A ship is a common mode of transportation in Dragon Quest games. The concept of giving the Hero's party a ship first appeared in Dragon Quest II: Luminaries of the Legendary Line and has appeared in all the subsequent games in the main series.
Traveling in the ship is much like traveling on land. Typically, the ship travels at the same rate of speed as travel by land. The party also will continue to encounter monsters while on the ship, although they will be aquatic rather than land monsters. The ship also follows the Hero whenever the Zoom (or Return) spell or Chimaera wing is used. The ship relocates to the nearest body of water to the return point. This keeps the player from having to remember where the ship was last used (or worse, having it stranded on a remote island).
Access to a ship is typically the result of completing some sort of quest or objective. Normally, the point in the game when a ship is acquired is near the mid-point of the game, as having a ship allows access to areas already visited and new areas which are fundamental to the next portion of the game. In the case of both Dragon Quest II and Dragon Quest III, acquiring the ship is a segue to quests which requires the Hero to travel all over the world to retrieve specific items.
Enemies encountered while sailing
Enemies encountered while sailing
- Man o' war
- Hades' Condor
- Dread admiral
- King squid
- Lump mage
- Handsome crab
In Chapter 5, The Hero can later use the ship after helping Torneko Taloon relight the sacred fire in the Pharos Beacon. Prior to Torneko's return to Porthtrunnel, a Mini medal can be found on the ship and is possible to miss entirely if not obtained at that point.
As of the game's remakes, Rodrigo owns and runs the Pontoon and Ventuno. An island with a ship being both a resort and casino for those who are rich. It is also a place where some individuals can be married.
After persuassion by a Spirit, the elder of Ghent allows The Hero and party to use the Providence, but only with Nevan accompanying them. Though until Murdaw's defeat, the Providence will only travel to Murdaw's Keep.
The Hero and his party discovers a landlocked ship in the desert south of Trodain. They enlist the aid of Ishmari, a magical poet who can invoke memories (in this case, the ancient sea), but when his harp unexpectedly breaks, the party must first acquire a replacement harp from the Land of the Moles that was stolen from Ascantha's treasury.
The Hero is given a ship from Marionette after saving her from kidnappers.
The ship is called the Salty Stallion in this game, and belongs to the party member Sylvando. (It is never specifically acknowledged how he gained it.) The Hero and his party gain the ship in Gondolia after completing a certain plot event there. The ship is also steered by someone called Dave, who must be spoken to in order to board the ship from land, though his plot role is very small.
At first only the inland sea is accessible, but the party gains access to the open seas after they open the sea gates leading to the Valor-Sauvage Channel--this is accomplished with the aid of Servantes in Puerto Valor. Soon after this, the party also obtains Lorelei's harp from the mermaid Michelle, which allows them to access the underwater village of Nautica, as well as to travel quickly between connected pillars of light on the seas.