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Boats

Hull and damage

  • A boat has 25,000 hull HP, +2,500 per Hull Integrity upgrade.
  • At 25% HP the planks unlock, so the boat can be boarded.
  • Below 25% durability the boat is scuttled and can't move.
  • An unused boat decays after 15 days.

Repairs

Use a Ship Repair Tool while you're the owner or pilot, and stand still. A repair heals over 5 ticks of 1.5 seconds:

total repair = 10% of max hull
             + up to 5% from Carpentry (5% at 100)
             + metal bonus
             + 10% per Repair Mastery tier
Tool metal Charges Repair bonus Your cooldown
Iron 25 — 30 s
Dull Copper 30 +2% 27 s
Shadow Iron 35 +4% 24 s
Copper 40 +6% 21 s
Bronze 45 +8% 18 s
Gold 50 +10% 15 s
Agapite 55 +12% 12 s
Verite 60 +15% 9 s
Valorite 75 +20% 5 s

A boat can only be repaired once every 30 seconds, no matter who repairs it.

Boarding

  • Throw a Boarding Rope at an enemy ship within 8 tiles. Its hull must be at 75% or less.
  • There's a 10-second delay between uses. A rope holds up to 50 charges, and you can combine ropes.
  • At 25% hull the enemy's planks unlock, so you can just walk aboard.

Dry docking

To dry dock, the boat must be fully repaired, with an empty hold, nothing left on deck and no other players aboard. You also need the key.

Sinking

When the hull hits 0:

  • The cargo hold drops into a salvage crate where the boat sank.
  • Sailors on board die with the ship.
  • After 6 seconds, every player on board is killed and washes ashore in Britain.
  • The boat goes to the Ship Recovery Vendor. You can reclaim it within 7 days for 5,000 gold, +3,000 per cannon on galleons.

Boat upgrades

Kills made while you're on your boat give it boat XP: 500 XP = 1 upgrade point. Gains happen at most once every 10 seconds per boat.

Each upgrade tier costs points equal to the tier (tier 1 = 1 point, tier 2 = 2 points, and so on). Most upgrades go to tier 5.

Vessel

Upgrade Per tier
Extra Cannons +1 cannon per broadside (max 2)
Cannon Power +5% cannon damage
Fire Rate −10% cannon cooldown
Cannon Range +1 tile range
Cannon Splash +1 tile splash radius
Hull Speed +1 speed tier
Hull Integrity +2,500 max hull HP
Armored Hull −5% hull damage taken
Extra Shot +1 cannonball per shot
Repair Mastery +10% repair effectiveness

Crew and sea

Upgrade Per tier
Crew Size +1 sailor on deck (max 3)
Sailor Fortitude +20% sailor HP
Sailor Strength +10% sailor damage
Sailor Toughness −5% melee damage taken by sailors
Sailor Ward −5% spell damage taken by sailors
Sailor Repair 50 + 75 × tier HP per sailor repair
Sailor Medic Faster sailor heals, +15% heal amount
Fishing Speed 10% faster fishing
Auto-Fishing Fishes automatically while anchored. The hold caps at 500 items and auto-fishing pauses when it's full.
Rare Loot +5% rare loot chance

Sailors

Sailors are crew members who stand on your deck. Give each one a duty: fighting, fishing, cleaning, healing or repairing. You can change a sailor's duty once every 2 minutes.

  • Fighting sailors only attack monsters, never players.
  • Sailors level up to 10.
  • A sailor who falls off the boat is lost.

Cannons

  • Load a cannon by targeting cannonballs. It holds up to 5 shots.
  • Range: 12 tiles, plus Cannon Range upgrades. You need line of sight.
  • Reload: 5 seconds × the Fire Rate modifier. You can fire any cannon at most once every 3 seconds.
  • Heat: a shot within 10 s of the last one adds 20 heat (a slower shot has a 25% chance to add 10). At 100 heat the cannon overheats for 2 minutes.

Damage

damage = (150–350 + Fishing / 2)
         × (1 + Cannon Power)
         × (1 + up to 15% Tinkering + up to 15% Remove Trap)
         × 1.35 if your boat is not moving
  • Shooting a player on an enemy boat also damages that boat's hull.
  • A ground shot splashes everything within 2 tiles (+ Cannon Splash), and the damage is split between the targets hit.
  • You can't fire at your friends, party or guild on your own boat.

Cannonballs

Ball Effect
Standard Damage
Poison / Greater / Deadly Regular / Greater / Deadly poison. Greater adds poison fields, Deadly also splashes.
Explosive / Greater Area blast. Greater adds fire fields.
Shrapnel / Greater Bleeding. Greater also splashes.

Fishing at sea

Fishing hotspots

Hotspots spawn across the seas. Fishing within 8 tiles of one uses a charge (20–35 charges). Each catch has a chance for:

Chance Result
10% A special item: delicate scales, pearls, a waterstained map, 500–3,000 gold, a special fishing net, a lobster or crab, an SOS or a level 1–3 treasure map
1% Rusty loot: a rusty key or a rusty chest
35% A sea creature erupts from the water

When the hotspot runs out, the last fisher gets a waterstained map, 3,000–8,000 gold, 15–40 delicate scales, a 40% chance for white pearls and a 25% chance for a special fishing net.

Magic fish

Fish Effect
Prized Fish +5 Int for 10 minutes
Wondrous Fish +5 Dex for 10 minutes
Truly Rare Fish +5 Str for 10 minutes
Peculiar Fish Restores 10 stamina

Special fishing nets

A net pulls up sea creatures. With Fishing above 100, there's a chance of 1% per point (10% at 110, 20% at 120) to pull up a Legendary Kraken.

Waterstained treasure maps

  • Maps are level 1–5. Double-click to reveal the chest. It lasts 2 hours.
  • The chest spawns guardian waves (waves = map level). Kill every wave before you open it.
Level Lockpicking
1 50
2 80
3 100
4 105
5 110

Loot includes 1,000 gold × level (plus Fortune), enhancement scrolls (25% × level), mastery items and mage items (15% × level each), imbuing resources, runic components and special loot. Your Fishing skill counts as luck for the chest. During Sea Legends, a waterstained chest also gives cargo points. Opening one counts for the Treasure Hunt weekly task.

Fisher's Guild

Marina, the Fisher's Guildmaster, collects sea finds. Drop them on her to log your progress and earn Seafarer Reputation, which you can spend in her shop.

Collection Reward
Rainbow Shells (every hue) 500 reputation + a reward in your bank
Ancient Pottery (every shard) 500 reputation + a restored vase
Regional Fish (one from every region) 500 reputation + a rusty chest
Lost Sailors (every journal) 1,500 reputation + a decoration
Prize fish Record catches go on her leaderboard, by weight

Sea Legends

Sea Legends is a sea invasion that runs twice a day: once between 8 and 12 am and once between 4 and 8 pm (Eastern time). It rotates through Nordic Sea, Britain Sea, Compassion Sea, Delucia Sea and Cove Bay, and lasts 90 minutes by default.

Scoring

Action Points
Sea Legends sea creature 5
Legendary Pirate Captain 50
Cargo (waterstained chest) 25
Contest fish caught in the region 3
Boss (Dread Admiral) 100

The boss spawns when the total score reaches 200 (set by staff) or at 75% of the contest time. Killing the boss ends the contest.

The Sea Legend title

The top scorer becomes Sea Legend of that sea. They get these bonuses, and their guildmates get half:

Bonus Legend
Fishing speed +15%
SOS chance +5%
Fishing net chance +5%
Boat and parrot XP +20%

Contested waters

While an invasion is running, its sea is contested:

  • No Recall, Gate, Sacred Journey or Mark out of it. You can only recall or gate to a spot on a boat.
  • Boats have a 10% chance per move to hit a hazard (at most one per minute in the region, and one per 5 minutes per boat):
    • scurvy,
    • a tidal wave dealing 35–50 to everyone on deck within 6 tiles,
    • eels and sea snakes boarding the ship.
  • Roaming Legendary Pirates, sharks, drowned sailor ghosts and fishing hotspots spawn across the seas.