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.
| Ship | Hull | Guns | Damage | Range | Reload | Speed | Turns to fight at |
|---|---|---|---|---|---|---|---|
| 200 | 2 | 18 | 12 | 5.5s | 4.9 | 15 cells | |
| 375 | 4 | 20 | 12.5 | 5.5s | 4.7 | 16 cells | |
| 600 | 6 | 23 | 13 | 5.2s | 4.4 | 17 cells | |
| 900 | 8 | 26 | 13.5 | 5s | 4.3 | 18 cells | |
| 1,250 | 10 | 30 | 14 | 5s | 4.5 | 19 cells | |
| 1,813 | 12 | 34 | 14.5 | 4.8s | 4 | 20 cells | |
| 2,400 | 14 | 36 | 15 | 4.7s | 3.9 | 21 cells | |
| 3,200 | 16 | 40 | 15.4 | 4.5s | 3.6 | 22 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.
| Water | What sails there |
|---|---|
| Along the coasts | Pirate Sloop and Orcish Longship |
| Inshore | Pirate Sloop, Orcish Longship and Lizardman War Galley |
| Offshore | Orcish Longship, Lizardman War Galley and Pirate Brigantine |
| The deep | Lizardman War Galley, Pirate Brigantine and Ghost Ship |
| The open sea, round the map | Pirate 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.
| Captain | Crew | Hull | Guns | Speed | Abilities |
|---|---|---|---|---|---|
| Slaine's Crew | 1,250 | 10 | 5.1 | Heated Shot, Brace for Impact | |
| Slaine's Crew | 900 | 8 | 5.5 | Chain Shot, Evasive Manoeuvres | |
| Millz's Crew | 1,100 | 10 | 5.2 | Double Charge, Reinforced Stern | |
| Millz's Crew | 820 | 6 | 5.6 | Marksman's Eye, Smoke Screen | |
| Dee Rail's Crew | 1,180 | 8 | 5.3 | Against the Wind, Evasive Manoeuvres | |
| Dee Rail's Crew | 980 | 10 | 5.2 | Full 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. Besides these: a chance at a ship upgrade, an ability deed and a survivor, all rare. No gold, no gems, no weapons.
| Ship | Silver | Wreckage | Shot | Special Loot rolls |
|---|---|---|---|---|
| Pirate Sloop | 3–6 | 3–12 | 4–10 | 0 |
| Orcish Longship | 6–10 | 5–16 | 8–16 | 0 |
| Lizardman War Galley | 10–16 | 8–22 | 12–22 | 1 |
| Pirate Brigantine | 16–24 | 11–28 | 16–28 | 1 |
| Ghost Ship | 24–36 | 15–36 | 20–34 | 2 |
| The Dread Galleon | 36–55 | 20–45 | 26–42 | 3 |
| Ophidian Dreadnought | 55–80 | 26–56 | 32–52 | 4 |
| The Infernal | 80–120 | 34–70 | 40–64 | 5 |
More on the High Seas
Ships
Every hull, what she costs to build, her timber and rolls, upgrades, spyglasses and Shipyard fees.
Sailing
The helm and its keys, wind, storms, harbours and town docks, mending at sea, your colours, and fishing with a seine.
Guns & Abilities
Cannons by metal, shot, the Ferryman's rare guns, the twelve ship abilities and how boarding works.
Crew
Where crew come from, their trades and naval ranks, levelling and promotion costs, feeding them, and the Crew Pub.