itself.

Gameplay
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.

Rerolls and reset
Standard voyages and crew members available for hire can be rerolled. Rerolling a voyage or crew member for hire immediately replaces it with a new randomly generated one and the replaced voyage or crew member cannot be recovered. The player has a limited number of rerolls available each day. Unused voyage and crew rerolls are not carried over from one day to the next.

The port's random event minigames can award additional voyage or crew rerolls. Each of these rewards will grant an additional 5 rerolls. Rewards do not expire at reset, but if they have been redeemed, any unused rerolls will be lost. Random event minigame rewards can also grant the ability to reroll visiting adventurers and captains for hire. As with the voyage and crew rerolls, the player will not be able to recover adventurers or captains that are replaced by rerolling. Only adventurers in the port will be replaced, however. If adventurers are currently under way on voyages, a new set of adventurers will be generated in the port and those on voyages will be able to complete them.

Reset occurs at midnight UTC, but the effects will not be triggered until the first time you log in after reset. One of the exceptions is the gossip from the barmaid, which vanishes upon reaching midnight, regardless of log outs, although if it is taken, the voyage will remain. Reset has the following effects:
 * New visiting adventurer(s) are generated, replacing any unstarted special voyages
 * A new visiting captain is generated
 * The Black Marketeer and the Trader receive new stock
 * The player receives a new stock of voyage and crew rerolls
 * Voyage and crew rerolls are immediately consumed to fill any open slots. Unstarted standard voyages and unhired crew members are not replaced, and will remain in their slots indefinitely.
 * A daily salary is paid:
 * 20 chimes if the port has a Refitted office.
 * 50 chimes if the port has a Renovated office.
 * 150 chimes if the port has a Refurbished office.
 * Soft resource caps are applied.



Interfaces
The port interfaces can be seen at the top of the screen while at the port. The resources drop-down menu shows the player's stock of resources and trade goods. Using the central interface, players can view their voyages, view and hire crew, set up their ships, upgrade buildings, and see how far they've advanced with the map. Once the Skull region has been unlocked, the player may also set the port's focus for obtaining scroll pieces and influencing the destination of standard voyages. The Visitors drop-down menu is a quick reference to the visitors in the port.

Buildings
Buildings and decorations can be built or upgraded to offer bonuses to different areas of the port's operations. The view will change as you scroll through each building or decoration.


 * 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 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 (telescope); extra chance of XP missions (parrot); increased rewards from voyages (cherry tree); increased chances of a port random event (pandora's box); or extra chance to receive trade goods voyages (jade statue); increased chance of receiving clue voyages (Map table).
 * 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 the same or different icon at each hotspot  (Whale skull - Whaler, Mammoth Head - Biologist, Occult - Occultist, Human skull - Assassin, Stocks - Convict, Saradominist - Missionary, Trap - Trapper, Cooking Pot - Chef, Ornate - Architect, Torn bag - Exile, Butterfly - Memory, Tengu Mask - Tengu) , although it is unknown if repeating the icon will increase the chances any further.
 * Portal: Upgrading the portal is simply a cosmetic change.

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 Trader, trades excess resources for trade goods.
 * The adventurers - twelve people who stand a chance of being attracted into the port and offering special voyages if the player has at least level 90 in the adventurer's associated skill:
 * The Occultist (90 Runecrafting)
 * The Missionary (90 Prayer)
 * The Assassin (90 Slayer)
 * The Convict (90 Thieving)
 * The Biologist (90 Herblore)
 * The Whaler (90 Fishing)
 * The Trapper (90 Hunter)
 * The Chef (90 Cooking)
 * The Architect (90 Construction)
 * The Tengu (90 Agility)
 * The Memory (90 Divination)
 * The Exile (90 Dungeoneering)

Ship name
The player may customise each ship's name by bringing up a the Ship Name Creator 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 customisable hotspots: Clicking on a hotspot shows the player a list of possible upgrades for that spot. The currently equipped upgrade is indicated by a green check mark.
 * 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)

Upgrades marked with a padlock have not yet been unlocked. A gold padlock indicates that the player has the resources to unlock the upgrade. Upgrades need only be unlocked once, after which the player can use them on any ship. Unlocked upgrades can be used on as many ships as the player chooses at no additional cost.

Selecting a locked upgrade shows the selected upgrade's stats and the cost to unlock it. The stats of the selected upgrade are colour coded in comparison to the currently equipped upgrade: green stats are higher than the currently equipped upgrade, white are the same, and red stats are lower than the currently equipped upgrade. Selecting an unlocked upgrade allows the player to compare the stats of the selected and equipped upgrades using the same colour coding.

The upgrade options for the two Deck Item hotspots are identical, and upgrades purchased in either hotspot are automatically available in both.

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 complete 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. Some voyages only take 15 minutes while others take many hours.

Once a ship has returned, a ship's bell tolls and players receive a notification in their chatbox. Players must return to their port to check on the success of the voyage. Some successful voyages bring back resources such as Chimes, Bamboo, Black slate, Cherrywood, and Jade. Other voyages may bring back trade goods such as Ancient bones, Spices, Chi, Plate, Lacquer, Koi scales, and Pearls. Other successful voyages bring adventurers to the port, unlock new islands, or bring back parts of elusive scrolls for high level armour, food, or scrimshaw. A failed voyage may be a partial success, earning a partial reward equal to 20% of the reward for a successful voyage, including any bonuses applied to that voyage. However, partially successful missions do not show the resources or trade goods awarded in the results window. The player must check the value before and after a voyage to determine whether they received any of the reward. At least some experience is awarded for a partially successful voyage. Failed voyages may result in damage to the ship, loss of a captain or crew member, or both. Equipping a ship with a Lifeboat fully prevents a crew or captain from any death upon a failed voyage.

Standard voyages
Players are given 15 standard voyage rerolls each day. Only 3 voyages are displayed at any one time. When a player sends a ship on a voyage it is removed from the list. If the player has rerolls remaining, one is consumed and a new voyage is generated, otherwise the slot will remain blank until reset. 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 to receive a new voyage. Any standard voyages left in the three voyage slots are carried over to the next day, but remaining rerolls are not. As the trip times increase you will not be able to complete all the voyages in one day so go back to the easier regions (change in port management) to collect resources for upgrades.

A Barmaids' Tip
Once 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, A Barmaids' Tip [sic], will be placed in the third slot in the standard voyage interface. If there was a voyage already in that slot, it will be replaced, so it may be wise to free up the third slot before speaking to Surula. The tip must be obtained before reset 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, however it is still possible to receive voyages from earlier regions even if your focus is on a later region (e.g. you can receive a Skull voyage even if your focus is the Bowl).

Special voyages
Special Voyages require the assistance of one of twelve potential Visiting Adventurers that may appear each day in the port's bar. Adventurers are only available if the player's skill is at least 90 in the corresponding skill: the Assassin requires Slayer, the Biologist requires Herblore; the Convict requires Thieving; the Missionary requires Prayer; the Occultist requires Runecrafting; the Whaler requires Fishing; the Trapper requires Hunter; The Chef requires Cooking; and the Architect requires Construction. Special joint voyages are available when specific pairs of adventurers are in the port: the Assassin and the Convict, the Biologist and the Whaler, or the Missionary and the Occultist. Special voyages may not be rerolled, but a new list is generated after reset or when an Adventurer reroll is used.

If an adventurer is sent on a special voyage, they will disappear from the bar and not return to it when the voyage is complete. Consequently, if an adventurer offers more than one special voyage at a time, starting one of them will automatically remove all other special voyages for that adventurer that are on the list. Choosing a joint voyage removes all other special voyages for both adventurers.

The list of special voyages is refreshed daily at the first login after reset. If a special voyage is under way when reset occurs, the voyage may still be completed and any rewards earned even if that adventurer is not chosen to be in the port after reset. Although there is normally a limit of two adventurers in port at a time, it is possible to have two adventurers in port in addition to any adventurers in voyages that are under way; however, the Visitors drop-down menu will only show two adventurers at a time.

Depending on the special voyage chosen, success will advance the adventurer's story or reward the player with chimes and resources, experience in the corresponding skill, or part of an Eastern Scroll that, when complete, will allow the player to build a new high-level item that can only be built within the port.

The cut scenes that play during the adventurers' story voyages can be replayed by talking to the adventurers while they are visiting in the bar. Players will be unable to see the "Meet the..." voyage for the first adventurer they meet, as the meeting occurs in the tutorial rather than their first voyage.

It is possible to not receive any special voyages. It is not known if this is a bug or not.

Clue voyages
Six adventurers (Whaler, Trapper, Chef, Exile, Memory, Tengu) have a series of clue voyages available to them, which can appear randomly as a special voyage after the relevant region for that clue is unlocked. Clue voyages differ from regular voyages in one main way: the destination within the region is not set, and can be changed by talking to the adventurer in the bar prior to sending the voyage - the player's task is to find the correct destination for the voyage (and then successfully send the ship there) in order to progress to the next clue voyage.

Clue voyages, like story voyages, are a series of individual voyages that require previous ones to be completed to do the next ones. They're also subject to the normal conditions of a voyage - morale, combat and seafaring. If the voyage fails this, as normal, no progress is made. However, if it passes this check, there is a second level of success that depends on the destination. If the clue voyage is sent to the wrong destination, the voyage is overall a failure and no progress is made on the clue. Successfully completing all three clue voyages for an adventurer (sending to the right location) unlocks that adventurer's hidden voyage. Completing clue voyages also contributes to port score.

When an adventurer is sent to the incorrect location, they will remember and will not attempt to go there again. Thus, with enough voyages, the correct location is guaranteed to eventually be found. The only way to find the correct location quickly and with certainty is to build one or more map tables in the totem hotspots - these provide a hint every few days (every 4 days with 1 table, to every day with 4 tables) and increase the chance that adventurers will offer their clue voyages. The hint outright states the correct location to send an adventurer; but a hint is only given if an adventurer currently in port (not on a ship) and has uncompleted clue voyages on the day the hint is given. If both adventurers in port have uncompleted clue voyages on the day the table gives a hint, the table will provide a hint for each of them (though it does not specify which hint corresponds to which adventurer).

Hidden voyages
Each of the six adventurers with clue voyages also have hidden voyages which have lucrative rewards. These voyages are permanently unlocked after successfully completing all 3 of that adventurer's clue voyages (they are repeatable without having to re-do the clue voyages). The rewards include seasinger's bottled cries, ration packs, gunpowder kegs, a Gift of Gu (in exchange for chimes - speak to the Tengu before sending), a Worldbearer ring (1) and captain trait removal.

Clue summary
The voyage requirements are roughly equivalent to the harder voyages from that region. For more details, see here.

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

Regions


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. The Captain's log, given by navigator Duncan, shows your total distance travelled on the Port statistics page.

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. As each additional region unlocked is farther from the port, their voyages take longer and add greater distance; they also have higher adversity and give better rewards for success. Unlocking a region also unlocks new crew members from that region, with better base stats to help overcome the higher adversity.

Unlocking the Shield is requirement to trim the Completionist cape.

Distance travelled

 * Only voyages to the most recently unlocked region add the full distance travelled to your total, voyages to any other region add only half the standard voyage distance. 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 distance travelled does not affect the time required to complete the voyage.

If the port's focus is set on a region, all four voyage lengths for that region can be received. Standard-length voyages from other regions can also be received. Special voyages ignore the port focus. The destination of a story voyage is determined by which part of the story it tells. All other special voyages have the most recently unlocked region as their destination.

All trait and experience voyages will give the same distance as a standard voyage.

Random events (minigames)


Whenever a ship returns from a voyage, there is a chance that the player will receive a random event. A pop-up message in the chat box will alert the player, who will then be able to play a short minigame to earn rewards which can be used in the port. Rewards include special effects that can be applied to voyages, extra voyage or crew rerolls, and the ability to reroll adventurers or visiting captains for hire.

Depending on which event is received, the player can trigger the minigame by talking to Felix the Black Marketeer to play A Simple Favour, Surula The Barmaid to play Last Orders, or Seasinger Umi to play Finders Keepers. The player will be reminded that they have a minigame available by a yellow minigame icon appearing above the appropriate person's head and on the minimap.

Each voyage can trigger a random event, but whenever a minigame is completed, all others are lost. Therefore, to maximise random event rewards, it is important to exit back into the Port after checking each voyage, and to play any minigame earned before checking another voyage.

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 tank armour for ranging, magic, or melee, respectively, requiring level 85 Constitution and Defence to wear. Players with at least level 85 Fletching can earn the ability to make scrimshaw, which are placed in the pocket slot. Players with 93 Cooking can earn the ability to make the highest healing tradeable food in the game. Boosts will not work for any of these items.

In addition to the relevant skill levels needed, each reward item requires a quantity of trade goods and 4 related scrolls for each item. The trade goods can be earned infrequently from Standard Voyages, but are most commonly earned from Special Voyages with one of the six adventurers who frequent the port. Thus in order to efficiently make any of the reward items it's essential to have both the skill level required to make the reward item, and the skill level required to attract the appropriate adventurer. The skills associated with each reward item are as follows:
 * Tetsu armour (melee armour): 90 Smithing to craft the armour; 90 Fishing to attract The Whaler or 90 Divination to attract The Memory, who gather Plate in their resource missions. In addition, 90 Herblore will attract The Biologist, allowing joint missions with the whaler to gather more plate.
 * Tetsu katana and wakizashi (melee weapon): 92 Smithing to make; 85 Attack to wield.
 * Death Lotus armour (ranged armour): 90 Crafting to make the armour; 90 Thieving to attract The Convict or 90 Dungeoneering to attract The Exile, who gather Lacquer in their resource missions. In addition, 90 Slayer will attract The Assassin, allowing joint missions with the convict to gather more lacquer.
 * Death lotus darts (ranged weapon): 92 Fletching to make; 85 Ranged to wield.
 * Sea singer's robes (magic armour): 90 Runecrafting is required both to make the armour and to attract The Occultist, who gathers Chi Globes in her resource missions. In addition, 90 Prayer will attract The Missionary, allowing joint missions with the occultist to gather more chi globes.
 * Seasinger kiba and makigai (magic weapon): 92 Runecrafting to make; 85 Magic to wield.
 * Reefwalker's Cape: 90 Crafting to make, requires 85 Defence and Constitution to wear; 90 Construction to attract the Architect and/or 90 Hunter to attract the Hunter who offer Koi Scales in their special voyages. A defensive cape with great armour and life point bonuses.
 * Leviathan ring: 90 Crafting to make, requires 85 Defence and Constitution to wear; made from Pearls. A defensive ring that has a small chance to reduce the damage you take by half.
 * Rocktail soup: 93 Cooking to make the soup; 90 Slayer to attract The Assassin, who gathers Spices in her resource missions.
 * Scrimshaw: 85-95 Fletching to make the scrimshaw, 90 Prayer to attract The Missionary or 90 Herblore to attract The Biologist. Both the missionary and the biologist gather ancient bones in their resource missions.

If an adventurer from the previous day is on a voyage during the 00:00 reset, he/she will not visit again for the day after the reset. However, those that visited the previous day but completed their missions before reset still have a chance of visiting the port again for the second day. This can be somewhat useful in selecting which adventurers the player want to come more frequently. For example, if someone is after Seasinger armour, and receives the Biologist and Occultist for a particular day, he can complete and claim the occultist voyage immediately (before the next reset), while leaving the Biologist mission unclaimed through the reset. The Occultist will have a chance of visiting again on the second day, but the Biologist will not. However, do note that leaving ships like this for extended periods of time for the sole purpose of not attracting certain adventurers will significantly reduce your port's efficiency.

Maximum caps
Chimes have a daily soft cap of 200,000, resetting back to 200,000 at each reset if you have excess. Other resources have a hard cap of 999,999. The trade goods each have a hard cap of 250.

The soft cap for Chimes implies that it is possible to have more than 200,000 Chimes at a time, but they will be reset to 200,000 at a player's first login past 00:00 UTC. The cap for trade goods and other resources is a hard cap: it is impossible to collect more than the given cap (250 of a trade good or 999,999 of a resource); if a voyage returns with more trade goods than there is space for, the surplus trade goods are lost.

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 with the respective messages on the ship updates page. Other port-related trivia: Captains and Crew - Captain's Log - Meg - Random events (minigames) - Standard voyages - The Whaler.
 * 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." However, if a BoB is dismissed when in the port, the items it is carrying will drop to the floor, and anagogic orts can still appear.
 * 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."
 * If you attempt to setup a cannon in the port, you will receive the message: "Cannons belong on ships, not the dockside."
 * When the Pincers are reached the archipelago map shows a face in the lower right corner of the map (just above 'The Shambling Lair').
 * Each region has one island referencing the name of a character from the popular children's television show "My Little Pony: Friendship is Magic." A number of possible ship names can be made which reference characters from the show as well.
 * Opening a casket or solving a clue is prevented in the Ports area and a message comes up saying "You cannot open a casket or solve a clue in this area".
 * According to the Runefest 2013 Quiz, the original release of Player-Owned Ports was 4.13 megabytes of code.
 * Prior to the release of the Loop and the Shield, the distance travelled is capped at 1,500,000, putting it 27% to the next region upon the release.
 * Along with the Player-owned ports update, all ship names became ordered alphabetically, making players' ship names completely different until the player changes it.
 * The following requirements in Player-owned ports are needed to unlock the Completionist cape and its trimmed version.
 * For the completionist cape:
 * Complete one of the final story missions.
 * Obtain all scroll pieces for the reefwalker's cape.
 * For the trimmed completionist cape:
 * Complete all of the final story missions.
 * Visit the Shield.

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