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The High Seas

Foes & Plunder

Everything out there that will fire on you, from a Pirate Sloop along the coast to The Ferryman in the open sea — and what each one leaves behind.

The monster fleet

They sail the whole ocean, each keeping to her own waters. Damage is per ball, range in cells, reload in seconds. They take station at range with their sails eased and fight from there; close in and they bear away, run and they chase. At most 2 come for you at once — unless you fire on more. A sunk ship is replaced about 1.5 minutes later, somewhere else.

ShipHullGunsDamageRangeReloadSpeedTurns to fight at
Pirate Sloop200218125.5s4.915 cells
Orcish Longship37542012.55.5s4.716 cells
Lizardman War Galley600623135.2s4.417 cells
Pirate Brigantine90082613.55s4.318 cells
Ghost Ship1,2501030145s4.519 cells
The Dread Galleon1,813123414.54.8s420 cells
Ophidian Dreadnought2,4001436154.7s3.921 cells
The Infernal3,200164015.44.5s3.622 cells

Where they sail

The farther from land, the worse the water. The coasts a new captain learns on hold sloops and longships; the open sea laid round the map holds the Dread Galleons and worse.

WaterWhat sails there
Along the coastsPirate Sloop and Orcish Longship
InshorePirate Sloop, Orcish Longship and Lizardman War Galley
OffshoreOrcish Longship, Lizardman War Galley and Pirate Brigantine
The deepLizardman War Galley, Pirate Brigantine and Ghost Ship
The open sea, round the mapPirate Brigantine, Ghost Ship, The Dread Galleon, Ophidian Dreadnought and The Infernal

The pirate crews

3 crews that hunt CAPTAINS, never the fleet. Their lookouts see 310 cells, they are quicker than anything in the fleet, and each ship spends two abilities on you. One runs you down while the rest sail to head you off. A harbour's ring stops them, enough water between you loses them — and they never touch a Peace flag. A sunk crew is back in a quarter of an hour or so.

CaptainCrewHullGunsSpeedAbilities
SlaineSlaine's Crew1,250105.1Heated Shot, Brace for Impact
Dom DomSlaine's Crew90085.5Chain Shot, Evasive Manoeuvres
MillzMillz's Crew1,100105.2Double Charge, Reinforced Stern
FukadaMillz's Crew82065.6Marksman's Eye, Smoke Screen
Dee RailDee Rail's Crew1,18085.3Against the Wind, Evasive Manoeuvres
AmbienDee Rail's Crew980105.2Full Broadside, Brace for Impact

The Ferryman — the sea's world boss

What she is
A treasure ship, the biggest thing on the water: 36,000 hull, 24 guns, and slower than any ship you can build
Finding her
One every two days, in open water out of sight of land. She is on nobody's chart and nobody is told: she is found by whoever comes upon her
Her sails
Half the canvas her hull would give her, so a raid that shoots her sails can hold her
Her escorts
At 75%, 50% and 25% hull she fires a signal gun and Ferryman's Cutters put out — fast, and they chase for 200 cells. More raiders, more cutters
Mending
Nothing hitting her or her escorts for 2 minutes and she mends 1.5% a second — mended whole, the raid is wiped
Leaving
Left alone for 45 minutes she slips away over the horizon
The raid
Everyone who damages her or her escorts joins the raiders window; escort damage counts toward your share
Her wreck
A strongbox for every raider still at sea with at least 1% of the damage, filled by their share: Silver, shot, upgrades, Special Loot, a chance at a rare gun and a survivor on far better odds of rank
Never
Boarded, or shaken off by Cut and Run

What a wreck gives up

A sunk ship leaves a strongbox for whoever did her the most harm — only they can see it — for 90 seconds. Sail over it to haul it aboard. Wreckage comes only from a ship sunk by gunfire, and shot only from one taken by boarding: a box holds one or the other, never both. Besides these: a chance at a ship upgrade, an ability deed and a survivor, all rare. No gold, no gems, no weapons.

ShipSilverWreckage (sunk)Shot (boarded)Special Loot rolls
Pirate Sloop3–63–122–50
Orcish Longship6–105–164–80
Lizardman War Galley10–168–226–111
Pirate Brigantine16–2411–288–141
Ghost Ship24–3615–3610–172
The Dread Galleon36–5520–4513–213
Ophidian Dreadnought55–8026–5616–264
The Infernal80–12034–7020–325

Sunken Treasure Charts — a wreck on the seabed

Where they come from
A Message in a Bottle, fished up anywhere. Uncork it and a chart slides out
Decoding
Cartography, like a land map: none below 30.0, half the time at 30.0, every time from 100.0. The chart then names the wreck's place on the sea
Taking it aboard
Right-click it and Take Aboard, at home: it goes into the hold of the ship at your mooring. It weighs nothing there, is lost if she sinks, and comes back into your pack if she docks home with it unused
Sailing there
The Treasure Charts panel at sea sets one chart as her course: a red X on the chart, an arrow at the screen's edge, and Navigate to Wreck to let her take the helm
The haul
Within 7 cells of the wreck, hove to and out of the fight: 9 seconds of the winch with her lying still. A shot in the water cuts the lines and keeps the chart
What comes up
2,000–5,000 gold, 60–140 Silver and some shot every time; a skill scroll half the time; 3 shots at Special Loot; about 1 in 15 a ship upgrade and 1 in 12 a castaway for your crew
For your house
About 1 in 100 wrecks gives up a piece to place in your yard or hall: Barnacled Anchor, Drowned Ship's Wheel, Wreck Bell, Salt-Crusted Cannon, Ship in a Bottle and Brass Diving Helmet. Found nowhere else
A full hold
What will not fit stays in a strongbox over the wreck for a few minutes — make room and sail over it
🪙
Your flag moves what a strongbox gives:Peace -75%, Blue -25% and Black +20%. So do a few upgrades — a Silversmith's Scales, a Salvager's Winch, a Treasure Hound's Chart and a Lucky Figurehead. Wreckage and shot are her stores and are never moved by either.

More on the High Seas